ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.26 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.42 by root, Sun Jul 1 05:00:20 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
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 2 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,
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 GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
28 */ 27 */
145 144
146 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
152 new_bolt->duration++; 151 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
163 */ 162 */
164 163
165void 164void
166move_bolt (object *op) 165move_bolt (object *op)
167{ 166{
168 object *tmp;
169 int mflags; 167 int mflags;
170 sint16 x, y; 168 sint16 x, y;
171 maptile *m; 169 maptile *m;
172 170
173 if (--op->duration < 0) 171 if (--op->duration < 0)
246 else 244 else
247 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
248 object *tmp = op->clone (); 246 object *tmp = op->clone ();
249 247
250 m->insert (tmp, x, y, op); 248 m->insert (tmp, x, y, op);
251 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
252 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
253 tmp->duration++; 251 tmp->duration++;
254 252
255 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
256 * going off in other directions. 254 * going off in other directions.
338 move_bolt (tmp); 336 move_bolt (tmp);
339 337
340 return 1; 338 return 1;
341} 339}
342 340
343
344
345/*************************************************************************** 341/***************************************************************************
346 * 342 *
347 * BULLET/BALL CODE 343 * BULLET/BALL CODE
348 * 344 *
349 ***************************************************************************/ 345 ***************************************************************************/
381 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
382 { 378 {
383 object *tmp = op->clone (); 379 object *tmp = op->clone ();
384 380
385 tmp->state = 0; 381 tmp->state = 0;
386 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
387 tmp->range--; 383 tmp->range--;
388 tmp->value = 0; 384 tmp->value = 0;
389 385
390 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
391 } 387 }
392 } 388 }
393 } 389 }
394} 390}
395
396 391
397/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
398 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
399 * explode. 394 * explode.
400 */ 395 */
519 514
520 /* If nothing alive on this space, no reason to do anything further */ 515 /* If nothing alive on this space, no reason to do anything further */
521 if (!(mflags & P_IS_ALIVE)) 516 if (!(mflags & P_IS_ALIVE))
522 return; 517 return;
523 518
524 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
525 { 520 {
526 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
527 { 522 {
528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
605 } 600 }
606 else 601 else
607 check_bullet (op); 602 check_bullet (op);
608} 603}
609 604
610
611
612
613/* fire_bullet 605/* fire_bullet
614 * object op (cast from caster) files a bolt in dir. 606 * object op (cast from caster) files a bolt in dir.
615 * spob is the spell object for the bolt. 607 * spob is the spell object for the bolt.
616 * we remove the magic flag - that can be derived from 608 * we remove the magic flag - that can be derived from
617 * spob->attacktype. 609 * spob->attacktype.
618 * This function sets up the appropriate owner and skill 610 * This function sets up the appropriate owner and skill
619 * pointers. 611 * pointers.
620 */ 612 */
621
622int 613int
623fire_bullet (object *op, object *caster, int dir, object *spob) 614fire_bullet (object *op, object *caster, int dir, object *spob)
624{ 615{
625 object *tmp = NULL; 616 object *tmp = NULL;
626 int mflags; 617 int mflags;
684 check_bullet (tmp); 675 check_bullet (tmp);
685 676
686 return 1; 677 return 1;
687} 678}
688 679
689
690
691
692/***************************************************************************** 680/*****************************************************************************
693 * 681 *
694 * CONE RELATED FUNCTIONS 682 * CONE RELATED FUNCTIONS
695 * 683 *
696 *****************************************************************************/ 684 *****************************************************************************/
697
698 685
699/* drops an object based on what is in the cone's "other_arch" */ 686/* drops an object based on what is in the cone's "other_arch" */
700void 687void
701cone_drop (object *op) 688cone_drop (object *op)
702{ 689{
828 815
829 /* Need to know what the movetype of the object we are about 816 /* 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 817 * to create is, so we can know if the space we are about to
831 * insert it into is blocked. 818 * insert it into is blocked.
832 */ 819 */
833 movetype = spell->other_arch->clone.move_type; 820 movetype = spell->other_arch->move_type;
834 821
835 for (i = range_min; i <= range_max; i++) 822 for (i = range_min; i <= range_max; i++)
836 { 823 {
837 sint16 x, y, d; 824 sint16 x, y, d;
838 825
917 else 904 else
918 tmp->duration += caster->level / 3; 905 tmp->duration += caster->level / 3;
919 } 906 }
920 907
921 if (!(tmp->move_type & MOVE_FLY_LOW)) 908 if (!(tmp->move_type & MOVE_FLY_LOW))
922 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 909 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
923 910
924 if (!tmp->move_on && tmp->stats.dam) 911 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); 912 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
926 913
927 m->insert (tmp, sx, sy, op); 914 m->insert (tmp, sx, sy, op);
928 915
929 /* This is used for tracking spells so that one effect doesn't hit 916 /* This is used for tracking spells so that one effect doesn't hit
930 * a single space too many times. 917 * a single space too many times.
941/**************************************************************************** 928/****************************************************************************
942 * 929 *
943 * BOMB related code 930 * BOMB related code
944 * 931 *
945 ****************************************************************************/ 932 ****************************************************************************/
946
947 933
948/* This handles an exploding bomb. 934/* This handles an exploding bomb.
949 * op is the original bomb object. 935 * op is the original bomb object.
950 */ 936 */
951void 937void
1055 * dir is the direction to look in. 1041 * dir is the direction to look in.
1056 * range is how far out to look. 1042 * range is how far out to look.
1057 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1058 * this info is used for blocked magic/unholy spaces. 1044 * this info is used for blocked magic/unholy spaces.
1059 */ 1045 */
1060
1061object * 1046object *
1062get_pointed_target (object *op, int dir, int range, int type) 1047get_pointed_target (object *op, int dir, int range, int type)
1063{ 1048{
1064 object *target; 1049 object *target;
1065 sint16 x, y; 1050 sint16 x, y;
1084 return NULL; 1069 return NULL;
1085 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1070 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1086 return NULL; 1071 return NULL;
1087 1072
1088 if (mflags & P_IS_ALIVE) 1073 if (mflags & P_IS_ALIVE)
1089 {
1090 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1074 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1091 { 1075 if (QUERY_FLAG (target, FLAG_MONSTER))
1092 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1093 {
1094 return target; 1076 return target;
1095 }
1096 }
1097 }
1098 } 1077 }
1078
1099 return NULL; 1079 return NULL;
1100} 1080}
1101
1102 1081
1103/* cast_smite_arch() - the priest points to a creature and causes 1082/* cast_smite_arch() - the priest points to a creature and causes
1104 * a 'godly curse' to decend. 1083 * a 'godly curse' to decend.
1105 * usual params - 1084 * usual params -
1106 * op = player 1085 * op = player
1308 return 0; 1287 return 0;
1309 } 1288 }
1310 return 1; 1289 return 1;
1311} 1290}
1312 1291
1313
1314
1315
1316int 1292int
1317cast_destruction (object *op, object *caster, object *spell_ob) 1293cast_destruction (object *op, object *caster, object *spell_ob)
1318{ 1294{
1319 int i, j, range, mflags, friendly = 0, dam, dur; 1295 int i, j, range, mflags, friendly = 0, dam, dur;
1320 sint16 sx, sy; 1296 sint16 sx, sy;
1340 else if (caster->skill) 1316 else if (caster->skill)
1341 op->skill = caster->skill; 1317 op->skill = caster->skill;
1342 else 1318 else
1343 op->skill = NULL; 1319 op->skill = NULL;
1344 1320
1345 change_skill (op, find_skill_by_name (op, op->skill), 1); 1321 op->change_skill (find_skill_by_name (op, op->skill));
1346 1322
1347 for (i = -range; i < range; i++) 1323 for (i = -range; i < range; i++)
1348 { 1324 {
1349 for (j = -range; j < range; j++) 1325 for (j = -range; j < range; j++)
1350 { 1326 {
1454 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1430 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1455 } 1431 }
1456 return 1; 1432 return 1;
1457 } 1433 }
1458 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1434 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1459 force->speed = 1.0; 1435 force->speed = 1.f;
1460 force->speed_left = -1.0; 1436 force->speed_left = -1.f;
1461 SET_FLAG (force, FLAG_APPLIED); 1437 SET_FLAG (force, FLAG_APPLIED);
1462 1438
1463 if (god) 1439 if (god)
1464 { 1440 {
1465 if (spell_ob->last_grace) 1441 if (spell_ob->last_grace)
1482 insert_ob_in_ob (force, tmp); 1458 insert_ob_in_ob (force, tmp);
1483 tmp->update_stats (); 1459 tmp->update_stats ();
1484 return 1; 1460 return 1;
1485 1461
1486} 1462}
1487
1488 1463
1489/********************************************************************** 1464/**********************************************************************
1490 * mood change 1465 * mood change
1491 * Arguably, this may or may not be an attack spell. But since it 1466 * 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 1467 * effects monsters, it seems best to put it into this file
1522 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1497 else if (god && !strcmp (spell->race, "GOD_FRIEND"))
1523 race = god->race; 1498 race = god->race;
1524 else 1499 else
1525 race = spell->race; 1500 race = spell->race;
1526 1501
1527
1528 for (x = op->x - range; x <= op->x + range; x++) 1502 for (x = op->x - range; x <= op->x + range; x++)
1529 for (y = op->y - range; y <= op->y + range; y++) 1503 for (y = op->y - range; y <= op->y + range; y++)
1530 { 1504 {
1531
1532 done_one = 0; 1505 done_one = 0;
1533 m = op->map; 1506 m = op->map;
1534 nx = x; 1507 nx = x;
1535 ny = y; 1508 ny = y;
1536 mflags = get_map_flags (m, &m, x, y, &nx, &ny); 1509 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1539 1512
1540 /* If there is nothing living on this space, no need to go further */ 1513 /* If there is nothing living on this space, no need to go further */
1541 if (!(mflags & P_IS_ALIVE)) 1514 if (!(mflags & P_IS_ALIVE))
1542 continue; 1515 continue;
1543 1516
1517 // players can only affect spaces that they can actually see
1518 if (caster && caster->contr
1519 && caster->contr->visibility_at (m, nx, ny) < 70)
1520 continue;
1521
1544 for (tmp = GET_MAP_OB (m, nx, ny); tmp; tmp = tmp->above) 1522 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below)
1545 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1523 if (QUERY_FLAG (tmp, FLAG_MONSTER))
1546 break; 1524 break;
1547 1525
1548 /* There can be living objects that are not monsters */ 1526 /* There can be living objects that are not monsters */
1549 if (!tmp || tmp->type == PLAYER) 1527 if (!tmp || tmp->type == PLAYER)
1556 head = tmp; 1534 head = tmp;
1557 1535
1558 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1536 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1559 if (race && head->race && !strstr (race, head->race)) 1537 if (race && head->race && !strstr (race, head->race))
1560 continue; 1538 continue;
1539
1561 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1540 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1562 continue; 1541 continue;
1563 1542
1564 /* Now do a bunch of stuff related to saving throws */ 1543 /* Now do a bunch of stuff related to saving throws */
1565 best_at = -1; 1544 best_at = -1;
1582 at -= level / 5; 1561 at -= level / 5;
1583 if (did_make_save (head, head->level, at)) 1562 if (did_make_save (head, head->level, at))
1584 continue; 1563 continue;
1585 } 1564 }
1586 else /* spell->attacktype */ 1565 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 { 1566 {
1567 /*
1568 Spell has no attacktype (charm & such), so we'll have a specific saving:
1569 * if spell level < monster level, no go
1570 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1571
1572 The chance will then be in the range [20-70] percent, not too bad.
1573
1574 This is required to fix the 'charm monster' abuse, where a player level 1 can
1575 charm a level 125 monster...
1576
1577 Ryo, august 14th
1578 */
1600 if (head->level > level) 1579 if (head->level > level)
1601 continue; 1580 continue;
1581
1602 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1582 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1603 /* Failed, no effect */ 1583 /* Failed, no effect */
1604 continue; 1584 continue;
1605 } 1585 }
1606 1586
1607 /* Done with saving throw. Now start effecting the monster */ 1587 /* Done with saving throw. Now start affecting the monster */
1608 1588
1609 /* aggravation */ 1589 /* aggravation */
1610 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1590 if (QUERY_FLAG (spell, FLAG_MONSTER))
1611 { 1591 {
1612 CLEAR_FLAG (head, FLAG_SLEEP); 1592 CLEAR_FLAG (head, FLAG_SLEEP);
1613 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1614 remove_friendly_object (head); 1593 remove_friendly_object (head);
1615
1616 done_one = 1; 1594 done_one = 1;
1617 head->enemy = op; 1595 head->enemy = op;
1618 } 1596 }
1619 1597
1620 /* calm monsters */ 1598 /* calm monsters */
1629 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1607 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1630 { 1608 {
1631 SET_FLAG (head, FLAG_BERSERK); 1609 SET_FLAG (head, FLAG_BERSERK);
1632 done_one = 1; 1610 done_one = 1;
1633 } 1611 }
1612
1634 /* charm */ 1613 /* charm */
1635 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1614 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1636 { 1615 {
1637 SET_FLAG (head, FLAG_FRIENDLY);
1638 /* Prevent uncontolled outbreaks of self replicating monsters. 1616 /* Prevent uncontolled outbreaks of self replicating monsters.
1639 Typical use case is charm, go somwhere, use aggravation to make hostile. 1617 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. */ 1618 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1641 CLEAR_FLAG (head, FLAG_GENERATOR); 1619 CLEAR_FLAG (head, FLAG_GENERATOR);
1642 head->set_owner (op); 1620 head->set_owner (op);
1720 * if this has an other_arch field, we insert that in 1698 * if this has an other_arch field, we insert that in
1721 * the surround spaces. 1699 * the surround spaces.
1722 */ 1700 */
1723 for (j = 0; j < 9; j++) 1701 for (j = 0; j < 9; j++)
1724 { 1702 {
1725 object *new_ob;
1726
1727 hx = nx + freearr_x[j]; 1703 hx = nx + freearr_x[j];
1728 hy = ny + freearr_y[j]; 1704 hy = ny + freearr_y[j];
1729 1705
1730 m = op->map; 1706 m = op->map;
1731 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy); 1707 mflags = get_map_flags (m, &m, hx, hy, &hx, &hy);
1807#if 0 1783#if 0
1808 // this is bogus: it causes wrong places to be checked below 1784 // this is bogus: it causes wrong places to be checked below
1809 // (a wall 2 cells away will block the effect...) and 1785 // (a wall 2 cells away will block the effect...) and
1810 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1786 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1811 // space. 1787 // space.
1812 // should be fixed later, but correctness before featurs... 1788 // should be fixed later, but correctness before features...
1813 // (schmorp) 1789 // (schmorp)
1814 1790
1815 /* new offset calculation to make swarm element distribution 1791 /* new offset calculation to make swarm element distribution
1816 * more uniform 1792 * more uniform
1817 */ 1793 */
2107 if (disease->stats.sp) 2083 if (disease->stats.sp)
2108 disease->stats.sp -= dam_mod; 2084 disease->stats.sp -= dam_mod;
2109 2085
2110 if (infect_object (walk, disease, 1)) 2086 if (infect_object (walk, disease, 1))
2111 { 2087 {
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); 2088 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2115 2089
2116 disease->destroy (); /* don't need this one anymore */ 2090 disease->destroy (); /* don't need this one anymore */
2117 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2091 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2118 return 1; 2092 return 1;
2119 } 2093 }
2120 2094
2121 disease->destroy (); 2095 disease->destroy ();
2122 } 2096 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines