if (player == hitted)
{
update_log(" You die.");
+ memset(hitted->fov_map, ' ', world.map.length * world.map.length);
return;
}
+ else
+ {
+ free(hitted->fov_map);
+ hitted->fov_map = NULL;
+ free(hitted->mem_map);
+ hitted->mem_map = NULL;
+ }
update_log(" It dies.");
}
}
if (passable)
{
set_thing_position(t, target);
- free(t->fov_map);
- t->fov_map = build_fov_map(t);
+ build_fov_map(t);
}
if (t == get_player())
{