#include <stdio.h> #include <string.h> #include "mud.h" /* * 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 ) ); 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_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( const CHAR_DATA * ch ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; if( IS_NPC( ch ) ) { name = ch->short_descr; if( IS_SET( ch->act, ACT_DROID ) ) corpse = create_object( get_obj_index( OBJ_VNUM_DROID_CORPSE ) ); else corpse = create_object( get_obj_index( OBJ_VNUM_CORPSE_NPC ) ); corpse->timer = 6; if( ch->gold > 0 ) { obj_to_obj( create_money( ch->gold ), corpse ); } /* 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->cost = ( -( int ) ch->pIndexData->vnum ); corpse->value[2] = corpse->timer; } else { name = ch->name; corpse = create_object( get_obj_index( OBJ_VNUM_CORPSE_PC ) ); corpse->timer = 40; corpse->value[2] = ( int ) ( corpse->timer / 8 ); corpse->value[3] = 0; if( ch->gold > 0 ) { obj_to_obj( create_money( ch->gold ), corpse ); } } /* 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 ); } obj_to_room( corpse, ch->in_room ); } /* * 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 ) ); } else { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ) ); sprintf( buf, obj->short_descr, amount ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); obj->value[0] = amount; } return obj; }