/***********************************************************************************
* *
* _______.____ __ ____ _______ _______ *
* / |\ \ / \ / / _ | ____| __ | ____| *
* | (----` \ \/ \/ / (_) | |__ ____ _/ |_ | |__ *
* \ \ \ / _ | __| / _ \ \ __\ | __| *
* .----) | \ /\ / (_) | | ( <_> ) | | | |____ *
* |_______/ \__/ \__/ |__| \____/ |__| |_______| *
* *
* SWFotE v2.0 (FotE v1.1 cleaned up and considerably modded) by: *
* Greg (Keberus) Mosley *
* Roman (Trelar) Arnold *
* *
* SWFotE v1 & v1.1 copyright (c) 2002 was created by *
* Chris 'Tawnos' Dary (cadary@uwm.edu), *
* Korey 'Eleven' King (no email), *
* Matt 'Trillen' White (mwhite17@ureach.com), *
* Daniel 'Danimal' Berrill (danimal924@yahoo.com), *
* Richard 'Bambua' Berrill (email unknown), *
* Stuart 'Ackbar' Unknown (email unknown) *
* *
* SWR 1.0 copyright (c) 1997, 1998 was created by Sean Cooper *
* based on a concept and ideas from the original SWR immortals: *
* Himself (Durga), Mark Matt (Merth), Jp Coldarone (Exar), Greg Baily (Thrawn), *
* Ackbar, Satin, Streen and Bib as well as much input from our other builders *
* and players. *
* *
* 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. *
* *
***********************************************************************************/
#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 );
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 );
/* 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 );
if(obj->item_type != ITEM_SHIPBOMB)
{
sprintf( buf, scraps->description, obj->short_descr );
STRFREE( scraps->description );
scraps->description = STRALLOC( buf );
}
else
{
sprintf(buf, "Bits of debris, buildings, people, and bomb scraps litter the area.");
STRFREE( scraps->description );
scraps->description = STRALLOC(buf);
REMOVE_BIT( scraps->wear_flags, ITEM_TAKE );
}
}
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.
*/
OBJ_DATA *make_corpse( CHAR_DATA *ch, char *killer )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *corpse;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char *name;
if ( !IS_NPC(ch) && ch->top_level < 10 )
return NULL;
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), 0);
else
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;
obj_to_obj( create_money( ch->gold ), corpse );
ch->gold = 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->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[3] = 0;
if ( ch->gold > 0 )
{
if ( ch->in_room && ch->in_room->area )
ch->in_room->area->gold_looted += ch->gold;
obj_to_obj( create_money( ch->gold ), corpse );
ch->gold = 0;
}
}
/* 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( corpse->killer )
DISPOSE(corpse->killer);
corpse->killer = str_dup(killer);
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 );
}
return obj_to_room( corpse, ch->in_room );
}
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->top_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
*/
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;
}