/****************************************************************************
* 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;
}