Crossfire Server, Branch 1.12  R12190
treasure.c
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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 }