Crossfire Server, Branch 1.12
R12190
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00001 /* 00002 CrossFire, A Multiplayer game for X-windows 00003 00004 Copyright (C) 2007 Mark Wedel & Crossfire Development Team 00005 Copyright (C) 1992 Frank Tore Johansen 00006 00007 This program is free software; you can redistribute it and/or modify 00008 it under the terms of the GNU General Public License as published by 00009 the Free Software Foundation; either version 2 of the License, or 00010 (at your option) any later version. 00011 00012 This program is distributed in the hope that it will be useful, 00013 but WITHOUT ANY WARRANTY; without even the implied warranty of 00014 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00015 GNU General Public License for more details. 00016 00017 You should have received a copy of the GNU General Public License 00018 along with this program; if not, write to the Free Software 00019 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 00020 00021 The authors can be reached via e-mail at crossfire-devel@real-time.com 00022 */ 00023 00027 #include <global.h> 00028 #include <ob_methods.h> 00029 #include <ob_types.h> 00030 #include <sounds.h> 00031 #include <sproto.h> 00032 00033 static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags); 00034 00038 void init_type_treasure(void) { 00039 register_apply(TREASURE, treasure_type_apply); 00040 } 00041 00051 static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags) { 00052 object *treas; 00053 tag_t op_tag = op->count, applier_tag = applier->count; 00054 char name[MAX_BUF]; 00055 00056 if (applier->type == PLAYER) { 00057 /* Nice side effect of new treasure creation method is that the 00058 * treasure for the chest is done when the chest is created, 00059 * and put into the chest inventory. So that when the chest 00060 * burns up, the items still exist. Also prevents peapplierle from 00061 * moving chests to more difficult maps to get better treasure 00062 */ 00063 00064 treas = op->inv; 00065 if (treas == NULL) { 00066 draw_ext_info(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_FAILURE, 00067 "The chest was empty.", NULL); 00068 decrease_ob(op); 00069 return METHOD_OK; 00070 } 00071 while (op->inv) { 00072 treas = op->inv; 00073 00074 remove_ob(treas); 00075 query_name(treas, name, MAX_BUF); 00076 draw_ext_info_format(NDI_UNIQUE, 0, applier, MSG_TYPE_APPLY, MSG_TYPE_APPLY_SUCCESS, 00077 "You find %s in the chest.", 00078 "You find %s in the chest.", 00079 name); 00080 00081 treas->x = applier->x; 00082 treas->y = applier->y; 00083 treas = insert_ob_in_map(treas, applier->map, applier, INS_BELOW_ORIGINATOR); 00084 00085 if (treas 00086 && (treas->type == RUNE || treas->type == TRAP) 00087 && treas->level && QUERY_FLAG(applier, FLAG_ALIVE)) 00088 spring_trap(treas, applier); 00089 /* If either player or container was destroyed, no need to do 00090 * further processing. I think this should be enclused with 00091 * spring trap above, as I don't think there is otherwise 00092 * any way for the treasure chest or player to get killed 00093 */ 00094 if (was_destroyed(applier, applier_tag) || was_destroyed(op, op_tag)) 00095 break; 00096 } 00097 00098 if (!was_destroyed(op, op_tag) && op->inv == NULL) 00099 decrease_ob(op); 00100 } 00101 return METHOD_OK; 00102 }