/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* 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. *
* ------------------------------------------------------------------------ *
* All SWR:SQL additions/modifications added by Rojan *
* ------------------------------------------------------------------------ *
* 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, 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 );
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 );
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( CHAR_DATA * ch, CHAR_DATA * killer )
{
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 ), 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->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 );
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 );
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->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;
}