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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 1.34 by root, Sun Aug 12 07:04:48 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}
285
286 286
287/* check to see if an object is infectable: 287/* check to see if an object is infectable:
288 * objects with immunity aren't infectable. 288 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable. 289 * objects already infected aren't infectable.
290 * dead objects aren't infectable. 290 * dead objects aren't infectable.
322 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as 322 * (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 323 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 324 * if you diseased, you can't get diseased more.
325 */ 325 */
326 326
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 327 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
328 { 328 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 329 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /*Immune! */ 330 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 331 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 332 return 0; /* already diseased */
333 } 333 }
334 334
335 /* If we've gotten this far, go ahead and infect the victim. */ 335 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = get_object (); 336 new_disease = disease->clone ();
337 copy_object (disease, new_disease);
338 new_disease->stats.food = disease->stats.maxgrace; 337 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 338 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 340
342 /* Unfortunately, set_owner does the wrong thing to the skills pointers 341 /* Unfortunately, set_owner does the wrong thing to the skills pointers
343 * resulting in exp going into the owners *current* chosen skill. 342 * resulting in exp going into the owners *current* chosen skill.
344 */ 343 */
345 344
346 if (get_owner (disease)) 345 if (disease->owner)
347 { 346 {
348 set_owner (new_disease, disease->owner); 347 new_disease->set_owner (disease->owner);
349 348
350 /* Only need to update skill if different */ 349 /* Only need to update skill if different */
351 if (new_disease->skill != disease->skill) 350 if (new_disease->skill != disease->skill)
352 new_disease->skill = disease->skill; 351 new_disease->skill = disease->skill;
353 } 352 }
355 { /* for diseases which are passed by hitting, set owner and praying skill */ 354 { /* for diseases which are passed by hitting, set owner and praying skill */
356 if (disease->env && disease->env->type == PLAYER) 355 if (disease->env && disease->env->type == PLAYER)
357 { 356 {
358 object *player = disease->env; 357 object *player = disease->env;
359 358
360 set_owner (new_disease, player); 359 new_disease->set_owner (player);
361 360
362 /* the skill pointer for these diseases should already be set up - 361 /* the skill pointer for these diseases should already be set up -
363 * hardcoding in 'praying' is not the right approach. 362 * hardcoding in 'praying' is not the right approach.
364 */ 363 */
365 } 364 }
366 } 365 }
367 366
368 insert_ob_in_ob (new_disease, victim); 367 insert_ob_in_ob (new_disease, victim->head_ ());
369 /* This appears to be a horrible case of overloading 'NO_PASS' 368 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 369 * for meaning in the diseases.
371 */ 370 */
372 new_disease->move_block = 0; 371 new_disease->move_block = 0;
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 372 if (new_disease->owner && new_disease->owner->type == PLAYER)
385 if (victim->type == PLAYER) 384 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else 386 else
388 new_draw_info (0, 4, new_disease->owner, buf); 387 new_draw_info (0, 4, new_disease->owner, buf);
389 } 388 }
389
390 if (victim->type == PLAYER) 390 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392 392
393 return 1; 393 return 1;
394 394
395} 395}
396
397
398 396
399/* this function monitors the symptoms caused by the disease (if any), 397/* this function monitors the symptoms caused by the disease (if any),
400causes symptoms, and modifies existing symptoms in the case of 398causes symptoms, and modifies existing symptoms in the case of
401existing diseases. */ 399existing diseases. */
402
403int 400int
404do_symptoms (object *disease) 401do_symptoms (object *disease)
405{ 402{
406 object *symptom; 403 object *symptom;
407 object *victim; 404 object *victim;
408 object *tmp; 405 object *tmp;
409 406
410 victim = disease->env; 407 victim = disease->env;
408
409 if (!victim)
410 return 0; /* no-one to inflict symptoms on */
411 411
412 /* This is a quick hack - for whatever reason, disease->env will point 412 /* This is a quick hack - for whatever reason, disease->env will point
413 * back to disease, causing endless loops. Why this happens really needs 413 * back to disease, causing endless loops. Why this happens really needs
414 * to be found, but this should at least prevent the infinite loops. 414 * to be found, but this should at least prevent the infinite loops.
415 */ 415 */
416 416 //TODO: should no longer be the case, monitor, and remove
417 if (victim == NULL || victim == disease) 417 if (victim == disease)
418 return 0; /* no-one to inflict symptoms on */ 418 {
419 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
420 return 0;
421 }
419 422
420 symptom = find_symptom (disease); 423 symptom = find_symptom (disease);
421 if (symptom == NULL) 424 if (!symptom)
422 { 425 {
423 /* no symptom? need to generate one! */ 426 /* no symptom? need to generate one! */
424 object *new_symptom; 427 object *new_symptom;
425 428
426 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 429 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
432 if (victim->head) 435 if (victim->head)
433 tmp = victim->head->inv; 436 tmp = victim->head->inv;
434 else 437 else
435 tmp = victim->inv; 438 tmp = victim->inv;
436 439
437 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 440 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
438 {
439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 442 if (tmp->name == disease->name && tmp->level >= disease->level)
441 return 0; /*Immune! */ 443 return 0; /*Immune! */
442 }
443 444
444 new_symptom = get_archetype (ARCH_SYMPTOM); 445 new_symptom = get_archetype ("symptom");
445 446
446 /* Something special done with dam. We want diseases to be more 447 /* 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 448 * 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. 449 * do random, note, this has a weird effect with progressive diseases.
449 */ 450 */
451 { 452 {
452 int dam = disease->stats.dam; 453 int dam = disease->stats.dam;
453 454
454 /* reduce the damage, on average, 50%, and making things random. */ 455 /* reduce the damage, on average, 50%, and making things random. */
455 456
456 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 457 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
457 if (disease->stats.dam < 0) 458 if (disease->stats.dam < 0)
458 dam = -dam; 459 dam = -dam;
460
459 new_symptom->stats.dam = dam; 461 new_symptom->stats.dam = dam;
460 } 462 }
461 463
462
463 new_symptom->stats.maxsp = disease->stats.maxsp; 464 new_symptom->stats.maxsp = disease->stats.maxsp;
464 new_symptom->stats.food = new_symptom->stats.maxgrace; 465 new_symptom->stats.food = new_symptom->stats.maxgrace;
465 466
466 new_symptom->name = new_symptom->name_pl = disease->name; 467 new_symptom->name = new_symptom->name_pl = disease->name;
467 468
468 new_symptom->level = disease->level; 469 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed; 470 new_symptom->speed = disease->speed;
470 new_symptom->value = 0; 471 new_symptom->value = 0;
472
473 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.Str = disease->stats.Str; 474 new_symptom->stats.stat (i) = disease->stats.stat (i);
472 new_symptom->stats.Dex = disease->stats.Dex; 475
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; 476 new_symptom->stats.sp = disease->stats.sp;
479 new_symptom->stats.food = disease->last_eat; 477 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp; 478 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp; 479 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0; 480 new_symptom->stats.exp = 0;
483 new_symptom->stats.hp = disease->stats.hp; 481 new_symptom->stats.hp = disease->stats.hp;
484 new_symptom->msg = disease->msg; 482 new_symptom->msg = disease->msg;
485 new_symptom->attacktype = disease->attacktype; 483 new_symptom->attacktype = disease->attacktype;
486 new_symptom->other_arch = disease->other_arch; 484 new_symptom->other_arch = disease->other_arch;
487 485
488 set_owner (new_symptom, disease->owner); 486 new_symptom->set_owner (disease->owner);
489 487
490 if (new_symptom->skill != disease->skill) 488 if (new_symptom->skill != disease->skill)
491 new_symptom->skill = disease->skill; 489 new_symptom->skill = disease->skill;
492 490
493 new_symptom->move_block = 0; 491 new_symptom->move_block = 0;
494 insert_ob_in_ob (new_symptom, victim); 492 insert_ob_in_ob (new_symptom, victim);
495 return 1; 493 return 1;
496 } 494 }
497 495
498 /* now deal with progressing diseases: we increase the debility 496 /* now deal with progressing diseases: we increase the debility
499 * caused by the symptoms. 497 * caused by the symptoms.
500 */ 498 */
501
502 if (disease->stats.ac != 0) 499 if (disease->stats.ac)
503 { 500 {
504 float scale; 501 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
505 502
506 symptom->value += disease->stats.ac;
507 scale = 1.0 + symptom->value / 100.0; 503 float scale = 1.f + symptom->value / 100.f;
504
508 /* now rescale all the debilities */ 505 /* now rescale all the debilities */
509 symptom->stats.Str = (int) (scale * disease->stats.Str); 506 for (int i = 0; i < NUM_STATS; ++i)
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 507 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
511 symptom->stats.Con = (int) (scale * disease->stats.Con); 508
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); 509 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); 510 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 511 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
520 symptom->last_sp = (int) (scale * disease->last_sp); 512 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
513 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
521 symptom->stats.exp = 0; 514 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp); 515 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
523 symptom->msg = disease->msg; 516 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype; 517 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch; 518 symptom->other_arch = disease->other_arch;
526 } 519 }
520
527 SET_FLAG (symptom, FLAG_APPLIED); 521 SET_FLAG (symptom, FLAG_APPLIED);
528 fix_player (victim); 522 victim->update_stats ();
523
529 return 1; 524 return 1;
530} 525}
531
532 526
533/* grants immunity to plagues we've seen before. */ 527/* grants immunity to plagues we've seen before. */
534int 528int
535grant_immunity (object *disease) 529grant_immunity (object *disease)
536{ 530{
541 if (disease->last_heal) 535 if (disease->last_heal)
542 return 0; 536 return 0;
543 /* first, search for an immunity of the same name */ 537 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below) 538 for (walk = disease->env->inv; walk; walk = walk->below)
545 { 539 {
546 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 540 if (walk->type == 98 && disease->name == walk->name)
547 { 541 {
548 walk->level = disease->level; 542 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */ 543 return 1; /* just update the existing immunity. */
550 } 544 }
551 } 545 }
568 object *new_ob; 562 object *new_ob;
569 int sp_reduce; 563 int sp_reduce;
570 564
571 if (victim == NULL || victim->map == NULL) 565 if (victim == NULL || victim->map == NULL)
572 { /* outside a monster/player, die immediately */ 566 { /* outside a monster/player, die immediately */
573 remove_ob (symptom); 567 symptom->destroy ();
574 free_object (symptom);
575 return 0; 568 return 0;
576 } 569 }
577 570
578 if (symptom->stats.dam > 0) 571 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 572 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
598 object *tmp; 591 object *tmp;
599 592
600 tmp = victim; 593 tmp = victim;
601 if (tmp->head != NULL) 594 if (tmp->head != NULL)
602 tmp = tmp->head; 595 tmp = tmp->head;
603 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) 596 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
604 { 597 {
605 new_ob = arch_to_object (symptom->other_arch); 598 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 599 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 600 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 601 new_ob->map = victim->map;
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 605 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 606
614 return 1; 607 return 1;
615} 608}
616 609
617
618/* possibly infect due to direct physical contact 610/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 611 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 612int
622check_physically_infect (object *victim, object *hitter) 613check_physically_infect (object *victim, object *hitter)
623{ 614{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 615 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 616 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 617 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 618 infect_object (victim, disease, 0);
619
630 return 1; 620 return 1;
631} 621}
632 622
633/* find a disease in someone*/ 623// find a disease in someone
634object * 624object *
635find_disease (object *victim) 625find_disease (object *victim)
636{ 626{
637 object *walk; 627 for (object *disease = victim->inv; disease; disease = disease->below)
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE) 628 if (disease->type == DISEASE)
641 return walk; 629 return disease;
630
642 return NULL; 631 return 0;
643} 632}
644 633
645/* do the cure disease stuff, from the spell "cure disease" */ 634/* do the cure disease stuff, from the spell "cure disease" */
646
647int 635int
648cure_disease (object *sufferer, object *caster) 636cure_disease (object *sufferer, object *caster)
649{ 637{
650 object *disease, *next; 638 object *disease, *next;
651 int casting_level; 639 int casting_level;
660 { 648 {
661 next = disease->below; 649 next = disease->below;
662 650
663 if (disease->type == DISEASE) 651 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 652 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 653 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 654 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 655 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 656 * is 1 in 5.
669 */ 657 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 658 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 659 {
672
673 remove_symptoms (disease); 660 remove_symptoms (disease);
674 remove_ob (disease);
675 cure = 1; 661 cure = 1;
662
676 if (caster) 663 if (caster)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 664 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
678 free_object (disease); 665
666 disease->destroy ();
679 } 667 }
680 } 668 }
681 } 669 }
670
682 if (cure) 671 if (cure)
683 { 672 {
684 /* Only draw these messages once */ 673 /* Only draw these messages once */
685 if (caster) 674 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 675 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
676
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 677 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 } 678 }
679
689 return 1; 680 return 1;
690} 681}
691 682
692/* reduces disease progression: reduce_symptoms 683/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 684 * return true if we actually reduce a disease.
694 */ 685 */
695
696int 686int
697reduce_symptoms (object *sufferer, int reduction) 687reduce_symptoms (object *sufferer, int reduction)
698{ 688{
699 object *walk; 689 object *walk;
700 int success = 0; 690 int success = 0;
704 if (walk->type == SYMPTOM) 694 if (walk->type == SYMPTOM)
705 { 695 {
706 if (walk->value > 0) 696 if (walk->value > 0)
707 { 697 {
708 success = 1; 698 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction); 699 walk->value = max (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom, 700 /* give the disease time to modify this symptom,
711 * and reduce its severity. */ 701 * and reduce its severity. */
712 walk->speed_left = 0; 702 walk->speed_left = 0;
713 } 703 }
714 } 704 }
715 } 705 }
706
716 if (success) 707 if (success)
717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 708 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
709
718 return success; 710 return success;
719} 711}

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