103 lines
3.7 KiB
C
103 lines
3.7 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
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* The implementation of the Treasure class of objects.
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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 treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags);
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/**
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* Initializer for the TREASURE object type.
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*/
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void init_type_treasure(void) {
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register_apply(TREASURE, treasure_type_apply);
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}
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/**
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* Attempts to apply treasure.
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* @param context The method context
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* @param op The treasure to apply
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* @param applier The object attempting to apply the treasure. Ignored unless
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* a player
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* @param aflags Special flags (always apply/unapply)
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* @return The return value is always METHOD_OK
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*/
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static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags) {
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object *treas;
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tag_t op_tag = op->count, applier_tag = applier->count;
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char name[MAX_BUF];
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if (applier->type == PLAYER) {
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/* Nice side effect of new treasure creation method is that the
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* treasure for the chest is done when the chest is created,
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* and put into the chest inventory. So that when the chest
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* burns up, the items still exist. Also prevents peapplierle from
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* moving chests to more difficult maps to get better treasure
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*/
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treas = op->inv;
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if (treas == NULL) {
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draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE,
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"The chest was empty.", NULL);
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decrease_ob(op);
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return METHOD_OK;
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}
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while (op->inv) {
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treas = op->inv;
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remove_ob(treas);
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query_name(treas, name, MAX_BUF);
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draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS,
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"You find %s in the chest.",
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"You find %s in the chest.",
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name);
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treas->x = applier->x;
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treas->y = applier->y;
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treas = insert_ob_in_map(treas, applier->map, applier, INS_BELOW_ORIGINATOR);
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if (treas
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&& (treas->type == RUNE || treas->type == TRAP)
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&& treas->level && QUERY_FLAG(applier, FLAG_ALIVE))
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spring_trap(treas, applier);
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/* If either player or container was destroyed, no need to do
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* further processing. I think this should be enclused with
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* spring trap above, as I don't think there is otherwise
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* any way for the treasure chest or player to get killed
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*/
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if (was_destroyed(applier, applier_tag) || was_destroyed(op, op_tag))
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break;
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}
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if (!was_destroyed(op, op_tag) && op->inv == NULL)
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decrease_ob(op);
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}
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return METHOD_OK;
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}
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