1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT 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 | * 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 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * 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 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
|
|
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* This file contains all the code implementing diseases, |
24 | /* This file contains all the code implementing diseases, |
25 | except for odds and ends in attack.c and in |
25 | * except for odds and ends in attack.c and in |
26 | living.c*/ |
26 | * living.c |
27 | |
27 | */ |
28 | |
|
|
29 | |
28 | |
30 | /* |
29 | /* |
31 | |
30 | |
32 | For DISEASES: |
31 | For DISEASES: |
33 | Stat Property Definition |
32 | Stat Property Definition |
… | |
… | |
126 | |
125 | |
127 | |
126 | |
128 | #include <global.h> |
127 | #include <global.h> |
129 | #include <object.h> |
128 | #include <object.h> |
130 | #include <living.h> |
129 | #include <living.h> |
131 | #ifndef __CEXTRACT__ |
|
|
132 | # include <sproto.h> |
130 | #include <sproto.h> |
133 | #endif |
|
|
134 | #include <spells.h> |
131 | #include <spells.h> |
135 | #include <sounds.h> |
132 | #include <sounds.h> |
136 | #include <skills.h> |
133 | #include <skills.h> |
137 | |
134 | |
138 | /* IMPLEMENTATION NOTES |
135 | /* IMPLEMENTATION NOTES |
… | |
… | |
150 | return 0; |
147 | return 0; |
151 | |
148 | |
152 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
153 | return 1; |
150 | return 1; |
154 | |
151 | |
155 | if ((disease->race == undead_name) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
156 | return 1; |
153 | return 1; |
157 | |
154 | |
158 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
155 | if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name)) |
159 | return 1; |
156 | return 1; |
160 | |
157 | |
… | |
… | |
226 | |
223 | |
227 | symptom->destroy (); |
224 | symptom->destroy (); |
228 | } |
225 | } |
229 | |
226 | |
230 | if (victim) |
227 | if (victim) |
231 | fix_player (victim); |
228 | victim->update_stats (); |
232 | return 0; |
229 | return 0; |
233 | } |
230 | } |
234 | |
231 | |
235 | /* argument is a disease */ |
232 | /* argument is a disease */ |
236 | object * |
233 | object * |
… | |
… | |
238 | { |
235 | { |
239 | object *walk; |
236 | object *walk; |
240 | |
237 | |
241 | /* check the inventory for symptoms */ |
238 | /* check the inventory for symptoms */ |
242 | for (walk = disease->env->inv; walk; walk = walk->below) |
239 | for (walk = disease->env->inv; walk; walk = walk->below) |
243 | if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) |
240 | if (walk->name == disease->name && walk->type == SYMPTOM) |
244 | return walk; |
241 | return walk; |
245 | return NULL; |
242 | return NULL; |
246 | } |
243 | } |
247 | |
244 | |
248 | /* searches around for more victims to infect */ |
245 | /* searches around for more victims to infect */ |
… | |
… | |
276 | { |
273 | { |
277 | sint16 i2, j2; |
274 | sint16 i2, j2; |
278 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
275 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
279 | |
276 | |
280 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
277 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
281 | for (tmp = get_map_ob (map2, i2, j2); tmp; tmp = tmp->above) |
278 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
282 | infect_object (tmp, disease, 0); |
279 | infect_object (tmp, disease, 0); |
283 | } |
280 | } |
284 | |
281 | |
285 | return 1; |
282 | return 1; |
286 | } |
283 | } |
… | |
… | |
324 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
321 | * (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 |
322 | * they were cast in that same order. Instead, change it so that |
326 | * if you diseased, you can't get diseased more. |
323 | * if you diseased, you can't get diseased more. |
327 | */ |
324 | */ |
328 | |
325 | |
329 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
326 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
330 | { |
327 | { |
331 | if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
328 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
332 | return 0; /*Immune! */ |
329 | return 0; /* Immune! */ |
333 | else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) |
330 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
334 | return 0; /* already diseased */ |
331 | return 0; /* already diseased */ |
335 | } |
332 | } |
336 | |
333 | |
337 | /* If we've gotten this far, go ahead and infect the victim. */ |
334 | /* If we've gotten this far, go ahead and infect the victim. */ |
338 | new_disease = disease->clone (); |
335 | new_disease = disease->clone (); |
… | |
… | |
342 | |
339 | |
343 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
340 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
344 | * resulting in exp going into the owners *current* chosen skill. |
341 | * resulting in exp going into the owners *current* chosen skill. |
345 | */ |
342 | */ |
346 | |
343 | |
347 | if (get_owner (disease)) |
344 | if (disease->owner) |
348 | { |
345 | { |
349 | set_owner (new_disease, disease->owner); |
346 | new_disease->set_owner (disease->owner); |
350 | |
347 | |
351 | /* Only need to update skill if different */ |
348 | /* Only need to update skill if different */ |
352 | if (new_disease->skill != disease->skill) |
349 | if (new_disease->skill != disease->skill) |
353 | new_disease->skill = disease->skill; |
350 | new_disease->skill = disease->skill; |
354 | } |
351 | } |
… | |
… | |
356 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
353 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
357 | if (disease->env && disease->env->type == PLAYER) |
354 | if (disease->env && disease->env->type == PLAYER) |
358 | { |
355 | { |
359 | object *player = disease->env; |
356 | object *player = disease->env; |
360 | |
357 | |
361 | set_owner (new_disease, player); |
358 | new_disease->set_owner (player); |
362 | |
359 | |
363 | /* the skill pointer for these diseases should already be set up - |
360 | /* the skill pointer for these diseases should already be set up - |
364 | * hardcoding in 'praying' is not the right approach. |
361 | * hardcoding in 'praying' is not the right approach. |
365 | */ |
362 | */ |
366 | } |
363 | } |
367 | } |
364 | } |
368 | |
365 | |
369 | insert_ob_in_ob (new_disease, victim); |
366 | insert_ob_in_ob (new_disease, victim->head_ ()); |
370 | /* This appears to be a horrible case of overloading 'NO_PASS' |
367 | /* This appears to be a horrible case of overloading 'NO_PASS' |
371 | * for meaning in the diseases. |
368 | * for meaning in the diseases. |
372 | */ |
369 | */ |
373 | new_disease->move_block = 0; |
370 | new_disease->move_block = 0; |
374 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
371 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
… | |
… | |
433 | if (victim->head) |
430 | if (victim->head) |
434 | tmp = victim->head->inv; |
431 | tmp = victim->head->inv; |
435 | else |
432 | else |
436 | tmp = victim->inv; |
433 | tmp = victim->inv; |
437 | |
434 | |
438 | for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) |
435 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
439 | { |
436 | { |
440 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
437 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
441 | if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) |
438 | if (tmp->name == disease->name && tmp->level >= disease->level) |
442 | return 0; /*Immune! */ |
439 | return 0; /*Immune! */ |
443 | } |
440 | } |
444 | |
441 | |
445 | new_symptom = get_archetype (ARCH_SYMPTOM); |
442 | new_symptom = get_archetype ("symptom"); |
446 | |
443 | |
447 | /* Something special done with dam. We want diseases to be more |
444 | /* Something special done with dam. We want diseases to be more |
448 | * random in what they'll kill, so we'll make the damage they |
445 | * random in what they'll kill, so we'll make the damage they |
449 | * do random, note, this has a weird effect with progressive diseases. |
446 | * do random, note, this has a weird effect with progressive diseases. |
450 | */ |
447 | */ |
… | |
… | |
452 | { |
449 | { |
453 | int dam = disease->stats.dam; |
450 | int dam = disease->stats.dam; |
454 | |
451 | |
455 | /* reduce the damage, on average, 50%, and making things random. */ |
452 | /* reduce the damage, on average, 50%, and making things random. */ |
456 | |
453 | |
457 | dam = random_roll (1, FABS (dam), victim, PREFER_LOW); |
454 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
458 | if (disease->stats.dam < 0) |
455 | if (disease->stats.dam < 0) |
459 | dam = -dam; |
456 | dam = -dam; |
460 | new_symptom->stats.dam = dam; |
457 | new_symptom->stats.dam = dam; |
461 | } |
458 | } |
462 | |
459 | |
… | |
… | |
467 | new_symptom->name = new_symptom->name_pl = disease->name; |
464 | new_symptom->name = new_symptom->name_pl = disease->name; |
468 | |
465 | |
469 | new_symptom->level = disease->level; |
466 | new_symptom->level = disease->level; |
470 | new_symptom->speed = disease->speed; |
467 | new_symptom->speed = disease->speed; |
471 | new_symptom->value = 0; |
468 | new_symptom->value = 0; |
|
|
469 | |
|
|
470 | for (int i = 0; i < NUM_STATS; ++i) |
472 | new_symptom->stats.Str = disease->stats.Str; |
471 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
473 | new_symptom->stats.Dex = disease->stats.Dex; |
472 | |
474 | new_symptom->stats.Con = disease->stats.Con; |
|
|
475 | new_symptom->stats.Wis = disease->stats.Wis; |
|
|
476 | new_symptom->stats.Int = disease->stats.Int; |
|
|
477 | new_symptom->stats.Pow = disease->stats.Pow; |
|
|
478 | new_symptom->stats.Cha = disease->stats.Cha; |
|
|
479 | new_symptom->stats.sp = disease->stats.sp; |
473 | new_symptom->stats.sp = disease->stats.sp; |
480 | new_symptom->stats.food = disease->last_eat; |
474 | new_symptom->stats.food = disease->last_eat; |
481 | new_symptom->stats.maxsp = disease->stats.maxsp; |
475 | new_symptom->stats.maxsp = disease->stats.maxsp; |
482 | new_symptom->last_sp = disease->last_sp; |
476 | new_symptom->last_sp = disease->last_sp; |
483 | new_symptom->stats.exp = 0; |
477 | new_symptom->stats.exp = 0; |
484 | new_symptom->stats.hp = disease->stats.hp; |
478 | new_symptom->stats.hp = disease->stats.hp; |
485 | new_symptom->msg = disease->msg; |
479 | new_symptom->msg = disease->msg; |
486 | new_symptom->attacktype = disease->attacktype; |
480 | new_symptom->attacktype = disease->attacktype; |
487 | new_symptom->other_arch = disease->other_arch; |
481 | new_symptom->other_arch = disease->other_arch; |
488 | |
482 | |
489 | set_owner (new_symptom, disease->owner); |
483 | new_symptom->set_owner (disease->owner); |
490 | |
484 | |
491 | if (new_symptom->skill != disease->skill) |
485 | if (new_symptom->skill != disease->skill) |
492 | new_symptom->skill = disease->skill; |
486 | new_symptom->skill = disease->skill; |
493 | |
487 | |
494 | new_symptom->move_block = 0; |
488 | new_symptom->move_block = 0; |
495 | insert_ob_in_ob (new_symptom, victim); |
489 | insert_ob_in_ob (new_symptom, victim); |
496 | return 1; |
490 | return 1; |
497 | } |
491 | } |
498 | |
492 | |
499 | /* now deal with progressing diseases: we increase the debility |
493 | /* now deal with progressing diseases: we increase the debility |
500 | * caused by the symptoms. |
494 | * caused by the symptoms. |
501 | */ |
495 | */ |
502 | |
|
|
503 | if (disease->stats.ac != 0) |
496 | if (disease->stats.ac != 0) |
504 | { |
497 | { |
505 | float scale; |
|
|
506 | |
|
|
507 | symptom->value += disease->stats.ac; |
498 | symptom->value += disease->stats.ac; |
|
|
499 | |
508 | scale = 1.0 + symptom->value / 100.0; |
500 | float scale = 1.f + symptom->value / 100.f; |
|
|
501 | |
509 | /* now rescale all the debilities */ |
502 | /* now rescale all the debilities */ |
|
|
503 | for (int i = 0; i < NUM_STATS; ++i) |
510 | symptom->stats.Str = (int) (scale * disease->stats.Str); |
504 | symptom->stats.stat (i) = scale * disease->stats.stat (i); |
511 | symptom->stats.Dex = (int) (scale * disease->stats.Dex); |
505 | |
512 | symptom->stats.Con = (int) (scale * disease->stats.Con); |
|
|
513 | symptom->stats.Wis = (int) (scale * disease->stats.Wis); |
|
|
514 | symptom->stats.Int = (int) (scale * disease->stats.Int); |
|
|
515 | symptom->stats.Pow = (int) (scale * disease->stats.Pow); |
|
|
516 | symptom->stats.Cha = (int) (scale * disease->stats.Cha); |
|
|
517 | symptom->stats.dam = (int) (scale * disease->stats.dam); |
506 | symptom->stats.dam = scale * disease->stats.dam; |
518 | symptom->stats.sp = (int) (scale * disease->stats.sp); |
507 | symptom->stats.sp = scale * disease->stats.sp; |
519 | symptom->stats.food = (int) (scale * disease->last_eat); |
508 | symptom->stats.food = scale * disease->last_eat; |
520 | symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); |
509 | symptom->stats.maxsp = scale * disease->stats.maxsp; |
521 | symptom->last_sp = (int) (scale * disease->last_sp); |
510 | symptom->last_sp = scale * disease->last_sp; |
522 | symptom->stats.exp = 0; |
511 | symptom->stats.exp = 0; |
523 | symptom->stats.hp = (int) (scale * disease->stats.hp); |
512 | symptom->stats.hp = scale * disease->stats.hp; |
|
|
513 | |
524 | symptom->msg = disease->msg; |
514 | symptom->msg = disease->msg; |
525 | symptom->attacktype = disease->attacktype; |
515 | symptom->attacktype = disease->attacktype; |
526 | symptom->other_arch = disease->other_arch; |
516 | symptom->other_arch = disease->other_arch; |
527 | } |
517 | } |
|
|
518 | |
528 | SET_FLAG (symptom, FLAG_APPLIED); |
519 | SET_FLAG (symptom, FLAG_APPLIED); |
529 | fix_player (victim); |
520 | victim->update_stats (); |
|
|
521 | |
530 | return 1; |
522 | return 1; |
531 | } |
523 | } |
532 | |
|
|
533 | |
524 | |
534 | /* grants immunity to plagues we've seen before. */ |
525 | /* grants immunity to plagues we've seen before. */ |
535 | int |
526 | int |
536 | grant_immunity (object *disease) |
527 | grant_immunity (object *disease) |
537 | { |
528 | { |
… | |
… | |
542 | if (disease->last_heal) |
533 | if (disease->last_heal) |
543 | return 0; |
534 | return 0; |
544 | /* first, search for an immunity of the same name */ |
535 | /* first, search for an immunity of the same name */ |
545 | for (walk = disease->env->inv; walk; walk = walk->below) |
536 | for (walk = disease->env->inv; walk; walk = walk->below) |
546 | { |
537 | { |
547 | if (walk->type == 98 && !strcmp (disease->name, walk->name)) |
538 | if (walk->type == 98 && disease->name == walk->name) |
548 | { |
539 | { |
549 | walk->level = disease->level; |
540 | walk->level = disease->level; |
550 | return 1; /* just update the existing immunity. */ |
541 | return 1; /* just update the existing immunity. */ |
551 | } |
542 | } |
552 | } |
543 | } |
… | |
… | |
598 | object *tmp; |
589 | object *tmp; |
599 | |
590 | |
600 | tmp = victim; |
591 | tmp = victim; |
601 | if (tmp->head != NULL) |
592 | if (tmp->head != NULL) |
602 | tmp = tmp->head; |
593 | tmp = tmp->head; |
603 | for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) |
594 | for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
604 | { |
595 | { |
605 | new_ob = arch_to_object (symptom->other_arch); |
596 | new_ob = arch_to_object (symptom->other_arch); |
606 | new_ob->x = tmp->x; |
597 | new_ob->x = tmp->x; |
607 | new_ob->y = tmp->y; |
598 | new_ob->y = tmp->y; |
608 | new_ob->map = victim->map; |
599 | new_ob->map = victim->map; |
… | |
… | |
612 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
603 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
613 | |
604 | |
614 | return 1; |
605 | return 1; |
615 | } |
606 | } |
616 | |
607 | |
617 | |
|
|
618 | /* possibly infect due to direct physical contact |
608 | /* possibly infect due to direct physical contact |
619 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
609 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
620 | |
|
|
621 | int |
610 | int |
622 | check_physically_infect (object *victim, object *hitter) |
611 | check_physically_infect (object *victim, object *hitter) |
623 | { |
612 | { |
624 | object *walk; |
|
|
625 | |
|
|
626 | /* search for diseases, give every disease a chance to infect */ |
613 | /* search for diseases, give every disease a chance to infect */ |
627 | for (walk = hitter->inv; walk != NULL; walk = walk->below) |
614 | for (object *disease = hitter->inv; disease; disease = disease->below) |
628 | if (walk->type == DISEASE) |
615 | if (disease->type == DISEASE) |
629 | infect_object (victim, walk, 0); |
616 | infect_object (victim, disease, 0); |
|
|
617 | |
630 | return 1; |
618 | return 1; |
631 | } |
619 | } |
632 | |
620 | |
633 | /* find a disease in someone*/ |
621 | // find a disease in someone |
634 | object * |
622 | object * |
635 | find_disease (object *victim) |
623 | find_disease (object *victim) |
636 | { |
624 | { |
637 | object *walk; |
625 | for (object *disease = victim->inv; disease; disease = disease->below) |
638 | |
|
|
639 | for (walk = victim->inv; walk; walk = walk->below) |
|
|
640 | if (walk->type == DISEASE) |
626 | if (disease->type == DISEASE) |
641 | return walk; |
627 | return disease; |
|
|
628 | |
642 | return NULL; |
629 | return 0; |
643 | } |
630 | } |
644 | |
631 | |
645 | /* do the cure disease stuff, from the spell "cure disease" */ |
632 | /* do the cure disease stuff, from the spell "cure disease" */ |
646 | |
|
|
647 | int |
633 | int |
648 | cure_disease (object *sufferer, object *caster) |
634 | cure_disease (object *sufferer, object *caster) |
649 | { |
635 | { |
650 | object *disease, *next; |
636 | object *disease, *next; |
651 | int casting_level; |
637 | int casting_level; |
… | |
… | |
660 | { |
646 | { |
661 | next = disease->below; |
647 | next = disease->below; |
662 | |
648 | |
663 | if (disease->type == DISEASE) |
649 | if (disease->type == DISEASE) |
664 | { /* attempt to cure this disease */ |
650 | { /* attempt to cure this disease */ |
665 | /* If caster lvel is higher than disease level, cure chance |
651 | /* If caster level is higher than disease level, cure chance |
666 | * is automatic. If lower, then the chance is basically |
652 | * is automatic. If lower, then the chance is basically |
667 | * 1 in level_diff - if there is a 5 level difference, chance |
653 | * 1 in level_diff - if there is a 5 level difference, chance |
668 | * is 1 in 5. |
654 | * is 1 in 5. |
669 | */ |
655 | */ |
670 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
656 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
671 | { |
657 | { |
672 | |
|
|
673 | remove_symptoms (disease); |
658 | remove_symptoms (disease); |
674 | cure = 1; |
659 | cure = 1; |
675 | |
660 | |
676 | if (caster) |
661 | if (caster) |
677 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); |
662 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
678 | |
663 | |
679 | disease->destroy (); |
664 | disease->destroy (); |
680 | } |
665 | } |
681 | } |
666 | } |
682 | } |
667 | } |
|
|
668 | |
683 | if (cure) |
669 | if (cure) |
684 | { |
670 | { |
685 | /* Only draw these messages once */ |
671 | /* Only draw these messages once */ |
686 | if (caster) |
672 | if (caster) |
687 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
673 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
|
|
674 | |
688 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
675 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
689 | } |
676 | } |
|
|
677 | |
690 | return 1; |
678 | return 1; |
691 | } |
679 | } |
692 | |
680 | |
693 | /* reduces disease progression: reduce_symptoms |
681 | /* reduces disease progression: reduce_symptoms |
694 | * return true if we actually reduce a disease. |
682 | * return true if we actually reduce a disease. |