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/cvs/deliantra/server/server/disease.c
Revision: 1.2
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +1 -1 lines
State: FILE REMOVED
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# Content
1 /*
2 * static char *rcsid_disease_c =
3 * "$Id$";
4 */
5 /*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen
10
11 This program is free software; you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or
14 (at your option) any later version.
15
16 This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details.
20
21 You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26 */
27
28 /* This file contains all the code implementing diseases,
29 except for odds and ends in attack.c and in
30 living.c*/
31
32
33
34 /*
35
36 For DISEASES:
37 Stat Property Definition
38
39 attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER.
40 other_arch Creation object created and dropped when symptom moved.
41 title Message When the "disease" "infects" something, it will
42 print "title victim!!!" to the player who owns
43 the "disease".
44 wc+ Infectiousness How well the plague spreads person-to-person
45 magic+ Range range of infection
46 Stats* Disability What stats are reduced by the disease (str con...)
47 maxhp+ Persistence How long the disease can last OUTSIDE the host.
48 value TimeLeft Counter for persistence
49 dam^ Damage How much damage it does (%?).
50 maxgrace+ Duration How long before the disease is naturally cured.
51 food DurCount Counter for Duration
52
53 speed Speed How often the disease moves.
54 last_sp^ Lethargy Percentage of max speed--10 = 10% speed.
55
56 maxsp^ Mana deplete Saps mana.
57 ac^ Progressiveness How the diseases increases in severity.
58 last_eat*^ Deplete food saps food if negative
59 last_heal GrantImmunity If nonzero, disease does NOT grant immunity
60 when it runs out
61
62 exp experience experience awarded when plague cured
63 hp*^ ReduceRegen reduces regeneration of disease-bearer
64 sp*^ ReduceSpRegen reduces spellpoint regeneration
65
66 name Name Name of the plague
67 msg message What the plague says when it strikes.
68 race those affected species/race the plague strikes (* = everything)
69 level Plague Level General description of the plague's deadliness
70 armour Attenuation reduction in wc per generation of disease.
71 This builds in a self-limiting factor.
72
73
74 Explanations:
75 * means this # should be negative to cause adverse effect.
76 + means that this effect is modulated in spells by ldur
77 ^ means that this effect is modulated in spells by ldam
78
79 attacktype is the attacktype used by the disease to smite "dam" damage with.
80
81 wc/127 is the chance of someone in range catching it.
82
83 magic is the range at which infection may occur. If negative, the range is
84 NOT level dependent.
85
86 Stats are stat modifications. These should typically be negative.
87
88 maxhp is how long the disease will persist if the host dies and "drops" it,
89 in "disease moves", i.e., moves of the disease. If negative, permanent.
90
91
92 value is the counter for maxhp, it starts at maxhp and drops...
93
94 dam if positive, it is straight damage. if negative, a %-age.
95
96 maxgrace how long in "disease moves" the disease lasts in the host, if negative,
97 permanent until cured.
98
99 food if negative, disease is permanent. otherwise, decreases at <speed>,
100 disease goes away at food=0, set to "maxgrace" on infection.
101
102 speed is the speed of the disease, how fast "disease moves" occur.
103
104 last_sp is the lethargy imposed on the player by the disease. A lethargy
105 of "1" reduces the players speed to 1% of its normal value.
106
107 maxsp how much mana is sapped per "disease move". if negative, a %-age is
108 taken.
109
110 ac every "disease move" the severity of the symptoms are increased by
111 ac/100. (severity = 1 + (accumlated_progression)/100)
112
113 last_eat increases food usage if negative.
114
115
116
117 For SYMPTOMS:
118
119 Stats modify stats
120 hp modify regen
121 value progression counter (multiplier = value/100)
122 food modify food use (from last_eat in DISEASE)
123 maxsp suck mana ( as noted for DISEASE)
124 last_sp Lethargy
125 msg What to say
126 speed speed of movement, from DISEASE
127
128
129 */
130
131
132 #include <global.h>
133 #include <object.h>
134 #include <living.h>
135 #ifndef __CEXTRACT__
136 #include <sproto.h>
137 #endif
138 #include <spells.h>
139 #include <sounds.h>
140 #include <skills.h>
141
142 /* IMPLEMENTATION NOTES
143
144 Diseases may be contageous. They are objects which exist in a player's
145 inventory. They themselves do nothing, except modify Symptoms, or
146 spread to other live objects. Symptoms are what actually damage the player:
147 these are their own object. */
148
149 /* check if victim is susceptible to disease. */
150 static int is_susceptible_to_disease(object *victim, object *disease)
151 {
152 if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0;
153
154 if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD))
155 return 1;
156
157 if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD))
158 return 1;
159
160 if((victim->race && strstr(disease->race, victim->race)) ||
161 strstr(disease->race, victim->name))
162 return 1;
163
164 return 0;
165 }
166
167 int move_disease(object *disease) {
168 /* first task is to determine if the disease is inside or outside of someone.
169 * If outside, we decrement 'value' until we're gone.
170 */
171
172 if(disease->env==NULL) { /* we're outside of someone */
173 if ( disease->stats.maxhp > 0 ) disease->value--;
174 if(disease->value==0) {
175 remove_ob(disease);
176 free_object(disease);
177 return 1;
178 }
179 } else {
180 /* if we're inside a person, have the disease run its course */
181 /* negative foods denote "perpetual" diseases. */
182 if(disease->stats.food>0) {
183 disease->stats.food--;
184 if (disease->stats.food==0) {
185 remove_symptoms(disease); /* remove the symptoms of this disease */
186 grant_immunity(disease);
187 remove_ob(disease);
188 free_object(disease);
189 return 1;
190 }
191 }
192 }
193 /* check to see if we infect others */
194 check_infection(disease);
195
196 /* impose or modify the symptoms of the disease */
197 if(disease->env && is_susceptible_to_disease(disease->env, disease))
198 do_symptoms(disease);
199
200 return 0;
201 }
202
203 /* remove any symptoms of disease
204 * Modified by MSW 2003-03-28 do try to find all the symptom the
205 * player may have - I think through some odd interactoins with
206 * disease level and player level and whatnot, a player could get
207 * more than one symtpom to a disease.
208 */
209
210 int remove_symptoms(object *disease) {
211 object *symptom, *victim=NULL;
212
213 while ((symptom = find_symptom(disease)) != NULL) {
214 if (!victim) victim=symptom->env;
215 remove_ob(symptom);
216 free_object(symptom);
217 }
218 if(victim) fix_player(victim);
219 return 0;
220 }
221
222 /* argument is a disease */
223 object * find_symptom(object *disease) {
224 object *walk;
225
226 /* check the inventory for symptoms */
227 for(walk=disease->env->inv;walk;walk = walk->below)
228 if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk;
229 return NULL;
230 }
231
232 /* searches around for more victims to infect */
233 int check_infection(object *disease) {
234 int x,y,range, mflags;
235 mapstruct *map, *map2;
236 object *tmp;
237 sint16 i, j, i2, j2;
238
239 range = abs(disease->magic);
240 if(disease->env) {
241 x = disease->env->x;
242 y = disease->env->y;
243 map=disease->env->map;
244 }
245 else {
246 x = disease->x;
247 y = disease->y;
248 map = disease->map;
249 }
250
251 if(map == NULL) return 0;
252 for(i=x-range;i<=x+range;i++) {
253 for(j=y-range;j<=y+range;j++) {
254 mflags = get_map_flags(map,&map2, i,j, &i2, &j2);
255 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) {
256 for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) {
257 infect_object(tmp,disease,0);
258 }
259 }
260 }
261 }
262 return 1;
263 }
264
265
266 /* check to see if an object is infectable:
267 * objects with immunity aren't infectable.
268 * objects already infected aren't infectable.
269 * dead objects aren't infectable.
270 * undead objects are infectible only if specifically named.
271 */
272 int infect_object(object *victim, object *disease, int force) {
273 object *tmp;
274 object *new_disease;
275
276 /* don't infect inanimate objects */
277 if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0;
278
279 /* check and see if victim can catch disease: diseases
280 * are specific
281 */
282 if(!is_susceptible_to_disease(victim, disease)) return 0;
283
284 /* roll the dice on infection before doing the inventory check! */
285 if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
286 return 0;
287
288 /* do an immunity check */
289 if(victim->head) tmp = victim->head->inv;
290 else tmp = victim->inv;
291
292 /* There used to (IMO) be a flaw in the below - it used to be the case
293 * that if level check was done for both immunity and disease. This could
294 * result in a person with multiple afflictions of the same disease
295 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
296 * they were cast in that same order. Instead, change it so that
297 * if you diseased, you can't get diseased more.
298 */
299
300 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) {
301 if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level)
302 return 0; /*Immune! */
303 else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name))
304 return 0; /* already diseased */
305 }
306
307 /* If we've gotten this far, go ahead and infect the victim. */
308 new_disease = get_object();
309 copy_object(disease,new_disease);
310 new_disease->stats.food=disease->stats.maxgrace;
311 new_disease->value=disease->stats.maxhp;
312 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
313
314 /* Unfortunately, set_owner does the wrong thing to the skills pointers
315 * resulting in exp going into the owners *current* chosen skill.
316 */
317
318 if(get_owner(disease)) {
319 set_owner(new_disease,disease->owner);
320
321 /* Only need to update skill if different */
322 if (new_disease->skill != disease->skill) {
323 if (new_disease->skill) free_string(new_disease->skill);
324 if (disease->skill) new_disease->skill = add_refcount(disease->skill);
325 }
326 }
327 else { /* for diseases which are passed by hitting, set owner and praying skill*/
328 if(disease->env && disease->env->type==PLAYER) {
329 object *player = disease->env;
330
331 set_owner(new_disease,player);
332 /* the skill pointer for these diseases should already be set up -
333 * hardcoding in 'praying' is not the right approach.
334 */
335 }
336 }
337
338 insert_ob_in_ob(new_disease,victim);
339 /* This appears to be a horrible case of overloading 'NO_PASS'
340 * for meaning in the diseases.
341 */
342 new_disease->move_block = 0;
343 if(new_disease->owner && new_disease->owner->type==PLAYER) {
344 char buf[128];
345 /* if the disease has a title, it has a special infection message
346 * This messages is printed in the form MESSAGE victim
347 */
348 if(new_disease->title)
349 sprintf(buf,"%s %s!!",disease->title,victim->name);
350 else
351 sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name);
352
353 if(victim->type == PLAYER)
354 new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
355 else
356 new_draw_info(0, 4, new_disease->owner, buf);
357 }
358 if(victim->type==PLAYER)
359 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill.");
360
361 return 1;
362
363 }
364
365
366
367 /* this function monitors the symptoms caused by the disease (if any),
368 causes symptoms, and modifies existing symptoms in the case of
369 existing diseases. */
370
371 int do_symptoms(object *disease) {
372 object *symptom;
373 object *victim;
374 object *tmp;
375 victim = disease->env;
376
377 /* This is a quick hack - for whatever reason, disease->env will point
378 * back to disease, causing endless loops. Why this happens really needs
379 * to be found, but this should at least prevent the infinite loops.
380 */
381
382 if(victim == NULL || victim==disease)
383 return 0;/* no-one to inflict symptoms on */
384
385 symptom = find_symptom(disease);
386 if(symptom==NULL) {
387 /* no symptom? need to generate one! */
388 object *new_symptom;
389
390 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
391 if(!is_susceptible_to_disease(victim, disease)) return 0;
392
393 /* check for an actual immunity */
394 /* do an immunity check */
395 if(victim->head) tmp = victim->head->inv;
396 else tmp = victim->inv;
397
398 for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) {
399 if(tmp->type == SIGN) /* possibly an immunity, or diseased*/
400 if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level)
401 return 0; /*Immune! */
402 }
403
404 new_symptom = get_archetype(ARCH_SYMPTOM);
405
406 /* Something special done with dam. We want diseases to be more
407 * random in what they'll kill, so we'll make the damage they
408 * do random, note, this has a weird effect with progressive diseases.
409 */
410 if(disease->stats.dam != 0) {
411 int dam = disease->stats.dam;
412
413 /* reduce the damage, on average, 50%, and making things random. */
414
415 dam = random_roll(1, FABS(dam), victim, PREFER_LOW);
416 if(disease->stats.dam < 0) dam = -dam;
417 new_symptom->stats.dam = dam;
418 }
419
420
421 new_symptom->stats.maxsp = disease->stats.maxsp;
422 new_symptom->stats.food = new_symptom->stats.maxgrace;
423
424 FREE_AND_COPY(new_symptom->name, disease->name);
425 FREE_AND_COPY(new_symptom->name_pl, disease->name);
426 new_symptom->level = disease->level;
427 new_symptom->speed = disease->speed;
428 new_symptom->value = 0;
429 new_symptom->stats.Str =disease->stats.Str;
430 new_symptom->stats.Dex = disease->stats.Dex;
431 new_symptom->stats.Con = disease->stats.Con;
432 new_symptom->stats.Wis = disease->stats.Wis;
433 new_symptom->stats.Int = disease->stats.Int;
434 new_symptom->stats.Pow = disease->stats.Pow;
435 new_symptom->stats.Cha = disease->stats.Cha;
436 new_symptom->stats.sp = disease->stats.sp;
437 new_symptom->stats.food =disease->last_eat;
438 new_symptom->stats.maxsp = disease->stats.maxsp;
439 new_symptom->last_sp = disease->last_sp;
440 new_symptom->stats.exp = 0;
441 new_symptom->stats.hp = disease->stats.hp;
442 new_symptom->msg = add_string(disease->msg);
443 new_symptom->attacktype = disease->attacktype;
444 new_symptom->other_arch = disease->other_arch;
445
446 set_owner(new_symptom,disease->owner);
447 if (new_symptom->skill != disease->skill) {
448 if (new_symptom->skill) free_string(new_symptom->skill);
449 if (disease->skill) new_symptom->skill = add_refcount(disease->skill);
450 }
451 new_symptom->move_block=0;
452 insert_ob_in_ob(new_symptom,victim);
453 return 1;
454 }
455
456 /* now deal with progressing diseases: we increase the debility
457 * caused by the symptoms.
458 */
459
460 if(disease->stats.ac!=0) {
461 float scale;
462
463 symptom->value += disease->stats.ac;
464 scale = 1.0 + symptom->value/100.0;
465 /* now rescale all the debilities */
466 symptom->stats.Str = (int) (scale*disease->stats.Str);
467 symptom->stats.Dex = (int) (scale*disease->stats.Dex);
468 symptom->stats.Con = (int) (scale*disease->stats.Con);
469 symptom->stats.Wis = (int) (scale*disease->stats.Wis);
470 symptom->stats.Int = (int) (scale*disease->stats.Int);
471 symptom->stats.Pow = (int) (scale*disease->stats.Pow);
472 symptom->stats.Cha = (int) (scale*disease->stats.Cha);
473 symptom->stats.dam = (int) (scale*disease->stats.dam);
474 symptom->stats.sp = (int) (scale*disease->stats.sp);
475 symptom->stats.food = (int) (scale*disease->last_eat);
476 symptom->stats.maxsp = (int) (scale*disease->stats.maxsp);
477 symptom->last_sp = (int) (scale*disease->last_sp);
478 symptom->stats.exp = 0;
479 symptom->stats.hp = (int) (scale*disease->stats.hp);
480 symptom->msg = add_string(disease->msg);
481 symptom->attacktype = disease->attacktype;
482 symptom->other_arch = disease->other_arch;
483 }
484 SET_FLAG(symptom,FLAG_APPLIED);
485 fix_player(victim);
486 return 1;
487 }
488
489
490 /* grants immunity to plagues we've seen before. */
491 int grant_immunity(object *disease) {
492 object * immunity;
493 object *walk;
494 /* Don't give immunity to this disease if last_heal is set. */
495 if(disease->last_heal) return 0;
496 /* first, search for an immunity of the same name */
497 for(walk=disease->env->inv;walk;walk=walk->below) {
498 if(walk->type==98 && !strcmp(disease->name,walk->name)) {
499 walk->level = disease->level;
500 return 1; /* just update the existing immunity. */
501 }
502 }
503 immunity = get_archetype("immunity");
504 immunity->name = add_string(disease->name);
505 immunity->level = disease->level;
506 immunity->move_block = 0;
507 insert_ob_in_ob(immunity,disease->env);
508 return 1;
509
510 }
511
512
513 /* make the symptom do the nasty things it does */
514
515 int move_symptom(object *symptom) {
516 object *victim = symptom->env;
517 object *new_ob;
518 int sp_reduce;
519
520 if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */
521 remove_ob(symptom);
522 free_object(symptom);
523 return 0;
524 }
525
526 if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1);
527 else hit_player(victim,MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1);
528
529 if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp;
530 else sp_reduce = MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0);
531 victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce);
532
533 /* create the symptom "other arch" object and drop it here
534 * under every part of the monster
535 * The victim may well have died.
536 */
537
538 if(victim->map==NULL) return 0;
539 if(symptom->other_arch) {
540 object *tmp;
541 tmp=victim;
542 if(tmp->head!=NULL) tmp=tmp->head;
543 for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) {
544 new_ob = arch_to_object(symptom->other_arch);
545 new_ob->x = tmp->x;
546 new_ob->y = tmp->y;
547 new_ob->map = victim->map;
548 insert_ob_in_map(new_ob,victim->map,victim,0);
549 }
550 }
551 new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg);
552
553 return 1;
554 }
555
556
557 /* possibly infect due to direct physical contact
558 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
559
560 int check_physically_infect(object *victim, object *hitter) {
561 object *walk;
562 /* search for diseases, give every disease a chance to infect */
563 for(walk=hitter->inv;walk!=NULL;walk=walk->below)
564 if(walk->type==DISEASE) infect_object(victim,walk,0);
565 return 1;
566 }
567
568 /* find a disease in someone*/
569 object *find_disease(object *victim) {
570 object *walk;
571 for(walk=victim->inv;walk;walk=walk->below)
572 if(walk->type==DISEASE) return walk;
573 return NULL;
574 }
575
576 /* do the cure disease stuff, from the spell "cure disease" */
577
578 int cure_disease(object *sufferer,object *caster) {
579 object *disease, *next;
580 int casting_level;
581 int cure=0;
582
583 if(caster) casting_level = caster->level;
584 else casting_level = 1000; /* if null caster, CURE all. */
585
586 for(disease=sufferer->inv;disease;disease=next) {
587 next=disease->below;
588
589 if(disease->type==DISEASE) { /* attempt to cure this disease */
590 /* If caster lvel is higher than disease level, cure chance
591 * is automatic. If lower, then the chance is basically
592 * 1 in level_diff - if there is a 5 level difference, chance
593 * is 1 in 5.
594 */
595 if ((casting_level >= disease->level) ||
596 ( ! (random_roll(0, (disease->level - casting_level - 1),
597 caster, PREFER_LOW) ))) {
598
599 remove_symptoms(disease);
600 remove_ob(disease);
601 cure=1;
602 if(caster) change_exp(caster,disease->stats.exp,
603 caster->chosen_skill?caster->chosen_skill->skill:NULL, 0);
604 free_object(disease);
605 }
606 }
607 }
608 if (cure) {
609 /* Only draw these messages once */
610 if (caster)
611 new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!");
612 new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased.");
613 }
614 return 1;
615 }
616
617 /* reduces disease progression: reduce_symptoms
618 * return true if we actually reduce a disease.
619 */
620
621 int reduce_symptoms(object *sufferer, int reduction) {
622 object *walk;
623 int success=0;
624
625 for(walk=sufferer->inv;walk;walk=walk->below) {
626 if(walk->type==SYMPTOM) {
627 if(walk->value > 0) {
628 success=1;
629 walk->value = MAX(0,walk->value - 2*reduction);
630 /* give the disease time to modify this symptom,
631 * and reduce its severity. */
632 walk->speed_left = 0;
633 }
634 }
635 }
636 if (success)
637 new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe.");
638 return success;
639 }
640