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Revision: 1.5
Committed: Thu Sep 14 22:34:04 2006 UTC (17 years, 8 months ago) by root
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Branch: MAIN
Changes since 1.4: +1 -7 lines
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# 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 if (disease->value == 0)
176 {
177 remove_ob (disease);
178 free_object (disease);
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 if (disease->stats.food == 0)
190 {
191 remove_symptoms (disease); /* remove the symptoms of this disease */
192 grant_immunity (disease);
193 remove_ob (disease);
194 free_object (disease);
195 return 1;
196 }
197 }
198 }
199 /* check to see if we infect others */
200 check_infection (disease);
201
202 /* impose or modify the symptoms of the disease */
203 if (disease->env && is_susceptible_to_disease (disease->env, disease))
204 do_symptoms (disease);
205
206 return 0;
207 }
208
209 /* remove any symptoms of disease
210 * Modified by MSW 2003-03-28 do try to find all the symptom the
211 * player may have - I think through some odd interactoins with
212 * disease level and player level and whatnot, a player could get
213 * more than one symtpom to a disease.
214 */
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 remove_ob (symptom);
226 free_object (symptom);
227 }
228 if (victim)
229 fix_player (victim);
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 mapstruct *map, *map2;
252 object *tmp;
253 sint16 i, j, i2, j2;
254
255 range = abs (disease->magic);
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 == NULL)
270 return 0;
271 for (i = x - range; i <= x + range; i++)
272 {
273 for (j = y - range; j <= y + range; j++)
274 {
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
277 {
278 for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above)
279 {
280 infect_object (tmp, disease, 0);
281 }
282 }
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 = get_object ();
339 copy_object (disease, new_disease);
340 new_disease->stats.food = disease->stats.maxgrace;
341 new_disease->value = disease->stats.maxhp;
342 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
343
344 /* Unfortunately, set_owner does the wrong thing to the skills pointers
345 * resulting in exp going into the owners *current* chosen skill.
346 */
347
348 if (get_owner (disease))
349 {
350 set_owner (new_disease, disease->owner);
351
352 /* Only need to update skill if different */
353 if (new_disease->skill != disease->skill)
354 new_disease->skill = disease->skill;
355 }
356 else
357 { /* for diseases which are passed by hitting, set owner and praying skill */
358 if (disease->env && disease->env->type == PLAYER)
359 {
360 object *player = disease->env;
361
362 set_owner (new_disease, player);
363
364 /* the skill pointer for these diseases should already be set up -
365 * hardcoding in 'praying' is not the right approach.
366 */
367 }
368 }
369
370 insert_ob_in_ob (new_disease, victim);
371 /* This appears to be a horrible case of overloading 'NO_PASS'
372 * for meaning in the diseases.
373 */
374 new_disease->move_block = 0;
375 if (new_disease->owner && new_disease->owner->type == PLAYER)
376 {
377 char buf[128];
378
379 /* if the disease has a title, it has a special infection message
380 * This messages is printed in the form MESSAGE victim
381 */
382 if (new_disease->title)
383 sprintf (buf, "%s %s!!", &disease->title, &victim->name);
384 else
385 sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
386
387 if (victim->type == PLAYER)
388 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
389 else
390 new_draw_info (0, 4, new_disease->owner, buf);
391 }
392 if (victim->type == PLAYER)
393 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
394
395 return 1;
396
397 }
398
399
400
401 /* this function monitors the symptoms caused by the disease (if any),
402 causes symptoms, and modifies existing symptoms in the case of
403 existing diseases. */
404
405 int
406 do_symptoms (object *disease)
407 {
408 object *symptom;
409 object *victim;
410 object *tmp;
411
412 victim = disease->env;
413
414 /* This is a quick hack - for whatever reason, disease->env will point
415 * back to disease, causing endless loops. Why this happens really needs
416 * to be found, but this should at least prevent the infinite loops.
417 */
418
419 if (victim == NULL || victim == disease)
420 return 0; /* no-one to inflict symptoms on */
421
422 symptom = find_symptom (disease);
423 if (symptom == NULL)
424 {
425 /* no symptom? need to generate one! */
426 object *new_symptom;
427
428 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
429 if (!is_susceptible_to_disease (victim, disease))
430 return 0;
431
432 /* check for an actual immunity */
433 /* do an immunity check */
434 if (victim->head)
435 tmp = victim->head->inv;
436 else
437 tmp = victim->inv;
438
439 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below)
440 {
441 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
442 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level)
443 return 0; /*Immune! */
444 }
445
446 new_symptom = get_archetype (ARCH_SYMPTOM);
447
448 /* Something special done with dam. We want diseases to be more
449 * random in what they'll kill, so we'll make the damage they
450 * do random, note, this has a weird effect with progressive diseases.
451 */
452 if (disease->stats.dam != 0)
453 {
454 int dam = disease->stats.dam;
455
456 /* reduce the damage, on average, 50%, and making things random. */
457
458 dam = random_roll (1, FABS (dam), victim, PREFER_LOW);
459 if (disease->stats.dam < 0)
460 dam = -dam;
461 new_symptom->stats.dam = dam;
462 }
463
464
465 new_symptom->stats.maxsp = disease->stats.maxsp;
466 new_symptom->stats.food = new_symptom->stats.maxgrace;
467
468 new_symptom->name = new_symptom->name_pl = disease->name;
469
470 new_symptom->level = disease->level;
471 new_symptom->speed = disease->speed;
472 new_symptom->value = 0;
473 new_symptom->stats.Str = disease->stats.Str;
474 new_symptom->stats.Dex = disease->stats.Dex;
475 new_symptom->stats.Con = disease->stats.Con;
476 new_symptom->stats.Wis = disease->stats.Wis;
477 new_symptom->stats.Int = disease->stats.Int;
478 new_symptom->stats.Pow = disease->stats.Pow;
479 new_symptom->stats.Cha = disease->stats.Cha;
480 new_symptom->stats.sp = disease->stats.sp;
481 new_symptom->stats.food = disease->last_eat;
482 new_symptom->stats.maxsp = disease->stats.maxsp;
483 new_symptom->last_sp = disease->last_sp;
484 new_symptom->stats.exp = 0;
485 new_symptom->stats.hp = disease->stats.hp;
486 new_symptom->msg = disease->msg;
487 new_symptom->attacktype = disease->attacktype;
488 new_symptom->other_arch = disease->other_arch;
489
490 set_owner (new_symptom, disease->owner);
491
492 if (new_symptom->skill != disease->skill)
493 new_symptom->skill = disease->skill;
494
495 new_symptom->move_block = 0;
496 insert_ob_in_ob (new_symptom, victim);
497 return 1;
498 }
499
500 /* now deal with progressing diseases: we increase the debility
501 * caused by the symptoms.
502 */
503
504 if (disease->stats.ac != 0)
505 {
506 float scale;
507
508 symptom->value += disease->stats.ac;
509 scale = 1.0 + symptom->value / 100.0;
510 /* now rescale all the debilities */
511 symptom->stats.Str = (int) (scale * disease->stats.Str);
512 symptom->stats.Dex = (int) (scale * disease->stats.Dex);
513 symptom->stats.Con = (int) (scale * disease->stats.Con);
514 symptom->stats.Wis = (int) (scale * disease->stats.Wis);
515 symptom->stats.Int = (int) (scale * disease->stats.Int);
516 symptom->stats.Pow = (int) (scale * disease->stats.Pow);
517 symptom->stats.Cha = (int) (scale * disease->stats.Cha);
518 symptom->stats.dam = (int) (scale * disease->stats.dam);
519 symptom->stats.sp = (int) (scale * disease->stats.sp);
520 symptom->stats.food = (int) (scale * disease->last_eat);
521 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp);
522 symptom->last_sp = (int) (scale * disease->last_sp);
523 symptom->stats.exp = 0;
524 symptom->stats.hp = (int) (scale * disease->stats.hp);
525 symptom->msg = disease->msg;
526 symptom->attacktype = disease->attacktype;
527 symptom->other_arch = disease->other_arch;
528 }
529 SET_FLAG (symptom, FLAG_APPLIED);
530 fix_player (victim);
531 return 1;
532 }
533
534
535 /* grants immunity to plagues we've seen before. */
536 int
537 grant_immunity (object *disease)
538 {
539 object *immunity;
540 object *walk;
541
542 /* Don't give immunity to this disease if last_heal is set. */
543 if (disease->last_heal)
544 return 0;
545 /* first, search for an immunity of the same name */
546 for (walk = disease->env->inv; walk; walk = walk->below)
547 {
548 if (walk->type == 98 && !strcmp (disease->name, walk->name))
549 {
550 walk->level = disease->level;
551 return 1; /* just update the existing immunity. */
552 }
553 }
554 immunity = get_archetype ("immunity");
555 immunity->name = disease->name;
556 immunity->level = disease->level;
557 immunity->move_block = 0;
558 insert_ob_in_ob (immunity, disease->env);
559 return 1;
560
561 }
562
563
564 /* make the symptom do the nasty things it does */
565
566 int
567 move_symptom (object *symptom)
568 {
569 object *victim = symptom->env;
570 object *new_ob;
571 int sp_reduce;
572
573 if (victim == NULL || victim->map == NULL)
574 { /* outside a monster/player, die immediately */
575 remove_ob (symptom);
576 free_object (symptom);
577 return 0;
578 }
579
580 if (symptom->stats.dam > 0)
581 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
582 else
583 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
584
585 if (symptom->stats.maxsp > 0)
586 sp_reduce = symptom->stats.maxsp;
587 else
588 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
589 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
590
591 /* create the symptom "other arch" object and drop it here
592 * under every part of the monster
593 * The victim may well have died.
594 */
595
596 if (victim->map == NULL)
597 return 0;
598 if (symptom->other_arch)
599 {
600 object *tmp;
601
602 tmp = victim;
603 if (tmp->head != NULL)
604 tmp = tmp->head;
605 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more)
606 {
607 new_ob = arch_to_object (symptom->other_arch);
608 new_ob->x = tmp->x;
609 new_ob->y = tmp->y;
610 new_ob->map = victim->map;
611 insert_ob_in_map (new_ob, victim->map, victim, 0);
612 }
613 }
614 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
615
616 return 1;
617 }
618
619
620 /* possibly infect due to direct physical contact
621 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
622
623 int
624 check_physically_infect (object *victim, object *hitter)
625 {
626 object *walk;
627
628 /* search for diseases, give every disease a chance to infect */
629 for (walk = hitter->inv; walk != NULL; walk = walk->below)
630 if (walk->type == DISEASE)
631 infect_object (victim, walk, 0);
632 return 1;
633 }
634
635 /* find a disease in someone*/
636 object *
637 find_disease (object *victim)
638 {
639 object *walk;
640
641 for (walk = victim->inv; walk; walk = walk->below)
642 if (walk->type == DISEASE)
643 return walk;
644 return NULL;
645 }
646
647 /* do the cure disease stuff, from the spell "cure disease" */
648
649 int
650 cure_disease (object *sufferer, object *caster)
651 {
652 object *disease, *next;
653 int casting_level;
654 int cure = 0;
655
656 if (caster)
657 casting_level = caster->level;
658 else
659 casting_level = 1000; /* if null caster, CURE all. */
660
661 for (disease = sufferer->inv; disease; disease = next)
662 {
663 next = disease->below;
664
665 if (disease->type == DISEASE)
666 { /* attempt to cure this disease */
667 /* If caster lvel is higher than disease level, cure chance
668 * is automatic. If lower, then the chance is basically
669 * 1 in level_diff - if there is a 5 level difference, chance
670 * is 1 in 5.
671 */
672 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
673 {
674
675 remove_symptoms (disease);
676 remove_ob (disease);
677 cure = 1;
678 if (caster)
679 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0);
680 free_object (disease);
681 }
682 }
683 }
684 if (cure)
685 {
686 /* Only draw these messages once */
687 if (caster)
688 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
689 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
690 }
691 return 1;
692 }
693
694 /* reduces disease progression: reduce_symptoms
695 * return true if we actually reduce a disease.
696 */
697
698 int
699 reduce_symptoms (object *sufferer, int reduction)
700 {
701 object *walk;
702 int success = 0;
703
704 for (walk = sufferer->inv; walk; walk = walk->below)
705 {
706 if (walk->type == SYMPTOM)
707 {
708 if (walk->value > 0)
709 {
710 success = 1;
711 walk->value = MAX (0, walk->value - 2 * reduction);
712 /* give the disease time to modify this symptom,
713 * and reduce its severity. */
714 walk->speed_left = 0;
715 }
716 }
717 }
718 if (success)
719 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
720 return success;
721 }