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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.44 by root, Sun Nov 25 13:27:11 2007 UTC vs.
Revision 1.68 by root, Sun May 1 16:58:17 2011 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 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 * Deliantra 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 <support@deliantra.net> 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,
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 (victim->flag [FLAG_WIZ]) 154 /* first, search for an immunity of the same name */
150 return 0; 155 for (walk = disease->env->inv; walk; walk = walk->below)
156 if (disease->name == walk->name && walk->is_immunity ())
157 {
158 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */
160 }
151 161
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 162 immunity = archetype::get (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
153 return 1; 170 return 1;
171}
154 172
155 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)
156 return 1; 180 return walk;
157 181
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0; 182 return NULL;
162}
163
164int
165move_disease (object *disease)
166{
167 /* first task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone.
169 */
170
171 if (!disease->env)
172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0)
174 disease->value--;
175
176 if (!disease->value)
177 {
178 disease->destroy ();
179 return 1;
180 }
181 }
182 else
183 {
184 /* if we're inside a person, have the disease run its course */
185 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0)
187 {
188 disease->stats.food--;
189
190 if (!disease->stats.food)
191 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease);
194 disease->destroy ();
195 return 1;
196 }
197 }
198 }
199
200 /* check to see if we infect others */
201 check_infection (disease);
202
203 /* impose or modify the symptoms of the disease */
204 if (disease->env && is_susceptible_to_disease (disease->env, disease))
205 do_symptoms (disease);
206
207 return 0;
208} 183}
209 184
210/* remove any symptoms of disease 185/* remove any symptoms of disease
211 * 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
212 * player may have - I think through some odd interactoins with 187 * player may have - I think through some odd interactoins with
213 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
214 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
215 */ 190 */
216int 191static int
217remove_symptoms (object *disease) 192remove_symptoms (object *disease)
218{ 193{
219 object *symptom, *victim = NULL; 194 object *symptom, *victim = NULL;
220 195
221 while ((symptom = find_symptom (disease)) != NULL) 196 while ((symptom = find_symptom (disease)) != NULL)
230 victim->update_stats (); 205 victim->update_stats ();
231 206
232 return 0; 207 return 0;
233} 208}
234 209
235/* argument is a disease */
236object *
237find_symptom (object *disease)
238{
239 /* check the inventory for symptoms */
240 for (object *walk = disease->env->inv; walk; walk = walk->below)
241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk;
243
244 return NULL;
245}
246
247/* searches around for more victims to infect */ 210/* searches around for more victims to infect */
248int 211static int
249check_infection (object *disease) 212check_infection (object *disease)
250{ 213{
251 int x, y;
252 maptile *map, *map2;
253 object *tmp;
254
255 int range = abs (disease->magic); 214 int range = abs (disease->magic);
256 215
257 if (disease->env) 216 object *op = disease->outer_env_or_self ();
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269 217
270 if (!map) 218 if (!op->is_on_map ())
271 return 0; 219 return 0;
272 220
273 for (int i = x - range; i <= x + range; i++) 221 dynbuf buf;
274 for (int j = y - range; j <= y + range; j++) 222 unordered_mapwalk (buf, op, -range, -range, range, range)
275 { 223 {
276 sint16 i2, j2; 224 mapspace &ms = m->at (nx, ny);
277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 225
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 226 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 227 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 228 infect_object (tmp, disease, 0);
282 } 229 }
283 230
284 return 1; 231 return 1;
285} 232}
286 233
287/* check to see if an object is infectable: 234/* check if victim is susceptible to disease. */
288 * objects with immunity aren't infectable. 235static int
289 * objects already infected aren't infectable. 236is_susceptible_to_disease (object *victim, object *disease)
290 * dead objects aren't infectable.
291 * undead objects are infectible only if specifically named.
292*/
293int
294infect_object (object *victim, object *disease, int force)
295{ 237{
296 object *tmp; 238 if (!victim->flag [FLAG_ALIVE])
297 object *new_disease;
298
299 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0; 239 return 0;
302 240
303 /* check and see if victim can catch disease: diseases 241 if (victim->flag [FLAG_WIZ])
304 * are specific
305 */
306 if (!is_susceptible_to_disease (victim, disease))
307 return 0; 242 return 0;
308 243
309 /* roll the dice on infection before doing the inventory check! */ 244 if (disease->race.contains ("*") && !victim->flag [FLAG_UNDEAD])
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 245 return 1;
312 246
313 /* do an immunity check */ 247 if ((disease->race == shstr_undead) && victim->flag [FLAG_UNDEAD])
314
315 /* There used to (IMO) be a flaw in the below - it used to be the case
316 * that if level check was done for both immunity and disease. This could
317 * result in a person with multiple afflictions of the same disease
318 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
319 * they were cast in that same order. Instead, change it so that
320 * if you diseased, you can't get diseased more.
321 */
322
323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
324 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
325 return 0; /* Immune! */
326 else if (tmp->type == DISEASE && tmp->name == disease->name)
327 return 0; /* already diseased */
328
329 /* If we've gotten this far, go ahead and infect the victim. */
330
331 new_disease = disease->clone ();
332
333 new_disease->stats.food = disease->stats.maxgrace;
334 new_disease->value = disease->stats.maxhp;
335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
336
337 /* This appears to be a horrible case of overloading 'NO_PASS'
338 * for meaning in the diseases.
339 */
340 new_disease->move_block = 0;
341
342 // insert before setting the owner
343 victim->head_ ()->insert (new_disease);
344
345 if (disease->owner)
346 new_disease->set_owner (disease->owner);
347 else if (object *pl = disease->in_player ())
348 /* for diseases which are passed by hitting, set owner and skill */
349 new_disease->set_owner (pl);
350
351 if (new_disease->owner && new_disease->owner->type == PLAYER)
352 {
353 const char *buf;
354
355 /* if the disease has a title, it has a special infection message
356 * This messages is printed in the form MESSAGE victim
357 */
358 if (new_disease->title)
359 buf = format ("%s %s!!", &disease->title, &victim->name);
360 else
361 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
362
363 if (victim->type == PLAYER)
364 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
365 else
366 new_draw_info (0, 4, new_disease->owner, buf);
367 }
368
369 if (victim->type == PLAYER)
370 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
371
372 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;
373} 254}
374 255
375/* this function monitors the symptoms caused by the disease (if any), 256/* this function monitors the symptoms caused by the disease (if any),
376causes symptoms, and modifies existing symptoms in the case of 257causes symptoms, and modifies existing symptoms in the case of
377existing diseases. */ 258existing diseases. */
378int 259static int
379do_symptoms (object *disease) 260do_symptoms (object *disease)
380{ 261{
381 object *symptom; 262 object *symptom;
382 object *victim; 263 object *victim;
383 object *tmp; 264 object *tmp;
408 return 0; 289 return 0;
409 290
410 /* check for an actual immunity */ 291 /* check for an actual immunity */
411 /* do an immunity check */ 292 /* do an immunity check */
412 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 293 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 294 if (tmp->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
414 if (tmp->name == disease->name && tmp->level >= disease->level) 295 if (tmp->level >= disease->level)
415 return 0; /* Immune! */ 296 return 0; /* Immune! */
416 297
417 object *new_symptom = get_archetype ("symptom"); 298 object *new_symptom = archetype::get (shstr_symptom);
418 299
419 /* Something special done with dam. We want diseases to be more 300 /* Something special done with dam. We want diseases to be more
420 * 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
421 * do random, note, this has a weird effect with progressive diseases. 302 * do random, note, this has a weird effect with progressive diseases.
422 */ 303 */
437 new_symptom->stats.food = new_symptom->stats.maxgrace; 318 new_symptom->stats.food = new_symptom->stats.maxgrace;
438 319
439 new_symptom->name = new_symptom->name_pl = disease->name; 320 new_symptom->name = new_symptom->name_pl = disease->name;
440 321
441 new_symptom->level = disease->level; 322 new_symptom->level = disease->level;
442 new_symptom->speed = disease->speed;
443 new_symptom->value = 0; 323 new_symptom->value = 0;
324
325 new_symptom->set_speed (disease->speed);
444 326
445 for (int i = 0; i < NUM_STATS; ++i) 327 for (int i = 0; i < NUM_STATS; ++i)
446 new_symptom->stats.stat (i) = disease->stats.stat (i); 328 new_symptom->stats.stat (i) = disease->stats.stat (i);
447 329
448 new_symptom->stats.sp = disease->stats.sp; 330 new_symptom->stats.sp = disease->stats.sp;
489 symptom->msg = disease->msg; 371 symptom->msg = disease->msg;
490 symptom->attacktype = disease->attacktype; 372 symptom->attacktype = disease->attacktype;
491 symptom->other_arch = disease->other_arch; 373 symptom->other_arch = disease->other_arch;
492 } 374 }
493 375
494 SET_FLAG (symptom, FLAG_APPLIED); 376 symptom->set_flag (FLAG_APPLIED);
495 victim->update_stats (); 377 victim->update_stats ();
496 378
497 return 1; 379 return 1;
498} 380}
499 381
500/* grants immunity to plagues we've seen before. */
501int 382int
502grant_immunity (object *disease) 383move_disease (object *disease)
503{ 384{
504 object *immunity; 385 /* First task is to determine if the disease is inside or outside of someone.
386 * If outside, we decrement 'value' until we're gone.
387 */
388
389 if (!disease->env)
390 { /* we're outside of someone */
391 if (disease->stats.maxhp > 0)
392 disease->value--;
393
394 if (!disease->value)
395 {
396 disease->destroy ();
397 return 1;
398 }
399 }
400 else
401 {
402 /* if we're inside a person, have the disease run its course */
403 /* negative/zero food denotes "perpetual" diseases. */
404 if (disease->stats.food > 0)
405 {
406 disease->stats.food--;
407
408 if (!disease->stats.food)
409 {
410 remove_symptoms (disease); /* remove the symptoms of this disease */
411 grant_immunity (disease);
412 disease->destroy ();
413 return 1;
414 }
415 }
416 }
417
418 /* check to see if we infect others */
419 check_infection (disease);
420
421 /* impose or modify the symptoms of the disease */
422 if (disease->env && is_susceptible_to_disease (disease->env, disease))
423 do_symptoms (disease);
424
425 return 0;
426}
427
428/* check to see if an object is infectable:
429 * objects with immunity aren't infectable.
430 * objects already infected aren't infectable.
431 * dead objects aren't infectable.
432 * undead objects are infectible only if specifically named.
433*/
434int
435infect_object (object *victim, object *disease, int force)
436{
505 object *walk; 437 object *tmp;
438 object *new_disease;
506 439
507 /* Don't give immunity to this disease if last_heal is set. */ 440 /* don't infect inanimate objects */
508 if (disease->last_heal) 441 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
509 return 0; 442 return 0;
510 443
511 /* first, search for an immunity of the same name */ 444 /* check and see if victim can catch disease: diseases
512 for (walk = disease->env->inv; walk; walk = walk->below) 445 * are specific
513 if (walk->type == 98 && disease->name == walk->name) 446 */
447 if (!is_susceptible_to_disease (victim, disease))
448 return 0;
449
450 /* roll the dice on infection before doing the inventory check! */
451 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
452 return 0;
453
454 /* do an immunity check */
455
456 /* There used to (IMO) be a flaw in the below - it used to be the case
457 * that if level check was done for both immunity and disease. This could
458 * result in a person with multiple afflictions of the same disease
459 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
460 * they were cast in that same order. Instead, change it so that
461 * if you diseased, you can't get diseased more.
462 */
463
464 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
465 if (tmp->name == disease->name && tmp->is_immunity () && tmp->level >= disease->level)
466 return 0; /* Immune! */
467 else if (tmp->type == DISEASE && tmp->name == disease->name)
468 return 0; /* already diseased */
469
470 /* If we've gotten this far, go ahead and infect the victim. */
471
472 new_disease = disease->clone ();
473
474 new_disease->stats.food = disease->stats.maxgrace;
475 new_disease->value = disease->stats.maxhp;
476 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
477
478 /* This appears to be a horrible case of overloading 'NO_PASS'
479 * for meaning in the diseases.
480 */
481 new_disease->move_block = 0;
482
483 // insert before setting the owner
484 victim->head_ ()->insert (new_disease);
485
486 if (disease->owner)
487 new_disease->set_owner (disease->owner);
488 else if (object *pl = disease->in_player ())
489 /* for diseases which are passed by hitting, set owner and skill */
490 new_disease->set_owner (pl);
491
492 if (new_disease->owner && new_disease->owner->type == PLAYER)
514 { 493 {
515 walk->level = disease->level; 494 const char *buf;
516 return 1; /* just update the existing immunity. */ 495
496 /* if the disease has a title, it has a special infection message
497 * This messages is printed in the form MESSAGE victim
498 */
499 if (new_disease->title)
500 buf = format ("%s %s!!", &disease->title, &victim->name);
501 else
502 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
503
504 if (victim->type == PLAYER)
505 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
506 else
507 new_draw_info (0, 4, new_disease->owner, buf);
517 } 508 }
518 509
519 immunity = get_archetype ("immunity"); 510 if (victim->type == PLAYER)
520 511 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
521 immunity->name = disease->name;
522 immunity->level = disease->level;
523 immunity->move_block = 0;
524
525 insert_ob_in_ob (immunity, disease->env);
526 512
527 return 1; 513 return 1;
528} 514}
529 515
530/* make the symptom do the nasty things it does */ 516/* make the symptom do the nasty things it does */
531int 517int
532move_symptom (object *symptom) 518move_symptom (object *symptom)
533{ 519{
534 object *victim = symptom->env; 520 object *victim = symptom->env;
535 object *new_ob;
536 int sp_reduce;
537 521
538 if (!victim || !victim->map) 522 if (!victim || !victim->map)
539 { /* outside a monster/player, die immediately */ 523 { /* outside a monster/player, die immediately */
540 symptom->destroy (); 524 symptom->destroy ();
541 return 0; 525 return 0;
542 } 526 }
543
544 if (symptom->stats.dam > 0)
545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
546 else
547 hit_player (victim, max (1., -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1);
548
549 if (symptom->stats.maxsp > 0)
550 sp_reduce = symptom->stats.maxsp;
551 else
552 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0);
553
554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
555 527
556 /* create the symptom "other arch" object and drop it here 528 /* create the symptom "other arch" object and drop it here
557 * under every part of the monster 529 * under every part of the monster
558 * The victim may well have died. 530 * The victim may well have died.
559 */ 531 */
562 victim->play_sound (symptom->sound); 534 victim->play_sound (symptom->sound);
563 535
564 if (symptom->other_arch) 536 if (symptom->other_arch)
565 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 537 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
566 { 538 {
567 new_ob = arch_to_object (symptom->other_arch); 539 object *new_ob = symptom->other_arch->instance ();
568 new_ob->x = tmp->x; 540 new_ob->x = tmp->x;
569 new_ob->y = tmp->y; 541 new_ob->y = tmp->y;
570 new_ob->map = victim->map; 542 new_ob->map = victim->map;
571 insert_ob_in_map (new_ob, victim->map, victim, 0); 543 insert_ob_in_map (new_ob, victim->map, victim, 0);
572 } 544 }
573 } 545 }
574 546
547 int damage =
548 symptom->stats.dam > 0
549 ? symptom->stats.dam
550 : max (1, victim->stats.maxhp * -symptom->stats.dam / 100);
551
552 hit_player (victim, damage, symptom, symptom->attacktype, 1);
553
554 int sp_reduce =
555 symptom->stats.maxsp > 0
556 ? symptom->stats.maxsp
557 : max (1, victim->stats.maxsp * -symptom->stats.maxsp / 100);
558
559 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
560
575 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 561 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
576 562
577 return 1; 563 return 1;
578} 564}
579 565
586 for (object *disease = hitter->inv; disease; disease = disease->below) 572 for (object *disease = hitter->inv; disease; disease = disease->below)
587 if (disease->type == DISEASE) 573 if (disease->type == DISEASE)
588 infect_object (victim, disease, 0); 574 infect_object (victim, disease, 0);
589 575
590 return 1; 576 return 1;
591}
592
593// find a disease in someone
594object *
595find_disease (object *victim)
596{
597 for (object *disease = victim->inv; disease; disease = disease->below)
598 if (disease->type == DISEASE)
599 return disease;
600
601 return 0;
602} 577}
603 578
604/* do the cure disease stuff, from the spell "cure disease" */ 579/* do the cure disease stuff, from the spell "cure disease" */
605int 580int
606cure_disease (object *sufferer, object *caster, object *spell) 581cure_disease (object *sufferer, object *caster, object *spell)
644 } 619 }
645 620
646 return 1; 621 return 1;
647} 622}
648 623
624#if 0 // unused, but seems interesting
649/* reduces disease progression: reduce_symptoms 625/* reduces disease progression: reduce_symptoms
650 * return true if we actually reduce a disease. 626 * return true if we actually reduce a disease.
651 */ 627 */
652int 628static int
653reduce_symptoms (object *sufferer, int reduction) 629reduce_symptoms (object *sufferer, int reduction)
654{ 630{
655 object *walk; 631 object *walk;
656 int success = 0; 632 int success = 0;
657 633
673 if (success) 649 if (success)
674 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 650 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
675 651
676 return success; 652 return success;
677} 653}
654#endif

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