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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.29 by root, Tue Aug 7 21:58:25 2007 UTC vs.
Revision 1.73 by root, Sun Jan 29 02:47:05 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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
130#include <sproto.h> 130#include <sproto.h>
131#include <spells.h> 131#include <spells.h>
132#include <sounds.h> 132#include <sounds.h>
133#include <skills.h> 133#include <skills.h>
134 134
135/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
136 136
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)
224 symptom->destroy (); 200 symptom->destroy ();
225 } 201 }
226 202
227 if (victim) 203 if (victim)
228 victim->update_stats (); 204 victim->update_stats ();
205
229 return 0; 206 return 0;
230} 207}
231 208
232/* argument is a disease */
233object *
234find_symptom (object *disease)
235{
236 object *walk;
237
238 /* check the inventory for symptoms */
239 for (walk = disease->env->inv; walk; walk = walk->below)
240 if (walk->name == disease->name && walk->type == SYMPTOM)
241 return walk;
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
285 233/* check if victim is susceptible to disease. */
286/* check to see if an object is infectable: 234static int
287 * objects with immunity aren't infectable. 235is_susceptible_to_disease (object *victim, object *disease)
288 * objects already infected aren't infectable.
289 * dead objects aren't infectable.
290 * undead objects are infectible only if specifically named.
291*/
292int
293infect_object (object *victim, object *disease, int force)
294{ 236{
295 object *tmp; 237 if (!victim->flag [FLAG_ALIVE])
296 object *new_disease;
297
298 /* don't infect inanimate objects */
299 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
300 return 0; 238 return 0;
301 239
302 /* check and see if victim can catch disease: diseases 240 if (victim->flag [FLAG_WIZ])
303 * are specific
304 */
305 if (!is_susceptible_to_disease (victim, disease))
306 return 0; 241 return 0;
307 242
308 /* roll the dice on infection before doing the inventory check! */ 243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
309 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
310 return 0; 244 return 1;
311 245
312 /* do an immunity check */ 246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
313 if (victim->head)
314 tmp = victim->head->inv;
315 else
316 tmp = victim->inv;
317
318 /* There used to (IMO) be a flaw in the below - it used to be the case
319 * that if level check was done for both immunity and disease. This could
320 * result in a person with multiple afflictions of the same disease
321 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
322 * they were cast in that same order. Instead, change it so that
323 * if you diseased, you can't get diseased more.
324 */
325
326 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
327 {
328 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
329 return 0; /* Immune! */
330 else if (tmp->type == DISEASE && tmp->name == disease->name)
331 return 0; /* already diseased */
332 }
333
334 /* If we've gotten this far, go ahead and infect the victim. */
335 new_disease = disease->clone ();
336 new_disease->stats.food = disease->stats.maxgrace;
337 new_disease->value = disease->stats.maxhp;
338 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
339
340 /* Unfortunately, set_owner does the wrong thing to the skills pointers
341 * resulting in exp going into the owners *current* chosen skill.
342 */
343
344 if (disease->owner)
345 {
346 new_disease->set_owner (disease->owner);
347
348 /* Only need to update skill if different */
349 if (new_disease->skill != disease->skill)
350 new_disease->skill = disease->skill;
351 }
352 else
353 { /* for diseases which are passed by hitting, set owner and praying skill */
354 if (disease->env && disease->env->type == PLAYER)
355 {
356 object *player = disease->env;
357
358 new_disease->set_owner (player);
359
360 /* the skill pointer for these diseases should already be set up -
361 * hardcoding in 'praying' is not the right approach.
362 */
363 }
364 }
365
366 insert_ob_in_ob (new_disease, victim->head_ ());
367 /* This appears to be a horrible case of overloading 'NO_PASS'
368 * for meaning in the diseases.
369 */
370 new_disease->move_block = 0;
371 if (new_disease->owner && new_disease->owner->type == PLAYER)
372 {
373 char buf[128];
374
375 /* if the disease has a title, it has a special infection message
376 * This messages is printed in the form MESSAGE victim
377 */
378 if (new_disease->title)
379 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
380 else
381 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
382
383 if (victim->type == PLAYER)
384 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
385 else
386 new_draw_info (0, 4, new_disease->owner, buf);
387 }
388 if (victim->type == PLAYER)
389 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
390
391 return 1; 247 return 1;
392 248
393} 249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1;
394 251
395 252 return 0;
253}
396 254
397/* this function monitors the symptoms caused by the disease (if any), 255/* this function monitors the symptoms caused by the disease (if any),
398causes symptoms, and modifies existing symptoms in the case of 256causes symptoms, and modifies existing symptoms in the case of
399existing diseases. */ 257existing diseases. */
400 258static int
401int
402do_symptoms (object *disease) 259do_symptoms (object *disease)
403{ 260{
404 object *symptom; 261 object *symptom;
405 object *victim; 262 object *victim;
406 object *tmp; 263 object *tmp;
407 264
408 victim = disease->env; 265 victim = disease->env;
266
267 if (!victim)
268 return 0; /* no-one to inflict symptoms on */
409 269
410 /* This is a quick hack - for whatever reason, disease->env will point 270 /* This is a quick hack - for whatever reason, disease->env will point
411 * back to disease, causing endless loops. Why this happens really needs 271 * back to disease, causing endless loops. Why this happens really needs
412 * to be found, but this should at least prevent the infinite loops. 272 * to be found, but this should at least prevent the infinite loops.
413 */ 273 */
414 274 //TODO: should no longer be the case, monitor, and remove
415 if (victim == NULL || victim == disease) 275 if (victim == disease)
416 return 0; /* no-one to inflict symptoms on */ 276 {
277 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
278 return 0;
279 }
417 280
418 symptom = find_symptom (disease); 281 symptom = find_symptom (disease);
419 if (symptom == NULL) 282 if (!symptom)
420 { 283 {
421 /* no symptom? need to generate one! */ 284 /* no symptom? need to generate one! */
422 object *new_symptom;
423 285
424 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 286 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
425 if (!is_susceptible_to_disease (victim, disease)) 287 if (!is_susceptible_to_disease (victim, disease))
426 return 0; 288 return 0;
427 289
428 /* check for an actual immunity */ 290 /* check for an actual immunity */
429 /* do an immunity check */ 291 /* do an immunity check */
430 if (victim->head) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
431 tmp = victim->head->inv; 293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
432 else 294 if (tmp->level >= disease->level)
433 tmp = victim->inv;
434
435 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
436 {
437 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
438 if (tmp->name == disease->name && tmp->level >= disease->level)
439 return 0; /*Immune! */ 295 return 0; /* Immune! */
440 }
441 296
442 new_symptom = get_archetype ("symptom"); 297 object *new_symptom = archetype::get (shstr_symptom);
443 298
444 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
445 * 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
446 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
447 */ 302 */
448 if (disease->stats.dam != 0) 303 if (disease->stats.dam)
449 { 304 {
450 int dam = disease->stats.dam; 305 int dam = disease->stats.dam;
451 306
452 /* reduce the damage, on average, 50%, and making things random. */ 307 /* reduce the damage, on average, 50%, and making things random. */
453 308
454 dam = random_roll (1, abs (dam), victim, PREFER_LOW); 309 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
455 if (disease->stats.dam < 0) 310 if (disease->stats.dam < 0)
456 dam = -dam; 311 dam = -dam;
312
457 new_symptom->stats.dam = dam; 313 new_symptom->stats.dam = dam;
458 } 314 }
459 315
460
461 new_symptom->stats.maxsp = disease->stats.maxsp; 316 new_symptom->stats.maxsp = disease->stats.maxsp;
462 new_symptom->stats.food = new_symptom->stats.maxgrace; 317 new_symptom->stats.food = new_symptom->stats.maxgrace;
463 318
464 new_symptom->name = new_symptom->name_pl = disease->name; 319 new_symptom->name = new_symptom->name_pl = disease->name;
465 320
466 new_symptom->level = disease->level; 321 new_symptom->level = disease->level;
467 new_symptom->speed = disease->speed;
468 new_symptom->value = 0; 322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
469 325
470 for (int i = 0; i < NUM_STATS; ++i) 326 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.stat (i) = disease->stats.stat (i); 327 new_symptom->stats.stat (i) = disease->stats.stat (i);
472 328
473 new_symptom->stats.sp = disease->stats.sp; 329 new_symptom->stats.sp = disease->stats.sp;
477 new_symptom->stats.exp = 0; 333 new_symptom->stats.exp = 0;
478 new_symptom->stats.hp = disease->stats.hp; 334 new_symptom->stats.hp = disease->stats.hp;
479 new_symptom->msg = disease->msg; 335 new_symptom->msg = disease->msg;
480 new_symptom->attacktype = disease->attacktype; 336 new_symptom->attacktype = disease->attacktype;
481 new_symptom->other_arch = disease->other_arch; 337 new_symptom->other_arch = disease->other_arch;
338 new_symptom->skill = disease->skill;
482 339
340 new_symptom->move_block = 0;
341
342 victim->head_ ()->insert (new_symptom);
343
344 // set owner last, as insert clears owner
483 new_symptom->set_owner (disease->owner); 345 new_symptom->set_owner (disease->owner);
484 346
485 if (new_symptom->skill != disease->skill)
486 new_symptom->skill = disease->skill;
487
488 new_symptom->move_block = 0;
489 insert_ob_in_ob (new_symptom, victim);
490 return 1; 347 return 1;
491 } 348 }
492 349
493 /* now deal with progressing diseases: we increase the debility 350 /* now deal with progressing diseases: we increase the debility
494 * caused by the symptoms. 351 * caused by the symptoms.
499 356
500 float scale = 1.f + symptom->value / 100.f; 357 float scale = 1.f + symptom->value / 100.f;
501 358
502 /* now rescale all the debilities */ 359 /* now rescale all the debilities */
503 for (int i = 0; i < NUM_STATS; ++i) 360 for (int i = 0; i < NUM_STATS; ++i)
504 symptom->stats.stat (i) = clamp (scale * disease->stats.stat (i), -MAX_STAT, MAX_STAT); 361 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
505 362
506 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); 363 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
507 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); 364 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
508 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); 365 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
509 symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024);
510 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); 366 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
511 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); 367 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
512 symptom->stats.exp = 0; 368 symptom->stats.exp = 0;
513 369 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
514 symptom->msg = disease->msg; 370 symptom->msg = disease->msg;
515 symptom->attacktype = disease->attacktype; 371 symptom->attacktype = disease->attacktype;
516 symptom->other_arch = disease->other_arch; 372 symptom->other_arch = disease->other_arch;
517 } 373 }
518 374
519 SET_FLAG (symptom, FLAG_APPLIED); 375 symptom->set_flag (FLAG_APPLIED);
520 victim->update_stats (); 376 victim->update_stats ();
521 377
522 return 1; 378 return 1;
523} 379}
524 380
525/* grants immunity to plagues we've seen before. */
526int 381int
527grant_immunity (object *disease) 382move_disease (object *disease)
528{ 383{
529 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{
530 object *walk; 436 object *tmp;
437 object *new_disease;
531 438
532 /* Don't give immunity to this disease if last_heal is set. */ 439 /* don't infect inanimate objects */
533 if (disease->last_heal) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
534 return 0; 441 return 0;
535 /* first, search for an immunity of the same name */ 442
536 for (walk = disease->env->inv; walk; walk = walk->below) 443 /* check and see if victim can catch disease: diseases
537 { 444 * are specific
538 if (walk->type == 98 && disease->name == walk->name) 445 */
539 { 446 if (!is_susceptible_to_disease (victim, disease))
540 walk->level = disease->level; 447 return 0;
541 return 1; /* just update the existing immunity. */ 448
542 } 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)
543 } 495 {
544 immunity = get_archetype ("immunity"); 496 const char *buf;
545 immunity->name = disease->name; 497
546 immunity->level = disease->level; 498 /* if the disease has a title, it has a special infection message
547 immunity->move_block = 0; 499 * This messages is printed in the form MESSAGE victim
548 insert_ob_in_ob (immunity, disease->env); 500 */
501 if (new_disease->title)
502 buf = format ("%s %s!!", &disease->title, &victim->name);
503 else
504 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
505
506 if (victim->type == PLAYER)
507 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
508 else
509 new_draw_info (0, 4, new_disease->owner, buf);
510 }
511
512 if (victim->type == PLAYER)
513 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
514
549 return 1; 515 return 1;
550
551} 516}
552
553 517
554/* make the symptom do the nasty things it does */ 518/* make the symptom do the nasty things it does */
555
556int 519int
557move_symptom (object *symptom) 520move_symptom (object *symptom)
558{ 521{
559 object *victim = symptom->env; 522 object *victim = symptom->env;
560 object *new_ob;
561 int sp_reduce;
562 523
563 if (victim == NULL || victim->map == NULL) 524 if (!victim || !victim->map)
564 { /* outside a monster/player, die immediately */ 525 { /* outside a monster/player, die immediately */
565 symptom->destroy (); 526 symptom->destroy ();
566 return 0; 527 return 0;
567 } 528 }
568 529
569 if (symptom->stats.dam > 0)
570 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
571 else
572 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
573
574 if (symptom->stats.maxsp > 0)
575 sp_reduce = symptom->stats.maxsp;
576 else
577 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
578 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
579
580 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
581 * under every part of the monster 531 * under every part of the monster
582 * The victim may well have died. 532 * The victim may well have died.
583 */ 533 */
584
585 if (victim->map == NULL) 534 if (victim->map)
586 return 0; 535 {
536 victim->play_sound (symptom->sound);
537
587 if (symptom->other_arch) 538 if (symptom->other_arch)
588 { 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
589 object *tmp;
590
591 tmp = victim;
592 if (tmp->head != NULL)
593 tmp = tmp->head;
594 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
595 { 540 {
596 new_ob = arch_to_object (symptom->other_arch); 541 object *new_ob = symptom->other_arch->instance ();
597 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
598 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
599 new_ob->map = victim->map; 544 new_ob->map = victim->map;
600 insert_ob_in_map (new_ob, victim->map, victim, 0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
601 } 546 }
602 } 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
603 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
604 564
605 return 1; 565 return 1;
606} 566}
607 567
616 infect_object (victim, disease, 0); 576 infect_object (victim, disease, 0);
617 577
618 return 1; 578 return 1;
619} 579}
620 580
621// find a disease in someone
622object *
623find_disease (object *victim)
624{
625 for (object *disease = victim->inv; disease; disease = disease->below)
626 if (disease->type == DISEASE)
627 return disease;
628
629 return 0;
630}
631
632/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
633int 582int
634cure_disease (object *sufferer, object *caster) 583cure_disease (object *sufferer, object *caster, object *spell)
635{ 584{
636 object *disease, *next; 585 object *disease, *next;
637 int casting_level;
638 int cure = 0; 586 int cure = 0;
639 587
640 if (caster)
641 casting_level = caster->level;
642 else
643 casting_level = 1000; /* if null caster, CURE all. */ 588 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
644 589
645 for (disease = sufferer->inv; disease; disease = next) 590 for (disease = sufferer->inv; disease; disease = next)
646 { 591 {
647 next = disease->below; 592 next = disease->below;
648 593
656 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))))
657 { 602 {
658 remove_symptoms (disease); 603 remove_symptoms (disease);
659 cure = 1; 604 cure = 1;
660 605
661 if (caster) 606 if (caster && spell)
662 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);
663 608
664 disease->destroy (); 609 disease->destroy ();
665 } 610 }
666 } 611 }
667 } 612 }
676 } 621 }
677 622
678 return 1; 623 return 1;
679} 624}
680 625
626#if 0 // unused, but seems interesting
681/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
682 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
683 */ 629 */
684int 630static int
685reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
686{ 632{
687 object *walk; 633 object *walk;
688 int success = 0; 634 int success = 0;
689 635
705 if (success) 651 if (success)
706 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.");
707 653
708 return success; 654 return success;
709} 655}
656#endif

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