ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/disease.C
Revision: 1.5
Committed: Thu Sep 14 22:34:04 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.4: +1 -7 lines
Log Message:
indent

File Contents

# User Rev Content
1 elmex 1.1 /*
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 root 1.5 The authors can be reached via e-mail to <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     /* This file contains all the code implementing diseases,
25     except for odds and ends in attack.c and in
26 root 1.2 living.c*/
27 elmex 1.1
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 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     #ifndef __CEXTRACT__
132 root 1.4 # include <sproto.h>
133 elmex 1.1 #endif
134     #include <spells.h>
135     #include <sounds.h>
136     #include <skills.h>
137    
138     /* IMPLEMENTATION NOTES
139 root 1.2
140     Diseases may be contageous. They are objects which exist in a player's
141 elmex 1.1 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 root 1.4 static int
147     is_susceptible_to_disease (object *victim, object *disease)
148 elmex 1.1 {
149 root 1.4 if (!QUERY_FLAG (victim, FLAG_ALIVE))
150     return 0;
151 elmex 1.1
152 root 1.4 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
153     return 1;
154 elmex 1.1
155 root 1.4 if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD))
156     return 1;
157 elmex 1.1
158 root 1.4 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159     return 1;
160    
161     return 0;
162 elmex 1.1 }
163    
164 root 1.4 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 root 1.2 }
181 root 1.4 }
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 root 1.2 }
197     }
198 elmex 1.1 }
199 root 1.4 /* check to see if we infect others */
200     check_infection (disease);
201 elmex 1.1
202 root 1.4 /* impose or modify the symptoms of the disease */
203     if (disease->env && is_susceptible_to_disease (disease->env, disease))
204     do_symptoms (disease);
205 elmex 1.1
206 root 1.4 return 0;
207 elmex 1.1 }
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 root 1.4
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 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     if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM)
242     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     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 root 1.2 }
282     }
283     }
284 elmex 1.1 }
285 root 1.4 return 1;
286 elmex 1.1 }
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 root 1.4 int
296     infect_object (object *victim, object *disease, int force)
297     {
298     object *tmp;
299     object *new_disease;
300 elmex 1.1
301 root 1.4 /* 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 elmex 1.1
315 root 1.4 /* 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 root 1.2 }
368 elmex 1.1 }
369    
370 root 1.4 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 elmex 1.1 }
392 root 1.4 if (victim->type == PLAYER)
393     new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
394 elmex 1.1
395 root 1.4 return 1;
396 elmex 1.1
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 root 1.4 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 root 1.2 }
445    
446 root 1.4 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 root 1.2 }
463 elmex 1.1
464 root 1.4
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 elmex 1.1 }
529 root 1.4 SET_FLAG (symptom, FLAG_APPLIED);
530     fix_player (victim);
531     return 1;
532 elmex 1.1 }
533    
534    
535     /* grants immunity to plagues we've seen before. */
536 root 1.4 int
537     grant_immunity (object *disease)
538     {
539     object *immunity;
540 elmex 1.1 object *walk;
541 root 1.4
542 elmex 1.1 /* Don't give immunity to this disease if last_heal is set. */
543 root 1.4 if (disease->last_heal)
544     return 0;
545 elmex 1.1 /* first, search for an immunity of the same name */
546 root 1.4 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 root 1.3 immunity->name = disease->name;
556 elmex 1.1 immunity->level = disease->level;
557     immunity->move_block = 0;
558 root 1.4 insert_ob_in_ob (immunity, disease->env);
559 elmex 1.1 return 1;
560    
561     }
562    
563    
564     /* make the symptom do the nasty things it does */
565    
566 root 1.4 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 elmex 1.1
596 root 1.4 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 root 1.2 }
613 elmex 1.1 }
614 root 1.4 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
615    
616     return 1;
617 elmex 1.1 }
618    
619    
620     /* possibly infect due to direct physical contact
621     i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
622    
623 root 1.4 int
624     check_physically_infect (object *victim, object *hitter)
625     {
626 elmex 1.1 object *walk;
627 root 1.4
628 elmex 1.1 /* search for diseases, give every disease a chance to infect */
629 root 1.4 for (walk = hitter->inv; walk != NULL; walk = walk->below)
630     if (walk->type == DISEASE)
631     infect_object (victim, walk, 0);
632 elmex 1.1 return 1;
633     }
634    
635     /* find a disease in someone*/
636 root 1.4 object *
637     find_disease (object *victim)
638     {
639 elmex 1.1 object *walk;
640 root 1.4
641     for (walk = victim->inv; walk; walk = walk->below)
642     if (walk->type == DISEASE)
643     return walk;
644 elmex 1.1 return NULL;
645     }
646 root 1.4
647 elmex 1.1 /* do the cure disease stuff, from the spell "cure disease" */
648    
649 root 1.4 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 root 1.2 }
682     }
683 elmex 1.1 }
684 root 1.4 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 elmex 1.1 }
691     return 1;
692     }
693    
694     /* reduces disease progression: reduce_symptoms
695     * return true if we actually reduce a disease.
696     */
697    
698 root 1.4 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 root 1.2 }
716 root 1.4 }
717 elmex 1.1 }
718 root 1.4 if (success)
719     new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
720     return success;
721 elmex 1.1 }