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 1.58 by elmex, Mon Nov 23 12:20:28 2009 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 (©) 2005,2006,2007,2008,2009 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
25 except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
26 living.c*/ 27 * living.c
27 28 */
28
29 29
30/* 30/*
31 31
32For DISEASES: 32For DISEASES:
33Stat Property Definition 33Stat Property Definition
45dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
46maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
47food DurCount Counter for Duration 47food DurCount Counter for Duration
48 48
49speed Speed How often the disease moves. 49speed Speed How often the disease moves.
50last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
51 51
52maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
53ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
54last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
55last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
126 126
127 127
128#include <global.h> 128#include <global.h>
129#include <object.h> 129#include <object.h>
130#include <living.h> 130#include <living.h>
131#ifndef __CEXTRACT__
132# include <sproto.h> 131#include <sproto.h>
133#endif
134#include <spells.h> 132#include <spells.h>
135#include <sounds.h> 133#include <sounds.h>
136#include <skills.h> 134#include <skills.h>
137 135
138/* IMPLEMENTATION NOTES 136/* IMPLEMENTATION NOTES
140 Diseases may be contageous. They are objects which exist in a player's 138 Diseases may be contageous. They are objects which exist in a player's
141inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
142spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
143these are their own object. */ 141these are their own object. */
144 142
145/* check if victim is susceptible to disease. */ 143/* grants immunity to plagues we've seen before. */
146static int 144static int
147is_susceptible_to_disease (object *victim, object *disease) 145grant_immunity (object *disease)
148{ 146{
149 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 147 object *immunity;
148 object *walk;
149
150 /* Don't give immunity to this disease if last_heal is set. */
151 if (disease->last_heal)
150 return 0; 152 return 0;
151 153
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 154 /* first, search for an immunity of the same name */
155 for (walk = disease->env->inv; walk; walk = walk->below)
156 if (walk->type == 98 && disease->name == walk->name)
157 {
158 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */
160 }
161
162 immunity = get_archetype (shstr_immunity);
163
164 immunity->name = disease->name;
165 immunity->level = disease->level;
166 immunity->move_block = 0;
167
168 insert_ob_in_ob (immunity, disease->env);
169
153 return 1; 170 return 1;
171}
154 172
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 173/* argument is a disease */
174static object *
175find_symptom (object *disease)
176{
177 /* check the inventory for symptoms */
178 for (object *walk = disease->env->inv; walk; walk = walk->below)
179 if (walk->name == disease->name && walk->type == SYMPTOM)
156 return 1; 180 return walk;
157 181
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0; 182 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} 183}
208 184
209/* remove any symptoms of disease 185/* remove any symptoms of disease
210 * Modified by MSW 2003-03-28 do try to find all the symptom the 186 * 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 187 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
214 */ 190 */
215 191static int
216int
217remove_symptoms (object *disease) 192remove_symptoms (object *disease)
218{ 193{
219 object *symptom, *victim = NULL; 194 object *symptom, *victim = NULL;
220 195
221 while ((symptom = find_symptom (disease)) != NULL) 196 while ((symptom = find_symptom (disease)) != NULL)
222 { 197 {
223 if (!victim) 198 if (!victim)
224 victim = symptom->env; 199 victim = symptom->env;
225 remove_ob (symptom); 200
226 free_object (symptom); 201 symptom->destroy ();
227 } 202 }
203
228 if (victim) 204 if (victim)
229 fix_player (victim); 205 victim->update_stats ();
206
230 return 0; 207 return 0;
231} 208}
232 209
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 */ 210/* searches around for more victims to infect */
211static int
212check_infection (object *disease)
213{
214 int range = abs (disease->magic);
215
216 object *op = disease->outer_env_or_self ();
217
218 if (!op->is_on_map ())
219 return 0;
220
221 unordered_mapwalk (op, -range, -range, range, range)
222 {
223 mapspace &ms = m->at (nx, ny);
224
225 if (ms.flags () & P_IS_ALIVE)
226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
227 infect_object (tmp, disease, 0);
228 }
229
230 return 1;
231}
232
233/* check if victim is susceptible to disease. */
234static int
235is_susceptible_to_disease (object *victim, object *disease)
236{
237 if (!QUERY_FLAG (victim, FLAG_ALIVE))
238 return 0;
239
240 if (victim->flag [FLAG_WIZ])
241 return 0;
242
243 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
244 return 1;
245
246 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
247 return 1;
248
249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1;
251
252 return 0;
253}
254
255/* this function monitors the symptoms caused by the disease (if any),
256causes symptoms, and modifies existing symptoms in the case of
257existing diseases. */
258static int
259do_symptoms (object *disease)
260{
261 object *symptom;
262 object *victim;
263 object *tmp;
264
265 victim = disease->env;
266
267 if (!victim)
268 return 0; /* no-one to inflict symptoms on */
269
270 /* This is a quick hack - for whatever reason, disease->env will point
271 * back to disease, causing endless loops. Why this happens really needs
272 * to be found, but this should at least prevent the infinite loops.
273 */
274 //TODO: should no longer be the case, monitor, and remove
275 if (victim == disease)
276 {
277 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
278 return 0;
279 }
280
281 symptom = find_symptom (disease);
282 if (!symptom)
283 {
284 /* no symptom? need to generate one! */
285
286 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
287 if (!is_susceptible_to_disease (victim, disease))
288 return 0;
289
290 /* check for an actual immunity */
291 /* do an immunity check */
292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
293 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
294 if (tmp->name == disease->name && tmp->level >= disease->level)
295 return 0; /* Immune! */
296
297 object *new_symptom = get_archetype (shstr_symptom);
298
299 /* Something special done with dam. We want diseases to be more
300 * random in what they'll kill, so we'll make the damage they
301 * do random, note, this has a weird effect with progressive diseases.
302 */
303 if (disease->stats.dam)
304 {
305 int dam = disease->stats.dam;
306
307 /* reduce the damage, on average, 50%, and making things random. */
308
309 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
310 if (disease->stats.dam < 0)
311 dam = -dam;
312
313 new_symptom->stats.dam = dam;
314 }
315
316 new_symptom->stats.maxsp = disease->stats.maxsp;
317 new_symptom->stats.food = new_symptom->stats.maxgrace;
318
319 new_symptom->name = new_symptom->name_pl = disease->name;
320
321 new_symptom->level = disease->level;
322 new_symptom->speed = disease->speed;
323 new_symptom->value = 0;
324
325 for (int i = 0; i < NUM_STATS; ++i)
326 new_symptom->stats.stat (i) = disease->stats.stat (i);
327
328 new_symptom->stats.sp = disease->stats.sp;
329 new_symptom->stats.food = disease->last_eat;
330 new_symptom->stats.maxsp = disease->stats.maxsp;
331 new_symptom->last_sp = disease->last_sp;
332 new_symptom->stats.exp = 0;
333 new_symptom->stats.hp = disease->stats.hp;
334 new_symptom->msg = disease->msg;
335 new_symptom->attacktype = disease->attacktype;
336 new_symptom->other_arch = disease->other_arch;
337 new_symptom->skill = disease->skill;
338
339 new_symptom->move_block = 0;
340
341 victim->head_ ()->insert (new_symptom);
342
343 // set owner last, as insert clears owner
344 new_symptom->set_owner (disease->owner);
345
346 return 1;
347 }
348
349 /* now deal with progressing diseases: we increase the debility
350 * caused by the symptoms.
351 */
352 if (disease->stats.ac)
353 {
354 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
355
356 float scale = 1.f + symptom->value / 100.f;
357
358 /* now rescale all the debilities */
359 for (int i = 0; i < NUM_STATS; ++i)
360 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
361
362 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
363 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
364 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
365 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
366 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
367 symptom->stats.exp = 0;
368 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
369 symptom->msg = disease->msg;
370 symptom->attacktype = disease->attacktype;
371 symptom->other_arch = disease->other_arch;
372 }
373
374 SET_FLAG (symptom, FLAG_APPLIED);
375 victim->update_stats ();
376
377 return 1;
378}
379
247int 380int
248check_infection (object *disease) 381move_disease (object *disease)
249{ 382{
250 int x, y, range, mflags; 383 /* First task is to determine if the disease is inside or outside of someone.
251 maptile *map, *map2; 384 * If outside, we decrement 'value' until we're gone.
252 object *tmp; 385 */
253 386
254 range = abs (disease->magic);
255
256 if (disease->env) 387 if (!disease->env)
257 { 388 { /* we're outside of someone */
258 x = disease->env->x; 389 if (disease->stats.maxhp > 0)
259 y = disease->env->y; 390 disease->value--;
260 map = disease->env->map; 391
392 if (!disease->value)
393 {
394 disease->destroy ();
395 return 1;
396 }
261 } 397 }
262 else 398 else
263 { 399 {
264 x = disease->x; 400 /* if we're inside a person, have the disease run its course */
265 y = disease->y; 401 /* negative/zero food denotes "perpetual" diseases. */
266 map = disease->map; 402 if (disease->stats.food > 0)
267 } 403 {
404 disease->stats.food--;
268 405
269 if (!map) 406 if (!disease->stats.food)
407 {
408 remove_symptoms (disease); /* remove the symptoms of this disease */
409 grant_immunity (disease);
410 disease->destroy ();
411 return 1;
412 }
413 }
414 }
415
416 /* check to see if we infect others */
417 check_infection (disease);
418
419 /* impose or modify the symptoms of the disease */
420 if (disease->env && is_susceptible_to_disease (disease->env, disease))
421 do_symptoms (disease);
422
270 return 0; 423 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} 424}
285
286 425
287/* check to see if an object is infectable: 426/* check to see if an object is infectable:
288 * objects with immunity aren't infectable. 427 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable. 428 * objects already infected aren't infectable.
290 * dead objects aren't infectable. 429 * dead objects aren't infectable.
309 /* roll the dice on infection before doing the inventory check! */ 448 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 449 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 450 return 0;
312 451
313 /* do an immunity check */ 452 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318 453
319 /* There used to (IMO) be a flaw in the below - it used to be the case 454 /* 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 455 * 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 456 * 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 457 * (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 458 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more. 459 * if you diseased, you can't get diseased more.
325 */ 460 */
326 461
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 462 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 463 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /*Immune! */ 464 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 465 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 466 return 0; /* already diseased */
333 }
334 467
335 /* If we've gotten this far, go ahead and infect the victim. */ 468 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = get_object (); 469
337 copy_object (disease, new_disease); 470 new_disease = disease->clone ();
471
338 new_disease->stats.food = disease->stats.maxgrace; 472 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 473 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 474 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 475
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' 476 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 477 * for meaning in the diseases.
371 */ 478 */
372 new_disease->move_block = 0; 479 new_disease->move_block = 0;
480
481 // insert before setting the owner
482 victim->head_ ()->insert (new_disease);
483
484 if (disease->owner)
485 new_disease->set_owner (disease->owner);
486 else if (object *pl = disease->in_player ())
487 /* for diseases which are passed by hitting, set owner and skill */
488 new_disease->set_owner (pl);
489
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 490 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 { 491 {
375 char buf[128]; 492 const char *buf;
376 493
377 /* if the disease has a title, it has a special infection message 494 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim 495 * This messages is printed in the form MESSAGE victim
379 */ 496 */
380 if (new_disease->title) 497 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 498 buf = format ("%s %s!!", &disease->title, &victim->name);
382 else 499 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 500 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384 501
385 if (victim->type == PLAYER) 502 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 503 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else 504 else
388 new_draw_info (0, 4, new_disease->owner, buf); 505 new_draw_info (0, 4, new_disease->owner, buf);
389 } 506 }
507
390 if (victim->type == PLAYER) 508 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 509 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392 510
393 return 1; 511 return 1;
394
395} 512}
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
561 513
562/* make the symptom do the nasty things it does */ 514/* make the symptom do the nasty things it does */
563
564int 515int
565move_symptom (object *symptom) 516move_symptom (object *symptom)
566{ 517{
567 object *victim = symptom->env; 518 object *victim = symptom->env;
568 object *new_ob;
569 int sp_reduce;
570 519
571 if (victim == NULL || victim->map == NULL) 520 if (!victim || !victim->map)
572 { /* outside a monster/player, die immediately */ 521 { /* outside a monster/player, die immediately */
573 remove_ob (symptom); 522 symptom->destroy ();
574 free_object (symptom);
575 return 0; 523 return 0;
576 } 524 }
577 525
526 int damage =
578 if (symptom->stats.dam > 0) 527 symptom->stats.dam > 0
528 ? symptom->stats.dam
529 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
530
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 531 hit_player (victim, damage, symptom, symptom->attacktype, 1);
580 else
581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
582 532
533 int sp_reduce =
583 if (symptom->stats.maxsp > 0) 534 symptom->stats.maxsp > 0
584 sp_reduce = symptom->stats.maxsp; 535 ? symptom->stats.maxsp
585 else
586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 536 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
537
587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 538 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
588 539
589 /* create the symptom "other arch" object and drop it here 540 /* create the symptom "other arch" object and drop it here
590 * under every part of the monster 541 * under every part of the monster
591 * The victim may well have died. 542 * The victim may well have died.
592 */ 543 */
593
594 if (victim->map == NULL) 544 if (victim->map)
595 return 0; 545 {
546 victim->play_sound (symptom->sound);
547
596 if (symptom->other_arch) 548 if (symptom->other_arch)
597 { 549 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 { 550 {
605 new_ob = arch_to_object (symptom->other_arch); 551 object *new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 552 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 553 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 554 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0); 555 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 } 556 }
611 } 557 }
558
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 559 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 560
614 return 1; 561 return 1;
615} 562}
616 563
617
618/* possibly infect due to direct physical contact 564/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 565 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 566int
622check_physically_infect (object *victim, object *hitter) 567check_physically_infect (object *victim, object *hitter)
623{ 568{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 569 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 570 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 571 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 572 infect_object (victim, disease, 0);
573
630 return 1; 574 return 1;
631} 575}
632 576
633/* find a disease in someone*/
634object *
635find_disease (object *victim)
636{
637 object *walk;
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE)
641 return walk;
642 return NULL;
643}
644
645/* do the cure disease stuff, from the spell "cure disease" */ 577/* do the cure disease stuff, from the spell "cure disease" */
646
647int 578int
648cure_disease (object *sufferer, object *caster) 579cure_disease (object *sufferer, object *caster, object *spell)
649{ 580{
650 object *disease, *next; 581 object *disease, *next;
651 int casting_level;
652 int cure = 0; 582 int cure = 0;
653 583
654 if (caster)
655 casting_level = caster->level;
656 else
657 casting_level = 1000; /* if null caster, CURE all. */ 584 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
658 585
659 for (disease = sufferer->inv; disease; disease = next) 586 for (disease = sufferer->inv; disease; disease = next)
660 { 587 {
661 next = disease->below; 588 next = disease->below;
662 589
663 if (disease->type == DISEASE) 590 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 591 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 592 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 593 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 594 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 595 * is 1 in 5.
669 */ 596 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 597 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 598 {
672
673 remove_symptoms (disease); 599 remove_symptoms (disease);
674 remove_ob (disease);
675 cure = 1; 600 cure = 1;
601
676 if (caster) 602 if (caster && spell)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 603 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
678 free_object (disease); 604
605 disease->destroy ();
679 } 606 }
680 } 607 }
681 } 608 }
609
682 if (cure) 610 if (cure)
683 { 611 {
684 /* Only draw these messages once */ 612 /* Only draw these messages once */
685 if (caster) 613 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 614 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
615
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 616 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 } 617 }
618
689 return 1; 619 return 1;
690} 620}
691 621
622#if 0 // unused, but seems interesting
692/* reduces disease progression: reduce_symptoms 623/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 624 * return true if we actually reduce a disease.
694 */ 625 */
695 626static int
696int
697reduce_symptoms (object *sufferer, int reduction) 627reduce_symptoms (object *sufferer, int reduction)
698{ 628{
699 object *walk; 629 object *walk;
700 int success = 0; 630 int success = 0;
701 631
704 if (walk->type == SYMPTOM) 634 if (walk->type == SYMPTOM)
705 { 635 {
706 if (walk->value > 0) 636 if (walk->value > 0)
707 { 637 {
708 success = 1; 638 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction); 639 walk->value = max (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom, 640 /* give the disease time to modify this symptom,
711 * and reduce its severity. */ 641 * and reduce its severity. */
712 walk->speed_left = 0; 642 walk->speed_left = 0;
713 } 643 }
714 } 644 }
715 } 645 }
646
716 if (success) 647 if (success)
717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 648 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
649
718 return success; 650 return success;
719} 651}
652#endif

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines