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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 1.67 by root, Sat Apr 23 04:56:55 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 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 * 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 (disease->name == walk->name && walk->is_immunity ())
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 (!victim->flag [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 ("*") && !victim->flag [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) && victim->flag [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;
406 return 0; 289 return 0;
407 290
408 /* check for an actual immunity */ 291 /* check for an actual immunity */
409 /* do an immunity check */ 292 /* do an immunity check */
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->name == disease->name && tmp->is_immunity ()) /* possibly an immunity, or diseased */
412 if (tmp->name == disease->name && tmp->level >= disease->level) 295 if (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 */
435 new_symptom->stats.food = new_symptom->stats.maxgrace; 318 new_symptom->stats.food = new_symptom->stats.maxgrace;
436 319
437 new_symptom->name = new_symptom->name_pl = disease->name; 320 new_symptom->name = new_symptom->name_pl = disease->name;
438 321
439 new_symptom->level = disease->level; 322 new_symptom->level = disease->level;
440 new_symptom->speed = disease->speed;
441 new_symptom->value = 0; 323 new_symptom->value = 0;
324
325 new_symptom->set_speed (disease->speed);
442 326
443 for (int i = 0; i < NUM_STATS; ++i) 327 for (int i = 0; i < NUM_STATS; ++i)
444 new_symptom->stats.stat (i) = disease->stats.stat (i); 328 new_symptom->stats.stat (i) = disease->stats.stat (i);
445 329
446 new_symptom->stats.sp = disease->stats.sp; 330 new_symptom->stats.sp = disease->stats.sp;
487 symptom->msg = disease->msg; 371 symptom->msg = disease->msg;
488 symptom->attacktype = disease->attacktype; 372 symptom->attacktype = disease->attacktype;
489 symptom->other_arch = disease->other_arch; 373 symptom->other_arch = disease->other_arch;
490 } 374 }
491 375
492 SET_FLAG (symptom, FLAG_APPLIED); 376 symptom->set_flag (FLAG_APPLIED);
493 victim->update_stats (); 377 victim->update_stats ();
494 378
495 return 1; 379 return 1;
496} 380}
497 381
498/* grants immunity to plagues we've seen before. */
499int 382int
500grant_immunity (object *disease) 383move_disease (object *disease)
501{ 384{
502 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{
503 object *walk; 437 object *tmp;
438 object *new_disease;
504 439
505 /* Don't give immunity to this disease if last_heal is set. */ 440 /* don't infect inanimate objects */
506 if (disease->last_heal) 441 if (!victim->flag [FLAG_MONSTER] && !(victim->type == PLAYER))
507 return 0; 442 return 0;
508 443
509 /* first, search for an immunity of the same name */ 444 /* check and see if victim can catch disease: diseases
510 for (walk = disease->env->inv; walk; walk = walk->below) 445 * are specific
511 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)
512 { 493 {
513 walk->level = disease->level; 494 const char *buf;
514 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);
515 } 508 }
516 509
517 immunity = get_archetype ("immunity"); 510 if (victim->type == PLAYER)
518 511 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);
524 512
525 return 1; 513 return 1;
526} 514}
527 515
528/* make the symptom do the nasty things it does */ 516/* make the symptom do the nasty things it does */
529int 517int
530move_symptom (object *symptom) 518move_symptom (object *symptom)
531{ 519{
532 object *victim = symptom->env; 520 object *victim = symptom->env;
533 object *new_ob;
534 int sp_reduce;
535 521
536 if (!victim || !victim->map) 522 if (!victim || !victim->map)
537 { /* outside a monster/player, die immediately */ 523 { /* outside a monster/player, die immediately */
538 symptom->destroy (); 524 symptom->destroy ();
539 return 0; 525 return 0;
540 } 526 }
541 527
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 528 /* create the symptom "other arch" object and drop it here
555 * under every part of the monster 529 * under every part of the monster
556 * The victim may well have died. 530 * The victim may well have died.
557 */ 531 */
558 if (symptom->other_arch && victim->map) 532 if (victim->map)
533 {
534 victim->play_sound (symptom->sound);
535
536 if (symptom->other_arch)
559 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 537 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
560 { 538 {
561 new_ob = arch_to_object (symptom->other_arch); 539 object *new_ob = symptom->other_arch->instance ();
562 new_ob->x = tmp->x; 540 new_ob->x = tmp->x;
563 new_ob->y = tmp->y; 541 new_ob->y = tmp->y;
564 new_ob->map = victim->map; 542 new_ob->map = victim->map;
565 insert_ob_in_map (new_ob, victim->map, victim, 0); 543 insert_ob_in_map (new_ob, victim->map, victim, 0);
544 }
566 } 545 }
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);
567 560
568 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 561 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
569 562
570 return 1; 563 return 1;
571} 564}
581 infect_object (victim, disease, 0); 574 infect_object (victim, disease, 0);
582 575
583 return 1; 576 return 1;
584} 577}
585 578
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" */ 579/* do the cure disease stuff, from the spell "cure disease" */
598int 580int
599cure_disease (object *sufferer, object *caster) 581cure_disease (object *sufferer, object *caster, object *spell)
600{ 582{
601 object *disease, *next; 583 object *disease, *next;
602 int casting_level;
603 int cure = 0; 584 int cure = 0;
604 585
605 if (caster)
606 casting_level = caster->level;
607 else
608 casting_level = 1000; /* if null caster, CURE all. */ 586 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
609 587
610 for (disease = sufferer->inv; disease; disease = next) 588 for (disease = sufferer->inv; disease; disease = next)
611 { 589 {
612 next = disease->below; 590 next = disease->below;
613 591
621 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW)))) 599 if ((casting_level >= disease->level) || (!(random_roll (0, (disease->level - casting_level - 1), caster, PREFER_LOW))))
622 { 600 {
623 remove_symptoms (disease); 601 remove_symptoms (disease);
624 cure = 1; 602 cure = 1;
625 603
626 if (caster) 604 if (caster && spell)
627 change_exp (caster, disease->stats.exp, caster->chosen_skill ? caster->chosen_skill->skill : (const char *) 0, 0); 605 change_exp (caster, disease->stats.exp, spell->skill, SK_EXP_SKILL_ONLY);
628 606
629 disease->destroy (); 607 disease->destroy ();
630 } 608 }
631 } 609 }
632 } 610 }
641 } 619 }
642 620
643 return 1; 621 return 1;
644} 622}
645 623
624#if 0 // unused, but seems interesting
646/* reduces disease progression: reduce_symptoms 625/* reduces disease progression: reduce_symptoms
647 * return true if we actually reduce a disease. 626 * return true if we actually reduce a disease.
648 */ 627 */
649int 628static int
650reduce_symptoms (object *sufferer, int reduction) 629reduce_symptoms (object *sufferer, int reduction)
651{ 630{
652 object *walk; 631 object *walk;
653 int success = 0; 632 int success = 0;
654 633
670 if (success) 649 if (success)
671 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.");
672 651
673 return success; 652 return success;
674} 653}
654#endif

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