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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.36 by root, Thu Aug 23 17:56:25 2007 UTC vs.
Revision 1.60 by root, Sun Nov 29 17:41:08 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
25 * except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
26 * living.c 27 * living.c
137 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
138inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
139spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
140these are their own object. */ 141these are their own object. */
141 142
142/* check if victim is susceptible to disease. */ 143/* grants immunity to plagues we've seen before. */
143static int 144static int
144is_susceptible_to_disease (object *victim, object *disease) 145grant_immunity (object *disease)
145{ 146{
146 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 147 object *immunity;
148 object *walk;
149
150 /* Don't give immunity to this disease if last_heal is set. */
151 if (disease->last_heal)
147 return 0; 152 return 0;
148 153
149 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 154 /* first, search for an immunity of the same name */
155 for (walk = disease->env->inv; walk; walk = walk->below)
156 if (walk->type == 98 && disease->name == walk->name)
157 {
158 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */
160 }
161
162 immunity = get_archetype (shstr_immunity);
163
164 immunity->name = disease->name;
165 immunity->level = disease->level;
166 immunity->move_block = 0;
167
168 insert_ob_in_ob (immunity, disease->env);
169
150 return 1; 170 return 1;
171}
151 172
152 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 173/* argument is a disease */
174static object *
175find_symptom (object *disease)
176{
177 /* check the inventory for symptoms */
178 for (object *walk = disease->env->inv; walk; walk = walk->below)
179 if (walk->name == disease->name && walk->type == SYMPTOM)
153 return 1; 180 return walk;
154 181
155 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
156 return 1;
157
158 return 0; 182 return NULL;
159}
160
161int
162move_disease (object *disease)
163{
164 /* first task is to determine if the disease is inside or outside of someone.
165 * If outside, we decrement 'value' until we're gone.
166 */
167
168 if (!disease->env)
169 { /* we're outside of someone */
170 if (disease->stats.maxhp > 0)
171 disease->value--;
172
173 if (!disease->value)
174 {
175 disease->destroy ();
176 return 1;
177 }
178 }
179 else
180 {
181 /* if we're inside a person, have the disease run its course */
182 /* negative/zero food denotes "perpetual" diseases. */
183 if (disease->stats.food > 0)
184 {
185 disease->stats.food--;
186
187 if (!disease->stats.food)
188 {
189 remove_symptoms (disease); /* remove the symptoms of this disease */
190 grant_immunity (disease);
191 disease->destroy ();
192 return 1;
193 }
194 }
195 }
196
197 /* check to see if we infect others */
198 check_infection (disease);
199
200 /* impose or modify the symptoms of the disease */
201 if (disease->env && is_susceptible_to_disease (disease->env, disease))
202 do_symptoms (disease);
203
204 return 0;
205} 183}
206 184
207/* remove any symptoms of disease 185/* remove any symptoms of disease
208 * 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
209 * player may have - I think through some odd interactoins with 187 * player may have - I think through some odd interactoins with
210 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
211 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
212 */ 190 */
213 191static int
214int
215remove_symptoms (object *disease) 192remove_symptoms (object *disease)
216{ 193{
217 object *symptom, *victim = NULL; 194 object *symptom, *victim = NULL;
218 195
219 while ((symptom = find_symptom (disease)) != NULL) 196 while ((symptom = find_symptom (disease)) != NULL)
228 victim->update_stats (); 205 victim->update_stats ();
229 206
230 return 0; 207 return 0;
231} 208}
232 209
233/* argument is a disease */
234object *
235find_symptom (object *disease)
236{
237 /* check the inventory for symptoms */
238 for (object *walk = disease->env->inv; walk; walk = walk->below)
239 if (walk->name == disease->name && walk->type == SYMPTOM)
240 return walk;
241
242 return NULL;
243}
244
245/* searches around for more victims to infect */ 210/* searches around for more victims to infect */
246int 211static int
247check_infection (object *disease) 212check_infection (object *disease)
248{ 213{
249 int x, y, range, mflags;
250 maptile *map, *map2;
251 object *tmp;
252
253 range = abs (disease->magic); 214 int range = abs (disease->magic);
254 215
255 if (disease->env) 216 object *op = disease->outer_env_or_self ();
256 {
257 x = disease->env->x;
258 y = disease->env->y;
259 map = disease->env->map;
260 }
261 else
262 {
263 x = disease->x;
264 y = disease->y;
265 map = disease->map;
266 }
267 217
268 if (!map) 218 if (!op->is_on_map ())
269 return 0; 219 return 0;
270 220
271 for (int i = x - range; i <= x + range; i++) 221 unordered_mapwalk (op, -range, -range, range, range)
272 for (int j = y - range; j <= y + range; j++)
273 { 222 {
274 sint16 i2, j2; 223 mapspace &ms = m->at (nx, ny);
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276 224
277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 225 if (ms.flags () & P_IS_ALIVE)
278 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
279 infect_object (tmp, disease, 0); 227 infect_object (tmp, disease, 0);
280 } 228 }
281 229
282 return 1; 230 return 1;
283} 231}
284 232
285/* check to see if an object is infectable: 233/* check if victim is susceptible to disease. */
286 * objects with immunity aren't infectable. 234static int
287 * objects already infected aren't infectable. 235is_susceptible_to_disease (object *victim, object *disease)
288 * dead objects aren't infectable.
289 * undead objects are infectible only if specifically named.
290*/
291int
292infect_object (object *victim, object *disease, int force)
293{ 236{
294 object *tmp; 237 if (!QUERY_FLAG (victim, FLAG_ALIVE))
295 object *new_disease;
296
297 /* don't infect inanimate objects */
298 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
299 return 0; 238 return 0;
300 239
301 /* check and see if victim can catch disease: diseases 240 if (victim->flag [FLAG_WIZ])
302 * are specific
303 */
304 if (!is_susceptible_to_disease (victim, disease))
305 return 0; 241 return 0;
306 242
307 /* roll the dice on infection before doing the inventory check! */ 243 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
308 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
309 return 0; 244 return 1;
310 245
311 /* do an immunity check */ 246 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
312
313 /* There used to (IMO) be a flaw in the below - it used to be the case
314 * that if level check was done for both immunity and disease. This could
315 * result in a person with multiple afflictions of the same disease
316 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
317 * they were cast in that same order. Instead, change it so that
318 * if you diseased, you can't get diseased more.
319 */
320
321 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
322 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
323 return 0; /* Immune! */
324 else if (tmp->type == DISEASE && tmp->name == disease->name)
325 return 0; /* already diseased */
326
327 /* If we've gotten this far, go ahead and infect the victim. */
328
329 new_disease = disease->clone ();
330
331 new_disease->stats.food = disease->stats.maxgrace;
332 new_disease->value = disease->stats.maxhp;
333 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
334
335 /* This appears to be a horrible case of overloading 'NO_PASS'
336 * for meaning in the diseases.
337 */
338 new_disease->move_block = 0;
339
340 // insert before setting the owner
341 victim->head_ ()->insert (new_disease);
342
343 if (disease->owner)
344 new_disease->set_owner (disease->owner);
345 else if (object *pl = disease->in_player ())
346 /* for diseases which are passed by hitting, set owner and skill */
347 new_disease->set_owner (pl);
348
349 if (new_disease->owner && new_disease->owner->type == PLAYER)
350 {
351 const char *buf;
352
353 /* if the disease has a title, it has a special infection message
354 * This messages is printed in the form MESSAGE victim
355 */
356 if (new_disease->title)
357 buf = format ("%s %s!!", &disease->title, &victim->name);
358 else
359 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
360
361 if (victim->type == PLAYER)
362 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
363 else
364 new_draw_info (0, 4, new_disease->owner, buf);
365 }
366
367 if (victim->type == PLAYER)
368 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
369
370 return 1; 247 return 1;
248
249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1;
251
252 return 0;
371} 253}
372 254
373/* this function monitors the symptoms caused by the disease (if any), 255/* this function monitors the symptoms caused by the disease (if any),
374causes symptoms, and modifies existing symptoms in the case of 256causes symptoms, and modifies existing symptoms in the case of
375existing diseases. */ 257existing diseases. */
376int 258static int
377do_symptoms (object *disease) 259do_symptoms (object *disease)
378{ 260{
379 object *symptom; 261 object *symptom;
380 object *victim; 262 object *victim;
381 object *tmp; 263 object *tmp;
410 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
411 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 293 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
412 if (tmp->name == disease->name && tmp->level >= disease->level) 294 if (tmp->name == disease->name && tmp->level >= disease->level)
413 return 0; /* Immune! */ 295 return 0; /* Immune! */
414 296
415 object *new_symptom = get_archetype ("symptom"); 297 object *new_symptom = get_archetype (shstr_symptom);
416 298
417 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
418 * random in what they'll kill, so we'll make the damage they 300 * random in what they'll kill, so we'll make the damage they
419 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
420 */ 302 */
493 victim->update_stats (); 375 victim->update_stats ();
494 376
495 return 1; 377 return 1;
496} 378}
497 379
498/* grants immunity to plagues we've seen before. */
499int 380int
500grant_immunity (object *disease) 381move_disease (object *disease)
501{ 382{
502 object *immunity; 383 /* First task is to determine if the disease is inside or outside of someone.
384 * If outside, we decrement 'value' until we're gone.
385 */
386
387 if (!disease->env)
388 { /* we're outside of someone */
389 if (disease->stats.maxhp > 0)
390 disease->value--;
391
392 if (!disease->value)
393 {
394 disease->destroy ();
395 return 1;
396 }
397 }
398 else
399 {
400 /* if we're inside a person, have the disease run its course */
401 /* negative/zero food denotes "perpetual" diseases. */
402 if (disease->stats.food > 0)
403 {
404 disease->stats.food--;
405
406 if (!disease->stats.food)
407 {
408 remove_symptoms (disease); /* remove the symptoms of this disease */
409 grant_immunity (disease);
410 disease->destroy ();
411 return 1;
412 }
413 }
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
423 return 0;
424}
425
426/* check to see if an object is infectable:
427 * objects with immunity aren't infectable.
428 * objects already infected aren't infectable.
429 * dead objects aren't infectable.
430 * undead objects are infectible only if specifically named.
431*/
432int
433infect_object (object *victim, object *disease, int force)
434{
503 object *walk; 435 object *tmp;
436 object *new_disease;
504 437
505 /* Don't give immunity to this disease if last_heal is set. */ 438 /* don't infect inanimate objects */
506 if (disease->last_heal) 439 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
507 return 0; 440 return 0;
508 441
509 /* first, search for an immunity of the same name */ 442 /* check and see if victim can catch disease: diseases
510 for (walk = disease->env->inv; walk; walk = walk->below) 443 * are specific
511 if (walk->type == 98 && disease->name == walk->name) 444 */
445 if (!is_susceptible_to_disease (victim, disease))
446 return 0;
447
448 /* roll the dice on infection before doing the inventory check! */
449 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
450 return 0;
451
452 /* do an immunity check */
453
454 /* There used to (IMO) be a flaw in the below - it used to be the case
455 * that if level check was done for both immunity and disease. This could
456 * result in a person with multiple afflictions of the same disease
457 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
458 * they were cast in that same order. Instead, change it so that
459 * if you diseased, you can't get diseased more.
460 */
461
462 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
463 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
464 return 0; /* Immune! */
465 else if (tmp->type == DISEASE && tmp->name == disease->name)
466 return 0; /* already diseased */
467
468 /* If we've gotten this far, go ahead and infect the victim. */
469
470 new_disease = disease->clone ();
471
472 new_disease->stats.food = disease->stats.maxgrace;
473 new_disease->value = disease->stats.maxhp;
474 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
475
476 /* This appears to be a horrible case of overloading 'NO_PASS'
477 * for meaning in the diseases.
478 */
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
490 if (new_disease->owner && new_disease->owner->type == PLAYER)
512 { 491 {
513 walk->level = disease->level; 492 const char *buf;
514 return 1; /* just update the existing immunity. */ 493
494 /* if the disease has a title, it has a special infection message
495 * This messages is printed in the form MESSAGE victim
496 */
497 if (new_disease->title)
498 buf = format ("%s %s!!", &disease->title, &victim->name);
499 else
500 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
501
502 if (victim->type == PLAYER)
503 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
504 else
505 new_draw_info (0, 4, new_disease->owner, buf);
515 } 506 }
516 507
517 immunity = get_archetype ("immunity"); 508 if (victim->type == PLAYER)
518 509 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
519 immunity->name = disease->name;
520 immunity->level = disease->level;
521 immunity->move_block = 0;
522
523 insert_ob_in_ob (immunity, disease->env);
524 510
525 return 1; 511 return 1;
526} 512}
527 513
528/* make the symptom do the nasty things it does */ 514/* make the symptom do the nasty things it does */
529int 515int
530move_symptom (object *symptom) 516move_symptom (object *symptom)
531{ 517{
532 object *victim = symptom->env; 518 object *victim = symptom->env;
533 object *new_ob;
534 int sp_reduce;
535 519
536 if (!victim || !victim->map) 520 if (!victim || !victim->map)
537 { /* outside a monster/player, die immediately */ 521 { /* outside a monster/player, die immediately */
538 symptom->destroy (); 522 symptom->destroy ();
539 return 0; 523 return 0;
540 } 524 }
541 525
542 if (symptom->stats.dam > 0)
543 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
544 else
545 hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
546
547 if (symptom->stats.maxsp > 0)
548 sp_reduce = symptom->stats.maxsp;
549 else
550 sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
551
552 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce);
553
554 /* create the symptom "other arch" object and drop it here 526 /* create the symptom "other arch" object and drop it here
555 * under every part of the monster 527 * under every part of the monster
556 * The victim may well have died. 528 * The victim may well have died.
557 */ 529 */
558 if (symptom->other_arch && victim->map) 530 if (victim->map)
531 {
532 victim->play_sound (symptom->sound);
533
534 if (symptom->other_arch)
559 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 535 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
560 { 536 {
561 new_ob = arch_to_object (symptom->other_arch); 537 object *new_ob = symptom->other_arch->instance ();
562 new_ob->x = tmp->x; 538 new_ob->x = tmp->x;
563 new_ob->y = tmp->y; 539 new_ob->y = tmp->y;
564 new_ob->map = victim->map; 540 new_ob->map = victim->map;
565 insert_ob_in_map (new_ob, victim->map, victim, 0); 541 insert_ob_in_map (new_ob, victim->map, victim, 0);
542 }
566 } 543 }
544
545 int damage =
546 symptom->stats.dam > 0
547 ? symptom->stats.dam
548 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
549
550 hit_player (victim, damage, symptom, symptom->attacktype, 1);
551
552 int sp_reduce =
553 symptom->stats.maxsp > 0
554 ? symptom->stats.maxsp
555 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
556
557 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
567 558
568 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 559 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
569 560
570 return 1; 561 return 1;
571} 562}
581 infect_object (victim, disease, 0); 572 infect_object (victim, disease, 0);
582 573
583 return 1; 574 return 1;
584} 575}
585 576
586// find a disease in someone
587object *
588find_disease (object *victim)
589{
590 for (object *disease = victim->inv; disease; disease = disease->below)
591 if (disease->type == DISEASE)
592 return disease;
593
594 return 0;
595}
596
597/* do the cure disease stuff, from the spell "cure disease" */ 577/* do the cure disease stuff, from the spell "cure disease" */
598int 578int
599cure_disease (object *sufferer, object *caster) 579cure_disease (object *sufferer, object *caster, object *spell)
600{ 580{
601 object *disease, *next; 581 object *disease, *next;
602 int casting_level;
603 int cure = 0; 582 int cure = 0;
604 583
605 if (caster)
606 casting_level = caster->level;
607 else
608 casting_level = 1000; /* if null caster, CURE all. */ 584 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
609 585
610 for (disease = sufferer->inv; disease; disease = next) 586 for (disease = sufferer->inv; disease; disease = next)
611 { 587 {
612 next = disease->below; 588 next = disease->below;
613 589
621 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 597 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
622 { 598 {
623 remove_symptoms (disease); 599 remove_symptoms (disease);
624 cure = 1; 600 cure = 1;
625 601
626 if (caster) 602 if (caster && spell)
627 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 603 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
628 604
629 disease->destroy (); 605 disease->destroy ();
630 } 606 }
631 } 607 }
632 } 608 }
641 } 617 }
642 618
643 return 1; 619 return 1;
644} 620}
645 621
622#if 0 // unused, but seems interesting
646/* reduces disease progression: reduce_symptoms 623/* reduces disease progression: reduce_symptoms
647 * return true if we actually reduce a disease. 624 * return true if we actually reduce a disease.
648 */ 625 */
649int 626static int
650reduce_symptoms (object *sufferer, int reduction) 627reduce_symptoms (object *sufferer, int reduction)
651{ 628{
652 object *walk; 629 object *walk;
653 int success = 0; 630 int success = 0;
654 631
670 if (success) 647 if (success)
671 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.");
672 649
673 return success; 650 return success;
674} 651}
652#endif

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