89 lines
3.0 KiB
C
89 lines
3.0 KiB
C
/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2007 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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/** @file peacemaker/peacemaker.c
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* The implementation of the Peacemaker class of objects.
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* @todo Consider merging Peacemaker with Spell Effects
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*/
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#include <global.h>
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#include <ob_methods.h>
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#include <ob_types.h>
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#include <sounds.h>
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#include <sproto.h>
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static method_ret peacemaker_type_process(ob_methods *context, object *op);
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/**
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* Initializer for the peacemaker object type.
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*/
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void init_type_peacemaker(void) {
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register_process(PEACEMAKER, peacemaker_type_process);
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}
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/**
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* Handle ob_process for all peacemaker objects. Makes monster it passes
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* peaceful.
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* @param context The method context
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* @param op The peacemaker that's being processed.
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* @return METHOD_OK
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*/
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static method_ret peacemaker_type_process(ob_methods *context, object *op) {
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object *tmp;
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for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) {
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int atk_lev, def_lev;
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object *victim = tmp;
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if (tmp->head)
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victim = tmp->head;
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if (!QUERY_FLAG(victim, FLAG_MONSTER))
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continue;
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if (QUERY_FLAG(victim, FLAG_UNAGGRESSIVE))
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continue;
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if (victim->stats.exp == 0)
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continue;
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def_lev = MAX(1, victim->level);
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atk_lev = MAX(1, op->level);
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if (rndm(0, atk_lev-1) > def_lev) {
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/* make this sucker peaceful. */
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change_exp(get_owner(op), victim->stats.exp, op->skill, 0);
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victim->stats.exp = 0;
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victim->attack_movement = RANDO2;
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SET_FLAG(victim, FLAG_UNAGGRESSIVE);
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SET_FLAG(victim, FLAG_RUN_AWAY);
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SET_FLAG(victim, FLAG_RANDOM_MOVE);
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CLEAR_FLAG(victim, FLAG_MONSTER);
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if (victim->name) {
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draw_ext_info_format(NDI_UNIQUE, 0, op->owner, MSG_TYPE_SPELL, MSG_TYPE_SPELL_SUCCESS,
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"%s no longer feels like fighting.",
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"%s no longer feels like fighting.",
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victim->name);
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}
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}
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}
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return METHOD_OK;
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}
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