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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.31 by root, Tue Aug 7 22:57:57 2007 UTC vs.
Revision 1.48 by root, Mon Sep 29 10:32:50 2008 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 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
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your 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,
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 GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24/* This file contains all the code implementing diseases, 24/* This file contains all the code implementing diseases,
25 * except for odds and ends in attack.c and in 25 * except for odds and ends in attack.c and in
26 * living.c 26 * living.c
44dam^ Damage How much damage it does (%?). 44dam^ Damage How much damage it does (%?).
45maxgrace+ Duration How long before the disease is naturally cured. 45maxgrace+ Duration How long before the disease is naturally cured.
46food DurCount Counter for Duration 46food DurCount Counter for Duration
47 47
48speed Speed How often the disease moves. 48speed Speed How often the disease moves.
49last_sp^ Lethargy Percentage of max speed--10 = 10% speed. 49last_sp^ Lethargy Percentage of max speed. 10 = 10% speed.
50 50
51maxsp^ Mana deplete Saps mana. 51maxsp^ Mana deplete Saps mana.
52ac^ Progressiveness How the diseases increases in severity. 52ac^ Progressiveness How the diseases increases in severity.
53last_eat*^ Deplete food saps food if negative 53last_eat*^ Deplete food saps food if negative
54last_heal GrantImmunity If nonzero, disease does NOT grant immunity 54last_heal GrantImmunity If nonzero, disease does NOT grant immunity
144is_susceptible_to_disease (object *victim, object *disease) 144is_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;
159} 162}
160 163
161int 164int
162move_disease (object *disease) 165move_disease (object *disease)
163{ 166{
164 /* first task is to determine if the disease is inside or outside of someone. 167 /* First task is to determine if the disease is inside or outside of someone.
165 * If outside, we decrement 'value' until we're gone. 168 * If outside, we decrement 'value' until we're gone.
166 */ 169 */
167 170
168 if (!disease->env) 171 if (!disease->env)
169 { /* we're outside of someone */ 172 { /* we're outside of someone */
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
214int 216int
215remove_symptoms (object *disease) 217remove_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 */
234object * 236object *
235find_symptom (object *disease) 237find_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 */
248int 248int
249check_infection (object *disease) 249check_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),
399causes symptoms, and modifies existing symptoms in the case of 376causes symptoms, and modifies existing symptoms in the case of
400existing diseases. */ 377existing 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
560int 531int
561move_symptom (object *symptom) 532move_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), 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);
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) 560 if (victim->map)
590 return 0; 561 {
562 victim->play_sound (symptom->sound);
563
591 if (symptom->other_arch) 564 if (symptom->other_arch)
592 { 565 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 { 566 {
600 new_ob = arch_to_object (symptom->other_arch); 567 new_ob = arch_to_object (symptom->other_arch);
601 new_ob->x = tmp->x; 568 new_ob->x = tmp->x;
602 new_ob->y = tmp->y; 569 new_ob->y = tmp->y;
603 new_ob->map = victim->map; 570 new_ob->map = victim->map;
604 insert_ob_in_map (new_ob, victim->map, victim, 0); 571 insert_ob_in_map (new_ob, victim->map, victim, 0);
605 } 572 }
606 } 573 }
574
607 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 575 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
608 576
609 return 1; 577 return 1;
610} 578}
611 579
633 return 0; 601 return 0;
634} 602}
635 603
636/* do the cure disease stuff, from the spell "cure disease" */ 604/* do the cure disease stuff, from the spell "cure disease" */
637int 605int
638cure_disease (object *sufferer, object *caster) 606cure_disease (object *sufferer, object *caster, object *spell)
639{ 607{
640 object *disease, *next; 608 object *disease, *next;
641 int casting_level;
642 int cure = 0; 609 int cure = 0;
643 610
644 if (caster)
645 casting_level = caster->level;
646 else
647 casting_level = 1000; /* if null caster, CURE all. */ 611 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
648 612
649 for (disease = sufferer->inv; disease; disease = next) 613 for (disease = sufferer->inv; disease; disease = next)
650 { 614 {
651 next = disease->below; 615 next = disease->below;
652 616
660 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 624 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
661 { 625 {
662 remove_symptoms (disease); 626 remove_symptoms (disease);
663 cure = 1; 627 cure = 1;
664 628
665 if (caster) 629 if (caster && spell)
666 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 630 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
667 631
668 disease->destroy (); 632 disease->destroy ();
669 } 633 }
670 } 634 }
671 } 635 }

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