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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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/* This file contains all the code implementing diseases, |
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* except for odds and ends in attack.c and in |
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* living.c |
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*/ |
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|
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/* |
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|
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For DISEASES: |
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Stat Property Definition |
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|
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attacktype Attack effects Attacktype of the disease. usu. AT_GODPOWER. |
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other_arch Creation object created and dropped when symptom moved. |
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title Message When the "disease" "infects" something, it will |
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print "title victim!!!" to the player who owns |
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the "disease". |
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wc+ Infectiousness How well the plague spreads person-to-person |
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magic+ Range range of infection |
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Stats* Disability What stats are reduced by the disease (str con...) |
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maxhp+ Persistence How long the disease can last OUTSIDE the host. |
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value TimeLeft Counter for persistence |
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dam^ Damage How much damage it does (%?). |
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maxgrace+ Duration How long before the disease is naturally cured. |
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food DurCount Counter for Duration |
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|
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speed Speed How often the disease moves. |
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last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
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|
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maxsp^ Mana deplete Saps mana. |
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ac^ Progressiveness How the diseases increases in severity. |
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last_eat*^ Deplete food saps food if negative |
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last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
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when it runs out |
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|
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exp experience experience awarded when plague cured |
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hp*^ ReduceRegen reduces regeneration of disease-bearer |
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sp*^ ReduceSpRegen reduces spellpoint regeneration |
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|
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name Name Name of the plague |
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msg message What the plague says when it strikes. |
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race those affected species/race the plague strikes (* = everything) |
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level Plague Level General description of the plague's deadliness |
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armour Attenuation reduction in wc per generation of disease. |
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This builds in a self-limiting factor. |
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|
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|
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Explanations: |
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* means this # should be negative to cause adverse effect. |
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+ means that this effect is modulated in spells by ldur |
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^ means that this effect is modulated in spells by ldam |
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|
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attacktype is the attacktype used by the disease to smite "dam" damage with. |
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|
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wc/127 is the chance of someone in range catching it. |
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|
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magic is the range at which infection may occur. If negative, the range is |
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NOT level dependent. |
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|
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Stats are stat modifications. These should typically be negative. |
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|
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maxhp is how long the disease will persist if the host dies and "drops" it, |
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in "disease moves", i.e., moves of the disease. If negative, permanent. |
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|
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|
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value is the counter for maxhp, it starts at maxhp and drops... |
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|
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dam if positive, it is straight damage. if negative, a %-age. |
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|
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maxgrace how long in "disease moves" the disease lasts in the host, if negative, |
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permanent until cured. |
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|
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food if negative, disease is permanent. otherwise, decreases at <speed>, |
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disease goes away at food=0, set to "maxgrace" on infection. |
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|
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speed is the speed of the disease, how fast "disease moves" occur. |
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|
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last_sp is the lethargy imposed on the player by the disease. A lethargy |
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of "1" reduces the players speed to 1% of its normal value. |
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|
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maxsp how much mana is sapped per "disease move". if negative, a %-age is |
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taken. |
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|
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ac every "disease move" the severity of the symptoms are increased by |
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ac/100. (severity = 1 + (accumlated_progression)/100) |
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|
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last_eat increases food usage if negative. |
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|
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|
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|
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For SYMPTOMS: |
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|
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Stats modify stats |
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hp modify regen |
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value progression counter (multiplier = value/100) |
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food modify food use (from last_eat in DISEASE) |
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maxsp suck mana ( as noted for DISEASE) |
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last_sp Lethargy |
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msg What to say |
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speed speed of movement, from DISEASE |
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|
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|
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*/ |
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|
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|
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#include <global.h> |
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#include <object.h> |
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#include <living.h> |
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#include <sproto.h> |
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#include <spells.h> |
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#include <sounds.h> |
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#include <skills.h> |
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|
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/* IMPLEMENTATION NOTES |
137 |
|
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Diseases may be contageous. They are objects which exist in a player's |
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inventory. They themselves do nothing, except modify Symptoms, or |
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spread to other live objects. Symptoms are what actually damage the player: |
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these are their own object. */ |
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|
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/* grants immunity to plagues we've seen before. */ |
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static int |
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grant_immunity (object *disease) |
146 |
{ |
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object *immunity; |
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object *walk; |
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|
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/* Don't give immunity to this disease if last_heal is set. */ |
151 |
if (disease->last_heal) |
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return 0; |
153 |
|
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/* first, search for an immunity of the same name */ |
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for (walk = disease->env->inv; walk; walk = walk->below) |
156 |
if (disease->name == walk->name && walk->is_immunity ()) |
157 |
{ |
158 |
walk->level = disease->level; |
159 |
return 1; /* just update the existing immunity. */ |
160 |
} |
161 |
|
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immunity = archetype::get (shstr_immunity); |
163 |
|
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immunity->name = disease->name; |
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immunity->level = disease->level; |
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immunity->move_block = 0; |
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|
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insert_ob_in_ob (immunity, disease->env); |
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|
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return 1; |
171 |
} |
172 |
|
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/* argument is a disease */ |
174 |
static object * |
175 |
find_symptom (object *disease) |
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{ |
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/* check the inventory for symptoms */ |
178 |
for (object *walk = disease->env->inv; walk; walk = walk->below) |
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if (walk->name == disease->name && walk->type == SYMPTOM) |
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return walk; |
181 |
|
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return NULL; |
183 |
} |
184 |
|
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/* remove any symptoms of disease |
186 |
* Modified by MSW 2003-03-28 do try to find all the symptom the |
187 |
* player may have - I think through some odd interactoins with |
188 |
* disease level and player level and whatnot, a player could get |
189 |
* more than one symtpom to a disease. |
190 |
*/ |
191 |
static int |
192 |
remove_symptoms (object *disease) |
193 |
{ |
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object *symptom, *victim = NULL; |
195 |
|
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while ((symptom = find_symptom (disease)) != NULL) |
197 |
{ |
198 |
if (!victim) |
199 |
victim = symptom->env; |
200 |
|
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symptom->destroy (); |
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} |
203 |
|
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if (victim) |
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victim->update_stats (); |
206 |
|
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return 0; |
208 |
} |
209 |
|
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/* searches around for more victims to infect */ |
211 |
static int |
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check_infection (object *disease) |
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{ |
214 |
int range = abs (disease->magic); |
215 |
|
216 |
object *op = disease->outer_env_or_self (); |
217 |
|
218 |
if (!op->is_on_map ()) |
219 |
return 0; |
220 |
|
221 |
dynbuf buf; |
222 |
unordered_mapwalk (buf, op, -range, -range, range, range) |
223 |
{ |
224 |
mapspace &ms = m->at (nx, ny); |
225 |
|
226 |
if (ms.flags () & P_IS_ALIVE) |
227 |
for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
228 |
infect_object (tmp, disease, 0); |
229 |
} |
230 |
|
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return 1; |
232 |
} |
233 |
|
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/* check if victim is susceptible to disease. */ |
235 |
static int |
236 |
is_susceptible_to_disease (object *victim, object *disease) |
237 |
{ |
238 |
if (!victim->flag [FLAG_ALIVE]) |
239 |
return 0; |
240 |
|
241 |
if (victim->flag [FLAG_WIZ]) |
242 |
return 0; |
243 |
|
244 |
if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD]) |
245 |
return 1; |
246 |
|
247 |
if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD]) |
248 |
return 1; |
249 |
|
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if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
251 |
return 1; |
252 |
|
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return 0; |
254 |
} |
255 |
|
256 |
/* this function monitors the symptoms caused by the disease (if any), |
257 |
causes symptoms, and modifies existing symptoms in the case of |
258 |
existing diseases. */ |
259 |
static int |
260 |
do_symptoms (object *disease) |
261 |
{ |
262 |
object *symptom; |
263 |
object *victim; |
264 |
object *tmp; |
265 |
|
266 |
victim = disease->env; |
267 |
|
268 |
if (!victim) |
269 |
return 0; /* no-one to inflict symptoms on */ |
270 |
|
271 |
/* This is a quick hack - for whatever reason, disease->env will point |
272 |
* back to disease, causing endless loops. Why this happens really needs |
273 |
* to be found, but this should at least prevent the infinite loops. |
274 |
*/ |
275 |
//TODO: should no longer be the case, monitor, and remove |
276 |
if (victim == disease) |
277 |
{ |
278 |
LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
279 |
return 0; |
280 |
} |
281 |
|
282 |
symptom = find_symptom (disease); |
283 |
if (!symptom) |
284 |
{ |
285 |
/* no symptom? need to generate one! */ |
286 |
|
287 |
/* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
288 |
if (!is_susceptible_to_disease (victim, disease)) |
289 |
return 0; |
290 |
|
291 |
/* check for an actual immunity */ |
292 |
/* do an immunity check */ |
293 |
for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
294 |
if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */ |
295 |
if (tmp->level >= disease->level) |
296 |
return 0; /* Immune! */ |
297 |
|
298 |
object *new_symptom = archetype::get (shstr_symptom); |
299 |
|
300 |
/* Something special done with dam. We want diseases to be more |
301 |
* random in what they'll kill, so we'll make the damage they |
302 |
* do random, note, this has a weird effect with progressive diseases. |
303 |
*/ |
304 |
if (disease->stats.dam) |
305 |
{ |
306 |
int dam = disease->stats.dam; |
307 |
|
308 |
/* reduce the damage, on average, 50%, and making things random. */ |
309 |
|
310 |
dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
311 |
if (disease->stats.dam < 0) |
312 |
dam = -dam; |
313 |
|
314 |
new_symptom->stats.dam = dam; |
315 |
} |
316 |
|
317 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
318 |
new_symptom->stats.food = new_symptom->stats.maxgrace; |
319 |
|
320 |
new_symptom->name = new_symptom->name_pl = disease->name; |
321 |
|
322 |
new_symptom->level = disease->level; |
323 |
new_symptom->value = 0; |
324 |
|
325 |
new_symptom->set_speed (disease->speed); |
326 |
|
327 |
for (int i = 0; i < NUM_STATS; ++i) |
328 |
new_symptom->stats.stat (i) = disease->stats.stat (i); |
329 |
|
330 |
new_symptom->stats.sp = disease->stats.sp; |
331 |
new_symptom->stats.food = disease->last_eat; |
332 |
new_symptom->stats.maxsp = disease->stats.maxsp; |
333 |
new_symptom->last_sp = disease->last_sp; |
334 |
new_symptom->stats.exp = 0; |
335 |
new_symptom->stats.hp = disease->stats.hp; |
336 |
new_symptom->msg = disease->msg; |
337 |
new_symptom->attacktype = disease->attacktype; |
338 |
new_symptom->other_arch = disease->other_arch; |
339 |
new_symptom->skill = disease->skill; |
340 |
|
341 |
new_symptom->move_block = 0; |
342 |
|
343 |
victim->head_ ()->insert (new_symptom); |
344 |
|
345 |
// set owner last, as insert clears owner |
346 |
new_symptom->set_owner (disease->owner); |
347 |
|
348 |
return 1; |
349 |
} |
350 |
|
351 |
/* now deal with progressing diseases: we increase the debility |
352 |
* caused by the symptoms. |
353 |
*/ |
354 |
if (disease->stats.ac) |
355 |
{ |
356 |
symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
357 |
|
358 |
float scale = 1.f + symptom->value / 100.f; |
359 |
|
360 |
/* now rescale all the debilities */ |
361 |
for (int i = 0; i < NUM_STATS; ++i) |
362 |
symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
363 |
|
364 |
symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
365 |
symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
366 |
symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
367 |
symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
368 |
symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
369 |
symptom->stats.exp = 0; |
370 |
symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
371 |
symptom->msg = disease->msg; |
372 |
symptom->attacktype = disease->attacktype; |
373 |
symptom->other_arch = disease->other_arch; |
374 |
} |
375 |
|
376 |
symptom->set_flag (FLAG_APPLIED); |
377 |
victim->update_stats (); |
378 |
|
379 |
return 1; |
380 |
} |
381 |
|
382 |
int |
383 |
move_disease (object *disease) |
384 |
{ |
385 |
/* First task is to determine if the disease is inside or outside of someone. |
386 |
* If outside, we decrement 'value' until we're gone. |
387 |
*/ |
388 |
|
389 |
if (!disease->env) |
390 |
{ /* we're outside of someone */ |
391 |
if (disease->stats.maxhp > 0) |
392 |
disease->value--; |
393 |
|
394 |
if (!disease->value) |
395 |
{ |
396 |
disease->destroy (); |
397 |
return 1; |
398 |
} |
399 |
} |
400 |
else |
401 |
{ |
402 |
/* if we're inside a person, have the disease run its course */ |
403 |
/* negative/zero food denotes "perpetual" diseases. */ |
404 |
if (disease->stats.food > 0) |
405 |
{ |
406 |
disease->stats.food--; |
407 |
|
408 |
if (!disease->stats.food) |
409 |
{ |
410 |
remove_symptoms (disease); /* remove the symptoms of this disease */ |
411 |
grant_immunity (disease); |
412 |
disease->destroy (); |
413 |
return 1; |
414 |
} |
415 |
} |
416 |
} |
417 |
|
418 |
/* check to see if we infect others */ |
419 |
check_infection (disease); |
420 |
|
421 |
/* impose or modify the symptoms of the disease */ |
422 |
if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
423 |
do_symptoms (disease); |
424 |
|
425 |
return 0; |
426 |
} |
427 |
|
428 |
/* check to see if an object is infectable: |
429 |
* objects with immunity aren't infectable. |
430 |
* objects already infected aren't infectable. |
431 |
* dead objects aren't infectable. |
432 |
* undead objects are infectible only if specifically named. |
433 |
*/ |
434 |
int |
435 |
infect_object (object *victim, object *disease, int force) |
436 |
{ |
437 |
object *tmp; |
438 |
object *new_disease; |
439 |
|
440 |
/* don't infect inanimate objects */ |
441 |
if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER)) |
442 |
return 0; |
443 |
|
444 |
/* check and see if victim can catch disease: diseases |
445 |
* are specific |
446 |
*/ |
447 |
if (!is_susceptible_to_disease (victim, disease)) |
448 |
return 0; |
449 |
|
450 |
/* roll the dice on infection before doing the inventory check! */ |
451 |
if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
452 |
return 0; |
453 |
|
454 |
/* do an immunity check */ |
455 |
|
456 |
/* There used to (IMO) be a flaw in the below - it used to be the case |
457 |
* that if level check was done for both immunity and disease. This could |
458 |
* result in a person with multiple afflictions of the same disease |
459 |
* (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
460 |
* they were cast in that same order. Instead, change it so that |
461 |
* if you diseased, you can't get diseased more. |
462 |
*/ |
463 |
|
464 |
for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
465 |
if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level) |
466 |
return 0; /* Immune! */ |
467 |
else if (tmp->type == DISEASE && tmp->name == disease->name) |
468 |
return 0; /* already diseased */ |
469 |
|
470 |
/* If we've gotten this far, go ahead and infect the victim. */ |
471 |
|
472 |
new_disease = disease->clone (); |
473 |
|
474 |
new_disease->stats.food = disease->stats.maxgrace; |
475 |
new_disease->value = disease->stats.maxhp; |
476 |
new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
477 |
|
478 |
/* This appears to be a horrible case of overloading 'NO_PASS' |
479 |
* for meaning in the diseases. |
480 |
*/ |
481 |
new_disease->move_block = 0; |
482 |
|
483 |
// insert before setting the owner |
484 |
victim->head_ ()->insert (new_disease); |
485 |
|
486 |
if (disease->owner) |
487 |
new_disease->set_owner (disease->owner); |
488 |
else if (object *pl = disease->in_player ()) |
489 |
/* for diseases which are passed by hitting, set owner and skill */ |
490 |
new_disease->set_owner (pl); |
491 |
|
492 |
if (new_disease->owner && new_disease->owner->type == PLAYER) |
493 |
{ |
494 |
const char *buf; |
495 |
|
496 |
/* if the disease has a title, it has a special infection message |
497 |
* This messages is printed in the form MESSAGE victim |
498 |
*/ |
499 |
if (new_disease->title) |
500 |
buf = format ("%s %s!!", &disease->title, &victim->name); |
501 |
else |
502 |
buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
503 |
|
504 |
if (victim->type == PLAYER) |
505 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
506 |
else |
507 |
new_draw_info (0, 4, new_disease->owner, buf); |
508 |
} |
509 |
|
510 |
if (victim->type == PLAYER) |
511 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
512 |
|
513 |
return 1; |
514 |
} |
515 |
|
516 |
/* make the symptom do the nasty things it does */ |
517 |
int |
518 |
move_symptom (object *symptom) |
519 |
{ |
520 |
object *victim = symptom->env; |
521 |
|
522 |
if (!victim || !victim->map) |
523 |
{ /* outside a monster/player, die immediately */ |
524 |
symptom->destroy (); |
525 |
return 0; |
526 |
} |
527 |
|
528 |
/* create the symptom "other arch" object and drop it here |
529 |
* under every part of the monster |
530 |
* The victim may well have died. |
531 |
*/ |
532 |
if (victim->map) |
533 |
{ |
534 |
victim->play_sound (symptom->sound); |
535 |
|
536 |
if (symptom->other_arch) |
537 |
for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
538 |
{ |
539 |
object *new_ob = symptom->other_arch->instance (); |
540 |
new_ob->x = tmp->x; |
541 |
new_ob->y = tmp->y; |
542 |
new_ob->map = victim->map; |
543 |
insert_ob_in_map (new_ob, victim->map, victim, 0); |
544 |
} |
545 |
} |
546 |
|
547 |
int damage = |
548 |
symptom->stats.dam > 0 |
549 |
? symptom->stats.dam |
550 |
: max (1, victim->stats.maxhp * -symptom->stats.dam / 100); |
551 |
|
552 |
hit_player (victim, damage, symptom, symptom->attacktype, 1); |
553 |
|
554 |
int sp_reduce = |
555 |
symptom->stats.maxsp > 0 |
556 |
? symptom->stats.maxsp |
557 |
: max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100); |
558 |
|
559 |
victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
560 |
|
561 |
new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
562 |
|
563 |
return 1; |
564 |
} |
565 |
|
566 |
/* possibly infect due to direct physical contact |
567 |
* i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
568 |
int |
569 |
check_physically_infect (object *victim, object *hitter) |
570 |
{ |
571 |
/* search for diseases, give every disease a chance to infect */ |
572 |
for (object *disease = hitter->inv; disease; disease = disease->below) |
573 |
if (disease->type == DISEASE) |
574 |
infect_object (victim, disease, 0); |
575 |
|
576 |
return 1; |
577 |
} |
578 |
|
579 |
/* do the cure disease stuff, from the spell "cure disease" */ |
580 |
int |
581 |
cure_disease (object *sufferer, object *caster, object *spell) |
582 |
{ |
583 |
object *disease, *next; |
584 |
int cure = 0; |
585 |
|
586 |
int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
587 |
|
588 |
for (disease = sufferer->inv; disease; disease = next) |
589 |
{ |
590 |
next = disease->below; |
591 |
|
592 |
if (disease->type == DISEASE) |
593 |
{ /* attempt to cure this disease */ |
594 |
/* If caster level is higher than disease level, cure chance |
595 |
* is automatic. If lower, then the chance is basically |
596 |
* 1 in level_diff - if there is a 5 level difference, chance |
597 |
* is 1 in 5. |
598 |
*/ |
599 |
if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
600 |
{ |
601 |
remove_symptoms (disease); |
602 |
cure = 1; |
603 |
|
604 |
if (caster && spell) |
605 |
change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
606 |
|
607 |
disease->destroy (); |
608 |
} |
609 |
} |
610 |
} |
611 |
|
612 |
if (cure) |
613 |
{ |
614 |
/* Only draw these messages once */ |
615 |
if (caster) |
616 |
new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
617 |
|
618 |
new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
619 |
} |
620 |
|
621 |
return 1; |
622 |
} |
623 |
|
624 |
#if 0 // unused, but seems interesting |
625 |
/* reduces disease progression: reduce_symptoms |
626 |
* return true if we actually reduce a disease. |
627 |
*/ |
628 |
static int |
629 |
reduce_symptoms (object *sufferer, int reduction) |
630 |
{ |
631 |
object *walk; |
632 |
int success = 0; |
633 |
|
634 |
for (walk = sufferer->inv; walk; walk = walk->below) |
635 |
{ |
636 |
if (walk->type == SYMPTOM) |
637 |
{ |
638 |
if (walk->value > 0) |
639 |
{ |
640 |
success = 1; |
641 |
walk->value = max (0, walk->value - 2 * reduction); |
642 |
/* give the disease time to modify this symptom, |
643 |
* and reduce its severity. */ |
644 |
walk->speed_left = 0; |
645 |
} |
646 |
} |
647 |
} |
648 |
|
649 |
if (success) |
650 |
new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
651 |
|
652 |
return success; |
653 |
} |
654 |
#endif |