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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.37 by root, Thu Aug 23 18:55:02 2007 UTC vs.
Revision 1.50 by root, Sun Dec 28 07:38:49 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 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 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 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 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/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
25 * except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
26 * living.c 26 * living.c
137 Diseases may be contageous. They are objects which exist in a player's 137 Diseases may be contageous. They are objects which exist in a player's
138inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
139spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
140these are their own object. */ 140these are their own object. */
141 141
142/* check if victim is susceptible to disease. */ 142/* grants immunity to plagues we've seen before. */
143static int 143static int
144is_susceptible_to_disease (object *victim, object *disease) 144grant_immunity (object *disease)
145{ 145{
146 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 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)
147 return 0; 151 return 0;
148 152
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 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
150 return 1; 169 return 1;
170}
151 171
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 172/* argument is a disease */
173static object *
174find_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)
153 return 1; 179 return walk;
154 180
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0; 181 return NULL;
159}
160
161int
162move_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} 182}
206 183
207/* remove any symptoms of disease 184/* remove any symptoms of disease
208 * Modified by MSW 2003-03-28 do try to find all the symptom the 185 * 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 186 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get 187 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease. 188 * more than one symtpom to a disease.
212 */ 189 */
213 190static int
214int
215remove_symptoms (object *disease) 191remove_symptoms (object *disease)
216{ 192{
217 object *symptom, *victim = NULL; 193 object *symptom, *victim = NULL;
218 194
219 while ((symptom = find_symptom (disease)) != NULL) 195 while ((symptom = find_symptom (disease)) != NULL)
228 victim->update_stats (); 204 victim->update_stats ();
229 205
230 return 0; 206 return 0;
231} 207}
232 208
233/* argument is a disease */
234object *
235find_symptom (object *disease)
236{
237 /* check the inventory for symptoms */
238 for (object *walk = disease->env->inv; walk; walk = walk->below)
239 if (walk->name == disease->name && walk->type == SYMPTOM)
240 return walk;
241
242 return NULL;
243}
244
245/* searches around for more victims to infect */ 209/* searches around for more victims to infect */
246int 210static int
247check_infection (object *disease) 211check_infection (object *disease)
248{ 212{
249 int x, y, range, mflags;
250 maptile *map, *map2;
251 object *tmp;
252
253 range = abs (disease->magic); 213 int range = abs (disease->magic);
254 214
255 if (disease->env) 215 object *op = disease->outer_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 }
267 216
268 if (!map) 217 if (!op->is_on_map ())
269 return 0; 218 return 0;
270 219
271 for (int i = x - range; i <= x + range; i++) 220 unordered_mapwalk (op, -range, -range, range, range)
272 for (int j = y - range; j <= y + range; j++)
273 { 221 {
274 sint16 i2, j2; 222 mapspace &ms = m->at (nx, ny);
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276 223
277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 224 if (ms.flags () & P_IS_ALIVE)
278 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 225 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
279 infect_object (tmp, disease, 0); 226 infect_object (tmp, disease, 0);
280 } 227 }
281 228
282 return 1; 229 return 1;
283} 230}
284 231
285/* check to see if an object is infectable: 232/* check if victim is susceptible to disease. */
286 * objects with immunity aren't infectable. 233static int
287 * objects already infected aren't infectable. 234is_susceptible_to_disease (object *victim, object *disease)
288 * dead objects aren't infectable.
289 * undead objects are infectible only if specifically named.
290*/
291int
292infect_object (object *victim, object *disease, int force)
293{ 235{
294 object *tmp; 236 if (!QUERY_FLAG (victim, FLAG_ALIVE))
295 object *new_disease;
296
297 /* don't infect inanimate objects */
298 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
299 return 0; 237 return 0;
300 238
301 /* check and see if victim can catch disease: diseases 239 if (victim->flag [FLAG_WIZ])
302 * are specific
303 */
304 if (!is_susceptible_to_disease (victim, disease))
305 return 0; 240 return 0;
306 241
307 /* roll the dice on infection before doing the inventory check! */ 242 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
308 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
309 return 0; 243 return 1;
310 244
311 /* do an immunity check */ 245 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
312
313 /* There used to (IMO) be a flaw in the below - it used to be the case
314 * that if level check was done for both immunity and disease. This could
315 * result in a person with multiple afflictions of the same disease
316 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
317 * they were cast in that same order. Instead, change it so that
318 * if you diseased, you can't get diseased more.
319 */
320
321 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
322 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
323 return 0; /* Immune! */
324 else if (tmp->type == DISEASE && tmp->name == disease->name)
325 return 0; /* already diseased */
326
327 /* If we've gotten this far, go ahead and infect the victim. */
328
329 new_disease = disease->clone ();
330
331 new_disease->stats.food = disease->stats.maxgrace;
332 new_disease->value = disease->stats.maxhp;
333 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
334
335 /* This appears to be a horrible case of overloading 'NO_PASS'
336 * for meaning in the diseases.
337 */
338 new_disease->move_block = 0;
339
340 // insert before setting the owner
341 victim->head_ ()->insert (new_disease);
342
343 if (disease->owner)
344 new_disease->set_owner (disease->owner);
345 else if (object *pl = disease->in_player ())
346 /* for diseases which are passed by hitting, set owner and skill */
347 new_disease->set_owner (pl);
348
349 if (new_disease->owner && new_disease->owner->type == PLAYER)
350 {
351 const char *buf;
352
353 /* if the disease has a title, it has a special infection message
354 * This messages is printed in the form MESSAGE victim
355 */
356 if (new_disease->title)
357 buf = format ("%s %s!!", &disease->title, &victim->name);
358 else
359 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
360
361 if (victim->type == PLAYER)
362 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
363 else
364 new_draw_info (0, 4, new_disease->owner, buf);
365 }
366
367 if (victim->type == PLAYER)
368 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
369
370 return 1; 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;
371} 252}
372 253
373/* this function monitors the symptoms caused by the disease (if any), 254/* this function monitors the symptoms caused by the disease (if any),
374causes symptoms, and modifies existing symptoms in the case of 255causes symptoms, and modifies existing symptoms in the case of
375existing diseases. */ 256existing diseases. */
376int 257static int
377do_symptoms (object *disease) 258do_symptoms (object *disease)
378{ 259{
379 object *symptom; 260 object *symptom;
380 object *victim; 261 object *victim;
381 object *tmp; 262 object *tmp;
493 victim->update_stats (); 374 victim->update_stats ();
494 375
495 return 1; 376 return 1;
496} 377}
497 378
498/* grants immunity to plagues we've seen before. */
499int 379int
500grant_immunity (object *disease) 380move_disease (object *disease)
501{ 381{
502 object *immunity; 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*/
431int
432infect_object (object *victim, object *disease, int force)
433{
503 object *walk; 434 object *tmp;
435 object *new_disease;
504 436
505 /* Don't give immunity to this disease if last_heal is set. */ 437 /* don't infect inanimate objects */
506 if (disease->last_heal) 438 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
507 return 0; 439 return 0;
508 440
509 /* first, search for an immunity of the same name */ 441 /* check and see if victim can catch disease: diseases
510 for (walk = disease->env->inv; walk; walk = walk->below) 442 * are specific
511 if (walk->type == 98 && disease->name == walk->name) 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)
512 { 490 {
513 walk->level = disease->level; 491 const char *buf;
514 return 1; /* just update the existing immunity. */ 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);
515 } 505 }
516 506
517 immunity = get_archetype ("immunity"); 507 if (victim->type == PLAYER)
518 508 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
519 immunity->name = disease->name;
520 immunity->level = disease->level;
521 immunity->move_block = 0;
522
523 insert_ob_in_ob (immunity, disease->env);
524 509
525 return 1; 510 return 1;
526} 511}
527 512
528/* make the symptom do the nasty things it does */ 513/* make the symptom do the nasty things it does */
540 } 525 }
541 526
542 if (symptom->stats.dam > 0) 527 if (symptom->stats.dam > 0)
543 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 528 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
544 else 529 else
545 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 530 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
546 531
547 if (symptom->stats.maxsp > 0) 532 if (symptom->stats.maxsp > 0)
548 sp_reduce = symptom->stats.maxsp; 533 sp_reduce = symptom->stats.maxsp;
549 else 534 else
550 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 535 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
551 536
552 victim->stats.sp = max (0, victim->stats.sp - sp_reduce); 537 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
553 538
554 /* create the symptom "other arch" object and drop it here 539 /* create the symptom "other arch" object and drop it here
555 * under every part of the monster 540 * under every part of the monster
556 * The victim may well have died. 541 * The victim may well have died.
557 */ 542 */
558 if (symptom->other_arch && victim->map) 543 if (victim->map)
544 {
545 victim->play_sound (symptom->sound);
546
547 if (symptom->other_arch)
559 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 548 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
560 { 549 {
561 new_ob = arch_to_object (symptom->other_arch); 550 new_ob = arch_to_object (symptom->other_arch);
562 new_ob->x = tmp->x; 551 new_ob->x = tmp->x;
563 new_ob->y = tmp->y; 552 new_ob->y = tmp->y;
564 new_ob->map = victim->map; 553 new_ob->map = victim->map;
565 insert_ob_in_map (new_ob, victim->map, victim, 0); 554 insert_ob_in_map (new_ob, victim->map, victim, 0);
555 }
566 } 556 }
567 557
568 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 558 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
569 559
570 return 1; 560 return 1;
571} 561}
594 return 0; 584 return 0;
595} 585}
596 586
597/* do the cure disease stuff, from the spell "cure disease" */ 587/* do the cure disease stuff, from the spell "cure disease" */
598int 588int
599cure_disease (object *sufferer, object *caster) 589cure_disease (object *sufferer, object *caster, object *spell)
600{ 590{
601 object *disease, *next; 591 object *disease, *next;
602 int casting_level;
603 int cure = 0; 592 int cure = 0;
604 593
605 if (caster)
606 casting_level = caster->level;
607 else
608 casting_level = 1000; /* if null caster, CURE all. */ 594 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
609 595
610 for (disease = sufferer->inv; disease; disease = next) 596 for (disease = sufferer->inv; disease; disease = next)
611 { 597 {
612 next = disease->below; 598 next = disease->below;
613 599
621 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 607 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
622 { 608 {
623 remove_symptoms (disease); 609 remove_symptoms (disease);
624 cure = 1; 610 cure = 1;
625 611
626 if (caster) 612 if (caster && spell)
627 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 613 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
628 614
629 disease->destroy (); 615 disease->destroy ();
630 } 616 }
631 } 617 }
632 } 618 }

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