103 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			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;
 | |
| }
 |