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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.12 by root, Wed Dec 20 09:14:22 2006 UTC vs.
Revision 1.31 by root, Tue Aug 7 22:57:57 2007 UTC

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
32For DISEASES: 31For DISEASES:
33Stat Property Definition 32Stat 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
166{ 163{
167 /* first task is to determine if the disease is inside or outside of someone. 164 /* first task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone. 165 * If outside, we decrement 'value' until we're gone.
169 */ 166 */
170 167
171 if (disease->env == NULL) 168 if (!disease->env)
172 { /* we're outside of someone */ 169 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0) 170 if (disease->stats.maxhp > 0)
174 disease->value--; 171 disease->value--;
175 172
176 if (disease->value == 0) 173 if (!disease->value)
177 { 174 {
178 disease->destroy (); 175 disease->destroy ();
179 return 1; 176 return 1;
180 } 177 }
181 } 178 }
182 else 179 else
183 { 180 {
184 /* if we're inside a person, have the disease run its course */ 181 /* if we're inside a person, have the disease run its course */
185 /* negative foods denote "perpetual" diseases. */ 182 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0) 183 if (disease->stats.food > 0)
187 { 184 {
188 disease->stats.food--; 185 disease->stats.food--;
189 186
190 if (disease->stats.food == 0) 187 if (!disease->stats.food)
191 { 188 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */ 189 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease); 190 grant_immunity (disease);
194 disease->destroy (); 191 disease->destroy ();
195 return 1; 192 return 1;
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 ();
229
232 return 0; 230 return 0;
233} 231}
234 232
235/* argument is a disease */ 233/* argument is a disease */
236object * 234object *
238{ 236{
239 object *walk; 237 object *walk;
240 238
241 /* check the inventory for symptoms */ 239 /* check the inventory for symptoms */
242 for (walk = disease->env->inv; walk; walk = walk->below) 240 for (walk = disease->env->inv; walk; walk = walk->below)
243 if (!strcmp (walk->name, disease->name) && walk->type == SYMPTOM) 241 if (walk->name == disease->name && walk->type == SYMPTOM)
244 return walk; 242 return walk;
243
245 return NULL; 244 return NULL;
246} 245}
247 246
248/* searches around for more victims to infect */ 247/* searches around for more victims to infect */
249int 248int
324 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as 323 * (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 324 * they were cast in that same order. Instead, change it so that
326 * if you diseased, you can't get diseased more. 325 * if you diseased, you can't get diseased more.
327 */ 326 */
328 327
329 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 328 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
330 { 329 {
331 if (tmp->type == SIGN && !strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 330 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
332 return 0; /*Immune! */ 331 return 0; /* Immune! */
333 else if (tmp->type == DISEASE && !strcmp (tmp->name, disease->name)) 332 else if (tmp->type == DISEASE && tmp->name == disease->name)
334 return 0; /* already diseased */ 333 return 0; /* already diseased */
335 } 334 }
336 335
337 /* If we've gotten this far, go ahead and infect the victim. */ 336 /* If we've gotten this far, go ahead and infect the victim. */
338 new_disease = disease->clone (); 337 new_disease = disease->clone ();
364 * hardcoding in 'praying' is not the right approach. 363 * hardcoding in 'praying' is not the right approach.
365 */ 364 */
366 } 365 }
367 } 366 }
368 367
369 insert_ob_in_ob (new_disease, victim); 368 insert_ob_in_ob (new_disease, victim->head_ ());
370 /* This appears to be a horrible case of overloading 'NO_PASS' 369 /* This appears to be a horrible case of overloading 'NO_PASS'
371 * for meaning in the diseases. 370 * for meaning in the diseases.
372 */ 371 */
373 new_disease->move_block = 0; 372 new_disease->move_block = 0;
374 if (new_disease->owner && new_disease->owner->type == PLAYER) 373 if (new_disease->owner && new_disease->owner->type == PLAYER)
386 if (victim->type == PLAYER) 385 if (victim->type == PLAYER)
387 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); 386 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
388 else 387 else
389 new_draw_info (0, 4, new_disease->owner, buf); 388 new_draw_info (0, 4, new_disease->owner, buf);
390 } 389 }
390
391 if (victim->type == PLAYER) 391 if (victim->type == PLAYER)
392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); 392 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
393 393
394 return 1; 394 return 1;
395 395
396} 396}
397
398
399 397
400/* this function monitors the symptoms caused by the disease (if any), 398/* this function monitors the symptoms caused by the disease (if any),
401causes symptoms, and modifies existing symptoms in the case of 399causes symptoms, and modifies existing symptoms in the case of
402existing diseases. */ 400existing diseases. */
403
404int 401int
405do_symptoms (object *disease) 402do_symptoms (object *disease)
406{ 403{
407 object *symptom; 404 object *symptom;
408 object *victim; 405 object *victim;
409 object *tmp; 406 object *tmp;
410 407
411 victim = disease->env; 408 victim = disease->env;
409
410 if (!victim)
411 return 0; /* no-one to inflict symptoms on */
412 412
413 /* This is a quick hack - for whatever reason, disease->env will point 413 /* This is a quick hack - for whatever reason, disease->env will point
414 * back to disease, causing endless loops. Why this happens really needs 414 * back to disease, causing endless loops. Why this happens really needs
415 * to be found, but this should at least prevent the infinite loops. 415 * to be found, but this should at least prevent the infinite loops.
416 */ 416 */
417 417 //TODO: should no longer be the case, monitor, and remove
418 if (victim == NULL || victim == disease) 418 if (victim == disease)
419 return 0; /* no-one to inflict symptoms on */ 419 {
420 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
421 return 0;
422 }
420 423
421 symptom = find_symptom (disease); 424 symptom = find_symptom (disease);
422 if (symptom == NULL) 425 if (!symptom)
423 { 426 {
424 /* no symptom? need to generate one! */ 427 /* no symptom? need to generate one! */
425 object *new_symptom; 428 object *new_symptom;
426 429
427 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ 430 /* first check and see if the carrier of the disease is immune. If so, no symptoms! */
433 if (victim->head) 436 if (victim->head)
434 tmp = victim->head->inv; 437 tmp = victim->head->inv;
435 else 438 else
436 tmp = victim->inv; 439 tmp = victim->inv;
437 440
438 for ( /* tmp initialized in if, above */ ; tmp; tmp = tmp->below) 441 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
439 {
440 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 442 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
441 if (!strcmp (tmp->name, disease->name) && tmp->level >= disease->level) 443 if (tmp->name == disease->name && tmp->level >= disease->level)
442 return 0; /*Immune! */ 444 return 0; /*Immune! */
443 }
444 445
445 new_symptom = get_archetype (ARCH_SYMPTOM); 446 new_symptom = get_archetype ("symptom");
446 447
447 /* Something special done with dam. We want diseases to be more 448 /* 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 449 * 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. 450 * do random, note, this has a weird effect with progressive diseases.
450 */ 451 */
452 { 453 {
453 int dam = disease->stats.dam; 454 int dam = disease->stats.dam;
454 455
455 /* reduce the damage, on average, 50%, and making things random. */ 456 /* reduce the damage, on average, 50%, and making things random. */
456 457
457 dam = random_roll (1, FABS (dam), victim, PREFER_LOW); 458 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
458 if (disease->stats.dam < 0) 459 if (disease->stats.dam < 0)
459 dam = -dam; 460 dam = -dam;
461
460 new_symptom->stats.dam = dam; 462 new_symptom->stats.dam = dam;
461 } 463 }
462 464
463
464 new_symptom->stats.maxsp = disease->stats.maxsp; 465 new_symptom->stats.maxsp = disease->stats.maxsp;
465 new_symptom->stats.food = new_symptom->stats.maxgrace; 466 new_symptom->stats.food = new_symptom->stats.maxgrace;
466 467
467 new_symptom->name = new_symptom->name_pl = disease->name; 468 new_symptom->name = new_symptom->name_pl = disease->name;
468 469
469 new_symptom->level = disease->level; 470 new_symptom->level = disease->level;
470 new_symptom->speed = disease->speed; 471 new_symptom->speed = disease->speed;
471 new_symptom->value = 0; 472 new_symptom->value = 0;
473
474 for (int i = 0; i < NUM_STATS; ++i)
472 new_symptom->stats.Str = disease->stats.Str; 475 new_symptom->stats.stat (i) = disease->stats.stat (i);
473 new_symptom->stats.Dex = disease->stats.Dex; 476
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; 477 new_symptom->stats.sp = disease->stats.sp;
480 new_symptom->stats.food = disease->last_eat; 478 new_symptom->stats.food = disease->last_eat;
481 new_symptom->stats.maxsp = disease->stats.maxsp; 479 new_symptom->stats.maxsp = disease->stats.maxsp;
482 new_symptom->last_sp = disease->last_sp; 480 new_symptom->last_sp = disease->last_sp;
483 new_symptom->stats.exp = 0; 481 new_symptom->stats.exp = 0;
484 new_symptom->stats.hp = disease->stats.hp; 482 new_symptom->stats.hp = disease->stats.hp;
485 new_symptom->msg = disease->msg; 483 new_symptom->msg = disease->msg;
486 new_symptom->attacktype = disease->attacktype; 484 new_symptom->attacktype = disease->attacktype;
487 new_symptom->other_arch = disease->other_arch; 485 new_symptom->other_arch = disease->other_arch;
488 486
489 new_symptom->set_owner (disease->owner); 487 new_symptom->set_owner (disease->owner);
490 488
491 if (new_symptom->skill != disease->skill) 489 if (new_symptom->skill != disease->skill)
492 new_symptom->skill = disease->skill; 490 new_symptom->skill = disease->skill;
494 new_symptom->move_block = 0; 492 new_symptom->move_block = 0;
495 insert_ob_in_ob (new_symptom, victim); 493 insert_ob_in_ob (new_symptom, victim);
496 return 1; 494 return 1;
497 } 495 }
498 496
499 /* now deal with progressing diseases: we increase the debility 497 /* now deal with progressing diseases: we increase the debility
500 * caused by the symptoms. 498 * caused by the symptoms.
501 */ 499 */
502
503 if (disease->stats.ac != 0) 500 if (disease->stats.ac)
504 { 501 {
505 float scale; 502 symptom->value = clamp (symptom->value + disease->stats.ac, 0, 100*100);
506 503
507 symptom->value += disease->stats.ac;
508 scale = 1.0 + symptom->value / 100.0; 504 float scale = 1.f + symptom->value / 100.f;
505
509 /* now rescale all the debilities */ 506 /* now rescale all the debilities */
510 symptom->stats.Str = (int) (scale * disease->stats.Str); 507 for (int i = 0; i < NUM_STATS; ++i)
511 symptom->stats.Dex = (int) (scale * disease->stats.Dex); 508 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
512 symptom->stats.Con = (int) (scale * disease->stats.Con); 509
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); 510 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
518 symptom->stats.sp = (int) (scale * disease->stats.sp);
519 symptom->stats.food = (int) (scale * disease->last_eat); 511 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
520 symptom->stats.maxsp = (int) (scale * disease->stats.maxsp); 512 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
521 symptom->last_sp = (int) (scale * disease->last_sp); 513 symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024);
514 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
515 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
522 symptom->stats.exp = 0; 516 symptom->stats.exp = 0;
523 symptom->stats.hp = (int) (scale * disease->stats.hp); 517
524 symptom->msg = disease->msg; 518 symptom->msg = disease->msg;
525 symptom->attacktype = disease->attacktype; 519 symptom->attacktype = disease->attacktype;
526 symptom->other_arch = disease->other_arch; 520 symptom->other_arch = disease->other_arch;
527 } 521 }
522
528 SET_FLAG (symptom, FLAG_APPLIED); 523 SET_FLAG (symptom, FLAG_APPLIED);
529 fix_player (victim); 524 victim->update_stats ();
525
530 return 1; 526 return 1;
531} 527}
532
533 528
534/* grants immunity to plagues we've seen before. */ 529/* grants immunity to plagues we've seen before. */
535int 530int
536grant_immunity (object *disease) 531grant_immunity (object *disease)
537{ 532{
542 if (disease->last_heal) 537 if (disease->last_heal)
543 return 0; 538 return 0;
544 /* first, search for an immunity of the same name */ 539 /* first, search for an immunity of the same name */
545 for (walk = disease->env->inv; walk; walk = walk->below) 540 for (walk = disease->env->inv; walk; walk = walk->below)
546 { 541 {
547 if (walk->type == 98 && !strcmp (disease->name, walk->name)) 542 if (walk->type == 98 && disease->name == walk->name)
548 { 543 {
549 walk->level = disease->level; 544 walk->level = disease->level;
550 return 1; /* just update the existing immunity. */ 545 return 1; /* just update the existing immunity. */
551 } 546 }
552 } 547 }
598 object *tmp; 593 object *tmp;
599 594
600 tmp = victim; 595 tmp = victim;
601 if (tmp->head != NULL) 596 if (tmp->head != NULL)
602 tmp = tmp->head; 597 tmp = tmp->head;
603 for ( /*tmp initialized above */ ; tmp != NULL; tmp = tmp->more) 598 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
604 { 599 {
605 new_ob = arch_to_object (symptom->other_arch); 600 new_ob = arch_to_object (symptom->other_arch);
606 new_ob->x = tmp->x; 601 new_ob->x = tmp->x;
607 new_ob->y = tmp->y; 602 new_ob->y = tmp->y;
608 new_ob->map = victim->map; 603 new_ob->map = victim->map;
612 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 607 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
613 608
614 return 1; 609 return 1;
615} 610}
616 611
617
618/* possibly infect due to direct physical contact 612/* possibly infect due to direct physical contact
619 i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */ 613 * i.e., AT_PHYSICAL-- called from "hit_player_attacktype" */
620
621int 614int
622check_physically_infect (object *victim, object *hitter) 615check_physically_infect (object *victim, object *hitter)
623{ 616{
624 object *walk;
625
626 /* search for diseases, give every disease a chance to infect */ 617 /* search for diseases, give every disease a chance to infect */
627 for (walk = hitter->inv; walk != NULL; walk = walk->below) 618 for (object *disease = hitter->inv; disease; disease = disease->below)
628 if (walk->type == DISEASE) 619 if (disease->type == DISEASE)
629 infect_object (victim, walk, 0); 620 infect_object (victim, disease, 0);
621
630 return 1; 622 return 1;
631} 623}
632 624
633/* find a disease in someone*/ 625// find a disease in someone
634object * 626object *
635find_disease (object *victim) 627find_disease (object *victim)
636{ 628{
637 object *walk; 629 for (object *disease = victim->inv; disease; disease = disease->below)
638
639 for (walk = victim->inv; walk; walk = walk->below)
640 if (walk->type == DISEASE) 630 if (disease->type == DISEASE)
641 return walk; 631 return disease;
632
642 return NULL; 633 return 0;
643} 634}
644 635
645/* do the cure disease stuff, from the spell "cure disease" */ 636/* do the cure disease stuff, from the spell "cure disease" */
646
647int 637int
648cure_disease (object *sufferer, object *caster) 638cure_disease (object *sufferer, object *caster)
649{ 639{
650 object *disease, *next; 640 object *disease, *next;
651 int casting_level; 641 int casting_level;
660 { 650 {
661 next = disease->below; 651 next = disease->below;
662 652
663 if (disease->type == DISEASE) 653 if (disease->type == DISEASE)
664 { /* attempt to cure this disease */ 654 { /* attempt to cure this disease */
665 /* If caster lvel is higher than disease level, cure chance 655 /* If caster level is higher than disease level, cure chance
666 * is automatic. If lower, then the chance is basically 656 * is automatic. If lower, then the chance is basically
667 * 1 in level_diff - if there is a 5 level difference, chance 657 * 1 in level_diff - if there is a 5 level difference, chance
668 * is 1 in 5. 658 * is 1 in 5.
669 */ 659 */
670 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 660 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
671 { 661 {
672
673 remove_symptoms (disease); 662 remove_symptoms (disease);
674 cure = 1; 663 cure = 1;
675 664
676 if (caster) 665 if (caster)
677 change_exp (caster, disease->stats.exp, caster->chosen_skill ? &caster->chosen_skill->skill : (const char *) 0, 0); 666 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0);
678 667
679 disease->destroy (); 668 disease->destroy ();
680 } 669 }
681 } 670 }
682 } 671 }
672
683 if (cure) 673 if (cure)
684 { 674 {
685 /* Only draw these messages once */ 675 /* Only draw these messages once */
686 if (caster) 676 if (caster)
687 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!"); 677 new_draw_info_format (NDI_UNIQUE, 0, caster, "You cure a disease!");
678
688 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased."); 679 new_draw_info (NDI_UNIQUE, 0, sufferer, "You no longer feel diseased.");
689 } 680 }
681
690 return 1; 682 return 1;
691} 683}
692 684
693/* reduces disease progression: reduce_symptoms 685/* reduces disease progression: reduce_symptoms
694 * return true if we actually reduce a disease. 686 * return true if we actually reduce a disease.
695 */ 687 */
696
697int 688int
698reduce_symptoms (object *sufferer, int reduction) 689reduce_symptoms (object *sufferer, int reduction)
699{ 690{
700 object *walk; 691 object *walk;
701 int success = 0; 692 int success = 0;
705 if (walk->type == SYMPTOM) 696 if (walk->type == SYMPTOM)
706 { 697 {
707 if (walk->value > 0) 698 if (walk->value > 0)
708 { 699 {
709 success = 1; 700 success = 1;
710 walk->value = MAX (0, walk->value - 2 * reduction); 701 walk->value = max (0, walk->value - 2 * reduction);
711 /* give the disease time to modify this symptom, 702 /* give the disease time to modify this symptom,
712 * and reduce its severity. */ 703 * and reduce its severity. */
713 walk->speed_left = 0; 704 walk->speed_left = 0;
714 } 705 }
715 } 706 }
716 } 707 }
708
717 if (success) 709 if (success)
718 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 710 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
711
719 return success; 712 return success;
720} 713}

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