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/cvs/deliantra/server/server/disease.C
Revision: 1.3
Committed: Sun Sep 3 00:18:42 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +16 -17 lines
Log Message:
THIS CODE WILL NOT COMPILE
use the STABLE tag instead.

- major changes in object lifetime and memory management
- replaced manual refcounting by shstr class
- removed quest system
- many optimisations
- major changes

File Contents

# Content
1 /*
2 * static char *rcsid_disease_c =
3 * "$Id: disease.C,v 1.2 2006-08-29 08:01:37 root Exp $";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 /* This file contains all the code implementing diseases,
29 except for odds and ends in attack.c and in
30 living.c*/
31
32
33
34 /*
35
36 For DISEASES:
37 Stat Property Definition
38
39 attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
40 other_arch Creation object created and dropped when symptom moved.
41 title Message When the "disease" "infects" something, it will
42 print "title victim!!!" to the player who owns
43 the "disease".
44 wc+ Infectiousness How well the plague spreads person-to-person
45 magic+ Range range of infection
46 Stats* Disability What stats are reduced by the disease (str con...)
47 maxhp+ Persistence How long the disease can last OUTSIDE the host.
48 value TimeLeft Counter for persistence
49 dam^ Damage How much damage it does (%?).
50 maxgrace+ Duration How long before the disease is naturally cured.
51 food DurCount Counter for Duration
52
53 speed Speed How often the disease moves.
54 last_sp^ Lethargy Percentage of max speed--10 = 10% speed.
55
56 maxsp^ Mana deplete Saps mana.
57 ac^ Progressiveness How the diseases increases in severity.
58 last_eat*^ Deplete food saps food if negative
59 last_heal GrantImmunity If nonzero, disease does NOT grant immunity
60 when it runs out
61
62 exp experience experience awarded when plague cured
63 hp*^ ReduceRegen reduces regeneration of disease-bearer
64 sp*^ ReduceSpRegen reduces spellpoint regeneration
65
66 name Name Name of the plague
67 msg message What the plague says when it strikes.
68 race those affected species/race the plague strikes (* = everything)
69 level Plague Level General description of the plague's deadliness
70 armour Attenuation reduction in wc per generation of disease.
71 This builds in a self-limiting factor.
72
73
74 Explanations:
75 * means this # should be negative to cause adverse effect.
76 + means that this effect is modulated in spells by ldur
77 ^ means that this effect is modulated in spells by ldam
78
79 attacktype is the attacktype used by the disease to smite "dam" damage with.
80
81 wc/127 is the chance of someone in range catching it.
82
83 magic is the range at which infection may occur. If negative, the range is
84 NOT level dependent.
85
86 Stats are stat modifications. These should typically be negative.
87
88 maxhp is how long the disease will persist if the host dies and "drops" it,
89 in "disease moves", i.e., moves of the disease. If negative, permanent.
90
91
92 value is the counter for maxhp, it starts at maxhp and drops...
93
94 dam if positive, it is straight damage. if negative, a %-age.
95
96 maxgrace how long in "disease moves" the disease lasts in the host, if negative,
97 permanent until cured.
98
99 food if negative, disease is permanent. otherwise, decreases at <speed>,
100 disease goes away at food=0, set to "maxgrace" on infection.
101
102 speed is the speed of the disease, how fast "disease moves" occur.
103
104 last_sp is the lethargy imposed on the player by the disease. A lethargy
105 of "1" reduces the players speed to 1% of its normal value.
106
107 maxsp how much mana is sapped per "disease move". if negative, a %-age is
108 taken.
109
110 ac every "disease move" the severity of the symptoms are increased by
111 ac/100. (severity = 1 + (accumlated_progression)/100)
112
113 last_eat increases food usage if negative.
114
115
116
117 For SYMPTOMS:
118
119 Stats modify stats
120 hp modify regen
121 value progression counter (multiplier = value/100)
122 food modify food use (from last_eat in DISEASE)
123 maxsp suck mana ( as noted for DISEASE)
124 last_sp Lethargy
125 msg What to say
126 speed speed of movement, from DISEASE
127
128
129 */
130
131
132 #include <global.h>
133 #include <object.h>
134 #include <living.h>
135 #ifndef __CEXTRACT__
136 #include <sproto.h>
137 #endif
138 #include <spells.h>
139 #include <sounds.h>
140 #include <skills.h>
141
142 /* IMPLEMENTATION NOTES
143
144 Diseases may be contageous. They are objects which exist in a player's
145 inventory. They themselves do nothing, except modify Symptoms, or
146 spread to other live objects. Symptoms are what actually damage the player:
147 these are their own object. */
148
149 /* check if victim is susceptible to disease. */
150 static int is_susceptible_to_disease(object *victim, object *disease)
151 {
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0;
153
154 if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD))
155 return 1;
156
157 if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD))
158 return 1;
159
160 if((victim->race && strstr(disease->race, victim->race)) ||
161 strstr(disease->race, victim->name))
162 return 1;
163
164 return 0;
165 }
166
167 int move_disease(object *disease) {
168 /* first task is to determine if the disease is inside or outside of someone.
169 * If outside, we decrement 'value' until we're gone.
170 */
171
172 if(disease->env==NULL) { /* we're outside of someone */
173 if ( disease->stats.maxhp > 0 ) disease->value--;
174 if(disease->value==0) {
175 remove_ob(disease);
176 free_object(disease);
177 return 1;
178 }
179 } else {
180 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */
182 if(disease->stats.food>0) {
183 disease->stats.food--;
184 if (disease->stats.food==0) {
185 remove_symptoms(disease); /* remove the symptoms of this disease */
186 grant_immunity(disease);
187 remove_ob(disease);
188 free_object(disease);
189 return 1;
190 }
191 }
192 }
193 /* check to see if we infect others */
194 check_infection(disease);
195
196 /* impose or modify the symptoms of the disease */
197 if(disease->env && is_susceptible_to_disease(disease->env, disease))
198 do_symptoms(disease);
199
200 return 0;
201 }
202
203 /* remove any symptoms of disease
204 * Modified by MSW 2003-03-28 do try to find all the symptom the
205 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease.
208 */
209
210 int remove_symptoms(object *disease) {
211 object *symptom, *victim=NULL;
212
213 while ((symptom = find_symptom(disease)) != NULL) {
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 }
218 if(victim) fix_player(victim);
219 return 0;
220 }
221
222 /* argument is a disease */
223 object * find_symptom(object *disease) {
224 object *walk;
225
226 /* check the inventory for symptoms */
227 for(walk=disease->env->inv;walk;walk = walk->below)
228 if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk;
229 return NULL;
230 }
231
232 /* searches around for more victims to infect */
233 int check_infection(object *disease) {
234 int x,y,range, mflags;
235 mapstruct *map, *map2;
236 object *tmp;
237 sint16 i, j, i2, j2;
238
239 range = abs(disease->magic);
240 if(disease->env) {
241 x = disease->env->x;
242 y = disease->env->y;
243 map=disease->env->map;
244 }
245 else {
246 x = disease->x;
247 y = disease->y;
248 map = disease->map;
249 }
250
251 if(map == NULL) return 0;
252 for(i=x-range;i<=x+range;i++) {
253 for(j=y-range;j<=y+range;j++) {
254 mflags = get_map_flags(map,&map2, i,j, &i2, &j2);
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) {
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) {
257 infect_object(tmp,disease,0);
258 }
259 }
260 }
261 }
262 return 1;
263 }
264
265
266 /* check to see if an object is infectable:
267 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable.
269 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named.
271 */
272 int infect_object(object *victim, object *disease, int force) {
273 object *tmp;
274 object *new_disease;
275
276 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0;
278
279 /* check and see if victim can catch disease: diseases
280 * are specific
281 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0;
283
284 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0;
287
288 /* do an immunity check */
289 if(victim->head) tmp = victim->head->inv;
290 else tmp = victim->inv;
291
292 /* There used to (IMO) be a flaw in the below - it used to be the case
293 * that if level check was done for both immunity and disease. This could
294 * result in a person with multiple afflictions of the same disease
295 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
296 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more.
298 */
299
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) {
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level)
302 return 0; /*Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name))
304 return 0; /* already diseased */
305 }
306
307 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object();
309 copy_object(disease,new_disease);
310 new_disease->stats.food=disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill.
316 */
317
318 if(get_owner(disease)) {
319 set_owner(new_disease,disease->owner);
320
321 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill)
323 new_disease->skill = disease->skill;
324 }
325 else { /* for diseases which are passed by hitting, set owner and praying skill*/
326 if(disease->env && disease->env->type==PLAYER) {
327 object *player = disease->env;
328
329 set_owner(new_disease,player);
330 /* the skill pointer for these diseases should already be set up -
331 * hardcoding in 'praying' is not the right approach.
332 */
333 }
334 }
335
336 insert_ob_in_ob(new_disease,victim);
337 /* This appears to be a horrible case of overloading 'NO_PASS'
338 * for meaning in the diseases.
339 */
340 new_disease->move_block = 0;
341 if(new_disease->owner && new_disease->owner->type==PLAYER) {
342 char buf[128];
343 /* if the disease has a title, it has a special infection message
344 * This messages is printed in the form MESSAGE victim
345 */
346 if(new_disease->title)
347 sprintf(buf,"%s %s!!",&disease->title,&victim->name);
348 else
349 sprintf(buf,"You infect %s with your disease, %s!",&victim->name,&new_disease->name);
350
351 if(victim->type == PLAYER)
352 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
353 else
354 new_draw_info(0, 4, new_disease->owner, buf);
355 }
356 if(victim->type==PLAYER)
357 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill.");
358
359 return 1;
360
361 }
362
363
364
365 /* this function monitors the symptoms caused by the disease (if any),
366 causes symptoms, and modifies existing symptoms in the case of
367 existing diseases. */
368
369 int do_symptoms(object *disease) {
370 object *symptom;
371 object *victim;
372 object *tmp;
373 victim = disease->env;
374
375 /* This is a quick hack - for whatever reason, disease->env will point
376 * back to disease, causing endless loops. Why this happens really needs
377 * to be found, but this should at least prevent the infinite loops.
378 */
379
380 if(victim == NULL || victim==disease)
381 return 0;/* no-one to inflict symptoms on */
382
383 symptom = find_symptom(disease);
384 if(symptom==NULL) {
385 /* no symptom? need to generate one! */
386 object *new_symptom;
387
388 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
389 if(!is_susceptible_to_disease(victim, disease)) return 0;
390
391 /* check for an actual immunity */
392 /* do an immunity check */
393 if(victim->head) tmp = victim->head->inv;
394 else tmp = victim->inv;
395
396 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) {
397 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/
398 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level)
399 return 0; /*Immune! */
400 }
401
402 new_symptom = get_archetype(ARCH_SYMPTOM);
403
404 /* Something special done with dam. We want diseases to be more
405 * random in what they'll kill, so we'll make the damage they
406 * do random, note, this has a weird effect with progressive diseases.
407 */
408 if(disease->stats.dam != 0) {
409 int dam = disease->stats.dam;
410
411 /* reduce the damage, on average, 50%, and making things random. */
412
413 dam = random_roll(1, FABS(dam), victim, PREFER_LOW);
414 if(disease->stats.dam < 0) dam = -dam;
415 new_symptom->stats.dam = dam;
416 }
417
418
419 new_symptom->stats.maxsp = disease->stats.maxsp;
420 new_symptom->stats.food = new_symptom->stats.maxgrace;
421
422 new_symptom->name =
423 new_symptom->name_pl = disease->name;
424
425 new_symptom->level = disease->level;
426 new_symptom->speed = disease->speed;
427 new_symptom->value = 0;
428 new_symptom->stats.Str =disease->stats.Str;
429 new_symptom->stats.Dex = disease->stats.Dex;
430 new_symptom->stats.Con = disease->stats.Con;
431 new_symptom->stats.Wis = disease->stats.Wis;
432 new_symptom->stats.Int = disease->stats.Int;
433 new_symptom->stats.Pow = disease->stats.Pow;
434 new_symptom->stats.Cha = disease->stats.Cha;
435 new_symptom->stats.sp = disease->stats.sp;
436 new_symptom->stats.food =disease->last_eat;
437 new_symptom->stats.maxsp = disease->stats.maxsp;
438 new_symptom->last_sp = disease->last_sp;
439 new_symptom->stats.exp = 0;
440 new_symptom->stats.hp = disease->stats.hp;
441 new_symptom->msg = disease->msg;
442 new_symptom->attacktype = disease->attacktype;
443 new_symptom->other_arch = disease->other_arch;
444
445 set_owner(new_symptom,disease->owner);
446
447 if (new_symptom->skill != disease->skill)
448 new_symptom->skill = disease->skill;
449
450 new_symptom->move_block=0;
451 insert_ob_in_ob(new_symptom,victim);
452 return 1;
453 }
454
455 /* now deal with progressing diseases: we increase the debility
456 * caused by the symptoms.
457 */
458
459 if(disease->stats.ac!=0) {
460 float scale;
461
462 symptom->value += disease->stats.ac;
463 scale = 1.0 + symptom->value/100.0;
464 /* now rescale all the debilities */
465 symptom->stats.Str = (int) (scale*disease->stats.Str);
466 symptom->stats.Dex = (int) (scale*disease->stats.Dex);
467 symptom->stats.Con = (int) (scale*disease->stats.Con);
468 symptom->stats.Wis = (int) (scale*disease->stats.Wis);
469 symptom->stats.Int = (int) (scale*disease->stats.Int);
470 symptom->stats.Pow = (int) (scale*disease->stats.Pow);
471 symptom->stats.Cha = (int) (scale*disease->stats.Cha);
472 symptom->stats.dam = (int) (scale*disease->stats.dam);
473 symptom->stats.sp = (int) (scale*disease->stats.sp);
474 symptom->stats.food = (int) (scale*disease->last_eat);
475 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp);
476 symptom->last_sp = (int) (scale*disease->last_sp);
477 symptom->stats.exp = 0;
478 symptom->stats.hp = (int) (scale*disease->stats.hp);
479 symptom->msg = disease->msg;
480 symptom->attacktype = disease->attacktype;
481 symptom->other_arch = disease->other_arch;
482 }
483 SET_FLAG(symptom,FLAG_APPLIED);
484 fix_player(victim);
485 return 1;
486 }
487
488
489 /* grants immunity to plagues we've seen before. */
490 int grant_immunity(object *disease) {
491 object * immunity;
492 object *walk;
493 /* Don't give immunity to this disease if last_heal is set. */
494 if(disease->last_heal) return 0;
495 /* first, search for an immunity of the same name */
496 for(walk=disease->env->inv;walk;walk=walk->below) {
497 if(walk->type==98 && !strcmp(disease->name,walk->name)) {
498 walk->level = disease->level;
499 return 1; /* just update the existing immunity. */
500 }
501 }
502 immunity = get_archetype("immunity");
503 immunity->name = disease->name;
504 immunity->level = disease->level;
505 immunity->move_block = 0;
506 insert_ob_in_ob(immunity,disease->env);
507 return 1;
508
509 }
510
511
512 /* make the symptom do the nasty things it does */
513
514 int move_symptom(object *symptom) {
515 object *victim = symptom->env;
516 object *new_ob;
517 int sp_reduce;
518
519 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */
520 remove_ob(symptom);
521 free_object(symptom);
522 return 0;
523 }
524
525 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1);
526 else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1);
527
528 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp;
529 else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0);
530 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce);
531
532 /* create the symptom "other arch" object and drop it here
533 * under every part of the monster
534 * The victim may well have died.
535 */
536
537 if(victim->map==NULL) return 0;
538 if(symptom->other_arch) {
539 object *tmp;
540 tmp=victim;
541 if(tmp->head!=NULL) tmp=tmp->head;
542 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) {
543 new_ob = arch_to_object(symptom->other_arch);
544 new_ob->x = tmp->x;
545 new_ob->y = tmp->y;
546 new_ob->map = victim->map;
547 insert_ob_in_map(new_ob,victim->map,victim,0);
548 }
549 }
550 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg);
551
552 return 1;
553 }
554
555
556 /* possibly infect due to direct physical contact
557 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
558
559 int check_physically_infect(object *victim, object *hitter) {
560 object *walk;
561 /* search for diseases, give every disease a chance to infect */
562 for(walk=hitter->inv;walk!=NULL;walk=walk->below)
563 if(walk->type==DISEASE) infect_object(victim,walk,0);
564 return 1;
565 }
566
567 /* find a disease in someone*/
568 object *find_disease(object *victim) {
569 object *walk;
570 for(walk=victim->inv;walk;walk=walk->below)
571 if(walk->type==DISEASE) return walk;
572 return NULL;
573 }
574
575 /* do the cure disease stuff, from the spell "cure disease" */
576
577 int cure_disease(object *sufferer,object *caster) {
578 object *disease, *next;
579 int casting_level;
580 int cure=0;
581
582 if(caster) casting_level = caster->level;
583 else casting_level = 1000; /* if null caster, CURE all. */
584
585 for(disease=sufferer->inv;disease;disease=next) {
586 next=disease->below;
587
588 if(disease->type==DISEASE) { /* attempt to cure this disease */
589 /* If caster lvel is higher than disease level, cure chance
590 * is automatic. If lower, then the chance is basically
591 * 1 in level_diff - if there is a 5 level difference, chance
592 * is 1 in 5.
593 */
594 if ((casting_level >= disease->level) ||
595 ( ! (random_roll(0, (disease->level - casting_level - 1),
596 caster, PREFER_LOW) ))) {
597
598 remove_symptoms(disease);
599 remove_ob(disease);
600 cure=1;
601 if(caster) change_exp(caster,disease->stats.exp,
602 caster->chosen_skill ? &caster->chosen_skill->skill : (const char *)0, 0);
603 free_object(disease);
604 }
605 }
606 }
607 if (cure) {
608 /* Only draw these messages once */
609 if (caster)
610 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!");
611 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased.");
612 }
613 return 1;
614 }
615
616 /* reduces disease progression: reduce_symptoms
617 * return true if we actually reduce a disease.
618 */
619
620 int reduce_symptoms(object *sufferer, int reduction) {
621 object *walk;
622 int success=0;
623
624 for(walk=sufferer->inv;walk;walk=walk->below) {
625 if(walk->type==SYMPTOM) {
626 if(walk->value > 0) {
627 success=1;
628 walk->value = MAX(0,walk->value - 2*reduction);
629 /* give the disease time to modify this symptom,
630 * and reduce its severity. */
631 walk->speed_left = 0;
632 }
633 }
634 }
635 if (success)
636 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe.");
637 return success;
638 }
639