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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;
}
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