1 | |
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2 | /* |
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|
3 | * static char *rcsid_attack_c = |
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|
4 | * "$Id: attack.C,v 1.15 2006/09/14 20:46:10 root Exp $"; |
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5 | */ |
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6 | |
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|
7 | /* |
1 | /* |
8 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
9 | |
3 | |
10 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
11 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
… | |
… | |
22 | |
16 | |
23 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
24 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
25 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
26 | |
20 | |
27 | The authors can be reached via e-mail to crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail to <crossfire@schmorp.de> |
28 | */ |
22 | */ |
29 | #include <assert.h> |
23 | #include <assert.h> |
30 | #include <global.h> |
24 | #include <global.h> |
31 | #include <living.h> |
25 | #include <living.h> |
32 | #include <material.h> |
26 | #include <material.h> |
… | |
… | |
158 | { |
152 | { |
159 | if (!did_make_save_item (op, type, originator)) |
153 | if (!did_make_save_item (op, type, originator)) |
160 | { |
154 | { |
161 | object *env = op->env; |
155 | object *env = op->env; |
162 | int x = op->x, y = op->y; |
156 | int x = op->x, y = op->y; |
163 | mapstruct *m = op->map; |
157 | maptile *m = op->map; |
164 | |
158 | |
165 | op = stop_item (op); |
159 | op = stop_item (op); |
166 | if (op == NULL) |
160 | if (op == NULL) |
167 | return; |
161 | return; |
168 | |
162 | |
… | |
… | |
247 | |
241 | |
248 | /* The value of 50 is arbitrary. */ |
242 | /* The value of 50 is arbitrary. */ |
249 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
243 | if (type & AT_COLD && (op->resist[ATNR_COLD] < 50) && !QUERY_FLAG (op, FLAG_NO_PICK) && (RANDOM () & 2)) |
250 | { |
244 | { |
251 | object *tmp; |
245 | object *tmp; |
252 | archetype *at = find_archetype ("icecube"); |
246 | archetype *at = archetype::find ("icecube"); |
253 | |
247 | |
254 | if (at == NULL) |
248 | if (at == NULL) |
255 | return; |
249 | return; |
256 | |
250 | |
257 | op = stop_item (op); |
251 | op = stop_item (op); |
… | |
… | |
288 | |
282 | |
289 | int |
283 | int |
290 | hit_map (object *op, int dir, int type, int full_hit) |
284 | hit_map (object *op, int dir, int type, int full_hit) |
291 | { |
285 | { |
292 | object *tmp, *next; |
286 | object *tmp, *next; |
293 | mapstruct *map; |
287 | maptile *map; |
294 | sint16 x, y; |
288 | sint16 x, y; |
295 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
289 | int retflag = 0; /* added this flag.. will return 1 if it hits a monster */ |
296 | |
290 | |
297 | tag_t op_tag, next_tag = 0; |
|
|
298 | |
|
|
299 | if (QUERY_FLAG (op, FLAG_FREED)) |
291 | if (QUERY_FLAG (op, FLAG_FREED)) |
300 | { |
292 | { |
301 | LOG (llevError, "BUG: hit_map(): free object\n"); |
293 | LOG (llevError, "BUG: hit_map(): free object\n"); |
302 | return 0; |
294 | return 0; |
303 | } |
295 | } |
… | |
… | |
314 | return 0; |
306 | return 0; |
315 | } |
307 | } |
316 | |
308 | |
317 | if (op->head) |
309 | if (op->head) |
318 | op = op->head; |
310 | op = op->head; |
319 | |
|
|
320 | op_tag = op->count; |
|
|
321 | |
311 | |
322 | map = op->map; |
312 | map = op->map; |
323 | x = op->x + freearr_x[dir]; |
313 | x = op->x + freearr_x[dir]; |
324 | y = op->y + freearr_y[dir]; |
314 | y = op->y + freearr_y[dir]; |
325 | |
315 | |
… | |
… | |
353 | update_object (op, UP_OBJ_FACE); |
343 | update_object (op, UP_OBJ_FACE); |
354 | type &= ~AT_CHAOS; |
344 | type &= ~AT_CHAOS; |
355 | } |
345 | } |
356 | |
346 | |
357 | next = get_map_ob (map, x, y); |
347 | next = get_map_ob (map, x, y); |
358 | if (next) |
|
|
359 | next_tag = next->count; |
|
|
360 | |
348 | |
361 | while (next) |
349 | while (next) |
362 | { |
350 | { |
363 | if (was_destroyed (next, next_tag)) |
351 | if (next->destroyed ()) |
364 | { |
352 | { |
365 | /* There may still be objects that were above 'next', but there is no |
353 | /* There may still be objects that were above 'next', but there is no |
366 | * simple way to find out short of copying all object references and |
354 | * simple way to find out short of copying all object references and |
367 | * tags into a temporary array before we start processing the first |
355 | * tags into a temporary array before we start processing the first |
368 | * object. That's why we just abort. |
356 | * object. That's why we just abort. |
… | |
… | |
376 | } |
364 | } |
377 | |
365 | |
378 | tmp = next; |
366 | tmp = next; |
379 | next = tmp->above; |
367 | next = tmp->above; |
380 | |
368 | |
381 | if (next) |
369 | if (tmp->destroyed ()) |
382 | next_tag = next->count; |
|
|
383 | |
|
|
384 | if (QUERY_FLAG (tmp, FLAG_FREED)) |
|
|
385 | { |
370 | { |
386 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
371 | LOG (llevError, "BUG: hit_map(): found freed object\n"); |
387 | break; |
372 | break; |
388 | } |
373 | } |
389 | |
374 | |
… | |
… | |
396 | |
381 | |
397 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
382 | if (QUERY_FLAG (tmp, FLAG_ALIVE)) |
398 | { |
383 | { |
399 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
384 | hit_player (tmp, op->stats.dam, op, type, full_hit); |
400 | retflag |= 1; |
385 | retflag |= 1; |
401 | if (was_destroyed (op, op_tag)) |
386 | if (op->destroyed ()) |
402 | break; |
387 | break; |
403 | } |
388 | } |
404 | |
389 | |
405 | /* Here we are potentially destroying an object. If the object has |
390 | /* Here we are potentially destroying an object. If the object has |
406 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
391 | * NO_PASS set, it is also immune - you can't destroy walls. Note |
… | |
… | |
410 | * destroyed right now. |
395 | * destroyed right now. |
411 | */ |
396 | */ |
412 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
397 | else if ((tmp->material || tmp->materialname) && op->stats.dam > 0 && !tmp->move_block) |
413 | { |
398 | { |
414 | save_throw_object (tmp, type, op); |
399 | save_throw_object (tmp, type, op); |
415 | if (was_destroyed (op, op_tag)) |
400 | if (op->destroyed ()) |
416 | break; |
401 | break; |
417 | } |
402 | } |
418 | } |
403 | } |
419 | |
404 | |
420 | return 0; |
405 | return 0; |
… | |
… | |
423 | void |
408 | void |
424 | attack_message (int dam, int type, object *op, object *hitter) |
409 | attack_message (int dam, int type, object *op, object *hitter) |
425 | { |
410 | { |
426 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
411 | char buf[MAX_BUF], buf1[MAX_BUF], buf2[MAX_BUF]; |
427 | int i, found = 0; |
412 | int i, found = 0; |
428 | mapstruct *map; |
413 | maptile *map; |
429 | object *next, *tmp; |
414 | object *next, *tmp; |
430 | |
415 | |
431 | /* put in a few special messages for some of the common attacktypes |
416 | /* put in a few special messages for some of the common attacktypes |
432 | * a player might have. For example, fire, electric, cold, etc |
417 | * a player might have. For example, fire, electric, cold, etc |
433 | * [garbled 20010919] |
418 | * [garbled 20010919] |
… | |
… | |
760 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
745 | attack_ob_simple (object *op, object *hitter, int base_dam, int base_wc) |
761 | { |
746 | { |
762 | int simple_attack, roll, dam = 0; |
747 | int simple_attack, roll, dam = 0; |
763 | uint32 type; |
748 | uint32 type; |
764 | shstr op_name; |
749 | shstr op_name; |
765 | tag_t op_tag, hitter_tag; |
|
|
766 | |
750 | |
767 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
751 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
768 | goto error; |
752 | goto error; |
769 | |
753 | |
770 | if (hitter->current_weapon) |
754 | if (hitter->current_weapon) |
771 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
755 | if (INVOKE_OBJECT (WEAPON_ATTACK, hitter->current_weapon, ARG_OBJECT (hitter), ARG_OBJECT (op))) |
772 | return RESULT_INT (0); |
756 | return RESULT_INT (0); |
773 | |
757 | |
774 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
758 | if (INVOKE_OBJECT (ATTACK, op, ARG_OBJECT (hitter))) |
775 | return RESULT_INT (0); |
759 | return RESULT_INT (0); |
776 | |
|
|
777 | op_tag = op->count; |
|
|
778 | hitter_tag = hitter->count; |
|
|
779 | |
760 | |
780 | /* |
761 | /* |
781 | * A little check to make it more difficult to dance forward and back |
762 | * A little check to make it more difficult to dance forward and back |
782 | * to avoid ever being hit by monsters. |
763 | * to avoid ever being hit by monsters. |
783 | */ |
764 | */ |
… | |
… | |
788 | * which then gets here again. By decreasing the speed before |
769 | * which then gets here again. By decreasing the speed before |
789 | * we call process_object, the 'if' statement above will fail. |
770 | * we call process_object, the 'if' statement above will fail. |
790 | */ |
771 | */ |
791 | op->speed_left--; |
772 | op->speed_left--; |
792 | process_object (op); |
773 | process_object (op); |
793 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
774 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
794 | goto error; |
775 | goto error; |
795 | } |
776 | } |
796 | |
777 | |
797 | op_name = op->name; |
778 | op_name = op->name; |
798 | |
779 | |
… | |
… | |
849 | * when they hit the victim. For things like thrown daggers, |
830 | * when they hit the victim. For things like thrown daggers, |
850 | * this sets 'hitter' to the actual dagger, and not the |
831 | * this sets 'hitter' to the actual dagger, and not the |
851 | * wrapper object. |
832 | * wrapper object. |
852 | */ |
833 | */ |
853 | thrown_item_effect (hitter, op); |
834 | thrown_item_effect (hitter, op); |
854 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
835 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
855 | goto leave; |
836 | goto leave; |
856 | } |
837 | } |
857 | |
838 | |
858 | /* Need to do at least 1 damage, otherwise there is no point |
839 | /* Need to do at least 1 damage, otherwise there is no point |
859 | * to go further and it will cause FPE's below. |
840 | * to go further and it will cause FPE's below. |
860 | */ |
841 | */ |
861 | if (hitdam <= 0) |
842 | if (hitdam <= 0) |
862 | hitdam = 1; |
843 | hitdam = 1; |
863 | |
844 | |
864 | type = hitter->attacktype; |
845 | type = hitter->attacktype; |
|
|
846 | |
865 | if (!type) |
847 | if (!type) |
866 | type = AT_PHYSICAL; |
848 | type = AT_PHYSICAL; |
|
|
849 | |
867 | /* Handle monsters that hit back */ |
850 | /* Handle monsters that hit back */ |
868 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
851 | if (!simple_attack && QUERY_FLAG (op, FLAG_HITBACK) && QUERY_FLAG (hitter, FLAG_ALIVE)) |
869 | { |
852 | { |
870 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
853 | if (op->attacktype & AT_ACID && hitter->type == PLAYER) |
871 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
854 | new_draw_info (NDI_UNIQUE, 0, hitter, "You are splashed by acid!\n"); |
|
|
855 | |
872 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
856 | hit_player (hitter, random_roll (0, (op->stats.dam), hitter, PREFER_LOW), op, op->attacktype, 1); |
|
|
857 | |
873 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
858 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
874 | goto leave; |
859 | goto leave; |
875 | } |
860 | } |
876 | |
861 | |
877 | /* In the new attack code, it should handle multiple attack |
862 | /* In the new attack code, it should handle multiple attack |
878 | * types in its area, so remove it from here. |
863 | * types in its area, so remove it from here. |
879 | */ |
864 | */ |
880 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
865 | dam = hit_player (op, random_roll (1, hitdam, hitter, PREFER_HIGH), hitter, type, 1); |
|
|
866 | |
881 | if (was_destroyed (op, op_tag) || was_destroyed (hitter, hitter_tag) || abort_attack (op, hitter, simple_attack)) |
867 | if (op->destroyed () || hitter->destroyed () || abort_attack (op, hitter, simple_attack)) |
882 | goto leave; |
868 | goto leave; |
883 | } /* end of if hitter hit op */ |
869 | } /* end of if hitter hit op */ |
884 | /* if we missed, dam=0 */ |
870 | /* if we missed, dam=0 */ |
885 | |
871 | |
886 | /*attack_message(dam, type, op, hitter); */ |
872 | /*attack_message(dam, type, op, hitter); */ |
… | |
… | |
943 | object * |
929 | object * |
944 | hit_with_arrow (object *op, object *victim) |
930 | hit_with_arrow (object *op, object *victim) |
945 | { |
931 | { |
946 | object *container, *hitter; |
932 | object *container, *hitter; |
947 | int hit_something = 0; |
933 | int hit_something = 0; |
948 | tag_t victim_tag, hitter_tag; |
|
|
949 | sint16 victim_x, victim_y; |
934 | sint16 victim_x, victim_y; |
950 | |
935 | |
951 | /* Disassemble missile */ |
936 | /* Disassemble missile */ |
952 | if (op->inv) |
937 | if (op->inv) |
953 | { |
938 | { |
… | |
… | |
967 | } |
952 | } |
968 | |
953 | |
969 | /* Try to hit victim */ |
954 | /* Try to hit victim */ |
970 | victim_x = victim->x; |
955 | victim_x = victim->x; |
971 | victim_y = victim->y; |
956 | victim_y = victim->y; |
972 | victim_tag = victim->count; |
|
|
973 | hitter_tag = hitter->count; |
|
|
974 | |
957 | |
975 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
958 | hit_something = attack_ob_simple (victim, hitter, op->stats.dam, op->stats.wc); |
976 | |
959 | |
977 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
960 | /* Arrow attacks door, rune of summoning is triggered, demon is put on |
978 | * arrow, move_apply() calls this function, arrow sticks in demon, |
961 | * arrow, move_apply() calls this function, arrow sticks in demon, |
979 | * attack_ob_simple() returns, and we've got an arrow that still exists |
962 | * attack_ob_simple() returns, and we've got an arrow that still exists |
980 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
963 | * but is no longer on the map. Ugh. (Beware: Such things can happen at |
981 | * other places as well!) |
964 | * other places as well!) |
982 | */ |
965 | */ |
983 | if (was_destroyed (hitter, hitter_tag) || hitter->env != NULL) |
966 | if (hitter->destroyed () || hitter->env != NULL) |
984 | { |
967 | { |
985 | if (container) |
968 | if (container) |
986 | { |
969 | { |
987 | remove_ob (container); |
970 | remove_ob (container); |
988 | free_object (container); |
971 | free_object (container); |
… | |
… | |
1008 | remove_ob (container); |
991 | remove_ob (container); |
1009 | free_object (container); |
992 | free_object (container); |
1010 | } |
993 | } |
1011 | |
994 | |
1012 | /* Try to stick arrow into victim */ |
995 | /* Try to stick arrow into victim */ |
1013 | if (!was_destroyed (victim, victim_tag) && stick_arrow (hitter, victim)) |
996 | if (!victim->destroyed () && stick_arrow (hitter, victim)) |
1014 | return NULL; |
997 | return NULL; |
1015 | |
998 | |
1016 | /* Else try to put arrow on victim's map square |
999 | /* Else try to put arrow on victim's map square |
1017 | * remove check for P_WALL here. If the arrow got to this |
1000 | * remove check for P_WALL here. If the arrow got to this |
1018 | * space, that is good enough - with the new movement code, |
1001 | * space, that is good enough - with the new movement code, |
… | |
… | |
1773 | { |
1756 | { |
1774 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1757 | int maxdam = 0, ndam = 0, attacktype = 1, magic = (type & AT_MAGIC); |
1775 | int maxattacktype, attacknum; |
1758 | int maxattacktype, attacknum; |
1776 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1759 | int body_attack = op && op->head; /* Did we hit op's head? */ |
1777 | int simple_attack; |
1760 | int simple_attack; |
1778 | tag_t op_tag, hitter_tag; |
|
|
1779 | int rtn_kill = 0; |
1761 | int rtn_kill = 0; |
1780 | int friendlyfire; |
1762 | int friendlyfire; |
1781 | |
1763 | |
1782 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1764 | if (get_attack_mode (&op, &hitter, &simple_attack)) |
1783 | return 0; |
1765 | return 0; |
… | |
… | |
1791 | { |
1773 | { |
1792 | object *owner = get_owner (hitter); |
1774 | object *owner = get_owner (hitter); |
1793 | |
1775 | |
1794 | if (!owner) |
1776 | if (!owner) |
1795 | owner = hitter; |
1777 | owner = hitter; |
|
|
1778 | |
1796 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1779 | if (owner->type == PLAYER && (!op_on_battleground (op, 0, 0) && (op->contr->peaceful || owner->contr->peaceful)) && op != owner) |
1797 | { |
|
|
1798 | return 0; |
1780 | return 0; |
1799 | } |
|
|
1800 | } |
1781 | } |
1801 | #endif |
1782 | #endif |
1802 | |
|
|
1803 | op_tag = op->count; |
|
|
1804 | hitter_tag = hitter->count; |
|
|
1805 | |
1783 | |
1806 | if (body_attack) |
1784 | if (body_attack) |
1807 | { |
1785 | { |
1808 | /* slow and paralyze must hit the head. But we don't want to just |
1786 | /* slow and paralyze must hit the head. But we don't want to just |
1809 | * return - we still need to process other attacks the spell still |
1787 | * return - we still need to process other attacks the spell still |
… | |
… | |
1815 | * attack so we don't cancel out things like magic bullet. |
1793 | * attack so we don't cancel out things like magic bullet. |
1816 | */ |
1794 | */ |
1817 | if (type & (AT_PARALYZE | AT_SLOW)) |
1795 | if (type & (AT_PARALYZE | AT_SLOW)) |
1818 | { |
1796 | { |
1819 | type &= ~(AT_PARALYZE | AT_SLOW); |
1797 | type &= ~(AT_PARALYZE | AT_SLOW); |
|
|
1798 | |
1820 | if (!type || type == AT_MAGIC) |
1799 | if (!type || type == AT_MAGIC) |
1821 | return 0; |
1800 | return 0; |
1822 | } |
1801 | } |
1823 | } |
1802 | } |
1824 | |
1803 | |
… | |
… | |
1828 | |
1807 | |
1829 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1808 | for (tmp = op->inv; tmp != NULL; tmp = tmp->below) |
1830 | if (tmp->type == RUNE || tmp->type == TRAP) |
1809 | if (tmp->type == RUNE || tmp->type == TRAP) |
1831 | { |
1810 | { |
1832 | spring_trap (tmp, hitter); |
1811 | spring_trap (tmp, hitter); |
1833 | if (was_destroyed (hitter, hitter_tag) || was_destroyed (op, op_tag) || abort_attack (op, hitter, simple_attack)) |
1812 | if (hitter->destroyed () || op->destroyed () || abort_attack (op, hitter, simple_attack)) |
1834 | return 0; |
1813 | return 0; |
1835 | break; |
1814 | break; |
1836 | } |
1815 | } |
1837 | } |
1816 | } |
1838 | |
1817 | |
1839 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1818 | if (!QUERY_FLAG (op, FLAG_ALIVE) || op->stats.hp < 0) |
1840 | { |
1819 | { |
1841 | /* FIXME: If a player is killed by a rune in a door, the |
1820 | /* FIXME: If a player is killed by a rune in a door, the |
1842 | * was_destroyed() check above doesn't return, and might get here. |
1821 | * destroyed() check above doesn't return, and might get here. |
1843 | */ |
1822 | */ |
1844 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1823 | LOG (llevDebug, "victim (arch %s, name %s) already dead in " "hit_player()\n", &op->arch->name, &op->name); |
1845 | return 0; |
1824 | return 0; |
1846 | } |
1825 | } |
1847 | |
1826 | |
… | |
… | |
2066 | |
2045 | |
2067 | |
2046 | |
2068 | void |
2047 | void |
2069 | poison_player (object *op, object *hitter, int dam) |
2048 | poison_player (object *op, object *hitter, int dam) |
2070 | { |
2049 | { |
2071 | archetype *at = find_archetype ("poisoning"); |
2050 | archetype *at = archetype::find ("poisoning"); |
2072 | object *tmp = present_arch_in_ob (at, op); |
2051 | object *tmp = present_arch_in_ob (at, op); |
2073 | |
2052 | |
2074 | if (tmp == NULL) |
2053 | if (tmp == NULL) |
2075 | { |
2054 | { |
2076 | if ((tmp = arch_to_object (at)) == NULL) |
2055 | if ((tmp = arch_to_object (at)) == NULL) |
… | |
… | |
2122 | } |
2101 | } |
2123 | |
2102 | |
2124 | void |
2103 | void |
2125 | slow_player (object *op, object *hitter, int dam) |
2104 | slow_player (object *op, object *hitter, int dam) |
2126 | { |
2105 | { |
2127 | archetype *at = find_archetype ("slowness"); |
2106 | archetype *at = archetype::find ("slowness"); |
2128 | object *tmp; |
2107 | object *tmp; |
2129 | |
2108 | |
2130 | if (at == NULL) |
2109 | if (at == NULL) |
2131 | { |
2110 | { |
2132 | LOG (llevError, "Can't find slowness archetype.\n"); |
2111 | LOG (llevError, "Can't find slowness archetype.\n"); |