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/cvs/deliantra/server/server/disease.C
Revision: 1.12
Committed: Wed Dec 20 09:14:22 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +1 -1 lines
Log Message:
- minor cleanups
- minor optimisations (in_player vs. is_player_inv)
- added P_PLAYER map flag
- some (dead) concept code

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 */
23
24 /* This file contains all the code implementing diseases,
25 except for odds and ends in attack.c and in
26 living.c*/
27
28
29
30 /*
31
32 For DISEASES:
33 Stat Property Definition
34
35 attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
36 other_arch Creation object created and dropped when symptom moved.
37 title Message When the "disease" "infects" something, it will
38 print "title victim!!!" to the player who owns
39 the "disease".
40 wc+ Infectiousness How well the plague spreads person-to-person
41 magic+ Range range of infection
42 Stats* Disability What stats are reduced by the disease (str con...)
43 maxhp+ Persistence How long the disease can last OUTSIDE the host.
44 value TimeLeft Counter for persistence
45 dam^ Damage How much damage it does (%?).
46 maxgrace+ Duration How long before the disease is naturally cured.
47 food DurCount Counter for Duration
48
49 speed Speed How often the disease moves.
50 last_sp^ Lethargy Percentage of max speed--10 = 10% speed.
51
52 maxsp^ Mana deplete Saps mana.
53 ac^ Progressiveness How the diseases increases in severity.
54 last_eat*^ Deplete food saps food if negative
55 last_heal GrantImmunity If nonzero, disease does NOT grant immunity
56 when it runs out
57
58 exp experience experience awarded when plague cured
59 hp*^ ReduceRegen reduces regeneration of disease-bearer
60 sp*^ ReduceSpRegen reduces spellpoint regeneration
61
62 name Name Name of the plague
63 msg message What the plague says when it strikes.
64 race those affected species/race the plague strikes (* = everything)
65 level Plague Level General description of the plague's deadliness
66 armour Attenuation reduction in wc per generation of disease.
67 This builds in a self-limiting factor.
68
69
70 Explanations:
71 * means this # should be negative to cause adverse effect.
72 + means that this effect is modulated in spells by ldur
73 ^ means that this effect is modulated in spells by ldam
74
75 attacktype is the attacktype used by the disease to smite "dam" damage with.
76
77 wc/127 is the chance of someone in range catching it.
78
79 magic is the range at which infection may occur. If negative, the range is
80 NOT level dependent.
81
82 Stats are stat modifications. These should typically be negative.
83
84 maxhp is how long the disease will persist if the host dies and "drops" it,
85 in "disease moves", i.e., moves of the disease. If negative, permanent.
86
87
88 value is the counter for maxhp, it starts at maxhp and drops...
89
90 dam if positive, it is straight damage. if negative, a %-age.
91
92 maxgrace how long in "disease moves" the disease lasts in the host, if negative,
93 permanent until cured.
94
95 food if negative, disease is permanent. otherwise, decreases at <speed>,
96 disease goes away at food=0, set to "maxgrace" on infection.
97
98 speed is the speed of the disease, how fast "disease moves" occur.
99
100 last_sp is the lethargy imposed on the player by the disease. A lethargy
101 of "1" reduces the players speed to 1% of its normal value.
102
103 maxsp how much mana is sapped per "disease move". if negative, a %-age is
104 taken.
105
106 ac every "disease move" the severity of the symptoms are increased by
107 ac/100. (severity = 1 + (accumlated_progression)/100)
108
109 last_eat increases food usage if negative.
110
111
112
113 For SYMPTOMS:
114
115 Stats modify stats
116 hp modify regen
117 value progression counter (multiplier = value/100)
118 food modify food use (from last_eat in DISEASE)
119 maxsp suck mana ( as noted for DISEASE)
120 last_sp Lethargy
121 msg What to say
122 speed speed of movement, from DISEASE
123
124
125 */
126
127
128 #include <global.h>
129 #include <object.h>
130 #include <living.h>
131 #ifndef __CEXTRACT__
132 # include <sproto.h>
133 #endif
134 #include <spells.h>
135 #include <sounds.h>
136 #include <skills.h>
137
138 /* IMPLEMENTATION NOTES
139
140 Diseases may be contageous. They are objects which exist in a player's
141 inventory. They themselves do nothing, except modify Symptoms, or
142 spread to other live objects. Symptoms are what actually damage the player:
143 these are their own object. */
144
145 /* check if victim is susceptible to disease. */
146 static int
147 is_susceptible_to_disease (object *victim, object *disease)
148 {
149 if (!QUERY_FLAG (victim, FLAG_ALIVE))
150 return 0;
151
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD))
156 return 1;
157
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0;
162 }
163
164 int
165 move_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 == NULL)
172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0)
174 disease->value--;
175
176 if (disease->value == 0)
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 foods denote "perpetual" diseases. */
186 if (disease->stats.food > 0)
187 {
188 disease->stats.food--;
189
190 if (disease->stats.food == 0)
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 }
209
210 /* remove any symptoms of disease
211 * 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
213 * disease level and player level and whatnot, a player could get
214 * more than one symtpom to a disease.
215 */
216
217 int
218 remove_symptoms (object *disease)
219 {
220 object *symptom, *victim = NULL;
221
222 while ((symptom = find_symptom (disease)) != NULL)
223 {
224 if (!victim)
225 victim = symptom->env;
226
227 symptom->destroy ();
228 }
229
230 if (victim)
231 fix_player (victim);
232 return 0;
233 }
234
235 /* argument is a disease */
236 object *
237 find_symptom (object *disease)
238 {
239 object *walk;
240
241 /* check the inventory for symptoms */
242 for (walk = disease->env->inv; walk; walk = walk->below)
243 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
244 return walk;
245 return NULL;
246 }
247
248 /* searches around for more victims to infect */
249 int
250 check_infection (object *disease)
251 {
252 int x, y, range, mflags;
253 maptile *map, *map2;
254 object *tmp;
255
256 range = abs (disease->magic);
257
258 if (disease->env)
259 {
260 x = disease->env->x;
261 y = disease->env->y;
262 map = disease->env->map;
263 }
264 else
265 {
266 x = disease->x;
267 y = disease->y;
268 map = disease->map;
269 }
270
271 if (!map)
272 return 0;
273
274 for (int i = x - range; i <= x + range; i++)
275 for (int j = y - range; j <= y + range; j++)
276 {
277 sint16 i2, j2;
278 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
279
280 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
281 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
282 infect_object (tmp, disease, 0);
283 }
284
285 return 1;
286 }
287
288
289 /* check to see if an object is infectable:
290 * objects with immunity aren't infectable.
291 * objects already infected aren't infectable.
292 * dead objects aren't infectable.
293 * undead objects are infectible only if specifically named.
294 */
295 int
296 infect_object (object *victim, object *disease, int force)
297 {
298 object *tmp;
299 object *new_disease;
300
301 /* don't infect inanimate objects */
302 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
303 return 0;
304
305 /* check and see if victim can catch disease: diseases
306 * are specific
307 */
308 if (!is_susceptible_to_disease (victim, disease))
309 return 0;
310
311 /* roll the dice on infection before doing the inventory check! */
312 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
313 return 0;
314
315 /* do an immunity check */
316 if (victim->head)
317 tmp = victim->head->inv;
318 else
319 tmp = victim->inv;
320
321 /* There used to (IMO) be a flaw in the below - it used to be the case
322 * that if level check was done for both immunity and disease. This could
323 * result in a person with multiple afflictions of the same disease
324 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
325 * they were cast in that same order. Instead, change it so that
326 * if you diseased, you can't get diseased more.
327 */
328
329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
330 {
331 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
332 return 0; /*Immune! */
333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name))
334 return 0; /* already diseased */
335 }
336
337 /* If we've gotten this far, go ahead and infect the victim. */
338 new_disease = disease->clone ();
339 new_disease->stats.food = disease->stats.maxgrace;
340 new_disease->value = disease->stats.maxhp;
341 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
342
343 /* Unfortunately, set_owner does the wrong thing to the skills pointers
344 * resulting in exp going into the owners *current* chosen skill.
345 */
346
347 if (disease->owner)
348 {
349 new_disease->set_owner (disease->owner);
350
351 /* Only need to update skill if different */
352 if (new_disease->skill != disease->skill)
353 new_disease->skill = disease->skill;
354 }
355 else
356 { /* for diseases which are passed by hitting, set owner and praying skill */
357 if (disease->env && disease->env->type == PLAYER)
358 {
359 object *player = disease->env;
360
361 new_disease->set_owner (player);
362
363 /* the skill pointer for these diseases should already be set up -
364 * hardcoding in 'praying' is not the right approach.
365 */
366 }
367 }
368
369 insert_ob_in_ob (new_disease, victim);
370 /* This appears to be a horrible case of overloading 'NO_PASS'
371 * for meaning in the diseases.
372 */
373 new_disease->move_block = 0;
374 if (new_disease->owner && new_disease->owner->type == PLAYER)
375 {
376 char buf[128];
377
378 /* if the disease has a title, it has a special infection message
379 * This messages is printed in the form MESSAGE victim
380 */
381 if (new_disease->title)
382 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
383 else
384 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
385
386 if (victim->type == PLAYER)
387 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
388 else
389 new_draw_info (0, 4, new_disease->owner, buf);
390 }
391 if (victim->type == PLAYER)
392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
393
394 return 1;
395
396 }
397
398
399
400 /* this function monitors the symptoms caused by the disease (if any),
401 causes symptoms, and modifies existing symptoms in the case of
402 existing diseases. */
403
404 int
405 do_symptoms (object *disease)
406 {
407 object *symptom;
408 object *victim;
409 object *tmp;
410
411 victim = disease->env;
412
413 /* This is a quick hack - for whatever reason, disease->env will point
414 * back to disease, causing endless loops. Why this happens really needs
415 * to be found, but this should at least prevent the infinite loops.
416 */
417
418 if (victim == NULL || victim == disease)
419 return 0; /* no-one to inflict symptoms on */
420
421 symptom = find_symptom (disease);
422 if (symptom == NULL)
423 {
424 /* no symptom? need to generate one! */
425 object *new_symptom;
426
427 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
428 if (!is_susceptible_to_disease (victim, disease))
429 return 0;
430
431 /* check for an actual immunity */
432 /* do an immunity check */
433 if (victim->head)
434 tmp = victim->head->inv;
435 else
436 tmp = victim->inv;
437
438 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
439 {
440 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
441 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
442 return 0; /*Immune! */
443 }
444
445 new_symptom = get_archetype (ARCH_SYMPTOM);
446
447 /* Something special done with dam. We want diseases to be more
448 * random in what they'll kill, so we'll make the damage they
449 * do random, note, this has a weird effect with progressive diseases.
450 */
451 if (disease->stats.dam != 0)
452 {
453 int dam = disease->stats.dam;
454
455 /* reduce the damage, on average, 50%, and making things random. */
456
457 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
458 if (disease->stats.dam < 0)
459 dam = -dam;
460 new_symptom->stats.dam = dam;
461 }
462
463
464 new_symptom->stats.maxsp = disease->stats.maxsp;
465 new_symptom->stats.food = new_symptom->stats.maxgrace;
466
467 new_symptom->name = new_symptom->name_pl = disease->name;
468
469 new_symptom->level = disease->level;
470 new_symptom->speed = disease->speed;
471 new_symptom->value = 0;
472 new_symptom->stats.Str = disease->stats.Str;
473 new_symptom->stats.Dex = disease->stats.Dex;
474 new_symptom->stats.Con = disease->stats.Con;
475 new_symptom->stats.Wis = disease->stats.Wis;
476 new_symptom->stats.Int = disease->stats.Int;
477 new_symptom->stats.Pow = disease->stats.Pow;
478 new_symptom->stats.Cha = disease->stats.Cha;
479 new_symptom->stats.sp = disease->stats.sp;
480 new_symptom->stats.food = disease->last_eat;
481 new_symptom->stats.maxsp = disease->stats.maxsp;
482 new_symptom->last_sp = disease->last_sp;
483 new_symptom->stats.exp = 0;
484 new_symptom->stats.hp = disease->stats.hp;
485 new_symptom->msg = disease->msg;
486 new_symptom->attacktype = disease->attacktype;
487 new_symptom->other_arch = disease->other_arch;
488
489 new_symptom->set_owner (disease->owner);
490
491 if (new_symptom->skill != disease->skill)
492 new_symptom->skill = disease->skill;
493
494 new_symptom->move_block = 0;
495 insert_ob_in_ob (new_symptom, victim);
496 return 1;
497 }
498
499 /* now deal with progressing diseases: we increase the debility
500 * caused by the symptoms.
501 */
502
503 if (disease->stats.ac != 0)
504 {
505 float scale;
506
507 symptom->value += disease->stats.ac;
508 scale = 1.0 + symptom->value / 100.0;
509 /* now rescale all the debilities */
510 symptom->stats.Str = (int) (scale * disease->stats.Str);
511 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
512 symptom->stats.Con = (int) (scale * disease->stats.Con);
513 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
514 symptom->stats.Int = (int) (scale * disease->stats.Int);
515 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
516 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
517 symptom->stats.dam = (int) (scale * disease->stats.dam);
518 symptom->stats.sp = (int) (scale * disease->stats.sp);
519 symptom->stats.food = (int) (scale * disease->last_eat);
520 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
521 symptom->last_sp = (int) (scale * disease->last_sp);
522 symptom->stats.exp = 0;
523 symptom->stats.hp = (int) (scale * disease->stats.hp);
524 symptom->msg = disease->msg;
525 symptom->attacktype = disease->attacktype;
526 symptom->other_arch = disease->other_arch;
527 }
528 SET_FLAG (symptom, FLAG_APPLIED);
529 fix_player (victim);
530 return 1;
531 }
532
533
534 /* grants immunity to plagues we've seen before. */
535 int
536 grant_immunity (object *disease)
537 {
538 object *immunity;
539 object *walk;
540
541 /* Don't give immunity to this disease if last_heal is set. */
542 if (disease->last_heal)
543 return 0;
544 /* first, search for an immunity of the same name */
545 for (walk = disease->env->inv; walk; walk = walk->below)
546 {
547 if (walk->type == 98 && !strcmp (disease->name, walk->name))
548 {
549 walk->level = disease->level;
550 return 1; /* just update the existing immunity. */
551 }
552 }
553 immunity = get_archetype ("immunity");
554 immunity->name = disease->name;
555 immunity->level = disease->level;
556 immunity->move_block = 0;
557 insert_ob_in_ob (immunity, disease->env);
558 return 1;
559
560 }
561
562
563 /* make the symptom do the nasty things it does */
564
565 int
566 move_symptom (object *symptom)
567 {
568 object *victim = symptom->env;
569 object *new_ob;
570 int sp_reduce;
571
572 if (victim == NULL || victim->map == NULL)
573 { /* outside a monster/player, die immediately */
574 symptom->destroy ();
575 return 0;
576 }
577
578 if (symptom->stats.dam > 0)
579 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
580 else
581 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
582
583 if (symptom->stats.maxsp > 0)
584 sp_reduce = symptom->stats.maxsp;
585 else
586 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
587 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
588
589 /* create the symptom "other arch" object and drop it here
590 * under every part of the monster
591 * The victim may well have died.
592 */
593
594 if (victim->map == NULL)
595 return 0;
596 if (symptom->other_arch)
597 {
598 object *tmp;
599
600 tmp = victim;
601 if (tmp->head != NULL)
602 tmp = tmp->head;
603 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
604 {
605 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x;
607 new_ob->y = tmp->y;
608 new_ob->map = victim->map;
609 insert_ob_in_map (new_ob, victim->map, victim, 0);
610 }
611 }
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613
614 return 1;
615 }
616
617
618 /* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621 int
622 check_physically_infect (object *victim, object *hitter)
623 {
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below)
628 if (walk->type == DISEASE)
629 infect_object (victim, walk, 0);
630 return 1;
631 }
632
633 /* find a disease in someone*/
634 object *
635 find_disease (object *victim)
636 {
637 object *walk;
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE)
641 return walk;
642 return NULL;
643 }
644
645 /* do the cure disease stuff, from the spell "cure disease" */
646
647 int
648 cure_disease (object *sufferer, object *caster)
649 {
650 object *disease, *next;
651 int casting_level;
652 int cure = 0;
653
654 if (caster)
655 casting_level = caster->level;
656 else
657 casting_level = 1000; /* if null caster, CURE all. */
658
659 for (disease = sufferer->inv; disease; disease = next)
660 {
661 next = disease->below;
662
663 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5.
669 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 {
672
673 remove_symptoms (disease);
674 cure = 1;
675
676 if (caster)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0);
678
679 disease->destroy ();
680 }
681 }
682 }
683 if (cure)
684 {
685 /* Only draw these messages once */
686 if (caster)
687 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
688 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
689 }
690 return 1;
691 }
692
693 /* reduces disease progression: reduce_symptoms
694 * return true if we actually reduce a disease.
695 */
696
697 int
698 reduce_symptoms (object *sufferer, int reduction)
699 {
700 object *walk;
701 int success = 0;
702
703 for (walk = sufferer->inv; walk; walk = walk->below)
704 {
705 if (walk->type == SYMPTOM)
706 {
707 if (walk->value > 0)
708 {
709 success = 1;
710 walk->value = MAX (0, walk->value - 2 * reduction);
711 /* give the disease time to modify this symptom,
712 * and reduce its severity. */
713 walk->speed_left = 0;
714 }
715 }
716 }
717 if (success)
718 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
719 return success;
720 }