eldhamud/boards/
eldhamud/clans/
eldhamud/classes/
eldhamud/councils/
eldhamud/deity/
eldhamud/doc/
eldhamud/doc/DIKU/
eldhamud/doc/MERC/
eldhamud/doc/mudprogs/
eldhamud/houses/
/****************************************************************************
 * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame      |   \\._.//   *
 * -----------------------------------------------------------|   (0...0)   *
 * SMAUG 1.4 (C) 1994, 1995, 1996, 1998  by Derek Snider      |    ).:.(    *
 * -----------------------------------------------------------|    {o o}    *
 * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus,      |   / ' ' \   *
 * Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek,      |~'~.VxvxV.~'~*
 * Tricops and Fireblade                                      |             *
 * ------------------------------------------------------------------------ *
 * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael        *
 * Chastain, Michael Quan, and Mitchell Tse.                                *
 * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,          *
 * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.     *
 * ------------------------------------------------------------------------ *
 *			Specific object creation module			    *
 ****************************************************************************/

#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"



/*
 * Make a fire.
 */
void make_fire(ROOM_INDEX_DATA *in_room, sh_int timer)
{
  OBJ_DATA *fire;

  fire = create_object( get_obj_index( OBJ_VNUM_FIRE ), 0 );
  fire->timer = number_fuzzy(timer);
  obj_to_room( fire, in_room, NULL );
  return;
}

/*
 * Make a trap.
 */
OBJ_DATA *make_trap(int v0, int v1, int v2, int v3)
{
  OBJ_DATA *trap;

  trap = create_object( get_obj_index( OBJ_VNUM_TRAP ), 0 );
  trap->timer = 0;
  trap->value[0] = v0;
  trap->value[1] = v1;
  trap->value[2] = v2;
  trap->value[3] = v3;
  return trap;
}


/*
 * Turn an object into scraps.		-Thoric
 */
void make_scraps( OBJ_DATA *obj )
{
  char buf[MAX_STRING_LENGTH];
  OBJ_DATA  *scraps, *tmpobj;
  CHAR_DATA *ch = NULL;

  separate_obj( obj );
  scraps	= create_object( get_obj_index( OBJ_VNUM_SCRAPS ), 0 );
  scraps->timer = number_range( 5, 15 );

  if( IS_OBJ_STAT( obj, ITEM_ONMAP ) )
    {
      SET_OBJ_STAT( scraps, ITEM_ONMAP );
      scraps->map = obj->map;
      scraps->x = obj->x;
      scraps->y = obj->y;
    }

  /* don't make scraps of scraps of scraps of ... */
  if ( obj->pIndexData->vnum == OBJ_VNUM_SCRAPS )
    {
      STRFREE( scraps->short_descr );
      scraps->short_descr = STRALLOC( "some debris" );
      STRFREE( scraps->description );
      scraps->description = STRALLOC( "Bits of debris lie on the ground here." );
    }
  else
    {
      sprintf( buf, scraps->short_descr, obj->short_descr );
      STRFREE( scraps->short_descr );
      scraps->short_descr = STRALLOC( buf );
      sprintf( buf, scraps->description, obj->short_descr );
      STRFREE( scraps->description );
      scraps->description = STRALLOC( buf );
    }

  if ( obj->carried_by )
    {
      act( AT_OBJECT, "$p falls to the ground in scraps!",
           obj->carried_by, obj, NULL, TO_CHAR );
      if ( obj == get_eq_char( obj->carried_by, WEAR_WIELD )
           &&  (tmpobj = get_eq_char( obj->carried_by, WEAR_DUAL_WIELD)) != NULL )
        tmpobj->wear_loc = WEAR_WIELD;

      obj_to_room( scraps, obj->carried_by->in_room, ch);
    }
  else
    if ( obj->in_room )
      {
        if ( (ch = obj->in_room->first_person ) != NULL )
          {
            act( AT_OBJECT, "$p is reduced to little more than scraps.",
                 ch, obj, NULL, TO_ROOM );
            act( AT_OBJECT, "$p is reduced to little more than scraps.",
                 ch, obj, NULL, TO_CHAR );
          }
        obj_to_room( scraps, obj->in_room, ch);
      }
  if ( (obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_KEYRING
        ||    obj->item_type == ITEM_QUIVER    || obj->item_type == ITEM_CORPSE_PC)
       &&    obj->first_content )
    {
      if ( ch && ch->in_room )
        {
          act( AT_OBJECT, "The contents of $p fall to the ground.",
               ch, obj, NULL, TO_ROOM );
          act( AT_OBJECT, "The contents of $p fall to the ground.",
               ch, obj, NULL, TO_CHAR );
        }
      if ( obj->carried_by )
        empty_obj( obj, NULL, obj->carried_by->in_room );
      else
        if ( obj->in_room )
          empty_obj( obj, NULL, obj->in_room );
        else
          if ( obj->in_obj )
            empty_obj( obj, obj->in_obj, NULL );
    }
  extract_obj( obj );
}


/*
 * Make a corpse out of a character.
 */
void make_corpse( CHAR_DATA *ch, CHAR_DATA *killer )
{
  char buf[MAX_STRING_LENGTH];
  OBJ_DATA *corpse;
  OBJ_DATA *obj;
  OBJ_DATA *obj_next;
  char *name;
  ROOM_INDEX_DATA *location;
  location = get_room_index ( ROOM_VNUM_MORGUE );



  if ( IS_NPC(ch) )
    {
      name		= ch->short_descr;
      corpse		= create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC), 0);
      corpse->timer	= 6;
      if ( ch->gold > 0 )
        {
          if ( ch->in_room )
            {
              ch->in_room->area->gold_looted += ch->gold;
              sysdata.global_looted += ch->gold/100;
            }
          obj_to_obj( create_money( ch->gold ), corpse );
          ch->gold = 0;
        }

      /*	Using corpse cost to cheat, since corpses not sellable */
      corpse->cost     = (-(int)ch->pIndexData->vnum);
      corpse->value[2] = corpse->timer;
    }
  else
    {
      name		= ch->name;
      corpse		= create_object(get_obj_index(OBJ_VNUM_CORPSE_PC), 0);
      corpse->timer = 40;
      corpse->value[2] = (int)(corpse->timer/8);
      corpse->value[4] = ch->level;
      if ( CAN_PKILL( ch ) && sysdata.pk_loot )
        xSET_BIT( corpse->extra_flags, ITEM_CLANCORPSE );
      /* Pkill corpses get save timers, in ticks (approx 70 seconds)
         This should be anough for the killer to type 'get all corpse'. */
      if ( !IS_NPC(ch) && !IS_NPC(killer) )
        corpse->value[3] = 1;
      else
        corpse->value[3] = 0;
    }

  if ( CAN_PKILL( ch ) && CAN_PKILL( killer ) && ch != killer )
    {
      sprintf( buf, "%s", killer->name );
      STRFREE( corpse->action_desc );
      corpse->action_desc = STRALLOC( buf );
    }

  /* Added corpse name - make locate easier , other skills */
  sprintf( buf, "corpse %s", name );
  STRFREE( corpse->name );
  corpse->name = STRALLOC( buf );

  sprintf( buf, corpse->short_descr, name );
  STRFREE( corpse->short_descr );
  corpse->short_descr = STRALLOC( buf );

  sprintf( buf, corpse->description, name );
  STRFREE( corpse->description );
  corpse->description = STRALLOC( buf );
  if (IS_NPC(ch))
    {
      for ( obj = ch->first_carrying; obj; obj = obj_next )
        {
          obj_next = obj->next_content;
          obj_from_char( obj );
          if ( IS_OBJ_STAT( obj, ITEM_INVENTORY )
               || IS_OBJ_STAT( obj, ITEM_DEATHROT ) )
            extract_obj( obj );
          else
            obj_to_obj( obj, corpse );
        }

      obj_to_room( corpse, ch->in_room, ch );
      return;
    }
  else if (IS_NPC(ch))
    {
      obj_to_room( corpse, ch->in_room, ch );
      return;

    }

}



void make_blood( CHAR_DATA *ch )
{
  OBJ_DATA *obj;

  obj		= create_object( get_obj_index( OBJ_VNUM_BLOOD ), 0 );
  obj->timer	= number_range( 2, 4 );
  obj->value[1]   = number_range( 3, UMIN(5, ch->level) );
  obj_to_room( obj, ch->in_room, ch );
}


void make_bloodstain( CHAR_DATA *ch )
{
  OBJ_DATA *obj;

  obj		= create_object( get_obj_index( OBJ_VNUM_BLOODSTAIN ), 0 );
  obj->timer	= number_range( 1, 2 );
  obj_to_room( obj, ch->in_room, ch );
}


/*
 * make some coinage
 */
OBJ_DATA *create_money( int amount )
{
  char buf[MAX_STRING_LENGTH];
  OBJ_DATA *obj;

  if ( amount <= 0 )
    {
      bug( "Create_money: zero or negative money %d.", amount );
      amount = 1;
    }

  if ( amount == 1 )
    {
      obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
    }
  else
    {
      obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
      sprintf( buf, obj->short_descr, amount );
      STRFREE( obj->short_descr );
      obj->short_descr = STRALLOC( buf );
      obj->value[0]	 = amount;
    }

  return obj;
}