rm6/
rm6/clans/
rm6/councils/
rm6/deity/
rm6/doc/mudprogs/
rm6/exchange/
rm6/gods/
rm6/homes/
rm6/nations/
rm6/player/
rm6/player/a/
rm6/src/RCS/
rm6/src/dmalloc/
rm6/src/dmalloc/bin/
rm6/src/dmalloc/include/
rm6/src/dmalloc/lib/
rm6/src/scripts/
rm6/src/utils/
/****************************************************************************
 * ResortMUD Version 5.0 was mainly programmed by Ntanel, Garinan, Josh,    *
 * Badastaz, Digifuzz, Senir, Kratas, Scion, Shogar and Tagith.             *
 * ------------------------------------------------------------------------ *
 * Copyright (C) 1996 - 2001 Haslage Net Electronics: MudWorld of Lorain,   *
 * Ohio.    ALL RIGHTS RESERVED    See /doc/RMLicense.txt for more details. *
 ****************************************************************************/

/****************************************************************************
 * [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 "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 );
   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;

   if( ( obj->carried_by && IS_IMMORTAL( obj->carried_by ) ) || IS_OBJ_STAT( obj, ITEM_ARTIFACT ) )
      return;

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

   /*
    * 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 );
   }
   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 );
   }
   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_gold_looted += ch->gold / 100;
         }
         obj_to_obj( create_money( ch->gold, 0 ), corpse );
         ch->gold = 0;
      }
      if( ch->silver > 0 )
      {
         if( ch->in_room )
         {
            ch->in_room->area->silver_looted += ch->silver;
            sysdata.global_silver_looted += ch->silver / 100;
         }
         obj_to_obj( create_money( ch->silver, 1 ), corpse );
         ch->silver = 0;
      }
      if( ch->copper > 0 )
      {
         if( ch->in_room )
         {
            ch->in_room->area->copper_looted += ch->copper;
            sysdata.global_copper_looted += ch->copper / 100;
         }
         obj_to_obj( create_money( ch->copper, 2 ), corpse );
         ch->copper = 0;
      }

/* Cannot use these!  They are used.
	corpse->value[0] = (int)ch->pIndexData->vnum;
	corpse->value[1] = (int)ch->max_hit;
*/
/*	Using corpse cost to cheat, since corpses not sellable */
      corpse->gold_cost = ( -( int )ch->pIndexData->vnum );
      corpse->silver_cost = ( -( int )ch->pIndexData->vnum );
      corpse->copper_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 );
      if( in_arena( ch ) )
         corpse->timer = 0;
      else
         corpse->timer = 40;
      corpse->value[2] = ( int )( corpse->timer / 8 );
      corpse->value[4] = ch->level;
      if( CAN_PKILL( ch ) )
         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 );

   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 );
   }

   if( IS_NPC( ch ) || ch->level > 10 )
      obj_to_room( corpse, ch->in_room );
   else
      obj_to_room( corpse, location );
   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 );
}


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 );
}


/*
 * make some coinage
 */
/*
 * make some coinage
 * G/S/C support -Druid
 * type:
 * 0 = gold
 * 1 = silver
 * 2 = copper
 */
OBJ_DATA *create_money( int amount, int type )
{
   char buf[MAX_STRING_LENGTH];
   OBJ_DATA *obj;

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

   if( type > 3 || type < 0 )
   {
      bug( "Create_money: wrong type: %d!", type );
      type = 2;
   }

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

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

   if( type == 2 )
   {
      if( amount == 1 )
      {
         obj = create_object( get_obj_index( OBJ_VNUM_COPPER_ONE ), 0 );
         return obj;
      }
      else
      {
         obj = create_object( get_obj_index( OBJ_VNUM_COPPER_SOME ), 0 );
         sprintf( buf, obj->short_descr, amount );
         STRFREE( obj->short_descr );
         obj->short_descr = STRALLOC( buf );
         obj->value[0] = amount;
         return obj;
      }
   }
   obj = create_object( get_obj_index( OBJ_VNUM_COPPER_ONE ), 0 );
   return obj;
}