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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.62 by root, Fri Mar 26 00:59:22 2010 UTC vs.
Revision 1.73 by root, Sun Jan 29 02:47:05 2017 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 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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
131#include <sproto.h> 130#include <sproto.h>
132#include <spells.h> 131#include <spells.h>
133#include <sounds.h> 132#include <sounds.h>
134#include <skills.h> 133#include <skills.h>
135 134
136/* IMPLEMENTATION NOTES 135/* IMPLEMENTATION NOTES
137 136
138 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
139inventory. They themselves do nothing, except modify Symptoms, or 138inventory. They themselves do nothing, except modify Symptoms, or
140spread to other live objects. Symptoms are what actually damage the player: 139spread to other live objects. Symptoms are what actually damage the player:
141these are their own object. */ 140these are their own object. */
142 141
143/* grants immunity to plagues we've seen before. */ 142/* grants immunity to plagues we've seen before. */
144static int 143static int
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
233 232
234/* check if victim is susceptible to disease. */ 233/* check if victim is susceptible to disease. */
235static int 234static int
236is_susceptible_to_disease (object *victim, object *disease) 235is_susceptible_to_disease (object *victim, object *disease)
237{ 236{
238 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 237 if (!victim->flag [FLAG_ALIVE])
239 return 0; 238 return 0;
240 239
241 if (victim->flag [FLAG_WIZ]) 240 if (victim->flag [FLAG_WIZ])
242 return 0; 241 return 0;
243 242
244 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
245 return 1; 244 return 1;
246 245
247 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
248 return 1; 247 return 1;
249 248
250 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))
251 return 1; 250 return 1;
252 251
289 return 0; 288 return 0;
290 289
291 /* check for an actual immunity */ 290 /* check for an actual immunity */
292 /* do an immunity check */ 291 /* do an immunity check */
293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
294 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
295 if (tmp->name == disease->name && tmp->level >= disease->level) 294 if (tmp->level >= disease->level)
296 return 0; /* Immune! */ 295 return 0; /* Immune! */
297 296
298 object *new_symptom = get_archetype (shstr_symptom); 297 object *new_symptom = archetype::get (shstr_symptom);
299 298
300 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
301 * 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
302 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
303 */ 302 */
318 new_symptom->stats.food = new_symptom->stats.maxgrace; 317 new_symptom->stats.food = new_symptom->stats.maxgrace;
319 318
320 new_symptom->name = new_symptom->name_pl = disease->name; 319 new_symptom->name = new_symptom->name_pl = disease->name;
321 320
322 new_symptom->level = disease->level; 321 new_symptom->level = disease->level;
323 new_symptom->speed = disease->speed;
324 new_symptom->value = 0; 322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
325 325
326 for (int i = 0; i < NUM_STATS; ++i) 326 for (int i = 0; i < NUM_STATS; ++i)
327 new_symptom->stats.stat (i) = disease->stats.stat (i); 327 new_symptom->stats.stat (i) = disease->stats.stat (i);
328 328
329 new_symptom->stats.sp = disease->stats.sp; 329 new_symptom->stats.sp = disease->stats.sp;
370 symptom->msg = disease->msg; 370 symptom->msg = disease->msg;
371 symptom->attacktype = disease->attacktype; 371 symptom->attacktype = disease->attacktype;
372 symptom->other_arch = disease->other_arch; 372 symptom->other_arch = disease->other_arch;
373 } 373 }
374 374
375 SET_FLAG (symptom, FLAG_APPLIED); 375 symptom->set_flag (FLAG_APPLIED);
376 victim->update_stats (); 376 victim->update_stats ();
377 377
378 return 1; 378 return 1;
379} 379}
380 380
381int 381int
382move_disease (object *disease) 382move_disease (object *disease)
383{ 383{
384 /* First task is to determine if the disease is inside or outside of someone. 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. 385 * If outside, we decrement 'value' until we're gone.
386 */ 386 */
387 387
388 if (!disease->env) 388 if (!disease->env)
389 { /* we're outside of someone */ 389 { /* we're outside of someone */
390 if (disease->stats.maxhp > 0) 390 if (disease->stats.maxhp > 0)
435{ 435{
436 object *tmp; 436 object *tmp;
437 object *new_disease; 437 object *new_disease;
438 438
439 /* don't infect inanimate objects */ 439 /* don't infect inanimate objects */
440 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) 440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
441 return 0; 441 return 0;
442 442
443 /* check and see if victim can catch disease: diseases 443 /* check and see if victim can catch disease: diseases
444 * are specific 444 * are specific
445 */ 445 */
446 if (!is_susceptible_to_disease (victim, disease)) 446 if (!is_susceptible_to_disease (victim, disease))
447 return 0; 447 return 0;
448 448
449 /* roll the dice on infection before doing the inventory check! */ 449 /* roll the dice on infection before doing the inventory check! */
459 * 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
460 * if you diseased, you can't get diseased more. 460 * if you diseased, you can't get diseased more.
461 */ 461 */
462 462
463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
464 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)
465 return 0; /* Immune! */ 465 return 0; /* Immune! */
466 else if (tmp->type == DISEASE && tmp->name == disease->name) 466 else if (tmp->type == DISEASE && tmp->name == disease->name)
467 return 0; /* already diseased */ 467 return 0; /* already diseased */
468 468
469 /* 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. */
486 new_disease->set_owner (disease->owner); 486 new_disease->set_owner (disease->owner);
487 else if (object *pl = disease->in_player ()) 487 else if (object *pl = disease->in_player ())
488 /* for diseases which are passed by hitting, set owner and skill */ 488 /* for diseases which are passed by hitting, set owner and skill */
489 new_disease->set_owner (pl); 489 new_disease->set_owner (pl);
490 490
491 if (INVOKE_OBJECT (INFECT, victim, ARG_OBJECT (disease), ARG_OBJECT (new_disease)))
492 return 1;
493
491 if (new_disease->owner && new_disease->owner->type == PLAYER) 494 if (new_disease->owner && new_disease->owner->type == PLAYER)
492 { 495 {
493 const char *buf; 496 const char *buf;
494 497
495 /* if the disease has a title, it has a special infection message 498 /* if the disease has a title, it has a special infection message
496 * This messages is printed in the form MESSAGE victim 499 * This messages is printed in the form MESSAGE victim
497 */ 500 */
498 if (new_disease->title) 501 if (new_disease->title)
499 buf = format ("%s %s!!", &disease->title, &victim->name); 502 buf = format ("%s %s!!", &disease->title, &victim->name);
500 else 503 else
501 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); 504 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
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 }
526 529
527 /* create the symptom "other arch" object and drop it here 530 /* create the symptom "other arch" object and drop it here
528 * under every part of the monster 531 * under every part of the monster
529 * The victim may well have died. 532 * The victim may well have died.
530 */ 533 */
531 if (victim->map) 534 if (victim->map)
532 { 535 {
533 victim->play_sound (symptom->sound); 536 victim->play_sound (symptom->sound);
534 537
619 622
620 return 1; 623 return 1;
621} 624}
622 625
623#if 0 // unused, but seems interesting 626#if 0 // unused, but seems interesting
624/* reduces disease progression: reduce_symptoms 627/* reduces disease progression: reduce_symptoms
625 * return true if we actually reduce a disease. 628 * return true if we actually reduce a disease.
626 */ 629 */
627static int 630static int
628reduce_symptoms (object *sufferer, int reduction) 631reduce_symptoms (object *sufferer, int reduction)
629{ 632{

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