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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.37 by root, Thu Aug 23 18:55:02 2007 UTC vs.
Revision 1.63 by root, Fri Mar 26 01:04:44 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 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 dynbuf buf;
272 for (int j = y - range; j <= y + range; j++) 222 unordered_mapwalk (buf, op, -range, -range, range, range)
273 { 223 {
274 sint16 i2, j2; 224 mapspace &ms = m->at (nx, ny);
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276 225
277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 226 if (ms.flags () & P_IS_ALIVE)
278 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
279 infect_object (tmp, disease, 0); 228 infect_object (tmp, disease, 0);
280 } 229 }
281 230
282 return 1; 231 return 1;
283} 232}
284 233
285/* check to see if an object is infectable: 234/* check if victim is susceptible to disease. */
286 * objects with immunity aren't infectable. 235static int
287 * objects already infected aren't infectable. 236is_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{ 237{
294 object *tmp; 238 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; 239 return 0;
300 240
301 /* check and see if victim can catch disease: diseases 241 if (victim->flag [FLAG_WIZ])
302 * are specific
303 */
304 if (!is_susceptible_to_disease (victim, disease))
305 return 0; 242 return 0;
306 243
307 /* roll the dice on infection before doing the inventory check! */ 244 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; 245 return 1;
310 246
311 /* do an immunity check */ 247 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; 248 return 1;
249
250 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
251 return 1;
252
253 return 0;
371} 254}
372 255
373/* this function monitors the symptoms caused by the disease (if any), 256/* this function monitors the symptoms caused by the disease (if any),
374causes symptoms, and modifies existing symptoms in the case of 257causes symptoms, and modifies existing symptoms in the case of
375existing diseases. */ 258existing diseases. */
376int 259static int
377do_symptoms (object *disease) 260do_symptoms (object *disease)
378{ 261{
379 object *symptom; 262 object *symptom;
380 object *victim; 263 object *victim;
381 object *tmp; 264 object *tmp;
410 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
411 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 294 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
412 if (tmp->name == disease->name && tmp->level >= disease->level) 295 if (tmp->name == disease->name && tmp->level >= disease->level)
413 return 0; /* Immune! */ 296 return 0; /* Immune! */
414 297
415 object *new_symptom = get_archetype ("symptom"); 298 object *new_symptom = get_archetype (shstr_symptom);
416 299
417 /* Something special done with dam. We want diseases to be more 300 /* 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 301 * 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. 302 * do random, note, this has a weird effect with progressive diseases.
420 */ 303 */
493 victim->update_stats (); 376 victim->update_stats ();
494 377
495 return 1; 378 return 1;
496} 379}
497 380
498/* grants immunity to plagues we've seen before. */
499int 381int
500grant_immunity (object *disease) 382move_disease (object *disease)
501{ 383{
502 object *immunity; 384 /* First task is to determine if the disease is inside or outside of someone.
385 * If outside, we decrement 'value' until we're gone.
386 */
387
388 if (!disease->env)
389 { /* we're outside of someone */
390 if (disease->stats.maxhp > 0)
391 disease->value--;
392
393 if (!disease->value)
394 {
395 disease->destroy ();
396 return 1;
397 }
398 }
399 else
400 {
401 /* if we're inside a person, have the disease run its course */
402 /* negative/zero food denotes "perpetual" diseases. */
403 if (disease->stats.food > 0)
404 {
405 disease->stats.food--;
406
407 if (!disease->stats.food)
408 {
409 remove_symptoms (disease); /* remove the symptoms of this disease */
410 grant_immunity (disease);
411 disease->destroy ();
412 return 1;
413 }
414 }
415 }
416
417 /* check to see if we infect others */
418 check_infection (disease);
419
420 /* impose or modify the symptoms of the disease */
421 if (disease->env && is_susceptible_to_disease (disease->env, disease))
422 do_symptoms (disease);
423
424 return 0;
425}
426
427/* check to see if an object is infectable:
428 * objects with immunity aren't infectable.
429 * objects already infected aren't infectable.
430 * dead objects aren't infectable.
431 * undead objects are infectible only if specifically named.
432*/
433int
434infect_object (object *victim, object *disease, int force)
435{
503 object *walk; 436 object *tmp;
437 object *new_disease;
504 438
505 /* Don't give immunity to this disease if last_heal is set. */ 439 /* don't infect inanimate objects */
506 if (disease->last_heal) 440 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
507 return 0; 441 return 0;
508 442
509 /* first, search for an immunity of the same name */ 443 /* check and see if victim can catch disease: diseases
510 for (walk = disease->env->inv; walk; walk = walk->below) 444 * are specific
511 if (walk->type == 98 && disease->name == walk->name) 445 */
446 if (!is_susceptible_to_disease (victim, disease))
447 return 0;
448
449 /* roll the dice on infection before doing the inventory check! */
450 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
451 return 0;
452
453 /* do an immunity check */
454
455 /* There used to (IMO) be a flaw in the below - it used to be the case
456 * that if level check was done for both immunity and disease. This could
457 * result in a person with multiple afflictions of the same disease
458 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
459 * they were cast in that same order. Instead, change it so that
460 * if you diseased, you can't get diseased more.
461 */
462
463 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
464 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
465 return 0; /* Immune! */
466 else if (tmp->type == DISEASE && tmp->name == disease->name)
467 return 0; /* already diseased */
468
469 /* If we've gotten this far, go ahead and infect the victim. */
470
471 new_disease = disease->clone ();
472
473 new_disease->stats.food = disease->stats.maxgrace;
474 new_disease->value = disease->stats.maxhp;
475 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
476
477 /* This appears to be a horrible case of overloading 'NO_PASS'
478 * for meaning in the diseases.
479 */
480 new_disease->move_block = 0;
481
482 // insert before setting the owner
483 victim->head_ ()->insert (new_disease);
484
485 if (disease->owner)
486 new_disease->set_owner (disease->owner);
487 else if (object *pl = disease->in_player ())
488 /* for diseases which are passed by hitting, set owner and skill */
489 new_disease->set_owner (pl);
490
491 if (new_disease->owner && new_disease->owner->type == PLAYER)
512 { 492 {
513 walk->level = disease->level; 493 const char *buf;
514 return 1; /* just update the existing immunity. */ 494
495 /* if the disease has a title, it has a special infection message
496 * This messages is printed in the form MESSAGE victim
497 */
498 if (new_disease->title)
499 buf = format ("%s %s!!", &disease->title, &victim->name);
500 else
501 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
502
503 if (victim->type == PLAYER)
504 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
505 else
506 new_draw_info (0, 4, new_disease->owner, buf);
515 } 507 }
516 508
517 immunity = get_archetype ("immunity"); 509 if (victim->type == PLAYER)
518 510 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);
524 511
525 return 1; 512 return 1;
526} 513}
527 514
528/* make the symptom do the nasty things it does */ 515/* make the symptom do the nasty things it does */
529int 516int
530move_symptom (object *symptom) 517move_symptom (object *symptom)
531{ 518{
532 object *victim = symptom->env; 519 object *victim = symptom->env;
533 object *new_ob;
534 int sp_reduce;
535 520
536 if (!victim || !victim->map) 521 if (!victim || !victim->map)
537 { /* outside a monster/player, die immediately */ 522 { /* outside a monster/player, die immediately */
538 symptom->destroy (); 523 symptom->destroy ();
539 return 0; 524 return 0;
540 } 525 }
541 526
542 if (symptom->stats.dam > 0)
543 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
544 else
545 hit_player (victim, 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 = 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 527 /* create the symptom "other arch" object and drop it here
555 * under every part of the monster 528 * under every part of the monster
556 * The victim may well have died. 529 * The victim may well have died.
557 */ 530 */
558 if (symptom->other_arch && victim->map) 531 if (victim->map)
532 {
533 victim->play_sound (symptom->sound);
534
535 if (symptom->other_arch)
559 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 536 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
560 { 537 {
561 new_ob = arch_to_object (symptom->other_arch); 538 object *new_ob = symptom->other_arch->instance ();
562 new_ob->x = tmp->x; 539 new_ob->x = tmp->x;
563 new_ob->y = tmp->y; 540 new_ob->y = tmp->y;
564 new_ob->map = victim->map; 541 new_ob->map = victim->map;
565 insert_ob_in_map (new_ob, victim->map, victim, 0); 542 insert_ob_in_map (new_ob, victim->map, victim, 0);
543 }
566 } 544 }
545
546 int damage =
547 symptom->stats.dam > 0
548 ? symptom->stats.dam
549 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
550
551 hit_player (victim, damage, symptom, symptom->attacktype, 1);
552
553 int sp_reduce =
554 symptom->stats.maxsp > 0
555 ? symptom->stats.maxsp
556 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
557
558 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
567 559
568 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 560 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
569 561
570 return 1; 562 return 1;
571} 563}
581 infect_object (victim, disease, 0); 573 infect_object (victim, disease, 0);
582 574
583 return 1; 575 return 1;
584} 576}
585 577
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" */ 578/* do the cure disease stuff, from the spell "cure disease" */
598int 579int
599cure_disease (object *sufferer, object *caster) 580cure_disease (object *sufferer, object *caster, object *spell)
600{ 581{
601 object *disease, *next; 582 object *disease, *next;
602 int casting_level;
603 int cure = 0; 583 int cure = 0;
604 584
605 if (caster)
606 casting_level = caster->level;
607 else
608 casting_level = 1000; /* if null caster, CURE all. */ 585 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
609 586
610 for (disease = sufferer->inv; disease; disease = next) 587 for (disease = sufferer->inv; disease; disease = next)
611 { 588 {
612 next = disease->below; 589 next = disease->below;
613 590
621 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 598 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
622 { 599 {
623 remove_symptoms (disease); 600 remove_symptoms (disease);
624 cure = 1; 601 cure = 1;
625 602
626 if (caster) 603 if (caster && spell)
627 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 604 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
628 605
629 disease->destroy (); 606 disease->destroy ();
630 } 607 }
631 } 608 }
632 } 609 }
641 } 618 }
642 619
643 return 1; 620 return 1;
644} 621}
645 622
623#if 0 // unused, but seems interesting
646/* reduces disease progression: reduce_symptoms 624/* reduces disease progression: reduce_symptoms
647 * return true if we actually reduce a disease. 625 * return true if we actually reduce a disease.
648 */ 626 */
649int 627static int
650reduce_symptoms (object *sufferer, int reduction) 628reduce_symptoms (object *sufferer, int reduction)
651{ 629{
652 object *walk; 630 object *walk;
653 int success = 0; 631 int success = 0;
654 632
670 if (success) 648 if (success)
671 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 649 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
672 650
673 return success; 651 return success;
674} 652}
653#endif

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