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Revision: 1.47
Committed: Mon Sep 29 10:20:49 2008 UTC (15 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.46: +6 -6 lines
Log Message:
do the same everywhere else

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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 (victim->flag [FLAG_WIZ])
150 return 0;
151
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153 return 1;
154
155 if ((disease->race == shstr_undead) && 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)
172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0)
174 disease->value--;
175
176 if (!disease->value)
177 {
178 disease->destroy (true);
179 return 1;
180 }
181 }
182 else
183 {
184 /* if we're inside a person, have the disease run its course */
185 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0)
187 {
188 disease->stats.food--;
189
190 if (!disease->stats.food)
191 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease);
194 disease->destroy (true);
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 int
217 remove_symptoms (object *disease)
218 {
219 object *symptom, *victim = NULL;
220
221 while ((symptom = find_symptom (disease)) != NULL)
222 {
223 if (!victim)
224 victim = symptom->env;
225
226 symptom->destroy (true);
227 }
228
229 if (victim)
230 victim->update_stats ();
231
232 return 0;
233 }
234
235 /* argument is a disease */
236 object *
237 find_symptom (object *disease)
238 {
239 /* check the inventory for symptoms */
240 for (object *walk = disease->env->inv; walk; walk = walk->below)
241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk;
243
244 return NULL;
245 }
246
247 /* searches around for more victims to infect */
248 int
249 check_infection (object *disease)
250 {
251 int x, y;
252 maptile *map, *map2;
253 object *tmp;
254
255 int range = abs (disease->magic);
256
257 if (disease->env)
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269
270 if (!map)
271 return 0;
272
273 for (int i = x - range; i <= x + range; i++)
274 for (int j = y - range; j <= y + range; j++)
275 {
276 sint16 i2, j2;
277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0);
282 }
283
284 return 1;
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
315 /* There used to (IMO) be a flaw in the below - it used to be the case
316 * that if level check was done for both immunity and disease. This could
317 * result in a person with multiple afflictions of the same disease
318 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
319 * they were cast in that same order. Instead, change it so that
320 * if you diseased, you can't get diseased more.
321 */
322
323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
324 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
325 return 0; /* Immune! */
326 else if (tmp->type == DISEASE && tmp->name == disease->name)
327 return 0; /* already diseased */
328
329 /* If we've gotten this far, go ahead and infect the victim. */
330
331 new_disease = disease->clone ();
332
333 new_disease->stats.food = disease->stats.maxgrace;
334 new_disease->value = disease->stats.maxhp;
335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
336
337 /* This appears to be a horrible case of overloading 'NO_PASS'
338 * for meaning in the diseases.
339 */
340 new_disease->move_block = 0;
341
342 // insert before setting the owner
343 victim->head_ ()->insert (new_disease);
344
345 if (disease->owner)
346 new_disease->set_owner (disease->owner);
347 else if (object *pl = disease->in_player ())
348 /* for diseases which are passed by hitting, set owner and skill */
349 new_disease->set_owner (pl);
350
351 if (new_disease->owner && new_disease->owner->type == PLAYER)
352 {
353 const char *buf;
354
355 /* if the disease has a title, it has a special infection message
356 * This messages is printed in the form MESSAGE victim
357 */
358 if (new_disease->title)
359 buf = format ("%s %s!!", &disease->title, &victim->name);
360 else
361 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
362
363 if (victim->type == PLAYER)
364 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
365 else
366 new_draw_info (0, 4, new_disease->owner, buf);
367 }
368
369 if (victim->type == PLAYER)
370 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
371
372 return 1;
373 }
374
375 /* this function monitors the symptoms caused by the disease (if any),
376 causes symptoms, and modifies existing symptoms in the case of
377 existing diseases. */
378 int
379 do_symptoms (object *disease)
380 {
381 object *symptom;
382 object *victim;
383 object *tmp;
384
385 victim = disease->env;
386
387 if (!victim)
388 return 0; /* no-one to inflict symptoms on */
389
390 /* This is a quick hack - for whatever reason, disease->env will point
391 * back to disease, causing endless loops. Why this happens really needs
392 * to be found, but this should at least prevent the infinite loops.
393 */
394 //TODO: should no longer be the case, monitor, and remove
395 if (victim == disease)
396 {
397 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
398 return 0;
399 }
400
401 symptom = find_symptom (disease);
402 if (!symptom)
403 {
404 /* no symptom? need to generate one! */
405
406 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
407 if (!is_susceptible_to_disease (victim, disease))
408 return 0;
409
410 /* check for an actual immunity */
411 /* do an immunity check */
412 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
414 if (tmp->name == disease->name && tmp->level >= disease->level)
415 return 0; /* Immune! */
416
417 object *new_symptom = get_archetype ("symptom");
418
419 /* Something special done with dam. We want diseases to be more
420 * random in what they'll kill, so we'll make the damage they
421 * do random, note, this has a weird effect with progressive diseases.
422 */
423 if (disease->stats.dam)
424 {
425 int dam = disease->stats.dam;
426
427 /* reduce the damage, on average, 50%, and making things random. */
428
429 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
430 if (disease->stats.dam < 0)
431 dam = -dam;
432
433 new_symptom->stats.dam = dam;
434 }
435
436 new_symptom->stats.maxsp = disease->stats.maxsp;
437 new_symptom->stats.food = new_symptom->stats.maxgrace;
438
439 new_symptom->name = new_symptom->name_pl = disease->name;
440
441 new_symptom->level = disease->level;
442 new_symptom->speed = disease->speed;
443 new_symptom->value = 0;
444
445 for (int i = 0; i < NUM_STATS; ++i)
446 new_symptom->stats.stat (i) = disease->stats.stat (i);
447
448 new_symptom->stats.sp = disease->stats.sp;
449 new_symptom->stats.food = disease->last_eat;
450 new_symptom->stats.maxsp = disease->stats.maxsp;
451 new_symptom->last_sp = disease->last_sp;
452 new_symptom->stats.exp = 0;
453 new_symptom->stats.hp = disease->stats.hp;
454 new_symptom->msg = disease->msg;
455 new_symptom->attacktype = disease->attacktype;
456 new_symptom->other_arch = disease->other_arch;
457 new_symptom->skill = disease->skill;
458
459 new_symptom->move_block = 0;
460
461 victim->head_ ()->insert (new_symptom);
462
463 // set owner last, as insert clears owner
464 new_symptom->set_owner (disease->owner);
465
466 return 1;
467 }
468
469 /* now deal with progressing diseases: we increase the debility
470 * caused by the symptoms.
471 */
472 if (disease->stats.ac)
473 {
474 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
475
476 float scale = 1.f + symptom->value / 100.f;
477
478 /* now rescale all the debilities */
479 for (int i = 0; i < NUM_STATS; ++i)
480 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
481
482 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
483 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
484 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
485 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
486 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
487 symptom->stats.exp = 0;
488 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
489 symptom->msg = disease->msg;
490 symptom->attacktype = disease->attacktype;
491 symptom->other_arch = disease->other_arch;
492 }
493
494 SET_FLAG (symptom, FLAG_APPLIED);
495 victim->update_stats ();
496
497 return 1;
498 }
499
500 /* grants immunity to plagues we've seen before. */
501 int
502 grant_immunity (object *disease)
503 {
504 object *immunity;
505 object *walk;
506
507 /* Don't give immunity to this disease if last_heal is set. */
508 if (disease->last_heal)
509 return 0;
510
511 /* first, search for an immunity of the same name */
512 for (walk = disease->env->inv; walk; walk = walk->below)
513 if (walk->type == 98 && disease->name == walk->name)
514 {
515 walk->level = disease->level;
516 return 1; /* just update the existing immunity. */
517 }
518
519 immunity = get_archetype ("immunity");
520
521 immunity->name = disease->name;
522 immunity->level = disease->level;
523 immunity->move_block = 0;
524
525 insert_ob_in_ob (immunity, disease->env);
526
527 return 1;
528 }
529
530 /* make the symptom do the nasty things it does */
531 int
532 move_symptom (object *symptom)
533 {
534 object *victim = symptom->env;
535 object *new_ob;
536 int sp_reduce;
537
538 if (!victim || !victim->map)
539 { /* outside a monster/player, die immediately */
540 symptom->destroy (true);
541 return 0;
542 }
543
544 if (symptom->stats.dam > 0)
545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
546 else
547 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
548
549 if (symptom->stats.maxsp > 0)
550 sp_reduce = symptom->stats.maxsp;
551 else
552 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
553
554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
555
556 /* create the symptom "other arch" object and drop it here
557 * under every part of the monster
558 * The victim may well have died.
559 */
560 if (victim->map)
561 {
562 victim->play_sound (symptom->sound);
563
564 if (symptom->other_arch)
565 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
566 {
567 new_ob = arch_to_object (symptom->other_arch);
568 new_ob->x = tmp->x;
569 new_ob->y = tmp->y;
570 new_ob->map = victim->map;
571 insert_ob_in_map (new_ob, victim->map, victim, 0);
572 }
573 }
574
575 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
576
577 return 1;
578 }
579
580 /* possibly infect due to direct physical contact
581 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
582 int
583 check_physically_infect (object *victim, object *hitter)
584 {
585 /* search for diseases, give every disease a chance to infect */
586 for (object *disease = hitter->inv; disease; disease = disease->below)
587 if (disease->type == DISEASE)
588 infect_object (victim, disease, 0);
589
590 return 1;
591 }
592
593 // find a disease in someone
594 object *
595 find_disease (object *victim)
596 {
597 for (object *disease = victim->inv; disease; disease = disease->below)
598 if (disease->type == DISEASE)
599 return disease;
600
601 return 0;
602 }
603
604 /* do the cure disease stuff, from the spell "cure disease" */
605 int
606 cure_disease (object *sufferer, object *caster, object *spell)
607 {
608 object *disease, *next;
609 int cure = 0;
610
611 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
612
613 for (disease = sufferer->inv; disease; disease = next)
614 {
615 next = disease->below;
616
617 if (disease->type == DISEASE)
618 { /* attempt to cure this disease */
619 /* If caster level is higher than disease level, cure chance
620 * is automatic. If lower, then the chance is basically
621 * 1 in level_diff - if there is a 5 level difference, chance
622 * is 1 in 5.
623 */
624 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
625 {
626 remove_symptoms (disease);
627 cure = 1;
628
629 if (caster && spell)
630 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
631
632 disease->destroy (true);
633 }
634 }
635 }
636
637 if (cure)
638 {
639 /* Only draw these messages once */
640 if (caster)
641 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
642
643 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
644 }
645
646 return 1;
647 }
648
649 /* reduces disease progression: reduce_symptoms
650 * return true if we actually reduce a disease.
651 */
652 int
653 reduce_symptoms (object *sufferer, int reduction)
654 {
655 object *walk;
656 int success = 0;
657
658 for (walk = sufferer->inv; walk; walk = walk->below)
659 {
660 if (walk->type == SYMPTOM)
661 {
662 if (walk->value > 0)
663 {
664 success = 1;
665 walk->value = max (0, walk->value - 2 * reduction);
666 /* give the disease time to modify this symptom,
667 * and reduce its severity. */
668 walk->speed_left = 0;
669 }
670 }
671 }
672
673 if (success)
674 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
675
676 return success;
677 }