/*************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops |~'~.VxvxV.~'~* * ------------------------------------------------------------------------ * * 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,1 ), 0,first_zone); 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,1 ), 0,first_zone ); if ( !trap ) return NULL; 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,1 ),0,first_zone ); if ( !scraps ) return; 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_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, bool DT ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *corpse; OBJ_DATA *obj; OBJ_DATA *obj_next; char *name; ROOM_INDEX_DATA *location; ROOM_INDEX_DATA *old_room; ROOM_INDEX_DATA *dtroom; extern bool MAIM_DEATH; old_room = ch->died_in_room; location = get_room_index ( ROOM_VNUM_MORGUE,1 ); dtroom = get_room_index ( 4, 1 ); if ( IS_NPC(ch) ) { name = ch->short_descr; corpse = create_object(get_obj_index(OBJ_VNUM_CORPSE_NPC,1), 0,first_zone); if ( !corpse) return; corpse->timer = 6; if ( ch->gold > 0 ) { if ( old_room ) old_room->area->gold_looted += ch->gold; obj_to_obj( create_money( ch->gold, COPPER ), 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,1), 0,first_zone); corpse->timer = 40; corpse->value[2] = (int)(corpse->timer/8); if ( IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) SET_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; } /* 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 ); /* PC's Lose Gold on Death, it stays in the corpse! --GW */ if ( !IS_NPC(ch) && ch->gold > 0 ) { if ( ch->gold > 0 ) obj_to_obj( create_money( ch->gold,COPPER ), corpse ); if ( ch->silver > 0 ) obj_to_obj( create_money( ch->silver,SILVER ), corpse ); if ( ch->real_gold > 0 ) obj_to_obj( create_money( ch->real_gold, GOLD ), corpse ); ch->gold = 0; ch->silver = 0; ch->real_gold = 0; } for ( obj = ch->first_carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( !IS_SET( obj->second_flags, ITEM2_PERM ) ) obj_from_char( obj ); if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) || IS_OBJ_STAT( obj, ITEM_DEATHROT ) ) extract_obj( obj ); else if ( !IS_SET(obj->second_flags, ITEM2_PERM ) ) obj_to_obj( obj, corpse ); else continue; } if ( !DT ) { if ( IS_NPC(ch) || (!IS_NPC(ch) && ch->level > 10 && !MAIM_DEATH) ) obj_to_room( corpse,old_room ); else obj_to_room( corpse,location ); } else obj_to_room( corpse, dtroom ); return; } /* * Make a new locker for a character. */ void create_locker( CHAR_DATA *ch, CHAR_DATA *killer ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *locker; char *name; ROOM_INDEX_DATA *location; if ( !ch || !ch->in_room ) { bug("ERROR!!",0); return; } location = get_room_index ((int)ch->in_room->vnum,(int)ch->in_room->area->zone->number ); name = ch->name; locker = create_object(get_obj_index(OBJ_VNUM_LOCKER,1),0,first_zone); /* Added corpse name - make locate easier , other skills */ sprintf( buf, "locker %s", name ); STRFREE( locker->name ); locker->name = STRALLOC( buf ); sprintf( buf, locker->short_descr, name ); STRFREE( locker->short_descr ); locker->short_descr = STRALLOC( buf ); sprintf( buf, locker->description, name ); STRFREE( locker->description ); locker->description = STRALLOC( buf ); obj_to_room( locker,location ); return; } void make_blood( CHAR_DATA *ch ) { OBJ_DATA *obj; obj = create_object( get_obj_index( OBJ_VNUM_BLOOD,1), 0 ,first_zone); if ( !obj ) return; obj->timer = number_range( 2, 4 ); obj->value[1] = number_range( 3, UMIN(5, ch->level) ); if ( !IS_NPC(ch) ) obj_to_room( obj, ch->in_room ); else 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,1 ), 0,first_zone ); if ( !obj ) return; obj->timer = number_range( 1, 2 ); obj_to_room( obj, ch->in_room ); } /* * make some coinage */ OBJ_DATA *create_money( int amount, int type ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj=NULL; if ( amount <= 0 ) { bug( "Create_money: zero or negative money %d.", amount ); amount = 1; } switch( type ) { case COPPER: if ( amount == 1 ) { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_COPPER_ONE,1 ),0,first_zone ); } else { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_COPPER_SOME,1 ),0,first_zone ); if ( !obj ) return NULL; sprintf( buf, obj->short_descr, amount ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); obj->value[0] = amount; } break; case SILVER: if ( amount == 1 ) { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SILVER_ONE,1 ),0,first_zone ); } else { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SILVER_SOME,1 ),0,first_zone ); if ( !obj ) return NULL; sprintf( buf, obj->short_descr, amount ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); obj->value[0] = amount; } break; case GOLD: if ( amount == 1 ) { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE,1 ),0,first_zone ); } else { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME,1 ),0,first_zone ); if ( !obj ) return NULL; sprintf( buf, obj->short_descr, amount ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); obj->value[0] = amount; } break; } return obj; }