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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.26 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.41 by root, Sat Jun 9 21:16:12 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 (at your option) any later version. 11 * 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, but
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 GNU General Public License for more details. 16 * 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 along
19 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
28 */ 28 */
145 145
146 /* reduce chances of subsequent forking */ 146 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 147 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 148 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 150 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 151 new_bolt->direction = t_dir;
152 new_bolt->duration++; 152 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 154 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 155 tmp->stats.dam /= 2; /* reduce father bolt damage */
163 */ 163 */
164 164
165void 165void
166move_bolt (object *op) 166move_bolt (object *op)
167{ 167{
168 object *tmp;
169 int mflags; 168 int mflags;
170 sint16 x, y; 169 sint16 x, y;
171 maptile *m; 170 maptile *m;
172 171
173 if (--op->duration < 0) 172 if (--op->duration < 0)
246 else 245 else
247 { /* Create a copy of this object and put it ahead */ 246 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 247 object *tmp = op->clone ();
249 248
250 m->insert (tmp, x, y, op); 249 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 250 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 251 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 252 tmp->duration++;
254 253
255 /* New forking code. Possibly create forks of this object 254 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 255 * going off in other directions.
338 move_bolt (tmp); 337 move_bolt (tmp);
339 338
340 return 1; 339 return 1;
341} 340}
342 341
343
344
345/*************************************************************************** 342/***************************************************************************
346 * 343 *
347 * BULLET/BALL CODE 344 * BULLET/BALL CODE
348 * 345 *
349 ***************************************************************************/ 346 ***************************************************************************/
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 378 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 379 {
383 object *tmp = op->clone (); 380 object *tmp = op->clone ();
384 381
385 tmp->state = 0; 382 tmp->state = 0;
386 tmp->speed_left = -0.21; 383 tmp->speed_left = -0.21f;
387 tmp->range--; 384 tmp->range--;
388 tmp->value = 0; 385 tmp->value = 0;
389 386
390 m->insert (tmp, dx, dy, op); 387 m->insert (tmp, dx, dy, op);
391 } 388 }
392 } 389 }
393 } 390 }
394} 391}
395
396 392
397/* Causes an object to explode, eg, a firebullet, 393/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 394 * poison cloud ball, etc. op is the object to
399 * explode. 395 * explode.
400 */ 396 */
519 515
520 /* If nothing alive on this space, no reason to do anything further */ 516 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 517 if (!(mflags & P_IS_ALIVE))
522 return; 518 return;
523 519
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 520 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 521 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 522 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 523 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 524 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
605 } 601 }
606 else 602 else
607 check_bullet (op); 603 check_bullet (op);
608} 604}
609 605
610
611
612
613/* fire_bullet 606/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 607 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 608 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 610 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
619 * pointers. 612 * pointers.
620 */ 613 */
621
622int 614int
623fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 616{
625 object *tmp = NULL; 617 object *tmp = NULL;
626 int mflags; 618 int mflags;
684 check_bullet (tmp); 676 check_bullet (tmp);
685 677
686 return 1; 678 return 1;
687} 679}
688 680
689
690
691
692/***************************************************************************** 681/*****************************************************************************
693 * 682 *
694 * CONE RELATED FUNCTIONS 683 * CONE RELATED FUNCTIONS
695 * 684 *
696 *****************************************************************************/ 685 *****************************************************************************/
697
698 686
699/* drops an object based on what is in the cone's "other_arch" */ 687/* drops an object based on what is in the cone's "other_arch" */
700void 688void
701cone_drop (object *op) 689cone_drop (object *op)
702{ 690{
828 816
829 /* Need to know what the movetype of the object we are about 817 /* Need to know what the movetype of the object we are about
830 * to create is, so we can know if the space we are about to 818 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 819 * insert it into is blocked.
832 */ 820 */
833 movetype = spell->other_arch->clone.move_type; 821 movetype = spell->other_arch->move_type;
834 822
835 for (i = range_min; i <= range_max; i++) 823 for (i = range_min; i <= range_max; i++)
836 { 824 {
837 sint16 x, y, d; 825 sint16 x, y, d;
838 826
917 else 905 else
918 tmp->duration += caster->level / 3; 906 tmp->duration += caster->level / 3;
919 } 907 }
920 908
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 909 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 910 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 911
924 if (!tmp->move_on && tmp->stats.dam) 912 if (!tmp->move_on && tmp->stats.dam)
925 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 913 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 914
927 m->insert (tmp, sx, sy, op); 915 m->insert (tmp, sx, sy, op);
928 916
929 /* This is used for tracking spells so that one effect doesn't hit 917 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 918 * a single space too many times.
941/**************************************************************************** 929/****************************************************************************
942 * 930 *
943 * BOMB related code 931 * BOMB related code
944 * 932 *
945 ****************************************************************************/ 933 ****************************************************************************/
946
947 934
948/* This handles an exploding bomb. 935/* This handles an exploding bomb.
949 * op is the original bomb object. 936 * op is the original bomb object.
950 */ 937 */
951void 938void
1055 * dir is the direction to look in. 1042 * dir is the direction to look in.
1056 * range is how far out to look. 1043 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1044 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1045 * this info is used for blocked magic/unholy spaces.
1059 */ 1046 */
1060
1061object * 1047object *
1062get_pointed_target (object *op, int dir, int range, int type) 1048get_pointed_target (object *op, int dir, int range, int type)
1063{ 1049{
1064 object *target; 1050 object *target;
1065 sint16 x, y; 1051 sint16 x, y;
1084 return NULL; 1070 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1071 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1072 return NULL;
1087 1073
1088 if (mflags & P_IS_ALIVE) 1074 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1075 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1076 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1077 return target;
1095 }
1096 }
1097 }
1098 } 1078 }
1079
1099 return NULL; 1080 return NULL;
1100} 1081}
1101
1102 1082
1103/* cast_smite_arch() - the priest points to a creature and causes 1083/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1084 * a 'godly curse' to decend.
1105 * usual params - 1085 * usual params -
1106 * op = player 1086 * op = player
1308 return 0; 1288 return 0;
1309 } 1289 }
1310 return 1; 1290 return 1;
1311} 1291}
1312 1292
1313
1314
1315
1316int 1293int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1294cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1295{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1296 int i, j, range, mflags, friendly = 0, dam, dur;
1320 sint16 sx, sy; 1297 sint16 sx, sy;
1340 else if (caster->skill) 1317 else if (caster->skill)
1341 op->skill = caster->skill; 1318 op->skill = caster->skill;
1342 else 1319 else
1343 op->skill = NULL; 1320 op->skill = NULL;
1344 1321
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1322 op->change_skill (find_skill_by_name (op, op->skill));
1346 1323
1347 for (i = -range; i < range; i++) 1324 for (i = -range; i < range; i++)
1348 { 1325 {
1349 for (j = -range; j < range; j++) 1326 for (j = -range; j < range; j++)
1350 { 1327 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1431 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1432 }
1456 return 1; 1433 return 1;
1457 } 1434 }
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1435 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1436 force->speed = 1.f;
1460 force->speed_left = -1.0; 1437 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1438 SET_FLAG (force, FLAG_APPLIED);
1462 1439
1463 if (god) 1440 if (god)
1464 { 1441 {
1465 if (spell_ob->last_grace) 1442 if (spell_ob->last_grace)
1482 insert_ob_in_ob (force, tmp); 1459 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1460 tmp->update_stats ();
1484 return 1; 1461 return 1;
1485 1462
1486} 1463}
1487
1488 1464
1489/********************************************************************** 1465/**********************************************************************
1490 * mood change 1466 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1467 * Arguably, this may or may not be an attack spell. But since it
1492 * effects monsters, it seems best to put it into this file 1468 * effects monsters, it seems best to put it into this file
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1498 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1499 race = god->race;
1524 else 1500 else
1525 race = spell->race; 1501 race = spell->race;
1526 1502
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1503 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1504 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1505 {
1531
1532 done_one = 0; 1506 done_one = 0;
1533 m = op->map; 1507 m = op->map;
1534 nx = x; 1508 nx = x;
1535 ny = y; 1509 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1510 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1513
1540 /* If there is nothing living on this space, no need to go further */ 1514 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1515 if (!(mflags & P_IS_ALIVE))
1542 continue; 1516 continue;
1543 1517
1518 // players can only affect spaces that they can actually see
1519 if (caster && caster->contr
1520 && caster->contr->visibility_at (m, nx, ny) < 70)
1521 continue;
1522
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1523 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1524 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1525 break;
1547 1526
1548 /* There can be living objects that are not monsters */ 1527 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1528 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1535 head = tmp;
1557 1536
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1537 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1538 if (race && head->race && !strstr (race, head->race))
1560 continue; 1539 continue;
1540
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1541 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1542 continue;
1563 1543
1564 /* Now do a bunch of stuff related to saving throws */ 1544 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1545 best_at = -1;
1582 at -= level / 5; 1562 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1563 if (did_make_save (head, head->level, at))
1584 continue; 1564 continue;
1585 } 1565 }
1586 else /* spell->attacktype */ 1566 else /* spell->attacktype */
1587 /*
1588 Spell has no attacktype (charm & such), so we'll have a specific saving:
1589 * if spell level < monster level, no go
1590 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1591
1592 The chance will then be in the range [20-70] percent, not too bad.
1593
1594 This is required to fix the 'charm monster' abuse, where a player level 1 can
1595 charm a level 125 monster...
1596
1597 Ryo, august 14th
1598 */
1599 { 1567 {
1568 /*
1569 Spell has no attacktype (charm & such), so we'll have a specific saving:
1570 * if spell level < monster level, no go
1571 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1572
1573 The chance will then be in the range [20-70] percent, not too bad.
1574
1575 This is required to fix the 'charm monster' abuse, where a player level 1 can
1576 charm a level 125 monster...
1577
1578 Ryo, august 14th
1579 */
1600 if (head->level > level) 1580 if (head->level > level)
1601 continue; 1581 continue;
1582
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1583 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1584 /* Failed, no effect */
1604 continue; 1585 continue;
1605 } 1586 }
1606 1587
1607 /* Done with saving throw. Now start effecting the monster */ 1588 /* Done with saving throw. Now start affecting the monster */
1608 1589
1609 /* aggravation */ 1590 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1591 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1592 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1593 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1594 remove_friendly_object (head);
1615
1616 done_one = 1; 1595 done_one = 1;
1617 head->enemy = op; 1596 head->enemy = op;
1618 } 1597 }
1619 1598
1620 /* calm monsters */ 1599 /* calm monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1608 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1609 {
1631 SET_FLAG (head, FLAG_BERSERK); 1610 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1611 done_one = 1;
1633 } 1612 }
1613
1634 /* charm */ 1614 /* charm */
1635 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1615 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1636 { 1616 {
1637 SET_FLAG (head, FLAG_FRIENDLY);
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1617 /* Prevent uncontolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1618 Typical use case is charm, go somwhere, use aggravation to make hostile.
1640 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1619 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1620 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1621 head->set_owner (op);
1720 * if this has an other_arch field, we insert that in 1699 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1700 * the surround spaces.
1722 */ 1701 */
1723 for (j = 0; j < 9; j++) 1702 for (j = 0; j < 9; j++)
1724 { 1703 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1704 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1705 hy = ny + freearr_y[j];
1729 1706
1730 m = op->map; 1707 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1708 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1807#if 0 1784#if 0
1808 // this is bogus: it causes wrong places to be checked below 1785 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1786 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1787 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1788 // space.
1812 // should be fixed later, but correctness before featurs... 1789 // should be fixed later, but correctness before features...
1813 // (schmorp) 1790 // (schmorp)
1814 1791
1815 /* new offset calculation to make swarm element distribution 1792 /* new offset calculation to make swarm element distribution
1816 * more uniform 1793 * more uniform
1817 */ 1794 */
2107 if (disease->stats.sp) 2084 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2085 disease->stats.sp -= dam_mod;
2109 2086
2110 if (infect_object (walk, disease, 1)) 2087 if (infect_object (walk, disease, 1))
2111 { 2088 {
2112 object *flash; /* visual effect for inflicting disease */
2113
2114 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2089 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2090
2116 disease->destroy (); /* don't need this one anymore */ 2091 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2092 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2093 return 1;
2119 } 2094 }
2120 2095
2121 disease->destroy (); 2096 disease->destroy ();
2122 } 2097 }

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