/**************************************************************************** * Eldhamud Codebase V2.2 * * ------------------------------------------------------------------------ * * EldhaMUD code (C) 2003-2008 by Robert Powell (Tommi) * * ------------------------------------------------------------------------ * * Original SMAUG 1.4a written by Thoric (Derek Snider) with Altrag, * * Blodkai, Haus, Narn, Scryn, Swordbearer, Tricops, Gorog, Rennard, * * Grishnakh, Fireblade, and Nivek. * * * * Original MERC 2.1 code by Hatchet, Furey, and Kahn. * * * * Original DikuMUD code by: Hans Staerfeldt, Katja Nyboe, Tom Madsen, * * Michael Seifert, and Sebastian Hammer. * * ------------------------------------------------------------------------ * * Specific object creation module * ****************************************************************************/ #include <stdio.h> #include <string.h> #include <time.h> #include "./Headers/mud.h" /* * Make a fire. */ void make_fire( ROOM_INDEX_DATA * in_room, short 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; }