#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;
}