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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.29 by root, Tue Aug 7 21:58:25 2007 UTC vs.
Revision 1.41 by root, Mon Aug 27 05:10:51 2007 UTC

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;
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
224 symptom->destroy (); 226 symptom->destroy ();
225 } 227 }
226 228
227 if (victim) 229 if (victim)
228 victim->update_stats (); 230 victim->update_stats ();
231
229 return 0; 232 return 0;
230} 233}
231 234
232/* argument is a disease */ 235/* argument is a disease */
233object * 236object *
234find_symptom (object *disease) 237find_symptom (object *disease)
235{ 238{
236 object *walk;
237
238 /* check the inventory for symptoms */ 239 /* check the inventory for symptoms */
239 for (walk = disease->env->inv; walk; walk = walk->below) 240 for (object *walk = disease->env->inv; walk; walk = walk->below)
240 if (walk->name == disease->name && walk->type == SYMPTOM) 241 if (walk->name == disease->name && walk->type == SYMPTOM)
241 return walk; 242 return walk;
243
242 return NULL; 244 return NULL;
243} 245}
244 246
245/* searches around for more victims to infect */ 247/* searches around for more victims to infect */
246int 248int
247check_infection (object *disease) 249check_infection (object *disease)
248{ 250{
249 int x, y, range, mflags; 251 int x, y;
250 maptile *map, *map2; 252 maptile *map, *map2;
251 object *tmp; 253 object *tmp;
252 254
253 range = abs (disease->magic); 255 int range = abs (disease->magic);
254 256
255 if (disease->env) 257 if (disease->env)
256 { 258 {
257 x = disease->env->x; 259 x = disease->env->x;
258 y = disease->env->y; 260 y = disease->env->y;
270 272
271 for (int i = x - range; i <= x + range; i++) 273 for (int i = x - range; i <= x + range; i++)
272 for (int j = y - range; j <= y + range; j++) 274 for (int j = y - range; j <= y + range; j++)
273 { 275 {
274 sint16 i2, j2; 276 sint16 i2, j2;
275 mflags = get_map_flags (map, &map2, i, j, &i2, &j2); 277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
276 278
277 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE))
278 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)
279 infect_object (tmp, disease, 0); 281 infect_object (tmp, disease, 0);
280 } 282 }
281 283
282 return 1; 284 return 1;
283} 285}
284
285 286
286/* check to see if an object is infectable: 287/* check to see if an object is infectable:
287 * objects with immunity aren't infectable. 288 * objects with immunity aren't infectable.
288 * objects already infected aren't infectable. 289 * objects already infected aren't infectable.
289 * dead objects aren't infectable. 290 * dead objects aren't infectable.
308 /* roll the dice on infection before doing the inventory check! */ 309 /* roll the dice on infection before doing the inventory check! */
309 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))
310 return 0; 311 return 0;
311 312
312 /* do an immunity check */ 313 /* do an immunity check */
313 if (victim->head)
314 tmp = victim->head->inv;
315 else
316 tmp = victim->inv;
317 314
318 /* 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
319 * 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
320 * result in a person with multiple afflictions of the same disease 317 * result in a person with multiple afflictions of the same disease
321 * (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
322 * 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
323 * if you diseased, you can't get diseased more. 320 * if you diseased, you can't get diseased more.
324 */ 321 */
325 322
326 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below) 323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
327 {
328 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)
329 return 0; /* Immune! */ 325 return 0; /* Immune! */
330 else if (tmp->type == DISEASE && tmp->name == disease->name) 326 else if (tmp->type == DISEASE && tmp->name == disease->name)
331 return 0; /* already diseased */ 327 return 0; /* already diseased */
332 }
333 328
334 /* 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
335 new_disease = disease->clone (); 331 new_disease = disease->clone ();
332
336 new_disease->stats.food = disease->stats.maxgrace; 333 new_disease->stats.food = disease->stats.maxgrace;
337 new_disease->value = disease->stats.maxhp; 334 new_disease->value = disease->stats.maxhp;
338 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */ 335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
339 336
340 /* Unfortunately, set_owner does the wrong thing to the skills pointers
341 * resulting in exp going into the owners *current* chosen skill.
342 */
343
344 if (disease->owner)
345 {
346 new_disease->set_owner (disease->owner);
347
348 /* Only need to update skill if different */
349 if (new_disease->skill != disease->skill)
350 new_disease->skill = disease->skill;
351 }
352 else
353 { /* for diseases which are passed by hitting, set owner and praying skill */
354 if (disease->env && disease->env->type == PLAYER)
355 {
356 object *player = disease->env;
357
358 new_disease->set_owner (player);
359
360 /* the skill pointer for these diseases should already be set up -
361 * hardcoding in 'praying' is not the right approach.
362 */
363 }
364 }
365
366 insert_ob_in_ob (new_disease, victim->head_ ());
367 /* This appears to be a horrible case of overloading 'NO_PASS' 337 /* This appears to be a horrible case of overloading 'NO_PASS'
368 * for meaning in the diseases. 338 * for meaning in the diseases.
369 */ 339 */
370 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
371 if (new_disease->owner && new_disease->owner->type == PLAYER) 351 if (new_disease->owner && new_disease->owner->type == PLAYER)
372 { 352 {
373 char buf[128]; 353 const char *buf;
374 354
375 /* 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
376 * This messages is printed in the form MESSAGE victim 356 * This messages is printed in the form MESSAGE victim
377 */ 357 */
378 if (new_disease->title) 358 if (new_disease->title)
379 sprintf (buf, "%s %s!!", &disease->title, &victim->name); 359 buf = format ("%s %s!!", &disease->title, &victim->name);
380 else 360 else
381 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);
382 362
383 if (victim->type == PLAYER) 363 if (victim->type == PLAYER)
384 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);
385 else 365 else
386 new_draw_info (0, 4, new_disease->owner, buf); 366 new_draw_info (0, 4, new_disease->owner, buf);
387 } 367 }
368
388 if (victim->type == PLAYER) 369 if (victim->type == PLAYER)
389 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.");
390 371
391 return 1; 372 return 1;
392
393} 373}
394
395
396 374
397/* this function monitors the symptoms caused by the disease (if any), 375/* this function monitors the symptoms caused by the disease (if any),
398causes symptoms, and modifies existing symptoms in the case of 376causes symptoms, and modifies existing symptoms in the case of
399existing diseases. */ 377existing diseases. */
400
401int 378int
402do_symptoms (object *disease) 379do_symptoms (object *disease)
403{ 380{
404 object *symptom; 381 object *symptom;
405 object *victim; 382 object *victim;
406 object *tmp; 383 object *tmp;
407 384
408 victim = disease->env; 385 victim = disease->env;
386
387 if (!victim)
388 return 0; /* no-one to inflict symptoms on */
409 389
410 /* This is a quick hack - for whatever reason, disease->env will point 390 /* This is a quick hack - for whatever reason, disease->env will point
411 * back to disease, causing endless loops. Why this happens really needs 391 * back to disease, causing endless loops. Why this happens really needs
412 * to be found, but this should at least prevent the infinite loops. 392 * to be found, but this should at least prevent the infinite loops.
413 */ 393 */
414 394 //TODO: should no longer be the case, monitor, and remove
415 if (victim == NULL || victim == disease) 395 if (victim == disease)
416 return 0; /* no-one to inflict symptoms on */ 396 {
397 LOG (llevError | logBacktrace, "%s: disease->env points to itself", disease->debug_desc ());
398 return 0;
399 }
417 400
418 symptom = find_symptom (disease); 401 symptom = find_symptom (disease);
419 if (symptom == NULL) 402 if (!symptom)
420 { 403 {
421 /* no symptom? need to generate one! */ 404 /* no symptom? need to generate one! */
422 object *new_symptom;
423 405
424 /* 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! */
425 if (!is_susceptible_to_disease (victim, disease)) 407 if (!is_susceptible_to_disease (victim, disease))
426 return 0; 408 return 0;
427 409
428 /* check for an actual immunity */ 410 /* check for an actual immunity */
429 /* do an immunity check */ 411 /* do an immunity check */
430 if (victim->head) 412 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
431 tmp = victim->head->inv;
432 else
433 tmp = victim->inv;
434
435 for ( /* tmp initialised in if, above */ ; tmp; tmp = tmp->below)
436 {
437 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
438 if (tmp->name == disease->name && tmp->level >= disease->level) 414 if (tmp->name == disease->name && tmp->level >= disease->level)
439 return 0; /*Immune! */ 415 return 0; /* Immune! */
440 }
441 416
442 new_symptom = get_archetype ("symptom"); 417 object *new_symptom = get_archetype ("symptom");
443 418
444 /* Something special done with dam. We want diseases to be more 419 /* Something special done with dam. We want diseases to be more
445 * 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
446 * do random, note, this has a weird effect with progressive diseases. 421 * do random, note, this has a weird effect with progressive diseases.
447 */ 422 */
448 if (disease->stats.dam != 0) 423 if (disease->stats.dam)
449 { 424 {
450 int dam = disease->stats.dam; 425 int dam = disease->stats.dam;
451 426
452 /* reduce the damage, on average, 50%, and making things random. */ 427 /* reduce the damage, on average, 50%, and making things random. */
453 428
454 dam = random_roll (1, abs (dam), victim, PREFER_LOW); 429 dam = random_roll (1, abs (dam), victim, PREFER_LOW);
455 if (disease->stats.dam < 0) 430 if (disease->stats.dam < 0)
456 dam = -dam; 431 dam = -dam;
432
457 new_symptom->stats.dam = dam; 433 new_symptom->stats.dam = dam;
458 } 434 }
459
460 435
461 new_symptom->stats.maxsp = disease->stats.maxsp; 436 new_symptom->stats.maxsp = disease->stats.maxsp;
462 new_symptom->stats.food = new_symptom->stats.maxgrace; 437 new_symptom->stats.food = new_symptom->stats.maxgrace;
463 438
464 new_symptom->name = new_symptom->name_pl = disease->name; 439 new_symptom->name = new_symptom->name_pl = disease->name;
477 new_symptom->stats.exp = 0; 452 new_symptom->stats.exp = 0;
478 new_symptom->stats.hp = disease->stats.hp; 453 new_symptom->stats.hp = disease->stats.hp;
479 new_symptom->msg = disease->msg; 454 new_symptom->msg = disease->msg;
480 new_symptom->attacktype = disease->attacktype; 455 new_symptom->attacktype = disease->attacktype;
481 new_symptom->other_arch = disease->other_arch; 456 new_symptom->other_arch = disease->other_arch;
457 new_symptom->skill = disease->skill;
482 458
459 new_symptom->move_block = 0;
460
461 victim->head_ ()->insert (new_symptom);
462
463 // set owner last, as insert clears owner
483 new_symptom->set_owner (disease->owner); 464 new_symptom->set_owner (disease->owner);
484 465
485 if (new_symptom->skill != disease->skill)
486 new_symptom->skill = disease->skill;
487
488 new_symptom->move_block = 0;
489 insert_ob_in_ob (new_symptom, victim);
490 return 1; 466 return 1;
491 } 467 }
492 468
493 /* now deal with progressing diseases: we increase the debility 469 /* now deal with progressing diseases: we increase the debility
494 * caused by the symptoms. 470 * caused by the symptoms.
499 475
500 float scale = 1.f + symptom->value / 100.f; 476 float scale = 1.f + symptom->value / 100.f;
501 477
502 /* now rescale all the debilities */ 478 /* now rescale all the debilities */
503 for (int i = 0; i < NUM_STATS; ++i) 479 for (int i = 0; i < NUM_STATS; ++i)
504 symptom->stats.stat (i) = clamp (scale * disease->stats.stat (i), -MAX_STAT, MAX_STAT); 480 symptom->stats.stat (i) = clamp (int (scale * disease->stats.stat (i)), -128, 127);
505 481
506 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024); 482 symptom->stats.dam = clamp (scale * disease->stats.dam , -1024, 1024);
507 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024); 483 symptom->stats.food = clamp (scale * disease->last_eat , -1024, 1024);
508 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024); 484 symptom->stats.maxsp = clamp (scale * disease->stats.maxsp, -1024, 1024);
509 symptom->last_sp = clamp (scale * disease->last_sp , -1024, 1024);
510 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024); 485 symptom->stats.sp = clamp (scale * disease->stats.sp , -1024, 1024);
511 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024); 486 symptom->stats.hp = clamp (scale * disease->stats.hp , -1024, 1024);
512 symptom->stats.exp = 0; 487 symptom->stats.exp = 0;
513 488 symptom->last_sp = disease->last_sp ? clamp (disease->last_sp / scale, 1, 1024) : 0;
514 symptom->msg = disease->msg; 489 symptom->msg = disease->msg;
515 symptom->attacktype = disease->attacktype; 490 symptom->attacktype = disease->attacktype;
516 symptom->other_arch = disease->other_arch; 491 symptom->other_arch = disease->other_arch;
517 } 492 }
518 493
530 object *walk; 505 object *walk;
531 506
532 /* 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. */
533 if (disease->last_heal) 508 if (disease->last_heal)
534 return 0; 509 return 0;
510
535 /* first, search for an immunity of the same name */ 511 /* first, search for an immunity of the same name */
536 for (walk = disease->env->inv; walk; walk = walk->below) 512 for (walk = disease->env->inv; walk; walk = walk->below)
537 {
538 if (walk->type == 98 && disease->name == walk->name) 513 if (walk->type == 98 && disease->name == walk->name)
539 { 514 {
540 walk->level = disease->level; 515 walk->level = disease->level;
541 return 1; /* just update the existing immunity. */ 516 return 1; /* just update the existing immunity. */
542 } 517 }
543 } 518
544 immunity = get_archetype ("immunity"); 519 immunity = get_archetype ("immunity");
520
545 immunity->name = disease->name; 521 immunity->name = disease->name;
546 immunity->level = disease->level; 522 immunity->level = disease->level;
547 immunity->move_block = 0; 523 immunity->move_block = 0;
524
548 insert_ob_in_ob (immunity, disease->env); 525 insert_ob_in_ob (immunity, disease->env);
526
549 return 1; 527 return 1;
550
551} 528}
552
553 529
554/* make the symptom do the nasty things it does */ 530/* make the symptom do the nasty things it does */
555
556int 531int
557move_symptom (object *symptom) 532move_symptom (object *symptom)
558{ 533{
559 object *victim = symptom->env; 534 object *victim = symptom->env;
560 object *new_ob; 535 object *new_ob;
561 int sp_reduce; 536 int sp_reduce;
562 537
563 if (victim == NULL || victim->map == NULL) 538 if (!victim || !victim->map)
564 { /* outside a monster/player, die immediately */ 539 { /* outside a monster/player, die immediately */
565 symptom->destroy (); 540 symptom->destroy ();
566 return 0; 541 return 0;
567 } 542 }
568 543
569 if (symptom->stats.dam > 0) 544 if (symptom->stats.dam > 0)
570 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
571 else 546 else
572 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);
573 548
574 if (symptom->stats.maxsp > 0) 549 if (symptom->stats.maxsp > 0)
575 sp_reduce = symptom->stats.maxsp; 550 sp_reduce = symptom->stats.maxsp;
576 else 551 else
577 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
578 victim->stats.sp = MAX (0, victim->stats.sp - sp_reduce); 554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
579 555
580 /* create the symptom "other arch" object and drop it here 556 /* create the symptom "other arch" object and drop it here
581 * under every part of the monster 557 * under every part of the monster
582 * The victim may well have died. 558 * The victim may well have died.
583 */ 559 */
584
585 if (victim->map == NULL)
586 return 0;
587 if (symptom->other_arch) 560 if (symptom->other_arch && victim->map)
588 { 561 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
589 object *tmp;
590
591 tmp = victim;
592 if (tmp->head != NULL)
593 tmp = tmp->head;
594 for ( /*tmp initialised above */ ; tmp != NULL; tmp = tmp->more)
595 { 562 {
596 new_ob = arch_to_object (symptom->other_arch); 563 new_ob = arch_to_object (symptom->other_arch);
597 new_ob->x = tmp->x; 564 new_ob->x = tmp->x;
598 new_ob->y = tmp->y; 565 new_ob->y = tmp->y;
599 new_ob->map = victim->map; 566 new_ob->map = victim->map;
600 insert_ob_in_map (new_ob, victim->map, victim, 0); 567 insert_ob_in_map (new_ob, victim->map, victim, 0);
601 } 568 }
602 } 569
603 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 570 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
604 571
605 return 1; 572 return 1;
606} 573}
607 574
629 return 0; 596 return 0;
630} 597}
631 598
632/* do the cure disease stuff, from the spell "cure disease" */ 599/* do the cure disease stuff, from the spell "cure disease" */
633int 600int
634cure_disease (object *sufferer, object *caster) 601cure_disease (object *sufferer, object *caster, object *spell)
635{ 602{
636 object *disease, *next; 603 object *disease, *next;
637 int casting_level;
638 int cure = 0; 604 int cure = 0;
639 605
640 if (caster)
641 casting_level = caster->level;
642 else
643 casting_level = 1000; /* if null caster, CURE all. */ 606 int casting_level = caster ? caster->level : 1000; /* if null caster, CURE all. */
644 607
645 for (disease = sufferer->inv; disease; disease = next) 608 for (disease = sufferer->inv; disease; disease = next)
646 { 609 {
647 next = disease->below; 610 next = disease->below;
648 611
656 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))))
657 { 620 {
658 remove_symptoms (disease); 621 remove_symptoms (disease);
659 cure = 1; 622 cure = 1;
660 623
661 if (caster) 624 if (caster && spell)
662 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);
663 626
664 disease->destroy (); 627 disease->destroy ();
665 } 628 }
666 } 629 }
667 } 630 }

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