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/cvs/deliantra/server/server/disease.C
Revision: 1.38
Committed: Fri Aug 24 01:23:29 2007 UTC (16 years, 9 months ago) by root
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Branch: MAIN
Changes since 1.37: +0 -1 lines
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# Content
1 /*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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 For DISEASES:
32 Stat Property Definition
33
34 attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
35 other_arch Creation object created and dropped when symptom moved.
36 title Message When the "disease" "infects" something, it will
37 print "title victim!!!" to the player who owns
38 the "disease".
39 wc+ Infectiousness How well the plague spreads person-to-person
40 magic+ Range range of infection
41 Stats* Disability What stats are reduced by the disease (str con...)
42 maxhp+ Persistence How long the disease can last OUTSIDE the host.
43 value TimeLeft Counter for persistence
44 dam^ Damage How much damage it does (%?).
45 maxgrace+ Duration How long before the disease is naturally cured.
46 food DurCount Counter for Duration
47
48 speed Speed How often the disease moves.
49 last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
50
51 maxsp^ Mana deplete Saps mana.
52 ac^ Progressiveness How the diseases increases in severity.
53 last_eat*^ Deplete food saps food if negative
54 last_heal GrantImmunity If nonzero, disease does NOT grant immunity
55 when it runs out
56
57 exp experience experience awarded when plague cured
58 hp*^ ReduceRegen reduces regeneration of disease-bearer
59 sp*^ ReduceSpRegen reduces spellpoint regeneration
60
61 name Name Name of the plague
62 msg message What the plague says when it strikes.
63 race those affected species/race the plague strikes (* = everything)
64 level Plague Level General description of the plague's deadliness
65 armour Attenuation reduction in wc per generation of disease.
66 This builds in a self-limiting factor.
67
68
69 Explanations:
70 * means this # should be negative to cause adverse effect.
71 + means that this effect is modulated in spells by ldur
72 ^ means that this effect is modulated in spells by ldam
73
74 attacktype is the attacktype used by the disease to smite "dam" damage with.
75
76 wc/127 is the chance of someone in range catching it.
77
78 magic is the range at which infection may occur. If negative, the range is
79 NOT level dependent.
80
81 Stats are stat modifications. These should typically be negative.
82
83 maxhp is how long the disease will persist if the host dies and "drops" it,
84 in "disease moves", i.e., moves of the disease. If negative, permanent.
85
86
87 value is the counter for maxhp, it starts at maxhp and drops...
88
89 dam if positive, it is straight damage. if negative, a %-age.
90
91 maxgrace how long in "disease moves" the disease lasts in the host, if negative,
92 permanent until cured.
93
94 food if negative, disease is permanent. otherwise, decreases at <speed>,
95 disease goes away at food=0, set to "maxgrace" on infection.
96
97 speed is the speed of the disease, how fast "disease moves" occur.
98
99 last_sp is the lethargy imposed on the player by the disease. A lethargy
100 of "1" reduces the players speed to 1% of its normal value.
101
102 maxsp how much mana is sapped per "disease move". if negative, a %-age is
103 taken.
104
105 ac every "disease move" the severity of the symptoms are increased by
106 ac/100. (severity = 1 + (accumlated_progression)/100)
107
108 last_eat increases food usage if negative.
109
110
111
112 For SYMPTOMS:
113
114 Stats modify stats
115 hp modify regen
116 value progression counter (multiplier = value/100)
117 food modify food use (from last_eat in DISEASE)
118 maxsp suck mana ( as noted for DISEASE)
119 last_sp Lethargy
120 msg What to say
121 speed speed of movement, from DISEASE
122
123
124 */
125
126
127 #include <global.h>
128 #include <object.h>
129 #include <living.h>
130 #include <sproto.h>
131 #include <spells.h>
132 #include <sounds.h>
133 #include <skills.h>
134
135 /* IMPLEMENTATION NOTES
136
137 Diseases may be contageous. They are objects which exist in a player's
138 inventory. They themselves do nothing, except modify Symptoms, or
139 spread to other live objects. Symptoms are what actually damage the player:
140 these are their own object. */
141
142 /* check if victim is susceptible to disease. */
143 static int
144 is_susceptible_to_disease (object *victim, object *disease)
145 {
146 if (!QUERY_FLAG (victim, FLAG_ALIVE))
147 return 0;
148
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
150 return 1;
151
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0;
159 }
160
161 int
162 move_disease (object *disease)
163 {
164 /* first task is to determine if the disease is inside or outside of someone.
165 * If outside, we decrement 'value' until we're gone.
166 */
167
168 if (!disease->env)
169 { /* we're outside of someone */
170 if (disease->stats.maxhp > 0)
171 disease->value--;
172
173 if (!disease->value)
174 {
175 disease->destroy ();
176 return 1;
177 }
178 }
179 else
180 {
181 /* if we're inside a person, have the disease run its course */
182 /* negative/zero food denotes "perpetual" diseases. */
183 if (disease->stats.food > 0)
184 {
185 disease->stats.food--;
186
187 if (!disease->stats.food)
188 {
189 remove_symptoms (disease); /* remove the symptoms of this disease */
190 grant_immunity (disease);
191 disease->destroy ();
192 return 1;
193 }
194 }
195 }
196
197 /* check to see if we infect others */
198 check_infection (disease);
199
200 /* impose or modify the symptoms of the disease */
201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
202 do_symptoms (disease);
203
204 return 0;
205 }
206
207 /* remove any symptoms of disease
208 * Modified by MSW 2003-03-28 do try to find all the symptom the
209 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease.
212 */
213 int
214 remove_symptoms (object *disease)
215 {
216 object *symptom, *victim = NULL;
217
218 while ((symptom = find_symptom (disease)) != NULL)
219 {
220 if (!victim)
221 victim = symptom->env;
222
223 symptom->destroy ();
224 }
225
226 if (victim)
227 victim->update_stats ();
228
229 return 0;
230 }
231
232 /* argument is a disease */
233 object *
234 find_symptom (object *disease)
235 {
236 /* check the inventory for symptoms */
237 for (object *walk = disease->env->inv; walk; walk = walk->below)
238 if (walk->name == disease->name && walk->type == SYMPTOM)
239 return walk;
240
241 return NULL;
242 }
243
244 /* searches around for more victims to infect */
245 int
246 check_infection (object *disease)
247 {
248 int x, y, range, mflags;
249 maptile *map, *map2;
250 object *tmp;
251
252 range = abs (disease->magic);
253
254 if (disease->env)
255 {
256 x = disease->env->x;
257 y = disease->env->y;
258 map = disease->env->map;
259 }
260 else
261 {
262 x = disease->x;
263 y = disease->y;
264 map = disease->map;
265 }
266
267 if (!map)
268 return 0;
269
270 for (int i = x - range; i <= x + range; i++)
271 for (int j = y - range; j <= y + range; j++)
272 {
273 sint16 i2, j2;
274 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
275
276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
277 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
278 infect_object (tmp, disease, 0);
279 }
280
281 return 1;
282 }
283
284 /* check to see if an object is infectable:
285 * objects with immunity aren't infectable.
286 * objects already infected aren't infectable.
287 * dead objects aren't infectable.
288 * undead objects are infectible only if specifically named.
289 */
290 int
291 infect_object (object *victim, object *disease, int force)
292 {
293 object *tmp;
294 object *new_disease;
295
296 /* don't infect inanimate objects */
297 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
298 return 0;
299
300 /* check and see if victim can catch disease: diseases
301 * are specific
302 */
303 if (!is_susceptible_to_disease (victim, disease))
304 return 0;
305
306 /* roll the dice on infection before doing the inventory check! */
307 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
308 return 0;
309
310 /* do an immunity check */
311
312 /* There used to (IMO) be a flaw in the below - it used to be the case
313 * that if level check was done for both immunity and disease. This could
314 * result in a person with multiple afflictions of the same disease
315 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
316 * they were cast in that same order. Instead, change it so that
317 * if you diseased, you can't get diseased more.
318 */
319
320 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
321 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
322 return 0; /* Immune! */
323 else if (tmp->type == DISEASE && tmp->name == disease->name)
324 return 0; /* already diseased */
325
326 /* If we've gotten this far, go ahead and infect the victim. */
327
328 new_disease = disease->clone ();
329
330 new_disease->stats.food = disease->stats.maxgrace;
331 new_disease->value = disease->stats.maxhp;
332 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
333
334 /* This appears to be a horrible case of overloading 'NO_PASS'
335 * for meaning in the diseases.
336 */
337 new_disease->move_block = 0;
338
339 // insert before setting the owner
340 victim->head_ ()->insert (new_disease);
341
342 if (disease->owner)
343 new_disease->set_owner (disease->owner);
344 else if (object *pl = disease->in_player ())
345 /* for diseases which are passed by hitting, set owner and skill */
346 new_disease->set_owner (pl);
347
348 if (new_disease->owner && new_disease->owner->type == PLAYER)
349 {
350 const char *buf;
351
352 /* if the disease has a title, it has a special infection message
353 * This messages is printed in the form MESSAGE victim
354 */
355 if (new_disease->title)
356 buf = format ("%s %s!!", &disease->title, &victim->name);
357 else
358 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
359
360 if (victim->type == PLAYER)
361 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
362 else
363 new_draw_info (0, 4, new_disease->owner, buf);
364 }
365
366 if (victim->type == PLAYER)
367 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
368
369 return 1;
370 }
371
372 /* this function monitors the symptoms caused by the disease (if any),
373 causes symptoms, and modifies existing symptoms in the case of
374 existing diseases. */
375 int
376 do_symptoms (object *disease)
377 {
378 object *symptom;
379 object *victim;
380 object *tmp;
381
382 victim = disease->env;
383
384 if (!victim)
385 return 0; /* no-one to inflict symptoms on */
386
387 /* This is a quick hack - for whatever reason, disease->env will point
388 * back to disease, causing endless loops. Why this happens really needs
389 * to be found, but this should at least prevent the infinite loops.
390 */
391 //TODO: should no longer be the case, monitor, and remove
392 if (victim == disease)
393 {
394 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
395 return 0;
396 }
397
398 symptom = find_symptom (disease);
399 if (!symptom)
400 {
401 /* no symptom? need to generate one! */
402
403 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
404 if (!is_susceptible_to_disease (victim, disease))
405 return 0;
406
407 /* check for an actual immunity */
408 /* do an immunity check */
409 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
410 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
411 if (tmp->name == disease->name && tmp->level >= disease->level)
412 return 0; /* Immune! */
413
414 object *new_symptom = get_archetype ("symptom");
415
416 /* Something special done with dam. We want diseases to be more
417 * random in what they'll kill, so we'll make the damage they
418 * do random, note, this has a weird effect with progressive diseases.
419 */
420 if (disease->stats.dam)
421 {
422 int dam = disease->stats.dam;
423
424 /* reduce the damage, on average, 50%, and making things random. */
425
426 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
427 if (disease->stats.dam < 0)
428 dam = -dam;
429
430 new_symptom->stats.dam = dam;
431 }
432
433 new_symptom->stats.maxsp = disease->stats.maxsp;
434 new_symptom->stats.food = new_symptom->stats.maxgrace;
435
436 new_symptom->name = new_symptom->name_pl = disease->name;
437
438 new_symptom->level = disease->level;
439 new_symptom->speed = disease->speed;
440 new_symptom->value = 0;
441
442 for (int i = 0; i < NUM_STATS; ++i)
443 new_symptom->stats.stat (i) = disease->stats.stat (i);
444
445 new_symptom->stats.sp = disease->stats.sp;
446 new_symptom->stats.food = disease->last_eat;
447 new_symptom->stats.maxsp = disease->stats.maxsp;
448 new_symptom->last_sp = disease->last_sp;
449 new_symptom->stats.exp = 0;
450 new_symptom->stats.hp = disease->stats.hp;
451 new_symptom->msg = disease->msg;
452 new_symptom->attacktype = disease->attacktype;
453 new_symptom->other_arch = disease->other_arch;
454 new_symptom->skill = disease->skill;
455
456 new_symptom->move_block = 0;
457
458 victim->head_ ()->insert (new_symptom);
459
460 // set owner last, as insert clears owner
461 new_symptom->set_owner (disease->owner);
462
463 return 1;
464 }
465
466 /* now deal with progressing diseases: we increase the debility
467 * caused by the symptoms.
468 */
469 if (disease->stats.ac)
470 {
471 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
472
473 float scale = 1.f + symptom->value / 100.f;
474
475 /* now rescale all the debilities */
476 for (int i = 0; i < NUM_STATS; ++i)
477 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
478
479 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
480 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
481 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
482 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
483 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
484 symptom->stats.exp = 0;
485 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
486 symptom->msg = disease->msg;
487 symptom->attacktype = disease->attacktype;
488 symptom->other_arch = disease->other_arch;
489 }
490
491 SET_FLAG (symptom, FLAG_APPLIED);
492 victim->update_stats ();
493
494 return 1;
495 }
496
497 /* grants immunity to plagues we've seen before. */
498 int
499 grant_immunity (object *disease)
500 {
501 object *immunity;
502 object *walk;
503
504 /* Don't give immunity to this disease if last_heal is set. */
505 if (disease->last_heal)
506 return 0;
507
508 /* first, search for an immunity of the same name */
509 for (walk = disease->env->inv; walk; walk = walk->below)
510 if (walk->type == 98 && disease->name == walk->name)
511 {
512 walk->level = disease->level;
513 return 1; /* just update the existing immunity. */
514 }
515
516 immunity = get_archetype ("immunity");
517
518 immunity->name = disease->name;
519 immunity->level = disease->level;
520 immunity->move_block = 0;
521
522 insert_ob_in_ob (immunity, disease->env);
523
524 return 1;
525 }
526
527 /* make the symptom do the nasty things it does */
528 int
529 move_symptom (object *symptom)
530 {
531 object *victim = symptom->env;
532 object *new_ob;
533 int sp_reduce;
534
535 if (!victim || !victim->map)
536 { /* outside a monster/player, die immediately */
537 symptom->destroy ();
538 return 0;
539 }
540
541 if (symptom->stats.dam > 0)
542 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
543 else
544 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
545
546 if (symptom->stats.maxsp > 0)
547 sp_reduce = symptom->stats.maxsp;
548 else
549 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
550
551 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
552
553 /* create the symptom "other arch" object and drop it here
554 * under every part of the monster
555 * The victim may well have died.
556 */
557 if (symptom->other_arch && victim->map)
558 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
559 {
560 new_ob = arch_to_object (symptom->other_arch);
561 new_ob->x = tmp->x;
562 new_ob->y = tmp->y;
563 new_ob->map = victim->map;
564 insert_ob_in_map (new_ob, victim->map, victim, 0);
565 }
566
567 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
568
569 return 1;
570 }
571
572 /* possibly infect due to direct physical contact
573 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
574 int
575 check_physically_infect (object *victim, object *hitter)
576 {
577 /* search for diseases, give every disease a chance to infect */
578 for (object *disease = hitter->inv; disease; disease = disease->below)
579 if (disease->type == DISEASE)
580 infect_object (victim, disease, 0);
581
582 return 1;
583 }
584
585 // find a disease in someone
586 object *
587 find_disease (object *victim)
588 {
589 for (object *disease = victim->inv; disease; disease = disease->below)
590 if (disease->type == DISEASE)
591 return disease;
592
593 return 0;
594 }
595
596 /* do the cure disease stuff, from the spell "cure disease" */
597 int
598 cure_disease (object *sufferer, object *caster)
599 {
600 object *disease, *next;
601 int casting_level;
602 int cure = 0;
603
604 if (caster)
605 casting_level = caster->level;
606 else
607 casting_level = 1000; /* if null caster, CURE all. */
608
609 for (disease = sufferer->inv; disease; disease = next)
610 {
611 next = disease->below;
612
613 if (disease->type == DISEASE)
614 { /* attempt to cure this disease */
615 /* If caster level is higher than disease level, cure chance
616 * is automatic. If lower, then the chance is basically
617 * 1 in level_diff - if there is a 5 level difference, chance
618 * is 1 in 5.
619 */
620 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
621 {
622 remove_symptoms (disease);
623 cure = 1;
624
625 if (caster)
626 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
627
628 disease->destroy ();
629 }
630 }
631 }
632
633 if (cure)
634 {
635 /* Only draw these messages once */
636 if (caster)
637 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
638
639 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
640 }
641
642 return 1;
643 }
644
645 /* reduces disease progression: reduce_symptoms
646 * return true if we actually reduce a disease.
647 */
648 int
649 reduce_symptoms (object *sufferer, int reduction)
650 {
651 object *walk;
652 int success = 0;
653
654 for (walk = sufferer->inv; walk; walk = walk->below)
655 {
656 if (walk->type == SYMPTOM)
657 {
658 if (walk->value > 0)
659 {
660 success = 1;
661 walk->value = max (0, walk->value - 2 * reduction);
662 /* give the disease time to modify this symptom,
663 * and reduce its severity. */
664 walk->speed_left = 0;
665 }
666 }
667 }
668
669 if (success)
670 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
671
672 return success;
673 }