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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 1.45 by root, Sun Nov 25 13:28:07 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 <support@deliantra.net>
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
147is_susceptible_to_disease (object *victim, object *disease) 144is_susceptible_to_disease (object *victim, object *disease)
148{ 145{
149 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 146 if (!QUERY_FLAG (victim, FLAG_ALIVE))
150 return 0; 147 return 0;
151 148
149 if (victim->flag [FLAG_WIZ])
150 return 0;
151
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1; 153 return 1;
154 154
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 155 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1; 156 return 1;
157 157
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1; 159 return 1;
160 160
166{ 166{
167 /* first task is to determine if the disease is inside or outside of someone. 167 /* first task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone. 168 * If outside, we decrement 'value' until we're gone.
169 */ 169 */
170 170
171 if (disease->env == NULL) 171 if (!disease->env)
172 { /* we're outside of someone */ 172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 173 if (disease->stats.maxhp > 0)
174 disease->value--; 174 disease->value--;
175
175 if (disease->value == 0) 176 if (!disease->value)
176 { 177 {
177 remove_ob (disease); 178 disease->destroy ();
178 free_object (disease);
179 return 1; 179 return 1;
180 } 180 }
181 } 181 }
182 else 182 else
183 { 183 {
184 /* if we're inside a person, have the disease run its course */ 184 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */ 185 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0) 186 if (disease->stats.food > 0)
187 { 187 {
188 disease->stats.food--; 188 disease->stats.food--;
189
189 if (disease->stats.food == 0) 190 if (!disease->stats.food)
190 { 191 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */ 192 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease); 193 grant_immunity (disease);
193 remove_ob (disease); 194 disease->destroy ();
194 free_object (disease);
195 return 1; 195 return 1;
196 } 196 }
197 } 197 }
198 } 198 }
199
199 /* check to see if we infect others */ 200 /* check to see if we infect others */
200 check_infection (disease); 201 check_infection (disease);
201 202
202 /* impose or modify the symptoms of the disease */ 203 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 204 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 211 * 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 212 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get 213 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease. 214 * more than one symtpom to a disease.
214 */ 215 */
215
216int 216int
217remove_symptoms (object *disease) 217remove_symptoms (object *disease)
218{ 218{
219 object *symptom, *victim = NULL; 219 object *symptom, *victim = NULL;
220 220
221 while ((symptom = find_symptom (disease)) != NULL) 221 while ((symptom = find_symptom (disease)) != NULL)
222 { 222 {
223 if (!victim) 223 if (!victim)
224 victim = symptom->env; 224 victim = symptom->env;
225 remove_ob (symptom); 225
226 free_object (symptom); 226 symptom->destroy ();
227 } 227 }
228
228 if (victim) 229 if (victim)
229 fix_player (victim); 230 victim->update_stats ();
231
230 return 0; 232 return 0;
231} 233}
232 234
233/* argument is a disease */ 235/* argument is a disease */
234object * 236object *
235find_symptom (object *disease) 237find_symptom (object *disease)
236{ 238{
237 object *walk;
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 (object *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
248check_infection (object *disease) 249check_infection (object *disease)
249{ 250{
250 int x, y, range, mflags; 251 int x, y;
251 maptile *map, *map2; 252 maptile *map, *map2;
252 object *tmp; 253 object *tmp;
253 254
254 range = abs (disease->magic); 255 int range = abs (disease->magic);
255 256
256 if (disease->env) 257 if (disease->env)
257 { 258 {
258 x = disease->env->x; 259 x = disease->env->x;
259 y = disease->env->y; 260 y = disease->env->y;
271 272
272 for (int i = x - range; i <= x + range; i++) 273 for (int i = x - range; i <= x + range; i++)
273 for (int j = y - range; j <= y + range; j++) 274 for (int j = y - range; j <= y + range; j++)
274 { 275 {
275 sint16 i2, j2; 276 sint16 i2, j2;
276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 277 int 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.
309 /* roll the dice on infection before doing the inventory check! */ 309 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 311 return 0;
312 312
313 /* do an immunity check */ 313 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318 314
319 /* There used to (IMO) be a flaw in the below - it used to be the case 315 /* 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 316 * 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 317 * 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 318 * (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 319 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 320 * if you diseased, you can't get diseased more.
325 */ 321 */
326 322
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 324 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /*Immune! */ 325 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 326 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 327 return 0; /* already diseased */
333 }
334 328
335 /* If we've gotten this far, go ahead and infect the victim. */ 329 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = get_object (); 330
337 copy_object (disease, new_disease); 331 new_disease = disease->clone ();
332
338 new_disease->stats.food = disease->stats.maxgrace; 333 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 334 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 336
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' 337 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 338 * for meaning in the diseases.
371 */ 339 */
372 new_disease->move_block = 0; 340 new_disease->move_block = 0;
341
342 // insert before setting the owner
343 victim->head_ ()->insert (new_disease);
344
345 if (disease->owner)
346 new_disease->set_owner (disease->owner);
347 else if (object *pl = disease->in_player ())
348 /* for diseases which are passed by hitting, set owner and skill */
349 new_disease->set_owner (pl);
350
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 351 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 { 352 {
375 char buf[128]; 353 const char *buf;
376 354
377 /* if the disease has a title, it has a special infection message 355 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim 356 * This messages is printed in the form MESSAGE victim
379 */ 357 */
380 if (new_disease->title) 358 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 359 buf = format ("%s %s!!", &disease->title, &victim->name);
382 else 360 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 361 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384 362
385 if (victim->type == PLAYER) 363 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 364 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else 365 else
388 new_draw_info (0, 4, new_disease->owner, buf); 366 new_draw_info (0, 4, new_disease->owner, buf);
389 } 367 }
368
390 if (victim->type == PLAYER) 369 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 370 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392 371
393 return 1; 372 return 1;
394
395} 373}
396
397
398 374
399/* this function monitors the symptoms caused by the disease (if any), 375/* this function monitors the symptoms caused by the disease (if any),
400causes symptoms, and modifies existing symptoms in the case of 376causes symptoms, and modifies existing symptoms in the case of
401existing diseases. */ 377existing diseases. */
402
403int 378int
404do_symptoms (object *disease) 379do_symptoms (object *disease)
405{ 380{
406 object *symptom; 381 object *symptom;
407 object *victim; 382 object *victim;
408 object *tmp; 383 object *tmp;
409 384
410 victim = disease->env; 385 victim = disease->env;
386
387 if (!victim)
388 return 0; /* no-one to inflict symptoms on */
411 389
412 /* This is a quick hack - for whatever reason, disease->env will point 390 /* This is a quick hack - for whatever reason, disease->env will point
413 * back to disease, causing endless loops. Why this happens really needs 391 * back to disease, causing endless loops. Why this happens really needs
414 * to be found, but this should at least prevent the infinite loops. 392 * to be found, but this should at least prevent the infinite loops.
415 */ 393 */
416 394 //TODO: should no longer be the case, monitor, and remove
417 if (victim == NULL || victim == disease) 395 if (victim == disease)
418 return 0; /* no-one to inflict symptoms on */ 396 {
397 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
398 return 0;
399 }
419 400
420 symptom = find_symptom (disease); 401 symptom = find_symptom (disease);
421 if (symptom == NULL) 402 if (!symptom)
422 { 403 {
423 /* no symptom? need to generate one! */ 404 /* no symptom? need to generate one! */
424 object *new_symptom;
425 405
426 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 406 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
427 if (!is_susceptible_to_disease (victim, disease)) 407 if (!is_susceptible_to_disease (victim, disease))
428 return 0; 408 return 0;
429 409
430 /* check for an actual immunity */ 410 /* check for an actual immunity */
431 /* do an immunity check */ 411 /* do an immunity check */
432 if (victim->head) 412 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 */ 413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 414 if (tmp->name == disease->name && tmp->level >= disease->level)
441 return 0; /*Immune! */ 415 return 0; /* Immune! */
442 }
443 416
444 new_symptom = get_archetype (ARCH_SYMPTOM); 417 object *new_symptom = get_archetype ("symptom");
445 418
446 /* Something special done with dam. We want diseases to be more 419 /* 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 420 * 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. 421 * do random, note, this has a weird effect with progressive diseases.
449 */ 422 */
450 if (disease->stats.dam != 0) 423 if (disease->stats.dam)
451 { 424 {
452 int dam = disease->stats.dam; 425 int dam = disease->stats.dam;
453 426
454 /* reduce the damage, on average, 50%, and making things random. */ 427 /* reduce the damage, on average, 50%, and making things random. */
455 428
456 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 429 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
457 if (disease->stats.dam < 0) 430 if (disease->stats.dam < 0)
458 dam = -dam; 431 dam = -dam;
432
459 new_symptom->stats.dam = dam; 433 new_symptom->stats.dam = dam;
460 } 434 }
461 435
462
463 new_symptom->stats.maxsp = disease->stats.maxsp; 436 new_symptom->stats.maxsp = disease->stats.maxsp;
464 new_symptom->stats.food = new_symptom->stats.maxgrace; 437 new_symptom->stats.food = new_symptom->stats.maxgrace;
465 438
466 new_symptom->name = new_symptom->name_pl = disease->name; 439 new_symptom->name = new_symptom->name_pl = disease->name;
467 440
468 new_symptom->level = disease->level; 441 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed; 442 new_symptom->speed = disease->speed;
470 new_symptom->value = 0; 443 new_symptom->value = 0;
444
445 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.Str = disease->stats.Str; 446 new_symptom->stats.stat (i) = disease->stats.stat (i);
472 new_symptom->stats.Dex = disease->stats.Dex; 447
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; 448 new_symptom->stats.sp = disease->stats.sp;
479 new_symptom->stats.food = disease->last_eat; 449 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp; 450 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp; 451 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0; 452 new_symptom->stats.exp = 0;
483 new_symptom->stats.hp = disease->stats.hp; 453 new_symptom->stats.hp = disease->stats.hp;
484 new_symptom->msg = disease->msg; 454 new_symptom->msg = disease->msg;
485 new_symptom->attacktype = disease->attacktype; 455 new_symptom->attacktype = disease->attacktype;
486 new_symptom->other_arch = disease->other_arch; 456 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; 457 new_symptom->skill = disease->skill;
492 458
493 new_symptom->move_block = 0; 459 new_symptom->move_block = 0;
494 insert_ob_in_ob (new_symptom, victim); 460
461 victim->head_ ()->insert (new_symptom);
462
463 // set owner last, as insert clears owner
464 new_symptom->set_owner (disease->owner);
465
495 return 1; 466 return 1;
496 } 467 }
497 468
498 /* now deal with progressing diseases: we increase the debility 469 /* now deal with progressing diseases: we increase the debility
499 * caused by the symptoms. 470 * caused by the symptoms.
500 */ 471 */
501
502 if (disease->stats.ac != 0) 472 if (disease->stats.ac)
503 { 473 {
504 float scale; 474 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
505 475
506 symptom->value += disease->stats.ac;
507 scale = 1.0 + symptom->value / 100.0; 476 float scale = 1.f + symptom->value / 100.f;
477
508 /* now rescale all the debilities */ 478 /* now rescale all the debilities */
509 symptom->stats.Str = (int) (scale * disease->stats.Str); 479 for (int i = 0; i < NUM_STATS; ++i)
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 480 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
511 symptom->stats.Con = (int) (scale * disease->stats.Con); 481
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); 482 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); 483 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 484 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
520 symptom->last_sp = (int) (scale * disease->last_sp); 485 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
486 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
521 symptom->stats.exp = 0; 487 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp); 488 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
523 symptom->msg = disease->msg; 489 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype; 490 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch; 491 symptom->other_arch = disease->other_arch;
526 } 492 }
493
527 SET_FLAG (symptom, FLAG_APPLIED); 494 SET_FLAG (symptom, FLAG_APPLIED);
528 fix_player (victim); 495 victim->update_stats ();
496
529 return 1; 497 return 1;
530} 498}
531
532 499
533/* grants immunity to plagues we've seen before. */ 500/* grants immunity to plagues we've seen before. */
534int 501int
535grant_immunity (object *disease) 502grant_immunity (object *disease)
536{ 503{
538 object *walk; 505 object *walk;
539 506
540 /* Don't give immunity to this disease if last_heal is set. */ 507 /* Don't give immunity to this disease if last_heal is set. */
541 if (disease->last_heal) 508 if (disease->last_heal)
542 return 0; 509 return 0;
510
543 /* first, search for an immunity of the same name */ 511 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below) 512 for (walk = disease->env->inv; walk; walk = walk->below)
545 {
546 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 513 if (walk->type == 98 && disease->name == walk->name)
547 { 514 {
548 walk->level = disease->level; 515 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */ 516 return 1; /* just update the existing immunity. */
550 } 517 }
551 } 518
552 immunity = get_archetype ("immunity"); 519 immunity = get_archetype ("immunity");
520
553 immunity->name = disease->name; 521 immunity->name = disease->name;
554 immunity->level = disease->level; 522 immunity->level = disease->level;
555 immunity->move_block = 0; 523 immunity->move_block = 0;
524
556 insert_ob_in_ob (immunity, disease->env); 525 insert_ob_in_ob (immunity, disease->env);
526
557 return 1; 527 return 1;
558
559} 528}
560
561 529
562/* make the symptom do the nasty things it does */ 530/* make the symptom do the nasty things it does */
563
564int 531int
565move_symptom (object *symptom) 532move_symptom (object *symptom)
566{ 533{
567 object *victim = symptom->env; 534 object *victim = symptom->env;
568 object *new_ob; 535 object *new_ob;
569 int sp_reduce; 536 int sp_reduce;
570 537
571 if (victim == NULL || victim->map == NULL) 538 if (!victim || !victim->map)
572 { /* outside a monster/player, die immediately */ 539 { /* outside a monster/player, die immediately */
573 remove_ob (symptom); 540 symptom->destroy ();
574 free_object (symptom);
575 return 0; 541 return 0;
576 } 542 }
577 543
578 if (symptom->stats.dam > 0) 544 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
580 else 546 else
581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 547 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
582 548
583 if (symptom->stats.maxsp > 0) 549 if (symptom->stats.maxsp > 0)
584 sp_reduce = symptom->stats.maxsp; 550 sp_reduce = symptom->stats.maxsp;
585 else 551 else
586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 552 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
553
587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
588 555
589 /* create the symptom "other arch" object and drop it here 556 /* create the symptom "other arch" object and drop it here
590 * under every part of the monster 557 * under every part of the monster
591 * The victim may well have died. 558 * The victim may well have died.
592 */ 559 */
593
594 if (victim->map == NULL) 560 if (victim->map)
595 return 0; 561 {
562 victim->play_sound (symptom->sound);
563
596 if (symptom->other_arch) 564 if (symptom->other_arch)
597 { 565 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 { 566 {
605 new_ob = arch_to_object (symptom->other_arch); 567 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 568 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 569 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 570 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0); 571 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 } 572 }
611 } 573 }
574
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 575 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 576
614 return 1; 577 return 1;
615} 578}
616 579
617
618/* possibly infect due to direct physical contact 580/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 581 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 582int
622check_physically_infect (object *victim, object *hitter) 583check_physically_infect (object *victim, object *hitter)
623{ 584{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 585 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 586 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 587 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 588 infect_object (victim, disease, 0);
589
630 return 1; 590 return 1;
631} 591}
632 592
633/* find a disease in someone*/ 593// find a disease in someone
634object * 594object *
635find_disease (object *victim) 595find_disease (object *victim)
636{ 596{
637 object *walk; 597 for (object *disease = victim->inv; disease; disease = disease->below)
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE) 598 if (disease->type == DISEASE)
641 return walk; 599 return disease;
600
642 return NULL; 601 return 0;
643} 602}
644 603
645/* do the cure disease stuff, from the spell "cure disease" */ 604/* do the cure disease stuff, from the spell "cure disease" */
646
647int 605int
648cure_disease (object *sufferer, object *caster) 606cure_disease (object *sufferer, object *caster, object *spell)
649{ 607{
650 object *disease, *next; 608 object *disease, *next;
651 int casting_level;
652 int cure = 0; 609 int cure = 0;
653 610
654 if (caster)
655 casting_level = caster->level;
656 else
657 casting_level = 1000; /* if null caster, CURE all. */ 611 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
658 612
659 for (disease = sufferer->inv; disease; disease = next) 613 for (disease = sufferer->inv; disease; disease = next)
660 { 614 {
661 next = disease->below; 615 next = disease->below;
662 616
663 if (disease->type == DISEASE) 617 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 618 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 619 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 620 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 621 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 622 * is 1 in 5.
669 */ 623 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 624 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 625 {
672
673 remove_symptoms (disease); 626 remove_symptoms (disease);
674 remove_ob (disease);
675 cure = 1; 627 cure = 1;
628
676 if (caster) 629 if (caster && spell)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 630 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
678 free_object (disease); 631
632 disease->destroy ();
679 } 633 }
680 } 634 }
681 } 635 }
636
682 if (cure) 637 if (cure)
683 { 638 {
684 /* Only draw these messages once */ 639 /* Only draw these messages once */
685 if (caster) 640 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 641 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
642
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 643 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 } 644 }
645
689 return 1; 646 return 1;
690} 647}
691 648
692/* reduces disease progression: reduce_symptoms 649/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 650 * return true if we actually reduce a disease.
694 */ 651 */
695
696int 652int
697reduce_symptoms (object *sufferer, int reduction) 653reduce_symptoms (object *sufferer, int reduction)
698{ 654{
699 object *walk; 655 object *walk;
700 int success = 0; 656 int success = 0;
704 if (walk->type == SYMPTOM) 660 if (walk->type == SYMPTOM)
705 { 661 {
706 if (walk->value > 0) 662 if (walk->value > 0)
707 { 663 {
708 success = 1; 664 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction); 665 walk->value = max (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom, 666 /* give the disease time to modify this symptom,
711 * and reduce its severity. */ 667 * and reduce its severity. */
712 walk->speed_left = 0; 668 walk->speed_left = 0;
713 } 669 }
714 } 670 }
715 } 671 }
672
716 if (success) 673 if (success)
717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 674 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
675
718 return success; 676 return success;
719} 677}

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