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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.38 by root, Fri Aug 24 01:23:29 2007 UTC vs.
Revision 1.54 by root, Fri Nov 6 12:49:19 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 (©) 2005,2006,2007,2008,2009 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 it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
25 * except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
26 * living.c 27 * living.c
137 Diseases may be contageous. They are objects which exist in a player's 138 Diseases may be contageous. They are objects which exist in a player's
138inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
139spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
140these are their own object. */ 141these are their own object. */
141 142
142/* check if victim is susceptible to disease. */ 143/* grants immunity to plagues we've seen before. */
143static int 144static int
144is_susceptible_to_disease (object *victim, object *disease) 145grant_immunity (object *disease)
145{ 146{
146 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 147 object *immunity;
148 object *walk;
149
150 /* Don't give immunity to this disease if last_heal is set. */
151 if (disease->last_heal)
147 return 0; 152 return 0;
148 153
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 154 /* first, search for an immunity of the same name */
155 for (walk = disease->env->inv; walk; walk = walk->below)
156 if (walk->type == 98 && disease->name == walk->name)
157 {
158 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */
160 }
161
162 immunity = get_archetype ("immunity");
163
164 immunity->name = disease->name;
165 immunity->level = disease->level;
166 immunity->move_block = 0;
167
168 insert_ob_in_ob (immunity, disease->env);
169
150 return 1; 170 return 1;
171}
151 172
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 173/* argument is a disease */
174static object *
175find_symptom (object *disease)
176{
177 /* check the inventory for symptoms */
178 for (object *walk = disease->env->inv; walk; walk = walk->below)
179 if (walk->name == disease->name && walk->type == SYMPTOM)
153 return 1; 180 return walk;
154 181
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0; 182 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} 183}
206 184
207/* remove any symptoms of disease 185/* remove any symptoms of disease
208 * Modified by MSW 2003-03-28 do try to find all the symptom the 186 * 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 187 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
212 */ 190 */
213int 191static int
214remove_symptoms (object *disease) 192remove_symptoms (object *disease)
215{ 193{
216 object *symptom, *victim = NULL; 194 object *symptom, *victim = NULL;
217 195
218 while ((symptom = find_symptom (disease)) != NULL) 196 while ((symptom = find_symptom (disease)) != NULL)
227 victim->update_stats (); 205 victim->update_stats ();
228 206
229 return 0; 207 return 0;
230} 208}
231 209
232/* argument is a disease */
233object *
234find_symptom (object *disease)
235{
236 /* check the inventory for symptoms */
237 for (object *walk = disease->env->inv; walk; walk = walk->below)
238 if (walk->name == disease->name && walk->type == SYMPTOM)
239 return walk;
240
241 return NULL;
242}
243
244/* searches around for more victims to infect */ 210/* searches around for more victims to infect */
245int 211static int
246check_infection (object *disease) 212check_infection (object *disease)
247{ 213{
248 int x, y, range, mflags;
249 maptile *map, *map2;
250 object *tmp;
251
252 range = abs (disease->magic); 214 int range = abs (disease->magic);
253 215
254 if (disease->env) 216 object *op = disease->outer_env_or_self ();
255 {
256 x = disease->env->x;
257 y = disease->env->y;
258 map = disease->env->map;
259 }
260 else
261 {
262 x = disease->x;
263 y = disease->y;
264 map = disease->map;
265 }
266 217
267 if (!map) 218 if (!op->is_on_map ())
268 return 0; 219 return 0;
269 220
270 for (int i = x - range; i <= x + range; i++) 221 unordered_mapwalk (op, -range, -range, range, range)
271 for (int j = y - range; j <= y + range; j++)
272 { 222 {
273 sint16 i2, j2; 223 mapspace &ms = m->at (nx, ny);
274 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
275 224
276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 225 if (ms.flags () & P_IS_ALIVE)
277 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
278 infect_object (tmp, disease, 0); 227 infect_object (tmp, disease, 0);
279 } 228 }
280 229
281 return 1; 230 return 1;
282} 231}
283 232
284/* check to see if an object is infectable: 233/* check if victim is susceptible to disease. */
285 * objects with immunity aren't infectable. 234static int
286 * objects already infected aren't infectable. 235is_susceptible_to_disease (object *victim, object *disease)
287 * dead objects aren't infectable.
288 * undead objects are infectible only if specifically named.
289*/
290int
291infect_object (object *victim, object *disease, int force)
292{ 236{
293 object *tmp; 237 if (!QUERY_FLAG (victim, FLAG_ALIVE))
294 object *new_disease;
295
296 /* don't infect inanimate objects */
297 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
298 return 0; 238 return 0;
299 239
300 /* check and see if victim can catch disease: diseases 240 if (victim->flag [FLAG_WIZ])
301 * are specific
302 */
303 if (!is_susceptible_to_disease (victim, disease))
304 return 0; 241 return 0;
305 242
306 /* roll the dice on infection before doing the inventory check! */ 243 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
307 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
308 return 0; 244 return 1;
309 245
310 /* do an immunity check */ 246 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
311
312 /* There used to (IMO) be a flaw in the below - it used to be the case
313 * that if level check was done for both immunity and disease. This could
314 * result in a person with multiple afflictions of the same disease
315 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
316 * they were cast in that same order. Instead, change it so that
317 * if you diseased, you can't get diseased more.
318 */
319
320 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
321 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
322 return 0; /* Immune! */
323 else if (tmp->type == DISEASE && tmp->name == disease->name)
324 return 0; /* already diseased */
325
326 /* If we've gotten this far, go ahead and infect the victim. */
327
328 new_disease = disease->clone ();
329
330 new_disease->stats.food = disease->stats.maxgrace;
331 new_disease->value = disease->stats.maxhp;
332 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
333
334 /* This appears to be a horrible case of overloading 'NO_PASS'
335 * for meaning in the diseases.
336 */
337 new_disease->move_block = 0;
338
339 // insert before setting the owner
340 victim->head_ ()->insert (new_disease);
341
342 if (disease->owner)
343 new_disease->set_owner (disease->owner);
344 else if (object *pl = disease->in_player ())
345 /* for diseases which are passed by hitting, set owner and skill */
346 new_disease->set_owner (pl);
347
348 if (new_disease->owner && new_disease->owner->type == PLAYER)
349 {
350 const char *buf;
351
352 /* if the disease has a title, it has a special infection message
353 * This messages is printed in the form MESSAGE victim
354 */
355 if (new_disease->title)
356 buf = format ("%s %s!!", &disease->title, &victim->name);
357 else
358 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
359
360 if (victim->type == PLAYER)
361 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
362 else
363 new_draw_info (0, 4, new_disease->owner, buf);
364 }
365
366 if (victim->type == PLAYER)
367 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
368
369 return 1; 247 return 1;
248
249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1;
251
252 return 0;
370} 253}
371 254
372/* this function monitors the symptoms caused by the disease (if any), 255/* this function monitors the symptoms caused by the disease (if any),
373causes symptoms, and modifies existing symptoms in the case of 256causes symptoms, and modifies existing symptoms in the case of
374existing diseases. */ 257existing diseases. */
375int 258static int
376do_symptoms (object *disease) 259do_symptoms (object *disease)
377{ 260{
378 object *symptom; 261 object *symptom;
379 object *victim; 262 object *victim;
380 object *tmp; 263 object *tmp;
492 victim->update_stats (); 375 victim->update_stats ();
493 376
494 return 1; 377 return 1;
495} 378}
496 379
497/* grants immunity to plagues we've seen before. */
498int 380int
499grant_immunity (object *disease) 381move_disease (object *disease)
500{ 382{
501 object *immunity; 383 /* First task is to determine if the disease is inside or outside of someone.
384 * If outside, we decrement 'value' until we're gone.
385 */
386
387 if (!disease->env)
388 { /* we're outside of someone */
389 if (disease->stats.maxhp > 0)
390 disease->value--;
391
392 if (!disease->value)
393 {
394 disease->destroy ();
395 return 1;
396 }
397 }
398 else
399 {
400 /* if we're inside a person, have the disease run its course */
401 /* negative/zero food denotes "perpetual" diseases. */
402 if (disease->stats.food > 0)
403 {
404 disease->stats.food--;
405
406 if (!disease->stats.food)
407 {
408 remove_symptoms (disease); /* remove the symptoms of this disease */
409 grant_immunity (disease);
410 disease->destroy ();
411 return 1;
412 }
413 }
414 }
415
416 /* check to see if we infect others */
417 check_infection (disease);
418
419 /* impose or modify the symptoms of the disease */
420 if (disease->env && is_susceptible_to_disease (disease->env, disease))
421 do_symptoms (disease);
422
423 return 0;
424}
425
426/* check to see if an object is infectable:
427 * objects with immunity aren't infectable.
428 * objects already infected aren't infectable.
429 * dead objects aren't infectable.
430 * undead objects are infectible only if specifically named.
431*/
432int
433infect_object (object *victim, object *disease, int force)
434{
502 object *walk; 435 object *tmp;
436 object *new_disease;
503 437
504 /* Don't give immunity to this disease if last_heal is set. */ 438 /* don't infect inanimate objects */
505 if (disease->last_heal) 439 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
506 return 0; 440 return 0;
507 441
508 /* first, search for an immunity of the same name */ 442 /* check and see if victim can catch disease: diseases
509 for (walk = disease->env->inv; walk; walk = walk->below) 443 * are specific
510 if (walk->type == 98 && disease->name == walk->name) 444 */
445 if (!is_susceptible_to_disease (victim, disease))
446 return 0;
447
448 /* roll the dice on infection before doing the inventory check! */
449 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
450 return 0;
451
452 /* do an immunity check */
453
454 /* There used to (IMO) be a flaw in the below - it used to be the case
455 * that if level check was done for both immunity and disease. This could
456 * result in a person with multiple afflictions of the same disease
457 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
458 * they were cast in that same order. Instead, change it so that
459 * if you diseased, you can't get diseased more.
460 */
461
462 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
463 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
464 return 0; /* Immune! */
465 else if (tmp->type == DISEASE && tmp->name == disease->name)
466 return 0; /* already diseased */
467
468 /* If we've gotten this far, go ahead and infect the victim. */
469
470 new_disease = disease->clone ();
471
472 new_disease->stats.food = disease->stats.maxgrace;
473 new_disease->value = disease->stats.maxhp;
474 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
475
476 /* This appears to be a horrible case of overloading 'NO_PASS'
477 * for meaning in the diseases.
478 */
479 new_disease->move_block = 0;
480
481 // insert before setting the owner
482 victim->head_ ()->insert (new_disease);
483
484 if (disease->owner)
485 new_disease->set_owner (disease->owner);
486 else if (object *pl = disease->in_player ())
487 /* for diseases which are passed by hitting, set owner and skill */
488 new_disease->set_owner (pl);
489
490 if (new_disease->owner && new_disease->owner->type == PLAYER)
511 { 491 {
512 walk->level = disease->level; 492 const char *buf;
513 return 1; /* just update the existing immunity. */ 493
494 /* if the disease has a title, it has a special infection message
495 * This messages is printed in the form MESSAGE victim
496 */
497 if (new_disease->title)
498 buf = format ("%s %s!!", &disease->title, &victim->name);
499 else
500 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
501
502 if (victim->type == PLAYER)
503 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
504 else
505 new_draw_info (0, 4, new_disease->owner, buf);
514 } 506 }
515 507
516 immunity = get_archetype ("immunity"); 508 if (victim->type == PLAYER)
517 509 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
518 immunity->name = disease->name;
519 immunity->level = disease->level;
520 immunity->move_block = 0;
521
522 insert_ob_in_ob (immunity, disease->env);
523 510
524 return 1; 511 return 1;
525} 512}
526 513
527/* make the symptom do the nasty things it does */ 514/* make the symptom do the nasty things it does */
539 } 526 }
540 527
541 if (symptom->stats.dam > 0) 528 if (symptom->stats.dam > 0)
542 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 529 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
543 else 530 else
544 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 531 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
545 532
546 if (symptom->stats.maxsp > 0) 533 if (symptom->stats.maxsp > 0)
547 sp_reduce = symptom->stats.maxsp; 534 sp_reduce = symptom->stats.maxsp;
548 else 535 else
549 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 536 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
550 537
551 victim->stats.sp = max (0, victim->stats.sp - sp_reduce); 538 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
552 539
553 /* create the symptom "other arch" object and drop it here 540 /* create the symptom "other arch" object and drop it here
554 * under every part of the monster 541 * under every part of the monster
555 * The victim may well have died. 542 * The victim may well have died.
556 */ 543 */
557 if (symptom->other_arch && victim->map) 544 if (victim->map)
545 {
546 victim->play_sound (symptom->sound);
547
548 if (symptom->other_arch)
558 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 549 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
559 { 550 {
560 new_ob = arch_to_object (symptom->other_arch); 551 new_ob = arch_to_object (symptom->other_arch);
561 new_ob->x = tmp->x; 552 new_ob->x = tmp->x;
562 new_ob->y = tmp->y; 553 new_ob->y = tmp->y;
563 new_ob->map = victim->map; 554 new_ob->map = victim->map;
564 insert_ob_in_map (new_ob, victim->map, victim, 0); 555 insert_ob_in_map (new_ob, victim->map, victim, 0);
556 }
565 } 557 }
566 558
567 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 559 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
568 560
569 return 1; 561 return 1;
570} 562}
581 573
582 return 1; 574 return 1;
583} 575}
584 576
585// find a disease in someone 577// find a disease in someone
586object * 578static object *
587find_disease (object *victim) 579find_disease (object *victim)
588{ 580{
589 for (object *disease = victim->inv; disease; disease = disease->below) 581 for (object *disease = victim->inv; disease; disease = disease->below)
590 if (disease->type == DISEASE) 582 if (disease->type == DISEASE)
591 return disease; 583 return disease;
593 return 0; 585 return 0;
594} 586}
595 587
596/* do the cure disease stuff, from the spell "cure disease" */ 588/* do the cure disease stuff, from the spell "cure disease" */
597int 589int
598cure_disease (object *sufferer, object *caster) 590cure_disease (object *sufferer, object *caster, object *spell)
599{ 591{
600 object *disease, *next; 592 object *disease, *next;
601 int casting_level;
602 int cure = 0; 593 int cure = 0;
603 594
604 if (caster)
605 casting_level = caster->level;
606 else
607 casting_level = 1000; /* if null caster, CURE all. */ 595 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
608 596
609 for (disease = sufferer->inv; disease; disease = next) 597 for (disease = sufferer->inv; disease; disease = next)
610 { 598 {
611 next = disease->below; 599 next = disease->below;
612 600
620 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 608 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
621 { 609 {
622 remove_symptoms (disease); 610 remove_symptoms (disease);
623 cure = 1; 611 cure = 1;
624 612
625 if (caster) 613 if (caster && spell)
626 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 614 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
627 615
628 disease->destroy (); 616 disease->destroy ();
629 } 617 }
630 } 618 }
631 } 619 }

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