Crossfire Server, Trunk  R20608
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1 /*
2  CrossFire, A Multiplayer game for X-windows
4  Copyright (C) 2007 Mark Wedel & Crossfire Development Team
5  Copyright (C) 1992 Frank Tore Johansen
7  This program is free software; you can redistribute it and/or modify
8  it under the terms of the GNU General Public License as published by
9  the Free Software Foundation; either version 2 of the License, or
10  (at your option) any later version.
12  This program is distributed in the hope that it will be useful,
13  but WITHOUT ANY WARRANTY; without even the implied warranty of
15  GNU General Public License for more details.
17  You should have received a copy of the GNU General Public License
18  along with this program; if not, write to the Free Software
19  Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21  The authors can be reached via e-mail at
22 */
27 #include <global.h>
28 #include <ob_methods.h>
29 #include <ob_types.h>
30 #include <sounds.h>
31 #include <sproto.h>
33 static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags);
38 void init_type_treasure(void) {
40 }
51 static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags) {
52  object *treas;
53  tag_t op_tag = op->count, applier_tag = applier->count;
54  char name[MAX_BUF];
56  if (applier->type == PLAYER) {
57  /* Nice side effect of new treasure creation method is that the
58  * treasure for the chest is done when the chest is created,
59  * and put into the chest inventory. So that when the chest
60  * burns up, the items still exist. Also prevents people from
61  * moving chests to more difficult maps to get better treasure
62  */
64  treas = op->inv;
65  if (treas == NULL) {
67  "The chest was empty.");
69  return METHOD_OK;
70  }
71  while (op->inv) {
72  treas = op->inv;
74  object_remove(treas);
75  /* don't tell the player about invisible objects */
76  if (!treas->invisible) {
77  query_name(treas, name, MAX_BUF);
79  "You find %s in the chest.",
80  name);
81  }
83  treas = object_insert_in_map_at(treas, applier->map, applier, INS_BELOW_ORIGINATOR, applier->x, applier->y);
85  if (treas
86  && (treas->type == RUNE || treas->type == TRAP)
87  && treas->level && QUERY_FLAG(applier, FLAG_ALIVE))
88  spring_trap(treas, applier);
89  /* If either player or container was destroyed, no need to do
90  * further processing. I think this should be enclused with
91  * spring trap above, as I don't think there is otherwise
92  * any way for the treasure chest or player to get killed
93  */
94  if (object_was_destroyed(applier, applier_tag) || object_was_destroyed(op, op_tag))
95  break;
96  }
98  if (!object_was_destroyed(op, op_tag) && op->inv == NULL)
100  }
101  return METHOD_OK;
102 }
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...)
Sends message to player(s).
Definition: main.c:315
void spring_trap(object *trap, object *victim)
This function generalizes attacks by runes/traps.
Definition: rune.c:205
Sound-related defines.
Insert new object immediately below originator.
Definition: object.h:572
Typedefs for ob_methods.
Definition: ob_methods.h:45
Apply OK, but no/bad result.
Definition: newclient.h:599
int16_t invisible
How much longer the object will be invis.
Definition: object.h:360
See Rune.
Definition: object.h:240
void init_type_treasure(void)
Initializer for the TREASURE object type.
Definition: treasure.c:38
#define object_was_destroyed(op, old_tag)
Checks if an object still exists.
Definition: object.h:68
Global type definitions and header inclusions.
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
Sends message to player(s).
Definition: main.c:310
Applying objects.
Definition: newclient.h:384
char method_ret
Define some standard return values for callbacks which don't need to return any other results...
Definition: ob_methods.h:14
See Trap.
Definition: object.h:241
int16_t y
Position in the map for this object.
Definition: object.h:326
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Same as object_insert_in_map() except it handle separate coordinates and do a clean job preparing mul...
Definition: object.c:1921
#define FLAG_ALIVE
Object can fight (or be fought)
Definition: define.h:230
See Treasure.
Definition: object.h:110
#define METHOD_OK
Definition: ob_methods.h:15
struct mapdef * map
Pointer to the map in which this object is present.
Definition: object.h:297
static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags)
Attempts to apply treasure.
Definition: treasure.c:51
void register_apply(int ob_type, apply_func method)
Registers the apply method for the given type.
Definition: ob_types.c:62
uint32_t tag_t
Object tag, unique during the whole game.
Definition: object.h:12
#define QUERY_FLAG(xyz, p)
Definition: define.h:225
#define MAX_BUF
Used for all kinds of things.
Definition: define.h:35
int16_t x
Definition: object.h:326
Object type variables.
See Player.
Definition: object.h:107
#define object_decrease_nrof_by_one(xyz)
Definition: compat.h:28
tag_t count
Unique object number for this object.
Definition: object.h:299
uint8_t type
Definition: object.h:338
Was able to apply object.
Definition: newclient.h:598
struct obj * inv
Pointer to the first object in the inventory.
Definition: object.h:290
#define NDI_UNIQUE
Print immediately, don't buffer.
Definition: newclient.h:245
void query_name(const object *op, char *buf, size_t size)
Describes an item.
Definition: item.c:626
Object type functions and variables.
int16_t level
Level of creature or object.
Definition: object.h:351
void object_remove(object *op)
This function removes the object op from the linked list of objects which it is currently tied to...
Definition: object.c:1654