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Revision: 1.73
Committed: Sun Jan 29 02:47:05 2017 UTC (7 years, 3 months ago) by root
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* This file contains all the code implementing diseases,
26 * except for odds and ends in attack.c and in
27 * living.c
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 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 /* grants immunity to plagues we've seen before. */
143 static int
144 grant_immunity (object *disease)
145 {
146 object *immunity;
147 object *walk;
148
149 /* Don't give immunity to this disease if last_heal is set. */
150 if (disease->last_heal)
151 return 0;
152
153 /* first, search for an immunity of the same name */
154 for (walk = disease->env->inv; walk; walk = walk->below)
155 if (disease->name == walk->name && walk->is_immunity ())
156 {
157 walk->level = disease->level;
158 return 1; /* just update the existing immunity. */
159 }
160
161 immunity = archetype::get (shstr_immunity);
162
163 immunity->name = disease->name;
164 immunity->level = disease->level;
165 immunity->move_block = 0;
166
167 insert_ob_in_ob (immunity, disease->env);
168
169 return 1;
170 }
171
172 /* argument is a disease */
173 static object *
174 find_symptom (object *disease)
175 {
176 /* check the inventory for symptoms */
177 for (object *walk = disease->env->inv; walk; walk = walk->below)
178 if (walk->name == disease->name && walk->type == SYMPTOM)
179 return walk;
180
181 return NULL;
182 }
183
184 /* remove any symptoms of disease
185 * Modified by MSW 2003-03-28 do try to find all the symptom the
186 * player may have - I think through some odd interactoins with
187 * disease level and player level and whatnot, a player could get
188 * more than one symtpom to a disease.
189 */
190 static int
191 remove_symptoms (object *disease)
192 {
193 object *symptom, *victim = NULL;
194
195 while ((symptom = find_symptom (disease)) != NULL)
196 {
197 if (!victim)
198 victim = symptom->env;
199
200 symptom->destroy ();
201 }
202
203 if (victim)
204 victim->update_stats ();
205
206 return 0;
207 }
208
209 /* searches around for more victims to infect */
210 static int
211 check_infection (object *disease)
212 {
213 int range = abs (disease->magic);
214
215 object *op = disease->outer_env_or_self ();
216
217 if (!op->is_on_map ())
218 return 0;
219
220 dynbuf buf;
221 unordered_mapwalk (buf, op, -range, -range, range, range)
222 {
223 mapspace &ms = m->at (nx, ny);
224
225 if (ms.flags () & P_IS_ALIVE)
226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
227 infect_object (tmp, disease, 0);
228 }
229
230 return 1;
231 }
232
233 /* check if victim is susceptible to disease. */
234 static int
235 is_susceptible_to_disease (object *victim, object *disease)
236 {
237 if (!victim->flag [FLAG_ALIVE])
238 return 0;
239
240 if (victim->flag [FLAG_WIZ])
241 return 0;
242
243 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
244 return 1;
245
246 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
247 return 1;
248
249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1;
251
252 return 0;
253 }
254
255 /* this function monitors the symptoms caused by the disease (if any),
256 causes symptoms, and modifies existing symptoms in the case of
257 existing diseases. */
258 static int
259 do_symptoms (object *disease)
260 {
261 object *symptom;
262 object *victim;
263 object *tmp;
264
265 victim = disease->env;
266
267 if (!victim)
268 return 0; /* no-one to inflict symptoms on */
269
270 /* This is a quick hack - for whatever reason, disease->env will point
271 * back to disease, causing endless loops. Why this happens really needs
272 * to be found, but this should at least prevent the infinite loops.
273 */
274 //TODO: should no longer be the case, monitor, and remove
275 if (victim == disease)
276 {
277 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
278 return 0;
279 }
280
281 symptom = find_symptom (disease);
282 if (!symptom)
283 {
284 /* no symptom? need to generate one! */
285
286 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
287 if (!is_susceptible_to_disease (victim, disease))
288 return 0;
289
290 /* check for an actual immunity */
291 /* do an immunity check */
292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
293 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
294 if (tmp->level >= disease->level)
295 return 0; /* Immune! */
296
297 object *new_symptom = archetype::get (shstr_symptom);
298
299 /* Something special done with dam. We want diseases to be more
300 * random in what they'll kill, so we'll make the damage they
301 * do random, note, this has a weird effect with progressive diseases.
302 */
303 if (disease->stats.dam)
304 {
305 int dam = disease->stats.dam;
306
307 /* reduce the damage, on average, 50%, and making things random. */
308
309 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
310 if (disease->stats.dam < 0)
311 dam = -dam;
312
313 new_symptom->stats.dam = dam;
314 }
315
316 new_symptom->stats.maxsp = disease->stats.maxsp;
317 new_symptom->stats.food = new_symptom->stats.maxgrace;
318
319 new_symptom->name = new_symptom->name_pl = disease->name;
320
321 new_symptom->level = disease->level;
322 new_symptom->value = 0;
323
324 new_symptom->set_speed (disease->speed);
325
326 for (int i = 0; i < NUM_STATS; ++i)
327 new_symptom->stats.stat (i) = disease->stats.stat (i);
328
329 new_symptom->stats.sp = disease->stats.sp;
330 new_symptom->stats.food = disease->last_eat;
331 new_symptom->stats.maxsp = disease->stats.maxsp;
332 new_symptom->last_sp = disease->last_sp;
333 new_symptom->stats.exp = 0;
334 new_symptom->stats.hp = disease->stats.hp;
335 new_symptom->msg = disease->msg;
336 new_symptom->attacktype = disease->attacktype;
337 new_symptom->other_arch = disease->other_arch;
338 new_symptom->skill = disease->skill;
339
340 new_symptom->move_block = 0;
341
342 victim->head_ ()->insert (new_symptom);
343
344 // set owner last, as insert clears owner
345 new_symptom->set_owner (disease->owner);
346
347 return 1;
348 }
349
350 /* now deal with progressing diseases: we increase the debility
351 * caused by the symptoms.
352 */
353 if (disease->stats.ac)
354 {
355 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
356
357 float scale = 1.f + symptom->value / 100.f;
358
359 /* now rescale all the debilities */
360 for (int i = 0; i < NUM_STATS; ++i)
361 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
362
363 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
364 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
365 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
366 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
367 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
368 symptom->stats.exp = 0;
369 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
370 symptom->msg = disease->msg;
371 symptom->attacktype = disease->attacktype;
372 symptom->other_arch = disease->other_arch;
373 }
374
375 symptom->set_flag (FLAG_APPLIED);
376 victim->update_stats ();
377
378 return 1;
379 }
380
381 int
382 move_disease (object *disease)
383 {
384 /* First task is to determine if the disease is inside or outside of someone.
385 * If outside, we decrement 'value' until we're gone.
386 */
387
388 if (!disease->env)
389 { /* we're outside of someone */
390 if (disease->stats.maxhp > 0)
391 disease->value--;
392
393 if (!disease->value)
394 {
395 disease->destroy ();
396 return 1;
397 }
398 }
399 else
400 {
401 /* if we're inside a person, have the disease run its course */
402 /* negative/zero food denotes "perpetual" diseases. */
403 if (disease->stats.food > 0)
404 {
405 disease->stats.food--;
406
407 if (!disease->stats.food)
408 {
409 remove_symptoms (disease); /* remove the symptoms of this disease */
410 grant_immunity (disease);
411 disease->destroy ();
412 return 1;
413 }
414 }
415 }
416
417 /* check to see if we infect others */
418 check_infection (disease);
419
420 /* impose or modify the symptoms of the disease */
421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
422 do_symptoms (disease);
423
424 return 0;
425 }
426
427 /* check to see if an object is infectable:
428 * objects with immunity aren't infectable.
429 * objects already infected aren't infectable.
430 * dead objects aren't infectable.
431 * undead objects are infectible only if specifically named.
432 */
433 int
434 infect_object (object *victim, object *disease, int force)
435 {
436 object *tmp;
437 object *new_disease;
438
439 /* don't infect inanimate objects */
440 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
441 return 0;
442
443 /* check and see if victim can catch disease: diseases
444 * are specific
445 */
446 if (!is_susceptible_to_disease (victim, disease))
447 return 0;
448
449 /* roll the dice on infection before doing the inventory check! */
450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
451 return 0;
452
453 /* do an immunity check */
454
455 /* There used to (IMO) be a flaw in the below - it used to be the case
456 * that if level check was done for both immunity and disease. This could
457 * result in a person with multiple afflictions of the same disease
458 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
459 * they were cast in that same order. Instead, change it so that
460 * if you diseased, you can't get diseased more.
461 */
462
463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
464 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
465 return 0; /* Immune! */
466 else if (tmp->type == DISEASE && tmp->name == disease->name)
467 return 0; /* already diseased */
468
469 /* If we've gotten this far, go ahead and infect the victim. */
470
471 new_disease = disease->clone ();
472
473 new_disease->stats.food = disease->stats.maxgrace;
474 new_disease->value = disease->stats.maxhp;
475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
476
477 /* This appears to be a horrible case of overloading 'NO_PASS'
478 * for meaning in the diseases.
479 */
480 new_disease->move_block = 0;
481
482 // insert before setting the owner
483 victim->head_ ()->insert (new_disease);
484
485 if (disease->owner)
486 new_disease->set_owner (disease->owner);
487 else if (object *pl = disease->in_player ())
488 /* for diseases which are passed by hitting, set owner and skill */
489 new_disease->set_owner (pl);
490
491 if (INVOKE_OBJECT (INFECT, victim, ARG_OBJECT (disease), ARG_OBJECT (new_disease)))
492 return 1;
493
494 if (new_disease->owner && new_disease->owner->type == PLAYER)
495 {
496 const char *buf;
497
498 /* if the disease has a title, it has a special infection message
499 * This messages is printed in the form MESSAGE victim
500 */
501 if (new_disease->title)
502 buf = format ("%s %s!!", &disease->title, &victim->name);
503 else
504 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
505
506 if (victim->type == PLAYER)
507 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
508 else
509 new_draw_info (0, 4, new_disease->owner, buf);
510 }
511
512 if (victim->type == PLAYER)
513 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
514
515 return 1;
516 }
517
518 /* make the symptom do the nasty things it does */
519 int
520 move_symptom (object *symptom)
521 {
522 object *victim = symptom->env;
523
524 if (!victim || !victim->map)
525 { /* outside a monster/player, die immediately */
526 symptom->destroy ();
527 return 0;
528 }
529
530 /* create the symptom "other arch" object and drop it here
531 * under every part of the monster
532 * The victim may well have died.
533 */
534 if (victim->map)
535 {
536 victim->play_sound (symptom->sound);
537
538 if (symptom->other_arch)
539 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
540 {
541 object *new_ob = symptom->other_arch->instance ();
542 new_ob->x = tmp->x;
543 new_ob->y = tmp->y;
544 new_ob->map = victim->map;
545 insert_ob_in_map (new_ob, victim->map, victim, 0);
546 }
547 }
548
549 int damage =
550 symptom->stats.dam > 0
551 ? symptom->stats.dam
552 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
553
554 hit_player (victim, damage, symptom, symptom->attacktype, 1);
555
556 int sp_reduce =
557 symptom->stats.maxsp > 0
558 ? symptom->stats.maxsp
559 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
560
561 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
562
563 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
564
565 return 1;
566 }
567
568 /* possibly infect due to direct physical contact
569 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
570 int
571 check_physically_infect (object *victim, object *hitter)
572 {
573 /* search for diseases, give every disease a chance to infect */
574 for (object *disease = hitter->inv; disease; disease = disease->below)
575 if (disease->type == DISEASE)
576 infect_object (victim, disease, 0);
577
578 return 1;
579 }
580
581 /* do the cure disease stuff, from the spell "cure disease" */
582 int
583 cure_disease (object *sufferer, object *caster, object *spell)
584 {
585 object *disease, *next;
586 int cure = 0;
587
588 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
589
590 for (disease = sufferer->inv; disease; disease = next)
591 {
592 next = disease->below;
593
594 if (disease->type == DISEASE)
595 { /* attempt to cure this disease */
596 /* If caster level is higher than disease level, cure chance
597 * is automatic. If lower, then the chance is basically
598 * 1 in level_diff - if there is a 5 level difference, chance
599 * is 1 in 5.
600 */
601 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
602 {
603 remove_symptoms (disease);
604 cure = 1;
605
606 if (caster && spell)
607 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
608
609 disease->destroy ();
610 }
611 }
612 }
613
614 if (cure)
615 {
616 /* Only draw these messages once */
617 if (caster)
618 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
619
620 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
621 }
622
623 return 1;
624 }
625
626 #if 0 // unused, but seems interesting
627 /* reduces disease progression: reduce_symptoms
628 * return true if we actually reduce a disease.
629 */
630 static int
631 reduce_symptoms (object *sufferer, int reduction)
632 {
633 object *walk;
634 int success = 0;
635
636 for (walk = sufferer->inv; walk; walk = walk->below)
637 {
638 if (walk->type == SYMPTOM)
639 {
640 if (walk->value > 0)
641 {
642 success = 1;
643 walk->value = max (0, walk->value - 2 * reduction);
644 /* give the disease time to modify this symptom,
645 * and reduce its severity. */
646 walk->speed_left = 0;
647 }
648 }
649 }
650
651 if (success)
652 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
653
654 return success;
655 }
656 #endif