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Revision: 1.15
Committed: Wed Jan 3 00:21:36 2007 UTC (17 years, 4 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.14: +4 -4 lines
Log Message:
initialised :)

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 #include <sproto.h>
132 #include <spells.h>
133 #include <sounds.h>
134 #include <skills.h>
135
136 /* IMPLEMENTATION NOTES
137
138 Diseases may be contageous. They are objects which exist in a player's
139 inventory. They themselves do nothing, except modify Symptoms, or
140 spread to other live objects. Symptoms are what actually damage the player:
141 these are their own object. */
142
143 /* check if victim is susceptible to disease. */
144 static int
145 is_susceptible_to_disease (object *victim, object *disease)
146 {
147 if (!QUERY_FLAG (victim, FLAG_ALIVE))
148 return 0;
149
150 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
151 return 1;
152
153 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD))
154 return 1;
155
156 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
157 return 1;
158
159 return 0;
160 }
161
162 int
163 move_disease (object *disease)
164 {
165 /* first task is to determine if the disease is inside or outside of someone.
166 * If outside, we decrement 'value' until we're gone.
167 */
168
169 if (disease->env == NULL)
170 { /* we're outside of someone */
171 if (disease->stats.maxhp > 0)
172 disease->value--;
173
174 if (disease->value == 0)
175 {
176 disease->destroy ();
177 return 1;
178 }
179 }
180 else
181 {
182 /* if we're inside a person, have the disease run its course */
183 /* negative foods denote "perpetual" diseases. */
184 if (disease->stats.food > 0)
185 {
186 disease->stats.food--;
187
188 if (disease->stats.food == 0)
189 {
190 remove_symptoms (disease); /* remove the symptoms of this disease */
191 grant_immunity (disease);
192 disease->destroy ();
193 return 1;
194 }
195 }
196 }
197
198 /* check to see if we infect others */
199 check_infection (disease);
200
201 /* impose or modify the symptoms of the disease */
202 if (disease->env && is_susceptible_to_disease (disease->env, disease))
203 do_symptoms (disease);
204
205 return 0;
206 }
207
208 /* remove any symptoms of disease
209 * Modified by MSW 2003-03-28 do try to find all the symptom the
210 * player may have - I think through some odd interactoins with
211 * disease level and player level and whatnot, a player could get
212 * more than one symtpom to a disease.
213 */
214
215 int
216 remove_symptoms (object *disease)
217 {
218 object *symptom, *victim = NULL;
219
220 while ((symptom = find_symptom (disease)) != NULL)
221 {
222 if (!victim)
223 victim = symptom->env;
224
225 symptom->destroy ();
226 }
227
228 if (victim)
229 victim->update_stats ();
230 return 0;
231 }
232
233 /* argument is a disease */
234 object *
235 find_symptom (object *disease)
236 {
237 object *walk;
238
239 /* check the inventory for symptoms */
240 for (walk = disease->env->inv; walk; walk = walk->below)
241 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
242 return walk;
243 return NULL;
244 }
245
246 /* searches around for more victims to infect */
247 int
248 check_infection (object *disease)
249 {
250 int x, y, range, mflags;
251 maptile *map, *map2;
252 object *tmp;
253
254 range = abs (disease->magic);
255
256 if (disease->env)
257 {
258 x = disease->env->x;
259 y = disease->env->y;
260 map = disease->env->map;
261 }
262 else
263 {
264 x = disease->x;
265 y = disease->y;
266 map = disease->map;
267 }
268
269 if (!map)
270 return 0;
271
272 for (int i = x - range; i <= x + range; i++)
273 for (int j = y - range; j <= y + range; j++)
274 {
275 sint16 i2, j2;
276 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277
278 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
279 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
280 infect_object (tmp, disease, 0);
281 }
282
283 return 1;
284 }
285
286
287 /* check to see if an object is infectable:
288 * objects with immunity aren't infectable.
289 * objects already infected aren't infectable.
290 * dead objects aren't infectable.
291 * undead objects are infectible only if specifically named.
292 */
293 int
294 infect_object (object *victim, object *disease, int force)
295 {
296 object *tmp;
297 object *new_disease;
298
299 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0;
302
303 /* check and see if victim can catch disease: diseases
304 * are specific
305 */
306 if (!is_susceptible_to_disease (victim, disease))
307 return 0;
308
309 /* roll the dice on infection before doing the inventory check! */
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0;
312
313 /* do an immunity check */
314 if (victim->head)
315 tmp = victim->head->inv;
316 else
317 tmp = victim->inv;
318
319 /* There used to (IMO) be a flaw in the below - it used to be the case
320 * that if level check was done for both immunity and disease. This could
321 * result in a person with multiple afflictions of the same disease
322 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
323 * they were cast in that same order. Instead, change it so that
324 * if you diseased, you can't get diseased more.
325 */
326
327 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
328 {
329 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
330 return 0; /* Immune! */
331 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name))
332 return 0; /* already diseased */
333 }
334
335 /* If we've gotten this far, go ahead and infect the victim. */
336 new_disease = disease->clone ();
337 new_disease->stats.food = disease->stats.maxgrace;
338 new_disease->value = disease->stats.maxhp;
339 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
340
341 /* Unfortunately, set_owner does the wrong thing to the skills pointers
342 * resulting in exp going into the owners *current* chosen skill.
343 */
344
345 if (disease->owner)
346 {
347 new_disease->set_owner (disease->owner);
348
349 /* Only need to update skill if different */
350 if (new_disease->skill != disease->skill)
351 new_disease->skill = disease->skill;
352 }
353 else
354 { /* for diseases which are passed by hitting, set owner and praying skill */
355 if (disease->env && disease->env->type == PLAYER)
356 {
357 object *player = disease->env;
358
359 new_disease->set_owner (player);
360
361 /* the skill pointer for these diseases should already be set up -
362 * hardcoding in 'praying' is not the right approach.
363 */
364 }
365 }
366
367 insert_ob_in_ob (new_disease, victim);
368 /* This appears to be a horrible case of overloading 'NO_PASS'
369 * for meaning in the diseases.
370 */
371 new_disease->move_block = 0;
372 if (new_disease->owner && new_disease->owner->type == PLAYER)
373 {
374 char buf[128];
375
376 /* if the disease has a title, it has a special infection message
377 * This messages is printed in the form MESSAGE victim
378 */
379 if (new_disease->title)
380 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
381 else
382 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
383
384 if (victim->type == PLAYER)
385 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
386 else
387 new_draw_info (0, 4, new_disease->owner, buf);
388 }
389 if (victim->type == PLAYER)
390 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
391
392 return 1;
393
394 }
395
396
397
398 /* this function monitors the symptoms caused by the disease (if any),
399 causes symptoms, and modifies existing symptoms in the case of
400 existing diseases. */
401
402 int
403 do_symptoms (object *disease)
404 {
405 object *symptom;
406 object *victim;
407 object *tmp;
408
409 victim = disease->env;
410
411 /* This is a quick hack - for whatever reason, disease->env will point
412 * back to disease, causing endless loops. Why this happens really needs
413 * to be found, but this should at least prevent the infinite loops.
414 */
415
416 if (victim == NULL || victim == disease)
417 return 0; /* no-one to inflict symptoms on */
418
419 symptom = find_symptom (disease);
420 if (symptom == NULL)
421 {
422 /* no symptom? need to generate one! */
423 object *new_symptom;
424
425 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
426 if (!is_susceptible_to_disease (victim, disease))
427 return 0;
428
429 /* check for an actual immunity */
430 /* do an immunity check */
431 if (victim->head)
432 tmp = victim->head->inv;
433 else
434 tmp = victim->inv;
435
436 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
437 {
438 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
439 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
440 return 0; /*Immune! */
441 }
442
443 new_symptom = get_archetype (ARCH_SYMPTOM);
444
445 /* Something special done with dam. We want diseases to be more
446 * random in what they'll kill, so we'll make the damage they
447 * do random, note, this has a weird effect with progressive diseases.
448 */
449 if (disease->stats.dam != 0)
450 {
451 int dam = disease->stats.dam;
452
453 /* reduce the damage, on average, 50%, and making things random. */
454
455 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
456 if (disease->stats.dam < 0)
457 dam = -dam;
458 new_symptom->stats.dam = dam;
459 }
460
461
462 new_symptom->stats.maxsp = disease->stats.maxsp;
463 new_symptom->stats.food = new_symptom->stats.maxgrace;
464
465 new_symptom->name = new_symptom->name_pl = disease->name;
466
467 new_symptom->level = disease->level;
468 new_symptom->speed = disease->speed;
469 new_symptom->value = 0;
470 new_symptom->stats.Str = disease->stats.Str;
471 new_symptom->stats.Dex = disease->stats.Dex;
472 new_symptom->stats.Con = disease->stats.Con;
473 new_symptom->stats.Wis = disease->stats.Wis;
474 new_symptom->stats.Int = disease->stats.Int;
475 new_symptom->stats.Pow = disease->stats.Pow;
476 new_symptom->stats.Cha = disease->stats.Cha;
477 new_symptom->stats.sp = disease->stats.sp;
478 new_symptom->stats.food = disease->last_eat;
479 new_symptom->stats.maxsp = disease->stats.maxsp;
480 new_symptom->last_sp = disease->last_sp;
481 new_symptom->stats.exp = 0;
482 new_symptom->stats.hp = disease->stats.hp;
483 new_symptom->msg = disease->msg;
484 new_symptom->attacktype = disease->attacktype;
485 new_symptom->other_arch = disease->other_arch;
486
487 new_symptom->set_owner (disease->owner);
488
489 if (new_symptom->skill != disease->skill)
490 new_symptom->skill = disease->skill;
491
492 new_symptom->move_block = 0;
493 insert_ob_in_ob (new_symptom, victim);
494 return 1;
495 }
496
497 /* now deal with progressing diseases: we increase the debility
498 * caused by the symptoms.
499 */
500
501 if (disease->stats.ac != 0)
502 {
503 float scale;
504
505 symptom->value += disease->stats.ac;
506 scale = 1.0 + symptom->value / 100.0;
507 /* now rescale all the debilities */
508 symptom->stats.Str = (int) (scale * disease->stats.Str);
509 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
510 symptom->stats.Con = (int) (scale * disease->stats.Con);
511 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
512 symptom->stats.Int = (int) (scale * disease->stats.Int);
513 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
514 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
515 symptom->stats.dam = (int) (scale * disease->stats.dam);
516 symptom->stats.sp = (int) (scale * disease->stats.sp);
517 symptom->stats.food = (int) (scale * disease->last_eat);
518 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
519 symptom->last_sp = (int) (scale * disease->last_sp);
520 symptom->stats.exp = 0;
521 symptom->stats.hp = (int) (scale * disease->stats.hp);
522 symptom->msg = disease->msg;
523 symptom->attacktype = disease->attacktype;
524 symptom->other_arch = disease->other_arch;
525 }
526 SET_FLAG (symptom, FLAG_APPLIED);
527 victim->update_stats ();
528 return 1;
529 }
530
531
532 /* grants immunity to plagues we've seen before. */
533 int
534 grant_immunity (object *disease)
535 {
536 object *immunity;
537 object *walk;
538
539 /* Don't give immunity to this disease if last_heal is set. */
540 if (disease->last_heal)
541 return 0;
542 /* first, search for an immunity of the same name */
543 for (walk = disease->env->inv; walk; walk = walk->below)
544 {
545 if (walk->type == 98 && !strcmp (disease->name, walk->name))
546 {
547 walk->level = disease->level;
548 return 1; /* just update the existing immunity. */
549 }
550 }
551 immunity = get_archetype ("immunity");
552 immunity->name = disease->name;
553 immunity->level = disease->level;
554 immunity->move_block = 0;
555 insert_ob_in_ob (immunity, disease->env);
556 return 1;
557
558 }
559
560
561 /* make the symptom do the nasty things it does */
562
563 int
564 move_symptom (object *symptom)
565 {
566 object *victim = symptom->env;
567 object *new_ob;
568 int sp_reduce;
569
570 if (victim == NULL || victim->map == NULL)
571 { /* outside a monster/player, die immediately */
572 symptom->destroy ();
573 return 0;
574 }
575
576 if (symptom->stats.dam > 0)
577 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
578 else
579 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
580
581 if (symptom->stats.maxsp > 0)
582 sp_reduce = symptom->stats.maxsp;
583 else
584 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
585 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
586
587 /* create the symptom "other arch" object and drop it here
588 * under every part of the monster
589 * The victim may well have died.
590 */
591
592 if (victim->map == NULL)
593 return 0;
594 if (symptom->other_arch)
595 {
596 object *tmp;
597
598 tmp = victim;
599 if (tmp->head != NULL)
600 tmp = tmp->head;
601 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
602 {
603 new_ob = arch_to_object (symptom->other_arch);
604 new_ob->x = tmp->x;
605 new_ob->y = tmp->y;
606 new_ob->map = victim->map;
607 insert_ob_in_map (new_ob, victim->map, victim, 0);
608 }
609 }
610 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
611
612 return 1;
613 }
614
615
616 /* possibly infect due to direct physical contact
617 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
618
619 int
620 check_physically_infect (object *victim, object *hitter)
621 {
622 object *walk;
623
624 /* search for diseases, give every disease a chance to infect */
625 for (walk = hitter->inv; walk != NULL; walk = walk->below)
626 if (walk->type == DISEASE)
627 infect_object (victim, walk, 0);
628 return 1;
629 }
630
631 /* find a disease in someone*/
632 object *
633 find_disease (object *victim)
634 {
635 object *walk;
636
637 for (walk = victim->inv; walk; walk = walk->below)
638 if (walk->type == DISEASE)
639 return walk;
640 return NULL;
641 }
642
643 /* do the cure disease stuff, from the spell "cure disease" */
644
645 int
646 cure_disease (object *sufferer, object *caster)
647 {
648 object *disease, *next;
649 int casting_level;
650 int cure = 0;
651
652 if (caster)
653 casting_level = caster->level;
654 else
655 casting_level = 1000; /* if null caster, CURE all. */
656
657 for (disease = sufferer->inv; disease; disease = next)
658 {
659 next = disease->below;
660
661 if (disease->type == DISEASE)
662 { /* attempt to cure this disease */
663 /* If caster lvel is higher than disease level, cure chance
664 * is automatic. If lower, then the chance is basically
665 * 1 in level_diff - if there is a 5 level difference, chance
666 * is 1 in 5.
667 */
668 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
669 {
670
671 remove_symptoms (disease);
672 cure = 1;
673
674 if (caster)
675 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0);
676
677 disease->destroy ();
678 }
679 }
680 }
681 if (cure)
682 {
683 /* Only draw these messages once */
684 if (caster)
685 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
686 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
687 }
688 return 1;
689 }
690
691 /* reduces disease progression: reduce_symptoms
692 * return true if we actually reduce a disease.
693 */
694
695 int
696 reduce_symptoms (object *sufferer, int reduction)
697 {
698 object *walk;
699 int success = 0;
700
701 for (walk = sufferer->inv; walk; walk = walk->below)
702 {
703 if (walk->type == SYMPTOM)
704 {
705 if (walk->value > 0)
706 {
707 success = 1;
708 walk->value = MAX (0, walk->value - 2 * reduction);
709 /* give the disease time to modify this symptom,
710 * and reduce its severity. */
711 walk->speed_left = 0;
712 }
713 }
714 }
715 if (success)
716 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
717 return success;
718 }