/****************************************************************************
* [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, Fireblade, Edmond, Conran | *
* ------------------------------------------------------------------------ *
* 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"
void make_puddle args((CHAR_DATA * ch, OBJ_DATA * cont));
/*
* 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);
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_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;
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;
}
/* 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 = 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 enough 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 && sysdata.pk_loot)
{
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);
for (obj = ch->first_carrying; obj; obj = obj_next)
{
obj_next = obj->next_content;
/* don't put perm player eq in the corpse */
if (!IS_NPC(ch) && IS_OBJ_STAT(obj, ITEM_PERMANENT))
continue;
obj_from_char(obj);
if (IS_OBJ_STAT(obj, ITEM_INVENTORY) || IS_OBJ_STAT(obj, ITEM_DEATHROT))
extract_obj(obj);
else if (IS_OBJ_STAT(obj, ITEM_DEATHDROP))
{
obj_to_room(obj, ch->in_room);
oprog_drop_trigger(ch, obj); /* mudprogs */
}
else
obj_to_obj(obj, corpse);
}
obj_to_room(corpse, ch->in_room);
return;
}
void make_puddle(CHAR_DATA * ch, OBJ_DATA * cont)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char buf[20];
char buf2[70];
bool found = FALSE;
for (obj = ch->in_room->first_content; obj; obj = obj_next)
{
if (obj->pIndexData->item_type == ITEM_PUDDLE)
{
if (obj->value[2] == cont->value[2])
{
obj->value[1] += cont->value[1];
obj->value[3] += cont->value[3];
obj->timer = number_range(2, 4);
found = TRUE;
break;
}
}
obj_next = obj->next_content;
}
if (!found)
{
obj = create_object(get_obj_index(OBJ_VNUM_PUDDLE), 0);
obj->timer = number_range(2, 4);
obj->value[1] += cont->value[1];
obj->value[2] = cont->value[2];
obj->value[3] = cont->value[3];
obj_to_room(obj, ch->in_room);
}
if (obj->value[1] > 15)
sprintf(buf, "large");
else if (obj->value[1] > 10)
sprintf(buf, "rather large");
else if (obj->value[1] > 5)
sprintf(buf, "rather small");
else
sprintf(buf, "small");
sprintf(buf2, "There is a %s puddle of %s.", buf,
(obj->value[2] >= LIQ_MAX ? "water" : liq_table[obj->value[2]].liq_name));
obj->description = STRALLOC(buf2);
return;
}
void make_blood(CHAR_DATA * ch)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for (obj = ch->in_room->first_content; obj; obj = obj_next)
{
if (obj->pIndexData->vnum == OBJ_VNUM_BLOOD)
{
obj->description = STRALLOC("A large pool of spilled blood lies here.");
obj->value[1] += number_range(3, UMIN(5, ch->level));
obj->timer = number_range(2, 4);
return;
}
obj_next = obj->next_content;
}
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);
}
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;
}