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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.52 by root, Tue Sep 1 20:56:05 2009 UTC vs.
Revision 1.71 by root, Mon Oct 29 23:55:55 2012 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 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,
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
27 */ 28 */
28 29
29/* 30/*
30 31
35other_arch Creation object created and dropped when symptom moved. 36other_arch Creation object created and dropped when symptom moved.
36title Message When the "disease" "infects" something, it will 37title Message When the "disease" "infects" something, it will
37 print "title victim!!!" to the player who owns 38 print "title victim!!!" to the player who owns
38 the "disease". 39 the "disease".
39wc+ Infectiousness How well the plague spreads person-to-person 40wc+ Infectiousness How well the plague spreads person-to-person
40magic+ Range range of infection 41magic+ Range range of infection
41Stats* Disability What stats are reduced by the disease (str con...) 42Stats* Disability What stats are reduced by the disease (str con...)
42maxhp+ Persistence How long the disease can last OUTSIDE the host. 43maxhp+ Persistence How long the disease can last OUTSIDE the host.
43value TimeLeft Counter for persistence 44value TimeLeft Counter for persistence
44dam^ Damage How much damage it does (%?). 45dam^ Damage How much damage it does (%?).
45maxgrace+ Duration How long before the disease is naturally cured. 46maxgrace+ Duration How long before the disease is naturally cured.
46food DurCount Counter for Duration 47food DurCount Counter for Duration
47 48
48speed Speed How often the disease moves. 49speed Speed How often the disease moves.
49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. 50last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
50 51
51maxsp^ Mana deplete Saps mana. 52maxsp^ Mana deplete Saps mana.
52ac^ Progressiveness How the diseases increases in severity. 53ac^ Progressiveness How the diseases increases in severity.
53last_eat*^ Deplete food saps food if negative 54last_eat*^ Deplete food saps food if negative
54last_heal GrantImmunity If nonzero, disease does NOT grant immunity 55last_heal GrantImmunity If nonzero, disease does NOT grant immunity
55 when it runs out 56 when it runs out
56 57
57exp experience experience awarded when plague cured 58exp experience experience awarded when plague cured
58hp*^ ReduceRegen reduces regeneration of disease-bearer 59hp*^ ReduceRegen reduces regeneration of disease-bearer
59sp*^ ReduceSpRegen reduces spellpoint regeneration 60sp*^ ReduceSpRegen reduces spellpoint regeneration
60 61
61name Name Name of the plague 62name Name Name of the plague
62msg message What the plague says when it strikes. 63msg message What the plague says when it strikes.
63race those affected species/race the plague strikes (* = everything) 64race those affected species/race the plague strikes (* = everything)
64level Plague Level General description of the plague's deadliness 65level Plague Level General description of the plague's deadliness
65armour Attenuation reduction in wc per generation of disease. 66armour Attenuation reduction in wc per generation of disease.
66 This builds in a self-limiting factor. 67 This builds in a self-limiting factor.
67
68 68
69Explanations: 69Explanations:
70* means this # should be negative to cause adverse effect. 70* means this # should be negative to cause adverse effect.
71+ means that this effect is modulated in spells by ldur 71+ means that this effect is modulated in spells by ldur
72^ means that this effect is modulated in spells by ldam 72^ means that this effect is modulated in spells by ldam
150 if (disease->last_heal) 150 if (disease->last_heal)
151 return 0; 151 return 0;
152 152
153 /* first, search for an immunity of the same name */ 153 /* first, search for an immunity of the same name */
154 for (walk = disease->env->inv; walk; walk = walk->below) 154 for (walk = disease->env->inv; walk; walk = walk->below)
155 if (walk->type == 98 && disease->name == walk->name) 155 if (disease->name == walk->name && walk->is_immunity ())
156 { 156 {
157 walk->level = disease->level; 157 walk->level = disease->level;
158 return 1; /* just update the existing immunity. */ 158 return 1; /* just update the existing immunity. */
159 } 159 }
160 160
161 immunity = get_archetype ("immunity"); 161 immunity = archetype::get (shstr_immunity);
162 162
163 immunity->name = disease->name; 163 immunity->name = disease->name;
164 immunity->level = disease->level; 164 immunity->level = disease->level;
165 immunity->move_block = 0; 165 immunity->move_block = 0;
166 166
215 object *op = disease->outer_env_or_self (); 215 object *op = disease->outer_env_or_self ();
216 216
217 if (!op->is_on_map ()) 217 if (!op->is_on_map ())
218 return 0; 218 return 0;
219 219
220 dynbuf buf;
220 unordered_mapwalk (op, -range, -range, range, range) 221 unordered_mapwalk (buf, op, -range, -range, range, range)
221 { 222 {
222 mapspace &ms = m->at (nx, ny); 223 mapspace &ms = m->at (nx, ny);
223 224
224 if (ms.flags () & P_IS_ALIVE) 225 if (ms.flags () & P_IS_ALIVE)
225 for (object *tmp = ms.bot; tmp; tmp = tmp->above) 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
231 232
232/* check if victim is susceptible to disease. */ 233/* check if victim is susceptible to disease. */
233static int 234static int
234is_susceptible_to_disease (object *victim, object *disease) 235is_susceptible_to_disease (object *victim, object *disease)
235{ 236{
236 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 237 if (!victim->flag [FLAG_ALIVE])
237 return 0; 238 return 0;
238 239
239 if (victim->flag [FLAG_WIZ]) 240 if (victim->flag [FLAG_WIZ])
240 return 0; 241 return 0;
241 242
242 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
243 return 1; 244 return 1;
244 245
245 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
246 return 1; 247 return 1;
247 248
248 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))
249 return 1; 250 return 1;
250 251
287 return 0; 288 return 0;
288 289
289 /* check for an actual immunity */ 290 /* check for an actual immunity */
290 /* do an immunity check */ 291 /* do an immunity check */
291 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
292 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
293 if (tmp->name == disease->name && tmp->level >= disease->level) 294 if (tmp->level >= disease->level)
294 return 0; /* Immune! */ 295 return 0; /* Immune! */
295 296
296 object *new_symptom = get_archetype ("symptom"); 297 object *new_symptom = archetype::get (shstr_symptom);
297 298
298 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
299 * 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
300 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
301 */ 302 */
316 new_symptom->stats.food = new_symptom->stats.maxgrace; 317 new_symptom->stats.food = new_symptom->stats.maxgrace;
317 318
318 new_symptom->name = new_symptom->name_pl = disease->name; 319 new_symptom->name = new_symptom->name_pl = disease->name;
319 320
320 new_symptom->level = disease->level; 321 new_symptom->level = disease->level;
321 new_symptom->speed = disease->speed;
322 new_symptom->value = 0; 322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
323 325
324 for (int i = 0; i < NUM_STATS; ++i) 326 for (int i = 0; i < NUM_STATS; ++i)
325 new_symptom->stats.stat (i) = disease->stats.stat (i); 327 new_symptom->stats.stat (i) = disease->stats.stat (i);
326 328
327 new_symptom->stats.sp = disease->stats.sp; 329 new_symptom->stats.sp = disease->stats.sp;
368 symptom->msg = disease->msg; 370 symptom->msg = disease->msg;
369 symptom->attacktype = disease->attacktype; 371 symptom->attacktype = disease->attacktype;
370 symptom->other_arch = disease->other_arch; 372 symptom->other_arch = disease->other_arch;
371 } 373 }
372 374
373 SET_FLAG (symptom, FLAG_APPLIED); 375 symptom->set_flag (FLAG_APPLIED);
374 victim->update_stats (); 376 victim->update_stats ();
375 377
376 return 1; 378 return 1;
377} 379}
378 380
433{ 435{
434 object *tmp; 436 object *tmp;
435 object *new_disease; 437 object *new_disease;
436 438
437 /* don't infect inanimate objects */ 439 /* don't infect inanimate objects */
438 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
439 return 0; 441 return 0;
440 442
441 /* check and see if victim can catch disease: diseases 443 /* check and see if victim can catch disease: diseases
442 * are specific 444 * are specific
443 */ 445 */
457 * 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
458 * if you diseased, you can't get diseased more. 460 * if you diseased, you can't get diseased more.
459 */ 461 */
460 462
461 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
462 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)
463 return 0; /* Immune! */ 465 return 0; /* Immune! */
464 else if (tmp->type == DISEASE && tmp->name == disease->name) 466 else if (tmp->type == DISEASE && tmp->name == disease->name)
465 return 0; /* already diseased */ 467 return 0; /* already diseased */
466 468
467 /* 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. */
483 if (disease->owner) 485 if (disease->owner)
484 new_disease->set_owner (disease->owner); 486 new_disease->set_owner (disease->owner);
485 else if (object *pl = disease->in_player ()) 487 else if (object *pl = disease->in_player ())
486 /* for diseases which are passed by hitting, set owner and skill */ 488 /* for diseases which are passed by hitting, set owner and skill */
487 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;
488 493
489 if (new_disease->owner && new_disease->owner->type == PLAYER) 494 if (new_disease->owner && new_disease->owner->type == PLAYER)
490 { 495 {
491 const char *buf; 496 const char *buf;
492 497
513/* make the symptom do the nasty things it does */ 518/* make the symptom do the nasty things it does */
514int 519int
515move_symptom (object *symptom) 520move_symptom (object *symptom)
516{ 521{
517 object *victim = symptom->env; 522 object *victim = symptom->env;
518 object *new_ob;
519 int sp_reduce;
520 523
521 if (!victim || !victim->map) 524 if (!victim || !victim->map)
522 { /* outside a monster/player, die immediately */ 525 { /* outside a monster/player, die immediately */
523 symptom->destroy (); 526 symptom->destroy ();
524 return 0; 527 return 0;
525 } 528 }
526
527 if (symptom->stats.dam > 0)
528 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
529 else
530 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
531
532 if (symptom->stats.maxsp > 0)
533 sp_reduce = symptom->stats.maxsp;
534 else
535 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
536
537 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
538 529
539 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
540 * under every part of the monster 531 * under every part of the monster
541 * The victim may well have died. 532 * The victim may well have died.
542 */ 533 */
545 victim->play_sound (symptom->sound); 536 victim->play_sound (symptom->sound);
546 537
547 if (symptom->other_arch) 538 if (symptom->other_arch)
548 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
549 { 540 {
550 new_ob = arch_to_object (symptom->other_arch); 541 object *new_ob = symptom->other_arch->instance ();
551 new_ob->x = tmp->x; 542 new_ob->x = tmp->x;
552 new_ob->y = tmp->y; 543 new_ob->y = tmp->y;
553 new_ob->map = victim->map; 544 new_ob->map = victim->map;
554 insert_ob_in_map (new_ob, victim->map, victim, 0); 545 insert_ob_in_map (new_ob, victim->map, victim, 0);
555 } 546 }
556 } 547 }
557 548
549 int damage =
550 symptom->stats.dam > 0
551 ? symptom->stats.dam
552 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
553
554 hit_player (victim, damage, symptom, symptom->attacktype, 1);
555
556 int sp_reduce =
557 symptom->stats.maxsp > 0
558 ? symptom->stats.maxsp
559 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
560
561 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
562
558 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
559 564
560 return 1; 565 return 1;
561} 566}
562 567
569 for (object *disease = hitter->inv; disease; disease = disease->below) 574 for (object *disease = hitter->inv; disease; disease = disease->below)
570 if (disease->type == DISEASE) 575 if (disease->type == DISEASE)
571 infect_object (victim, disease, 0); 576 infect_object (victim, disease, 0);
572 577
573 return 1; 578 return 1;
574}
575
576// find a disease in someone
577object *
578find_disease (object *victim)
579{
580 for (object *disease = victim->inv; disease; disease = disease->below)
581 if (disease->type == DISEASE)
582 return disease;
583
584 return 0;
585} 579}
586 580
587/* do the cure disease stuff, from the spell "cure disease" */ 581/* do the cure disease stuff, from the spell "cure disease" */
588int 582int
589cure_disease (object *sufferer, object *caster, object *spell) 583cure_disease (object *sufferer, object *caster, object *spell)
627 } 621 }
628 622
629 return 1; 623 return 1;
630} 624}
631 625
626#if 0 // unused, but seems interesting
632/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
633 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
634 */ 629 */
635int 630static int
636reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
637{ 632{
638 object *walk; 633 object *walk;
639 int success = 0; 634 int success = 0;
640 635
656 if (success) 651 if (success)
657 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 652 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
658 653
659 return success; 654 return success;
660} 655}
656#endif

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