Ejemplo n.º 1
0
void make_corpse(struct char_data * ch)
{
  struct obj_data *corpse, *o;
  struct obj_data *money;
  int i;

  corpse = create_obj();

  corpse->item_number = NOTHING;
  IN_ROOM(corpse) = NOWHERE;
  corpse->name = str_dup("corpse");

  sprintf(buf2, "The corpse of %s is lying here.", GET_NAME(ch));
  corpse->description = str_dup(buf2);

  sprintf(buf2, "the corpse of %s", GET_NAME(ch));
  corpse->short_description = str_dup(buf2);

  GET_OBJ_TYPE(corpse) = ITEM_CONTAINER;
  GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE;
  GET_OBJ_EXTRA(corpse) = ITEM_NODONATE;
  GET_OBJ_VAL(corpse, 0) = 0;	/* You can't store stuff in a corpse */
  GET_OBJ_VAL(corpse, 3) = 1;	/* corpse identifier */
  GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch);
  GET_OBJ_RENT(corpse) = 100000;
  if (IS_NPC(ch))
    GET_OBJ_TIMER(corpse) = max_npc_corpse_time;
  else
    GET_OBJ_TIMER(corpse) = max_pc_corpse_time;

  /* transfer character's inventory to the corpse */
  corpse->contains = ch->carrying;
  for (o = corpse->contains; o != NULL; o = o->next_content)
    o->in_obj = corpse;
  object_list_new_owner(corpse, NULL);

  /* transfer character's equipment to the corpse */
  for (i = 0; i < NUM_WEARS; i++)
    if (GET_EQ(ch, i)) {
      remove_otrigger(GET_EQ(ch, i), ch);
      obj_to_obj(unequip_char(ch, i), corpse);
    }

  /* transfer gold */
  if (GET_GOLD(ch) > 0) {
    /* following 'if' clause added to fix gold duplication loophole */
    if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) {
      money = create_money(GET_GOLD(ch));
      obj_to_obj(money, corpse);
    }
    GET_GOLD(ch) = 0;
  }
  ch->carrying = NULL;
  IS_CARRYING_N(ch) = 0;
  IS_CARRYING_W(ch) = 0;

  obj_to_room(corpse, IN_ROOM(ch));
}
Ejemplo n.º 2
0
Archivo: mul.c Proyecto: ysakae/tdd_c
static Money *
reduce_mul( const Expression *exp, Currency to ){
  Mul *mul = exp->value;
  Expression *multiplicand_exp = ( Expression * ) mul->multiplicand ;
  unsigned int multiplicand = ( ( MoneyProtected * ) reduce( multiplicand_exp, to ) )->amount;
  unsigned int multiplier = mul->multiplier;

  return create_money( multiplicand * multiplier, to );
}
Ejemplo n.º 3
0
Archivo: sum.c Proyecto: ysakae/tdd_c
static Money *
reduce_sum( const Expression *exp, Currency to ){
  Sum *sum = exp->value;
  Expression *augend_exp = ( Expression * ) sum->augend;
  Expression *addend_exp = ( Expression * ) sum->addend;
  unsigned int augend = ( ( MoneyProtected * ) reduce( augend_exp, to ) )->amount;
  unsigned int addend = ( ( MoneyProtected * ) reduce( addend_exp, to ) )->amount;

  return create_money( augend + addend, to );
}
Ejemplo n.º 4
0
static void event_scatter_goodies_zone(int rnum, struct room_data *rp,
				       struct event_goodies *stuff)
{
    int                                     i = 0;
    int                                     exit_found = 0;
    int                                     gold = 0;
    struct char_data                       *monster = NULL;
    struct obj_data                        *object = NULL;
    struct obj_data                        *coins = NULL;

    if (DEBUG > 1)
	log_info("called %s with %d, %08zx, %08zx", __PRETTY_FUNCTION__, rnum, (size_t) rp,
		 (size_t) stuff);

    if (!rp || rp->number < stuff->bottom || rp->number > stuff->top)
	return;
    if (IS_SET(rp->room_flags, (NO_MOB | PEACEFUL | PRIVATE)))
	return;
    exit_found = 0;
    for (i = 0; i < MAX_NUM_EXITS; i++)			       /* neswud */
	if (rp->dir_option[i]) {
	    exit_found = 1;
	    break;
	}
    if (!exit_found)
	return;
    if (number(0, 99) >= stuff->chance)
	return;
    gold = dice(stuff->gold_dice, stuff->gold_die) + stuff->gold_mod;
    gold_count += gold;
    coins = create_money(gold);
    obj_to_room(coins, rnum);
    rprintf(rnum,
	    "In a brilliant green flash, a pile of %s appears before you!\r\n",
	    coins->short_description);
    if (number(0, 99) < stuff->mob_chance) {
	i = number(1, stuff->mob_count) - 1;
	if ((monster = read_mobile(stuff->mob_vnum[i], VIRTUAL))) {
	    GET_GOLD(monster) = 0;
	    mob_count++;
	    char_to_room(monster, rnum);
	    act("A rift of red light rips open and $N rushes out!", FALSE,
		monster, 0, monster, TO_ROOM);
	}
    }
    if (number(0, 99) < stuff->obj_chance) {
	i = number(1, stuff->obj_count) - 1;
	if ((object = read_object(stuff->obj_vnum[i], VIRTUAL))) {
	    obj_count++;
	    obj_to_room(object, rnum);
	    rprintf(rnum, "In a shimmering of blue light, %s %s forms!\r\n",
		    SANA(object), object->short_description);
	}
    }
}
Ejemplo n.º 5
0
Archivo: money.c Proyecto: ysakae/tdd_c
static Money *
reduce_money( const struct Expression *exp, Currency to ) {
  MoneyProtected *money = exp->value;
  return create_money( money->amount / rate( money->currency, to ), to );
}
Ejemplo n.º 6
0
Archivo: money.c Proyecto: ysakae/tdd_c
Expression *
dollar( unsigned int amount ) {
  return expression_from( create_money( amount, USD ) );
}
Ejemplo n.º 7
0
Archivo: money.c Proyecto: ysakae/tdd_c
Expression *
franc( unsigned int amount ) {
  return expression_from( create_money( amount, CHF ) );
}
Ejemplo n.º 8
0
void make_corpse(struct char_data *ch)
{
  char buf2[MAX_NAME_LENGTH + 64];
  struct obj_data *corpse, *o;
  struct obj_data *money;
  int i;

  corpse = create_obj();

  corpse->item_number = NOTHING;
  IN_ROOM(corpse) = NOWHERE;
  corpse->name = strdup("corpse");

  snprintf(buf2, sizeof(buf2), "The corpse of %s is lying here.", GET_NAME(ch));
  corpse->description = strdup(buf2);

  snprintf(buf2, sizeof(buf2), "the corpse of %s", GET_NAME(ch));
  corpse->short_description = strdup(buf2);

  GET_OBJ_TYPE(corpse) = ITEM_CONTAINER;
  GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE;
  GET_OBJ_EXTRA(corpse) = ITEM_NODONATE;
  GET_OBJ_VAL(corpse, 0) = 0;	/* You can't store stuff in a corpse */
  GET_OBJ_VAL(corpse, 3) = 1;	/* corpse identifier */
  GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch);
  GET_OBJ_RENT(corpse) = 100000;
  if (IS_NPC(ch))
    GET_OBJ_TIMER(corpse) = max_npc_corpse_time;
  else
    GET_OBJ_TIMER(corpse) = max_pc_corpse_time;

  /* transfer character's inventory to the corpse */
  corpse->contains = ch->carrying;
  for (o = corpse->contains; o != NULL; o = o->next_content)
    o->in_obj = corpse;
  object_list_new_owner(corpse, NULL);

  /* transfer character's equipment to the corpse */
  for (i = 0; i < NUM_WEARS; i++)
    if (GET_EQ(ch, i))
      obj_to_obj(unequip_char(ch, i), corpse);

  /* transfer gold */
  if (GET_GOLD(ch) > 0) {
    /*
     * following 'if' clause added to fix gold duplication loophole
     * The above line apparently refers to the old "partially log in,
     * kill the game character, then finish login sequence" duping
     * bug. The duplication has been fixed (knock on wood) but the
     * test below shall live on, for a while. -gg 3/3/2002
     */
    if (IS_NPC(ch) || ch->desc) {
      money = create_money(GET_GOLD(ch));
      obj_to_obj(money, corpse);
    }
    GET_GOLD(ch) = 0;
  }
  ch->carrying = NULL;
  IS_CARRYING_N(ch) = 0;
  IS_CARRYING_W(ch) = 0;

  obj_to_room(corpse, IN_ROOM(ch));
}
Ejemplo n.º 9
0
/*
 * Make a corpse out of a character.
 */
void make_corpse( CHAR_DATA *ch )
{
	char buf[MSL]={'\0'};
    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));
	corpse->timer	= number_range( 3, 6 );
	if ( ch->dollars > 0 )
	{
	    obj_to_obj( create_money( ch->dollars, ch->cents ), corpse );
	    ch->cents = 0;
	    ch->dollars = 0;
	}
	corpse->cost = 0;
    }
    else
    {
	name		= ch->name;
	corpse		= create_object(get_obj_index(OBJ_VNUM_CORPSE_PC));
	corpse->timer	= number_range( 25, 40 );
	    corpse->owner = NULL;
	    if (ch->dollars > 1 || ch->cents > 1)
	    {
		obj_to_obj(create_money(ch->dollars / 2, ch->cents/2), corpse);
	        ch->cents = 0;
	        ch->dollars = 0;
	    }
		
	corpse->cost = 0;
    }

    snprintf( buf, sizeof(buf), corpse->short_descr, name );
    PURGE_DATA( corpse->short_descr );
    corpse->short_descr = str_dup( buf );

    snprintf( buf, sizeof(buf), corpse->description, name );
    PURGE_DATA( corpse->description );
    corpse->description = str_dup( buf );

    PURGE_DATA( corpse->full_desc );
    corpse->full_desc = str_dup( Format("The corpse of someone who in life looked like:\n\r%s", ch->description) );

    if(!str_cmp(ch->material, "flesh") && !str_cmp(ch->material, "none") && (material_lookup(ch->material) != material_lookup("unknown")))
	{
    	PURGE_DATA( corpse->material );
	corpse->material = str_dup(ch->material);
	}

    for ( obj = ch->carrying; obj != NULL; obj = obj_next )
    {
	obj_next = obj->next_content;
	obj_from_char( obj );
	if (obj->item_type == ITEM_POTION)
	    obj->timer = number_range(500,1000);
	if (obj->item_type == ITEM_SCROLL)
	    obj->timer = number_range(1000,2500);
	if (IS_SET(obj->extra_flags,ITEM_ROT_DEATH))
	{
	    obj->timer = number_range(1,3);
	    REMOVE_BIT(obj->extra_flags,ITEM_ROT_DEATH);
	}
	REMOVE_BIT(obj->extra_flags,ITEM_VIS_DEATH);

	if(obj != NULL)
	{
	    if(IS_SET(ch->act, ACT_UMBRA))
		obj_to_plane(obj, 1);
	    if(IS_SET(ch->act, ACT_DREAMING))
		obj_to_plane(obj, 2);
	}
	obj_to_obj( obj, corpse );
    }

    if(IS_SET(ch->act, ACT_UMBRA))
	obj_to_plane(corpse, 1);
    if(IS_SET(ch->act, ACT_DREAMING))
	obj_to_plane(corpse, 2);
    obj_to_room( corpse, ch->in_room );
    return;
}
Ejemplo n.º 10
0
void make_corpse(struct char_data *ch)
{
	struct obj_data *corpse, *o;
	struct obj_data *money;	
	char buf[MAX_STRING_LENGTH];
	int i;

	char *strdup(char *source);
	struct obj_data *create_money( int amount );

	CREATE(corpse, struct obj_data, 1);
	clear_object(corpse);

	
	corpse->item_number = NOWHERE;
	corpse->in_room = NOWHERE;
	corpse->name = strdup("corpse");

	sprintf(buf, "Corpse of %s is lying here.", 
	  (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)));
	corpse->description = strdup(buf);

	sprintf(buf, "Corpse of %s",
	  (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch)));
	corpse->short_description = strdup(buf);

	corpse->contains = ch->carrying;
	if ( (GET_GOLD(ch)>0) &&
        ( IS_NPC(ch) || (ch->desc) ) )
	{
		money = create_money(GET_GOLD(ch));
		GET_GOLD(ch)=0;
		obj_to_obj(money,corpse);
	}

	corpse->obj_flags.type_flag = ITEM_CONTAINER;
	corpse->obj_flags.wear_flags = ITEM_TAKE;
	corpse->obj_flags.value[0] = 0; /* You can't store stuff in a corpse */
	corpse->obj_flags.value[3] = 1; /* corpse identifyer */
	corpse->obj_flags.weight = GET_WEIGHT(ch)+IS_CARRYING_W(ch);
	corpse->obj_flags.cost_per_day = 100000;
	if (IS_NPC(ch))
		corpse->obj_flags.timer = MAX_NPC_CORPSE_TIME;
	else
		corpse->obj_flags.timer = MAX_PC_CORPSE_TIME;

	for (i=0; i<MAX_WEAR; i++)
		if (ch->equipment[i])
			obj_to_obj(unequip_char(ch, i), corpse);

	ch->carrying = 0;
	IS_CARRYING_N(ch) = 0;
	IS_CARRYING_W(ch) = 0;

	corpse->next = object_list;
	object_list = corpse;

	for(o = corpse->contains; o; o->in_obj = corpse, o = o->next_content);
	object_list_new_owner(corpse, 0);

	obj_to_room(corpse, ch->in_room);
}
Ejemplo n.º 11
0
/*
 * Make a corpse out of a character.
 */
OBJ_DATA *make_corpse( CHAR_DATA * ch, CHAR_DATA * killer )
{
   char buf[MAX_STRING_LENGTH];
   OBJ_DATA *corpse;
   OBJ_DATA *obj;
   OBJ_DATA *obj_next;
   const 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 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 )
   {
      snprintf( buf, MAX_STRING_LENGTH, "%s", killer->name );
      STRFREE( corpse->action_desc );
      corpse->action_desc = STRALLOC( buf );
   }

   /*
    * Added corpse name - make locate easier , other skills 
    */
   snprintf( buf, MAX_STRING_LENGTH, "corpse %s", name );
   STRFREE( corpse->name );
   corpse->name = STRALLOC( buf );

   snprintf( buf, MAX_STRING_LENGTH, corpse->short_descr, name );
   STRFREE( corpse->short_descr );
   corpse->short_descr = STRALLOC( buf );

   snprintf( buf, MAX_STRING_LENGTH, 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 );
   }
   return obj_to_room( corpse, ch->in_room );
}