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/cvs/deliantra/server/server/disease.C
Revision: 1.50
Committed: Sun Dec 28 07:38:49 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_74
Changes since 1.49: +1 -1 lines
Log Message:
urgs

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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 /* grants immunity to plagues we've seen before. */
143 static int
144 grant_immunity (object *disease)
145 {
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)
151 return 0;
152
153 /* first, search for an immunity of the same name */
154 for (walk = disease->env->inv; walk; walk = walk->below)
155 if (walk->type == 98 && disease->name == walk->name)
156 {
157 walk->level = disease->level;
158 return 1; /* just update the existing immunity. */
159 }
160
161 immunity = get_archetype ("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
169 return 1;
170 }
171
172 /* argument is a disease */
173 static object *
174 find_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)
179 return walk;
180
181 return NULL;
182 }
183
184 /* remove any symptoms of disease
185 * Modified by MSW 2003-03-28 do try to find all the symptom the
186 * player may have - I think through some odd interactoins with
187 * disease level and player level and whatnot, a player could get
188 * more than one symtpom to a disease.
189 */
190 static int
191 remove_symptoms (object *disease)
192 {
193 object *symptom, *victim = NULL;
194
195 while ((symptom = find_symptom (disease)) != NULL)
196 {
197 if (!victim)
198 victim = symptom->env;
199
200 symptom->destroy ();
201 }
202
203 if (victim)
204 victim->update_stats ();
205
206 return 0;
207 }
208
209 /* searches around for more victims to infect */
210 static int
211 check_infection (object *disease)
212 {
213 int range = abs (disease->magic);
214
215 object *op = disease->outer_env ();
216
217 if (!op->is_on_map ())
218 return 0;
219
220 unordered_mapwalk (op, -range, -range, range, range)
221 {
222 mapspace &ms = m->at (nx, ny);
223
224 if (ms.flags () & P_IS_ALIVE)
225 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
226 infect_object (tmp, disease, 0);
227 }
228
229 return 1;
230 }
231
232 /* check if victim is susceptible to disease. */
233 static int
234 is_susceptible_to_disease (object *victim, object *disease)
235 {
236 if (!QUERY_FLAG (victim, FLAG_ALIVE))
237 return 0;
238
239 if (victim->flag [FLAG_WIZ])
240 return 0;
241
242 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
243 return 1;
244
245 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
246 return 1;
247
248 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
249 return 1;
250
251 return 0;
252 }
253
254 /* this function monitors the symptoms caused by the disease (if any),
255 causes symptoms, and modifies existing symptoms in the case of
256 existing diseases. */
257 static int
258 do_symptoms (object *disease)
259 {
260 object *symptom;
261 object *victim;
262 object *tmp;
263
264 victim = disease->env;
265
266 if (!victim)
267 return 0; /* no-one to inflict symptoms on */
268
269 /* This is a quick hack - for whatever reason, disease->env will point
270 * back to disease, causing endless loops. Why this happens really needs
271 * to be found, but this should at least prevent the infinite loops.
272 */
273 //TODO: should no longer be the case, monitor, and remove
274 if (victim == disease)
275 {
276 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
277 return 0;
278 }
279
280 symptom = find_symptom (disease);
281 if (!symptom)
282 {
283 /* no symptom? need to generate one! */
284
285 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
286 if (!is_susceptible_to_disease (victim, disease))
287 return 0;
288
289 /* check for an actual immunity */
290 /* do an immunity check */
291 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
292 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
293 if (tmp->name == disease->name && tmp->level >= disease->level)
294 return 0; /* Immune! */
295
296 object *new_symptom = get_archetype ("symptom");
297
298 /* Something special done with dam. We want diseases to be more
299 * random in what they'll kill, so we'll make the damage they
300 * do random, note, this has a weird effect with progressive diseases.
301 */
302 if (disease->stats.dam)
303 {
304 int dam = disease->stats.dam;
305
306 /* reduce the damage, on average, 50%, and making things random. */
307
308 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
309 if (disease->stats.dam < 0)
310 dam = -dam;
311
312 new_symptom->stats.dam = dam;
313 }
314
315 new_symptom->stats.maxsp = disease->stats.maxsp;
316 new_symptom->stats.food = new_symptom->stats.maxgrace;
317
318 new_symptom->name = new_symptom->name_pl = disease->name;
319
320 new_symptom->level = disease->level;
321 new_symptom->speed = disease->speed;
322 new_symptom->value = 0;
323
324 for (int i = 0; i < NUM_STATS; ++i)
325 new_symptom->stats.stat (i) = disease->stats.stat (i);
326
327 new_symptom->stats.sp = disease->stats.sp;
328 new_symptom->stats.food = disease->last_eat;
329 new_symptom->stats.maxsp = disease->stats.maxsp;
330 new_symptom->last_sp = disease->last_sp;
331 new_symptom->stats.exp = 0;
332 new_symptom->stats.hp = disease->stats.hp;
333 new_symptom->msg = disease->msg;
334 new_symptom->attacktype = disease->attacktype;
335 new_symptom->other_arch = disease->other_arch;
336 new_symptom->skill = disease->skill;
337
338 new_symptom->move_block = 0;
339
340 victim->head_ ()->insert (new_symptom);
341
342 // set owner last, as insert clears owner
343 new_symptom->set_owner (disease->owner);
344
345 return 1;
346 }
347
348 /* now deal with progressing diseases: we increase the debility
349 * caused by the symptoms.
350 */
351 if (disease->stats.ac)
352 {
353 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
354
355 float scale = 1.f + symptom->value / 100.f;
356
357 /* now rescale all the debilities */
358 for (int i = 0; i < NUM_STATS; ++i)
359 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
360
361 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
362 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
363 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
364 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
365 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
366 symptom->stats.exp = 0;
367 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
368 symptom->msg = disease->msg;
369 symptom->attacktype = disease->attacktype;
370 symptom->other_arch = disease->other_arch;
371 }
372
373 SET_FLAG (symptom, FLAG_APPLIED);
374 victim->update_stats ();
375
376 return 1;
377 }
378
379 int
380 move_disease (object *disease)
381 {
382 /* First task is to determine if the disease is inside or outside of someone.
383 * If outside, we decrement 'value' until we're gone.
384 */
385
386 if (!disease->env)
387 { /* we're outside of someone */
388 if (disease->stats.maxhp > 0)
389 disease->value--;
390
391 if (!disease->value)
392 {
393 disease->destroy ();
394 return 1;
395 }
396 }
397 else
398 {
399 /* if we're inside a person, have the disease run its course */
400 /* negative/zero food denotes "perpetual" diseases. */
401 if (disease->stats.food > 0)
402 {
403 disease->stats.food--;
404
405 if (!disease->stats.food)
406 {
407 remove_symptoms (disease); /* remove the symptoms of this disease */
408 grant_immunity (disease);
409 disease->destroy ();
410 return 1;
411 }
412 }
413 }
414
415 /* check to see if we infect others */
416 check_infection (disease);
417
418 /* impose or modify the symptoms of the disease */
419 if (disease->env && is_susceptible_to_disease (disease->env, disease))
420 do_symptoms (disease);
421
422 return 0;
423 }
424
425 /* check to see if an object is infectable:
426 * objects with immunity aren't infectable.
427 * objects already infected aren't infectable.
428 * dead objects aren't infectable.
429 * undead objects are infectible only if specifically named.
430 */
431 int
432 infect_object (object *victim, object *disease, int force)
433 {
434 object *tmp;
435 object *new_disease;
436
437 /* don't infect inanimate objects */
438 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
439 return 0;
440
441 /* check and see if victim can catch disease: diseases
442 * are specific
443 */
444 if (!is_susceptible_to_disease (victim, disease))
445 return 0;
446
447 /* roll the dice on infection before doing the inventory check! */
448 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
449 return 0;
450
451 /* do an immunity check */
452
453 /* There used to (IMO) be a flaw in the below - it used to be the case
454 * that if level check was done for both immunity and disease. This could
455 * result in a person with multiple afflictions of the same disease
456 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
457 * they were cast in that same order. Instead, change it so that
458 * if you diseased, you can't get diseased more.
459 */
460
461 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
462 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
463 return 0; /* Immune! */
464 else if (tmp->type == DISEASE && tmp->name == disease->name)
465 return 0; /* already diseased */
466
467 /* If we've gotten this far, go ahead and infect the victim. */
468
469 new_disease = disease->clone ();
470
471 new_disease->stats.food = disease->stats.maxgrace;
472 new_disease->value = disease->stats.maxhp;
473 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
474
475 /* This appears to be a horrible case of overloading 'NO_PASS'
476 * for meaning in the diseases.
477 */
478 new_disease->move_block = 0;
479
480 // insert before setting the owner
481 victim->head_ ()->insert (new_disease);
482
483 if (disease->owner)
484 new_disease->set_owner (disease->owner);
485 else if (object *pl = disease->in_player ())
486 /* for diseases which are passed by hitting, set owner and skill */
487 new_disease->set_owner (pl);
488
489 if (new_disease->owner && new_disease->owner->type == PLAYER)
490 {
491 const char *buf;
492
493 /* if the disease has a title, it has a special infection message
494 * This messages is printed in the form MESSAGE victim
495 */
496 if (new_disease->title)
497 buf = format ("%s %s!!", &disease->title, &victim->name);
498 else
499 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
500
501 if (victim->type == PLAYER)
502 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
503 else
504 new_draw_info (0, 4, new_disease->owner, buf);
505 }
506
507 if (victim->type == PLAYER)
508 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
509
510 return 1;
511 }
512
513 /* make the symptom do the nasty things it does */
514 int
515 move_symptom (object *symptom)
516 {
517 object *victim = symptom->env;
518 object *new_ob;
519 int sp_reduce;
520
521 if (!victim || !victim->map)
522 { /* outside a monster/player, die immediately */
523 symptom->destroy ();
524 return 0;
525 }
526
527 if (symptom->stats.dam > 0)
528 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
529 else
530 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
531
532 if (symptom->stats.maxsp > 0)
533 sp_reduce = symptom->stats.maxsp;
534 else
535 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
536
537 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
538
539 /* create the symptom "other arch" object and drop it here
540 * under every part of the monster
541 * The victim may well have died.
542 */
543 if (victim->map)
544 {
545 victim->play_sound (symptom->sound);
546
547 if (symptom->other_arch)
548 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
549 {
550 new_ob = arch_to_object (symptom->other_arch);
551 new_ob->x = tmp->x;
552 new_ob->y = tmp->y;
553 new_ob->map = victim->map;
554 insert_ob_in_map (new_ob, victim->map, victim, 0);
555 }
556 }
557
558 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
559
560 return 1;
561 }
562
563 /* possibly infect due to direct physical contact
564 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
565 int
566 check_physically_infect (object *victim, object *hitter)
567 {
568 /* search for diseases, give every disease a chance to infect */
569 for (object *disease = hitter->inv; disease; disease = disease->below)
570 if (disease->type == DISEASE)
571 infect_object (victim, disease, 0);
572
573 return 1;
574 }
575
576 // find a disease in someone
577 object *
578 find_disease (object *victim)
579 {
580 for (object *disease = victim->inv; disease; disease = disease->below)
581 if (disease->type == DISEASE)
582 return disease;
583
584 return 0;
585 }
586
587 /* do the cure disease stuff, from the spell "cure disease" */
588 int
589 cure_disease (object *sufferer, object *caster, object *spell)
590 {
591 object *disease, *next;
592 int cure = 0;
593
594 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
595
596 for (disease = sufferer->inv; disease; disease = next)
597 {
598 next = disease->below;
599
600 if (disease->type == DISEASE)
601 { /* attempt to cure this disease */
602 /* If caster level is higher than disease level, cure chance
603 * is automatic. If lower, then the chance is basically
604 * 1 in level_diff - if there is a 5 level difference, chance
605 * is 1 in 5.
606 */
607 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
608 {
609 remove_symptoms (disease);
610 cure = 1;
611
612 if (caster && spell)
613 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
614
615 disease->destroy ();
616 }
617 }
618 }
619
620 if (cure)
621 {
622 /* Only draw these messages once */
623 if (caster)
624 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
625
626 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
627 }
628
629 return 1;
630 }
631
632 /* reduces disease progression: reduce_symptoms
633 * return true if we actually reduce a disease.
634 */
635 int
636 reduce_symptoms (object *sufferer, int reduction)
637 {
638 object *walk;
639 int success = 0;
640
641 for (walk = sufferer->inv; walk; walk = walk->below)
642 {
643 if (walk->type == SYMPTOM)
644 {
645 if (walk->value > 0)
646 {
647 success = 1;
648 walk->value = max (0, walk->value - 2 * reduction);
649 /* give the disease time to modify this symptom,
650 * and reduce its severity. */
651 walk->speed_left = 0;
652 }
653 }
654 }
655
656 if (success)
657 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
658
659 return success;
660 }