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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.41 by root, Mon Aug 27 05:10:51 2007 UTC vs.
Revision 1.51 by root, Thu Jan 1 15:43:34 2009 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 (victim->flag [FLAG_WIZ]) 153 /* first, search for an immunity of the same name */
150 return 0; 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 }
151 160
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 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
153 return 1; 169 return 1;
170}
154 171
155 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)
156 return 1; 179 return walk;
157 180
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0; 181 return NULL;
162}
163
164int
165move_disease (object *disease)
166{
167 /* first task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone.
169 */
170
171 if (!disease->env)
172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0)
174 disease->value--;
175
176 if (!disease->value)
177 {
178 disease->destroy ();
179 return 1;
180 }
181 }
182 else
183 {
184 /* if we're inside a person, have the disease run its course */
185 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0)
187 {
188 disease->stats.food--;
189
190 if (!disease->stats.food)
191 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease);
194 disease->destroy ();
195 return 1;
196 }
197 }
198 }
199
200 /* check to see if we infect others */
201 check_infection (disease);
202
203 /* impose or modify the symptoms of the disease */
204 if (disease->env && is_susceptible_to_disease (disease->env, disease))
205 do_symptoms (disease);
206
207 return 0;
208} 182}
209 183
210/* remove any symptoms of disease 184/* remove any symptoms of disease
211 * 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
212 * player may have - I think through some odd interactoins with 186 * player may have - I think through some odd interactoins with
213 * disease level and player level and whatnot, a player could get 187 * disease level and player level and whatnot, a player could get
214 * more than one symtpom to a disease. 188 * more than one symtpom to a disease.
215 */ 189 */
216int 190static int
217remove_symptoms (object *disease) 191remove_symptoms (object *disease)
218{ 192{
219 object *symptom, *victim = NULL; 193 object *symptom, *victim = NULL;
220 194
221 while ((symptom = find_symptom (disease)) != NULL) 195 while ((symptom = find_symptom (disease)) != NULL)
230 victim->update_stats (); 204 victim->update_stats ();
231 205
232 return 0; 206 return 0;
233} 207}
234 208
235/* argument is a disease */
236object *
237find_symptom (object *disease)
238{
239 /* check the inventory for symptoms */
240 for (object *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 */ 209/* searches around for more victims to infect */
248int 210static int
249check_infection (object *disease) 211check_infection (object *disease)
250{ 212{
251 int x, y;
252 maptile *map, *map2;
253 object *tmp;
254
255 int range = abs (disease->magic); 213 int range = abs (disease->magic);
256 214
257 if (disease->env) 215 object *op = disease->outer_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 }
269 216
270 if (!map) 217 if (!op->is_on_map ())
271 return 0; 218 return 0;
272 219
273 for (int i = x - range; i <= x + range; i++) 220 unordered_mapwalk (op, -range, -range, range, range)
274 for (int j = y - range; j <= y + range; j++)
275 { 221 {
276 sint16 i2, j2; 222 mapspace &ms = m->at (nx, ny);
277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 223
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 224 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 225 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 226 infect_object (tmp, disease, 0);
282 } 227 }
283 228
284 return 1; 229 return 1;
285} 230}
286 231
287/* check to see if an object is infectable: 232/* check if victim is susceptible to disease. */
288 * objects with immunity aren't infectable. 233static int
289 * objects already infected aren't infectable. 234is_susceptible_to_disease (object *victim, object *disease)
290 * dead objects aren't infectable.
291 * undead objects are infectible only if specifically named.
292*/
293int
294infect_object (object *victim, object *disease, int force)
295{ 235{
296 object *tmp; 236 if (!QUERY_FLAG (victim, FLAG_ALIVE))
297 object *new_disease;
298
299 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0; 237 return 0;
302 238
303 /* check and see if victim can catch disease: diseases 239 if (victim->flag [FLAG_WIZ])
304 * are specific
305 */
306 if (!is_susceptible_to_disease (victim, disease))
307 return 0; 240 return 0;
308 241
309 /* roll the dice on infection before doing the inventory check! */ 242 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 243 return 1;
312 244
313 /* do an immunity check */ 245 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
314
315 /* There used to (IMO) be a flaw in the below - it used to be the case
316 * that if level check was done for both immunity and disease. This could
317 * result in a person with multiple afflictions of the same disease
318 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
319 * they were cast in that same order. Instead, change it so that
320 * if you diseased, you can't get diseased more.
321 */
322
323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
324 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
325 return 0; /* Immune! */
326 else if (tmp->type == DISEASE && tmp->name == disease->name)
327 return 0; /* already diseased */
328
329 /* If we've gotten this far, go ahead and infect the victim. */
330
331 new_disease = disease->clone ();
332
333 new_disease->stats.food = disease->stats.maxgrace;
334 new_disease->value = disease->stats.maxhp;
335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
336
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
342 // insert before setting the owner
343 victim->head_ ()->insert (new_disease);
344
345 if (disease->owner)
346 new_disease->set_owner (disease->owner);
347 else if (object *pl = disease->in_player ())
348 /* for diseases which are passed by hitting, set owner and skill */
349 new_disease->set_owner (pl);
350
351 if (new_disease->owner && new_disease->owner->type == PLAYER)
352 {
353 const char *buf;
354
355 /* if the disease has a title, it has a special infection message
356 * This messages is printed in the form MESSAGE victim
357 */
358 if (new_disease->title)
359 buf = format ("%s %s!!", &disease->title, &victim->name);
360 else
361 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
362
363 if (victim->type == PLAYER)
364 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
365 else
366 new_draw_info (0, 4, new_disease->owner, buf);
367 }
368
369 if (victim->type == PLAYER)
370 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
371
372 return 1; 246 return 1;
247
248 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
249 return 1;
250
251 return 0;
373} 252}
374 253
375/* this function monitors the symptoms caused by the disease (if any), 254/* this function monitors the symptoms caused by the disease (if any),
376causes symptoms, and modifies existing symptoms in the case of 255causes symptoms, and modifies existing symptoms in the case of
377existing diseases. */ 256existing diseases. */
378int 257static int
379do_symptoms (object *disease) 258do_symptoms (object *disease)
380{ 259{
381 object *symptom; 260 object *symptom;
382 object *victim; 261 object *victim;
383 object *tmp; 262 object *tmp;
495 victim->update_stats (); 374 victim->update_stats ();
496 375
497 return 1; 376 return 1;
498} 377}
499 378
500/* grants immunity to plagues we've seen before. */
501int 379int
502grant_immunity (object *disease) 380move_disease (object *disease)
503{ 381{
504 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{
505 object *walk; 434 object *tmp;
435 object *new_disease;
506 436
507 /* Don't give immunity to this disease if last_heal is set. */ 437 /* don't infect inanimate objects */
508 if (disease->last_heal) 438 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
509 return 0; 439 return 0;
510 440
511 /* first, search for an immunity of the same name */ 441 /* check and see if victim can catch disease: diseases
512 for (walk = disease->env->inv; walk; walk = walk->below) 442 * are specific
513 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)
514 { 490 {
515 walk->level = disease->level; 491 const char *buf;
516 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);
517 } 505 }
518 506
519 immunity = get_archetype ("immunity"); 507 if (victim->type == PLAYER)
520 508 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
521 immunity->name = disease->name;
522 immunity->level = disease->level;
523 immunity->move_block = 0;
524
525 insert_ob_in_ob (immunity, disease->env);
526 509
527 return 1; 510 return 1;
528} 511}
529 512
530/* make the symptom do the nasty things it does */ 513/* make the symptom do the nasty things it does */
542 } 525 }
543 526
544 if (symptom->stats.dam > 0) 527 if (symptom->stats.dam > 0)
545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 528 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
546 else 529 else
547 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);
548 531
549 if (symptom->stats.maxsp > 0) 532 if (symptom->stats.maxsp > 0)
550 sp_reduce = symptom->stats.maxsp; 533 sp_reduce = symptom->stats.maxsp;
551 else 534 else
552 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 535 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
553 536
554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce); 537 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
555 538
556 /* create the symptom "other arch" object and drop it here 539 /* create the symptom "other arch" object and drop it here
557 * under every part of the monster 540 * under every part of the monster
558 * The victim may well have died. 541 * The victim may well have died.
559 */ 542 */
560 if (symptom->other_arch && victim->map) 543 if (victim->map)
544 {
545 victim->play_sound (symptom->sound);
546
547 if (symptom->other_arch)
561 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 548 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
562 { 549 {
563 new_ob = arch_to_object (symptom->other_arch); 550 new_ob = arch_to_object (symptom->other_arch);
564 new_ob->x = tmp->x; 551 new_ob->x = tmp->x;
565 new_ob->y = tmp->y; 552 new_ob->y = tmp->y;
566 new_ob->map = victim->map; 553 new_ob->map = victim->map;
567 insert_ob_in_map (new_ob, victim->map, victim, 0); 554 insert_ob_in_map (new_ob, victim->map, victim, 0);
555 }
568 } 556 }
569 557
570 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 558 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
571 559
572 return 1; 560 return 1;
573} 561}

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