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/cvs/deliantra/server/server/disease.C
Revision: 1.30
Committed: Tue Aug 7 22:13:52 2007 UTC (16 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.29: +17 -13 lines
Log Message:
increase range of some player-stats, we have the memory and we need the precision

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
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 (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk;
243
244 return NULL;
245 }
246
247 /* searches around for more victims to infect */
248 int
249 check_infection (object *disease)
250 {
251 int x, y, range, mflags;
252 maptile *map, *map2;
253 object *tmp;
254
255 range = abs (disease->magic);
256
257 if (disease->env)
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269
270 if (!map)
271 return 0;
272
273 for (int i = x - range; i <= x + range; i++)
274 for (int j = y - range; j <= y + range; j++)
275 {
276 sint16 i2, j2;
277 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0);
282 }
283
284 return 1;
285 }
286
287
288 /* check to see if an object is infectable:
289 * objects with immunity aren't infectable.
290 * objects already infected aren't infectable.
291 * dead objects aren't infectable.
292 * undead objects are infectible only if specifically named.
293 */
294 int
295 infect_object (object *victim, object *disease, int force)
296 {
297 object *tmp;
298 object *new_disease;
299
300 /* don't infect inanimate objects */
301 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
302 return 0;
303
304 /* check and see if victim can catch disease: diseases
305 * are specific
306 */
307 if (!is_susceptible_to_disease (victim, disease))
308 return 0;
309
310 /* roll the dice on infection before doing the inventory check! */
311 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
312 return 0;
313
314 /* do an immunity check */
315 if (victim->head)
316 tmp = victim->head->inv;
317 else
318 tmp = victim->inv;
319
320 /* There used to (IMO) be a flaw in the below - it used to be the case
321 * that if level check was done for both immunity and disease. This could
322 * result in a person with multiple afflictions of the same disease
323 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
324 * they were cast in that same order. Instead, change it so that
325 * if you diseased, you can't get diseased more.
326 */
327
328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
329 {
330 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
331 return 0; /* Immune! */
332 else if (tmp->type == DISEASE && tmp->name == disease->name)
333 return 0; /* already diseased */
334 }
335
336 /* If we've gotten this far, go ahead and infect the victim. */
337 new_disease = disease->clone ();
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 (disease->owner)
347 {
348 new_disease->set_owner (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 new_disease->set_owner (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->head_ ());
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
391 if (victim->type == PLAYER)
392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
393
394 return 1;
395
396 }
397
398 /* this function monitors the symptoms caused by the disease (if any),
399 causes symptoms, and modifies existing symptoms in the case of
400 existing diseases. */
401 int
402 do_symptoms (object *disease)
403 {
404 object *symptom;
405 object *victim;
406 object *tmp;
407
408 victim = disease->env;
409
410 if (!victim)
411 return 0; /* no-one to inflict symptoms on */
412
413 /* This is a quick hack - for whatever reason, disease->env will point
414 * back to disease, causing endless loops. Why this happens really needs
415 * to be found, but this should at least prevent the infinite loops.
416 */
417 //TODO: should no longer be the case, monitor, and remove
418 if (victim == disease)
419 {
420 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
421 return 0;
422 }
423
424 symptom = find_symptom (disease);
425 if (!symptom)
426 {
427 /* no symptom? need to generate one! */
428 object *new_symptom;
429
430 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
431 if (!is_susceptible_to_disease (victim, disease))
432 return 0;
433
434 /* check for an actual immunity */
435 /* do an immunity check */
436 if (victim->head)
437 tmp = victim->head->inv;
438 else
439 tmp = victim->inv;
440
441 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
442 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
443 if (tmp->name == disease->name && tmp->level >= disease->level)
444 return 0; /*Immune! */
445
446 new_symptom = get_archetype ("symptom");
447
448 /* Something special done with dam. We want diseases to be more
449 * random in what they'll kill, so we'll make the damage they
450 * do random, note, this has a weird effect with progressive diseases.
451 */
452 if (disease->stats.dam != 0)
453 {
454 int dam = disease->stats.dam;
455
456 /* reduce the damage, on average, 50%, and making things random. */
457
458 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
459 if (disease->stats.dam < 0)
460 dam = -dam;
461
462 new_symptom->stats.dam = dam;
463 }
464
465 new_symptom->stats.maxsp = disease->stats.maxsp;
466 new_symptom->stats.food = new_symptom->stats.maxgrace;
467
468 new_symptom->name = new_symptom->name_pl = disease->name;
469
470 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed;
472 new_symptom->value = 0;
473
474 for (int i = 0; i < NUM_STATS; ++i)
475 new_symptom->stats.stat (i) = disease->stats.stat (i);
476
477 new_symptom->stats.sp = disease->stats.sp;
478 new_symptom->stats.food = disease->last_eat;
479 new_symptom->stats.maxsp = disease->stats.maxsp;
480 new_symptom->last_sp = disease->last_sp;
481 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch;
486
487 new_symptom->set_owner (disease->owner);
488
489 if (new_symptom->skill != disease->skill)
490 new_symptom->skill = disease->skill;
491
492 new_symptom->move_block = 0;
493 insert_ob_in_ob (new_symptom, victim);
494 return 1;
495 }
496
497 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms.
499 */
500 if (disease->stats.ac)
501 {
502 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
503
504 float scale = 1.f + symptom->value / 100.f;
505
506 /* now rescale all the debilities */
507 for (int i = 0; i < NUM_STATS; ++i)
508 symptom->stats.stat (i) = clamp (scale * disease->stats.stat (i), -MAX_STAT, MAX_STAT);
509
510 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
511 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
512 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
513 symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024);
514 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
515 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
516 symptom->stats.exp = 0;
517
518 symptom->msg = disease->msg;
519 symptom->attacktype = disease->attacktype;
520 symptom->other_arch = disease->other_arch;
521 }
522
523 SET_FLAG (symptom, FLAG_APPLIED);
524 victim->update_stats ();
525
526 return 1;
527 }
528
529 /* grants immunity to plagues we've seen before. */
530 int
531 grant_immunity (object *disease)
532 {
533 object *immunity;
534 object *walk;
535
536 /* Don't give immunity to this disease if last_heal is set. */
537 if (disease->last_heal)
538 return 0;
539 /* first, search for an immunity of the same name */
540 for (walk = disease->env->inv; walk; walk = walk->below)
541 {
542 if (walk->type == 98 && disease->name == walk->name)
543 {
544 walk->level = disease->level;
545 return 1; /* just update the existing immunity. */
546 }
547 }
548 immunity = get_archetype ("immunity");
549 immunity->name = disease->name;
550 immunity->level = disease->level;
551 immunity->move_block = 0;
552 insert_ob_in_ob (immunity, disease->env);
553 return 1;
554
555 }
556
557
558 /* make the symptom do the nasty things it does */
559
560 int
561 move_symptom (object *symptom)
562 {
563 object *victim = symptom->env;
564 object *new_ob;
565 int sp_reduce;
566
567 if (victim == NULL || victim->map == NULL)
568 { /* outside a monster/player, die immediately */
569 symptom->destroy ();
570 return 0;
571 }
572
573 if (symptom->stats.dam > 0)
574 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
575 else
576 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
577
578 if (symptom->stats.maxsp > 0)
579 sp_reduce = symptom->stats.maxsp;
580 else
581 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
582 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
583
584 /* create the symptom "other arch" object and drop it here
585 * under every part of the monster
586 * The victim may well have died.
587 */
588
589 if (victim->map == NULL)
590 return 0;
591 if (symptom->other_arch)
592 {
593 object *tmp;
594
595 tmp = victim;
596 if (tmp->head != NULL)
597 tmp = tmp->head;
598 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
599 {
600 new_ob = arch_to_object (symptom->other_arch);
601 new_ob->x = tmp->x;
602 new_ob->y = tmp->y;
603 new_ob->map = victim->map;
604 insert_ob_in_map (new_ob, victim->map, victim, 0);
605 }
606 }
607 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
608
609 return 1;
610 }
611
612 /* possibly infect due to direct physical contact
613 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
614 int
615 check_physically_infect (object *victim, object *hitter)
616 {
617 /* search for diseases, give every disease a chance to infect */
618 for (object *disease = hitter->inv; disease; disease = disease->below)
619 if (disease->type == DISEASE)
620 infect_object (victim, disease, 0);
621
622 return 1;
623 }
624
625 // find a disease in someone
626 object *
627 find_disease (object *victim)
628 {
629 for (object *disease = victim->inv; disease; disease = disease->below)
630 if (disease->type == DISEASE)
631 return disease;
632
633 return 0;
634 }
635
636 /* do the cure disease stuff, from the spell "cure disease" */
637 int
638 cure_disease (object *sufferer, object *caster)
639 {
640 object *disease, *next;
641 int casting_level;
642 int cure = 0;
643
644 if (caster)
645 casting_level = caster->level;
646 else
647 casting_level = 1000; /* if null caster, CURE all. */
648
649 for (disease = sufferer->inv; disease; disease = next)
650 {
651 next = disease->below;
652
653 if (disease->type == DISEASE)
654 { /* attempt to cure this disease */
655 /* If caster level is higher than disease level, cure chance
656 * is automatic. If lower, then the chance is basically
657 * 1 in level_diff - if there is a 5 level difference, chance
658 * is 1 in 5.
659 */
660 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
661 {
662 remove_symptoms (disease);
663 cure = 1;
664
665 if (caster)
666 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
667
668 disease->destroy ();
669 }
670 }
671 }
672
673 if (cure)
674 {
675 /* Only draw these messages once */
676 if (caster)
677 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
678
679 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
680 }
681
682 return 1;
683 }
684
685 /* reduces disease progression: reduce_symptoms
686 * return true if we actually reduce a disease.
687 */
688 int
689 reduce_symptoms (object *sufferer, int reduction)
690 {
691 object *walk;
692 int success = 0;
693
694 for (walk = sufferer->inv; walk; walk = walk->below)
695 {
696 if (walk->type == SYMPTOM)
697 {
698 if (walk->value > 0)
699 {
700 success = 1;
701 walk->value = max (0, walk->value - 2 * reduction);
702 /* give the disease time to modify this symptom,
703 * and reduce its severity. */
704 walk->speed_left = 0;
705 }
706 }
707 }
708
709 if (success)
710 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
711
712 return success;
713 }