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Revision: 1.8
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +10 -10 lines
Log Message:
replace some function- by method-calls

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /* This file contains all the code implementing diseases,
25 except for odds and ends in attack.c and in
26 living.c*/
27
28
29
30 /*
31
32 For DISEASES:
33 Stat Property Definition
34
35 attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
36 other_arch Creation object created and dropped when symptom moved.
37 title Message When the "disease" "infects" something, it will
38 print "title victim!!!" to the player who owns
39 the "disease".
40 wc+ Infectiousness How well the plague spreads person-to-person
41 magic+ Range range of infection
42 Stats* Disability What stats are reduced by the disease (str con...)
43 maxhp+ Persistence How long the disease can last OUTSIDE the host.
44 value TimeLeft Counter for persistence
45 dam^ Damage How much damage it does (%?).
46 maxgrace+ Duration How long before the disease is naturally cured.
47 food DurCount Counter for Duration
48
49 speed Speed How often the disease moves.
50 last_sp^ Lethargy Percentage of max speed--10 = 10% speed.
51
52 maxsp^ Mana deplete Saps mana.
53 ac^ Progressiveness How the diseases increases in severity.
54 last_eat*^ Deplete food saps food if negative
55 last_heal GrantImmunity If nonzero, disease does NOT grant immunity
56 when it runs out
57
58 exp experience experience awarded when plague cured
59 hp*^ ReduceRegen reduces regeneration of disease-bearer
60 sp*^ ReduceSpRegen reduces spellpoint regeneration
61
62 name Name Name of the plague
63 msg message What the plague says when it strikes.
64 race those affected species/race the plague strikes (* = everything)
65 level Plague Level General description of the plague's deadliness
66 armour Attenuation reduction in wc per generation of disease.
67 This builds in a self-limiting factor.
68
69
70 Explanations:
71 * means this # should be negative to cause adverse effect.
72 + means that this effect is modulated in spells by ldur
73 ^ means that this effect is modulated in spells by ldam
74
75 attacktype is the attacktype used by the disease to smite "dam" damage with.
76
77 wc/127 is the chance of someone in range catching it.
78
79 magic is the range at which infection may occur. If negative, the range is
80 NOT level dependent.
81
82 Stats are stat modifications. These should typically be negative.
83
84 maxhp is how long the disease will persist if the host dies and "drops" it,
85 in "disease moves", i.e., moves of the disease. If negative, permanent.
86
87
88 value is the counter for maxhp, it starts at maxhp and drops...
89
90 dam if positive, it is straight damage. if negative, a %-age.
91
92 maxgrace how long in "disease moves" the disease lasts in the host, if negative,
93 permanent until cured.
94
95 food if negative, disease is permanent. otherwise, decreases at <speed>,
96 disease goes away at food=0, set to "maxgrace" on infection.
97
98 speed is the speed of the disease, how fast "disease moves" occur.
99
100 last_sp is the lethargy imposed on the player by the disease. A lethargy
101 of "1" reduces the players speed to 1% of its normal value.
102
103 maxsp how much mana is sapped per "disease move". if negative, a %-age is
104 taken.
105
106 ac every "disease move" the severity of the symptoms are increased by
107 ac/100. (severity = 1 + (accumlated_progression)/100)
108
109 last_eat increases food usage if negative.
110
111
112
113 For SYMPTOMS:
114
115 Stats modify stats
116 hp modify regen
117 value progression counter (multiplier = value/100)
118 food modify food use (from last_eat in DISEASE)
119 maxsp suck mana ( as noted for DISEASE)
120 last_sp Lethargy
121 msg What to say
122 speed speed of movement, from DISEASE
123
124
125 */
126
127
128 #include <global.h>
129 #include <object.h>
130 #include <living.h>
131 #ifndef __CEXTRACT__
132 # include <sproto.h>
133 #endif
134 #include <spells.h>
135 #include <sounds.h>
136 #include <skills.h>
137
138 /* IMPLEMENTATION NOTES
139
140 Diseases may be contageous. They are objects which exist in a player's
141 inventory. They themselves do nothing, except modify Symptoms, or
142 spread to other live objects. Symptoms are what actually damage the player:
143 these are their own object. */
144
145 /* check if victim is susceptible to disease. */
146 static int
147 is_susceptible_to_disease (object *victim, object *disease)
148 {
149 if (!QUERY_FLAG (victim, FLAG_ALIVE))
150 return 0;
151
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1;
157
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0;
162 }
163
164 int
165 move_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 disease->remove ();
178 disease->destroy (0);
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 disease->remove ();
194 disease->destroy (0);
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 }
208
209 /* remove any symptoms of disease
210 * Modified by MSW 2003-03-28 do try to find all the symptom the
211 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease.
214 */
215
216 int
217 remove_symptoms (object *disease)
218 {
219 object *symptom, *victim = NULL;
220
221 while ((symptom = find_symptom (disease)) != NULL)
222 {
223 if (!victim)
224 victim = symptom->env;
225 symptom->remove ();
226 symptom->destroy (0);
227 }
228 if (victim)
229 fix_player (victim);
230 return 0;
231 }
232
233 /* argument is a disease */
234 object *
235 find_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 */
247 int
248 check_infection (object *disease)
249 {
250 int x, y, range, mflags;
251 maptile *map, *map2;
252 object *tmp;
253
254 range = abs (disease->magic);
255
256 if (disease->env)
257 {
258 x = disease->env->x;
259 y = disease->env->y;
260 map = disease->env->map;
261 }
262 else
263 {
264 x = disease->x;
265 y = disease->y;
266 map = disease->map;
267 }
268
269 if (!map)
270 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 }
285
286
287 /* check to see if an object is infectable:
288 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable.
290 * dead objects aren't infectable.
291 * undead objects are infectible only if specifically named.
292 */
293 int
294 infect_object (object *victim, object *disease, int force)
295 {
296 object *tmp;
297 object *new_disease;
298
299 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0;
302
303 /* check and see if victim can catch disease: diseases
304 * are specific
305 */
306 if (!is_susceptible_to_disease (victim, disease))
307 return 0;
308
309 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0;
312
313 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318
319 /* 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
321 * 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
323 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more.
325 */
326
327 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
330 return 0; /*Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name))
332 return 0; /* already diseased */
333 }
334
335 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = get_object ();
337 copy_object (disease, new_disease);
338 new_disease->stats.food = disease->stats.maxgrace;
339 new_disease->value = disease->stats.maxhp;
340 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
341
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'
370 * for meaning in the diseases.
371 */
372 new_disease->move_block = 0;
373 if (new_disease->owner && new_disease->owner->type == PLAYER)
374 {
375 char buf[128];
376
377 /* if the disease has a title, it has a special infection message
378 * This messages is printed in the form MESSAGE victim
379 */
380 if (new_disease->title)
381 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
382 else
383 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
384
385 if (victim->type == PLAYER)
386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
387 else
388 new_draw_info (0, 4, new_disease->owner, buf);
389 }
390 if (victim->type == PLAYER)
391 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
392
393 return 1;
394
395 }
396
397
398
399 /* this function monitors the symptoms caused by the disease (if any),
400 causes symptoms, and modifies existing symptoms in the case of
401 existing diseases. */
402
403 int
404 do_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. */
534 int
535 grant_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
562 /* make the symptom do the nasty things it does */
563
564 int
565 move_symptom (object *symptom)
566 {
567 object *victim = symptom->env;
568 object *new_ob;
569 int sp_reduce;
570
571 if (victim == NULL || victim->map == NULL)
572 { /* outside a monster/player, die immediately */
573 symptom->remove ();
574 symptom->destroy (0);
575 return 0;
576 }
577
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
590 * under every part of the monster
591 * The victim may well have died.
592 */
593
594 if (victim->map == NULL)
595 return 0;
596 if (symptom->other_arch)
597 {
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 {
605 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x;
607 new_ob->y = tmp->y;
608 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 }
611 }
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613
614 return 1;
615 }
616
617
618 /* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621 int
622 check_physically_infect (object *victim, object *hitter)
623 {
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below)
628 if (walk->type == DISEASE)
629 infect_object (victim, walk, 0);
630 return 1;
631 }
632
633 /* find a disease in someone*/
634 object *
635 find_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" */
646
647 int
648 cure_disease (object *sufferer, object *caster)
649 {
650 object *disease, *next;
651 int casting_level;
652 int cure = 0;
653
654 if (caster)
655 casting_level = caster->level;
656 else
657 casting_level = 1000; /* if null caster, CURE all. */
658
659 for (disease = sufferer->inv; disease; disease = next)
660 {
661 next = disease->below;
662
663 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5.
669 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 {
672
673 remove_symptoms (disease);
674 disease->remove ();
675 cure = 1;
676 if (caster)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0);
678 disease->destroy (0);
679 }
680 }
681 }
682 if (cure)
683 {
684 /* Only draw these messages once */
685 if (caster)
686 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
687 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
688 }
689 return 1;
690 }
691
692 /* reduces disease progression: reduce_symptoms
693 * return true if we actually reduce a disease.
694 */
695
696 int
697 reduce_symptoms (object *sufferer, int reduction)
698 {
699 object *walk;
700 int success = 0;
701
702 for (walk = sufferer->inv; walk; walk = walk->below)
703 {
704 if (walk->type == SYMPTOM)
705 {
706 if (walk->value > 0)
707 {
708 success = 1;
709 walk->value = MAX (0, walk->value - 2 * reduction);
710 /* give the disease time to modify this symptom,
711 * and reduce its severity. */
712 walk->speed_left = 0;
713 }
714 }
715 }
716 if (success)
717 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
718 return success;
719 }