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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.60 by root, Sun Nov 29 17:41:08 2009 UTC vs.
Revision 1.72 by root, Wed Nov 16 23:42:02 2016 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
26 * except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
27 * living.c 27 * living.c
28 */ 28 */
29 29
30/* 30/*
31 31
36other_arch Creation object created and dropped when symptom moved. 36other_arch Creation object created and dropped when symptom moved.
37title Message When the "disease" "infects" something, it will 37title Message When the "disease" "infects" something, it will
38 print "title victim!!!" to the player who owns 38 print "title victim!!!" to the player who owns
39 the "disease". 39 the "disease".
40wc+ Infectiousness How well the plague spreads person-to-person 40wc+ Infectiousness How well the plague spreads person-to-person
41magic+ Range range of infection 41magic+ Range range of infection
42Stats* Disability What stats are reduced by the disease (str con...) 42Stats* Disability What stats are reduced by the disease (str con...)
43maxhp+ Persistence How long the disease can last OUTSIDE the host. 43maxhp+ Persistence How long the disease can last OUTSIDE the host.
44value TimeLeft Counter for persistence 44value TimeLeft Counter for persistence
45dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
46maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
47food DurCount Counter for Duration 47food DurCount Counter for Duration
48 48
49speed Speed How often the disease moves. 49speed Speed How often the disease moves.
50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
51 51
52maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
53ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
54last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
55last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
56 when it runs out 56 when it runs out
57 57
58exp experience experience awarded when plague cured 58exp experience experience awarded when plague cured
59hp*^ ReduceRegen reduces regeneration of disease-bearer 59hp*^ ReduceRegen reduces regeneration of disease-bearer
60sp*^ ReduceSpRegen reduces spellpoint regeneration 60sp*^ ReduceSpRegen reduces spellpoint regeneration
61 61
62name Name Name of the plague 62name Name Name of the plague
63msg message What the plague says when it strikes. 63msg message What the plague says when it strikes.
64race those affected species/race the plague strikes (* = everything) 64race those affected species/race the plague strikes (* = everything)
65level Plague Level General description of the plague's deadliness 65level Plague Level General description of the plague's deadliness
66armour Attenuation reduction in wc per generation of disease. 66armour Attenuation reduction in wc per generation of disease.
67 This builds in a self-limiting factor. 67 This builds in a self-limiting factor.
68
69 68
70Explanations: 69Explanations:
71* means this # should be negative to cause adverse effect. 70* means this # should be negative to cause adverse effect.
72+ means that this effect is modulated in spells by ldur 71+ means that this effect is modulated in spells by ldur
73^ means that this effect is modulated in spells by ldam 72^ means that this effect is modulated in spells by ldam
151 if (disease->last_heal) 150 if (disease->last_heal)
152 return 0; 151 return 0;
153 152
154 /* first, search for an immunity of the same name */ 153 /* first, search for an immunity of the same name */
155 for (walk = disease->env->inv; walk; walk = walk->below) 154 for (walk = disease->env->inv; walk; walk = walk->below)
156 if (walk->type == 98 && disease->name == walk->name) 155 if (disease->name == walk->name && walk->is_immunity ())
157 { 156 {
158 walk->level = disease->level; 157 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */ 158 return 1; /* just update the existing immunity. */
160 } 159 }
161 160
162 immunity = get_archetype (shstr_immunity); 161 immunity = archetype::get (shstr_immunity);
163 162
164 immunity->name = disease->name; 163 immunity->name = disease->name;
165 immunity->level = disease->level; 164 immunity->level = disease->level;
166 immunity->move_block = 0; 165 immunity->move_block = 0;
167 166
216 object *op = disease->outer_env_or_self (); 215 object *op = disease->outer_env_or_self ();
217 216
218 if (!op->is_on_map ()) 217 if (!op->is_on_map ())
219 return 0; 218 return 0;
220 219
220 dynbuf buf;
221 unordered_mapwalk (op, -range, -range, range, range) 221 unordered_mapwalk (buf, op, -range, -range, range, range)
222 { 222 {
223 mapspace &ms = m->at (nx, ny); 223 mapspace &ms = m->at (nx, ny);
224 224
225 if (ms.flags () & P_IS_ALIVE) 225 if (ms.flags () & P_IS_ALIVE)
226 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
232 232
233/* check if victim is susceptible to disease. */ 233/* check if victim is susceptible to disease. */
234static int 234static int
235is_susceptible_to_disease (object *victim, object *disease) 235is_susceptible_to_disease (object *victim, object *disease)
236{ 236{
237 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 237 if (!victim->flag [FLAG_ALIVE])
238 return 0; 238 return 0;
239 239
240 if (victim->flag [FLAG_WIZ]) 240 if (victim->flag [FLAG_WIZ])
241 return 0; 241 return 0;
242 242
243 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
244 return 1; 244 return 1;
245 245
246 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
247 return 1; 247 return 1;
248 248
249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) 249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1; 250 return 1;
251 251
288 return 0; 288 return 0;
289 289
290 /* check for an actual immunity */ 290 /* check for an actual immunity */
291 /* do an immunity check */ 291 /* do an immunity check */
292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
293 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
294 if (tmp->name == disease->name && tmp->level >= disease->level) 294 if (tmp->level >= disease->level)
295 return 0; /* Immune! */ 295 return 0; /* Immune! */
296 296
297 object *new_symptom = get_archetype (shstr_symptom); 297 object *new_symptom = archetype::get (shstr_symptom);
298 298
299 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
300 * random in what they'll kill, so we'll make the damage they 300 * random in what they'll kill, so we'll make the damage they
301 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
302 */ 302 */
317 new_symptom->stats.food = new_symptom->stats.maxgrace; 317 new_symptom->stats.food = new_symptom->stats.maxgrace;
318 318
319 new_symptom->name = new_symptom->name_pl = disease->name; 319 new_symptom->name = new_symptom->name_pl = disease->name;
320 320
321 new_symptom->level = disease->level; 321 new_symptom->level = disease->level;
322 new_symptom->speed = disease->speed;
323 new_symptom->value = 0; 322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
324 325
325 for (int i = 0; i < NUM_STATS; ++i) 326 for (int i = 0; i < NUM_STATS; ++i)
326 new_symptom->stats.stat (i) = disease->stats.stat (i); 327 new_symptom->stats.stat (i) = disease->stats.stat (i);
327 328
328 new_symptom->stats.sp = disease->stats.sp; 329 new_symptom->stats.sp = disease->stats.sp;
369 symptom->msg = disease->msg; 370 symptom->msg = disease->msg;
370 symptom->attacktype = disease->attacktype; 371 symptom->attacktype = disease->attacktype;
371 symptom->other_arch = disease->other_arch; 372 symptom->other_arch = disease->other_arch;
372 } 373 }
373 374
374 SET_FLAG (symptom, FLAG_APPLIED); 375 symptom->set_flag (FLAG_APPLIED);
375 victim->update_stats (); 376 victim->update_stats ();
376 377
377 return 1; 378 return 1;
378} 379}
379 380
434{ 435{
435 object *tmp; 436 object *tmp;
436 object *new_disease; 437 object *new_disease;
437 438
438 /* don't infect inanimate objects */ 439 /* don't infect inanimate objects */
439 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
440 return 0; 441 return 0;
441 442
442 /* check and see if victim can catch disease: diseases 443 /* check and see if victim can catch disease: diseases
443 * are specific 444 * are specific
444 */ 445 */
458 * they were cast in that same order. Instead, change it so that 459 * they were cast in that same order. Instead, change it so that
459 * if you diseased, you can't get diseased more. 460 * if you diseased, you can't get diseased more.
460 */ 461 */
461 462
462 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
463 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) 464 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
464 return 0; /* Immune! */ 465 return 0; /* Immune! */
465 else if (tmp->type == DISEASE && tmp->name == disease->name) 466 else if (tmp->type == DISEASE && tmp->name == disease->name)
466 return 0; /* already diseased */ 467 return 0; /* already diseased */
467 468
468 /* If we've gotten this far, go ahead and infect the victim. */ 469 /* If we've gotten this far, go ahead and infect the victim. */
484 if (disease->owner) 485 if (disease->owner)
485 new_disease->set_owner (disease->owner); 486 new_disease->set_owner (disease->owner);
486 else if (object *pl = disease->in_player ()) 487 else if (object *pl = disease->in_player ())
487 /* for diseases which are passed by hitting, set owner and skill */ 488 /* for diseases which are passed by hitting, set owner and skill */
488 new_disease->set_owner (pl); 489 new_disease->set_owner (pl);
490
491 if (INVOKE_OBJECT (INFECT, victim, ARG_OBJECT (disease), ARG_OBJECT (new_disease)))
492 return 1;
489 493
490 if (new_disease->owner && new_disease->owner->type == PLAYER) 494 if (new_disease->owner && new_disease->owner->type == PLAYER)
491 { 495 {
492 const char *buf; 496 const char *buf;
493 497

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