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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.7 by root, Thu Oct 5 16:50:07 2006 UTC vs.
Revision 1.30 by root, Tue Aug 7 22:13:52 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
25 except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
26 living.c*/ 26 * living.c
27 27 */
28
29 28
30/* 29/*
31 30
32For DISEASES: 31For DISEASES:
33Stat Property Definition 32Stat Property Definition
126 125
127 126
128#include <global.h> 127#include <global.h>
129#include <object.h> 128#include <object.h>
130#include <living.h> 129#include <living.h>
131#ifndef __CEXTRACT__
132# include <sproto.h> 130#include <sproto.h>
133#endif
134#include <spells.h> 131#include <spells.h>
135#include <sounds.h> 132#include <sounds.h>
136#include <skills.h> 133#include <skills.h>
137 134
138/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
150 return 0; 147 return 0;
151 148
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1; 150 return 1;
154 151
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1; 153 return 1;
157 154
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1; 156 return 1;
160 157
166{ 163{
167 /* first task is to determine if the disease is inside or outside of someone. 164 /* first task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone. 165 * If outside, we decrement 'value' until we're gone.
169 */ 166 */
170 167
171 if (disease->env == NULL) 168 if (!disease->env)
172 { /* we're outside of someone */ 169 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 170 if (disease->stats.maxhp > 0)
174 disease->value--; 171 disease->value--;
172
175 if (disease->value == 0) 173 if (!disease->value)
176 { 174 {
177 remove_ob (disease); 175 disease->destroy ();
178 free_object (disease);
179 return 1; 176 return 1;
180 } 177 }
181 } 178 }
182 else 179 else
183 { 180 {
184 /* if we're inside a person, have the disease run its course */ 181 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */ 182 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0) 183 if (disease->stats.food > 0)
187 { 184 {
188 disease->stats.food--; 185 disease->stats.food--;
186
189 if (disease->stats.food == 0) 187 if (!disease->stats.food)
190 { 188 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */ 189 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease); 190 grant_immunity (disease);
193 remove_ob (disease); 191 disease->destroy ();
194 free_object (disease);
195 return 1; 192 return 1;
196 } 193 }
197 } 194 }
198 } 195 }
196
199 /* check to see if we infect others */ 197 /* check to see if we infect others */
200 check_infection (disease); 198 check_infection (disease);
201 199
202 /* impose or modify the symptoms of the disease */ 200 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
220 218
221 while ((symptom = find_symptom (disease)) != NULL) 219 while ((symptom = find_symptom (disease)) != NULL)
222 { 220 {
223 if (!victim) 221 if (!victim)
224 victim = symptom->env; 222 victim = symptom->env;
225 remove_ob (symptom); 223
226 free_object (symptom); 224 symptom->destroy ();
227 } 225 }
226
228 if (victim) 227 if (victim)
229 fix_player (victim); 228 victim->update_stats ();
229
230 return 0; 230 return 0;
231} 231}
232 232
233/* argument is a disease */ 233/* argument is a disease */
234object * 234object *
236{ 236{
237 object *walk; 237 object *walk;
238 238
239 /* check the inventory for symptoms */ 239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below) 240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk; 242 return walk;
243
243 return NULL; 244 return NULL;
244} 245}
245 246
246/* searches around for more victims to infect */ 247/* searches around for more victims to infect */
247int 248int
274 { 275 {
275 sint16 i2, j2; 276 sint16 i2, j2;
276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277 278
278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
279 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) 280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
280 infect_object (tmp, disease, 0); 281 infect_object (tmp, disease, 0);
281 } 282 }
282 283
283 return 1; 284 return 1;
284} 285}
322 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as 323 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
323 * they were cast in that same order. Instead, change it so that 324 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 325 * if you diseased, you can't get diseased more.
325 */ 326 */
326 327
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
328 { 329 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 330 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /*Immune! */ 331 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 332 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 333 return 0; /* already diseased */
333 } 334 }
334 335
335 /* If we've gotten this far, go ahead and infect the victim. */ 336 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = get_object (); 337 new_disease = disease->clone ();
337 copy_object (disease, new_disease);
338 new_disease->stats.food = disease->stats.maxgrace; 338 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 339 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 341
342 /* Unfortunately, set_owner does the wrong thing to the skills pointers 342 /* Unfortunately, set_owner does the wrong thing to the skills pointers
343 * resulting in exp going into the owners *current* chosen skill. 343 * resulting in exp going into the owners *current* chosen skill.
344 */ 344 */
345 345
346 if (get_owner (disease)) 346 if (disease->owner)
347 { 347 {
348 set_owner (new_disease, disease->owner); 348 new_disease->set_owner (disease->owner);
349 349
350 /* Only need to update skill if different */ 350 /* Only need to update skill if different */
351 if (new_disease->skill != disease->skill) 351 if (new_disease->skill != disease->skill)
352 new_disease->skill = disease->skill; 352 new_disease->skill = disease->skill;
353 } 353 }
355 { /* for diseases which are passed by hitting, set owner and praying skill */ 355 { /* for diseases which are passed by hitting, set owner and praying skill */
356 if (disease->env && disease->env->type == PLAYER) 356 if (disease->env && disease->env->type == PLAYER)
357 { 357 {
358 object *player = disease->env; 358 object *player = disease->env;
359 359
360 set_owner (new_disease, player); 360 new_disease->set_owner (player);
361 361
362 /* the skill pointer for these diseases should already be set up - 362 /* the skill pointer for these diseases should already be set up -
363 * hardcoding in 'praying' is not the right approach. 363 * hardcoding in 'praying' is not the right approach.
364 */ 364 */
365 } 365 }
366 } 366 }
367 367
368 insert_ob_in_ob (new_disease, victim); 368 insert_ob_in_ob (new_disease, victim->head_ ());
369 /* This appears to be a horrible case of overloading 'NO_PASS' 369 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 370 * for meaning in the diseases.
371 */ 371 */
372 new_disease->move_block = 0; 372 new_disease->move_block = 0;
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 373 if (new_disease->owner && new_disease->owner->type == PLAYER)
385 if (victim->type == PLAYER) 385 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else 387 else
388 new_draw_info (0, 4, new_disease->owner, buf); 388 new_draw_info (0, 4, new_disease->owner, buf);
389 } 389 }
390
390 if (victim->type == PLAYER) 391 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392 393
393 return 1; 394 return 1;
394 395
395} 396}
396
397
398 397
399/* this function monitors the symptoms caused by the disease (if any), 398/* this function monitors the symptoms caused by the disease (if any),
400causes symptoms, and modifies existing symptoms in the case of 399causes symptoms, and modifies existing symptoms in the case of
401existing diseases. */ 400existing diseases. */
402
403int 401int
404do_symptoms (object *disease) 402do_symptoms (object *disease)
405{ 403{
406 object *symptom; 404 object *symptom;
407 object *victim; 405 object *victim;
408 object *tmp; 406 object *tmp;
409 407
410 victim = disease->env; 408 victim = disease->env;
409
410 if (!victim)
411 return 0; /* no-one to inflict symptoms on */
411 412
412 /* This is a quick hack - for whatever reason, disease->env will point 413 /* This is a quick hack - for whatever reason, disease->env will point
413 * back to disease, causing endless loops. Why this happens really needs 414 * back to disease, causing endless loops. Why this happens really needs
414 * to be found, but this should at least prevent the infinite loops. 415 * to be found, but this should at least prevent the infinite loops.
415 */ 416 */
416 417 //TODO: should no longer be the case, monitor, and remove
417 if (victim == NULL || victim == disease) 418 if (victim == disease)
418 return 0; /* no-one to inflict symptoms on */ 419 {
420 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
421 return 0;
422 }
419 423
420 symptom = find_symptom (disease); 424 symptom = find_symptom (disease);
421 if (symptom == NULL) 425 if (!symptom)
422 { 426 {
423 /* no symptom? need to generate one! */ 427 /* no symptom? need to generate one! */
424 object *new_symptom; 428 object *new_symptom;
425 429
426 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 430 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
432 if (victim->head) 436 if (victim->head)
433 tmp = victim->head->inv; 437 tmp = victim->head->inv;
434 else 438 else
435 tmp = victim->inv; 439 tmp = victim->inv;
436 440
437 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 441 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
438 {
439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 442 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 443 if (tmp->name == disease->name && tmp->level >= disease->level)
441 return 0; /*Immune! */ 444 return 0; /*Immune! */
442 }
443 445
444 new_symptom = get_archetype (ARCH_SYMPTOM); 446 new_symptom = get_archetype ("symptom");
445 447
446 /* Something special done with dam. We want diseases to be more 448 /* Something special done with dam. We want diseases to be more
447 * random in what they'll kill, so we'll make the damage they 449 * random in what they'll kill, so we'll make the damage they
448 * do random, note, this has a weird effect with progressive diseases. 450 * do random, note, this has a weird effect with progressive diseases.
449 */ 451 */
451 { 453 {
452 int dam = disease->stats.dam; 454 int dam = disease->stats.dam;
453 455
454 /* reduce the damage, on average, 50%, and making things random. */ 456 /* reduce the damage, on average, 50%, and making things random. */
455 457
456 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 458 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
457 if (disease->stats.dam < 0) 459 if (disease->stats.dam < 0)
458 dam = -dam; 460 dam = -dam;
461
459 new_symptom->stats.dam = dam; 462 new_symptom->stats.dam = dam;
460 } 463 }
461 464
462
463 new_symptom->stats.maxsp = disease->stats.maxsp; 465 new_symptom->stats.maxsp = disease->stats.maxsp;
464 new_symptom->stats.food = new_symptom->stats.maxgrace; 466 new_symptom->stats.food = new_symptom->stats.maxgrace;
465 467
466 new_symptom->name = new_symptom->name_pl = disease->name; 468 new_symptom->name = new_symptom->name_pl = disease->name;
467 469
468 new_symptom->level = disease->level; 470 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed; 471 new_symptom->speed = disease->speed;
470 new_symptom->value = 0; 472 new_symptom->value = 0;
473
474 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.Str = disease->stats.Str; 475 new_symptom->stats.stat (i) = disease->stats.stat (i);
472 new_symptom->stats.Dex = disease->stats.Dex; 476
473 new_symptom->stats.Con = disease->stats.Con;
474 new_symptom->stats.Wis = disease->stats.Wis;
475 new_symptom->stats.Int = disease->stats.Int;
476 new_symptom->stats.Pow = disease->stats.Pow;
477 new_symptom->stats.Cha = disease->stats.Cha;
478 new_symptom->stats.sp = disease->stats.sp; 477 new_symptom->stats.sp = disease->stats.sp;
479 new_symptom->stats.food = disease->last_eat; 478 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp; 479 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp; 480 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0; 481 new_symptom->stats.exp = 0;
483 new_symptom->stats.hp = disease->stats.hp; 482 new_symptom->stats.hp = disease->stats.hp;
484 new_symptom->msg = disease->msg; 483 new_symptom->msg = disease->msg;
485 new_symptom->attacktype = disease->attacktype; 484 new_symptom->attacktype = disease->attacktype;
486 new_symptom->other_arch = disease->other_arch; 485 new_symptom->other_arch = disease->other_arch;
487 486
488 set_owner (new_symptom, disease->owner); 487 new_symptom->set_owner (disease->owner);
489 488
490 if (new_symptom->skill != disease->skill) 489 if (new_symptom->skill != disease->skill)
491 new_symptom->skill = disease->skill; 490 new_symptom->skill = disease->skill;
492 491
493 new_symptom->move_block = 0; 492 new_symptom->move_block = 0;
494 insert_ob_in_ob (new_symptom, victim); 493 insert_ob_in_ob (new_symptom, victim);
495 return 1; 494 return 1;
496 } 495 }
497 496
498 /* now deal with progressing diseases: we increase the debility 497 /* now deal with progressing diseases: we increase the debility
499 * caused by the symptoms. 498 * caused by the symptoms.
500 */ 499 */
501
502 if (disease->stats.ac != 0) 500 if (disease->stats.ac)
503 { 501 {
504 float scale; 502 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
505 503
506 symptom->value += disease->stats.ac;
507 scale = 1.0 + symptom->value / 100.0; 504 float scale = 1.f + symptom->value / 100.f;
505
508 /* now rescale all the debilities */ 506 /* now rescale all the debilities */
509 symptom->stats.Str = (int) (scale * disease->stats.Str); 507 for (int i = 0; i < NUM_STATS; ++i)
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 508 symptom->stats.stat (i) = clamp (scale * disease->stats.stat (i), -MAX_STAT, MAX_STAT);
511 symptom->stats.Con = (int) (scale * disease->stats.Con); 509
512 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
513 symptom->stats.Int = (int) (scale * disease->stats.Int);
514 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
515 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
516 symptom->stats.dam = (int) (scale * disease->stats.dam); 510 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
517 symptom->stats.sp = (int) (scale * disease->stats.sp);
518 symptom->stats.food = (int) (scale * disease->last_eat); 511 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 512 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
520 symptom->last_sp = (int) (scale * disease->last_sp); 513 symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024);
514 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
515 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
521 symptom->stats.exp = 0; 516 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp); 517
523 symptom->msg = disease->msg; 518 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype; 519 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch; 520 symptom->other_arch = disease->other_arch;
526 } 521 }
522
527 SET_FLAG (symptom, FLAG_APPLIED); 523 SET_FLAG (symptom, FLAG_APPLIED);
528 fix_player (victim); 524 victim->update_stats ();
525
529 return 1; 526 return 1;
530} 527}
531
532 528
533/* grants immunity to plagues we've seen before. */ 529/* grants immunity to plagues we've seen before. */
534int 530int
535grant_immunity (object *disease) 531grant_immunity (object *disease)
536{ 532{
541 if (disease->last_heal) 537 if (disease->last_heal)
542 return 0; 538 return 0;
543 /* first, search for an immunity of the same name */ 539 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below) 540 for (walk = disease->env->inv; walk; walk = walk->below)
545 { 541 {
546 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 542 if (walk->type == 98 && disease->name == walk->name)
547 { 543 {
548 walk->level = disease->level; 544 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */ 545 return 1; /* just update the existing immunity. */
550 } 546 }
551 } 547 }
568 object *new_ob; 564 object *new_ob;
569 int sp_reduce; 565 int sp_reduce;
570 566
571 if (victim == NULL || victim->map == NULL) 567 if (victim == NULL || victim->map == NULL)
572 { /* outside a monster/player, die immediately */ 568 { /* outside a monster/player, die immediately */
573 remove_ob (symptom); 569 symptom->destroy ();
574 free_object (symptom);
575 return 0; 570 return 0;
576 } 571 }
577 572
578 if (symptom->stats.dam > 0) 573 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 574 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
598 object *tmp; 593 object *tmp;
599 594
600 tmp = victim; 595 tmp = victim;
601 if (tmp->head != NULL) 596 if (tmp->head != NULL)
602 tmp = tmp->head; 597 tmp = tmp->head;
603 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) 598 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
604 { 599 {
605 new_ob = arch_to_object (symptom->other_arch); 600 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 601 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 602 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 603 new_ob->map = victim->map;
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 607 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 608
614 return 1; 609 return 1;
615} 610}
616 611
617
618/* possibly infect due to direct physical contact 612/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 613 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 614int
622check_physically_infect (object *victim, object *hitter) 615check_physically_infect (object *victim, object *hitter)
623{ 616{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 617 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 618 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 619 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 620 infect_object (victim, disease, 0);
621
630 return 1; 622 return 1;
631} 623}
632 624
633/* find a disease in someone*/ 625// find a disease in someone
634object * 626object *
635find_disease (object *victim) 627find_disease (object *victim)
636{ 628{
637 object *walk; 629 for (object *disease = victim->inv; disease; disease = disease->below)
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE) 630 if (disease->type == DISEASE)
641 return walk; 631 return disease;
632
642 return NULL; 633 return 0;
643} 634}
644 635
645/* do the cure disease stuff, from the spell "cure disease" */ 636/* do the cure disease stuff, from the spell "cure disease" */
646
647int 637int
648cure_disease (object *sufferer, object *caster) 638cure_disease (object *sufferer, object *caster)
649{ 639{
650 object *disease, *next; 640 object *disease, *next;
651 int casting_level; 641 int casting_level;
660 { 650 {
661 next = disease->below; 651 next = disease->below;
662 652
663 if (disease->type == DISEASE) 653 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 654 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 655 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 656 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 657 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 658 * is 1 in 5.
669 */ 659 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 660 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 661 {
672
673 remove_symptoms (disease); 662 remove_symptoms (disease);
674 remove_ob (disease);
675 cure = 1; 663 cure = 1;
664
676 if (caster) 665 if (caster)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 666 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
678 free_object (disease); 667
668 disease->destroy ();
679 } 669 }
680 } 670 }
681 } 671 }
672
682 if (cure) 673 if (cure)
683 { 674 {
684 /* Only draw these messages once */ 675 /* Only draw these messages once */
685 if (caster) 676 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 677 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
678
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 679 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 } 680 }
681
689 return 1; 682 return 1;
690} 683}
691 684
692/* reduces disease progression: reduce_symptoms 685/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 686 * return true if we actually reduce a disease.
694 */ 687 */
695
696int 688int
697reduce_symptoms (object *sufferer, int reduction) 689reduce_symptoms (object *sufferer, int reduction)
698{ 690{
699 object *walk; 691 object *walk;
700 int success = 0; 692 int success = 0;
704 if (walk->type == SYMPTOM) 696 if (walk->type == SYMPTOM)
705 { 697 {
706 if (walk->value > 0) 698 if (walk->value > 0)
707 { 699 {
708 success = 1; 700 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction); 701 walk->value = max (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom, 702 /* give the disease time to modify this symptom,
711 * and reduce its severity. */ 703 * and reduce its severity. */
712 walk->speed_left = 0; 704 walk->speed_left = 0;
713 } 705 }
714 } 706 }
715 } 707 }
708
716 if (success) 709 if (success)
717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 710 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
711
718 return success; 712 return success;
719} 713}

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