ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/disease.C
Revision: 1.29
Committed: Tue Aug 7 21:58:25 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +28 -27 lines
Log Message:
- lots of clamping on stats
- optimisations/bugfixes in update_stats
- disease progression now uses lots of ad-hoc clamping on various values

File Contents

# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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 For DISEASES:
32 Stat Property Definition
33
34 attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
35 other_arch Creation object created and dropped when symptom moved.
36 title Message When the "disease" "infects" something, it will
37 print "title victim!!!" to the player who owns
38 the "disease".
39 wc+ Infectiousness How well the plague spreads person-to-person
40 magic+ Range range of infection
41 Stats* Disability What stats are reduced by the disease (str con...)
42 maxhp+ Persistence How long the disease can last OUTSIDE the host.
43 value TimeLeft Counter for persistence
44 dam^ Damage How much damage it does (%?).
45 maxgrace+ Duration How long before the disease is naturally cured.
46 food DurCount Counter for Duration
47
48 speed Speed How often the disease moves.
49 last_sp^ Lethargy Percentage of max speed--10 = 10% speed.
50
51 maxsp^ Mana deplete Saps mana.
52 ac^ Progressiveness How the diseases increases in severity.
53 last_eat*^ Deplete food saps food if negative
54 last_heal GrantImmunity If nonzero, disease does NOT grant immunity
55 when it runs out
56
57 exp experience experience awarded when plague cured
58 hp*^ ReduceRegen reduces regeneration of disease-bearer
59 sp*^ ReduceSpRegen reduces spellpoint regeneration
60
61 name Name Name of the plague
62 msg message What the plague says when it strikes.
63 race those affected species/race the plague strikes (* = everything)
64 level Plague Level General description of the plague's deadliness
65 armour Attenuation reduction in wc per generation of disease.
66 This builds in a self-limiting factor.
67
68
69 Explanations:
70 * means this # should be negative to cause adverse effect.
71 + means that this effect is modulated in spells by ldur
72 ^ means that this effect is modulated in spells by ldam
73
74 attacktype is the attacktype used by the disease to smite "dam" damage with.
75
76 wc/127 is the chance of someone in range catching it.
77
78 magic is the range at which infection may occur. If negative, the range is
79 NOT level dependent.
80
81 Stats are stat modifications. These should typically be negative.
82
83 maxhp is how long the disease will persist if the host dies and "drops" it,
84 in "disease moves", i.e., moves of the disease. If negative, permanent.
85
86
87 value is the counter for maxhp, it starts at maxhp and drops...
88
89 dam if positive, it is straight damage. if negative, a %-age.
90
91 maxgrace how long in "disease moves" the disease lasts in the host, if negative,
92 permanent until cured.
93
94 food if negative, disease is permanent. otherwise, decreases at <speed>,
95 disease goes away at food=0, set to "maxgrace" on infection.
96
97 speed is the speed of the disease, how fast "disease moves" occur.
98
99 last_sp is the lethargy imposed on the player by the disease. A lethargy
100 of "1" reduces the players speed to 1% of its normal value.
101
102 maxsp how much mana is sapped per "disease move". if negative, a %-age is
103 taken.
104
105 ac every "disease move" the severity of the symptoms are increased by
106 ac/100. (severity = 1 + (accumlated_progression)/100)
107
108 last_eat increases food usage if negative.
109
110
111
112 For SYMPTOMS:
113
114 Stats modify stats
115 hp modify regen
116 value progression counter (multiplier = value/100)
117 food modify food use (from last_eat in DISEASE)
118 maxsp suck mana ( as noted for DISEASE)
119 last_sp Lethargy
120 msg What to say
121 speed speed of movement, from DISEASE
122
123
124 */
125
126
127 #include <global.h>
128 #include <object.h>
129 #include <living.h>
130 #include <sproto.h>
131 #include <spells.h>
132 #include <sounds.h>
133 #include <skills.h>
134
135 /* IMPLEMENTATION NOTES
136
137 Diseases may be contageous. They are objects which exist in a player's
138 inventory. They themselves do nothing, except modify Symptoms, or
139 spread to other live objects. Symptoms are what actually damage the player:
140 these are their own object. */
141
142 /* check if victim is susceptible to disease. */
143 static int
144 is_susceptible_to_disease (object *victim, object *disease)
145 {
146 if (!QUERY_FLAG (victim, FLAG_ALIVE))
147 return 0;
148
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
150 return 1;
151
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0;
159 }
160
161 int
162 move_disease (object *disease)
163 {
164 /* first task is to determine if the disease is inside or outside of someone.
165 * If outside, we decrement 'value' until we're gone.
166 */
167
168 if (!disease->env)
169 { /* we're outside of someone */
170 if (disease->stats.maxhp > 0)
171 disease->value--;
172
173 if (!disease->value)
174 {
175 disease->destroy ();
176 return 1;
177 }
178 }
179 else
180 {
181 /* if we're inside a person, have the disease run its course */
182 /* negative/zero food denotes "perpetual" diseases. */
183 if (disease->stats.food > 0)
184 {
185 disease->stats.food--;
186
187 if (!disease->stats.food)
188 {
189 remove_symptoms (disease); /* remove the symptoms of this disease */
190 grant_immunity (disease);
191 disease->destroy ();
192 return 1;
193 }
194 }
195 }
196
197 /* check to see if we infect others */
198 check_infection (disease);
199
200 /* impose or modify the symptoms of the disease */
201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
202 do_symptoms (disease);
203
204 return 0;
205 }
206
207 /* remove any symptoms of disease
208 * Modified by MSW 2003-03-28 do try to find all the symptom the
209 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease.
212 */
213
214 int
215 remove_symptoms (object *disease)
216 {
217 object *symptom, *victim = NULL;
218
219 while ((symptom = find_symptom (disease)) != NULL)
220 {
221 if (!victim)
222 victim = symptom->env;
223
224 symptom->destroy ();
225 }
226
227 if (victim)
228 victim->update_stats ();
229 return 0;
230 }
231
232 /* argument is a disease */
233 object *
234 find_symptom (object *disease)
235 {
236 object *walk;
237
238 /* check the inventory for symptoms */
239 for (walk = disease->env->inv; walk; walk = walk->below)
240 if (walk->name == disease->name && walk->type == SYMPTOM)
241 return walk;
242 return NULL;
243 }
244
245 /* searches around for more victims to infect */
246 int
247 check_infection (object *disease)
248 {
249 int x, y, range, mflags;
250 maptile *map, *map2;
251 object *tmp;
252
253 range = abs (disease->magic);
254
255 if (disease->env)
256 {
257 x = disease->env->x;
258 y = disease->env->y;
259 map = disease->env->map;
260 }
261 else
262 {
263 x = disease->x;
264 y = disease->y;
265 map = disease->map;
266 }
267
268 if (!map)
269 return 0;
270
271 for (int i = x - range; i <= x + range; i++)
272 for (int j = y - range; j <= y + range; j++)
273 {
274 sint16 i2, j2;
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276
277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
278 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
279 infect_object (tmp, disease, 0);
280 }
281
282 return 1;
283 }
284
285
286 /* check to see if an object is infectable:
287 * objects with immunity aren't infectable.
288 * objects already infected aren't infectable.
289 * dead objects aren't infectable.
290 * undead objects are infectible only if specifically named.
291 */
292 int
293 infect_object (object *victim, object *disease, int force)
294 {
295 object *tmp;
296 object *new_disease;
297
298 /* don't infect inanimate objects */
299 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
300 return 0;
301
302 /* check and see if victim can catch disease: diseases
303 * are specific
304 */
305 if (!is_susceptible_to_disease (victim, disease))
306 return 0;
307
308 /* roll the dice on infection before doing the inventory check! */
309 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
310 return 0;
311
312 /* do an immunity check */
313 if (victim->head)
314 tmp = victim->head->inv;
315 else
316 tmp = victim->inv;
317
318 /* There used to (IMO) be a flaw in the below - it used to be the case
319 * that if level check was done for both immunity and disease. This could
320 * result in a person with multiple afflictions of the same disease
321 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
322 * they were cast in that same order. Instead, change it so that
323 * if you diseased, you can't get diseased more.
324 */
325
326 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
327 {
328 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
329 return 0; /* Immune! */
330 else if (tmp->type == DISEASE && tmp->name == disease->name)
331 return 0; /* already diseased */
332 }
333
334 /* If we've gotten this far, go ahead and infect the victim. */
335 new_disease = disease->clone ();
336 new_disease->stats.food = disease->stats.maxgrace;
337 new_disease->value = disease->stats.maxhp;
338 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
339
340 /* Unfortunately, set_owner does the wrong thing to the skills pointers
341 * resulting in exp going into the owners *current* chosen skill.
342 */
343
344 if (disease->owner)
345 {
346 new_disease->set_owner (disease->owner);
347
348 /* Only need to update skill if different */
349 if (new_disease->skill != disease->skill)
350 new_disease->skill = disease->skill;
351 }
352 else
353 { /* for diseases which are passed by hitting, set owner and praying skill */
354 if (disease->env && disease->env->type == PLAYER)
355 {
356 object *player = disease->env;
357
358 new_disease->set_owner (player);
359
360 /* the skill pointer for these diseases should already be set up -
361 * hardcoding in 'praying' is not the right approach.
362 */
363 }
364 }
365
366 insert_ob_in_ob (new_disease, victim->head_ ());
367 /* This appears to be a horrible case of overloading 'NO_PASS'
368 * for meaning in the diseases.
369 */
370 new_disease->move_block = 0;
371 if (new_disease->owner && new_disease->owner->type == PLAYER)
372 {
373 char buf[128];
374
375 /* if the disease has a title, it has a special infection message
376 * This messages is printed in the form MESSAGE victim
377 */
378 if (new_disease->title)
379 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
380 else
381 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
382
383 if (victim->type == PLAYER)
384 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
385 else
386 new_draw_info (0, 4, new_disease->owner, buf);
387 }
388 if (victim->type == PLAYER)
389 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
390
391 return 1;
392
393 }
394
395
396
397 /* this function monitors the symptoms caused by the disease (if any),
398 causes symptoms, and modifies existing symptoms in the case of
399 existing diseases. */
400
401 int
402 do_symptoms (object *disease)
403 {
404 object *symptom;
405 object *victim;
406 object *tmp;
407
408 victim = disease->env;
409
410 /* This is a quick hack - for whatever reason, disease->env will point
411 * back to disease, causing endless loops. Why this happens really needs
412 * to be found, but this should at least prevent the infinite loops.
413 */
414
415 if (victim == NULL || victim == disease)
416 return 0; /* no-one to inflict symptoms on */
417
418 symptom = find_symptom (disease);
419 if (symptom == NULL)
420 {
421 /* no symptom? need to generate one! */
422 object *new_symptom;
423
424 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
425 if (!is_susceptible_to_disease (victim, disease))
426 return 0;
427
428 /* check for an actual immunity */
429 /* do an immunity check */
430 if (victim->head)
431 tmp = victim->head->inv;
432 else
433 tmp = victim->inv;
434
435 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
436 {
437 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
438 if (tmp->name == disease->name && tmp->level >= disease->level)
439 return 0; /*Immune! */
440 }
441
442 new_symptom = get_archetype ("symptom");
443
444 /* Something special done with dam. We want diseases to be more
445 * random in what they'll kill, so we'll make the damage they
446 * do random, note, this has a weird effect with progressive diseases.
447 */
448 if (disease->stats.dam != 0)
449 {
450 int dam = disease->stats.dam;
451
452 /* reduce the damage, on average, 50%, and making things random. */
453
454 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
455 if (disease->stats.dam < 0)
456 dam = -dam;
457 new_symptom->stats.dam = dam;
458 }
459
460
461 new_symptom->stats.maxsp = disease->stats.maxsp;
462 new_symptom->stats.food = new_symptom->stats.maxgrace;
463
464 new_symptom->name = new_symptom->name_pl = disease->name;
465
466 new_symptom->level = disease->level;
467 new_symptom->speed = disease->speed;
468 new_symptom->value = 0;
469
470 for (int i = 0; i < NUM_STATS; ++i)
471 new_symptom->stats.stat (i) = disease->stats.stat (i);
472
473 new_symptom->stats.sp = disease->stats.sp;
474 new_symptom->stats.food = disease->last_eat;
475 new_symptom->stats.maxsp = disease->stats.maxsp;
476 new_symptom->last_sp = disease->last_sp;
477 new_symptom->stats.exp = 0;
478 new_symptom->stats.hp = disease->stats.hp;
479 new_symptom->msg = disease->msg;
480 new_symptom->attacktype = disease->attacktype;
481 new_symptom->other_arch = disease->other_arch;
482
483 new_symptom->set_owner (disease->owner);
484
485 if (new_symptom->skill != disease->skill)
486 new_symptom->skill = disease->skill;
487
488 new_symptom->move_block = 0;
489 insert_ob_in_ob (new_symptom, victim);
490 return 1;
491 }
492
493 /* now deal with progressing diseases: we increase the debility
494 * caused by the symptoms.
495 */
496 if (disease->stats.ac)
497 {
498 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
499
500 float scale = 1.f + symptom->value / 100.f;
501
502 /* now rescale all the debilities */
503 for (int i = 0; i < NUM_STATS; ++i)
504 symptom->stats.stat (i) = clamp (scale * disease->stats.stat (i), -MAX_STAT, MAX_STAT);
505
506 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
507 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
508 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
509 symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024);
510 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
511 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
512 symptom->stats.exp = 0;
513
514 symptom->msg = disease->msg;
515 symptom->attacktype = disease->attacktype;
516 symptom->other_arch = disease->other_arch;
517 }
518
519 SET_FLAG (symptom, FLAG_APPLIED);
520 victim->update_stats ();
521
522 return 1;
523 }
524
525 /* grants immunity to plagues we've seen before. */
526 int
527 grant_immunity (object *disease)
528 {
529 object *immunity;
530 object *walk;
531
532 /* Don't give immunity to this disease if last_heal is set. */
533 if (disease->last_heal)
534 return 0;
535 /* first, search for an immunity of the same name */
536 for (walk = disease->env->inv; walk; walk = walk->below)
537 {
538 if (walk->type == 98 && disease->name == walk->name)
539 {
540 walk->level = disease->level;
541 return 1; /* just update the existing immunity. */
542 }
543 }
544 immunity = get_archetype ("immunity");
545 immunity->name = disease->name;
546 immunity->level = disease->level;
547 immunity->move_block = 0;
548 insert_ob_in_ob (immunity, disease->env);
549 return 1;
550
551 }
552
553
554 /* make the symptom do the nasty things it does */
555
556 int
557 move_symptom (object *symptom)
558 {
559 object *victim = symptom->env;
560 object *new_ob;
561 int sp_reduce;
562
563 if (victim == NULL || victim->map == NULL)
564 { /* outside a monster/player, die immediately */
565 symptom->destroy ();
566 return 0;
567 }
568
569 if (symptom->stats.dam > 0)
570 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
571 else
572 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
573
574 if (symptom->stats.maxsp > 0)
575 sp_reduce = symptom->stats.maxsp;
576 else
577 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
578 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
579
580 /* create the symptom "other arch" object and drop it here
581 * under every part of the monster
582 * The victim may well have died.
583 */
584
585 if (victim->map == NULL)
586 return 0;
587 if (symptom->other_arch)
588 {
589 object *tmp;
590
591 tmp = victim;
592 if (tmp->head != NULL)
593 tmp = tmp->head;
594 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
595 {
596 new_ob = arch_to_object (symptom->other_arch);
597 new_ob->x = tmp->x;
598 new_ob->y = tmp->y;
599 new_ob->map = victim->map;
600 insert_ob_in_map (new_ob, victim->map, victim, 0);
601 }
602 }
603 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
604
605 return 1;
606 }
607
608 /* possibly infect due to direct physical contact
609 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
610 int
611 check_physically_infect (object *victim, object *hitter)
612 {
613 /* search for diseases, give every disease a chance to infect */
614 for (object *disease = hitter->inv; disease; disease = disease->below)
615 if (disease->type == DISEASE)
616 infect_object (victim, disease, 0);
617
618 return 1;
619 }
620
621 // find a disease in someone
622 object *
623 find_disease (object *victim)
624 {
625 for (object *disease = victim->inv; disease; disease = disease->below)
626 if (disease->type == DISEASE)
627 return disease;
628
629 return 0;
630 }
631
632 /* do the cure disease stuff, from the spell "cure disease" */
633 int
634 cure_disease (object *sufferer, object *caster)
635 {
636 object *disease, *next;
637 int casting_level;
638 int cure = 0;
639
640 if (caster)
641 casting_level = caster->level;
642 else
643 casting_level = 1000; /* if null caster, CURE all. */
644
645 for (disease = sufferer->inv; disease; disease = next)
646 {
647 next = disease->below;
648
649 if (disease->type == DISEASE)
650 { /* attempt to cure this disease */
651 /* If caster level is higher than disease level, cure chance
652 * is automatic. If lower, then the chance is basically
653 * 1 in level_diff - if there is a 5 level difference, chance
654 * is 1 in 5.
655 */
656 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
657 {
658 remove_symptoms (disease);
659 cure = 1;
660
661 if (caster)
662 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
663
664 disease->destroy ();
665 }
666 }
667 }
668
669 if (cure)
670 {
671 /* Only draw these messages once */
672 if (caster)
673 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
674
675 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
676 }
677
678 return 1;
679 }
680
681 /* reduces disease progression: reduce_symptoms
682 * return true if we actually reduce a disease.
683 */
684 int
685 reduce_symptoms (object *sufferer, int reduction)
686 {
687 object *walk;
688 int success = 0;
689
690 for (walk = sufferer->inv; walk; walk = walk->below)
691 {
692 if (walk->type == SYMPTOM)
693 {
694 if (walk->value > 0)
695 {
696 success = 1;
697 walk->value = max (0, walk->value - 2 * reduction);
698 /* give the disease time to modify this symptom,
699 * and reduce its severity. */
700 walk->speed_left = 0;
701 }
702 }
703 }
704
705 if (success)
706 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
707
708 return success;
709 }