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/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2008,2010 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
/** @file food.c
* The implementation of the Food class of objects.
*/
#include <global.h>
#include <ob_methods.h>
#include <ob_types.h>
#include <sounds.h>
#include <sproto.h>
#include <math.h>
static method_ret dragon_focus_type_apply(ob_methods *context, object *focus, object *applier, int aflags);
/**
* Initializer for the food object type.
*/
void init_type_dragon_focus(void) {
register_apply(DRAGON_FOCUS, dragon_focus_type_apply);
}
/**
* Handles applying food.
* If player is applying, takes care of messages and dragon special food.
* @param context The method context
* @param focus - The focus to apply
* @param applier The player attempting to apply the food
* @param aflags Special flags (always apply/unapply)
* @return METHOD_OK unless failure for some reason.
*/
static method_ret dragon_focus_type_apply(ob_methods *context, object *focus, object *applier, int aflags) {
object *abil = NULL; /* pointer to dragon ability force*/
if (applier->type != PLAYER)
return METHOD_ERROR;
if (!is_dragon_pl(applier))
return METHOD_ERROR;
abil = object_find_by_type_and_arch_name(applier, FORCE, "dragon_ability_force");
if (abil == NULL)
return METHOD_ERROR;
abil->stats.exp = focus->stats.exp;
if (focus->face) {
applier->face = focus->face;
/* It only makes sense to change the animation if the
* face is also changing.
*/
if (focus->animation)
applier->animation = focus->animation;
}
if (focus->title) {
if (applier->title) free_string(applier->title);
applier->title = add_refcount(focus->title);
}
return 0;
}
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