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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.34 by root, Sun Aug 12 07:04:48 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/* check to see if an object is infectable: 233/* check if victim is susceptible to disease. */
288 * objects with immunity aren't infectable. 234static int
289 * objects already infected aren't infectable. 235is_susceptible_to_disease (object *victim, object *disease)
290 * dead objects aren't infectable.
291 * undead objects are infectible only if specifically named.
292*/
293int
294infect_object (object *victim, object *disease, int force)
295{ 236{
296 object *tmp; 237 if (!victim->flag [FLAG_ALIVE])
297 object *new_disease;
298
299 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0; 238 return 0;
302 239
303 /* check and see if victim can catch disease: diseases 240 if (victim->flag [FLAG_WIZ])
304 * are specific
305 */
306 if (!is_susceptible_to_disease (victim, disease))
307 return 0; 241 return 0;
308 242
309 /* roll the dice on infection before doing the inventory check! */ 243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 244 return 1;
312 245
313 /* do an immunity check */ 246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318
319 /* 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
321 * 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
323 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more.
325 */
326
327 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */
333 }
334
335 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = disease->clone ();
337 new_disease->stats.food = disease->stats.maxgrace;
338 new_disease->value = disease->stats.maxhp;
339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
340
341 /* Unfortunately, set_owner does the wrong thing to the skills pointers
342 * resulting in exp going into the owners *current* chosen skill.
343 */
344
345 if (disease->owner)
346 {
347 new_disease->set_owner (disease->owner);
348
349 /* Only need to update skill if different */
350 if (new_disease->skill != disease->skill)
351 new_disease->skill = disease->skill;
352 }
353 else
354 { /* for diseases which are passed by hitting, set owner and praying skill */
355 if (disease->env && disease->env->type == PLAYER)
356 {
357 object *player = disease->env;
358
359 new_disease->set_owner (player);
360
361 /* the skill pointer for these diseases should already be set up -
362 * hardcoding in 'praying' is not the right approach.
363 */
364 }
365 }
366
367 insert_ob_in_ob (new_disease, victim->head_ ());
368 /* This appears to be a horrible case of overloading 'NO_PASS'
369 * for meaning in the diseases.
370 */
371 new_disease->move_block = 0;
372 if (new_disease->owner && new_disease->owner->type == PLAYER)
373 {
374 char buf[128];
375
376 /* if the disease has a title, it has a special infection message
377 * This messages is printed in the form MESSAGE victim
378 */
379 if (new_disease->title)
380 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
381 else
382 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
383
384 if (victim->type == PLAYER)
385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
386 else
387 new_draw_info (0, 4, new_disease->owner, buf);
388 }
389
390 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392
393 return 1; 247 return 1;
394 248
249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1;
251
252 return 0;
395} 253}
396 254
397/* this function monitors the symptoms caused by the disease (if any), 255/* this function monitors the symptoms caused by the disease (if any),
398causes symptoms, and modifies existing symptoms in the case of 256causes symptoms, and modifies existing symptoms in the case of
399existing diseases. */ 257existing diseases. */
400int 258static int
401do_symptoms (object *disease) 259do_symptoms (object *disease)
402{ 260{
403 object *symptom; 261 object *symptom;
404 object *victim; 262 object *victim;
405 object *tmp; 263 object *tmp;
422 280
423 symptom = find_symptom (disease); 281 symptom = find_symptom (disease);
424 if (!symptom) 282 if (!symptom)
425 { 283 {
426 /* no symptom? need to generate one! */ 284 /* no symptom? need to generate one! */
427 object *new_symptom;
428 285
429 /* 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! */
430 if (!is_susceptible_to_disease (victim, disease)) 287 if (!is_susceptible_to_disease (victim, disease))
431 return 0; 288 return 0;
432 289
433 /* check for an actual immunity */ 290 /* check for an actual immunity */
434 /* do an immunity check */ 291 /* do an immunity check */
435 if (victim->head) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
436 tmp = victim->head->inv; 293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
437 else 294 if (tmp->level >= disease->level)
438 tmp = victim->inv;
439
440 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (tmp->name == disease->name && tmp->level >= disease->level)
443 return 0; /*Immune! */ 295 return 0; /* Immune! */
444 296
445 new_symptom = get_archetype ("symptom"); 297 object *new_symptom = archetype::get (shstr_symptom);
446 298
447 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
448 * 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
449 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
450 */ 302 */
451 if (disease->stats.dam != 0) 303 if (disease->stats.dam)
452 { 304 {
453 int dam = disease->stats.dam; 305 int dam = disease->stats.dam;
454 306
455 /* reduce the damage, on average, 50%, and making things random. */ 307 /* reduce the damage, on average, 50%, and making things random. */
456 308
465 new_symptom->stats.food = new_symptom->stats.maxgrace; 317 new_symptom->stats.food = new_symptom->stats.maxgrace;
466 318
467 new_symptom->name = new_symptom->name_pl = disease->name; 319 new_symptom->name = new_symptom->name_pl = disease->name;
468 320
469 new_symptom->level = disease->level; 321 new_symptom->level = disease->level;
470 new_symptom->speed = disease->speed;
471 new_symptom->value = 0; 322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
472 325
473 for (int i = 0; i < NUM_STATS; ++i) 326 for (int i = 0; i < NUM_STATS; ++i)
474 new_symptom->stats.stat (i) = disease->stats.stat (i); 327 new_symptom->stats.stat (i) = disease->stats.stat (i);
475 328
476 new_symptom->stats.sp = disease->stats.sp; 329 new_symptom->stats.sp = disease->stats.sp;
480 new_symptom->stats.exp = 0; 333 new_symptom->stats.exp = 0;
481 new_symptom->stats.hp = disease->stats.hp; 334 new_symptom->stats.hp = disease->stats.hp;
482 new_symptom->msg = disease->msg; 335 new_symptom->msg = disease->msg;
483 new_symptom->attacktype = disease->attacktype; 336 new_symptom->attacktype = disease->attacktype;
484 new_symptom->other_arch = disease->other_arch; 337 new_symptom->other_arch = disease->other_arch;
338 new_symptom->skill = disease->skill;
485 339
340 new_symptom->move_block = 0;
341
342 victim->head_ ()->insert (new_symptom);
343
344 // set owner last, as insert clears owner
486 new_symptom->set_owner (disease->owner); 345 new_symptom->set_owner (disease->owner);
487 346
488 if (new_symptom->skill != disease->skill)
489 new_symptom->skill = disease->skill;
490
491 new_symptom->move_block = 0;
492 insert_ob_in_ob (new_symptom, victim);
493 return 1; 347 return 1;
494 } 348 }
495 349
496 /* now deal with progressing diseases: we increase the debility 350 /* now deal with progressing diseases: we increase the debility
497 * caused by the symptoms. 351 * caused by the symptoms.
516 symptom->msg = disease->msg; 370 symptom->msg = disease->msg;
517 symptom->attacktype = disease->attacktype; 371 symptom->attacktype = disease->attacktype;
518 symptom->other_arch = disease->other_arch; 372 symptom->other_arch = disease->other_arch;
519 } 373 }
520 374
521 SET_FLAG (symptom, FLAG_APPLIED); 375 symptom->set_flag (FLAG_APPLIED);
522 victim->update_stats (); 376 victim->update_stats ();
523 377
524 return 1; 378 return 1;
525} 379}
526 380
527/* grants immunity to plagues we've seen before. */
528int 381int
529grant_immunity (object *disease) 382move_disease (object *disease)
530{ 383{
531 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{
532 object *walk; 436 object *tmp;
437 object *new_disease;
533 438
534 /* Don't give immunity to this disease if last_heal is set. */ 439 /* don't infect inanimate objects */
535 if (disease->last_heal) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
536 return 0; 441 return 0;
537 /* first, search for an immunity of the same name */ 442
538 for (walk = disease->env->inv; walk; walk = walk->below) 443 /* check and see if victim can catch disease: diseases
539 { 444 * are specific
540 if (walk->type == 98 && disease->name == walk->name) 445 */
541 { 446 if (!is_susceptible_to_disease (victim, disease))
542 walk->level = disease->level; 447 return 0;
543 return 1; /* just update the existing immunity. */ 448
544 } 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)
545 } 495 {
546 immunity = get_archetype ("immunity"); 496 const char *buf;
547 immunity->name = disease->name; 497
548 immunity->level = disease->level; 498 /* if the disease has a title, it has a special infection message
549 immunity->move_block = 0; 499 * This messages is printed in the form MESSAGE victim
550 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
551 return 1; 515 return 1;
552
553} 516}
554
555 517
556/* make the symptom do the nasty things it does */ 518/* make the symptom do the nasty things it does */
557
558int 519int
559move_symptom (object *symptom) 520move_symptom (object *symptom)
560{ 521{
561 object *victim = symptom->env; 522 object *victim = symptom->env;
562 object *new_ob;
563 int sp_reduce;
564 523
565 if (victim == NULL || victim->map == NULL) 524 if (!victim || !victim->map)
566 { /* outside a monster/player, die immediately */ 525 { /* outside a monster/player, die immediately */
567 symptom->destroy (); 526 symptom->destroy ();
568 return 0; 527 return 0;
569 } 528 }
570
571 if (symptom->stats.dam > 0)
572 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
573 else
574 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
575
576 if (symptom->stats.maxsp > 0)
577 sp_reduce = symptom->stats.maxsp;
578 else
579 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
580 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
581 529
582 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
583 * under every part of the monster 531 * under every part of the monster
584 * The victim may well have died. 532 * The victim may well have died.
585 */ 533 */
586
587 if (victim->map == NULL) 534 if (victim->map)
588 return 0; 535 {
536 victim->play_sound (symptom->sound);
537
589 if (symptom->other_arch) 538 if (symptom->other_arch)
590 { 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
591 object *tmp;
592
593 tmp = victim;
594 if (tmp->head != NULL)
595 tmp = tmp->head;
596 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
597 { 540 {
598 new_ob = arch_to_object (symptom->other_arch); 541 object *new_ob = symptom->other_arch->instance ();
599 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
600 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
601 new_ob->map = victim->map; 544 new_ob->map = victim->map;
602 insert_ob_in_map (new_ob, victim->map, victim, 0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
603 } 546 }
604 } 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
605 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
606 564
607 return 1; 565 return 1;
608} 566}
609 567
618 infect_object (victim, disease, 0); 576 infect_object (victim, disease, 0);
619 577
620 return 1; 578 return 1;
621} 579}
622 580
623// find a disease in someone
624object *
625find_disease (object *victim)
626{
627 for (object *disease = victim->inv; disease; disease = disease->below)
628 if (disease->type == DISEASE)
629 return disease;
630
631 return 0;
632}
633
634/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
635int 582int
636cure_disease (object *sufferer, object *caster) 583cure_disease (object *sufferer, object *caster, object *spell)
637{ 584{
638 object *disease, *next; 585 object *disease, *next;
639 int casting_level;
640 int cure = 0; 586 int cure = 0;
641 587
642 if (caster)
643 casting_level = caster->level;
644 else
645 casting_level = 1000; /* if null caster, CURE all. */ 588 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
646 589
647 for (disease = sufferer->inv; disease; disease = next) 590 for (disease = sufferer->inv; disease; disease = next)
648 { 591 {
649 next = disease->below; 592 next = disease->below;
650 593
658 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))))
659 { 602 {
660 remove_symptoms (disease); 603 remove_symptoms (disease);
661 cure = 1; 604 cure = 1;
662 605
663 if (caster) 606 if (caster && spell)
664 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);
665 608
666 disease->destroy (); 609 disease->destroy ();
667 } 610 }
668 } 611 }
669 } 612 }
678 } 621 }
679 622
680 return 1; 623 return 1;
681} 624}
682 625
626#if 0 // unused, but seems interesting
683/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
684 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
685 */ 629 */
686int 630static int
687reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
688{ 632{
689 object *walk; 633 object *walk;
690 int success = 0; 634 int success = 0;
691 635
707 if (success) 651 if (success)
708 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.");
709 653
710 return success; 654 return success;
711} 655}
656#endif

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