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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.45 by root, Sun Nov 25 13:28:07 2007 UTC vs.
Revision 1.63 by root, Fri Mar 26 01:04:44 2010 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 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 <support@deliantra.net> 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,
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 (victim->flag [FLAG_WIZ]) 154 /* first, search for an immunity of the same name */
150 return 0; 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 }
151 161
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 162 immunity = get_archetype (shstr_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
153 return 1; 170 return 1;
171}
154 172
155 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)
156 return 1; 180 return walk;
157 181
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0; 182 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} 183}
209 184
210/* remove any symptoms of disease 185/* remove any symptoms of disease
211 * 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
212 * player may have - I think through some odd interactoins with 187 * player may have - I think through some odd interactoins with
213 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
214 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
215 */ 190 */
216int 191static int
217remove_symptoms (object *disease) 192remove_symptoms (object *disease)
218{ 193{
219 object *symptom, *victim = NULL; 194 object *symptom, *victim = NULL;
220 195
221 while ((symptom = find_symptom (disease)) != NULL) 196 while ((symptom = find_symptom (disease)) != NULL)
230 victim->update_stats (); 205 victim->update_stats ();
231 206
232 return 0; 207 return 0;
233} 208}
234 209
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 */ 210/* searches around for more victims to infect */
248int 211static int
249check_infection (object *disease) 212check_infection (object *disease)
250{ 213{
251 int x, y;
252 maptile *map, *map2;
253 object *tmp;
254
255 int range = abs (disease->magic); 214 int range = abs (disease->magic);
256 215
257 if (disease->env) 216 object *op = disease->outer_env_or_self ();
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 }
269 217
270 if (!map) 218 if (!op->is_on_map ())
271 return 0; 219 return 0;
272 220
273 for (int i = x - range; i <= x + range; i++) 221 dynbuf buf;
274 for (int j = y - range; j <= y + range; j++) 222 unordered_mapwalk (buf, op, -range, -range, range, range)
275 { 223 {
276 sint16 i2, j2; 224 mapspace &ms = m->at (nx, ny);
277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 225
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 226 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 228 infect_object (tmp, disease, 0);
282 } 229 }
283 230
284 return 1; 231 return 1;
285} 232}
286 233
287/* check to see if an object is infectable: 234/* check if victim is susceptible to disease. */
288 * objects with immunity aren't infectable. 235static int
289 * objects already infected aren't infectable. 236is_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{ 237{
296 object *tmp; 238 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; 239 return 0;
302 240
303 /* check and see if victim can catch disease: diseases 241 if (victim->flag [FLAG_WIZ])
304 * are specific
305 */
306 if (!is_susceptible_to_disease (victim, disease))
307 return 0; 242 return 0;
308 243
309 /* roll the dice on infection before doing the inventory check! */ 244 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; 245 return 1;
312 246
313 /* do an immunity check */ 247 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; 248 return 1;
249
250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
251 return 1;
252
253 return 0;
373} 254}
374 255
375/* this function monitors the symptoms caused by the disease (if any), 256/* this function monitors the symptoms caused by the disease (if any),
376causes symptoms, and modifies existing symptoms in the case of 257causes symptoms, and modifies existing symptoms in the case of
377existing diseases. */ 258existing diseases. */
378int 259static int
379do_symptoms (object *disease) 260do_symptoms (object *disease)
380{ 261{
381 object *symptom; 262 object *symptom;
382 object *victim; 263 object *victim;
383 object *tmp; 264 object *tmp;
412 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 294 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
414 if (tmp->name == disease->name && tmp->level >= disease->level) 295 if (tmp->name == disease->name && tmp->level >= disease->level)
415 return 0; /* Immune! */ 296 return 0; /* Immune! */
416 297
417 object *new_symptom = get_archetype ("symptom"); 298 object *new_symptom = get_archetype (shstr_symptom);
418 299
419 /* Something special done with dam. We want diseases to be more 300 /* Something special done with dam. We want diseases to be more
420 * random in what they'll kill, so we'll make the damage they 301 * random in what they'll kill, so we'll make the damage they
421 * do random, note, this has a weird effect with progressive diseases. 302 * do random, note, this has a weird effect with progressive diseases.
422 */ 303 */
495 victim->update_stats (); 376 victim->update_stats ();
496 377
497 return 1; 378 return 1;
498} 379}
499 380
500/* grants immunity to plagues we've seen before. */
501int 381int
502grant_immunity (object *disease) 382move_disease (object *disease)
503{ 383{
504 object *immunity; 384 /* First task is to determine if the disease is inside or outside of someone.
385 * If outside, we decrement 'value' until we're gone.
386 */
387
388 if (!disease->env)
389 { /* we're outside of someone */
390 if (disease->stats.maxhp > 0)
391 disease->value--;
392
393 if (!disease->value)
394 {
395 disease->destroy ();
396 return 1;
397 }
398 }
399 else
400 {
401 /* if we're inside a person, have the disease run its course */
402 /* negative/zero food denotes "perpetual" diseases. */
403 if (disease->stats.food > 0)
404 {
405 disease->stats.food--;
406
407 if (!disease->stats.food)
408 {
409 remove_symptoms (disease); /* remove the symptoms of this disease */
410 grant_immunity (disease);
411 disease->destroy ();
412 return 1;
413 }
414 }
415 }
416
417 /* check to see if we infect others */
418 check_infection (disease);
419
420 /* impose or modify the symptoms of the disease */
421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
422 do_symptoms (disease);
423
424 return 0;
425}
426
427/* check to see if an object is infectable:
428 * objects with immunity aren't infectable.
429 * objects already infected aren't infectable.
430 * dead objects aren't infectable.
431 * undead objects are infectible only if specifically named.
432*/
433int
434infect_object (object *victim, object *disease, int force)
435{
505 object *walk; 436 object *tmp;
437 object *new_disease;
506 438
507 /* Don't give immunity to this disease if last_heal is set. */ 439 /* don't infect inanimate objects */
508 if (disease->last_heal) 440 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
509 return 0; 441 return 0;
510 442
511 /* first, search for an immunity of the same name */ 443 /* check and see if victim can catch disease: diseases
512 for (walk = disease->env->inv; walk; walk = walk->below) 444 * are specific
513 if (walk->type == 98 && disease->name == walk->name) 445 */
446 if (!is_susceptible_to_disease (victim, disease))
447 return 0;
448
449 /* roll the dice on infection before doing the inventory check! */
450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
451 return 0;
452
453 /* do an immunity check */
454
455 /* There used to (IMO) be a flaw in the below - it used to be the case
456 * that if level check was done for both immunity and disease. This could
457 * result in a person with multiple afflictions of the same disease
458 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
459 * they were cast in that same order. Instead, change it so that
460 * if you diseased, you can't get diseased more.
461 */
462
463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
464 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
465 return 0; /* Immune! */
466 else if (tmp->type == DISEASE && tmp->name == disease->name)
467 return 0; /* already diseased */
468
469 /* If we've gotten this far, go ahead and infect the victim. */
470
471 new_disease = disease->clone ();
472
473 new_disease->stats.food = disease->stats.maxgrace;
474 new_disease->value = disease->stats.maxhp;
475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
476
477 /* This appears to be a horrible case of overloading 'NO_PASS'
478 * for meaning in the diseases.
479 */
480 new_disease->move_block = 0;
481
482 // insert before setting the owner
483 victim->head_ ()->insert (new_disease);
484
485 if (disease->owner)
486 new_disease->set_owner (disease->owner);
487 else if (object *pl = disease->in_player ())
488 /* for diseases which are passed by hitting, set owner and skill */
489 new_disease->set_owner (pl);
490
491 if (new_disease->owner && new_disease->owner->type == PLAYER)
514 { 492 {
515 walk->level = disease->level; 493 const char *buf;
516 return 1; /* just update the existing immunity. */ 494
495 /* if the disease has a title, it has a special infection message
496 * This messages is printed in the form MESSAGE victim
497 */
498 if (new_disease->title)
499 buf = format ("%s %s!!", &disease->title, &victim->name);
500 else
501 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
502
503 if (victim->type == PLAYER)
504 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
505 else
506 new_draw_info (0, 4, new_disease->owner, buf);
517 } 507 }
518 508
519 immunity = get_archetype ("immunity"); 509 if (victim->type == PLAYER)
520 510 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);
526 511
527 return 1; 512 return 1;
528} 513}
529 514
530/* make the symptom do the nasty things it does */ 515/* make the symptom do the nasty things it does */
531int 516int
532move_symptom (object *symptom) 517move_symptom (object *symptom)
533{ 518{
534 object *victim = symptom->env; 519 object *victim = symptom->env;
535 object *new_ob;
536 int sp_reduce;
537 520
538 if (!victim || !victim->map) 521 if (!victim || !victim->map)
539 { /* outside a monster/player, die immediately */ 522 { /* outside a monster/player, die immediately */
540 symptom->destroy (); 523 symptom->destroy ();
541 return 0; 524 return 0;
542 } 525 }
543
544 if (symptom->stats.dam > 0)
545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
546 else
547 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
548
549 if (symptom->stats.maxsp > 0)
550 sp_reduce = symptom->stats.maxsp;
551 else
552 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
553
554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
555 526
556 /* create the symptom "other arch" object and drop it here 527 /* create the symptom "other arch" object and drop it here
557 * under every part of the monster 528 * under every part of the monster
558 * The victim may well have died. 529 * The victim may well have died.
559 */ 530 */
562 victim->play_sound (symptom->sound); 533 victim->play_sound (symptom->sound);
563 534
564 if (symptom->other_arch) 535 if (symptom->other_arch)
565 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 536 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
566 { 537 {
567 new_ob = arch_to_object (symptom->other_arch); 538 object *new_ob = symptom->other_arch->instance ();
568 new_ob->x = tmp->x; 539 new_ob->x = tmp->x;
569 new_ob->y = tmp->y; 540 new_ob->y = tmp->y;
570 new_ob->map = victim->map; 541 new_ob->map = victim->map;
571 insert_ob_in_map (new_ob, victim->map, victim, 0); 542 insert_ob_in_map (new_ob, victim->map, victim, 0);
572 } 543 }
573 } 544 }
574 545
546 int damage =
547 symptom->stats.dam > 0
548 ? symptom->stats.dam
549 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
550
551 hit_player (victim, damage, symptom, symptom->attacktype, 1);
552
553 int sp_reduce =
554 symptom->stats.maxsp > 0
555 ? symptom->stats.maxsp
556 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
557
558 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
559
575 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 560 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
576 561
577 return 1; 562 return 1;
578} 563}
579 564
586 for (object *disease = hitter->inv; disease; disease = disease->below) 571 for (object *disease = hitter->inv; disease; disease = disease->below)
587 if (disease->type == DISEASE) 572 if (disease->type == DISEASE)
588 infect_object (victim, disease, 0); 573 infect_object (victim, disease, 0);
589 574
590 return 1; 575 return 1;
591}
592
593// find a disease in someone
594object *
595find_disease (object *victim)
596{
597 for (object *disease = victim->inv; disease; disease = disease->below)
598 if (disease->type == DISEASE)
599 return disease;
600
601 return 0;
602} 576}
603 577
604/* do the cure disease stuff, from the spell "cure disease" */ 578/* do the cure disease stuff, from the spell "cure disease" */
605int 579int
606cure_disease (object *sufferer, object *caster, object *spell) 580cure_disease (object *sufferer, object *caster, object *spell)
644 } 618 }
645 619
646 return 1; 620 return 1;
647} 621}
648 622
623#if 0 // unused, but seems interesting
649/* reduces disease progression: reduce_symptoms 624/* reduces disease progression: reduce_symptoms
650 * return true if we actually reduce a disease. 625 * return true if we actually reduce a disease.
651 */ 626 */
652int 627static int
653reduce_symptoms (object *sufferer, int reduction) 628reduce_symptoms (object *sufferer, int reduction)
654{ 629{
655 object *walk; 630 object *walk;
656 int success = 0; 631 int success = 0;
657 632
673 if (success) 648 if (success)
674 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 649 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
675 650
676 return success; 651 return success;
677} 652}
653#endif

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