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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.39 by root, Fri Aug 24 01:41:02 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 */
213int 190static int
214remove_symptoms (object *disease) 191remove_symptoms (object *disease)
215{ 192{
216 object *symptom, *victim = NULL; 193 object *symptom, *victim = NULL;
217 194
218 while ((symptom = find_symptom (disease)) != NULL) 195 while ((symptom = find_symptom (disease)) != NULL)
227 victim->update_stats (); 204 victim->update_stats ();
228 205
229 return 0; 206 return 0;
230} 207}
231 208
232/* argument is a disease */
233object *
234find_symptom (object *disease)
235{
236 /* check the inventory for symptoms */
237 for (object *walk = disease->env->inv; walk; walk = walk->below)
238 if (walk->name == disease->name && walk->type == SYMPTOM)
239 return walk;
240
241 return NULL;
242}
243
244/* searches around for more victims to infect */ 209/* searches around for more victims to infect */
245int 210static int
246check_infection (object *disease) 211check_infection (object *disease)
247{ 212{
248 int x, y;
249 maptile *map, *map2;
250 object *tmp;
251
252 int range = abs (disease->magic); 213 int range = abs (disease->magic);
253 214
254 if (disease->env) 215 object *op = disease->outer_env_or_self ();
255 {
256 x = disease->env->x;
257 y = disease->env->y;
258 map = disease->env->map;
259 }
260 else
261 {
262 x = disease->x;
263 y = disease->y;
264 map = disease->map;
265 }
266 216
267 if (!map) 217 if (!op->is_on_map ())
268 return 0; 218 return 0;
269 219
270 for (int i = x - range; i <= x + range; i++) 220 dynbuf buf;
271 for (int j = y - range; j <= y + range; j++) 221 unordered_mapwalk (buf, op, -range, -range, range, range)
272 { 222 {
273 sint16 i2, j2; 223 mapspace &ms = m->at (nx, ny);
274 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
275 224
276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 225 if (ms.flags () & P_IS_ALIVE)
277 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
278 infect_object (tmp, disease, 0); 227 infect_object (tmp, disease, 0);
279 } 228 }
280 229
281 return 1; 230 return 1;
282} 231}
283 232
284/* check to see if an object is infectable: 233/* check if victim is susceptible to disease. */
285 * objects with immunity aren't infectable. 234static int
286 * objects already infected aren't infectable. 235is_susceptible_to_disease (object *victim, object *disease)
287 * dead objects aren't infectable.
288 * undead objects are infectible only if specifically named.
289*/
290int
291infect_object (object *victim, object *disease, int force)
292{ 236{
293 object *tmp; 237 if (!victim->flag [FLAG_ALIVE])
294 object *new_disease;
295
296 /* don't infect inanimate objects */
297 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
298 return 0; 238 return 0;
299 239
300 /* check and see if victim can catch disease: diseases 240 if (victim->flag [FLAG_WIZ])
301 * are specific
302 */
303 if (!is_susceptible_to_disease (victim, disease))
304 return 0; 241 return 0;
305 242
306 /* roll the dice on infection before doing the inventory check! */ 243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
307 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
308 return 0; 244 return 1;
309 245
310 /* do an immunity check */ 246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
311
312 /* There used to (IMO) be a flaw in the below - it used to be the case
313 * that if level check was done for both immunity and disease. This could
314 * result in a person with multiple afflictions of the same disease
315 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
316 * they were cast in that same order. Instead, change it so that
317 * if you diseased, you can't get diseased more.
318 */
319
320 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
321 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
322 return 0; /* Immune! */
323 else if (tmp->type == DISEASE && tmp->name == disease->name)
324 return 0; /* already diseased */
325
326 /* If we've gotten this far, go ahead and infect the victim. */
327
328 new_disease = disease->clone ();
329
330 new_disease->stats.food = disease->stats.maxgrace;
331 new_disease->value = disease->stats.maxhp;
332 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
333
334 /* This appears to be a horrible case of overloading 'NO_PASS'
335 * for meaning in the diseases.
336 */
337 new_disease->move_block = 0;
338
339 // insert before setting the owner
340 victim->head_ ()->insert (new_disease);
341
342 if (disease->owner)
343 new_disease->set_owner (disease->owner);
344 else if (object *pl = disease->in_player ())
345 /* for diseases which are passed by hitting, set owner and skill */
346 new_disease->set_owner (pl);
347
348 if (new_disease->owner && new_disease->owner->type == PLAYER)
349 {
350 const char *buf;
351
352 /* if the disease has a title, it has a special infection message
353 * This messages is printed in the form MESSAGE victim
354 */
355 if (new_disease->title)
356 buf = format ("%s %s!!", &disease->title, &victim->name);
357 else
358 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
359
360 if (victim->type == PLAYER)
361 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
362 else
363 new_draw_info (0, 4, new_disease->owner, buf);
364 }
365
366 if (victim->type == PLAYER)
367 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
368
369 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;
370} 253}
371 254
372/* this function monitors the symptoms caused by the disease (if any), 255/* this function monitors the symptoms caused by the disease (if any),
373causes symptoms, and modifies existing symptoms in the case of 256causes symptoms, and modifies existing symptoms in the case of
374existing diseases. */ 257existing diseases. */
375int 258static int
376do_symptoms (object *disease) 259do_symptoms (object *disease)
377{ 260{
378 object *symptom; 261 object *symptom;
379 object *victim; 262 object *victim;
380 object *tmp; 263 object *tmp;
405 return 0; 288 return 0;
406 289
407 /* check for an actual immunity */ 290 /* check for an actual immunity */
408 /* do an immunity check */ 291 /* do an immunity check */
409 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
410 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
411 if (tmp->name == disease->name && tmp->level >= disease->level) 294 if (tmp->level >= disease->level)
412 return 0; /* Immune! */ 295 return 0; /* Immune! */
413 296
414 object *new_symptom = get_archetype ("symptom"); 297 object *new_symptom = archetype::get (shstr_symptom);
415 298
416 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
417 * 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
418 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
419 */ 302 */
434 new_symptom->stats.food = new_symptom->stats.maxgrace; 317 new_symptom->stats.food = new_symptom->stats.maxgrace;
435 318
436 new_symptom->name = new_symptom->name_pl = disease->name; 319 new_symptom->name = new_symptom->name_pl = disease->name;
437 320
438 new_symptom->level = disease->level; 321 new_symptom->level = disease->level;
439 new_symptom->speed = disease->speed;
440 new_symptom->value = 0; 322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
441 325
442 for (int i = 0; i < NUM_STATS; ++i) 326 for (int i = 0; i < NUM_STATS; ++i)
443 new_symptom->stats.stat (i) = disease->stats.stat (i); 327 new_symptom->stats.stat (i) = disease->stats.stat (i);
444 328
445 new_symptom->stats.sp = disease->stats.sp; 329 new_symptom->stats.sp = disease->stats.sp;
486 symptom->msg = disease->msg; 370 symptom->msg = disease->msg;
487 symptom->attacktype = disease->attacktype; 371 symptom->attacktype = disease->attacktype;
488 symptom->other_arch = disease->other_arch; 372 symptom->other_arch = disease->other_arch;
489 } 373 }
490 374
491 SET_FLAG (symptom, FLAG_APPLIED); 375 symptom->set_flag (FLAG_APPLIED);
492 victim->update_stats (); 376 victim->update_stats ();
493 377
494 return 1; 378 return 1;
495} 379}
496 380
497/* grants immunity to plagues we've seen before. */
498int 381int
499grant_immunity (object *disease) 382move_disease (object *disease)
500{ 383{
501 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{
502 object *walk; 436 object *tmp;
437 object *new_disease;
503 438
504 /* Don't give immunity to this disease if last_heal is set. */ 439 /* don't infect inanimate objects */
505 if (disease->last_heal) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
506 return 0; 441 return 0;
507 442
508 /* first, search for an immunity of the same name */ 443 /* check and see if victim can catch disease: diseases
509 for (walk = disease->env->inv; walk; walk = walk->below) 444 * are specific
510 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)
511 { 495 {
512 walk->level = disease->level; 496 const char *buf;
513 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);
514 } 510 }
515 511
516 immunity = get_archetype ("immunity"); 512 if (victim->type == PLAYER)
517 513 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
518 immunity->name = disease->name;
519 immunity->level = disease->level;
520 immunity->move_block = 0;
521
522 insert_ob_in_ob (immunity, disease->env);
523 514
524 return 1; 515 return 1;
525} 516}
526 517
527/* make the symptom do the nasty things it does */ 518/* make the symptom do the nasty things it does */
528int 519int
529move_symptom (object *symptom) 520move_symptom (object *symptom)
530{ 521{
531 object *victim = symptom->env; 522 object *victim = symptom->env;
532 object *new_ob;
533 int sp_reduce;
534 523
535 if (!victim || !victim->map) 524 if (!victim || !victim->map)
536 { /* outside a monster/player, die immediately */ 525 { /* outside a monster/player, die immediately */
537 symptom->destroy (); 526 symptom->destroy ();
538 return 0; 527 return 0;
539 } 528 }
540 529
541 if (symptom->stats.dam > 0)
542 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
543 else
544 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
545
546 if (symptom->stats.maxsp > 0)
547 sp_reduce = symptom->stats.maxsp;
548 else
549 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
550
551 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
552
553 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
554 * under every part of the monster 531 * under every part of the monster
555 * The victim may well have died. 532 * The victim may well have died.
556 */ 533 */
557 if (symptom->other_arch && victim->map) 534 if (victim->map)
535 {
536 victim->play_sound (symptom->sound);
537
538 if (symptom->other_arch)
558 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
559 { 540 {
560 new_ob = arch_to_object (symptom->other_arch); 541 object *new_ob = symptom->other_arch->instance ();
561 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
562 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
563 new_ob->map = victim->map; 544 new_ob->map = victim->map;
564 insert_ob_in_map (new_ob, victim->map, victim, 0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
546 }
565 } 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);
566 562
567 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
568 564
569 return 1; 565 return 1;
570} 566}
580 infect_object (victim, disease, 0); 576 infect_object (victim, disease, 0);
581 577
582 return 1; 578 return 1;
583} 579}
584 580
585// find a disease in someone
586object *
587find_disease (object *victim)
588{
589 for (object *disease = victim->inv; disease; disease = disease->below)
590 if (disease->type == DISEASE)
591 return disease;
592
593 return 0;
594}
595
596/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
597int 582int
598cure_disease (object *sufferer, object *caster) 583cure_disease (object *sufferer, object *caster, object *spell)
599{ 584{
600 object *disease, *next; 585 object *disease, *next;
601 int casting_level;
602 int cure = 0; 586 int cure = 0;
603 587
604 if (caster)
605 casting_level = caster->level;
606 else
607 casting_level = 1000; /* if null caster, CURE all. */ 588 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
608 589
609 for (disease = sufferer->inv; disease; disease = next) 590 for (disease = sufferer->inv; disease; disease = next)
610 { 591 {
611 next = disease->below; 592 next = disease->below;
612 593
620 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))))
621 { 602 {
622 remove_symptoms (disease); 603 remove_symptoms (disease);
623 cure = 1; 604 cure = 1;
624 605
625 if (caster) 606 if (caster && spell)
626 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);
627 608
628 disease->destroy (); 609 disease->destroy ();
629 } 610 }
630 } 611 }
631 } 612 }
640 } 621 }
641 622
642 return 1; 623 return 1;
643} 624}
644 625
626#if 0 // unused, but seems interesting
645/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
646 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
647 */ 629 */
648int 630static int
649reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
650{ 632{
651 object *walk; 633 object *walk;
652 int success = 0; 634 int success = 0;
653 635
669 if (success) 651 if (success)
670 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.");
671 653
672 return success; 654 return success;
673} 655}
656#endif

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