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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.33 by root, Tue Aug 7 23:40:27 2007 UTC vs.
Revision 1.71 by root, Mon Oct 29 23:55:55 2012 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * 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
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
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
35other_arch Creation object created and dropped when symptom moved. 36other_arch Creation object created and dropped when symptom moved.
36title Message When the "disease" "infects" something, it will 37title Message When the "disease" "infects" something, it will
37 print "title victim!!!" to the player who owns 38 print "title victim!!!" to the player who owns
38 the "disease". 39 the "disease".
39wc+ Infectiousness How well the plague spreads person-to-person 40wc+ Infectiousness How well the plague spreads person-to-person
40magic+ Range range of infection 41magic+ Range range of infection
41Stats* Disability What stats are reduced by the disease (str con...) 42Stats* Disability What stats are reduced by the disease (str con...)
42maxhp+ Persistence How long the disease can last OUTSIDE the host. 43maxhp+ Persistence How long the disease can last OUTSIDE the host.
43value TimeLeft Counter for persistence 44value TimeLeft Counter for persistence
44dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
45maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
46food DurCount Counter for Duration 47food DurCount Counter for Duration
47 48
48speed Speed How often the disease moves. 49speed Speed How often the disease moves.
49last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
50 51
51maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
52ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
53last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
54last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
55 when it runs out 56 when it runs out
56 57
57exp experience experience awarded when plague cured 58exp experience experience awarded when plague cured
58hp*^ ReduceRegen reduces regeneration of disease-bearer 59hp*^ ReduceRegen reduces regeneration of disease-bearer
59sp*^ ReduceSpRegen reduces spellpoint regeneration 60sp*^ ReduceSpRegen reduces spellpoint regeneration
60 61
61name Name Name of the plague 62name Name Name of the plague
62msg message What the plague says when it strikes. 63msg message What the plague says when it strikes.
63race those affected species/race the plague strikes (* = everything) 64race those affected species/race the plague strikes (* = everything)
64level Plague Level General description of the plague's deadliness 65level Plague Level General description of the plague's deadliness
65armour Attenuation reduction in wc per generation of disease. 66armour Attenuation reduction in wc per generation of disease.
66 This builds in a self-limiting factor. 67 This builds in a self-limiting factor.
67
68 68
69Explanations: 69Explanations:
70* means this # should be negative to cause adverse effect. 70* means this # should be negative to cause adverse effect.
71+ means that this effect is modulated in spells by ldur 71+ means that this effect is modulated in spells by ldur
72^ means that this effect is modulated in spells by ldam 72^ means that this effect is modulated in spells by ldam
137 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
138inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
139spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
140these are their own object. */ 140these are their own object. */
141 141
142/* check if victim is susceptible to disease. */ 142/* grants immunity to plagues we've seen before. */
143static int 143static int
144is_susceptible_to_disease (object *victim, object *disease) 144grant_immunity (object *disease)
145{ 145{
146 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)
147 return 0; 151 return 0;
148 152
149 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 (disease->name == walk->name && walk->is_immunity ())
156 {
157 walk->level = disease->level;
158 return 1; /* just update the existing immunity. */
159 }
160
161 immunity = archetype::get (shstr_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
150 return 1; 169 return 1;
170}
151 171
152 if ((disease->race == shstr_undead) && 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)
153 return 1; 179 return walk;
154 180
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0; 181 return NULL;
159}
160
161int
162move_disease (object *disease)
163{
164 /* first task is to determine if the disease is inside or outside of someone.
165 * If outside, we decrement 'value' until we're gone.
166 */
167
168 if (!disease->env)
169 { /* we're outside of someone */
170 if (disease->stats.maxhp > 0)
171 disease->value--;
172
173 if (!disease->value)
174 {
175 disease->destroy ();
176 return 1;
177 }
178 }
179 else
180 {
181 /* if we're inside a person, have the disease run its course */
182 /* negative/zero food denotes "perpetual" diseases. */
183 if (disease->stats.food > 0)
184 {
185 disease->stats.food--;
186
187 if (!disease->stats.food)
188 {
189 remove_symptoms (disease); /* remove the symptoms of this disease */
190 grant_immunity (disease);
191 disease->destroy ();
192 return 1;
193 }
194 }
195 }
196
197 /* check to see if we infect others */
198 check_infection (disease);
199
200 /* impose or modify the symptoms of the disease */
201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
202 do_symptoms (disease);
203
204 return 0;
205} 182}
206 183
207/* remove any symptoms of disease 184/* remove any symptoms of disease
208 * 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
209 * player may have - I think through some odd interactoins with 186 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get 187 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease. 188 * more than one symtpom to a disease.
212 */ 189 */
213 190static int
214int
215remove_symptoms (object *disease) 191remove_symptoms (object *disease)
216{ 192{
217 object *symptom, *victim = NULL; 193 object *symptom, *victim = NULL;
218 194
219 while ((symptom = find_symptom (disease)) != NULL) 195 while ((symptom = find_symptom (disease)) != NULL)
228 victim->update_stats (); 204 victim->update_stats ();
229 205
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 (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk;
243
244 return NULL;
245}
246
247/* searches around for more victims to infect */ 209/* searches around for more victims to infect */
248int 210static int
249check_infection (object *disease) 211check_infection (object *disease)
250{ 212{
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic); 213 int range = abs (disease->magic);
256 214
257 if (disease->env) 215 object *op = disease->outer_env_or_self ();
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269 216
270 if (!map) 217 if (!op->is_on_map ())
271 return 0; 218 return 0;
272 219
273 for (int i = x - range; i <= x + range; i++) 220 dynbuf buf;
274 for (int j = y - range; j <= y + range; j++) 221 unordered_mapwalk (buf, op, -range, -range, range, range)
275 { 222 {
276 sint16 i2, j2; 223 mapspace &ms = m->at (nx, ny);
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 224
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 225 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 227 infect_object (tmp, disease, 0);
282 } 228 }
283 229
284 return 1; 230 return 1;
285} 231}
286 232
287 233/* check if victim is susceptible to disease. */
288/* check to see if an object is infectable: 234static int
289 * objects with immunity aren't infectable. 235is_susceptible_to_disease (object *victim, object *disease)
290 * objects already infected aren't infectable.
291 * dead objects aren't infectable.
292 * undead objects are infectible only if specifically named.
293*/
294int
295infect_object (object *victim, object *disease, int force)
296{ 236{
297 object *tmp; 237 if (!victim->flag [FLAG_ALIVE])
298 object *new_disease;
299
300 /* don't infect inanimate objects */
301 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
302 return 0; 238 return 0;
303 239
304 /* check and see if victim can catch disease: diseases 240 if (victim->flag [FLAG_WIZ])
305 * are specific
306 */
307 if (!is_susceptible_to_disease (victim, disease))
308 return 0; 241 return 0;
309 242
310 /* roll the dice on infection before doing the inventory check! */ 243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
311 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
312 return 0; 244 return 1;
313 245
314 /* do an immunity check */ 246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
315 if (victim->head)
316 tmp = victim->head->inv;
317 else
318 tmp = victim->inv;
319
320 /* There used to (IMO) be a flaw in the below - it used to be the case
321 * that if level check was done for both immunity and disease. This could
322 * result in a person with multiple afflictions of the same disease
323 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
324 * they were cast in that same order. Instead, change it so that
325 * if you diseased, you can't get diseased more.
326 */
327
328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
329 {
330 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
331 return 0; /* Immune! */
332 else if (tmp->type == DISEASE && tmp->name == disease->name)
333 return 0; /* already diseased */
334 }
335
336 /* If we've gotten this far, go ahead and infect the victim. */
337 new_disease = disease->clone ();
338 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341
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 (disease->owner)
347 {
348 new_disease->set_owner (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 new_disease->set_owner (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->head_ ());
369 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases.
371 */
372 new_disease->move_block = 0;
373 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 {
375 char buf[128];
376
377 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim
379 */
380 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
382 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384
385 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else
388 new_draw_info (0, 4, new_disease->owner, buf);
389 }
390
391 if (victim->type == PLAYER)
392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
393
394 return 1; 247 return 1;
395 248
249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1;
251
252 return 0;
396} 253}
397 254
398/* this function monitors the symptoms caused by the disease (if any), 255/* this function monitors the symptoms caused by the disease (if any),
399causes symptoms, and modifies existing symptoms in the case of 256causes symptoms, and modifies existing symptoms in the case of
400existing diseases. */ 257existing diseases. */
401int 258static int
402do_symptoms (object *disease) 259do_symptoms (object *disease)
403{ 260{
404 object *symptom; 261 object *symptom;
405 object *victim; 262 object *victim;
406 object *tmp; 263 object *tmp;
423 280
424 symptom = find_symptom (disease); 281 symptom = find_symptom (disease);
425 if (!symptom) 282 if (!symptom)
426 { 283 {
427 /* no symptom? need to generate one! */ 284 /* no symptom? need to generate one! */
428 object *new_symptom;
429 285
430 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 286 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
431 if (!is_susceptible_to_disease (victim, disease)) 287 if (!is_susceptible_to_disease (victim, disease))
432 return 0; 288 return 0;
433 289
434 /* check for an actual immunity */ 290 /* check for an actual immunity */
435 /* do an immunity check */ 291 /* do an immunity check */
436 if (victim->head) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
437 tmp = victim->head->inv; 293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
438 else 294 if (tmp->level >= disease->level)
439 tmp = victim->inv;
440
441 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
442 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
443 if (tmp->name == disease->name && tmp->level >= disease->level)
444 return 0; /*Immune! */ 295 return 0; /* Immune! */
445 296
446 new_symptom = get_archetype ("symptom"); 297 object *new_symptom = archetype::get (shstr_symptom);
447 298
448 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
449 * random in what they'll kill, so we'll make the damage they 300 * random in what they'll kill, so we'll make the damage they
450 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
451 */ 302 */
452 if (disease->stats.dam != 0) 303 if (disease->stats.dam)
453 { 304 {
454 int dam = disease->stats.dam; 305 int dam = disease->stats.dam;
455 306
456 /* reduce the damage, on average, 50%, and making things random. */ 307 /* reduce the damage, on average, 50%, and making things random. */
457 308
466 new_symptom->stats.food = new_symptom->stats.maxgrace; 317 new_symptom->stats.food = new_symptom->stats.maxgrace;
467 318
468 new_symptom->name = new_symptom->name_pl = disease->name; 319 new_symptom->name = new_symptom->name_pl = disease->name;
469 320
470 new_symptom->level = disease->level; 321 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed;
472 new_symptom->value = 0; 322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
473 325
474 for (int i = 0; i < NUM_STATS; ++i) 326 for (int i = 0; i < NUM_STATS; ++i)
475 new_symptom->stats.stat (i) = disease->stats.stat (i); 327 new_symptom->stats.stat (i) = disease->stats.stat (i);
476 328
477 new_symptom->stats.sp = disease->stats.sp; 329 new_symptom->stats.sp = disease->stats.sp;
481 new_symptom->stats.exp = 0; 333 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp; 334 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg; 335 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype; 336 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch; 337 new_symptom->other_arch = disease->other_arch;
338 new_symptom->skill = disease->skill;
486 339
340 new_symptom->move_block = 0;
341
342 victim->head_ ()->insert (new_symptom);
343
344 // set owner last, as insert clears owner
487 new_symptom->set_owner (disease->owner); 345 new_symptom->set_owner (disease->owner);
488 346
489 if (new_symptom->skill != disease->skill)
490 new_symptom->skill = disease->skill;
491
492 new_symptom->move_block = 0;
493 insert_ob_in_ob (new_symptom, victim);
494 return 1; 347 return 1;
495 } 348 }
496 349
497 /* now deal with progressing diseases: we increase the debility 350 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms. 351 * caused by the symptoms.
517 symptom->msg = disease->msg; 370 symptom->msg = disease->msg;
518 symptom->attacktype = disease->attacktype; 371 symptom->attacktype = disease->attacktype;
519 symptom->other_arch = disease->other_arch; 372 symptom->other_arch = disease->other_arch;
520 } 373 }
521 374
522 SET_FLAG (symptom, FLAG_APPLIED); 375 symptom->set_flag (FLAG_APPLIED);
523 victim->update_stats (); 376 victim->update_stats ();
524 377
525 return 1; 378 return 1;
526} 379}
527 380
528/* grants immunity to plagues we've seen before. */
529int 381int
530grant_immunity (object *disease) 382move_disease (object *disease)
531{ 383{
532 object *immunity; 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}
426
427/* check to see if an object is infectable:
428 * objects with immunity aren't infectable.
429 * objects already infected aren't infectable.
430 * dead objects aren't infectable.
431 * undead objects are infectible only if specifically named.
432*/
433int
434infect_object (object *victim, object *disease, int force)
435{
533 object *walk; 436 object *tmp;
437 object *new_disease;
534 438
535 /* Don't give immunity to this disease if last_heal is set. */ 439 /* don't infect inanimate objects */
536 if (disease->last_heal) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
537 return 0; 441 return 0;
538 /* first, search for an immunity of the same name */ 442
539 for (walk = disease->env->inv; walk; walk = walk->below) 443 /* check and see if victim can catch disease: diseases
540 { 444 * are specific
541 if (walk->type == 98 && disease->name == walk->name) 445 */
542 { 446 if (!is_susceptible_to_disease (victim, disease))
543 walk->level = disease->level; 447 return 0;
544 return 1; /* just update the existing immunity. */ 448
545 } 449 /* roll the dice on infection before doing the inventory check! */
450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
451 return 0;
452
453 /* do an immunity check */
454
455 /* There used to (IMO) be a flaw in the below - it used to be the case
456 * that if level check was done for both immunity and disease. This could
457 * result in a person with multiple afflictions of the same disease
458 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
459 * they were cast in that same order. Instead, change it so that
460 * if you diseased, you can't get diseased more.
461 */
462
463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
464 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
465 return 0; /* Immune! */
466 else if (tmp->type == DISEASE && tmp->name == disease->name)
467 return 0; /* already diseased */
468
469 /* If we've gotten this far, go ahead and infect the victim. */
470
471 new_disease = disease->clone ();
472
473 new_disease->stats.food = disease->stats.maxgrace;
474 new_disease->value = disease->stats.maxhp;
475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
476
477 /* This appears to be a horrible case of overloading 'NO_PASS'
478 * for meaning in the diseases.
479 */
480 new_disease->move_block = 0;
481
482 // insert before setting the owner
483 victim->head_ ()->insert (new_disease);
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)))
492 return 1;
493
494 if (new_disease->owner && new_disease->owner->type == PLAYER)
546 } 495 {
547 immunity = get_archetype ("immunity"); 496 const char *buf;
548 immunity->name = disease->name; 497
549 immunity->level = disease->level; 498 /* if the disease has a title, it has a special infection message
550 immunity->move_block = 0; 499 * This messages is printed in the form MESSAGE victim
551 insert_ob_in_ob (immunity, disease->env); 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);
505
506 if (victim->type == PLAYER)
507 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
508 else
509 new_draw_info (0, 4, new_disease->owner, buf);
510 }
511
512 if (victim->type == PLAYER)
513 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
514
552 return 1; 515 return 1;
553
554} 516}
555
556 517
557/* make the symptom do the nasty things it does */ 518/* make the symptom do the nasty things it does */
558
559int 519int
560move_symptom (object *symptom) 520move_symptom (object *symptom)
561{ 521{
562 object *victim = symptom->env; 522 object *victim = symptom->env;
563 object *new_ob;
564 int sp_reduce;
565 523
566 if (victim == NULL || victim->map == NULL) 524 if (!victim || !victim->map)
567 { /* outside a monster/player, die immediately */ 525 { /* outside a monster/player, die immediately */
568 symptom->destroy (); 526 symptom->destroy ();
569 return 0; 527 return 0;
570 } 528 }
571
572 if (symptom->stats.dam > 0)
573 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
574 else
575 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
576
577 if (symptom->stats.maxsp > 0)
578 sp_reduce = symptom->stats.maxsp;
579 else
580 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
581 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
582 529
583 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
584 * under every part of the monster 531 * under every part of the monster
585 * The victim may well have died. 532 * The victim may well have died.
586 */ 533 */
587
588 if (victim->map == NULL) 534 if (victim->map)
589 return 0; 535 {
536 victim->play_sound (symptom->sound);
537
590 if (symptom->other_arch) 538 if (symptom->other_arch)
591 { 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
592 object *tmp;
593
594 tmp = victim;
595 if (tmp->head != NULL)
596 tmp = tmp->head;
597 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
598 { 540 {
599 new_ob = arch_to_object (symptom->other_arch); 541 object *new_ob = symptom->other_arch->instance ();
600 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
601 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
602 new_ob->map = victim->map; 544 new_ob->map = victim->map;
603 insert_ob_in_map (new_ob, victim->map, victim, 0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
604 } 546 }
605 } 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
606 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
607 564
608 return 1; 565 return 1;
609} 566}
610 567
619 infect_object (victim, disease, 0); 576 infect_object (victim, disease, 0);
620 577
621 return 1; 578 return 1;
622} 579}
623 580
624// find a disease in someone
625object *
626find_disease (object *victim)
627{
628 for (object *disease = victim->inv; disease; disease = disease->below)
629 if (disease->type == DISEASE)
630 return disease;
631
632 return 0;
633}
634
635/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
636int 582int
637cure_disease (object *sufferer, object *caster) 583cure_disease (object *sufferer, object *caster, object *spell)
638{ 584{
639 object *disease, *next; 585 object *disease, *next;
640 int casting_level;
641 int cure = 0; 586 int cure = 0;
642 587
643 if (caster)
644 casting_level = caster->level;
645 else
646 casting_level = 1000; /* if null caster, CURE all. */ 588 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
647 589
648 for (disease = sufferer->inv; disease; disease = next) 590 for (disease = sufferer->inv; disease; disease = next)
649 { 591 {
650 next = disease->below; 592 next = disease->below;
651 593
659 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 601 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
660 { 602 {
661 remove_symptoms (disease); 603 remove_symptoms (disease);
662 cure = 1; 604 cure = 1;
663 605
664 if (caster) 606 if (caster && spell)
665 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 607 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
666 608
667 disease->destroy (); 609 disease->destroy ();
668 } 610 }
669 } 611 }
670 } 612 }
679 } 621 }
680 622
681 return 1; 623 return 1;
682} 624}
683 625
626#if 0 // unused, but seems interesting
684/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
685 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
686 */ 629 */
687int 630static int
688reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
689{ 632{
690 object *walk; 633 object *walk;
691 int success = 0; 634 int success = 0;
692 635
708 if (success) 651 if (success)
709 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.");
710 653
711 return success; 654 return success;
712} 655}
656#endif

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