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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.35 by root, Mon Aug 20 19:13:10 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 /* check the inventory for symptoms */
238 for (object *walk = disease->env->inv; walk; walk = walk->below)
239 if (walk->name == disease->name && walk->type == SYMPTOM)
240 return walk;
241
242 return NULL;
243}
244
245/* searches around for more victims to infect */ 209/* searches around for more victims to infect */
246int 210static int
247check_infection (object *disease) 211check_infection (object *disease)
248{ 212{
249 int x, y, range, mflags;
250 maptile *map, *map2;
251 object *tmp;
252
253 range = abs (disease->magic); 213 int range = abs (disease->magic);
254 214
255 if (disease->env) 215 object *op = disease->outer_env_or_self ();
256 {
257 x = disease->env->x;
258 y = disease->env->y;
259 map = disease->env->map;
260 }
261 else
262 {
263 x = disease->x;
264 y = disease->y;
265 map = disease->map;
266 }
267 216
268 if (!map) 217 if (!op->is_on_map ())
269 return 0; 218 return 0;
270 219
271 for (int i = x - range; i <= x + range; i++) 220 dynbuf buf;
272 for (int j = y - range; j <= y + range; j++) 221 unordered_mapwalk (buf, op, -range, -range, range, range)
273 { 222 {
274 sint16 i2, j2; 223 mapspace &ms = m->at (nx, ny);
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276 224
277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 225 if (ms.flags () & P_IS_ALIVE)
278 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
279 infect_object (tmp, disease, 0); 227 infect_object (tmp, disease, 0);
280 } 228 }
281 229
282 return 1; 230 return 1;
283} 231}
284 232
285/* check to see if an object is infectable: 233/* check if victim is susceptible to disease. */
286 * objects with immunity aren't infectable. 234static int
287 * objects already infected aren't infectable. 235is_susceptible_to_disease (object *victim, object *disease)
288 * dead objects aren't infectable.
289 * undead objects are infectible only if specifically named.
290*/
291int
292infect_object (object *victim, object *disease, int force)
293{ 236{
294 object *tmp; 237 if (!victim->flag [FLAG_ALIVE])
295 object *new_disease;
296
297 /* don't infect inanimate objects */
298 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
299 return 0; 238 return 0;
300 239
301 /* check and see if victim can catch disease: diseases 240 if (victim->flag [FLAG_WIZ])
302 * are specific
303 */
304 if (!is_susceptible_to_disease (victim, disease))
305 return 0; 241 return 0;
306 242
307 /* roll the dice on infection before doing the inventory check! */ 243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
308 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
309 return 0; 244 return 1;
310 245
311 /* do an immunity check */ 246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
312
313 /* There used to (IMO) be a flaw in the below - it used to be the case
314 * that if level check was done for both immunity and disease. This could
315 * result in a person with multiple afflictions of the same disease
316 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
317 * they were cast in that same order. Instead, change it so that
318 * if you diseased, you can't get diseased more.
319 */
320
321 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
322 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
323 return 0; /* Immune! */
324 else if (tmp->type == DISEASE && tmp->name == disease->name)
325 return 0; /* already diseased */
326
327 /* If we've gotten this far, go ahead and infect the victim. */
328
329 new_disease = disease->clone ();
330
331 new_disease->stats.food = disease->stats.maxgrace;
332 new_disease->value = disease->stats.maxhp;
333 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
334
335 /* This appears to be a horrible case of overloading 'NO_PASS'
336 * for meaning in the diseases.
337 */
338 new_disease->move_block = 0;
339
340 // insert before setting the owner
341 victim->head_ ()->insert (new_disease);
342
343 if (disease->owner)
344 new_disease->set_owner (disease->owner);
345 else if (object *pl = disease->in_player ())
346 /* for diseases which are passed by hitting, set owner and skill */
347 new_disease->set_owner (pl);
348
349 if (new_disease->owner && new_disease->owner->type == PLAYER)
350 {
351 const char *buf;
352
353 /* if the disease has a title, it has a special infection message
354 * This messages is printed in the form MESSAGE victim
355 */
356 if (new_disease->title)
357 buf = format ("%s %s!!", &disease->title, &victim->name);
358 else
359 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
360
361 if (victim->type == PLAYER)
362 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
363 else
364 new_draw_info (0, 4, new_disease->owner, buf);
365 }
366
367 if (victim->type == PLAYER)
368 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
369
370 return 1; 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;
371} 253}
372 254
373/* this function monitors the symptoms caused by the disease (if any), 255/* this function monitors the symptoms caused by the disease (if any),
374causes symptoms, and modifies existing symptoms in the case of 256causes symptoms, and modifies existing symptoms in the case of
375existing diseases. */ 257existing diseases. */
376int 258static int
377do_symptoms (object *disease) 259do_symptoms (object *disease)
378{ 260{
379 object *symptom; 261 object *symptom;
380 object *victim; 262 object *victim;
381 object *tmp; 263 object *tmp;
406 return 0; 288 return 0;
407 289
408 /* check for an actual immunity */ 290 /* check for an actual immunity */
409 /* do an immunity check */ 291 /* do an immunity check */
410 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
411 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
412 if (tmp->name == disease->name && tmp->level >= disease->level) 294 if (tmp->level >= disease->level)
413 return 0; /* Immune! */ 295 return 0; /* Immune! */
414 296
415 object *new_symptom = get_archetype ("symptom"); 297 object *new_symptom = archetype::get (shstr_symptom);
416 298
417 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
418 * 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
419 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
420 */ 302 */
435 new_symptom->stats.food = new_symptom->stats.maxgrace; 317 new_symptom->stats.food = new_symptom->stats.maxgrace;
436 318
437 new_symptom->name = new_symptom->name_pl = disease->name; 319 new_symptom->name = new_symptom->name_pl = disease->name;
438 320
439 new_symptom->level = disease->level; 321 new_symptom->level = disease->level;
440 new_symptom->speed = disease->speed;
441 new_symptom->value = 0; 322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
442 325
443 for (int i = 0; i < NUM_STATS; ++i) 326 for (int i = 0; i < NUM_STATS; ++i)
444 new_symptom->stats.stat (i) = disease->stats.stat (i); 327 new_symptom->stats.stat (i) = disease->stats.stat (i);
445 328
446 new_symptom->stats.sp = disease->stats.sp; 329 new_symptom->stats.sp = disease->stats.sp;
456 339
457 new_symptom->move_block = 0; 340 new_symptom->move_block = 0;
458 341
459 victim->head_ ()->insert (new_symptom); 342 victim->head_ ()->insert (new_symptom);
460 343
461 // ste owner last, as insert clears owner 344 // set owner last, as insert clears owner
462 new_symptom->set_owner (disease->owner); 345 new_symptom->set_owner (disease->owner);
463 346
464 return 1; 347 return 1;
465 } 348 }
466 349
487 symptom->msg = disease->msg; 370 symptom->msg = disease->msg;
488 symptom->attacktype = disease->attacktype; 371 symptom->attacktype = disease->attacktype;
489 symptom->other_arch = disease->other_arch; 372 symptom->other_arch = disease->other_arch;
490 } 373 }
491 374
492 SET_FLAG (symptom, FLAG_APPLIED); 375 symptom->set_flag (FLAG_APPLIED);
493 victim->update_stats (); 376 victim->update_stats ();
494 377
495 return 1; 378 return 1;
496} 379}
497 380
498/* grants immunity to plagues we've seen before. */
499int 381int
500grant_immunity (object *disease) 382move_disease (object *disease)
501{ 383{
502 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{
503 object *walk; 436 object *tmp;
437 object *new_disease;
504 438
505 /* Don't give immunity to this disease if last_heal is set. */ 439 /* don't infect inanimate objects */
506 if (disease->last_heal) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
507 return 0; 441 return 0;
508 442
509 /* first, search for an immunity of the same name */ 443 /* check and see if victim can catch disease: diseases
510 for (walk = disease->env->inv; walk; walk = walk->below) 444 * are specific
511 if (walk->type == 98 && disease->name == walk->name) 445 */
446 if (!is_susceptible_to_disease (victim, disease))
447 return 0;
448
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)
512 { 495 {
513 walk->level = disease->level; 496 const char *buf;
514 return 1; /* just update the existing immunity. */ 497
498 /* if the disease has a title, it has a special infection message
499 * This messages is printed in the form MESSAGE victim
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);
515 } 510 }
516 511
517 immunity = get_archetype ("immunity"); 512 if (victim->type == PLAYER)
518 513 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
519 immunity->name = disease->name;
520 immunity->level = disease->level;
521 immunity->move_block = 0;
522
523 insert_ob_in_ob (immunity, disease->env);
524 514
525 return 1; 515 return 1;
526} 516}
527 517
528
529/* make the symptom do the nasty things it does */ 518/* make the symptom do the nasty things it does */
530
531int 519int
532move_symptom (object *symptom) 520move_symptom (object *symptom)
533{ 521{
534 object *victim = symptom->env; 522 object *victim = symptom->env;
535 object *new_ob;
536 int sp_reduce;
537 523
538 if (victim == NULL || victim->map == NULL) 524 if (!victim || !victim->map)
539 { /* outside a monster/player, die immediately */ 525 { /* outside a monster/player, die immediately */
540 symptom->destroy (); 526 symptom->destroy ();
541 return 0; 527 return 0;
542 } 528 }
543
544 if (symptom->stats.dam > 0)
545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
546 else
547 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
548
549 if (symptom->stats.maxsp > 0)
550 sp_reduce = symptom->stats.maxsp;
551 else
552 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
553
554 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
555 529
556 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
557 * under every part of the monster 531 * under every part of the monster
558 * The victim may well have died. 532 * The victim may well have died.
559 */ 533 */
560 if (victim->map) 534 if (victim->map)
561 return 0; 535 {
536 victim->play_sound (symptom->sound);
562 537
563 if (symptom->other_arch) 538 if (symptom->other_arch)
564 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
565 { 540 {
566 new_ob = arch_to_object (symptom->other_arch); 541 object *new_ob = symptom->other_arch->instance ();
567 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
568 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
569 new_ob->map = victim->map; 544 new_ob->map = victim->map;
570 insert_ob_in_map (new_ob, victim->map, victim, 0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
546 }
571 } 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);
572 562
573 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
574 564
575 return 1; 565 return 1;
576} 566}
586 infect_object (victim, disease, 0); 576 infect_object (victim, disease, 0);
587 577
588 return 1; 578 return 1;
589} 579}
590 580
591// find a disease in someone
592object *
593find_disease (object *victim)
594{
595 for (object *disease = victim->inv; disease; disease = disease->below)
596 if (disease->type == DISEASE)
597 return disease;
598
599 return 0;
600}
601
602/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
603int 582int
604cure_disease (object *sufferer, object *caster) 583cure_disease (object *sufferer, object *caster, object *spell)
605{ 584{
606 object *disease, *next; 585 object *disease, *next;
607 int casting_level;
608 int cure = 0; 586 int cure = 0;
609 587
610 if (caster)
611 casting_level = caster->level;
612 else
613 casting_level = 1000; /* if null caster, CURE all. */ 588 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
614 589
615 for (disease = sufferer->inv; disease; disease = next) 590 for (disease = sufferer->inv; disease; disease = next)
616 { 591 {
617 next = disease->below; 592 next = disease->below;
618 593
626 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))))
627 { 602 {
628 remove_symptoms (disease); 603 remove_symptoms (disease);
629 cure = 1; 604 cure = 1;
630 605
631 if (caster) 606 if (caster && spell)
632 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);
633 608
634 disease->destroy (); 609 disease->destroy ();
635 } 610 }
636 } 611 }
637 } 612 }
646 } 621 }
647 622
648 return 1; 623 return 1;
649} 624}
650 625
626#if 0 // unused, but seems interesting
651/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
652 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
653 */ 629 */
654int 630static int
655reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
656{ 632{
657 object *walk; 633 object *walk;
658 int success = 0; 634 int success = 0;
659 635
675 if (success) 651 if (success)
676 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.");
677 653
678 return success; 654 return success;
679} 655}
656#endif

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