Crossfire Server, Trunk  1.75.0
treasure.cpp
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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(object *op, object *applier, int aflags);
34 
38 void init_type_treasure(void) {
40 }
41 
50 static method_ret treasure_type_apply(object *op, object *applier, int aflags) {
51  object *treas;
52  tag_t op_tag = op->count, applier_tag = applier->count;
53  char name[MAX_BUF], container_name[MAX_BUF];
54  (void)aflags;
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  query_name(op, container_name, MAX_BUF);
65 
66  treas = op->inv;
67  if (treas == NULL) {
69  "The chest was empty.");
71  return METHOD_OK;
72  }
73  while (op->inv) {
74  treas = op->inv;
75 
76  object_remove(treas);
77  /* don't tell the player about invisible objects */
78  if (!treas->invisible) {
79  query_name(treas, name, MAX_BUF);
81  "You find %s in the %s.",
82  name, container_name);
83  }
84 
85  treas = object_insert_in_map_at(treas, applier->map, applier, INS_BELOW_ORIGINATOR, applier->x, applier->y);
86 
87  if (treas
88  && (treas->type == RUNE || treas->type == TRAP)
89  && treas->level && QUERY_FLAG(applier, FLAG_ALIVE))
90  spring_trap(treas, applier);
91  /* If either player or container was destroyed, no need to do
92  * further processing. I think this should be enclused with
93  * spring trap above, as I don't think there is otherwise
94  * any way for the treasure chest or player to get killed
95  */
96  if (object_was_destroyed(applier, applier_tag) || object_was_destroyed(op, op_tag))
97  break;
98  }
99 
100  if (!object_was_destroyed(op, op_tag) && op->inv == NULL)
102  }
103  return METHOD_OK;
104 }
object_was_destroyed
#define object_was_destroyed(op, old_tag)
Checks if an object still exists.
Definition: object.h:70
PLAYER
@ PLAYER
Definition: object.h:112
global.h
object::inv
object * inv
Pointer to the first object in the inventory.
Definition: object.h:298
QUERY_FLAG
#define QUERY_FLAG(xyz, p)
Definition: define.h:371
register_apply
void register_apply(int ob_type, apply_func method)
Registers the apply method for the given type.
Definition: ob_types.cpp:62
METHOD_OK
#define METHOD_OK
Definition: ob_methods.h:15
object::invisible
int16_t invisible
How much longer the object will be invis.
Definition: object.h:370
TRAP
@ TRAP
Definition: object.h:246
object::x
int16_t x
Definition: object.h:335
spring_trap
void spring_trap(object *trap, object *victim)
This function generalizes attacks by runes/traps.
Definition: rune.cpp:214
object::map
struct mapstruct * map
Pointer to the map in which this object is present.
Definition: object.h:305
draw_ext_info_format
void draw_ext_info_format(int flags, int pri, const object *pl, uint8_t type, uint8_t subtype, const char *format,...) PRINTF_ARGS(6
TREASURE
@ TREASURE
Definition: object.h:115
object::count
tag_t count
Unique object number for this object.
Definition: object.h:307
RUNE
@ RUNE
Definition: object.h:245
object::level
int16_t level
Level of creature or object.
Definition: object.h:361
name
Plugin animator file specs[Config] name
Definition: animfiles.txt:4
draw_ext_info
vs only yadda is in because all tags get reset on the next draw_ext_info In the second since it is all in one draw_ext_info
Definition: media-tags.txt:61
FLAG_ALIVE
#define FLAG_ALIVE
Object can fight (or be fought)
Definition: define.h:217
object::y
int16_t y
Position in the map for this object.
Definition: object.h:335
object_decrease_nrof_by_one
#define object_decrease_nrof_by_one(xyz)
Definition: compat.h:32
MSG_TYPE_APPLY_SUCCESS
#define MSG_TYPE_APPLY_SUCCESS
Was able to apply object.
Definition: newclient.h:607
query_name
void query_name(const object *op, char *buf, size_t size)
Describes an item.
Definition: item.cpp:593
object::type
uint8_t type
PLAYER, BULLET, etc.
Definition: object.h:348
tag_t
uint32_t tag_t
Object tag, unique during the whole game.
Definition: object.h:14
sproto.h
object_insert_in_map_at
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.cpp:2085
MAX_BUF
#define MAX_BUF
Used for all kinds of things.
Definition: define.h:35
method_ret
char method_ret
Define some standard return values for callbacks which don't need to return any other results.
Definition: ob_methods.h:14
ob_types.h
treasure_type_apply
static method_ret treasure_type_apply(object *op, object *applier, int aflags)
Attempts to apply treasure.
Definition: treasure.cpp:50
sounds.h
NDI_UNIQUE
#define NDI_UNIQUE
Print immediately, don't buffer.
Definition: newclient.h:266
MSG_TYPE_APPLY_FAILURE
#define MSG_TYPE_APPLY_FAILURE
Apply OK, but no/bad result.
Definition: newclient.h:608
object_remove
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.cpp:1818
ob_methods.h
MSG_TYPE_APPLY
#define MSG_TYPE_APPLY
Applying objects.
Definition: newclient.h:412
INS_BELOW_ORIGINATOR
#define INS_BELOW_ORIGINATOR
Insert new object immediately below originator.
Definition: object.h:584
init_type_treasure
void init_type_treasure(void)
Initializer for the TREASURE object type.
Definition: treasure.cpp:38