ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/disease.C
(Generate patch)

Comparing deliantra/server/server/disease.C (file contents):
Revision 1.7 by root, Thu Oct 5 16:50:07 2006 UTC vs.
Revision 1.49 by root, Sun Dec 28 07:37:55 2008 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 (©) 2005,2006,2007,2008 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
140 Diseases may be contageous. They are objects which exist in a player's 137 Diseases may be contageous. They are objects which exist in a player's
141inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
142spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
143these are their own object. */ 140these are their own object. */
144 141
145/* check if victim is susceptible to disease. */ 142/* grants immunity to plagues we've seen before. */
146static int 143static int
147is_susceptible_to_disease (object *victim, object *disease) 144grant_immunity (object *disease)
148{ 145{
149 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 146 object *immunity;
147 object *walk;
148
149 /* Don't give immunity to this disease if last_heal is set. */
150 if (disease->last_heal)
150 return 0; 151 return 0;
151 152
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 153 /* first, search for an immunity of the same name */
154 for (walk = disease->env->inv; walk; walk = walk->below)
155 if (walk->type == 98 && disease->name == walk->name)
156 {
157 walk->level = disease->level;
158 return 1; /* just update the existing immunity. */
159 }
160
161 immunity = get_archetype ("immunity");
162
163 immunity->name = disease->name;
164 immunity->level = disease->level;
165 immunity->move_block = 0;
166
167 insert_ob_in_ob (immunity, disease->env);
168
153 return 1; 169 return 1;
170}
154 171
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 172/* argument is a disease */
173static object *
174find_symptom (object *disease)
175{
176 /* check the inventory for symptoms */
177 for (object *walk = disease->env->inv; walk; walk = walk->below)
178 if (walk->name == disease->name && walk->type == SYMPTOM)
156 return 1; 179 return walk;
157 180
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0; 181 return NULL;
162}
163
164int
165move_disease (object *disease)
166{
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.
169 */
170
171 if (disease->env == NULL)
172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0)
174 disease->value--;
175 if (disease->value == 0)
176 {
177 remove_ob (disease);
178 free_object (disease);
179 return 1;
180 }
181 }
182 else
183 {
184 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */
186 if (disease->stats.food > 0)
187 {
188 disease->stats.food--;
189 if (disease->stats.food == 0)
190 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease);
193 remove_ob (disease);
194 free_object (disease);
195 return 1;
196 }
197 }
198 }
199 /* check to see if we infect others */
200 check_infection (disease);
201
202 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease))
204 do_symptoms (disease);
205
206 return 0;
207} 182}
208 183
209/* remove any symptoms of disease 184/* remove any symptoms of disease
210 * Modified by MSW 2003-03-28 do try to find all the symptom the 185 * 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 186 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get 187 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease. 188 * more than one symtpom to a disease.
214 */ 189 */
215 190static int
216int
217remove_symptoms (object *disease) 191remove_symptoms (object *disease)
218{ 192{
219 object *symptom, *victim = NULL; 193 object *symptom, *victim = NULL;
220 194
221 while ((symptom = find_symptom (disease)) != NULL) 195 while ((symptom = find_symptom (disease)) != NULL)
222 { 196 {
223 if (!victim) 197 if (!victim)
224 victim = symptom->env; 198 victim = symptom->env;
225 remove_ob (symptom); 199
226 free_object (symptom); 200 symptom->destroy ();
227 } 201 }
202
228 if (victim) 203 if (victim)
229 fix_player (victim); 204 victim->update_stats ();
205
230 return 0; 206 return 0;
231} 207}
232 208
233/* argument is a disease */
234object *
235find_symptom (object *disease)
236{
237 object *walk;
238
239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
242 return walk;
243 return NULL;
244}
245
246/* searches around for more victims to infect */ 209/* searches around for more victims to infect */
210static int
211check_infection (object *disease)
212{
213 int range = abs (disease->magic);
214
215 object *op = disease->env->outer_env ();
216
217 if (!op->is_on_map ())
218 return 0;
219
220 unordered_mapwalk (op, -range, -range, range, range)
221 {
222 mapspace &ms = m->at (nx, ny);
223
224 if (ms.flags () & P_IS_ALIVE)
225 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
226 infect_object (tmp, disease, 0);
227 }
228
229 return 1;
230}
231
232/* check if victim is susceptible to disease. */
233static int
234is_susceptible_to_disease (object *victim, object *disease)
235{
236 if (!QUERY_FLAG (victim, FLAG_ALIVE))
237 return 0;
238
239 if (victim->flag [FLAG_WIZ])
240 return 0;
241
242 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
243 return 1;
244
245 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
246 return 1;
247
248 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
249 return 1;
250
251 return 0;
252}
253
254/* this function monitors the symptoms caused by the disease (if any),
255causes symptoms, and modifies existing symptoms in the case of
256existing diseases. */
257static int
258do_symptoms (object *disease)
259{
260 object *symptom;
261 object *victim;
262 object *tmp;
263
264 victim = disease->env;
265
266 if (!victim)
267 return 0; /* no-one to inflict symptoms on */
268
269 /* This is a quick hack - for whatever reason, disease->env will point
270 * back to disease, causing endless loops. Why this happens really needs
271 * to be found, but this should at least prevent the infinite loops.
272 */
273 //TODO: should no longer be the case, monitor, and remove
274 if (victim == disease)
275 {
276 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
277 return 0;
278 }
279
280 symptom = find_symptom (disease);
281 if (!symptom)
282 {
283 /* no symptom? need to generate one! */
284
285 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
286 if (!is_susceptible_to_disease (victim, disease))
287 return 0;
288
289 /* check for an actual immunity */
290 /* do an immunity check */
291 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
292 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
293 if (tmp->name == disease->name && tmp->level >= disease->level)
294 return 0; /* Immune! */
295
296 object *new_symptom = get_archetype ("symptom");
297
298 /* Something special done with dam. We want diseases to be more
299 * random in what they'll kill, so we'll make the damage they
300 * do random, note, this has a weird effect with progressive diseases.
301 */
302 if (disease->stats.dam)
303 {
304 int dam = disease->stats.dam;
305
306 /* reduce the damage, on average, 50%, and making things random. */
307
308 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
309 if (disease->stats.dam < 0)
310 dam = -dam;
311
312 new_symptom->stats.dam = dam;
313 }
314
315 new_symptom->stats.maxsp = disease->stats.maxsp;
316 new_symptom->stats.food = new_symptom->stats.maxgrace;
317
318 new_symptom->name = new_symptom->name_pl = disease->name;
319
320 new_symptom->level = disease->level;
321 new_symptom->speed = disease->speed;
322 new_symptom->value = 0;
323
324 for (int i = 0; i < NUM_STATS; ++i)
325 new_symptom->stats.stat (i) = disease->stats.stat (i);
326
327 new_symptom->stats.sp = disease->stats.sp;
328 new_symptom->stats.food = disease->last_eat;
329 new_symptom->stats.maxsp = disease->stats.maxsp;
330 new_symptom->last_sp = disease->last_sp;
331 new_symptom->stats.exp = 0;
332 new_symptom->stats.hp = disease->stats.hp;
333 new_symptom->msg = disease->msg;
334 new_symptom->attacktype = disease->attacktype;
335 new_symptom->other_arch = disease->other_arch;
336 new_symptom->skill = disease->skill;
337
338 new_symptom->move_block = 0;
339
340 victim->head_ ()->insert (new_symptom);
341
342 // set owner last, as insert clears owner
343 new_symptom->set_owner (disease->owner);
344
345 return 1;
346 }
347
348 /* now deal with progressing diseases: we increase the debility
349 * caused by the symptoms.
350 */
351 if (disease->stats.ac)
352 {
353 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
354
355 float scale = 1.f + symptom->value / 100.f;
356
357 /* now rescale all the debilities */
358 for (int i = 0; i < NUM_STATS; ++i)
359 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
360
361 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
362 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
363 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
364 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
365 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
366 symptom->stats.exp = 0;
367 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
368 symptom->msg = disease->msg;
369 symptom->attacktype = disease->attacktype;
370 symptom->other_arch = disease->other_arch;
371 }
372
373 SET_FLAG (symptom, FLAG_APPLIED);
374 victim->update_stats ();
375
376 return 1;
377}
378
247int 379int
248check_infection (object *disease) 380move_disease (object *disease)
249{ 381{
250 int x, y, range, mflags; 382 /* First task is to determine if the disease is inside or outside of someone.
251 maptile *map, *map2; 383 * If outside, we decrement 'value' until we're gone.
252 object *tmp; 384 */
253 385
254 range = abs (disease->magic);
255
256 if (disease->env) 386 if (!disease->env)
257 { 387 { /* we're outside of someone */
258 x = disease->env->x; 388 if (disease->stats.maxhp > 0)
259 y = disease->env->y; 389 disease->value--;
260 map = disease->env->map; 390
391 if (!disease->value)
392 {
393 disease->destroy ();
394 return 1;
395 }
261 } 396 }
262 else 397 else
263 { 398 {
264 x = disease->x; 399 /* if we're inside a person, have the disease run its course */
265 y = disease->y; 400 /* negative/zero food denotes "perpetual" diseases. */
266 map = disease->map; 401 if (disease->stats.food > 0)
267 } 402 {
403 disease->stats.food--;
268 404
269 if (!map) 405 if (!disease->stats.food)
406 {
407 remove_symptoms (disease); /* remove the symptoms of this disease */
408 grant_immunity (disease);
409 disease->destroy ();
410 return 1;
411 }
412 }
413 }
414
415 /* check to see if we infect others */
416 check_infection (disease);
417
418 /* impose or modify the symptoms of the disease */
419 if (disease->env && is_susceptible_to_disease (disease->env, disease))
420 do_symptoms (disease);
421
270 return 0; 422 return 0;
271
272 for (int i = x - range; i <= x + range; i++)
273 for (int j = y - range; j <= y + range; j++)
274 {
275 sint16 i2, j2;
276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277
278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
279 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above)
280 infect_object (tmp, disease, 0);
281 }
282
283 return 1;
284} 423}
285
286 424
287/* check to see if an object is infectable: 425/* check to see if an object is infectable:
288 * objects with immunity aren't infectable. 426 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable. 427 * objects already infected aren't infectable.
290 * dead objects aren't infectable. 428 * dead objects aren't infectable.
309 /* roll the dice on infection before doing the inventory check! */ 447 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 448 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 449 return 0;
312 450
313 /* do an immunity check */ 451 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318 452
319 /* There used to (IMO) be a flaw in the below - it used to be the case 453 /* 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 454 * 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 455 * 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 456 * (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 457 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 458 * if you diseased, you can't get diseased more.
325 */ 459 */
326 460
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 461 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 462 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /*Immune! */ 463 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 464 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 465 return 0; /* already diseased */
333 }
334 466
335 /* If we've gotten this far, go ahead and infect the victim. */ 467 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = get_object (); 468
337 copy_object (disease, new_disease); 469 new_disease = disease->clone ();
470
338 new_disease->stats.food = disease->stats.maxgrace; 471 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 472 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 473 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 474
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' 475 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 476 * for meaning in the diseases.
371 */ 477 */
372 new_disease->move_block = 0; 478 new_disease->move_block = 0;
479
480 // insert before setting the owner
481 victim->head_ ()->insert (new_disease);
482
483 if (disease->owner)
484 new_disease->set_owner (disease->owner);
485 else if (object *pl = disease->in_player ())
486 /* for diseases which are passed by hitting, set owner and skill */
487 new_disease->set_owner (pl);
488
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 489 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 { 490 {
375 char buf[128]; 491 const char *buf;
376 492
377 /* if the disease has a title, it has a special infection message 493 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim 494 * This messages is printed in the form MESSAGE victim
379 */ 495 */
380 if (new_disease->title) 496 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 497 buf = format ("%s %s!!", &disease->title, &victim->name);
382 else 498 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 499 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384 500
385 if (victim->type == PLAYER) 501 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 502 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else 503 else
388 new_draw_info (0, 4, new_disease->owner, buf); 504 new_draw_info (0, 4, new_disease->owner, buf);
389 } 505 }
506
390 if (victim->type == PLAYER) 507 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 508 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392 509
393 return 1; 510 return 1;
394
395} 511}
396
397
398
399/* this function monitors the symptoms caused by the disease (if any),
400causes symptoms, and modifies existing symptoms in the case of
401existing diseases. */
402
403int
404do_symptoms (object *disease)
405{
406 object *symptom;
407 object *victim;
408 object *tmp;
409
410 victim = disease->env;
411
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
414 * to be found, but this should at least prevent the infinite loops.
415 */
416
417 if (victim == NULL || victim == disease)
418 return 0; /* no-one to inflict symptoms on */
419
420 symptom = find_symptom (disease);
421 if (symptom == NULL)
422 {
423 /* no symptom? need to generate one! */
424 object *new_symptom;
425
426 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
427 if (!is_susceptible_to_disease (victim, disease))
428 return 0;
429
430 /* check for an actual immunity */
431 /* do an immunity check */
432 if (victim->head)
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 */
440 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
441 return 0; /*Immune! */
442 }
443
444 new_symptom = get_archetype (ARCH_SYMPTOM);
445
446 /* 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 * do random, note, this has a weird effect with progressive diseases.
449 */
450 if (disease->stats.dam != 0)
451 {
452 int dam = disease->stats.dam;
453
454 /* reduce the damage, on average, 50%, and making things random. */
455
456 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
457 if (disease->stats.dam < 0)
458 dam = -dam;
459 new_symptom->stats.dam = dam;
460 }
461
462
463 new_symptom->stats.maxsp = disease->stats.maxsp;
464 new_symptom->stats.food = new_symptom->stats.maxgrace;
465
466 new_symptom->name = new_symptom->name_pl = disease->name;
467
468 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed;
470 new_symptom->value = 0;
471 new_symptom->stats.Str = disease->stats.Str;
472 new_symptom->stats.Dex = disease->stats.Dex;
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;
479 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0;
483 new_symptom->stats.hp = disease->stats.hp;
484 new_symptom->msg = disease->msg;
485 new_symptom->attacktype = disease->attacktype;
486 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;
492
493 new_symptom->move_block = 0;
494 insert_ob_in_ob (new_symptom, victim);
495 return 1;
496 }
497
498 /* now deal with progressing diseases: we increase the debility
499 * caused by the symptoms.
500 */
501
502 if (disease->stats.ac != 0)
503 {
504 float scale;
505
506 symptom->value += disease->stats.ac;
507 scale = 1.0 + symptom->value / 100.0;
508 /* now rescale all the debilities */
509 symptom->stats.Str = (int) (scale * disease->stats.Str);
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
511 symptom->stats.Con = (int) (scale * disease->stats.Con);
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);
517 symptom->stats.sp = (int) (scale * disease->stats.sp);
518 symptom->stats.food = (int) (scale * disease->last_eat);
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
520 symptom->last_sp = (int) (scale * disease->last_sp);
521 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp);
523 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch;
526 }
527 SET_FLAG (symptom, FLAG_APPLIED);
528 fix_player (victim);
529 return 1;
530}
531
532
533/* grants immunity to plagues we've seen before. */
534int
535grant_immunity (object *disease)
536{
537 object *immunity;
538 object *walk;
539
540 /* Don't give immunity to this disease if last_heal is set. */
541 if (disease->last_heal)
542 return 0;
543 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below)
545 {
546 if (walk->type == 98 && !strcmp (disease->name, walk->name))
547 {
548 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */
550 }
551 }
552 immunity = get_archetype ("immunity");
553 immunity->name = disease->name;
554 immunity->level = disease->level;
555 immunity->move_block = 0;
556 insert_ob_in_ob (immunity, disease->env);
557 return 1;
558
559}
560
561 512
562/* make the symptom do the nasty things it does */ 513/* make the symptom do the nasty things it does */
563
564int 514int
565move_symptom (object *symptom) 515move_symptom (object *symptom)
566{ 516{
567 object *victim = symptom->env; 517 object *victim = symptom->env;
568 object *new_ob; 518 object *new_ob;
569 int sp_reduce; 519 int sp_reduce;
570 520
571 if (victim == NULL || victim->map == NULL) 521 if (!victim || !victim->map)
572 { /* outside a monster/player, die immediately */ 522 { /* outside a monster/player, die immediately */
573 remove_ob (symptom); 523 symptom->destroy ();
574 free_object (symptom);
575 return 0; 524 return 0;
576 } 525 }
577 526
578 if (symptom->stats.dam > 0) 527 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 528 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
580 else 529 else
581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 530 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
582 531
583 if (symptom->stats.maxsp > 0) 532 if (symptom->stats.maxsp > 0)
584 sp_reduce = symptom->stats.maxsp; 533 sp_reduce = symptom->stats.maxsp;
585 else 534 else
586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 535 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
536
587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 537 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
588 538
589 /* create the symptom "other arch" object and drop it here 539 /* create the symptom "other arch" object and drop it here
590 * under every part of the monster 540 * under every part of the monster
591 * The victim may well have died. 541 * The victim may well have died.
592 */ 542 */
593
594 if (victim->map == NULL) 543 if (victim->map)
595 return 0; 544 {
545 victim->play_sound (symptom->sound);
546
596 if (symptom->other_arch) 547 if (symptom->other_arch)
597 { 548 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 { 549 {
605 new_ob = arch_to_object (symptom->other_arch); 550 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 551 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 552 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 553 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0); 554 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 } 555 }
611 } 556 }
557
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 558 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 559
614 return 1; 560 return 1;
615} 561}
616 562
617
618/* possibly infect due to direct physical contact 563/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 564 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 565int
622check_physically_infect (object *victim, object *hitter) 566check_physically_infect (object *victim, object *hitter)
623{ 567{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 568 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 569 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 570 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 571 infect_object (victim, disease, 0);
572
630 return 1; 573 return 1;
631} 574}
632 575
633/* find a disease in someone*/ 576// find a disease in someone
634object * 577object *
635find_disease (object *victim) 578find_disease (object *victim)
636{ 579{
637 object *walk; 580 for (object *disease = victim->inv; disease; disease = disease->below)
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE) 581 if (disease->type == DISEASE)
641 return walk; 582 return disease;
583
642 return NULL; 584 return 0;
643} 585}
644 586
645/* do the cure disease stuff, from the spell "cure disease" */ 587/* do the cure disease stuff, from the spell "cure disease" */
646
647int 588int
648cure_disease (object *sufferer, object *caster) 589cure_disease (object *sufferer, object *caster, object *spell)
649{ 590{
650 object *disease, *next; 591 object *disease, *next;
651 int casting_level;
652 int cure = 0; 592 int cure = 0;
653 593
654 if (caster)
655 casting_level = caster->level;
656 else
657 casting_level = 1000; /* if null caster, CURE all. */ 594 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
658 595
659 for (disease = sufferer->inv; disease; disease = next) 596 for (disease = sufferer->inv; disease; disease = next)
660 { 597 {
661 next = disease->below; 598 next = disease->below;
662 599
663 if (disease->type == DISEASE) 600 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 601 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 602 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 603 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 604 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 605 * is 1 in 5.
669 */ 606 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 607 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 608 {
672
673 remove_symptoms (disease); 609 remove_symptoms (disease);
674 remove_ob (disease);
675 cure = 1; 610 cure = 1;
611
676 if (caster) 612 if (caster && spell)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 613 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
678 free_object (disease); 614
615 disease->destroy ();
679 } 616 }
680 } 617 }
681 } 618 }
619
682 if (cure) 620 if (cure)
683 { 621 {
684 /* Only draw these messages once */ 622 /* Only draw these messages once */
685 if (caster) 623 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 624 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
625
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 626 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 } 627 }
628
689 return 1; 629 return 1;
690} 630}
691 631
692/* reduces disease progression: reduce_symptoms 632/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 633 * return true if we actually reduce a disease.
694 */ 634 */
695
696int 635int
697reduce_symptoms (object *sufferer, int reduction) 636reduce_symptoms (object *sufferer, int reduction)
698{ 637{
699 object *walk; 638 object *walk;
700 int success = 0; 639 int success = 0;
704 if (walk->type == SYMPTOM) 643 if (walk->type == SYMPTOM)
705 { 644 {
706 if (walk->value > 0) 645 if (walk->value > 0)
707 { 646 {
708 success = 1; 647 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction); 648 walk->value = max (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom, 649 /* give the disease time to modify this symptom,
711 * and reduce its severity. */ 650 * and reduce its severity. */
712 walk->speed_left = 0; 651 walk->speed_left = 0;
713 } 652 }
714 } 653 }
715 } 654 }
655
716 if (success) 656 if (success)
717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 657 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
658
718 return success; 659 return success;
719} 660}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines