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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.20 by root, Sun Apr 29 18:11:21 2007 UTC vs.
Revision 1.73 by root, Sun Jan 29 02:47:05 2017 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
26 except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
27 living.c*/ 27 * living.c
28 28 */
29
30 29
31/* 30/*
32 31
33For DISEASES: 32For DISEASES:
34Stat Property Definition 33Stat Property Definition
37other_arch Creation object created and dropped when symptom moved. 36other_arch Creation object created and dropped when symptom moved.
38title Message When the "disease" "infects" something, it will 37title Message When the "disease" "infects" something, it will
39 print "title victim!!!" to the player who owns 38 print "title victim!!!" to the player who owns
40 the "disease". 39 the "disease".
41wc+ Infectiousness How well the plague spreads person-to-person 40wc+ Infectiousness How well the plague spreads person-to-person
42magic+ Range range of infection 41magic+ Range range of infection
43Stats* Disability What stats are reduced by the disease (str con...) 42Stats* Disability What stats are reduced by the disease (str con...)
44maxhp+ Persistence How long the disease can last OUTSIDE the host. 43maxhp+ Persistence How long the disease can last OUTSIDE the host.
45value TimeLeft Counter for persistence 44value TimeLeft Counter for persistence
46dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
47maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
48food DurCount Counter for Duration 47food DurCount Counter for Duration
49 48
50speed Speed How often the disease moves. 49speed Speed How often the disease moves.
51last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
52 51
53maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
54ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
55last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
56last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
57 when it runs out 56 when it runs out
58 57
59exp experience experience awarded when plague cured 58exp experience experience awarded when plague cured
60hp*^ ReduceRegen reduces regeneration of disease-bearer 59hp*^ ReduceRegen reduces regeneration of disease-bearer
61sp*^ ReduceSpRegen reduces spellpoint regeneration 60sp*^ ReduceSpRegen reduces spellpoint regeneration
62 61
63name Name Name of the plague 62name Name Name of the plague
64msg message What the plague says when it strikes. 63msg message What the plague says when it strikes.
65race those affected species/race the plague strikes (* = everything) 64race those affected species/race the plague strikes (* = everything)
66level Plague Level General description of the plague's deadliness 65level Plague Level General description of the plague's deadliness
67armour Attenuation reduction in wc per generation of disease. 66armour Attenuation reduction in wc per generation of disease.
68 This builds in a self-limiting factor. 67 This builds in a self-limiting factor.
69
70 68
71Explanations: 69Explanations:
72* means this # should be negative to cause adverse effect. 70* means this # should be negative to cause adverse effect.
73+ means that this effect is modulated in spells by ldur 71+ means that this effect is modulated in spells by ldur
74^ means that this effect is modulated in spells by ldam 72^ means that this effect is modulated in spells by ldam
132#include <sproto.h> 130#include <sproto.h>
133#include <spells.h> 131#include <spells.h>
134#include <sounds.h> 132#include <sounds.h>
135#include <skills.h> 133#include <skills.h>
136 134
137/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
138 136
139 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
140inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
141spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
142these are their own object. */ 140these are their own object. */
141
142/* grants immunity to plagues we've seen before. */
143static int
144grant_immunity (object *disease)
145{
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)
151 return 0;
152
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
169 return 1;
170}
171
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)
179 return walk;
180
181 return NULL;
182}
183
184/* remove any symptoms of disease
185 * Modified by MSW 2003-03-28 do try to find all the symptom the
186 * player may have - I think through some odd interactoins with
187 * disease level and player level and whatnot, a player could get
188 * more than one symtpom to a disease.
189 */
190static int
191remove_symptoms (object *disease)
192{
193 object *symptom, *victim = NULL;
194
195 while ((symptom = find_symptom (disease)) != NULL)
196 {
197 if (!victim)
198 victim = symptom->env;
199
200 symptom->destroy ();
201 }
202
203 if (victim)
204 victim->update_stats ();
205
206 return 0;
207}
208
209/* searches around for more victims to infect */
210static int
211check_infection (object *disease)
212{
213 int range = abs (disease->magic);
214
215 object *op = disease->outer_env_or_self ();
216
217 if (!op->is_on_map ())
218 return 0;
219
220 dynbuf buf;
221 unordered_mapwalk (buf, op, -range, -range, range, range)
222 {
223 mapspace &ms = m->at (nx, ny);
224
225 if (ms.flags () & P_IS_ALIVE)
226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
227 infect_object (tmp, disease, 0);
228 }
229
230 return 1;
231}
143 232
144/* check if victim is susceptible to disease. */ 233/* check if victim is susceptible to disease. */
145static int 234static int
146is_susceptible_to_disease (object *victim, object *disease) 235is_susceptible_to_disease (object *victim, object *disease)
147{ 236{
148 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 237 if (!victim->flag [FLAG_ALIVE])
149 return 0; 238 return 0;
150 239
151 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 240 if (victim->flag [FLAG_WIZ])
241 return 0;
242
243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
152 return 1; 244 return 1;
153 245
154 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) 246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
155 return 1; 247 return 1;
156 248
157 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) 249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
158 return 1; 250 return 1;
159 251
160 return 0; 252 return 0;
253}
254
255/* this function monitors the symptoms caused by the disease (if any),
256causes symptoms, and modifies existing symptoms in the case of
257existing diseases. */
258static int
259do_symptoms (object *disease)
260{
261 object *symptom;
262 object *victim;
263 object *tmp;
264
265 victim = disease->env;
266
267 if (!victim)
268 return 0; /* no-one to inflict symptoms on */
269
270 /* This is a quick hack - for whatever reason, disease->env will point
271 * back to disease, causing endless loops. Why this happens really needs
272 * to be found, but this should at least prevent the infinite loops.
273 */
274 //TODO: should no longer be the case, monitor, and remove
275 if (victim == disease)
276 {
277 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
278 return 0;
279 }
280
281 symptom = find_symptom (disease);
282 if (!symptom)
283 {
284 /* no symptom? need to generate one! */
285
286 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
287 if (!is_susceptible_to_disease (victim, disease))
288 return 0;
289
290 /* check for an actual immunity */
291 /* do an immunity check */
292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
294 if (tmp->level >= disease->level)
295 return 0; /* Immune! */
296
297 object *new_symptom = archetype::get (shstr_symptom);
298
299 /* Something special done with dam. We want diseases to be more
300 * random in what they'll kill, so we'll make the damage they
301 * do random, note, this has a weird effect with progressive diseases.
302 */
303 if (disease->stats.dam)
304 {
305 int dam = disease->stats.dam;
306
307 /* reduce the damage, on average, 50%, and making things random. */
308
309 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
310 if (disease->stats.dam < 0)
311 dam = -dam;
312
313 new_symptom->stats.dam = dam;
314 }
315
316 new_symptom->stats.maxsp = disease->stats.maxsp;
317 new_symptom->stats.food = new_symptom->stats.maxgrace;
318
319 new_symptom->name = new_symptom->name_pl = disease->name;
320
321 new_symptom->level = disease->level;
322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
325
326 for (int i = 0; i < NUM_STATS; ++i)
327 new_symptom->stats.stat (i) = disease->stats.stat (i);
328
329 new_symptom->stats.sp = disease->stats.sp;
330 new_symptom->stats.food = disease->last_eat;
331 new_symptom->stats.maxsp = disease->stats.maxsp;
332 new_symptom->last_sp = disease->last_sp;
333 new_symptom->stats.exp = 0;
334 new_symptom->stats.hp = disease->stats.hp;
335 new_symptom->msg = disease->msg;
336 new_symptom->attacktype = disease->attacktype;
337 new_symptom->other_arch = disease->other_arch;
338 new_symptom->skill = disease->skill;
339
340 new_symptom->move_block = 0;
341
342 victim->head_ ()->insert (new_symptom);
343
344 // set owner last, as insert clears owner
345 new_symptom->set_owner (disease->owner);
346
347 return 1;
348 }
349
350 /* now deal with progressing diseases: we increase the debility
351 * caused by the symptoms.
352 */
353 if (disease->stats.ac)
354 {
355 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
356
357 float scale = 1.f + symptom->value / 100.f;
358
359 /* now rescale all the debilities */
360 for (int i = 0; i < NUM_STATS; ++i)
361 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
362
363 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
364 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
365 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
366 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
367 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
368 symptom->stats.exp = 0;
369 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
370 symptom->msg = disease->msg;
371 symptom->attacktype = disease->attacktype;
372 symptom->other_arch = disease->other_arch;
373 }
374
375 symptom->set_flag (FLAG_APPLIED);
376 victim->update_stats ();
377
378 return 1;
161} 379}
162 380
163int 381int
164move_disease (object *disease) 382move_disease (object *disease)
165{ 383{
166 /* first task is to determine if the disease is inside or outside of someone. 384 /* First task is to determine if the disease is inside or outside of someone.
167 * If outside, we decrement 'value' until we're gone. 385 * If outside, we decrement 'value' until we're gone.
168 */ 386 */
169 387
170 if (disease->env == NULL) 388 if (!disease->env)
171 { /* we're outside of someone */ 389 { /* we're outside of someone */
172 if (disease->stats.maxhp > 0) 390 if (disease->stats.maxhp > 0)
173 disease->value--; 391 disease->value--;
174 392
175 if (disease->value == 0) 393 if (!disease->value)
176 { 394 {
177 disease->destroy (); 395 disease->destroy ();
178 return 1; 396 return 1;
179 } 397 }
180 } 398 }
181 else 399 else
182 { 400 {
183 /* if we're inside a person, have the disease run its course */ 401 /* if we're inside a person, have the disease run its course */
184 /* negative foods denote "perpetual" diseases. */ 402 /* negative/zero food denotes "perpetual" diseases. */
185 if (disease->stats.food > 0) 403 if (disease->stats.food > 0)
186 { 404 {
187 disease->stats.food--; 405 disease->stats.food--;
188 406
189 if (disease->stats.food == 0) 407 if (!disease->stats.food)
190 { 408 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */ 409 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease); 410 grant_immunity (disease);
193 disease->destroy (); 411 disease->destroy ();
194 return 1; 412 return 1;
203 if (disease->env && is_susceptible_to_disease (disease->env, disease)) 421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
204 do_symptoms (disease); 422 do_symptoms (disease);
205 423
206 return 0; 424 return 0;
207} 425}
208
209/* remove any symptoms of disease
210 * Modified by MSW 2003-03-28 do try to find all the symptom the
211 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease.
214 */
215
216int
217remove_symptoms (object *disease)
218{
219 object *symptom, *victim = NULL;
220
221 while ((symptom = find_symptom (disease)) != NULL)
222 {
223 if (!victim)
224 victim = symptom->env;
225
226 symptom->destroy ();
227 }
228
229 if (victim)
230 victim->update_stats ();
231 return 0;
232}
233
234/* argument is a disease */
235object *
236find_symptom (object *disease)
237{
238 object *walk;
239
240 /* check the inventory for symptoms */
241 for (walk = disease->env->inv; walk; walk = walk->below)
242 if (walk->name == disease->name && walk->type == SYMPTOM)
243 return walk;
244 return NULL;
245}
246
247/* searches around for more victims to infect */
248int
249check_infection (object *disease)
250{
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic);
256
257 if (disease->env)
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
270 if (!map)
271 return 0;
272
273 for (int i = x - range; i <= x + range; i++)
274 for (int j = y - range; j <= y + range; j++)
275 {
276 sint16 i2, j2;
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0);
282 }
283
284 return 1;
285}
286
287 426
288/* check to see if an object is infectable: 427/* check to see if an object is infectable:
289 * objects with immunity aren't infectable. 428 * objects with immunity aren't infectable.
290 * objects already infected aren't infectable. 429 * objects already infected aren't infectable.
291 * dead objects aren't infectable. 430 * dead objects aren't infectable.
296{ 435{
297 object *tmp; 436 object *tmp;
298 object *new_disease; 437 object *new_disease;
299 438
300 /* don't infect inanimate objects */ 439 /* don't infect inanimate objects */
301 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
302 return 0; 441 return 0;
303 442
304 /* check and see if victim can catch disease: diseases 443 /* check and see if victim can catch disease: diseases
305 * are specific 444 * are specific
306 */ 445 */
307 if (!is_susceptible_to_disease (victim, disease)) 446 if (!is_susceptible_to_disease (victim, disease))
308 return 0; 447 return 0;
309 448
310 /* roll the dice on infection before doing the inventory check! */ 449 /* roll the dice on infection before doing the inventory check! */
311 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) 450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
312 return 0; 451 return 0;
313 452
314 /* do an immunity check */ 453 /* do an immunity check */
315 if (victim->head)
316 tmp = victim->head->inv;
317 else
318 tmp = victim->inv;
319 454
320 /* There used to (IMO) be a flaw in the below - it used to be the case 455 /* There used to (IMO) be a flaw in the below - it used to be the case
321 * that if level check was done for both immunity and disease. This could 456 * that if level check was done for both immunity and disease. This could
322 * result in a person with multiple afflictions of the same disease 457 * 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 458 * (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 459 * they were cast in that same order. Instead, change it so that
325 * if you diseased, you can't get diseased more. 460 * if you diseased, you can't get diseased more.
326 */ 461 */
327 462
328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
329 { 464 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
330 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
331 return 0; /* Immune! */ 465 return 0; /* Immune! */
332 else if (tmp->type == DISEASE && tmp->name == disease->name) 466 else if (tmp->type == DISEASE && tmp->name == disease->name)
333 return 0; /* already diseased */ 467 return 0; /* already diseased */
334 }
335 468
336 /* If we've gotten this far, go ahead and infect the victim. */ 469 /* If we've gotten this far, go ahead and infect the victim. */
470
337 new_disease = disease->clone (); 471 new_disease = disease->clone ();
472
338 new_disease->stats.food = disease->stats.maxgrace; 473 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp; 474 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341 476
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);
369 /* This appears to be a horrible case of overloading 'NO_PASS' 477 /* This appears to be a horrible case of overloading 'NO_PASS'
370 * for meaning in the diseases. 478 * for meaning in the diseases.
371 */ 479 */
372 new_disease->move_block = 0; 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
373 if (new_disease->owner && new_disease->owner->type == PLAYER) 494 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 { 495 {
375 char buf[128]; 496 const char *buf;
376 497
377 /* if the disease has a title, it has a special infection message 498 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim 499 * This messages is printed in the form MESSAGE victim
379 */ 500 */
380 if (new_disease->title) 501 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 502 buf = format ("%s %s!!", &disease->title, &victim->name);
382 else 503 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); 504 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384 505
385 if (victim->type == PLAYER) 506 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 507 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else 508 else
388 new_draw_info (0, 4, new_disease->owner, buf); 509 new_draw_info (0, 4, new_disease->owner, buf);
389 } 510 }
511
390 if (victim->type == PLAYER) 512 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 513 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392 514
393 return 1; 515 return 1;
394
395} 516}
396
397
398
399/* this function monitors the symptoms caused by the disease (if any),
400causes symptoms, and modifies existing symptoms in the case of
401existing diseases. */
402
403int
404do_symptoms (object *disease)
405{
406 object *symptom;
407 object *victim;
408 object *tmp;
409
410 victim = disease->env;
411
412 /* This is a quick hack - for whatever reason, disease->env will point
413 * back to disease, causing endless loops. Why this happens really needs
414 * to be found, but this should at least prevent the infinite loops.
415 */
416
417 if (victim == NULL || victim == disease)
418 return 0; /* no-one to inflict symptoms on */
419
420 symptom = find_symptom (disease);
421 if (symptom == NULL)
422 {
423 /* no symptom? need to generate one! */
424 object *new_symptom;
425
426 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
427 if (!is_susceptible_to_disease (victim, disease))
428 return 0;
429
430 /* check for an actual immunity */
431 /* do an immunity check */
432 if (victim->head)
433 tmp = victim->head->inv;
434 else
435 tmp = victim->inv;
436
437 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
438 {
439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (tmp->name == disease->name && tmp->level >= disease->level)
441 return 0; /*Immune! */
442 }
443
444 new_symptom = get_archetype (ARCH_SYMPTOM);
445
446 /* Something special done with dam. We want diseases to be more
447 * random in what they'll kill, so we'll make the damage they
448 * do random, note, this has a weird effect with progressive diseases.
449 */
450 if (disease->stats.dam != 0)
451 {
452 int dam = disease->stats.dam;
453
454 /* reduce the damage, on average, 50%, and making things random. */
455
456 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
457 if (disease->stats.dam < 0)
458 dam = -dam;
459 new_symptom->stats.dam = dam;
460 }
461
462
463 new_symptom->stats.maxsp = disease->stats.maxsp;
464 new_symptom->stats.food = new_symptom->stats.maxgrace;
465
466 new_symptom->name = new_symptom->name_pl = disease->name;
467
468 new_symptom->level = disease->level;
469 new_symptom->speed = disease->speed;
470 new_symptom->value = 0;
471 new_symptom->stats.Str = disease->stats.Str;
472 new_symptom->stats.Dex = disease->stats.Dex;
473 new_symptom->stats.Con = disease->stats.Con;
474 new_symptom->stats.Wis = disease->stats.Wis;
475 new_symptom->stats.Int = disease->stats.Int;
476 new_symptom->stats.Pow = disease->stats.Pow;
477 new_symptom->stats.Cha = disease->stats.Cha;
478 new_symptom->stats.sp = disease->stats.sp;
479 new_symptom->stats.food = disease->last_eat;
480 new_symptom->stats.maxsp = disease->stats.maxsp;
481 new_symptom->last_sp = disease->last_sp;
482 new_symptom->stats.exp = 0;
483 new_symptom->stats.hp = disease->stats.hp;
484 new_symptom->msg = disease->msg;
485 new_symptom->attacktype = disease->attacktype;
486 new_symptom->other_arch = disease->other_arch;
487
488 new_symptom->set_owner (disease->owner);
489
490 if (new_symptom->skill != disease->skill)
491 new_symptom->skill = disease->skill;
492
493 new_symptom->move_block = 0;
494 insert_ob_in_ob (new_symptom, victim);
495 return 1;
496 }
497
498 /* now deal with progressing diseases: we increase the debility
499 * caused by the symptoms.
500 */
501
502 if (disease->stats.ac != 0)
503 {
504 float scale;
505
506 symptom->value += disease->stats.ac;
507 scale = 1.0 + symptom->value / 100.0;
508 /* now rescale all the debilities */
509 symptom->stats.Str = (int) (scale * disease->stats.Str);
510 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
511 symptom->stats.Con = (int) (scale * disease->stats.Con);
512 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
513 symptom->stats.Int = (int) (scale * disease->stats.Int);
514 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
515 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
516 symptom->stats.dam = (int) (scale * disease->stats.dam);
517 symptom->stats.sp = (int) (scale * disease->stats.sp);
518 symptom->stats.food = (int) (scale * disease->last_eat);
519 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
520 symptom->last_sp = (int) (scale * disease->last_sp);
521 symptom->stats.exp = 0;
522 symptom->stats.hp = (int) (scale * disease->stats.hp);
523 symptom->msg = disease->msg;
524 symptom->attacktype = disease->attacktype;
525 symptom->other_arch = disease->other_arch;
526 }
527 SET_FLAG (symptom, FLAG_APPLIED);
528 victim->update_stats ();
529 return 1;
530}
531
532
533/* grants immunity to plagues we've seen before. */
534int
535grant_immunity (object *disease)
536{
537 object *immunity;
538 object *walk;
539
540 /* Don't give immunity to this disease if last_heal is set. */
541 if (disease->last_heal)
542 return 0;
543 /* first, search for an immunity of the same name */
544 for (walk = disease->env->inv; walk; walk = walk->below)
545 {
546 if (walk->type == 98 && disease->name == walk->name)
547 {
548 walk->level = disease->level;
549 return 1; /* just update the existing immunity. */
550 }
551 }
552 immunity = get_archetype ("immunity");
553 immunity->name = disease->name;
554 immunity->level = disease->level;
555 immunity->move_block = 0;
556 insert_ob_in_ob (immunity, disease->env);
557 return 1;
558
559}
560
561 517
562/* make the symptom do the nasty things it does */ 518/* make the symptom do the nasty things it does */
563
564int 519int
565move_symptom (object *symptom) 520move_symptom (object *symptom)
566{ 521{
567 object *victim = symptom->env; 522 object *victim = symptom->env;
568 object *new_ob;
569 int sp_reduce;
570 523
571 if (victim == NULL || victim->map == NULL) 524 if (!victim || !victim->map)
572 { /* outside a monster/player, die immediately */ 525 { /* outside a monster/player, die immediately */
573 symptom->destroy (); 526 symptom->destroy ();
574 return 0; 527 return 0;
575 } 528 }
576 529
577 if (symptom->stats.dam > 0)
578 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
579 else
580 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
581
582 if (symptom->stats.maxsp > 0)
583 sp_reduce = symptom->stats.maxsp;
584 else
585 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
586 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
587
588 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
589 * under every part of the monster 531 * under every part of the monster
590 * The victim may well have died. 532 * The victim may well have died.
591 */ 533 */
592
593 if (victim->map == NULL) 534 if (victim->map)
594 return 0; 535 {
536 victim->play_sound (symptom->sound);
537
595 if (symptom->other_arch) 538 if (symptom->other_arch)
596 { 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
597 object *tmp;
598
599 tmp = victim;
600 if (tmp->head != NULL)
601 tmp = tmp->head;
602 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
603 { 540 {
604 new_ob = arch_to_object (symptom->other_arch); 541 object *new_ob = symptom->other_arch->instance ();
605 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
606 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
607 new_ob->map = victim->map; 544 new_ob->map = victim->map;
608 insert_ob_in_map (new_ob, victim->map, victim, 0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
609 } 546 }
610 } 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
611 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
612 564
613 return 1; 565 return 1;
614} 566}
615 567
624 infect_object (victim, disease, 0); 576 infect_object (victim, disease, 0);
625 577
626 return 1; 578 return 1;
627} 579}
628 580
629// find a disease in someone
630object *
631find_disease (object *victim)
632{
633 for (object *disease = victim->inv; disease; disease = disease->below)
634 if (disease->type == DISEASE)
635 return disease;
636
637 return 0;
638}
639
640/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
641
642int 582int
643cure_disease (object *sufferer, object *caster) 583cure_disease (object *sufferer, object *caster, object *spell)
644{ 584{
645 object *disease, *next; 585 object *disease, *next;
646 int casting_level;
647 int cure = 0; 586 int cure = 0;
648 587
649 if (caster)
650 casting_level = caster->level;
651 else
652 casting_level = 1000; /* if null caster, CURE all. */ 588 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
653 589
654 for (disease = sufferer->inv; disease; disease = next) 590 for (disease = sufferer->inv; disease; disease = next)
655 { 591 {
656 next = disease->below; 592 next = disease->below;
657 593
658 if (disease->type == DISEASE) 594 if (disease->type == DISEASE)
659 { /* attempt to cure this disease */ 595 { /* attempt to cure this disease */
660 /* If caster lvel is higher than disease level, cure chance 596 /* If caster level is higher than disease level, cure chance
661 * is automatic. If lower, then the chance is basically 597 * is automatic. If lower, then the chance is basically
662 * 1 in level_diff - if there is a 5 level difference, chance 598 * 1 in level_diff - if there is a 5 level difference, chance
663 * is 1 in 5. 599 * is 1 in 5.
664 */ 600 */
665 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))))
666 { 602 {
667
668 remove_symptoms (disease); 603 remove_symptoms (disease);
669 cure = 1; 604 cure = 1;
670 605
671 if (caster) 606 if (caster && spell)
672 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);
673 608
674 disease->destroy (); 609 disease->destroy ();
675 } 610 }
676 } 611 }
677 } 612 }
613
678 if (cure) 614 if (cure)
679 { 615 {
680 /* Only draw these messages once */ 616 /* Only draw these messages once */
681 if (caster) 617 if (caster)
682 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 618 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
619
683 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 620 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
684 } 621 }
622
685 return 1; 623 return 1;
686} 624}
687 625
626#if 0 // unused, but seems interesting
688/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
689 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
690 */ 629 */
691 630static int
692int
693reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
694{ 632{
695 object *walk; 633 object *walk;
696 int success = 0; 634 int success = 0;
697 635
700 if (walk->type == SYMPTOM) 638 if (walk->type == SYMPTOM)
701 { 639 {
702 if (walk->value > 0) 640 if (walk->value > 0)
703 { 641 {
704 success = 1; 642 success = 1;
705 walk->value = MAX (0, walk->value - 2 * reduction); 643 walk->value = max (0, walk->value - 2 * reduction);
706 /* give the disease time to modify this symptom, 644 /* give the disease time to modify this symptom,
707 * and reduce its severity. */ 645 * and reduce its severity. */
708 walk->speed_left = 0; 646 walk->speed_left = 0;
709 } 647 }
710 } 648 }
711 } 649 }
650
712 if (success) 651 if (success)
713 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 652 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
653
714 return success; 654 return success;
715} 655}
656#endif

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