File: peacemaker.c

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/*
    CrossFire, A Multiplayer game for X-windows

    Copyright (C) 2007 Mark Wedel & Crossfire Development Team
    Copyright (C) 1992 Frank Tore Johansen

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.

    The authors can be reached via e-mail at crossfire-devel@real-time.com
*/

/** @file peacemaker/peacemaker.c
 * The implementation of the Peacemaker class of objects.
 * @todo Consider merging Peacemaker with Spell Effects
 */
#include <global.h>
#include <ob_methods.h>
#include <ob_types.h>
#include <sounds.h>
#include <sproto.h>

static method_ret peacemaker_type_process(ob_methods *context, object *op);

/**
 * Initializer for the peacemaker object type.
 */
void init_type_peacemaker(void) {
    register_process(PEACEMAKER, peacemaker_type_process);
}

/**
 * Handle ob_process for all peacemaker objects. Makes monster it passes
 * peaceful.
 * @param context The method context
 * @param op The peacemaker that's being processed.
 * @return METHOD_OK
 */
static method_ret peacemaker_type_process(ob_methods *context, object *op) {
    object *owner;

    owner = object_get_owner(op);
    if (owner == NULL) {
        LOG(llevError, "peacemaker_type_process: peacemaker object %s has no owner\n", op->name);
        object_remove(op);
        object_free(op, 1);
        return METHOD_OK;
    }

    FOR_MAP_PREPARE(op->map, op->x, op->y, tmp) {
        int atk_lev, def_lev;
        object *victim;

        victim = HEAD(tmp);
        if (!QUERY_FLAG(victim, FLAG_MONSTER))
            continue;
        if (QUERY_FLAG(victim, FLAG_UNAGGRESSIVE))
            continue;
        if (victim->stats.exp == 0)
            continue;

        def_lev = MAX(1, victim->level);
        atk_lev = MAX(1, op->level);

        if (rndm(0, atk_lev-1) > def_lev) {
            /* make this sucker peaceful. */

            change_exp(owner, victim->stats.exp, op->skill, 0);
            victim->stats.exp = 0;
            victim->attack_movement = RANDO2;
            SET_FLAG(victim, FLAG_UNAGGRESSIVE);
            SET_FLAG(victim, FLAG_RUN_AWAY);
            SET_FLAG(victim, FLAG_RANDOM_MOVE);
            CLEAR_FLAG(victim, FLAG_MONSTER);
            if (victim->name) {
                draw_ext_info_format(NDI_UNIQUE, 0, owner, MSG_TYPE_SPELL, MSG_TYPE_SPELL_SUCCESS,
                    "%s no longer feels like fighting.",
                    victim->name);
            }
        }
    } FOR_MAP_FINISH();
    return METHOD_OK;
}