Crossfire Server, Trunk  R21024
treasure.c
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1 /*
2  CrossFire, A Multiplayer game for X-windows
3 
4  Copyright (C) 2007 Mark Wedel & Crossfire Development Team
5  Copyright (C) 1992 Frank Tore Johansen
6 
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.
11 
12  This program is distributed in the hope that it will be useful,
13  but WITHOUT ANY WARRANTY; without even the implied warranty of
14  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  GNU General Public License for more details.
16 
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.
20 
21  The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23 
27 #include <global.h>
28 #include <ob_methods.h>
29 #include <ob_types.h>
30 #include <sounds.h>
31 #include <sproto.h>
32 
33 static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags);
34 
38 void init_type_treasure(void) {
40 }
41 
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];
55 
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  */
63 
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;
73 
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  }
82 
83  treas = object_insert_in_map_at(treas, applier->map, applier, INS_BELOW_ORIGINATOR, applier->x, applier->y);
84 
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  }
97 
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,...)
Definition: main.c:315
void spring_trap(object *trap, object *victim)
Definition: rune.c:205
#define INS_BELOW_ORIGINATOR
Definition: object.h:570
#define MSG_TYPE_APPLY_FAILURE
Definition: newclient.h:599
int16_t invisible
Definition: object.h:360
Definition: object.h:240
void init_type_treasure(void)
Definition: treasure.c:38
#define object_was_destroyed(op, old_tag)
Definition: object.h:68
void draw_ext_info(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *message)
Definition: main.c:310
#define MSG_TYPE_APPLY
Definition: newclient.h:384
char method_ret
Definition: ob_methods.h:14
Definition: object.h:241
int16_t y
Definition: object.h:326
object * object_insert_in_map_at(object *op, mapstruct *m, object *originator, int flag, int x, int y)
Definition: object.c:1936
#define FLAG_ALIVE
Definition: define.h:230
#define METHOD_OK
Definition: ob_methods.h:15
struct mapdef * map
Definition: object.h:297
static method_ret treasure_type_apply(ob_methods *context, object *op, object *applier, int aflags)
Definition: treasure.c:51
void register_apply(int ob_type, apply_func method)
Definition: ob_types.c:62
uint32_t tag_t
Definition: object.h:12
#define QUERY_FLAG(xyz, p)
Definition: define.h:225
#define MAX_BUF
Definition: define.h:35
int16_t x
Definition: object.h:326
Definition: object.h:107
#define object_decrease_nrof_by_one(xyz)
Definition: compat.h:28
tag_t count
Definition: object.h:299
uint8_t type
Definition: object.h:338
#define MSG_TYPE_APPLY_SUCCESS
Definition: newclient.h:598
struct obj * inv
Definition: object.h:290
#define NDI_UNIQUE
Definition: newclient.h:245
void query_name(const object *op, char *buf, size_t size)
Definition: item.c:626
int16_t level
Definition: object.h:351
void object_remove(object *op)
Definition: object.c:1669