1 | /* |
1 | /* |
2 | * static char *rcsid_disease_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: disease.C,v 1.2 2006/08/29 08:01:37 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | /* |
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6 | CrossFire, A Multiplayer game for X-windows |
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7 | |
24 | |
8 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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9 | Copyright (C) 1992 Frank Tore Johansen |
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10 | |
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11 | This program is free software; you can redistribute it and/or modify |
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12 | it under the terms of the GNU General Public License as published by |
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13 | the Free Software Foundation; either version 2 of the License, or |
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14 | (at your option) any later version. |
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15 | |
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16 | This program is distributed in the hope that it will be useful, |
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17 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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18 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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19 | GNU General Public License for more details. |
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20 | |
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21 | You should have received a copy of the GNU General Public License |
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22 | along with this program; if not, write to the Free Software |
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23 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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24 | |
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25 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
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26 | */ |
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27 | |
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28 | /* This file contains all the code implementing diseases, |
25 | /* This file contains all the code implementing diseases, |
29 | except for odds and ends in attack.c and in |
26 | * except for odds and ends in attack.c and in |
30 | living.c*/ |
27 | * living.c |
31 | |
28 | */ |
32 | |
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33 | |
29 | |
34 | /* |
30 | /* |
35 | |
31 | |
36 | For DISEASES: |
32 | For DISEASES: |
37 | Stat Property Definition |
33 | Stat Property Definition |
… | |
… | |
49 | dam^ Damage How much damage it does (%?). |
45 | dam^ Damage How much damage it does (%?). |
50 | maxgrace+ Duration How long before the disease is naturally cured. |
46 | maxgrace+ Duration How long before the disease is naturally cured. |
51 | food DurCount Counter for Duration |
47 | food DurCount Counter for Duration |
52 | |
48 | |
53 | speed Speed How often the disease moves. |
49 | speed Speed How often the disease moves. |
54 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
50 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
55 | |
51 | |
56 | maxsp^ Mana deplete Saps mana. |
52 | maxsp^ Mana deplete Saps mana. |
57 | ac^ Progressiveness How the diseases increases in severity. |
53 | ac^ Progressiveness How the diseases increases in severity. |
58 | last_eat*^ Deplete food saps food if negative |
54 | last_eat*^ Deplete food saps food if negative |
59 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
55 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
… | |
… | |
130 | |
126 | |
131 | |
127 | |
132 | #include <global.h> |
128 | #include <global.h> |
133 | #include <object.h> |
129 | #include <object.h> |
134 | #include <living.h> |
130 | #include <living.h> |
135 | #ifndef __CEXTRACT__ |
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136 | #include <sproto.h> |
131 | #include <sproto.h> |
137 | #endif |
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138 | #include <spells.h> |
132 | #include <spells.h> |
139 | #include <sounds.h> |
133 | #include <sounds.h> |
140 | #include <skills.h> |
134 | #include <skills.h> |
141 | |
135 | |
142 | /* IMPLEMENTATION NOTES |
136 | /* IMPLEMENTATION NOTES |
… | |
… | |
144 | Diseases may be contageous. They are objects which exist in a player's |
138 | Diseases may be contageous. They are objects which exist in a player's |
145 | inventory. They themselves do nothing, except modify Symptoms, or |
139 | inventory. They themselves do nothing, except modify Symptoms, or |
146 | spread to other live objects. Symptoms are what actually damage the player: |
140 | spread to other live objects. Symptoms are what actually damage the player: |
147 | these are their own object. */ |
141 | these are their own object. */ |
148 | |
142 | |
149 | /* check if victim is susceptible to disease. */ |
143 | /* grants immunity to plagues we've seen before. */ |
150 | static int is_susceptible_to_disease(object *victim, object *disease) |
144 | static int |
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145 | grant_immunity (object *disease) |
151 | { |
146 | { |
152 | if(!QUERY_FLAG(victim,FLAG_ALIVE)) return 0; |
147 | object *immunity; |
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148 | object *walk; |
153 | |
149 | |
154 | if(strstr(disease->race, "*") && !QUERY_FLAG(victim, FLAG_UNDEAD)) |
150 | /* Don't give immunity to this disease if last_heal is set. */ |
155 | return 1; |
151 | if (disease->last_heal) |
156 | |
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157 | if((disease->race == undead_name) && QUERY_FLAG(victim, FLAG_UNDEAD)) |
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158 | return 1; |
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159 | |
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160 | if((victim->race && strstr(disease->race, victim->race)) || |
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161 | strstr(disease->race, victim->name)) |
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162 | return 1; |
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163 | |
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164 | return 0; |
152 | return 0; |
165 | } |
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166 | |
153 | |
167 | int move_disease(object *disease) { |
154 | /* first, search for an immunity of the same name */ |
168 | /* first task is to determine if the disease is inside or outside of someone. |
155 | for (walk = disease->env->inv; walk; walk = walk->below) |
169 | * If outside, we decrement 'value' until we're gone. |
156 | if (walk->type == 98 && disease->name == walk->name) |
170 | */ |
157 | { |
171 | |
158 | walk->level = disease->level; |
172 | if(disease->env==NULL) { /* we're outside of someone */ |
159 | return 1; /* just update the existing immunity. */ |
173 | if ( disease->stats.maxhp > 0 ) disease->value--; |
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174 | if(disease->value==0) { |
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175 | remove_ob(disease); |
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176 | free_object(disease); |
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177 | return 1; |
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178 | } |
160 | } |
179 | } else { |
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180 | /* if we're inside a person, have the disease run its course */ |
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181 | /* negative foods denote "perpetual" diseases. */ |
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182 | if(disease->stats.food>0) { |
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183 | disease->stats.food--; |
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184 | if (disease->stats.food==0) { |
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185 | remove_symptoms(disease); /* remove the symptoms of this disease */ |
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186 | grant_immunity(disease); |
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187 | remove_ob(disease); |
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188 | free_object(disease); |
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189 | return 1; |
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190 | } |
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191 | } |
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192 | } |
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193 | /* check to see if we infect others */ |
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194 | check_infection(disease); |
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195 | |
161 | |
196 | /* impose or modify the symptoms of the disease */ |
162 | immunity = get_archetype (shstr_immunity); |
197 | if(disease->env && is_susceptible_to_disease(disease->env, disease)) |
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198 | do_symptoms(disease); |
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199 | |
163 | |
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164 | immunity->name = disease->name; |
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165 | immunity->level = disease->level; |
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166 | immunity->move_block = 0; |
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167 | |
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168 | insert_ob_in_ob (immunity, disease->env); |
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169 | |
200 | return 0; |
170 | return 1; |
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171 | } |
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172 | |
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173 | /* argument is a disease */ |
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174 | static object * |
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175 | find_symptom (object *disease) |
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176 | { |
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177 | /* check the inventory for symptoms */ |
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178 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
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179 | if (walk->name == disease->name && walk->type == SYMPTOM) |
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180 | return walk; |
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181 | |
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182 | return NULL; |
201 | } |
183 | } |
202 | |
184 | |
203 | /* remove any symptoms of disease |
185 | /* remove any symptoms of disease |
204 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
186 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
205 | * player may have - I think through some odd interactoins with |
187 | * player may have - I think through some odd interactoins with |
206 | * disease level and player level and whatnot, a player could get |
188 | * disease level and player level and whatnot, a player could get |
207 | * more than one symtpom to a disease. |
189 | * more than one symtpom to a disease. |
208 | */ |
190 | */ |
209 | |
191 | static int |
210 | int remove_symptoms(object *disease) { |
192 | remove_symptoms (object *disease) |
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193 | { |
211 | object *symptom, *victim=NULL; |
194 | object *symptom, *victim = NULL; |
212 | |
195 | |
213 | while ((symptom = find_symptom(disease)) != NULL) { |
196 | while ((symptom = find_symptom (disease)) != NULL) |
214 | if (!victim) victim=symptom->env; |
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215 | remove_ob(symptom); |
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216 | free_object(symptom); |
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217 | } |
197 | { |
218 | if(victim) fix_player(victim); |
198 | if (!victim) |
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199 | victim = symptom->env; |
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200 | |
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201 | symptom->destroy (); |
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202 | } |
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203 | |
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204 | if (victim) |
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205 | victim->update_stats (); |
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206 | |
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207 | return 0; |
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208 | } |
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209 | |
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210 | /* searches around for more victims to infect */ |
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211 | static int |
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212 | check_infection (object *disease) |
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213 | { |
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214 | int range = abs (disease->magic); |
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215 | |
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216 | object *op = disease->outer_env_or_self (); |
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217 | |
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218 | if (!op->is_on_map ()) |
219 | return 0; |
219 | return 0; |
220 | } |
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221 | |
220 | |
222 | /* argument is a disease */ |
221 | unordered_mapwalk (op, -range, -range, range, range) |
223 | object * find_symptom(object *disease) { |
222 | { |
224 | object *walk; |
223 | mapspace &ms = m->at (nx, ny); |
225 | |
224 | |
226 | /* check the inventory for symptoms */ |
225 | if (ms.flags () & P_IS_ALIVE) |
227 | for(walk=disease->env->inv;walk;walk = walk->below) |
226 | for (object *tmp = ms.bot; tmp; tmp = tmp->above) |
228 | if(!strcmp(walk->name,disease->name)&&walk->type==SYMPTOM) return walk; |
227 | infect_object (tmp, disease, 0); |
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228 | } |
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229 | |
229 | return NULL; |
230 | return 1; |
230 | } |
231 | } |
231 | |
232 | |
232 | /* searches around for more victims to infect */ |
233 | /* check if victim is susceptible to disease. */ |
233 | int check_infection(object *disease) { |
234 | static int |
234 | int x,y,range, mflags; |
235 | is_susceptible_to_disease (object *victim, object *disease) |
235 | mapstruct *map, *map2; |
236 | { |
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237 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
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238 | return 0; |
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239 | |
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240 | if (victim->flag [FLAG_WIZ]) |
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241 | return 0; |
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242 | |
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243 | if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
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244 | return 1; |
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245 | |
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246 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
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247 | return 1; |
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248 | |
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249 | if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name)) |
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250 | return 1; |
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251 | |
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252 | return 0; |
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253 | } |
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254 | |
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255 | /* this function monitors the symptoms caused by the disease (if any), |
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256 | causes symptoms, and modifies existing symptoms in the case of |
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257 | existing diseases. */ |
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258 | static int |
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259 | do_symptoms (object *disease) |
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260 | { |
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261 | object *symptom; |
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262 | object *victim; |
236 | object *tmp; |
263 | object *tmp; |
237 | sint16 i, j, i2, j2; |
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238 | |
264 | |
239 | range = abs(disease->magic); |
265 | victim = disease->env; |
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266 | |
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267 | if (!victim) |
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268 | return 0; /* no-one to inflict symptoms on */ |
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269 | |
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270 | /* This is a quick hack - for whatever reason, disease->env will point |
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271 | * back to disease, causing endless loops. Why this happens really needs |
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272 | * to be found, but this should at least prevent the infinite loops. |
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273 | */ |
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274 | //TODO: should no longer be the case, monitor, and remove |
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275 | if (victim == disease) |
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276 | { |
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277 | LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ()); |
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278 | return 0; |
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279 | } |
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280 | |
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281 | symptom = find_symptom (disease); |
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282 | if (!symptom) |
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283 | { |
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284 | /* no symptom? need to generate one! */ |
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285 | |
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286 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
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287 | if (!is_susceptible_to_disease (victim, disease)) |
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288 | return 0; |
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289 | |
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290 | /* check for an actual immunity */ |
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291 | /* do an immunity check */ |
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292 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
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293 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
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294 | if (tmp->name == disease->name && tmp->level >= disease->level) |
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295 | return 0; /* Immune! */ |
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296 | |
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297 | object *new_symptom = get_archetype (shstr_symptom); |
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298 | |
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299 | /* Something special done with dam. We want diseases to be more |
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300 | * random in what they'll kill, so we'll make the damage they |
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301 | * do random, note, this has a weird effect with progressive diseases. |
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302 | */ |
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303 | if (disease->stats.dam) |
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304 | { |
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305 | int dam = disease->stats.dam; |
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306 | |
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307 | /* reduce the damage, on average, 50%, and making things random. */ |
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308 | |
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309 | dam = random_roll (1, abs (dam), victim, PREFER_LOW); |
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310 | if (disease->stats.dam < 0) |
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311 | dam = -dam; |
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312 | |
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313 | new_symptom->stats.dam = dam; |
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314 | } |
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315 | |
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316 | new_symptom->stats.maxsp = disease->stats.maxsp; |
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317 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
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318 | |
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319 | new_symptom->name = new_symptom->name_pl = disease->name; |
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320 | |
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321 | new_symptom->level = disease->level; |
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322 | new_symptom->speed = disease->speed; |
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323 | new_symptom->value = 0; |
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324 | |
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325 | for (int i = 0; i < NUM_STATS; ++i) |
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326 | new_symptom->stats.stat (i) = disease->stats.stat (i); |
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327 | |
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328 | new_symptom->stats.sp = disease->stats.sp; |
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329 | new_symptom->stats.food = disease->last_eat; |
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330 | new_symptom->stats.maxsp = disease->stats.maxsp; |
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331 | new_symptom->last_sp = disease->last_sp; |
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332 | new_symptom->stats.exp = 0; |
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333 | new_symptom->stats.hp = disease->stats.hp; |
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334 | new_symptom->msg = disease->msg; |
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335 | new_symptom->attacktype = disease->attacktype; |
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336 | new_symptom->other_arch = disease->other_arch; |
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337 | new_symptom->skill = disease->skill; |
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338 | |
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339 | new_symptom->move_block = 0; |
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340 | |
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341 | victim->head_ ()->insert (new_symptom); |
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342 | |
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343 | // set owner last, as insert clears owner |
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344 | new_symptom->set_owner (disease->owner); |
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345 | |
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346 | return 1; |
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347 | } |
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348 | |
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349 | /* now deal with progressing diseases: we increase the debility |
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350 | * caused by the symptoms. |
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351 | */ |
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352 | if (disease->stats.ac) |
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353 | { |
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354 | symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100); |
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355 | |
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356 | float scale = 1.f + symptom->value / 100.f; |
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357 | |
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358 | /* now rescale all the debilities */ |
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359 | for (int i = 0; i < NUM_STATS; ++i) |
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360 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
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361 | |
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362 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
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363 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
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364 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
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365 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
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366 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
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367 | symptom->stats.exp = 0; |
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368 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
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369 | symptom->msg = disease->msg; |
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370 | symptom->attacktype = disease->attacktype; |
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371 | symptom->other_arch = disease->other_arch; |
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372 | } |
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373 | |
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374 | SET_FLAG (symptom, FLAG_APPLIED); |
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375 | victim->update_stats (); |
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376 | |
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377 | return 1; |
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378 | } |
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379 | |
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380 | int |
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381 | move_disease (object *disease) |
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382 | { |
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383 | /* First task is to determine if the disease is inside or outside of someone. |
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384 | * If outside, we decrement 'value' until we're gone. |
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385 | */ |
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386 | |
240 | if(disease->env) { |
387 | if (!disease->env) |
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388 | { /* we're outside of someone */ |
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389 | if (disease->stats.maxhp > 0) |
241 | x = disease->env->x; |
390 | disease->value--; |
242 | y = disease->env->y; |
391 | |
243 | map=disease->env->map; |
392 | if (!disease->value) |
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393 | { |
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394 | disease->destroy (); |
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395 | return 1; |
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396 | } |
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397 | } |
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398 | else |
244 | } |
399 | { |
245 | else { |
400 | /* if we're inside a person, have the disease run its course */ |
246 | x = disease->x; |
401 | /* negative/zero food denotes "perpetual" diseases. */ |
247 | y = disease->y; |
402 | if (disease->stats.food > 0) |
248 | map = disease->map; |
403 | { |
249 | } |
404 | disease->stats.food--; |
250 | |
405 | |
251 | if(map == NULL) return 0; |
406 | if (!disease->stats.food) |
252 | for(i=x-range;i<=x+range;i++) { |
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253 | for(j=y-range;j<=y+range;j++) { |
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254 | mflags = get_map_flags(map,&map2, i,j, &i2, &j2); |
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255 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) { |
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256 | for(tmp=get_map_ob(map2,i2,j2);tmp;tmp=tmp->above) { |
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257 | infect_object(tmp,disease,0); |
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258 | } |
407 | { |
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408 | remove_symptoms (disease); /* remove the symptoms of this disease */ |
|
|
409 | grant_immunity (disease); |
|
|
410 | disease->destroy (); |
|
|
411 | return 1; |
259 | } |
412 | } |
260 | } |
413 | } |
261 | } |
414 | } |
|
|
415 | |
|
|
416 | /* check to see if we infect others */ |
|
|
417 | check_infection (disease); |
|
|
418 | |
|
|
419 | /* impose or modify the symptoms of the disease */ |
|
|
420 | if (disease->env && is_susceptible_to_disease (disease->env, disease)) |
|
|
421 | do_symptoms (disease); |
|
|
422 | |
262 | return 1; |
423 | return 0; |
263 | } |
424 | } |
264 | |
|
|
265 | |
425 | |
266 | /* check to see if an object is infectable: |
426 | /* check to see if an object is infectable: |
267 | * objects with immunity aren't infectable. |
427 | * objects with immunity aren't infectable. |
268 | * objects already infected aren't infectable. |
428 | * objects already infected aren't infectable. |
269 | * dead objects aren't infectable. |
429 | * dead objects aren't infectable. |
270 | * undead objects are infectible only if specifically named. |
430 | * undead objects are infectible only if specifically named. |
271 | */ |
431 | */ |
|
|
432 | int |
272 | int infect_object(object *victim, object *disease, int force) { |
433 | infect_object (object *victim, object *disease, int force) |
|
|
434 | { |
273 | object *tmp; |
435 | object *tmp; |
274 | object *new_disease; |
436 | object *new_disease; |
275 | |
437 | |
276 | /* don't infect inanimate objects */ |
438 | /* don't infect inanimate objects */ |
277 | if(!QUERY_FLAG(victim,FLAG_MONSTER) && !(victim->type==PLAYER)) return 0; |
439 | if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER)) |
|
|
440 | return 0; |
278 | |
441 | |
279 | /* check and see if victim can catch disease: diseases |
442 | /* check and see if victim can catch disease: diseases |
280 | * are specific |
443 | * are specific |
281 | */ |
444 | */ |
282 | if(!is_susceptible_to_disease(victim, disease)) return 0; |
445 | if (!is_susceptible_to_disease (victim, disease)) |
|
|
446 | return 0; |
283 | |
447 | |
284 | /* roll the dice on infection before doing the inventory check! */ |
448 | /* roll the dice on infection before doing the inventory check! */ |
285 | if(!force && (random_roll(0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
449 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
286 | return 0; |
450 | return 0; |
287 | |
451 | |
288 | /* do an immunity check */ |
452 | /* do an immunity check */ |
289 | if(victim->head) tmp = victim->head->inv; |
|
|
290 | else tmp = victim->inv; |
|
|
291 | |
453 | |
292 | /* There used to (IMO) be a flaw in the below - it used to be the case |
454 | /* There used to (IMO) be a flaw in the below - it used to be the case |
293 | * that if level check was done for both immunity and disease. This could |
455 | * that if level check was done for both immunity and disease. This could |
294 | * result in a person with multiple afflictions of the same disease |
456 | * result in a person with multiple afflictions of the same disease |
295 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
457 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
296 | * they were cast in that same order. Instead, change it so that |
458 | * they were cast in that same order. Instead, change it so that |
297 | * if you diseased, you can't get diseased more. |
459 | * if you diseased, you can't get diseased more. |
298 | */ |
460 | */ |
299 | |
461 | |
300 | for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
462 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
301 | if(tmp->type == SIGN && !strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
463 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
302 | return 0; /*Immune! */ |
464 | return 0; /* Immune! */ |
303 | else if (tmp->type==DISEASE && !strcmp(tmp->name,disease->name)) |
465 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
304 | return 0; /* already diseased */ |
466 | return 0; /* already diseased */ |
305 | } |
|
|
306 | |
467 | |
307 | /* If we've gotten this far, go ahead and infect the victim. */ |
468 | /* If we've gotten this far, go ahead and infect the victim. */ |
308 | new_disease = get_object(); |
469 | |
309 | copy_object(disease,new_disease); |
470 | new_disease = disease->clone (); |
|
|
471 | |
310 | new_disease->stats.food=disease->stats.maxgrace; |
472 | new_disease->stats.food = disease->stats.maxgrace; |
311 | new_disease->value=disease->stats.maxhp; |
473 | new_disease->value = disease->stats.maxhp; |
312 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
474 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
313 | |
475 | |
314 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
|
315 | * resulting in exp going into the owners *current* chosen skill. |
|
|
316 | */ |
|
|
317 | |
|
|
318 | if(get_owner(disease)) { |
|
|
319 | set_owner(new_disease,disease->owner); |
|
|
320 | |
|
|
321 | /* Only need to update skill if different */ |
|
|
322 | if (new_disease->skill != disease->skill) { |
|
|
323 | if (new_disease->skill) free_string(new_disease->skill); |
|
|
324 | if (disease->skill) new_disease->skill = add_refcount(disease->skill); |
|
|
325 | } |
|
|
326 | } |
|
|
327 | else { /* for diseases which are passed by hitting, set owner and praying skill*/ |
|
|
328 | if(disease->env && disease->env->type==PLAYER) { |
|
|
329 | object *player = disease->env; |
|
|
330 | |
|
|
331 | set_owner(new_disease,player); |
|
|
332 | /* the skill pointer for these diseases should already be set up - |
|
|
333 | * hardcoding in 'praying' is not the right approach. |
|
|
334 | */ |
|
|
335 | } |
|
|
336 | } |
|
|
337 | |
|
|
338 | insert_ob_in_ob(new_disease,victim); |
|
|
339 | /* This appears to be a horrible case of overloading 'NO_PASS' |
476 | /* This appears to be a horrible case of overloading 'NO_PASS' |
340 | * for meaning in the diseases. |
477 | * for meaning in the diseases. |
341 | */ |
478 | */ |
342 | new_disease->move_block = 0; |
479 | new_disease->move_block = 0; |
|
|
480 | |
|
|
481 | // insert before setting the owner |
|
|
482 | victim->head_ ()->insert (new_disease); |
|
|
483 | |
|
|
484 | if (disease->owner) |
|
|
485 | new_disease->set_owner (disease->owner); |
|
|
486 | else if (object *pl = disease->in_player ()) |
|
|
487 | /* for diseases which are passed by hitting, set owner and skill */ |
|
|
488 | new_disease->set_owner (pl); |
|
|
489 | |
343 | if(new_disease->owner && new_disease->owner->type==PLAYER) { |
490 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
344 | char buf[128]; |
491 | { |
|
|
492 | const char *buf; |
|
|
493 | |
345 | /* if the disease has a title, it has a special infection message |
494 | /* if the disease has a title, it has a special infection message |
346 | * This messages is printed in the form MESSAGE victim |
495 | * This messages is printed in the form MESSAGE victim |
347 | */ |
496 | */ |
348 | if(new_disease->title) |
497 | if (new_disease->title) |
349 | sprintf(buf,"%s %s!!",disease->title,victim->name); |
498 | buf = format ("%s %s!!", &disease->title, &victim->name); |
350 | else |
499 | else |
351 | sprintf(buf,"You infect %s with your disease, %s!",victim->name,new_disease->name); |
500 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
352 | |
501 | |
353 | if(victim->type == PLAYER) |
502 | if (victim->type == PLAYER) |
354 | new_draw_info(NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
503 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
355 | else |
504 | else |
356 | new_draw_info(0, 4, new_disease->owner, buf); |
505 | new_draw_info (0, 4, new_disease->owner, buf); |
357 | } |
506 | } |
|
|
507 | |
358 | if(victim->type==PLAYER) |
508 | if (victim->type == PLAYER) |
359 | new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,"You suddenly feel ill."); |
509 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
360 | |
510 | |
361 | return 1; |
|
|
362 | |
|
|
363 | } |
|
|
364 | |
|
|
365 | |
|
|
366 | |
|
|
367 | /* this function monitors the symptoms caused by the disease (if any), |
|
|
368 | causes symptoms, and modifies existing symptoms in the case of |
|
|
369 | existing diseases. */ |
|
|
370 | |
|
|
371 | int do_symptoms(object *disease) { |
|
|
372 | object *symptom; |
|
|
373 | object *victim; |
|
|
374 | object *tmp; |
|
|
375 | victim = disease->env; |
|
|
376 | |
|
|
377 | /* This is a quick hack - for whatever reason, disease->env will point |
|
|
378 | * back to disease, causing endless loops. Why this happens really needs |
|
|
379 | * to be found, but this should at least prevent the infinite loops. |
|
|
380 | */ |
|
|
381 | |
|
|
382 | if(victim == NULL || victim==disease) |
|
|
383 | return 0;/* no-one to inflict symptoms on */ |
|
|
384 | |
|
|
385 | symptom = find_symptom(disease); |
|
|
386 | if(symptom==NULL) { |
|
|
387 | /* no symptom? need to generate one! */ |
|
|
388 | object *new_symptom; |
|
|
389 | |
|
|
390 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
|
|
391 | if(!is_susceptible_to_disease(victim, disease)) return 0; |
|
|
392 | |
|
|
393 | /* check for an actual immunity */ |
|
|
394 | /* do an immunity check */ |
|
|
395 | if(victim->head) tmp = victim->head->inv; |
|
|
396 | else tmp = victim->inv; |
|
|
397 | |
|
|
398 | for(/* tmp initialized in if, above */;tmp;tmp=tmp->below) { |
|
|
399 | if(tmp->type == SIGN) /* possibly an immunity, or diseased*/ |
|
|
400 | if(!strcmp(tmp->name,disease->name) && tmp->level >= disease->level) |
|
|
401 | return 0; /*Immune! */ |
|
|
402 | } |
|
|
403 | |
|
|
404 | new_symptom = get_archetype(ARCH_SYMPTOM); |
|
|
405 | |
|
|
406 | /* Something special done with dam. We want diseases to be more |
|
|
407 | * random in what they'll kill, so we'll make the damage they |
|
|
408 | * do random, note, this has a weird effect with progressive diseases. |
|
|
409 | */ |
|
|
410 | if(disease->stats.dam != 0) { |
|
|
411 | int dam = disease->stats.dam; |
|
|
412 | |
|
|
413 | /* reduce the damage, on average, 50%, and making things random. */ |
|
|
414 | |
|
|
415 | dam = random_roll(1, FABS(dam), victim, PREFER_LOW); |
|
|
416 | if(disease->stats.dam < 0) dam = -dam; |
|
|
417 | new_symptom->stats.dam = dam; |
|
|
418 | } |
|
|
419 | |
|
|
420 | |
|
|
421 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
422 | new_symptom->stats.food = new_symptom->stats.maxgrace; |
|
|
423 | |
|
|
424 | FREE_AND_COPY(new_symptom->name, disease->name); |
|
|
425 | FREE_AND_COPY(new_symptom->name_pl, disease->name); |
|
|
426 | new_symptom->level = disease->level; |
|
|
427 | new_symptom->speed = disease->speed; |
|
|
428 | new_symptom->value = 0; |
|
|
429 | new_symptom->stats.Str =disease->stats.Str; |
|
|
430 | new_symptom->stats.Dex = disease->stats.Dex; |
|
|
431 | new_symptom->stats.Con = disease->stats.Con; |
|
|
432 | new_symptom->stats.Wis = disease->stats.Wis; |
|
|
433 | new_symptom->stats.Int = disease->stats.Int; |
|
|
434 | new_symptom->stats.Pow = disease->stats.Pow; |
|
|
435 | new_symptom->stats.Cha = disease->stats.Cha; |
|
|
436 | new_symptom->stats.sp = disease->stats.sp; |
|
|
437 | new_symptom->stats.food =disease->last_eat; |
|
|
438 | new_symptom->stats.maxsp = disease->stats.maxsp; |
|
|
439 | new_symptom->last_sp = disease->last_sp; |
|
|
440 | new_symptom->stats.exp = 0; |
|
|
441 | new_symptom->stats.hp = disease->stats.hp; |
|
|
442 | new_symptom->msg = add_string(disease->msg); |
|
|
443 | new_symptom->attacktype = disease->attacktype; |
|
|
444 | new_symptom->other_arch = disease->other_arch; |
|
|
445 | |
|
|
446 | set_owner(new_symptom,disease->owner); |
|
|
447 | if (new_symptom->skill != disease->skill) { |
|
|
448 | if (new_symptom->skill) free_string(new_symptom->skill); |
|
|
449 | if (disease->skill) new_symptom->skill = add_refcount(disease->skill); |
|
|
450 | } |
|
|
451 | new_symptom->move_block=0; |
|
|
452 | insert_ob_in_ob(new_symptom,victim); |
|
|
453 | return 1; |
|
|
454 | } |
|
|
455 | |
|
|
456 | /* now deal with progressing diseases: we increase the debility |
|
|
457 | * caused by the symptoms. |
|
|
458 | */ |
|
|
459 | |
|
|
460 | if(disease->stats.ac!=0) { |
|
|
461 | float scale; |
|
|
462 | |
|
|
463 | symptom->value += disease->stats.ac; |
|
|
464 | scale = 1.0 + symptom->value/100.0; |
|
|
465 | /* now rescale all the debilities */ |
|
|
466 | symptom->stats.Str = (int) (scale*disease->stats.Str); |
|
|
467 | symptom->stats.Dex = (int) (scale*disease->stats.Dex); |
|
|
468 | symptom->stats.Con = (int) (scale*disease->stats.Con); |
|
|
469 | symptom->stats.Wis = (int) (scale*disease->stats.Wis); |
|
|
470 | symptom->stats.Int = (int) (scale*disease->stats.Int); |
|
|
471 | symptom->stats.Pow = (int) (scale*disease->stats.Pow); |
|
|
472 | symptom->stats.Cha = (int) (scale*disease->stats.Cha); |
|
|
473 | symptom->stats.dam = (int) (scale*disease->stats.dam); |
|
|
474 | symptom->stats.sp = (int) (scale*disease->stats.sp); |
|
|
475 | symptom->stats.food = (int) (scale*disease->last_eat); |
|
|
476 | symptom->stats.maxsp = (int) (scale*disease->stats.maxsp); |
|
|
477 | symptom->last_sp = (int) (scale*disease->last_sp); |
|
|
478 | symptom->stats.exp = 0; |
|
|
479 | symptom->stats.hp = (int) (scale*disease->stats.hp); |
|
|
480 | symptom->msg = add_string(disease->msg); |
|
|
481 | symptom->attacktype = disease->attacktype; |
|
|
482 | symptom->other_arch = disease->other_arch; |
|
|
483 | } |
|
|
484 | SET_FLAG(symptom,FLAG_APPLIED); |
|
|
485 | fix_player(victim); |
|
|
486 | return 1; |
|
|
487 | } |
|
|
488 | |
|
|
489 | |
|
|
490 | /* grants immunity to plagues we've seen before. */ |
|
|
491 | int grant_immunity(object *disease) { |
|
|
492 | object * immunity; |
|
|
493 | object *walk; |
|
|
494 | /* Don't give immunity to this disease if last_heal is set. */ |
|
|
495 | if(disease->last_heal) return 0; |
|
|
496 | /* first, search for an immunity of the same name */ |
|
|
497 | for(walk=disease->env->inv;walk;walk=walk->below) { |
|
|
498 | if(walk->type==98 && !strcmp(disease->name,walk->name)) { |
|
|
499 | walk->level = disease->level; |
|
|
500 | return 1; /* just update the existing immunity. */ |
|
|
501 | } |
|
|
502 | } |
|
|
503 | immunity = get_archetype("immunity"); |
|
|
504 | immunity->name = add_string(disease->name); |
|
|
505 | immunity->level = disease->level; |
|
|
506 | immunity->move_block = 0; |
|
|
507 | insert_ob_in_ob(immunity,disease->env); |
|
|
508 | return 1; |
511 | return 1; |
509 | |
|
|
510 | } |
512 | } |
511 | |
|
|
512 | |
513 | |
513 | /* make the symptom do the nasty things it does */ |
514 | /* make the symptom do the nasty things it does */ |
514 | |
515 | int |
515 | int move_symptom(object *symptom) { |
516 | move_symptom (object *symptom) |
|
|
517 | { |
516 | object *victim = symptom->env; |
518 | object *victim = symptom->env; |
517 | object *new_ob; |
|
|
518 | int sp_reduce; |
|
|
519 | |
519 | |
520 | if(victim == NULL || victim->map==NULL) { /* outside a monster/player, die immediately */ |
520 | if (!victim || !victim->map) |
521 | remove_ob(symptom); |
521 | { /* outside a monster/player, die immediately */ |
522 | free_object(symptom); |
522 | symptom->destroy (); |
523 | return 0; |
523 | return 0; |
524 | } |
524 | } |
525 | |
525 | |
526 | if(symptom->stats.dam > 0) hit_player(victim,symptom->stats.dam,symptom,symptom->attacktype,1); |
526 | int damage = |
527 | else hit_player(victim,(int) MAX(1,-victim->stats.maxhp * symptom->stats.dam / 100.0),symptom,symptom->attacktype,1); |
527 | symptom->stats.dam > 0 |
|
|
528 | ? symptom->stats.dam |
|
|
529 | : max (1, victim->stats.maxhp * -symptom->stats.dam / 100); |
528 | |
530 | |
529 | if(symptom->stats.maxsp>0) sp_reduce = symptom->stats.maxsp; |
531 | hit_player (victim, damage, symptom, symptom->attacktype, 1); |
530 | else sp_reduce = (int) MAX(1,victim->stats.maxsp * symptom->stats.maxsp/100.0); |
532 | |
|
|
533 | int sp_reduce = |
|
|
534 | symptom->stats.maxsp > 0 |
|
|
535 | ? symptom->stats.maxsp |
|
|
536 | : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100); |
|
|
537 | |
531 | victim->stats.sp = MAX(0,victim->stats.sp - sp_reduce); |
538 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
532 | |
539 | |
533 | /* create the symptom "other arch" object and drop it here |
540 | /* create the symptom "other arch" object and drop it here |
534 | * under every part of the monster |
541 | * under every part of the monster |
535 | * The victim may well have died. |
542 | * The victim may well have died. |
536 | */ |
543 | */ |
|
|
544 | if (victim->map) |
|
|
545 | { |
|
|
546 | victim->play_sound (symptom->sound); |
537 | |
547 | |
538 | if(victim->map==NULL) return 0; |
|
|
539 | if(symptom->other_arch) { |
548 | if (symptom->other_arch) |
540 | object *tmp; |
549 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
541 | tmp=victim; |
550 | { |
542 | if(tmp->head!=NULL) tmp=tmp->head; |
|
|
543 | for(/*tmp initialized above */;tmp!=NULL;tmp=tmp->more) { |
|
|
544 | new_ob = arch_to_object(symptom->other_arch); |
551 | object *new_ob = arch_to_object (symptom->other_arch); |
545 | new_ob->x = tmp->x; |
552 | new_ob->x = tmp->x; |
546 | new_ob->y = tmp->y; |
553 | new_ob->y = tmp->y; |
547 | new_ob->map = victim->map; |
554 | new_ob->map = victim->map; |
548 | insert_ob_in_map(new_ob,victim->map,victim,0); |
555 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
549 | } |
556 | } |
550 | } |
557 | } |
|
|
558 | |
551 | new_draw_info(NDI_UNIQUE | NDI_RED,0,victim,symptom->msg); |
559 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
552 | |
560 | |
553 | return 1; |
561 | return 1; |
554 | } |
562 | } |
555 | |
563 | |
556 | |
|
|
557 | /* possibly infect due to direct physical contact |
564 | /* possibly infect due to direct physical contact |
558 | i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
565 | * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ |
559 | |
566 | int |
560 | int check_physically_infect(object *victim, object *hitter) { |
567 | check_physically_infect (object *victim, object *hitter) |
561 | object *walk; |
568 | { |
562 | /* search for diseases, give every disease a chance to infect */ |
569 | /* search for diseases, give every disease a chance to infect */ |
563 | for(walk=hitter->inv;walk!=NULL;walk=walk->below) |
570 | for (object *disease = hitter->inv; disease; disease = disease->below) |
564 | if(walk->type==DISEASE) infect_object(victim,walk,0); |
571 | if (disease->type == DISEASE) |
|
|
572 | infect_object (victim, disease, 0); |
|
|
573 | |
565 | return 1; |
574 | return 1; |
566 | } |
575 | } |
567 | |
576 | |
568 | /* find a disease in someone*/ |
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569 | object *find_disease(object *victim) { |
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570 | object *walk; |
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571 | for(walk=victim->inv;walk;walk=walk->below) |
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572 | if(walk->type==DISEASE) return walk; |
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573 | return NULL; |
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574 | } |
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575 | |
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576 | /* do the cure disease stuff, from the spell "cure disease" */ |
577 | /* do the cure disease stuff, from the spell "cure disease" */ |
577 | |
578 | int |
578 | int cure_disease(object *sufferer,object *caster) { |
579 | cure_disease (object *sufferer, object *caster, object *spell) |
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580 | { |
579 | object *disease, *next; |
581 | object *disease, *next; |
580 | int casting_level; |
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581 | int cure=0; |
582 | int cure = 0; |
582 | |
583 | |
583 | if(caster) casting_level = caster->level; |
584 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
584 | else casting_level = 1000; /* if null caster, CURE all. */ |
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585 | |
585 | |
586 | for(disease=sufferer->inv;disease;disease=next) { |
586 | for (disease = sufferer->inv; disease; disease = next) |
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587 | { |
587 | next=disease->below; |
588 | next = disease->below; |
588 | |
589 | |
589 | if(disease->type==DISEASE) { /* attempt to cure this disease */ |
590 | if (disease->type == DISEASE) |
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591 | { /* attempt to cure this disease */ |
590 | /* If caster lvel is higher than disease level, cure chance |
592 | /* If caster level is higher than disease level, cure chance |
591 | * is automatic. If lower, then the chance is basically |
593 | * is automatic. If lower, then the chance is basically |
592 | * 1 in level_diff - if there is a 5 level difference, chance |
594 | * 1 in level_diff - if there is a 5 level difference, chance |
593 | * is 1 in 5. |
595 | * is 1 in 5. |
594 | */ |
596 | */ |
595 | if ((casting_level >= disease->level) || |
597 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
596 | ( ! (random_roll(0, (disease->level - casting_level - 1), |
598 | { |
597 | caster, PREFER_LOW) ))) { |
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598 | |
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599 | remove_symptoms(disease); |
599 | remove_symptoms (disease); |
600 | remove_ob(disease); |
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601 | cure=1; |
600 | cure = 1; |
602 | if(caster) change_exp(caster,disease->stats.exp, |
601 | |
603 | caster->chosen_skill?caster->chosen_skill->skill:NULL, 0); |
602 | if (caster && spell) |
604 | free_object(disease); |
603 | change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
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604 | |
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605 | disease->destroy (); |
605 | } |
606 | } |
606 | } |
607 | } |
607 | } |
608 | } |
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609 | |
608 | if (cure) { |
610 | if (cure) |
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611 | { |
609 | /* Only draw these messages once */ |
612 | /* Only draw these messages once */ |
610 | if (caster) |
613 | if (caster) |
611 | new_draw_info_format(NDI_UNIQUE,0,caster,"You cure a disease!"); |
614 | new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); |
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615 | |
612 | new_draw_info(NDI_UNIQUE,0,sufferer,"You no longer feel diseased."); |
616 | new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); |
613 | } |
617 | } |
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618 | |
614 | return 1; |
619 | return 1; |
615 | } |
620 | } |
616 | |
621 | |
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|
622 | #if 0 // unused, but seems interesting |
617 | /* reduces disease progression: reduce_symptoms |
623 | /* reduces disease progression: reduce_symptoms |
618 | * return true if we actually reduce a disease. |
624 | * return true if we actually reduce a disease. |
619 | */ |
625 | */ |
620 | |
626 | static int |
621 | int reduce_symptoms(object *sufferer, int reduction) { |
627 | reduce_symptoms (object *sufferer, int reduction) |
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628 | { |
622 | object *walk; |
629 | object *walk; |
623 | int success=0; |
630 | int success = 0; |
624 | |
631 | |
625 | for(walk=sufferer->inv;walk;walk=walk->below) { |
632 | for (walk = sufferer->inv; walk; walk = walk->below) |
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633 | { |
626 | if(walk->type==SYMPTOM) { |
634 | if (walk->type == SYMPTOM) |
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635 | { |
627 | if(walk->value > 0) { |
636 | if (walk->value > 0) |
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|
637 | { |
628 | success=1; |
638 | success = 1; |
629 | walk->value = MAX(0,walk->value - 2*reduction); |
639 | walk->value = max (0, walk->value - 2 * reduction); |
630 | /* give the disease time to modify this symptom, |
640 | /* give the disease time to modify this symptom, |
631 | * and reduce its severity. */ |
641 | * and reduce its severity. */ |
632 | walk->speed_left = 0; |
642 | walk->speed_left = 0; |
633 | } |
643 | } |
634 | } |
644 | } |
635 | } |
645 | } |
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|
646 | |
636 | if (success) |
647 | if (success) |
637 | new_draw_info(NDI_UNIQUE,0,sufferer,"Your illness seems less severe."); |
648 | new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); |
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649 | |
638 | return success; |
650 | return success; |
639 | } |
651 | } |
640 | |
652 | #endif |