… | |
… | |
44 | dam^ Damage How much damage it does (%?). |
44 | dam^ Damage How much damage it does (%?). |
45 | maxgrace+ Duration How long before the disease is naturally cured. |
45 | maxgrace+ Duration How long before the disease is naturally cured. |
46 | food DurCount Counter for Duration |
46 | food DurCount Counter for Duration |
47 | |
47 | |
48 | speed Speed How often the disease moves. |
48 | speed Speed How often the disease moves. |
49 | last_sp^ Lethargy Percentage of max speed--10 = 10% speed. |
49 | last_sp^ Lethargy Percentage of max speed. 10 = 10% speed. |
50 | |
50 | |
51 | maxsp^ Mana deplete Saps mana. |
51 | maxsp^ Mana deplete Saps mana. |
52 | ac^ Progressiveness How the diseases increases in severity. |
52 | ac^ Progressiveness How the diseases increases in severity. |
53 | last_eat*^ Deplete food saps food if negative |
53 | last_eat*^ Deplete food saps food if negative |
54 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
54 | last_heal GrantImmunity If nonzero, disease does NOT grant immunity |
… | |
… | |
144 | is_susceptible_to_disease (object *victim, object *disease) |
144 | is_susceptible_to_disease (object *victim, object *disease) |
145 | { |
145 | { |
146 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
146 | if (!QUERY_FLAG (victim, FLAG_ALIVE)) |
147 | return 0; |
147 | return 0; |
148 | |
148 | |
|
|
149 | if (victim->flag [FLAG_WIZ]) |
|
|
150 | return 0; |
|
|
151 | |
149 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
152 | if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) |
150 | return 1; |
153 | return 1; |
151 | |
154 | |
152 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
155 | if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) |
153 | return 1; |
156 | return 1; |
… | |
… | |
208 | * Modified by MSW 2003-03-28 do try to find all the symptom the |
211 | * 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 |
212 | * player may have - I think through some odd interactoins with |
210 | * disease level and player level and whatnot, a player could get |
213 | * disease level and player level and whatnot, a player could get |
211 | * more than one symtpom to a disease. |
214 | * more than one symtpom to a disease. |
212 | */ |
215 | */ |
213 | |
|
|
214 | int |
216 | int |
215 | remove_symptoms (object *disease) |
217 | remove_symptoms (object *disease) |
216 | { |
218 | { |
217 | object *symptom, *victim = NULL; |
219 | object *symptom, *victim = NULL; |
218 | |
220 | |
… | |
… | |
232 | |
234 | |
233 | /* argument is a disease */ |
235 | /* argument is a disease */ |
234 | object * |
236 | object * |
235 | find_symptom (object *disease) |
237 | find_symptom (object *disease) |
236 | { |
238 | { |
237 | object *walk; |
|
|
238 | |
|
|
239 | /* check the inventory for symptoms */ |
239 | /* check the inventory for symptoms */ |
240 | for (walk = disease->env->inv; walk; walk = walk->below) |
240 | for (object *walk = disease->env->inv; walk; walk = walk->below) |
241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
241 | if (walk->name == disease->name && walk->type == SYMPTOM) |
242 | return walk; |
242 | return walk; |
243 | |
243 | |
244 | return NULL; |
244 | return NULL; |
245 | } |
245 | } |
246 | |
246 | |
247 | /* searches around for more victims to infect */ |
247 | /* searches around for more victims to infect */ |
248 | int |
248 | int |
249 | check_infection (object *disease) |
249 | check_infection (object *disease) |
250 | { |
250 | { |
251 | int x, y, range, mflags; |
251 | int x, y; |
252 | maptile *map, *map2; |
252 | maptile *map, *map2; |
253 | object *tmp; |
253 | object *tmp; |
254 | |
254 | |
255 | range = abs (disease->magic); |
255 | int range = abs (disease->magic); |
256 | |
256 | |
257 | if (disease->env) |
257 | if (disease->env) |
258 | { |
258 | { |
259 | x = disease->env->x; |
259 | x = disease->env->x; |
260 | y = disease->env->y; |
260 | y = disease->env->y; |
… | |
… | |
272 | |
272 | |
273 | for (int i = x - range; i <= x + range; i++) |
273 | for (int i = x - range; i <= x + range; i++) |
274 | for (int j = y - range; j <= y + range; j++) |
274 | for (int j = y - range; j <= y + range; j++) |
275 | { |
275 | { |
276 | sint16 i2, j2; |
276 | sint16 i2, j2; |
277 | mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
277 | int mflags = get_map_flags (map, &map2, i, j, &i2, &j2); |
278 | |
278 | |
279 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
279 | if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) |
280 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
280 | for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) |
281 | infect_object (tmp, disease, 0); |
281 | infect_object (tmp, disease, 0); |
282 | } |
282 | } |
283 | |
283 | |
284 | return 1; |
284 | return 1; |
285 | } |
285 | } |
286 | |
|
|
287 | |
286 | |
288 | /* check to see if an object is infectable: |
287 | /* check to see if an object is infectable: |
289 | * objects with immunity aren't infectable. |
288 | * objects with immunity aren't infectable. |
290 | * objects already infected aren't infectable. |
289 | * objects already infected aren't infectable. |
291 | * dead objects aren't infectable. |
290 | * dead objects aren't infectable. |
… | |
… | |
310 | /* roll the dice on infection before doing the inventory check! */ |
309 | /* roll the dice on infection before doing the inventory check! */ |
311 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
310 | if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc)) |
312 | return 0; |
311 | return 0; |
313 | |
312 | |
314 | /* do an immunity check */ |
313 | /* do an immunity check */ |
315 | if (victim->head) |
|
|
316 | tmp = victim->head->inv; |
|
|
317 | else |
|
|
318 | tmp = victim->inv; |
|
|
319 | |
314 | |
320 | /* There used to (IMO) be a flaw in the below - it used to be the case |
315 | /* There used to (IMO) be a flaw in the below - it used to be the case |
321 | * that if level check was done for both immunity and disease. This could |
316 | * that if level check was done for both immunity and disease. This could |
322 | * result in a person with multiple afflictions of the same disease |
317 | * result in a person with multiple afflictions of the same disease |
323 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
318 | * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as |
324 | * they were cast in that same order. Instead, change it so that |
319 | * they were cast in that same order. Instead, change it so that |
325 | * if you diseased, you can't get diseased more. |
320 | * if you diseased, you can't get diseased more. |
326 | */ |
321 | */ |
327 | |
322 | |
328 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
323 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
329 | { |
|
|
330 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
324 | if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level) |
331 | return 0; /* Immune! */ |
325 | return 0; /* Immune! */ |
332 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
326 | else if (tmp->type == DISEASE && tmp->name == disease->name) |
333 | return 0; /* already diseased */ |
327 | return 0; /* already diseased */ |
334 | } |
|
|
335 | |
328 | |
336 | /* If we've gotten this far, go ahead and infect the victim. */ |
329 | /* If we've gotten this far, go ahead and infect the victim. */ |
|
|
330 | |
337 | new_disease = disease->clone (); |
331 | new_disease = disease->clone (); |
|
|
332 | |
338 | new_disease->stats.food = disease->stats.maxgrace; |
333 | new_disease->stats.food = disease->stats.maxgrace; |
339 | new_disease->value = disease->stats.maxhp; |
334 | new_disease->value = disease->stats.maxhp; |
340 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
335 | new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ |
341 | |
336 | |
342 | /* Unfortunately, set_owner does the wrong thing to the skills pointers |
|
|
343 | * resulting in exp going into the owners *current* chosen skill. |
|
|
344 | */ |
|
|
345 | |
|
|
346 | if (disease->owner) |
|
|
347 | { |
|
|
348 | new_disease->set_owner (disease->owner); |
|
|
349 | |
|
|
350 | /* Only need to update skill if different */ |
|
|
351 | if (new_disease->skill != disease->skill) |
|
|
352 | new_disease->skill = disease->skill; |
|
|
353 | } |
|
|
354 | else |
|
|
355 | { /* for diseases which are passed by hitting, set owner and praying skill */ |
|
|
356 | if (disease->env && disease->env->type == PLAYER) |
|
|
357 | { |
|
|
358 | object *player = disease->env; |
|
|
359 | |
|
|
360 | new_disease->set_owner (player); |
|
|
361 | |
|
|
362 | /* the skill pointer for these diseases should already be set up - |
|
|
363 | * hardcoding in 'praying' is not the right approach. |
|
|
364 | */ |
|
|
365 | } |
|
|
366 | } |
|
|
367 | |
|
|
368 | insert_ob_in_ob (new_disease, victim->head_ ()); |
|
|
369 | /* This appears to be a horrible case of overloading 'NO_PASS' |
337 | /* This appears to be a horrible case of overloading 'NO_PASS' |
370 | * for meaning in the diseases. |
338 | * for meaning in the diseases. |
371 | */ |
339 | */ |
372 | new_disease->move_block = 0; |
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 | |
373 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
351 | if (new_disease->owner && new_disease->owner->type == PLAYER) |
374 | { |
352 | { |
375 | char buf[128]; |
353 | const char *buf; |
376 | |
354 | |
377 | /* if the disease has a title, it has a special infection message |
355 | /* if the disease has a title, it has a special infection message |
378 | * This messages is printed in the form MESSAGE victim |
356 | * This messages is printed in the form MESSAGE victim |
379 | */ |
357 | */ |
380 | if (new_disease->title) |
358 | if (new_disease->title) |
381 | sprintf (buf, "%s %s!!", &disease->title, &victim->name); |
359 | buf = format ("%s %s!!", &disease->title, &victim->name); |
382 | else |
360 | else |
383 | sprintf (buf, "You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
361 | buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name); |
384 | |
362 | |
385 | if (victim->type == PLAYER) |
363 | if (victim->type == PLAYER) |
386 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
364 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf); |
387 | else |
365 | else |
388 | new_draw_info (0, 4, new_disease->owner, buf); |
366 | new_draw_info (0, 4, new_disease->owner, buf); |
… | |
… | |
390 | |
368 | |
391 | if (victim->type == PLAYER) |
369 | if (victim->type == PLAYER) |
392 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
370 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill."); |
393 | |
371 | |
394 | return 1; |
372 | return 1; |
395 | |
|
|
396 | } |
373 | } |
397 | |
374 | |
398 | /* this function monitors the symptoms caused by the disease (if any), |
375 | /* this function monitors the symptoms caused by the disease (if any), |
399 | causes symptoms, and modifies existing symptoms in the case of |
376 | causes symptoms, and modifies existing symptoms in the case of |
400 | existing diseases. */ |
377 | existing diseases. */ |
… | |
… | |
423 | |
400 | |
424 | symptom = find_symptom (disease); |
401 | symptom = find_symptom (disease); |
425 | if (!symptom) |
402 | if (!symptom) |
426 | { |
403 | { |
427 | /* no symptom? need to generate one! */ |
404 | /* no symptom? need to generate one! */ |
428 | object *new_symptom; |
|
|
429 | |
405 | |
430 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
406 | /* first check and see if the carrier of the disease is immune. If so, no symptoms! */ |
431 | if (!is_susceptible_to_disease (victim, disease)) |
407 | if (!is_susceptible_to_disease (victim, disease)) |
432 | return 0; |
408 | return 0; |
433 | |
409 | |
434 | /* check for an actual immunity */ |
410 | /* check for an actual immunity */ |
435 | /* do an immunity check */ |
411 | /* do an immunity check */ |
436 | if (victim->head) |
412 | for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) |
437 | tmp = victim->head->inv; |
|
|
438 | else |
|
|
439 | tmp = victim->inv; |
|
|
440 | |
|
|
441 | for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) |
|
|
442 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
413 | if (tmp->type == SIGN) /* possibly an immunity, or diseased */ |
443 | if (tmp->name == disease->name && tmp->level >= disease->level) |
414 | if (tmp->name == disease->name && tmp->level >= disease->level) |
444 | return 0; /*Immune! */ |
415 | return 0; /* Immune! */ |
445 | |
416 | |
446 | new_symptom = get_archetype ("symptom"); |
417 | object *new_symptom = get_archetype ("symptom"); |
447 | |
418 | |
448 | /* Something special done with dam. We want diseases to be more |
419 | /* Something special done with dam. We want diseases to be more |
449 | * random in what they'll kill, so we'll make the damage they |
420 | * random in what they'll kill, so we'll make the damage they |
450 | * do random, note, this has a weird effect with progressive diseases. |
421 | * do random, note, this has a weird effect with progressive diseases. |
451 | */ |
422 | */ |
452 | if (disease->stats.dam != 0) |
423 | if (disease->stats.dam) |
453 | { |
424 | { |
454 | int dam = disease->stats.dam; |
425 | int dam = disease->stats.dam; |
455 | |
426 | |
456 | /* reduce the damage, on average, 50%, and making things random. */ |
427 | /* reduce the damage, on average, 50%, and making things random. */ |
457 | |
428 | |
… | |
… | |
481 | new_symptom->stats.exp = 0; |
452 | new_symptom->stats.exp = 0; |
482 | new_symptom->stats.hp = disease->stats.hp; |
453 | new_symptom->stats.hp = disease->stats.hp; |
483 | new_symptom->msg = disease->msg; |
454 | new_symptom->msg = disease->msg; |
484 | new_symptom->attacktype = disease->attacktype; |
455 | new_symptom->attacktype = disease->attacktype; |
485 | new_symptom->other_arch = disease->other_arch; |
456 | new_symptom->other_arch = disease->other_arch; |
|
|
457 | new_symptom->skill = disease->skill; |
486 | |
458 | |
|
|
459 | new_symptom->move_block = 0; |
|
|
460 | |
|
|
461 | victim->head_ ()->insert (new_symptom); |
|
|
462 | |
|
|
463 | // set owner last, as insert clears owner |
487 | new_symptom->set_owner (disease->owner); |
464 | new_symptom->set_owner (disease->owner); |
488 | |
465 | |
489 | if (new_symptom->skill != disease->skill) |
|
|
490 | new_symptom->skill = disease->skill; |
|
|
491 | |
|
|
492 | new_symptom->move_block = 0; |
|
|
493 | insert_ob_in_ob (new_symptom, victim); |
|
|
494 | return 1; |
466 | return 1; |
495 | } |
467 | } |
496 | |
468 | |
497 | /* now deal with progressing diseases: we increase the debility |
469 | /* now deal with progressing diseases: we increase the debility |
498 | * caused by the symptoms. |
470 | * caused by the symptoms. |
… | |
… | |
508 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
480 | symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127); |
509 | |
481 | |
510 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
482 | symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); |
511 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
483 | symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); |
512 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
484 | symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); |
513 | symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024); |
|
|
514 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
485 | symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); |
515 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
486 | symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); |
516 | symptom->stats.exp = 0; |
487 | symptom->stats.exp = 0; |
517 | |
488 | symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0; |
518 | symptom->msg = disease->msg; |
489 | symptom->msg = disease->msg; |
519 | symptom->attacktype = disease->attacktype; |
490 | symptom->attacktype = disease->attacktype; |
520 | symptom->other_arch = disease->other_arch; |
491 | symptom->other_arch = disease->other_arch; |
521 | } |
492 | } |
522 | |
493 | |
… | |
… | |
534 | object *walk; |
505 | object *walk; |
535 | |
506 | |
536 | /* Don't give immunity to this disease if last_heal is set. */ |
507 | /* Don't give immunity to this disease if last_heal is set. */ |
537 | if (disease->last_heal) |
508 | if (disease->last_heal) |
538 | return 0; |
509 | return 0; |
|
|
510 | |
539 | /* first, search for an immunity of the same name */ |
511 | /* first, search for an immunity of the same name */ |
540 | for (walk = disease->env->inv; walk; walk = walk->below) |
512 | for (walk = disease->env->inv; walk; walk = walk->below) |
541 | { |
|
|
542 | if (walk->type == 98 && disease->name == walk->name) |
513 | if (walk->type == 98 && disease->name == walk->name) |
543 | { |
514 | { |
544 | walk->level = disease->level; |
515 | walk->level = disease->level; |
545 | return 1; /* just update the existing immunity. */ |
516 | return 1; /* just update the existing immunity. */ |
546 | } |
517 | } |
547 | } |
518 | |
548 | immunity = get_archetype ("immunity"); |
519 | immunity = get_archetype ("immunity"); |
|
|
520 | |
549 | immunity->name = disease->name; |
521 | immunity->name = disease->name; |
550 | immunity->level = disease->level; |
522 | immunity->level = disease->level; |
551 | immunity->move_block = 0; |
523 | immunity->move_block = 0; |
|
|
524 | |
552 | insert_ob_in_ob (immunity, disease->env); |
525 | insert_ob_in_ob (immunity, disease->env); |
|
|
526 | |
553 | return 1; |
527 | return 1; |
554 | |
|
|
555 | } |
528 | } |
556 | |
|
|
557 | |
529 | |
558 | /* make the symptom do the nasty things it does */ |
530 | /* make the symptom do the nasty things it does */ |
559 | |
|
|
560 | int |
531 | int |
561 | move_symptom (object *symptom) |
532 | move_symptom (object *symptom) |
562 | { |
533 | { |
563 | object *victim = symptom->env; |
534 | object *victim = symptom->env; |
564 | object *new_ob; |
535 | object *new_ob; |
565 | int sp_reduce; |
536 | int sp_reduce; |
566 | |
537 | |
567 | if (victim == NULL || victim->map == NULL) |
538 | if (!victim || !victim->map) |
568 | { /* outside a monster/player, die immediately */ |
539 | { /* outside a monster/player, die immediately */ |
569 | symptom->destroy (); |
540 | symptom->destroy (); |
570 | return 0; |
541 | return 0; |
571 | } |
542 | } |
572 | |
543 | |
573 | if (symptom->stats.dam > 0) |
544 | if (symptom->stats.dam > 0) |
574 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
545 | hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); |
575 | else |
546 | else |
576 | hit_player (victim, (int) MAX (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
547 | hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); |
577 | |
548 | |
578 | if (symptom->stats.maxsp > 0) |
549 | if (symptom->stats.maxsp > 0) |
579 | sp_reduce = symptom->stats.maxsp; |
550 | sp_reduce = symptom->stats.maxsp; |
580 | else |
551 | else |
581 | sp_reduce = (int) MAX (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
552 | sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); |
|
|
553 | |
582 | victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); |
554 | victim->stats.sp = max (0, victim->stats.sp - sp_reduce); |
583 | |
555 | |
584 | /* create the symptom "other arch" object and drop it here |
556 | /* create the symptom "other arch" object and drop it here |
585 | * under every part of the monster |
557 | * under every part of the monster |
586 | * The victim may well have died. |
558 | * The victim may well have died. |
587 | */ |
559 | */ |
588 | |
|
|
589 | if (victim->map == NULL) |
|
|
590 | return 0; |
|
|
591 | if (symptom->other_arch) |
560 | if (symptom->other_arch && victim->map) |
592 | { |
561 | for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) |
593 | object *tmp; |
|
|
594 | |
|
|
595 | tmp = victim; |
|
|
596 | if (tmp->head != NULL) |
|
|
597 | tmp = tmp->head; |
|
|
598 | for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more) |
|
|
599 | { |
562 | { |
600 | new_ob = arch_to_object (symptom->other_arch); |
563 | new_ob = arch_to_object (symptom->other_arch); |
601 | new_ob->x = tmp->x; |
564 | new_ob->x = tmp->x; |
602 | new_ob->y = tmp->y; |
565 | new_ob->y = tmp->y; |
603 | new_ob->map = victim->map; |
566 | new_ob->map = victim->map; |
604 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
567 | insert_ob_in_map (new_ob, victim->map, victim, 0); |
605 | } |
568 | } |
606 | } |
569 | |
607 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
570 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); |
608 | |
571 | |
609 | return 1; |
572 | return 1; |
610 | } |
573 | } |
611 | |
574 | |
… | |
… | |
633 | return 0; |
596 | return 0; |
634 | } |
597 | } |
635 | |
598 | |
636 | /* do the cure disease stuff, from the spell "cure disease" */ |
599 | /* do the cure disease stuff, from the spell "cure disease" */ |
637 | int |
600 | int |
638 | cure_disease (object *sufferer, object *caster) |
601 | cure_disease (object *sufferer, object *caster, object *spell) |
639 | { |
602 | { |
640 | object *disease, *next; |
603 | object *disease, *next; |
641 | int casting_level; |
|
|
642 | int cure = 0; |
604 | int cure = 0; |
643 | |
605 | |
644 | if (caster) |
|
|
645 | casting_level = caster->level; |
|
|
646 | else |
|
|
647 | casting_level = 1000; /* if null caster, CURE all. */ |
606 | int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */ |
648 | |
607 | |
649 | for (disease = sufferer->inv; disease; disease = next) |
608 | for (disease = sufferer->inv; disease; disease = next) |
650 | { |
609 | { |
651 | next = disease->below; |
610 | next = disease->below; |
652 | |
611 | |
… | |
… | |
660 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
619 | if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) |
661 | { |
620 | { |
662 | remove_symptoms (disease); |
621 | remove_symptoms (disease); |
663 | cure = 1; |
622 | cure = 1; |
664 | |
623 | |
665 | if (caster) |
624 | if (caster && spell) |
666 | change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); |
625 | change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY); |
667 | |
626 | |
668 | disease->destroy (); |
627 | disease->destroy (); |
669 | } |
628 | } |
670 | } |
629 | } |
671 | } |
630 | } |