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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 1.39 by root, Fri Aug 24 01:41:02 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
45dam^ Damage How much damage it does (%?). 44dam^ Damage How much damage it does (%?).
46maxgrace+ Duration How long before the disease is naturally cured. 45maxgrace+ Duration How long before the disease is naturally cured.
47food DurCount Counter for Duration 46food DurCount Counter for Duration
48 47
49speed Speed How often the disease moves. 48speed Speed How often the disease moves.
50last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
51 50
52maxsp^ Mana deplete Saps mana. 51maxsp^ Mana deplete Saps mana.
53ac^ Progressiveness How the diseases increases in severity. 52ac^ Progressiveness How the diseases increases in severity.
54last_eat*^ Deplete food saps food if negative 53last_eat*^ Deplete food saps food if negative
55last_heal GrantImmunity If nonzero, disease does NOT grant immunity 54last_heal GrantImmunity If nonzero, disease does NOT grant immunity
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))
210 * Modified by MSW 2003-03-28 do try to find all the symptom the 208 * Modified by MSW 2003-03-28 do try to find all the symptom the
211 * player may have - I think through some odd interactoins with 209 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get 210 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease. 211 * more than one symtpom to a disease.
214 */ 212 */
215
216int 213int
217remove_symptoms (object *disease) 214remove_symptoms (object *disease)
218{ 215{
219 object *symptom, *victim = NULL; 216 object *symptom, *victim = NULL;
220 217
221 while ((symptom = find_symptom (disease)) != NULL) 218 while ((symptom = find_symptom (disease)) != NULL)
222 { 219 {
223 if (!victim) 220 if (!victim)
224 victim = symptom->env; 221 victim = symptom->env;
225 remove_ob (symptom); 222
226 free_object (symptom); 223 symptom->destroy ();
227 } 224 }
225
228 if (victim) 226 if (victim)
229 fix_player (victim); 227 victim->update_stats ();
228
230 return 0; 229 return 0;
231} 230}
232 231
233/* argument is a disease */ 232/* argument is a disease */
234object * 233object *
235find_symptom (object *disease) 234find_symptom (object *disease)
236{ 235{
237 object *walk;
238
239 /* check the inventory for symptoms */ 236 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below) 237 for (object *walk = disease->env->inv; walk; walk = walk->below)
241 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 238 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk; 239 return walk;
240
243 return NULL; 241 return NULL;
244} 242}
245 243
246/* searches around for more victims to infect */ 244/* searches around for more victims to infect */
247int 245int
248check_infection (object *disease) 246check_infection (object *disease)
249{ 247{
250 int x, y, range, mflags; 248 int x, y;
251 maptile *map, *map2; 249 maptile *map, *map2;
252 object *tmp; 250 object *tmp;
253 251
254 range = abs (disease->magic); 252 int range = abs (disease->magic);
255 253
256 if (disease->env) 254 if (disease->env)
257 { 255 {
258 x = disease->env->x; 256 x = disease->env->x;
259 y = disease->env->y; 257 y = disease->env->y;
271 269
272 for (int i = x - range; i <= x + range; i++) 270 for (int i = x - range; i <= x + range; i++)
273 for (int j = y - range; j <= y + range; j++) 271 for (int j = y - range; j <= y + range; j++)
274 { 272 {
275 sint16 i2, j2; 273 sint16 i2, j2;
276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 274 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277 275
278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
279 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) 277 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
280 infect_object (tmp, disease, 0); 278 infect_object (tmp, disease, 0);
281 } 279 }
282 280
283 return 1; 281 return 1;
284} 282}
285
286 283
287/* check to see if an object is infectable: 284/* check to see if an object is infectable:
288 * objects with immunity aren't infectable. 285 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable. 286 * objects already infected aren't infectable.
290 * dead objects aren't infectable. 287 * dead objects aren't infectable.
309 /* roll the dice on infection before doing the inventory check! */ 306 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 307 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 308 return 0;
312 309
313 /* do an immunity check */ 310 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318 311
319 /* There used to (IMO) be a flaw in the below - it used to be the case 312 /* There used to (IMO) be a flaw in the below - it used to be the case
320 * that if level check was done for both immunity and disease. This could 313 * that if level check was done for both immunity and disease. This could
321 * result in a person with multiple afflictions of the same disease 314 * result in a person with multiple afflictions of the same disease
322 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as 315 * (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 316 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 317 * if you diseased, you can't get diseased more.
325 */ 318 */
326 319
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 320 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 321 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /*Immune! */ 322 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 323 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 324 return 0; /* already diseased */
333 }
334 325
335 /* If we've gotten this far, go ahead and infect the victim. */ 326 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = get_object (); 327
337 copy_object (disease, new_disease); 328 new_disease = disease->clone ();
329
338 new_disease->stats.food = disease->stats.maxgrace; 330 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 331 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 332 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 333
342 /* Unfortunately, set_owner does the wrong thing to the skills pointers
343 * resulting in exp going into the owners *current* chosen skill.
344 */
345
346 if (get_owner (disease))
347 {
348 set_owner (new_disease, disease->owner);
349
350 /* Only need to update skill if different */
351 if (new_disease->skill != disease->skill)
352 new_disease->skill = disease->skill;
353 }
354 else
355 { /* for diseases which are passed by hitting, set owner and praying skill */
356 if (disease->env && disease->env->type == PLAYER)
357 {
358 object *player = disease->env;
359
360 set_owner (new_disease, player);
361
362 /* the skill pointer for these diseases should already be set up -
363 * hardcoding in 'praying' is not the right approach.
364 */
365 }
366 }
367
368 insert_ob_in_ob (new_disease, victim);
369 /* This appears to be a horrible case of overloading 'NO_PASS' 334 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 335 * for meaning in the diseases.
371 */ 336 */
372 new_disease->move_block = 0; 337 new_disease->move_block = 0;
338
339 // insert before setting the owner
340 victim->head_ ()->insert (new_disease);
341
342 if (disease->owner)
343 new_disease->set_owner (disease->owner);
344 else if (object *pl = disease->in_player ())
345 /* for diseases which are passed by hitting, set owner and skill */
346 new_disease->set_owner (pl);
347
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 348 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 { 349 {
375 char buf[128]; 350 const char *buf;
376 351
377 /* if the disease has a title, it has a special infection message 352 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim 353 * This messages is printed in the form MESSAGE victim
379 */ 354 */
380 if (new_disease->title) 355 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 356 buf = format ("%s %s!!", &disease->title, &victim->name);
382 else 357 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 358 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384 359
385 if (victim->type == PLAYER) 360 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 361 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else 362 else
388 new_draw_info (0, 4, new_disease->owner, buf); 363 new_draw_info (0, 4, new_disease->owner, buf);
389 } 364 }
365
390 if (victim->type == PLAYER) 366 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 367 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392 368
393 return 1; 369 return 1;
394
395} 370}
396
397
398 371
399/* this function monitors the symptoms caused by the disease (if any), 372/* this function monitors the symptoms caused by the disease (if any),
400causes symptoms, and modifies existing symptoms in the case of 373causes symptoms, and modifies existing symptoms in the case of
401existing diseases. */ 374existing diseases. */
402
403int 375int
404do_symptoms (object *disease) 376do_symptoms (object *disease)
405{ 377{
406 object *symptom; 378 object *symptom;
407 object *victim; 379 object *victim;
408 object *tmp; 380 object *tmp;
409 381
410 victim = disease->env; 382 victim = disease->env;
383
384 if (!victim)
385 return 0; /* no-one to inflict symptoms on */
411 386
412 /* This is a quick hack - for whatever reason, disease->env will point 387 /* This is a quick hack - for whatever reason, disease->env will point
413 * back to disease, causing endless loops. Why this happens really needs 388 * back to disease, causing endless loops. Why this happens really needs
414 * to be found, but this should at least prevent the infinite loops. 389 * to be found, but this should at least prevent the infinite loops.
415 */ 390 */
416 391 //TODO: should no longer be the case, monitor, and remove
417 if (victim == NULL || victim == disease) 392 if (victim == disease)
418 return 0; /* no-one to inflict symptoms on */ 393 {
394 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
395 return 0;
396 }
419 397
420 symptom = find_symptom (disease); 398 symptom = find_symptom (disease);
421 if (symptom == NULL) 399 if (!symptom)
422 { 400 {
423 /* no symptom? need to generate one! */ 401 /* no symptom? need to generate one! */
424 object *new_symptom;
425 402
426 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 403 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
427 if (!is_susceptible_to_disease (victim, disease)) 404 if (!is_susceptible_to_disease (victim, disease))
428 return 0; 405 return 0;
429 406
430 /* check for an actual immunity */ 407 /* check for an actual immunity */
431 /* do an immunity check */ 408 /* do an immunity check */
432 if (victim->head) 409 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
433 tmp = victim->head->inv;
434 else
435 tmp = victim->inv;
436
437 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
438 {
439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 410 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 411 if (tmp->name == disease->name && tmp->level >= disease->level)
441 return 0; /*Immune! */ 412 return 0; /* Immune! */
442 }
443 413
444 new_symptom = get_archetype (ARCH_SYMPTOM); 414 object *new_symptom = get_archetype ("symptom");
445 415
446 /* Something special done with dam. We want diseases to be more 416 /* 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 417 * 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. 418 * do random, note, this has a weird effect with progressive diseases.
449 */ 419 */
450 if (disease->stats.dam != 0) 420 if (disease->stats.dam)
451 { 421 {
452 int dam = disease->stats.dam; 422 int dam = disease->stats.dam;
453 423
454 /* reduce the damage, on average, 50%, and making things random. */ 424 /* reduce the damage, on average, 50%, and making things random. */
455 425
456 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 426 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
457 if (disease->stats.dam < 0) 427 if (disease->stats.dam < 0)
458 dam = -dam; 428 dam = -dam;
429
459 new_symptom->stats.dam = dam; 430 new_symptom->stats.dam = dam;
460 } 431 }
461 432
462
463 new_symptom->stats.maxsp = disease->stats.maxsp; 433 new_symptom->stats.maxsp = disease->stats.maxsp;
464 new_symptom->stats.food = new_symptom->stats.maxgrace; 434 new_symptom->stats.food = new_symptom->stats.maxgrace;
465 435
466 new_symptom->name = new_symptom->name_pl = disease->name; 436 new_symptom->name = new_symptom->name_pl = disease->name;
467 437
468 new_symptom->level = disease->level; 438 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed; 439 new_symptom->speed = disease->speed;
470 new_symptom->value = 0; 440 new_symptom->value = 0;
441
442 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.Str = disease->stats.Str; 443 new_symptom->stats.stat (i) = disease->stats.stat (i);
472 new_symptom->stats.Dex = disease->stats.Dex; 444
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; 445 new_symptom->stats.sp = disease->stats.sp;
479 new_symptom->stats.food = disease->last_eat; 446 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp; 447 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp; 448 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0; 449 new_symptom->stats.exp = 0;
483 new_symptom->stats.hp = disease->stats.hp; 450 new_symptom->stats.hp = disease->stats.hp;
484 new_symptom->msg = disease->msg; 451 new_symptom->msg = disease->msg;
485 new_symptom->attacktype = disease->attacktype; 452 new_symptom->attacktype = disease->attacktype;
486 new_symptom->other_arch = disease->other_arch; 453 new_symptom->other_arch = disease->other_arch;
487
488 set_owner (new_symptom, disease->owner);
489
490 if (new_symptom->skill != disease->skill)
491 new_symptom->skill = disease->skill; 454 new_symptom->skill = disease->skill;
492 455
493 new_symptom->move_block = 0; 456 new_symptom->move_block = 0;
494 insert_ob_in_ob (new_symptom, victim); 457
458 victim->head_ ()->insert (new_symptom);
459
460 // set owner last, as insert clears owner
461 new_symptom->set_owner (disease->owner);
462
495 return 1; 463 return 1;
496 } 464 }
497 465
498 /* now deal with progressing diseases: we increase the debility 466 /* now deal with progressing diseases: we increase the debility
499 * caused by the symptoms. 467 * caused by the symptoms.
500 */ 468 */
501
502 if (disease->stats.ac != 0) 469 if (disease->stats.ac)
503 { 470 {
504 float scale; 471 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
505 472
506 symptom->value += disease->stats.ac;
507 scale = 1.0 + symptom->value / 100.0; 473 float scale = 1.f + symptom->value / 100.f;
474
508 /* now rescale all the debilities */ 475 /* now rescale all the debilities */
509 symptom->stats.Str = (int) (scale * disease->stats.Str); 476 for (int i = 0; i < NUM_STATS; ++i)
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 477 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
511 symptom->stats.Con = (int) (scale * disease->stats.Con); 478
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); 479 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); 480 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 481 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
520 symptom->last_sp = (int) (scale * disease->last_sp); 482 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
483 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
521 symptom->stats.exp = 0; 484 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp); 485 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
523 symptom->msg = disease->msg; 486 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype; 487 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch; 488 symptom->other_arch = disease->other_arch;
526 } 489 }
490
527 SET_FLAG (symptom, FLAG_APPLIED); 491 SET_FLAG (symptom, FLAG_APPLIED);
528 fix_player (victim); 492 victim->update_stats ();
493
529 return 1; 494 return 1;
530} 495}
531
532 496
533/* grants immunity to plagues we've seen before. */ 497/* grants immunity to plagues we've seen before. */
534int 498int
535grant_immunity (object *disease) 499grant_immunity (object *disease)
536{ 500{
538 object *walk; 502 object *walk;
539 503
540 /* Don't give immunity to this disease if last_heal is set. */ 504 /* Don't give immunity to this disease if last_heal is set. */
541 if (disease->last_heal) 505 if (disease->last_heal)
542 return 0; 506 return 0;
507
543 /* first, search for an immunity of the same name */ 508 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below) 509 for (walk = disease->env->inv; walk; walk = walk->below)
545 {
546 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 510 if (walk->type == 98 && disease->name == walk->name)
547 { 511 {
548 walk->level = disease->level; 512 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */ 513 return 1; /* just update the existing immunity. */
550 } 514 }
551 } 515
552 immunity = get_archetype ("immunity"); 516 immunity = get_archetype ("immunity");
517
553 immunity->name = disease->name; 518 immunity->name = disease->name;
554 immunity->level = disease->level; 519 immunity->level = disease->level;
555 immunity->move_block = 0; 520 immunity->move_block = 0;
521
556 insert_ob_in_ob (immunity, disease->env); 522 insert_ob_in_ob (immunity, disease->env);
523
557 return 1; 524 return 1;
558
559} 525}
560
561 526
562/* make the symptom do the nasty things it does */ 527/* make the symptom do the nasty things it does */
563
564int 528int
565move_symptom (object *symptom) 529move_symptom (object *symptom)
566{ 530{
567 object *victim = symptom->env; 531 object *victim = symptom->env;
568 object *new_ob; 532 object *new_ob;
569 int sp_reduce; 533 int sp_reduce;
570 534
571 if (victim == NULL || victim->map == NULL) 535 if (!victim || !victim->map)
572 { /* outside a monster/player, die immediately */ 536 { /* outside a monster/player, die immediately */
573 remove_ob (symptom); 537 symptom->destroy ();
574 free_object (symptom);
575 return 0; 538 return 0;
576 } 539 }
577 540
578 if (symptom->stats.dam > 0) 541 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 542 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
580 else 543 else
581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 544 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
582 545
583 if (symptom->stats.maxsp > 0) 546 if (symptom->stats.maxsp > 0)
584 sp_reduce = symptom->stats.maxsp; 547 sp_reduce = symptom->stats.maxsp;
585 else 548 else
586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 549 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
550
587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 551 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
588 552
589 /* create the symptom "other arch" object and drop it here 553 /* create the symptom "other arch" object and drop it here
590 * under every part of the monster 554 * under every part of the monster
591 * The victim may well have died. 555 * The victim may well have died.
592 */ 556 */
593
594 if (victim->map == NULL)
595 return 0;
596 if (symptom->other_arch) 557 if (symptom->other_arch && victim->map)
597 { 558 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
598 object *tmp;
599
600 tmp = victim;
601 if (tmp->head != NULL)
602 tmp = tmp->head;
603 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
604 { 559 {
605 new_ob = arch_to_object (symptom->other_arch); 560 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 561 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 562 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 563 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0); 564 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 } 565 }
611 } 566
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 567 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 568
614 return 1; 569 return 1;
615} 570}
616 571
617
618/* possibly infect due to direct physical contact 572/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 573 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 574int
622check_physically_infect (object *victim, object *hitter) 575check_physically_infect (object *victim, object *hitter)
623{ 576{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 577 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 578 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 579 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 580 infect_object (victim, disease, 0);
581
630 return 1; 582 return 1;
631} 583}
632 584
633/* find a disease in someone*/ 585// find a disease in someone
634object * 586object *
635find_disease (object *victim) 587find_disease (object *victim)
636{ 588{
637 object *walk; 589 for (object *disease = victim->inv; disease; disease = disease->below)
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE) 590 if (disease->type == DISEASE)
641 return walk; 591 return disease;
592
642 return NULL; 593 return 0;
643} 594}
644 595
645/* do the cure disease stuff, from the spell "cure disease" */ 596/* do the cure disease stuff, from the spell "cure disease" */
646
647int 597int
648cure_disease (object *sufferer, object *caster) 598cure_disease (object *sufferer, object *caster)
649{ 599{
650 object *disease, *next; 600 object *disease, *next;
651 int casting_level; 601 int casting_level;
660 { 610 {
661 next = disease->below; 611 next = disease->below;
662 612
663 if (disease->type == DISEASE) 613 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 614 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 615 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 616 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 617 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 618 * is 1 in 5.
669 */ 619 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 620 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 621 {
672
673 remove_symptoms (disease); 622 remove_symptoms (disease);
674 remove_ob (disease);
675 cure = 1; 623 cure = 1;
624
676 if (caster) 625 if (caster)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 626 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
678 free_object (disease); 627
628 disease->destroy ();
679 } 629 }
680 } 630 }
681 } 631 }
632
682 if (cure) 633 if (cure)
683 { 634 {
684 /* Only draw these messages once */ 635 /* Only draw these messages once */
685 if (caster) 636 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 637 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
638
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 639 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 } 640 }
641
689 return 1; 642 return 1;
690} 643}
691 644
692/* reduces disease progression: reduce_symptoms 645/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 646 * return true if we actually reduce a disease.
694 */ 647 */
695
696int 648int
697reduce_symptoms (object *sufferer, int reduction) 649reduce_symptoms (object *sufferer, int reduction)
698{ 650{
699 object *walk; 651 object *walk;
700 int success = 0; 652 int success = 0;
704 if (walk->type == SYMPTOM) 656 if (walk->type == SYMPTOM)
705 { 657 {
706 if (walk->value > 0) 658 if (walk->value > 0)
707 { 659 {
708 success = 1; 660 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction); 661 walk->value = max (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom, 662 /* give the disease time to modify this symptom,
711 * and reduce its severity. */ 663 * and reduce its severity. */
712 walk->speed_left = 0; 664 walk->speed_left = 0;
713 } 665 }
714 } 666 }
715 } 667 }
668
716 if (success) 669 if (success)
717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 670 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
671
718 return success; 672 return success;
719} 673}

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