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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.6 by root, Sat Sep 16 22:24:13 2006 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 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 31
32For DISEASES: 32For DISEASES:
33Stat Property Definition 33Stat Property Definition
36other_arch Creation object created and dropped when symptom moved. 36other_arch Creation object created and dropped when symptom moved.
37title Message When the "disease" "infects" something, it will 37title Message When the "disease" "infects" something, it will
38 print "title victim!!!" to the player who owns 38 print "title victim!!!" to the player who owns
39 the "disease". 39 the "disease".
40wc+ Infectiousness How well the plague spreads person-to-person 40wc+ Infectiousness How well the plague spreads person-to-person
41magic+ Range range of infection 41magic+ Range range of infection
42Stats* Disability What stats are reduced by the disease (str con...) 42Stats* Disability What stats are reduced by the disease (str con...)
43maxhp+ Persistence How long the disease can last OUTSIDE the host. 43maxhp+ Persistence How long the disease can last OUTSIDE the host.
44value TimeLeft Counter for persistence 44value TimeLeft Counter for persistence
45dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
46maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
47food DurCount Counter for Duration 47food DurCount Counter for Duration
48 48
49speed Speed How often the disease moves. 49speed Speed How often the disease moves.
50last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
51 51
52maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
53ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
54last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
55last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
56 when it runs out 56 when it runs out
57 57
58exp experience experience awarded when plague cured 58exp experience experience awarded when plague cured
59hp*^ ReduceRegen reduces regeneration of disease-bearer 59hp*^ ReduceRegen reduces regeneration of disease-bearer
60sp*^ ReduceSpRegen reduces spellpoint regeneration 60sp*^ ReduceSpRegen reduces spellpoint regeneration
61 61
62name Name Name of the plague 62name Name Name of the plague
63msg message What the plague says when it strikes. 63msg message What the plague says when it strikes.
64race those affected species/race the plague strikes (* = everything) 64race those affected species/race the plague strikes (* = everything)
65level Plague Level General description of the plague's deadliness 65level Plague Level General description of the plague's deadliness
66armour Attenuation reduction in wc per generation of disease. 66armour Attenuation reduction in wc per generation of disease.
67 This builds in a self-limiting factor. 67 This builds in a self-limiting factor.
68
69 68
70Explanations: 69Explanations:
71* means this # should be negative to cause adverse effect. 70* means this # should be negative to cause adverse effect.
72+ means that this effect is modulated in spells by ldur 71+ means that this effect is modulated in spells by ldur
73^ means that this effect is modulated in spells by ldam 72^ means that this effect is modulated in spells by ldam
126 125
127 126
128#include <global.h> 127#include <global.h>
129#include <object.h> 128#include <object.h>
130#include <living.h> 129#include <living.h>
131#ifndef __CEXTRACT__
132# include <sproto.h> 130#include <sproto.h>
133#endif
134#include <spells.h> 131#include <spells.h>
135#include <sounds.h> 132#include <sounds.h>
136#include <skills.h> 133#include <skills.h>
137 134
138/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
139 136
140 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
141inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
142spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
143these are their own object. */ 140these are their own object. */
144 141
145/* check if victim is susceptible to disease. */ 142/* grants immunity to plagues we've seen before. */
146static int 143static int
147is_susceptible_to_disease (object *victim, object *disease) 144grant_immunity (object *disease)
148{ 145{
149 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)
150 return 0; 151 return 0;
151 152
152 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
153 return 1; 169 return 1;
170}
154 171
155 if ((disease->race == undead_name) && 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)
156 return 1; 179 return walk;
157 180
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0; 181 return NULL;
162}
163
164int
165move_disease (object *disease)
166{
167 /* first task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone.
169 */
170
171 if (disease->env == NULL)
172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0)
174 disease->value--;
175 if (disease->value == 0)
176 {
177 remove_ob (disease);
178 free_object (disease);
179 return 1;
180 }
181 }
182 else
183 {
184 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */
186 if (disease->stats.food > 0)
187 {
188 disease->stats.food--;
189 if (disease->stats.food == 0)
190 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease);
193 remove_ob (disease);
194 free_object (disease);
195 return 1;
196 }
197 }
198 }
199 /* check to see if we infect others */
200 check_infection (disease);
201
202 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease))
204 do_symptoms (disease);
205
206 return 0;
207} 182}
208 183
209/* remove any symptoms of disease 184/* remove any symptoms of disease
210 * 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
211 * player may have - I think through some odd interactoins with 186 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get 187 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease. 188 * more than one symtpom to a disease.
214 */ 189 */
215 190static int
216int
217remove_symptoms (object *disease) 191remove_symptoms (object *disease)
218{ 192{
219 object *symptom, *victim = NULL; 193 object *symptom, *victim = NULL;
220 194
221 while ((symptom = find_symptom (disease)) != NULL) 195 while ((symptom = find_symptom (disease)) != NULL)
222 { 196 {
223 if (!victim) 197 if (!victim)
224 victim = symptom->env; 198 victim = symptom->env;
225 remove_ob (symptom); 199
226 free_object (symptom); 200 symptom->destroy ();
227 } 201 }
202
228 if (victim) 203 if (victim)
229 fix_player (victim); 204 victim->update_stats ();
205
230 return 0; 206 return 0;
231} 207}
232 208
233/* argument is a disease */
234object *
235find_symptom (object *disease)
236{
237 object *walk;
238
239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
242 return walk;
243 return NULL;
244}
245
246/* searches around for more victims to infect */ 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}
232
233/* check if victim is susceptible to disease. */
234static int
235is_susceptible_to_disease (object *victim, object *disease)
236{
237 if (!victim->flag [FLAG_ALIVE])
238 return 0;
239
240 if (victim->flag [FLAG_WIZ])
241 return 0;
242
243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
244 return 1;
245
246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
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;
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;
379}
380
247int 381int
248check_infection (object *disease) 382move_disease (object *disease)
249{ 383{
250 int x, y, range, mflags; 384 /* First task is to determine if the disease is inside or outside of someone.
251 maptile *map, *map2; 385 * If outside, we decrement 'value' until we're gone.
252 object *tmp; 386 */
253 sint16 i, j, i2, j2;
254 387
255 range = abs (disease->magic);
256 if (disease->env) 388 if (!disease->env)
257 { 389 { /* we're outside of someone */
258 x = disease->env->x; 390 if (disease->stats.maxhp > 0)
259 y = disease->env->y; 391 disease->value--;
260 map = disease->env->map; 392
393 if (!disease->value)
394 {
395 disease->destroy ();
396 return 1;
397 }
261 } 398 }
262 else 399 else
263 { 400 {
264 x = disease->x; 401 /* if we're inside a person, have the disease run its course */
265 y = disease->y; 402 /* negative/zero food denotes "perpetual" diseases. */
266 map = disease->map; 403 if (disease->stats.food > 0)
267 }
268
269 if (map == NULL)
270 return 0;
271 for (i = x - range; i <= x + range; i++)
272 {
273 for (j = y - range; j <= y + range; j++)
274 { 404 {
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 405 disease->stats.food--;
276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 406
407 if (!disease->stats.food)
277 { 408 {
278 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) 409 remove_symptoms (disease); /* remove the symptoms of this disease */
279 { 410 grant_immunity (disease);
280 infect_object (tmp, disease, 0); 411 disease->destroy ();
281 } 412 return 1;
282 } 413 }
283 } 414 }
284 } 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
285 return 1; 424 return 0;
286} 425}
287
288 426
289/* check to see if an object is infectable: 427/* check to see if an object is infectable:
290 * objects with immunity aren't infectable. 428 * objects with immunity aren't infectable.
291 * objects already infected aren't infectable. 429 * objects already infected aren't infectable.
292 * dead objects aren't infectable. 430 * dead objects aren't infectable.
297{ 435{
298 object *tmp; 436 object *tmp;
299 object *new_disease; 437 object *new_disease;
300 438
301 /* don't infect inanimate objects */ 439 /* don't infect inanimate objects */
302 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
303 return 0; 441 return 0;
304 442
305 /* check and see if victim can catch disease: diseases 443 /* check and see if victim can catch disease: diseases
306 * are specific 444 * are specific
307 */ 445 */
308 if (!is_susceptible_to_disease (victim, disease)) 446 if (!is_susceptible_to_disease (victim, disease))
309 return 0; 447 return 0;
310 448
311 /* roll the dice on infection before doing the inventory check! */ 449 /* roll the dice on infection before doing the inventory check! */
312 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))
313 return 0; 451 return 0;
314 452
315 /* do an immunity check */ 453 /* do an immunity check */
316 if (victim->head)
317 tmp = victim->head->inv;
318 else
319 tmp = victim->inv;
320 454
321 /* 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
322 * 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
323 * result in a person with multiple afflictions of the same disease 457 * result in a person with multiple afflictions of the same disease
324 * (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
325 * 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
326 * if you diseased, you can't get diseased more. 460 * if you diseased, you can't get diseased more.
327 */ 461 */
328 462
329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
330 { 464 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
331 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
332 return 0; /*Immune! */ 465 return 0; /* Immune! */
333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 466 else if (tmp->type == DISEASE && tmp->name == disease->name)
334 return 0; /* already diseased */ 467 return 0; /* already diseased */
335 }
336 468
337 /* 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. */
338 new_disease = get_object (); 470
339 copy_object (disease, new_disease); 471 new_disease = disease->clone ();
472
340 new_disease->stats.food = disease->stats.maxgrace; 473 new_disease->stats.food = disease->stats.maxgrace;
341 new_disease->value = disease->stats.maxhp; 474 new_disease->value = disease->stats.maxhp;
342 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
343 476
344 /* Unfortunately, set_owner does the wrong thing to the skills pointers
345 * resulting in exp going into the owners *current* chosen skill.
346 */
347
348 if (get_owner (disease))
349 {
350 set_owner (new_disease, disease->owner);
351
352 /* Only need to update skill if different */
353 if (new_disease->skill != disease->skill)
354 new_disease->skill = disease->skill;
355 }
356 else
357 { /* for diseases which are passed by hitting, set owner and praying skill */
358 if (disease->env && disease->env->type == PLAYER)
359 {
360 object *player = disease->env;
361
362 set_owner (new_disease, player);
363
364 /* the skill pointer for these diseases should already be set up -
365 * hardcoding in 'praying' is not the right approach.
366 */
367 }
368 }
369
370 insert_ob_in_ob (new_disease, victim);
371 /* This appears to be a horrible case of overloading 'NO_PASS' 477 /* This appears to be a horrible case of overloading 'NO_PASS'
372 * for meaning in the diseases. 478 * for meaning in the diseases.
373 */ 479 */
374 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
375 if (new_disease->owner && new_disease->owner->type == PLAYER) 494 if (new_disease->owner && new_disease->owner->type == PLAYER)
376 { 495 {
377 char buf[128]; 496 const char *buf;
378 497
379 /* 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
380 * This messages is printed in the form MESSAGE victim 499 * This messages is printed in the form MESSAGE victim
381 */ 500 */
382 if (new_disease->title) 501 if (new_disease->title)
383 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 502 buf = format ("%s %s!!", &disease->title, &victim->name);
384 else 503 else
385 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);
386 505
387 if (victim->type == PLAYER) 506 if (victim->type == PLAYER)
388 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);
389 else 508 else
390 new_draw_info (0, 4, new_disease->owner, buf); 509 new_draw_info (0, 4, new_disease->owner, buf);
391 } 510 }
511
392 if (victim->type == PLAYER) 512 if (victim->type == PLAYER)
393 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.");
394 514
395 return 1; 515 return 1;
396
397} 516}
398
399
400
401/* this function monitors the symptoms caused by the disease (if any),
402causes symptoms, and modifies existing symptoms in the case of
403existing diseases. */
404
405int
406do_symptoms (object *disease)
407{
408 object *symptom;
409 object *victim;
410 object *tmp;
411
412 victim = disease->env;
413
414 /* This is a quick hack - for whatever reason, disease->env will point
415 * back to disease, causing endless loops. Why this happens really needs
416 * to be found, but this should at least prevent the infinite loops.
417 */
418
419 if (victim == NULL || victim == disease)
420 return 0; /* no-one to inflict symptoms on */
421
422 symptom = find_symptom (disease);
423 if (symptom == NULL)
424 {
425 /* no symptom? need to generate one! */
426 object *new_symptom;
427
428 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
429 if (!is_susceptible_to_disease (victim, disease))
430 return 0;
431
432 /* check for an actual immunity */
433 /* do an immunity check */
434 if (victim->head)
435 tmp = victim->head->inv;
436 else
437 tmp = victim->inv;
438
439 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
440 {
441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
443 return 0; /*Immune! */
444 }
445
446 new_symptom = get_archetype (ARCH_SYMPTOM);
447
448 /* Something special done with dam. We want diseases to be more
449 * random in what they'll kill, so we'll make the damage they
450 * do random, note, this has a weird effect with progressive diseases.
451 */
452 if (disease->stats.dam != 0)
453 {
454 int dam = disease->stats.dam;
455
456 /* reduce the damage, on average, 50%, and making things random. */
457
458 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
459 if (disease->stats.dam < 0)
460 dam = -dam;
461 new_symptom->stats.dam = dam;
462 }
463
464
465 new_symptom->stats.maxsp = disease->stats.maxsp;
466 new_symptom->stats.food = new_symptom->stats.maxgrace;
467
468 new_symptom->name = new_symptom->name_pl = disease->name;
469
470 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed;
472 new_symptom->value = 0;
473 new_symptom->stats.Str = disease->stats.Str;
474 new_symptom->stats.Dex = disease->stats.Dex;
475 new_symptom->stats.Con = disease->stats.Con;
476 new_symptom->stats.Wis = disease->stats.Wis;
477 new_symptom->stats.Int = disease->stats.Int;
478 new_symptom->stats.Pow = disease->stats.Pow;
479 new_symptom->stats.Cha = disease->stats.Cha;
480 new_symptom->stats.sp = disease->stats.sp;
481 new_symptom->stats.food = disease->last_eat;
482 new_symptom->stats.maxsp = disease->stats.maxsp;
483 new_symptom->last_sp = disease->last_sp;
484 new_symptom->stats.exp = 0;
485 new_symptom->stats.hp = disease->stats.hp;
486 new_symptom->msg = disease->msg;
487 new_symptom->attacktype = disease->attacktype;
488 new_symptom->other_arch = disease->other_arch;
489
490 set_owner (new_symptom, disease->owner);
491
492 if (new_symptom->skill != disease->skill)
493 new_symptom->skill = disease->skill;
494
495 new_symptom->move_block = 0;
496 insert_ob_in_ob (new_symptom, victim);
497 return 1;
498 }
499
500 /* now deal with progressing diseases: we increase the debility
501 * caused by the symptoms.
502 */
503
504 if (disease->stats.ac != 0)
505 {
506 float scale;
507
508 symptom->value += disease->stats.ac;
509 scale = 1.0 + symptom->value / 100.0;
510 /* now rescale all the debilities */
511 symptom->stats.Str = (int) (scale * disease->stats.Str);
512 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
513 symptom->stats.Con = (int) (scale * disease->stats.Con);
514 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
515 symptom->stats.Int = (int) (scale * disease->stats.Int);
516 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
517 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
518 symptom->stats.dam = (int) (scale * disease->stats.dam);
519 symptom->stats.sp = (int) (scale * disease->stats.sp);
520 symptom->stats.food = (int) (scale * disease->last_eat);
521 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
522 symptom->last_sp = (int) (scale * disease->last_sp);
523 symptom->stats.exp = 0;
524 symptom->stats.hp = (int) (scale * disease->stats.hp);
525 symptom->msg = disease->msg;
526 symptom->attacktype = disease->attacktype;
527 symptom->other_arch = disease->other_arch;
528 }
529 SET_FLAG (symptom, FLAG_APPLIED);
530 fix_player (victim);
531 return 1;
532}
533
534
535/* grants immunity to plagues we've seen before. */
536int
537grant_immunity (object *disease)
538{
539 object *immunity;
540 object *walk;
541
542 /* Don't give immunity to this disease if last_heal is set. */
543 if (disease->last_heal)
544 return 0;
545 /* first, search for an immunity of the same name */
546 for (walk = disease->env->inv; walk; walk = walk->below)
547 {
548 if (walk->type == 98 && !strcmp (disease->name, walk->name))
549 {
550 walk->level = disease->level;
551 return 1; /* just update the existing immunity. */
552 }
553 }
554 immunity = get_archetype ("immunity");
555 immunity->name = disease->name;
556 immunity->level = disease->level;
557 immunity->move_block = 0;
558 insert_ob_in_ob (immunity, disease->env);
559 return 1;
560
561}
562
563 517
564/* make the symptom do the nasty things it does */ 518/* make the symptom do the nasty things it does */
565
566int 519int
567move_symptom (object *symptom) 520move_symptom (object *symptom)
568{ 521{
569 object *victim = symptom->env; 522 object *victim = symptom->env;
570 object *new_ob;
571 int sp_reduce;
572 523
573 if (victim == NULL || victim->map == NULL) 524 if (!victim || !victim->map)
574 { /* outside a monster/player, die immediately */ 525 { /* outside a monster/player, die immediately */
575 remove_ob (symptom); 526 symptom->destroy ();
576 free_object (symptom);
577 return 0; 527 return 0;
578 } 528 }
579 529
580 if (symptom->stats.dam > 0)
581 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
582 else
583 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
584
585 if (symptom->stats.maxsp > 0)
586 sp_reduce = symptom->stats.maxsp;
587 else
588 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
589 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
590
591 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
592 * under every part of the monster 531 * under every part of the monster
593 * The victim may well have died. 532 * The victim may well have died.
594 */ 533 */
595
596 if (victim->map == NULL) 534 if (victim->map)
597 return 0; 535 {
536 victim->play_sound (symptom->sound);
537
598 if (symptom->other_arch) 538 if (symptom->other_arch)
599 { 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
600 object *tmp;
601
602 tmp = victim;
603 if (tmp->head != NULL)
604 tmp = tmp->head;
605 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
606 { 540 {
607 new_ob = arch_to_object (symptom->other_arch); 541 object *new_ob = symptom->other_arch->instance ();
608 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
609 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
610 new_ob->map = victim->map; 544 new_ob->map = victim->map;
611 insert_ob_in_map (new_ob, victim->map, victim, 0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
612 } 546 }
613 } 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
614 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
615 564
616 return 1; 565 return 1;
617} 566}
618 567
619
620/* possibly infect due to direct physical contact 568/* possibly infect due to direct physical contact
621 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 569 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
622
623int 570int
624check_physically_infect (object *victim, object *hitter) 571check_physically_infect (object *victim, object *hitter)
625{ 572{
626 object *walk;
627
628 /* search for diseases, give every disease a chance to infect */ 573 /* search for diseases, give every disease a chance to infect */
629 for (walk = hitter->inv; walk != NULL; walk = walk->below) 574 for (object *disease = hitter->inv; disease; disease = disease->below)
630 if (walk->type == DISEASE) 575 if (disease->type == DISEASE)
631 infect_object (victim, walk, 0); 576 infect_object (victim, disease, 0);
577
632 return 1; 578 return 1;
633} 579}
634 580
635/* find a disease in someone*/
636object *
637find_disease (object *victim)
638{
639 object *walk;
640
641 for (walk = victim->inv; walk; walk = walk->below)
642 if (walk->type == DISEASE)
643 return walk;
644 return NULL;
645}
646
647/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
648
649int 582int
650cure_disease (object *sufferer, object *caster) 583cure_disease (object *sufferer, object *caster, object *spell)
651{ 584{
652 object *disease, *next; 585 object *disease, *next;
653 int casting_level;
654 int cure = 0; 586 int cure = 0;
655 587
656 if (caster)
657 casting_level = caster->level;
658 else
659 casting_level = 1000; /* if null caster, CURE all. */ 588 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
660 589
661 for (disease = sufferer->inv; disease; disease = next) 590 for (disease = sufferer->inv; disease; disease = next)
662 { 591 {
663 next = disease->below; 592 next = disease->below;
664 593
665 if (disease->type == DISEASE) 594 if (disease->type == DISEASE)
666 { /* attempt to cure this disease */ 595 { /* attempt to cure this disease */
667 /* If caster lvel is higher than disease level, cure chance 596 /* If caster level is higher than disease level, cure chance
668 * is automatic. If lower, then the chance is basically 597 * is automatic. If lower, then the chance is basically
669 * 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
670 * is 1 in 5. 599 * is 1 in 5.
671 */ 600 */
672 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))))
673 { 602 {
674
675 remove_symptoms (disease); 603 remove_symptoms (disease);
676 remove_ob (disease);
677 cure = 1; 604 cure = 1;
605
678 if (caster) 606 if (caster && spell)
679 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);
680 free_object (disease); 608
609 disease->destroy ();
681 } 610 }
682 } 611 }
683 } 612 }
613
684 if (cure) 614 if (cure)
685 { 615 {
686 /* Only draw these messages once */ 616 /* Only draw these messages once */
687 if (caster) 617 if (caster)
688 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
689 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.");
690 } 621 }
622
691 return 1; 623 return 1;
692} 624}
693 625
626#if 0 // unused, but seems interesting
694/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
695 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
696 */ 629 */
697 630static int
698int
699reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
700{ 632{
701 object *walk; 633 object *walk;
702 int success = 0; 634 int success = 0;
703 635
706 if (walk->type == SYMPTOM) 638 if (walk->type == SYMPTOM)
707 { 639 {
708 if (walk->value > 0) 640 if (walk->value > 0)
709 { 641 {
710 success = 1; 642 success = 1;
711 walk->value = MAX (0, walk->value - 2 * reduction); 643 walk->value = max (0, walk->value - 2 * reduction);
712 /* give the disease time to modify this symptom, 644 /* give the disease time to modify this symptom,
713 * and reduce its severity. */ 645 * and reduce its severity. */
714 walk->speed_left = 0; 646 walk->speed_left = 0;
715 } 647 }
716 } 648 }
717 } 649 }
650
718 if (success) 651 if (success)
719 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
720 return success; 654 return success;
721} 655}
656#endif

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