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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.71 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * static char *rcsid_disease_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: disease.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
4 */ 23 */
5/*
6 CrossFire, A Multiplayer game for X-windows
7 24
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/
27
28/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
29 except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
30 living.c*/ 27 * living.c
31 28 */
32
33 29
34/* 30/*
35 31
36For DISEASES: 32For DISEASES:
37Stat Property Definition 33Stat Property Definition
38 34
39attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER. 35attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
40other_arch Creation object created and dropped when symptom moved. 36other_arch Creation object created and dropped when symptom moved.
41title Message When the "disease" "infects" something, it will 37title Message When the "disease" "infects" something, it will
42 print "title victim!!!" to the player who owns 38 print "title victim!!!" to the player who owns
43 the "disease". 39 the "disease".
44wc+ Infectiousness How well the plague spreads person-to-person 40wc+ Infectiousness How well the plague spreads person-to-person
45magic+ Range range of infection 41magic+ Range range of infection
46Stats* Disability What stats are reduced by the disease (str con...) 42Stats* Disability What stats are reduced by the disease (str con...)
47maxhp+ Persistence How long the disease can last OUTSIDE the host. 43maxhp+ Persistence How long the disease can last OUTSIDE the host.
48value TimeLeft Counter for persistence 44value TimeLeft Counter for persistence
49dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
50maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
51food DurCount Counter for Duration 47food DurCount Counter for Duration
52 48
53speed Speed How often the disease moves. 49speed Speed How often the disease moves.
54last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
55 51
56maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
57ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
58last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
59last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
60 when it runs out 56 when it runs out
61 57
62exp experience experience awarded when plague cured 58exp experience experience awarded when plague cured
63hp*^ ReduceRegen reduces regeneration of disease-bearer 59hp*^ ReduceRegen reduces regeneration of disease-bearer
64sp*^ ReduceSpRegen reduces spellpoint regeneration 60sp*^ ReduceSpRegen reduces spellpoint regeneration
65 61
66name Name Name of the plague 62name Name Name of the plague
67msg message What the plague says when it strikes. 63msg message What the plague says when it strikes.
68race those affected species/race the plague strikes (* = everything) 64race those affected species/race the plague strikes (* = everything)
69level Plague Level General description of the plague's deadliness 65level Plague Level General description of the plague's deadliness
70armour Attenuation reduction in wc per generation of disease. 66armour Attenuation reduction in wc per generation of disease.
71 This builds in a self-limiting factor. 67 This builds in a self-limiting factor.
72
73 68
74Explanations: 69Explanations:
75* means this # should be negative to cause adverse effect. 70* means this # should be negative to cause adverse effect.
76+ means that this effect is modulated in spells by ldur 71+ means that this effect is modulated in spells by ldur
77^ means that this effect is modulated in spells by ldam 72^ means that this effect is modulated in spells by ldam
130 125
131 126
132#include <global.h> 127#include <global.h>
133#include <object.h> 128#include <object.h>
134#include <living.h> 129#include <living.h>
135#ifndef __CEXTRACT__
136#include <sproto.h> 130#include <sproto.h>
137#endif
138#include <spells.h> 131#include <spells.h>
139#include <sounds.h> 132#include <sounds.h>
140#include <skills.h> 133#include <skills.h>
141 134
142/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
143 136
144 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
145inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
146spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
147these are their own object. */ 140these are their own object. */
148 141
149/* check if victim is susceptible to disease. */ 142/* grants immunity to plagues we've seen before. */
150static int is_susceptible_to_disease(object *victim, object *disease) 143static int
144grant_immunity (object *disease)
151{ 145{
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; 146 object *immunity;
147 object *walk;
153 148
154 if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD)) 149 /* Don't give immunity to this disease if last_heal is set. */
155 return 1; 150 if (disease->last_heal)
156
157 if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD))
158 return 1;
159
160 if((victim->race && strstr(disease->race, victim->race)) ||
161 strstr(disease->race, victim->name))
162 return 1;
163
164 return 0; 151 return 0;
165}
166 152
167int move_disease(object *disease) { 153 /* first, search for an immunity of the same name */
168 /* first task is to determine if the disease is inside or outside of someone. 154 for (walk = disease->env->inv; walk; walk = walk->below)
169 * If outside, we decrement 'value' until we're gone. 155 if (disease->name == walk->name && walk->is_immunity ())
170 */ 156 {
157 walk->level = disease->level;
158 return 1; /* just update the existing immunity. */
159 }
171 160
172 if(disease->env==NULL) { /* we're outside of someone */ 161 immunity = archetype::get (shstr_immunity);
173 if ( disease->stats.maxhp > 0 ) disease->value--; 162
174 if(disease->value==0) { 163 immunity->name = disease->name;
175 remove_ob(disease); 164 immunity->level = disease->level;
176 free_object(disease); 165 immunity->move_block = 0;
166
167 insert_ob_in_ob (immunity, disease->env);
168
177 return 1; 169 return 1;
178 } 170}
179 } else {
180 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */
182 if(disease->stats.food>0) {
183 disease->stats.food--;
184 if (disease->stats.food==0) {
185 remove_symptoms(disease); /* remove the symptoms of this disease */
186 grant_immunity(disease);
187 remove_ob(disease);
188 free_object(disease);
189 return 1;
190 }
191 }
192 }
193 /* check to see if we infect others */
194 check_infection(disease);
195 171
196 /* impose or modify the symptoms of the disease */ 172/* argument is a disease */
197 if(disease->env && is_susceptible_to_disease(disease->env, disease)) 173static object *
198 do_symptoms(disease); 174find_symptom (object *disease)
199 175{
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)
200 return 0; 179 return walk;
180
181 return NULL;
201} 182}
202 183
203/* remove any symptoms of disease 184/* remove any symptoms of disease
204 * 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
205 * player may have - I think through some odd interactoins with 186 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get 187 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease. 188 * more than one symtpom to a disease.
208 */ 189 */
209 190static int
210int remove_symptoms(object *disease) { 191remove_symptoms (object *disease)
192{
211 object *symptom, *victim=NULL; 193 object *symptom, *victim = NULL;
212 194
213 while ((symptom = find_symptom(disease)) != NULL) { 195 while ((symptom = find_symptom (disease)) != NULL)
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 } 196 {
218 if(victim) fix_player(victim); 197 if (!victim)
198 victim = symptom->env;
199
200 symptom->destroy ();
201 }
202
203 if (victim)
204 victim->update_stats ();
205
206 return 0;
207}
208
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->outer_env_or_self ();
216
217 if (!op->is_on_map ())
219 return 0; 218 return 0;
220}
221 219
222/* argument is a disease */ 220 dynbuf buf;
223object * find_symptom(object *disease) { 221 unordered_mapwalk (buf, op, -range, -range, range, range)
224 object *walk;
225
226 /* check the inventory for symptoms */
227 for(walk=disease->env->inv;walk;walk = walk->below)
228 if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk;
229 return NULL;
230}
231
232/* searches around for more victims to infect */
233int check_infection(object *disease) {
234 int x,y,range, mflags;
235 mapstruct *map, *map2;
236 object *tmp;
237 sint16 i, j, i2, j2;
238
239 range = abs(disease->magic);
240 if(disease->env) {
241 x = disease->env->x;
242 y = disease->env->y;
243 map=disease->env->map;
244 } 222 {
245 else { 223 mapspace &ms = m->at (nx, ny);
246 x = disease->x;
247 y = disease->y;
248 map = disease->map;
249 }
250 224
251 if(map == NULL) return 0; 225 if (ms.flags () & P_IS_ALIVE)
252 for(i=x-range;i<=x+range;i++) { 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
253 for(j=y-range;j<=y+range;j++) {
254 mflags = get_map_flags(map,&map2, i,j, &i2, &j2);
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) {
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) {
257 infect_object(tmp,disease,0); 227 infect_object (tmp, disease, 0);
258 }
259 } 228 }
260 } 229
261 } 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 (!victim->flag [FLAG_ALIVE])
238 return 0;
239
240 if (victim->flag [FLAG_WIZ])
241 return 0;
242
243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
262 return 1; 244 return 1;
263}
264 245
246 if ((disease->race == shstr_undead) && victim->flag [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->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
294 if (tmp->level >= disease->level)
295 return 0; /* Immune! */
296
297 object *new_symptom = archetype::get (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->value = 0;
323
324 new_symptom->set_speed (disease->speed);
325
326 for (int i = 0; i < NUM_STATS; ++i)
327 new_symptom->stats.stat (i) = disease->stats.stat (i);
328
329 new_symptom->stats.sp = disease->stats.sp;
330 new_symptom->stats.food = disease->last_eat;
331 new_symptom->stats.maxsp = disease->stats.maxsp;
332 new_symptom->last_sp = disease->last_sp;
333 new_symptom->stats.exp = 0;
334 new_symptom->stats.hp = disease->stats.hp;
335 new_symptom->msg = disease->msg;
336 new_symptom->attacktype = disease->attacktype;
337 new_symptom->other_arch = disease->other_arch;
338 new_symptom->skill = disease->skill;
339
340 new_symptom->move_block = 0;
341
342 victim->head_ ()->insert (new_symptom);
343
344 // set owner last, as insert clears owner
345 new_symptom->set_owner (disease->owner);
346
347 return 1;
348 }
349
350 /* now deal with progressing diseases: we increase the debility
351 * caused by the symptoms.
352 */
353 if (disease->stats.ac)
354 {
355 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
356
357 float scale = 1.f + symptom->value / 100.f;
358
359 /* now rescale all the debilities */
360 for (int i = 0; i < NUM_STATS; ++i)
361 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
362
363 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
364 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
365 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
366 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
367 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
368 symptom->stats.exp = 0;
369 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
370 symptom->msg = disease->msg;
371 symptom->attacktype = disease->attacktype;
372 symptom->other_arch = disease->other_arch;
373 }
374
375 symptom->set_flag (FLAG_APPLIED);
376 victim->update_stats ();
377
378 return 1;
379}
380
381int
382move_disease (object *disease)
383{
384 /* First task is to determine if the disease is inside or outside of someone.
385 * If outside, we decrement 'value' until we're gone.
386 */
387
388 if (!disease->env)
389 { /* we're outside of someone */
390 if (disease->stats.maxhp > 0)
391 disease->value--;
392
393 if (!disease->value)
394 {
395 disease->destroy ();
396 return 1;
397 }
398 }
399 else
400 {
401 /* if we're inside a person, have the disease run its course */
402 /* negative/zero food denotes "perpetual" diseases. */
403 if (disease->stats.food > 0)
404 {
405 disease->stats.food--;
406
407 if (!disease->stats.food)
408 {
409 remove_symptoms (disease); /* remove the symptoms of this disease */
410 grant_immunity (disease);
411 disease->destroy ();
412 return 1;
413 }
414 }
415 }
416
417 /* check to see if we infect others */
418 check_infection (disease);
419
420 /* impose or modify the symptoms of the disease */
421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
422 do_symptoms (disease);
423
424 return 0;
425}
265 426
266/* check to see if an object is infectable: 427/* check to see if an object is infectable:
267 * objects with immunity aren't infectable. 428 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable. 429 * objects already infected aren't infectable.
269 * dead objects aren't infectable. 430 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named. 431 * undead objects are infectible only if specifically named.
271*/ 432*/
433int
272int infect_object(object *victim, object *disease, int force) { 434infect_object (object *victim, object *disease, int force)
435{
273 object *tmp; 436 object *tmp;
274 object *new_disease; 437 object *new_disease;
275 438
276 /* don't infect inanimate objects */ 439 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
441 return 0;
278 442
279 /* check and see if victim can catch disease: diseases 443 /* check and see if victim can catch disease: diseases
280 * are specific 444 * are specific
281 */ 445 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0; 446 if (!is_susceptible_to_disease (victim, disease))
447 return 0;
283 448
284 /* roll the dice on infection before doing the inventory check! */ 449 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0; 451 return 0;
287 452
288 /* do an immunity check */ 453 /* do an immunity check */
289 if(victim->head) tmp = victim->head->inv;
290 else tmp = victim->inv;
291 454
292 /* There used to (IMO) be a flaw in the below - it used to be the case 455 /* There used to (IMO) be a flaw in the below - it used to be the case
293 * that if level check was done for both immunity and disease. This could 456 * that if level check was done for both immunity and disease. This could
294 * result in a person with multiple afflictions of the same disease 457 * result in a person with multiple afflictions of the same disease
295 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as 458 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
296 * they were cast in that same order. Instead, change it so that 459 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more. 460 * if you diseased, you can't get diseased more.
298 */ 461 */
299 462
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { 463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) 464 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
302 return 0; /*Immune! */ 465 return 0; /* Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) 466 else if (tmp->type == DISEASE && tmp->name == disease->name)
304 return 0; /* already diseased */ 467 return 0; /* already diseased */
305 }
306 468
307 /* If we've gotten this far, go ahead and infect the victim. */ 469 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object(); 470
309 copy_object(disease,new_disease); 471 new_disease = disease->clone ();
472
310 new_disease->stats.food=disease->stats.maxgrace; 473 new_disease->stats.food = disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp; 474 new_disease->value = disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313 476
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill.
316 */
317
318 if(get_owner(disease)) {
319 set_owner(new_disease,disease->owner);
320
321 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill) {
323 if (new_disease->skill) free_string(new_disease->skill);
324 if (disease->skill) new_disease->skill = add_refcount(disease->skill);
325 }
326 }
327 else { /* for diseases which are passed by hitting, set owner and praying skill*/
328 if(disease->env && disease->env->type==PLAYER) {
329 object *player = disease->env;
330
331 set_owner(new_disease,player);
332 /* the skill pointer for these diseases should already be set up -
333 * hardcoding in 'praying' is not the right approach.
334 */
335 }
336 }
337
338 insert_ob_in_ob(new_disease,victim);
339 /* This appears to be a horrible case of overloading 'NO_PASS' 477 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases. 478 * for meaning in the diseases.
341 */ 479 */
342 new_disease->move_block = 0; 480 new_disease->move_block = 0;
343 if(new_disease->owner && new_disease->owner->type==PLAYER) {
344 char buf[128];
345 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim
347 */
348 if(new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name);
350 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name);
352 481
353 if(victim->type == PLAYER) 482 // insert before setting the owner
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 483 victim->head_ ()->insert (new_disease);
355 else
356 new_draw_info(0, 4, new_disease->owner, buf);
357 }
358 if(victim->type==PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill.");
360 484
485 if (disease->owner)
486 new_disease->set_owner (disease->owner);
487 else if (object *pl = disease->in_player ())
488 /* for diseases which are passed by hitting, set owner and skill */
489 new_disease->set_owner (pl);
490
491 if (INVOKE_OBJECT (INFECT, victim, ARG_OBJECT (disease), ARG_OBJECT (new_disease)))
361 return 1; 492 return 1;
362 493
363} 494 if (new_disease->owner && new_disease->owner->type == PLAYER)
495 {
496 const char *buf;
364 497
365 498 /* if the disease has a title, it has a special infection message
366 499 * This messages is printed in the form MESSAGE victim
367/* this function monitors the symptoms caused by the disease (if any),
368causes symptoms, and modifies existing symptoms in the case of
369existing diseases. */
370
371int do_symptoms(object *disease) {
372 object *symptom;
373 object *victim;
374 object *tmp;
375 victim = disease->env;
376
377 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops.
380 */ 500 */
501 if (new_disease->title)
502 buf = format ("%s %s!!", &disease->title, &victim->name);
503 else
504 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
381 505
382 if(victim == NULL || victim==disease) 506 if (victim->type == PLAYER)
383 return 0;/* no-one to inflict symptoms on */ 507 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
384 508 else
385 symptom = find_symptom(disease); 509 new_draw_info (0, 4, new_disease->owner, buf);
386 if(symptom==NULL) {
387 /* no symptom? need to generate one! */
388 object *new_symptom;
389
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
391 if(!is_susceptible_to_disease(victim, disease)) return 0;
392
393 /* check for an actual immunity */
394 /* do an immunity check */
395 if(victim->head) tmp = victim->head->inv;
396 else tmp = victim->inv;
397
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) {
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level)
401 return 0; /*Immune! */
402 }
403
404 new_symptom = get_archetype(ARCH_SYMPTOM);
405
406 /* Something special done with dam. We want diseases to be more
407 * random in what they'll kill, so we'll make the damage they
408 * do random, note, this has a weird effect with progressive diseases.
409 */
410 if(disease->stats.dam != 0) {
411 int dam = disease->stats.dam;
412
413 /* reduce the damage, on average, 50%, and making things random. */
414
415 dam = random_roll(1, FABS(dam), victim, PREFER_LOW);
416 if(disease->stats.dam < 0) dam = -dam;
417 new_symptom->stats.dam = dam;
418 }
419
420
421 new_symptom->stats.maxsp = disease->stats.maxsp;
422 new_symptom->stats.food = new_symptom->stats.maxgrace;
423
424 FREE_AND_COPY(new_symptom->name, disease->name);
425 FREE_AND_COPY(new_symptom->name_pl, disease->name);
426 new_symptom->level = disease->level;
427 new_symptom->speed = disease->speed;
428 new_symptom->value = 0;
429 new_symptom->stats.Str =disease->stats.Str;
430 new_symptom->stats.Dex = disease->stats.Dex;
431 new_symptom->stats.Con = disease->stats.Con;
432 new_symptom->stats.Wis = disease->stats.Wis;
433 new_symptom->stats.Int = disease->stats.Int;
434 new_symptom->stats.Pow = disease->stats.Pow;
435 new_symptom->stats.Cha = disease->stats.Cha;
436 new_symptom->stats.sp = disease->stats.sp;
437 new_symptom->stats.food =disease->last_eat;
438 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg);
443 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch;
445
446 set_owner(new_symptom,disease->owner);
447 if (new_symptom->skill != disease->skill) {
448 if (new_symptom->skill) free_string(new_symptom->skill);
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill);
450 }
451 new_symptom->move_block=0;
452 insert_ob_in_ob(new_symptom,victim);
453 return 1;
454 }
455
456 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms.
458 */
459
460 if(disease->stats.ac!=0) {
461 float scale;
462
463 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0;
465 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str);
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex);
468 symptom->stats.Con = (int) (scale*disease->stats.Con);
469 symptom->stats.Wis = (int) (scale*disease->stats.Wis);
470 symptom->stats.Int = (int) (scale*disease->stats.Int);
471 symptom->stats.Pow = (int) (scale*disease->stats.Pow);
472 symptom->stats.Cha = (int) (scale*disease->stats.Cha);
473 symptom->stats.dam = (int) (scale*disease->stats.dam);
474 symptom->stats.sp = (int) (scale*disease->stats.sp);
475 symptom->stats.food = (int) (scale*disease->last_eat);
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp);
477 symptom->last_sp = (int) (scale*disease->last_sp);
478 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp);
480 symptom->msg = add_string(disease->msg);
481 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch;
483 }
484 SET_FLAG(symptom,FLAG_APPLIED);
485 fix_player(victim);
486 return 1;
487}
488
489
490/* grants immunity to plagues we've seen before. */
491int grant_immunity(object *disease) {
492 object * immunity;
493 object *walk;
494 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0;
496 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) {
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) {
499 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */
501 }
502 } 510 }
503 immunity = get_archetype("immunity"); 511
504 immunity->name = add_string(disease->name); 512 if (victim->type == PLAYER)
505 immunity->level = disease->level; 513 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
506 immunity->move_block = 0; 514
507 insert_ob_in_ob(immunity,disease->env);
508 return 1; 515 return 1;
509
510} 516}
511
512 517
513/* make the symptom do the nasty things it does */ 518/* make the symptom do the nasty things it does */
514 519int
515int move_symptom(object *symptom) { 520move_symptom (object *symptom)
521{
516 object *victim = symptom->env; 522 object *victim = symptom->env;
517 object *new_ob;
518 int sp_reduce;
519 523
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ 524 if (!victim || !victim->map)
521 remove_ob(symptom); 525 { /* outside a monster/player, die immediately */
522 free_object(symptom); 526 symptom->destroy ();
523 return 0; 527 return 0;
524 } 528 }
525 529
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1);
527 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1);
528
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp;
530 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce);
532
533 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster 531 * under every part of the monster
535 * The victim may well have died. 532 * The victim may well have died.
536 */ 533 */
534 if (victim->map)
535 {
536 victim->play_sound (symptom->sound);
537 537
538 if(victim->map==NULL) return 0;
539 if(symptom->other_arch) { 538 if (symptom->other_arch)
540 object *tmp; 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
541 tmp=victim; 540 {
542 if(tmp->head!=NULL) tmp=tmp->head; 541 object *new_ob = symptom->other_arch->instance ();
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) {
544 new_ob = arch_to_object(symptom->other_arch);
545 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
546 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
547 new_ob->map = victim->map; 544 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
549 } 546 }
550 } 547 }
548
549 int damage =
550 symptom->stats.dam > 0
551 ? symptom->stats.dam
552 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
553
554 hit_player (victim, damage, symptom, symptom->attacktype, 1);
555
556 int sp_reduce =
557 symptom->stats.maxsp > 0
558 ? symptom->stats.maxsp
559 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
560
561 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
562
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
552 564
553 return 1; 565 return 1;
554} 566}
555 567
556
557/* possibly infect due to direct physical contact 568/* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 569 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559 570int
560int check_physically_infect(object *victim, object *hitter) { 571check_physically_infect (object *victim, object *hitter)
561 object *walk; 572{
562 /* search for diseases, give every disease a chance to infect */ 573 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below) 574 for (object *disease = hitter->inv; disease; disease = disease->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0); 575 if (disease->type == DISEASE)
576 infect_object (victim, disease, 0);
577
565 return 1; 578 return 1;
566} 579}
567 580
568/* find a disease in someone*/
569object *find_disease(object *victim) {
570 object *walk;
571 for(walk=victim->inv;walk;walk=walk->below)
572 if(walk->type==DISEASE) return walk;
573 return NULL;
574}
575
576/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
577 582int
578int cure_disease(object *sufferer,object *caster) { 583cure_disease (object *sufferer, object *caster, object *spell)
584{
579 object *disease, *next; 585 object *disease, *next;
580 int casting_level;
581 int cure=0; 586 int cure = 0;
582 587
583 if(caster) casting_level = caster->level; 588 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
584 else casting_level = 1000; /* if null caster, CURE all. */
585 589
586 for(disease=sufferer->inv;disease;disease=next) { 590 for (disease = sufferer->inv; disease; disease = next)
591 {
587 next=disease->below; 592 next = disease->below;
588 593
589 if(disease->type==DISEASE) { /* attempt to cure this disease */ 594 if (disease->type == DISEASE)
595 { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance 596 /* If caster level is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically 597 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance 598 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5. 599 * is 1 in 5.
594 */ 600 */
595 if ((casting_level >= disease->level) || 601 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
596 ( ! (random_roll(0, (disease->level - casting_level - 1), 602 {
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease); 603 remove_symptoms (disease);
600 remove_ob(disease); 604 cure = 1;
601 cure=1; 605
602 if(caster) change_exp(caster,disease->stats.exp, 606 if (caster && spell)
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); 607 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
604 free_object(disease); 608
609 disease->destroy ();
610 }
611 }
605 } 612 }
606 } 613
607 }
608 if (cure) { 614 if (cure)
615 {
609 /* Only draw these messages once */ 616 /* Only draw these messages once */
610 if (caster) 617 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); 618 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
619
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); 620 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
613 } 621 }
622
614 return 1; 623 return 1;
615} 624}
616 625
626#if 0 // unused, but seems interesting
617/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
619 */ 629 */
620 630static int
621int reduce_symptoms(object *sufferer, int reduction) { 631reduce_symptoms (object *sufferer, int reduction)
632{
622 object *walk; 633 object *walk;
623 int success=0; 634 int success = 0;
624 635
625 for(walk=sufferer->inv;walk;walk=walk->below) { 636 for (walk = sufferer->inv; walk; walk = walk->below)
637 {
626 if(walk->type==SYMPTOM) { 638 if (walk->type == SYMPTOM)
639 {
627 if(walk->value > 0) { 640 if (walk->value > 0)
628 success=1; 641 {
642 success = 1;
629 walk->value = MAX(0,walk->value - 2*reduction); 643 walk->value = max (0, walk->value - 2 * reduction);
630 /* give the disease time to modify this symptom, 644 /* give the disease time to modify this symptom,
631 * and reduce its severity. */ 645 * and reduce its severity. */
632 walk->speed_left = 0; 646 walk->speed_left = 0;
647 }
648 }
633 } 649 }
634 } 650
635 }
636 if (success) 651 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); 652 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
653
638 return success; 654 return success;
639} 655}
640 656#endif

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