ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/disease.C
Revision: 1.24
Committed: Tue May 22 21:35:26 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_1
Changes since 1.23: +1 -1 lines
Log Message:
*** empty log message ***

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.21 * CrossFire, A Multiplayer game
3 pippijn 1.17 *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program 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 2 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, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23     */
24 elmex 1.1
25 root 1.21 /* This file contains all the code implementing diseases,
26     * except for odds and ends in attack.c and in
27     * living.c
28     */
29 elmex 1.1
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 root 1.2 the "disease".
40 elmex 1.1 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 root 1.14 #include <sproto.h>
132 elmex 1.1 #include <spells.h>
133     #include <sounds.h>
134     #include <skills.h>
135    
136     /* IMPLEMENTATION NOTES
137 root 1.2
138     Diseases may be contageous. They are objects which exist in a player's
139 elmex 1.1 inventory. They themselves do nothing, except modify Symptoms, or
140     spread to other live objects. Symptoms are what actually damage the player:
141     these are their own object. */
142    
143     /* check if victim is susceptible to disease. */
144 root 1.4 static int
145     is_susceptible_to_disease (object *victim, object *disease)
146 elmex 1.1 {
147 root 1.4 if (!QUERY_FLAG (victim, FLAG_ALIVE))
148     return 0;
149 elmex 1.1
150 root 1.4 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
151     return 1;
152 elmex 1.1
153 root 1.4 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD))
154     return 1;
155 elmex 1.1
156 root 1.4 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
157     return 1;
158    
159     return 0;
160 elmex 1.1 }
161    
162 root 1.4 int
163     move_disease (object *disease)
164     {
165     /* first task is to determine if the disease is inside or outside of someone.
166     * If outside, we decrement 'value' until we're gone.
167     */
168    
169     if (disease->env == NULL)
170     { /* we're outside of someone */
171     if (disease->stats.maxhp > 0)
172     disease->value--;
173 root 1.9
174 root 1.4 if (disease->value == 0)
175     {
176 root 1.9 disease->destroy ();
177 root 1.4 return 1;
178 root 1.2 }
179 root 1.4 }
180     else
181     {
182     /* if we're inside a person, have the disease run its course */
183     /* negative foods denote "perpetual" diseases. */
184     if (disease->stats.food > 0)
185     {
186     disease->stats.food--;
187 root 1.9
188 root 1.4 if (disease->stats.food == 0)
189     {
190     remove_symptoms (disease); /* remove the symptoms of this disease */
191     grant_immunity (disease);
192 root 1.9 disease->destroy ();
193 root 1.4 return 1;
194 root 1.2 }
195     }
196 elmex 1.1 }
197 root 1.9
198 root 1.4 /* check to see if we infect others */
199     check_infection (disease);
200 elmex 1.1
201 root 1.4 /* impose or modify the symptoms of the disease */
202     if (disease->env && is_susceptible_to_disease (disease->env, disease))
203     do_symptoms (disease);
204 elmex 1.1
205 root 1.4 return 0;
206 elmex 1.1 }
207    
208     /* remove any symptoms of disease
209     * Modified by MSW 2003-03-28 do try to find all the symptom the
210     * player may have - I think through some odd interactoins with
211     * disease level and player level and whatnot, a player could get
212     * more than one symtpom to a disease.
213     */
214 root 1.4
215     int
216     remove_symptoms (object *disease)
217     {
218     object *symptom, *victim = NULL;
219    
220     while ((symptom = find_symptom (disease)) != NULL)
221     {
222     if (!victim)
223     victim = symptom->env;
224 root 1.9
225     symptom->destroy ();
226 root 1.4 }
227 root 1.9
228 root 1.4 if (victim)
229 root 1.13 victim->update_stats ();
230 root 1.4 return 0;
231 elmex 1.1 }
232    
233     /* argument is a disease */
234 root 1.4 object *
235     find_symptom (object *disease)
236     {
237 elmex 1.1 object *walk;
238    
239     /* check the inventory for symptoms */
240 root 1.4 for (walk = disease->env->inv; walk; walk = walk->below)
241 root 1.19 if (walk->name == disease->name && walk->type == SYMPTOM)
242 root 1.4 return walk;
243 elmex 1.1 return NULL;
244     }
245 root 1.4
246 elmex 1.1 /* searches around for more victims to infect */
247 root 1.4 int
248     check_infection (object *disease)
249     {
250     int x, y, range, mflags;
251 root 1.6 maptile *map, *map2;
252 root 1.4 object *tmp;
253    
254     range = abs (disease->magic);
255 root 1.7
256 root 1.4 if (disease->env)
257     {
258 root 1.7 x = disease->env->x;
259     y = disease->env->y;
260 root 1.4 map = disease->env->map;
261     }
262     else
263     {
264 root 1.7 x = disease->x;
265     y = disease->y;
266 root 1.4 map = disease->map;
267     }
268    
269 root 1.7 if (!map)
270 root 1.4 return 0;
271 root 1.7
272     for (int i = x - range; i <= x + range; i++)
273     for (int j = y - range; j <= y + range; j++)
274     {
275     sint16 i2, j2;
276     mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
277    
278     if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
279 root 1.12 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above)
280 root 1.7 infect_object (tmp, disease, 0);
281     }
282    
283 root 1.4 return 1;
284 elmex 1.1 }
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 root 1.4 int
294     infect_object (object *victim, object *disease, int force)
295     {
296     object *tmp;
297     object *new_disease;
298 elmex 1.1
299 root 1.4 /* 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 elmex 1.1
313 root 1.4 /* do an immunity check */
314     if (victim->head)
315     tmp = victim->head->inv;
316     else
317     tmp = victim->inv;
318    
319     /* There used to (IMO) be a flaw in the below - it used to be the case
320     * that if level check was done for both immunity and disease. This could
321     * result in a person with multiple afflictions of the same disease
322     * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
323     * they were cast in that same order. Instead, change it so that
324     * if you diseased, you can't get diseased more.
325     */
326    
327 pippijn 1.15 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
328 root 1.4 {
329 root 1.19 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
330 pippijn 1.15 return 0; /* Immune! */
331 root 1.19 else if (tmp->type == DISEASE && tmp->name == disease->name)
332 root 1.4 return 0; /* already diseased */
333     }
334    
335     /* If we've gotten this far, go ahead and infect the victim. */
336 root 1.10 new_disease = disease->clone ();
337 root 1.4 new_disease->stats.food = disease->stats.maxgrace;
338     new_disease->value = disease->stats.maxhp;
339     new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
340    
341     /* Unfortunately, set_owner does the wrong thing to the skills pointers
342     * resulting in exp going into the owners *current* chosen skill.
343     */
344    
345 root 1.11 if (disease->owner)
346 root 1.4 {
347 root 1.11 new_disease->set_owner (disease->owner);
348 root 1.4
349     /* Only need to update skill if different */
350     if (new_disease->skill != disease->skill)
351     new_disease->skill = disease->skill;
352     }
353     else
354     { /* for diseases which are passed by hitting, set owner and praying skill */
355     if (disease->env && disease->env->type == PLAYER)
356     {
357     object *player = disease->env;
358    
359 root 1.11 new_disease->set_owner (player);
360 root 1.4
361     /* the skill pointer for these diseases should already be set up -
362     * hardcoding in 'praying' is not the right approach.
363     */
364 root 1.2 }
365 elmex 1.1 }
366    
367 root 1.24 insert_ob_in_ob (new_disease, victim->head_ ());
368 root 1.4 /* This appears to be a horrible case of overloading 'NO_PASS'
369     * for meaning in the diseases.
370     */
371     new_disease->move_block = 0;
372     if (new_disease->owner && new_disease->owner->type == PLAYER)
373     {
374     char buf[128];
375    
376     /* if the disease has a title, it has a special infection message
377     * This messages is printed in the form MESSAGE victim
378     */
379     if (new_disease->title)
380     sprintf (buf, "%s %s!!", &disease->title, &victim->name);
381     else
382     sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name);
383    
384     if (victim->type == PLAYER)
385     new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
386     else
387     new_draw_info (0, 4, new_disease->owner, buf);
388 elmex 1.1 }
389 root 1.4 if (victim->type == PLAYER)
390     new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
391 elmex 1.1
392 root 1.4 return 1;
393 elmex 1.1
394     }
395    
396    
397    
398     /* this function monitors the symptoms caused by the disease (if any),
399     causes symptoms, and modifies existing symptoms in the case of
400     existing diseases. */
401    
402 root 1.4 int
403     do_symptoms (object *disease)
404     {
405     object *symptom;
406     object *victim;
407     object *tmp;
408    
409     victim = disease->env;
410    
411     /* This is a quick hack - for whatever reason, disease->env will point
412     * back to disease, causing endless loops. Why this happens really needs
413     * to be found, but this should at least prevent the infinite loops.
414     */
415    
416     if (victim == NULL || victim == disease)
417     return 0; /* no-one to inflict symptoms on */
418    
419     symptom = find_symptom (disease);
420     if (symptom == NULL)
421     {
422     /* no symptom? need to generate one! */
423     object *new_symptom;
424    
425     /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
426     if (!is_susceptible_to_disease (victim, disease))
427     return 0;
428    
429     /* check for an actual immunity */
430     /* do an immunity check */
431     if (victim->head)
432     tmp = victim->head->inv;
433     else
434     tmp = victim->inv;
435    
436 pippijn 1.15 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
437 root 1.4 {
438     if (tmp->type == SIGN) /* possibly an immunity, or diseased */
439 root 1.19 if (tmp->name == disease->name && tmp->level >= disease->level)
440 root 1.4 return 0; /*Immune! */
441 root 1.2 }
442    
443 root 1.4 new_symptom = get_archetype (ARCH_SYMPTOM);
444    
445     /* Something special done with dam. We want diseases to be more
446     * random in what they'll kill, so we'll make the damage they
447     * do random, note, this has a weird effect with progressive diseases.
448     */
449     if (disease->stats.dam != 0)
450     {
451     int dam = disease->stats.dam;
452    
453     /* reduce the damage, on average, 50%, and making things random. */
454    
455 root 1.18 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
456 root 1.4 if (disease->stats.dam < 0)
457     dam = -dam;
458     new_symptom->stats.dam = dam;
459 root 1.2 }
460 elmex 1.1
461 root 1.4
462     new_symptom->stats.maxsp = disease->stats.maxsp;
463     new_symptom->stats.food = new_symptom->stats.maxgrace;
464    
465     new_symptom->name = new_symptom->name_pl = disease->name;
466    
467     new_symptom->level = disease->level;
468     new_symptom->speed = disease->speed;
469     new_symptom->value = 0;
470 root 1.22
471     for (int i = 0; i < NUM_STATS; ++i)
472     new_symptom->stats.stat (i) = disease->stats.stat (i);
473    
474 root 1.4 new_symptom->stats.sp = disease->stats.sp;
475     new_symptom->stats.food = disease->last_eat;
476     new_symptom->stats.maxsp = disease->stats.maxsp;
477     new_symptom->last_sp = disease->last_sp;
478     new_symptom->stats.exp = 0;
479     new_symptom->stats.hp = disease->stats.hp;
480     new_symptom->msg = disease->msg;
481     new_symptom->attacktype = disease->attacktype;
482     new_symptom->other_arch = disease->other_arch;
483    
484 root 1.11 new_symptom->set_owner (disease->owner);
485 root 1.4
486     if (new_symptom->skill != disease->skill)
487     new_symptom->skill = disease->skill;
488    
489     new_symptom->move_block = 0;
490     insert_ob_in_ob (new_symptom, victim);
491     return 1;
492     }
493    
494 root 1.23 /* now deal with progressing diseases: we increase the debility
495 root 1.4 * caused by the symptoms.
496     */
497     if (disease->stats.ac != 0)
498     {
499 root 1.23 symptom->value += disease->stats.ac;
500 root 1.4
501 root 1.23 float scale = 1.f + symptom->value / 100.f;
502 root 1.22
503 root 1.4 /* now rescale all the debilities */
504 root 1.22 for (int i = 0; i < NUM_STATS; ++i)
505     symptom->stats.stat (i) = scale * disease->stats.stat (i);
506    
507     symptom->stats.dam = scale * disease->stats.dam;
508     symptom->stats.sp = scale * disease->stats.sp;
509     symptom->stats.food = scale * disease->last_eat;
510     symptom->stats.maxsp = scale * disease->stats.maxsp;
511     symptom->last_sp = scale * disease->last_sp;
512     symptom->stats.exp = 0;
513     symptom->stats.hp = scale * disease->stats.hp;
514    
515     symptom->msg = disease->msg;
516 root 1.4 symptom->attacktype = disease->attacktype;
517     symptom->other_arch = disease->other_arch;
518 elmex 1.1 }
519 root 1.23
520 root 1.4 SET_FLAG (symptom, FLAG_APPLIED);
521 root 1.13 victim->update_stats ();
522 root 1.23
523 root 1.4 return 1;
524 elmex 1.1 }
525    
526     /* grants immunity to plagues we've seen before. */
527 root 1.4 int
528     grant_immunity (object *disease)
529     {
530     object *immunity;
531 elmex 1.1 object *walk;
532 root 1.4
533 elmex 1.1 /* Don't give immunity to this disease if last_heal is set. */
534 root 1.4 if (disease->last_heal)
535     return 0;
536 elmex 1.1 /* first, search for an immunity of the same name */
537 root 1.4 for (walk = disease->env->inv; walk; walk = walk->below)
538     {
539 root 1.19 if (walk->type == 98 && disease->name == walk->name)
540 root 1.4 {
541     walk->level = disease->level;
542     return 1; /* just update the existing immunity. */
543     }
544     }
545     immunity = get_archetype ("immunity");
546 root 1.3 immunity->name = disease->name;
547 elmex 1.1 immunity->level = disease->level;
548     immunity->move_block = 0;
549 root 1.4 insert_ob_in_ob (immunity, disease->env);
550 elmex 1.1 return 1;
551    
552     }
553    
554    
555     /* make the symptom do the nasty things it does */
556    
557 root 1.4 int
558     move_symptom (object *symptom)
559     {
560     object *victim = symptom->env;
561     object *new_ob;
562     int sp_reduce;
563    
564     if (victim == NULL || victim->map == NULL)
565     { /* outside a monster/player, die immediately */
566 root 1.9 symptom->destroy ();
567 root 1.4 return 0;
568     }
569    
570     if (symptom->stats.dam > 0)
571     hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
572     else
573     hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
574    
575     if (symptom->stats.maxsp > 0)
576     sp_reduce = symptom->stats.maxsp;
577     else
578     sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
579     victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
580    
581     /* create the symptom "other arch" object and drop it here
582     * under every part of the monster
583     * The victim may well have died.
584     */
585 elmex 1.1
586 root 1.4 if (victim->map == NULL)
587     return 0;
588     if (symptom->other_arch)
589     {
590     object *tmp;
591    
592     tmp = victim;
593     if (tmp->head != NULL)
594     tmp = tmp->head;
595 pippijn 1.15 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
596 root 1.4 {
597     new_ob = arch_to_object (symptom->other_arch);
598     new_ob->x = tmp->x;
599     new_ob->y = tmp->y;
600     new_ob->map = victim->map;
601     insert_ob_in_map (new_ob, victim->map, victim, 0);
602 root 1.2 }
603 elmex 1.1 }
604 root 1.4 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
605    
606     return 1;
607 elmex 1.1 }
608    
609 root 1.20 /* possibly infect due to direct physical contact
610     * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
611 root 1.4 int
612     check_physically_infect (object *victim, object *hitter)
613     {
614 root 1.20 /* search for diseases, give every disease a chance to infect */
615     for (object *disease = hitter->inv; disease; disease = disease->below)
616     if (disease->type == DISEASE)
617     infect_object (victim, disease, 0);
618 root 1.4
619 elmex 1.1 return 1;
620     }
621    
622 root 1.20 // find a disease in someone
623 root 1.4 object *
624     find_disease (object *victim)
625     {
626 root 1.20 for (object *disease = victim->inv; disease; disease = disease->below)
627     if (disease->type == DISEASE)
628     return disease;
629 root 1.4
630 root 1.20 return 0;
631 elmex 1.1 }
632 root 1.4
633 elmex 1.1 /* do the cure disease stuff, from the spell "cure disease" */
634 root 1.4 int
635     cure_disease (object *sufferer, object *caster)
636     {
637     object *disease, *next;
638     int casting_level;
639     int cure = 0;
640    
641     if (caster)
642     casting_level = caster->level;
643     else
644     casting_level = 1000; /* if null caster, CURE all. */
645    
646     for (disease = sufferer->inv; disease; disease = next)
647     {
648     next = disease->below;
649    
650     if (disease->type == DISEASE)
651     { /* attempt to cure this disease */
652 root 1.21 /* If caster level is higher than disease level, cure chance
653 root 1.4 * is automatic. If lower, then the chance is basically
654     * 1 in level_diff - if there is a 5 level difference, chance
655     * is 1 in 5.
656     */
657     if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
658     {
659     remove_symptoms (disease);
660     cure = 1;
661 root 1.9
662 root 1.4 if (caster)
663 root 1.21 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
664 root 1.9
665     disease->destroy ();
666 root 1.2 }
667     }
668 elmex 1.1 }
669 root 1.21
670 root 1.4 if (cure)
671     {
672     /* Only draw these messages once */
673     if (caster)
674     new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
675 root 1.21
676 root 1.4 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
677 elmex 1.1 }
678 root 1.21
679 elmex 1.1 return 1;
680     }
681    
682     /* reduces disease progression: reduce_symptoms
683     * return true if we actually reduce a disease.
684     */
685    
686 root 1.4 int
687     reduce_symptoms (object *sufferer, int reduction)
688     {
689     object *walk;
690     int success = 0;
691    
692     for (walk = sufferer->inv; walk; walk = walk->below)
693     {
694     if (walk->type == SYMPTOM)
695     {
696     if (walk->value > 0)
697     {
698     success = 1;
699     walk->value = MAX (0, walk->value - 2 * reduction);
700     /* give the disease time to modify this symptom,
701     * and reduce its severity. */
702     walk->speed_left = 0;
703 root 1.2 }
704 root 1.4 }
705 elmex 1.1 }
706 root 1.4 if (success)
707     new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
708     return success;
709 elmex 1.1 }