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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.7 by root, Thu Oct 5 16:50:07 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 */
253 387
254 range = abs (disease->magic);
255
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 } 404 {
405 disease->stats.food--;
268 406
269 if (!map) 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
270 return 0; 424 return 0;
271
272 for (int i = x - range; i <= x + range; i++)
273 for (int j = y - range; j <= y + range; j++)
274 {
275 sint16 i2, j2;
276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277
278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
279 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above)
280 infect_object (tmp, disease, 0);
281 }
282
283 return 1;
284} 425}
285
286 426
287/* check to see if an object is infectable: 427/* check to see if an object is infectable:
288 * objects with immunity aren't infectable. 428 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable. 429 * objects already infected aren't infectable.
290 * dead objects aren't infectable. 430 * dead objects aren't infectable.
295{ 435{
296 object *tmp; 436 object *tmp;
297 object *new_disease; 437 object *new_disease;
298 438
299 /* don't infect inanimate objects */ 439 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
301 return 0; 441 return 0;
302 442
303 /* check and see if victim can catch disease: diseases 443 /* check and see if victim can catch disease: diseases
304 * are specific 444 * are specific
305 */ 445 */
306 if (!is_susceptible_to_disease (victim, disease)) 446 if (!is_susceptible_to_disease (victim, disease))
307 return 0; 447 return 0;
308 448
309 /* roll the dice on infection before doing the inventory check! */ 449 /* roll the dice on infection before doing the inventory check! */
310 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))
311 return 0; 451 return 0;
312 452
313 /* do an immunity check */ 453 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318 454
319 /* 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
320 * 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
321 * result in a person with multiple afflictions of the same disease 457 * result in a person with multiple afflictions of the same disease
322 * (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
323 * 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
324 * if you diseased, you can't get diseased more. 460 * if you diseased, you can't get diseased more.
325 */ 461 */
326 462
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
328 { 464 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
330 return 0; /*Immune! */ 465 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 466 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 return 0; /* already diseased */ 467 return 0; /* already diseased */
333 }
334 468
335 /* 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. */
336 new_disease = get_object (); 470
337 copy_object (disease, new_disease); 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 (get_owner (disease))
347 {
348 set_owner (new_disease, 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 set_owner (new_disease, 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 initialized in if, above */ ; tmp; tmp = tmp->below)
438 {
439 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
440 if (!strcmp (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, FABS (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 set_owner (new_symptom, 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 fix_player (victim);
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 && !strcmp (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 remove_ob (symptom); 526 symptom->destroy ();
574 free_object (symptom);
575 return 0; 527 return 0;
576 } 528 }
577 529
578 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
580 else
581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
582
583 if (symptom->stats.maxsp > 0)
584 sp_reduce = symptom->stats.maxsp;
585 else
586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
588
589 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
590 * under every part of the monster 531 * under every part of the monster
591 * The victim may well have died. 532 * The victim may well have died.
592 */ 533 */
593
594 if (victim->map == NULL) 534 if (victim->map)
595 return 0; 535 {
536 victim->play_sound (symptom->sound);
537
596 if (symptom->other_arch) 538 if (symptom->other_arch)
597 { 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
598 object *tmp;
599
600 tmp = victim;
601 if (tmp->head != NULL)
602 tmp = tmp->head;
603 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
604 { 540 {
605 new_ob = arch_to_object (symptom->other_arch); 541 object *new_ob = symptom->other_arch->instance ();
606 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 544 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 } 546 }
611 } 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
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 564
614 return 1; 565 return 1;
615} 566}
616 567
617
618/* possibly infect due to direct physical contact 568/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 569 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 570int
622check_physically_infect (object *victim, object *hitter) 571check_physically_infect (object *victim, object *hitter)
623{ 572{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 573 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 574 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 575 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 576 infect_object (victim, disease, 0);
577
630 return 1; 578 return 1;
631} 579}
632 580
633/* find a disease in someone*/
634object *
635find_disease (object *victim)
636{
637 object *walk;
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE)
641 return walk;
642 return NULL;
643}
644
645/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
646
647int 582int
648cure_disease (object *sufferer, object *caster) 583cure_disease (object *sufferer, object *caster, object *spell)
649{ 584{
650 object *disease, *next; 585 object *disease, *next;
651 int casting_level;
652 int cure = 0; 586 int cure = 0;
653 587
654 if (caster)
655 casting_level = caster->level;
656 else
657 casting_level = 1000; /* if null caster, CURE all. */ 588 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
658 589
659 for (disease = sufferer->inv; disease; disease = next) 590 for (disease = sufferer->inv; disease; disease = next)
660 { 591 {
661 next = disease->below; 592 next = disease->below;
662 593
663 if (disease->type == DISEASE) 594 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 595 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 596 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 597 * is automatic. If lower, then the chance is basically
667 * 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
668 * is 1 in 5. 599 * is 1 in 5.
669 */ 600 */
670 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))))
671 { 602 {
672
673 remove_symptoms (disease); 603 remove_symptoms (disease);
674 remove_ob (disease);
675 cure = 1; 604 cure = 1;
605
676 if (caster) 606 if (caster && spell)
677 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);
678 free_object (disease); 608
609 disease->destroy ();
679 } 610 }
680 } 611 }
681 } 612 }
613
682 if (cure) 614 if (cure)
683 { 615 {
684 /* Only draw these messages once */ 616 /* Only draw these messages once */
685 if (caster) 617 if (caster)
686 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
687 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.");
688 } 621 }
622
689 return 1; 623 return 1;
690} 624}
691 625
626#if 0 // unused, but seems interesting
692/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
694 */ 629 */
695 630static int
696int
697reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
698{ 632{
699 object *walk; 633 object *walk;
700 int success = 0; 634 int success = 0;
701 635
704 if (walk->type == SYMPTOM) 638 if (walk->type == SYMPTOM)
705 { 639 {
706 if (walk->value > 0) 640 if (walk->value > 0)
707 { 641 {
708 success = 1; 642 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction); 643 walk->value = max (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom, 644 /* give the disease time to modify this symptom,
711 * and reduce its severity. */ 645 * and reduce its severity. */
712 walk->speed_left = 0; 646 walk->speed_left = 0;
713 } 647 }
714 } 648 }
715 } 649 }
650
716 if (success) 651 if (success)
717 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
718 return success; 654 return success;
719} 655}
656#endif

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