server-1.12/types/treasure/treasure.c

103 lines
3.7 KiB
C

/*
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
* The implementation of the Treasure class of objects.
*/
#include <global.h>
#include <ob_methods.h>
#include <ob_types.h>
#include <sounds.h>
#include <sproto.h>
static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags);
/**
* Initializer for the TREASURE object type.
*/
void init_type_treasure(void) {
register_apply(TREASURE, treasure_type_apply);
}
/**
* Attempts to apply treasure.
* @param context The method context
* @param op The treasure to apply
* @param applier The object attempting to apply the treasure. Ignored unless
* a player
* @param aflags Special flags (always apply/unapply)
* @return The return value is always METHOD_OK
*/
static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags) {
object *treas;
tag_t op_tag = op->count, applier_tag = applier->count;
char name[MAX_BUF];
if (applier->type == PLAYER) {
/* Nice side effect of new treasure creation method is that the
* treasure for the chest is done when the chest is created,
* and put into the chest inventory. So that when the chest
* burns up, the items still exist. Also prevents peapplierle from
* moving chests to more difficult maps to get better treasure
*/
treas = op->inv;
if (treas == NULL) {
draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
"The chest was empty.", NULL);
decrease_ob(op);
return METHOD_OK;
}
while (op->inv) {
treas = op->inv;
remove_ob(treas);
query_name(treas, name, MAX_BUF);
draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
"You find %s in the chest.",
"You find %s in the chest.",
name);
treas->x = applier->x;
treas->y = applier->y;
treas = insert_ob_in_map(treas, applier->map, applier, INS_BELOW_ORIGINATOR);
if (treas
&& (treas->type == RUNE || treas->type == TRAP)
&& treas->level && QUERY_FLAG(applier, FLAG_ALIVE))
spring_trap(treas, applier);
/* If either player or container was destroyed, no need to do
* further processing. I think this should be enclused with
* spring trap above, as I don't think there is otherwise
* any way for the treasure chest or player to get killed
*/
if (was_destroyed(applier, applier_tag) || was_destroyed(op, op_tag))
break;
}
if (!was_destroyed(op, op_tag) && op->inv == NULL)
decrease_ob(op);
}
return METHOD_OK;
}