/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~*
* Tricops and Fireblade | *
* ------------------------------------------------------------------------ *
* 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), 0);
fire->timer = number_fuzzy(timer);
obj_to_room(fire, in_room, in_room->first_person);
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_DATA *ch)
{
char buf[MSL];
OBJ_DATA *scraps, *tmpobj;
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->coord->x = obj->coord->x;
scraps->coord->y = obj->coord->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, "$p falls to the ground in scraps!", obj->carried_by, obj, NULL, TO_CHAR);
if (obj == get_eq_char(obj->carried_by, WEAR_WIELD) && (tmpobj = get_eq_char(obj->carried_by, WEAR_DUAL_WIELD)) != NULL)
tmpobj->wear_loc = WEAR_WIELD;
obj_to_room(scraps, obj->carried_by->in_room, ch);
}
else if (obj->in_room)
{
if (ch)
{
act(AT_OBJECT, "$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);
}
void update_container(OBJ_DATA * corpse, int x, int y, int map, int fx, int fy, int fmap)
{
OBJ_DATA *obj;
for (obj = corpse->first_content; obj; obj = obj->next_content)
{
if (x > -1 || y > -1 || map > -1)
REMOVE_OBJ_STAT(obj, ITEM_ONMAP);
else
SET_OBJ_STAT(obj, ITEM_ONMAP);
obj->coord->x = x;
obj->coord->y = y;
obj->map = map;
if (obj->first_content)
update_container(obj, x, y, map, 0, 0, 0);
}
}
bool check_quest_drop(CHAR_DATA *victim, OBJ_DATA *obj)
{
if (!victim->pcdata->quest || victim->pcdata->quest->questarea != victim->in_room->area)
return FALSE;
if ((get_ch_carry_number(victim) + obj->count) > can_carry_n(victim))
return FALSE;
if ((get_ch_carry_weight(victim) + get_obj_weight(obj)) > can_carry_w(victim))
return FALSE;
if (obj->item_type == ITEM_KEY)
return TRUE;
if (obj->item_type == ITEM_TGEM)
return TRUE;
if (obj->item_type == ITEM_QTOKEN)
return TRUE;
return FALSE;
}
/*
* Make a corpse out of a character.
*/
void make_corpse(CHAR_DATA * ch, CHAR_DATA * killer)
{
char buf[MSL];
OBJ_DATA *corpse;
OBJ_DATA *treas;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *box;
char *name;
int chances;
int counter;
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;
}
/* FOR TREASURE SYSTEM -- Skan 1/4/01 */
chances = number_range(1, 2);
counter = 0;
if (sysdata.gem_vnum > 0 && get_obj_index(sysdata.gem_vnum))
{
int lmod;
lmod = (get_curr_lck(killer) - 14) * 4;
if (!IN_WILDERNESS(ch))
lmod = -10; //only in wilderness for treasure;
if (ch->race < 0 || ch->race >= MAX_RACE || xIS_SET(ch->act, ACT_EXTRACTMOB) || xIS_SET(ch->act, ACT_KINGDOMMOB)
|| ch->pIndexData->vnum < OVERLAND_LOW_MOB || ch->pIndexData->vnum > OVERLAND_HI_MOB || xIS_SET(ch->act, ACT_MILITARY))
lmod = -10; //only in pc mobs
if (tchance(10 + lmod))
{
box = generate_tbox(ch);
if (tchance(lmod/2))
{
treas = generate_treasure(ch);
if (treas)
obj_to_obj(treas, corpse);
if (box)
obj_to_obj(box, corpse);
}
else
{
if (box)
obj_to_obj(box, corpse);
}
}
}
else
bug("Need to set an actual default gem vnum with cset");
/* 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);
if (in_arena(ch))
corpse->timer = 0;
else
corpse->timer = 2880;
corpse->value[2] = (int) (corpse->timer / 480);
corpse->value[4] = 1;
if (!IS_NPC(ch))
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 (!IS_NPC(ch) && !IS_NPC(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 PC");
STRFREE(corpse->name);
corpse->name = STRALLOC(buf);
sprintf(buf, corpse->short_descr, name);
STRFREE(corpse->short_descr);
corpse->short_descr = STRALLOC(buf);
if (IS_NPC(ch))
{
sprintf( buf, corpse->description, name );
STRFREE( corpse->description );
corpse->description = STRALLOC( buf );
}
else
{
sprintf(buf, "A corpse of a once breathing individual is here.");
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 if (!IS_NPC(killer) && IS_NPC(ch) && xIS_SET(killer->act, PLR_QUESTLOOT) && killer != ch && check_quest_drop(killer, obj))
{
obj_to_char(obj, killer);
if (obj->carried_by)
act(AT_YELLOW, ">>>You loot $p&w&Y from the corpse<<<", killer, obj, NULL, TO_CHAR);
else
act(AT_ORANGE, ">>>You loot $p&w&O from the corpse, but you have no room for it!<<<", killer, obj, NULL, TO_CHAR);
}
else
obj_to_obj(obj, corpse);
}
if (xIS_SET(ch->in_room->room_flags, ROOM_PERMDEATH))
{
ROOM_INDEX_DATA *proom;
proom = get_room_index(ROOM_VNUM_TEMPLE);
obj_to_room(corpse, proom, ch);
}
else
obj_to_room(corpse, ch->in_room, ch);
update_container(corpse, ch->coord->x, ch->coord->y, ch->map, 0, 0, 0);
return;
}
void make_blood(CHAR_DATA * ch)
{
OBJ_DATA *obj;
if (!xIS_SET(ch->act, ACT_UNDEAD) && !xIS_SET(ch->act, ACT_LIVING_DEAD))
{
obj = create_object(get_obj_index(OBJ_VNUM_BLOOD), 0);
obj->timer = number_range(2, 4);
obj->value[1] = number_range(3, 15);
obj_to_room(obj, ch->in_room, ch);
}
}
void make_bloodstain(CHAR_DATA * ch)
{
OBJ_DATA *obj;
if (!xIS_SET(ch->act, ACT_UNDEAD) && !xIS_SET(ch->act, ACT_LIVING_DEAD))
{
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[MSL];
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;
}