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)); }
void weight_change_object(struct obj_data *obj, int weight) { struct obj_data *tmp_obj; struct char_data *tmp_ch; if (obj->in_room != NOWHERE) { GET_OBJ_WEIGHT(obj) += weight; } else if (tmp_ch = obj->carried_by) { obj_from_char(obj); GET_OBJ_WEIGHT(obj) += weight; obj_to_char(obj, tmp_ch); } else if (tmp_obj = obj->in_obj) { obj_from_obj(obj); GET_OBJ_WEIGHT(obj) += weight; obj_to_obj(obj, tmp_obj); } else { log("Unknown attempt to subtract weight from an object."); } }
void handle_waterwheel_destruction(OBJ_DATA & obj) { // Verify a room ROOM_INDEX_DATA * room(get_room_for_obj(obj)); if (room == NULL) return; // Load up the remains and transfer the contents OBJ_DATA * remains(create_object(get_obj_index(OBJ_VNUM_WATERWHEEL_REMAINS), 0)); remains->level = obj.level; for (OBJ_DATA * item(obj.contains); item != NULL; item = obj.contains) { obj_from_obj(item); obj_to_obj(item, remains); } obj_to_room(remains, room); }
// // try performing an object load, based on the reset data we have bool try_reset_load_object(RESET_DATA *reset, void *initiator, int initiator_type, const char *locale) { const char *fullkey = get_fullkey_relative(resetGetArg(reset), locale); PROTO_DATA *proto = worldGetType(gameworld, "oproto", fullkey); // if there's no prototype, break out if(proto == NULL || protoIsAbstract(proto)) return FALSE; // see if we're already at our max if(resetGetMax(reset) != 0 && count_objs(NULL, object_list, NULL, fullkey, FALSE) >= resetGetMax(reset)) return FALSE; if(initiator_type == INITIATOR_ROOM && resetGetRoomMax(reset) != 0 && (count_objs(NULL, roomGetContents(initiator), NULL, fullkey, FALSE) >= resetGetRoomMax(reset))) return FALSE; OBJ_DATA *obj = protoObjRun(proto); if(obj == NULL) return FALSE; // to the room if(initiator_type == INITIATOR_ROOM) obj_to_room(obj, initiator); // inside of the object else if(initiator_type == INITIATOR_IN_OBJ) obj_to_obj(obj, initiator); // to inventory else if(initiator_type == INITIATOR_IN_MOB) obj_to_char(obj, initiator); // equip the mobile else if(initiator_type == INITIATOR_ON_MOB) { // see if we can equip it bool equipped = (objIsType(obj, "worn") && try_equip(initiator, obj, NULL, wornGetPositions(obj))); // we failed! Extract the object if(!equipped) { extract_obj(obj); return FALSE; } } // we're being loaded after a mobile was loaded... let's go to the same room else if(initiator_type == INITIATOR_THEN_MOB) obj_to_room(obj, charGetRoom(initiator)); // we're being loaded after an object was loaded... let's go wherever it went else if(initiator_type == INITIATOR_THEN_OBJ) { if(objGetRoom(initiator)) obj_to_room(obj, objGetRoom(initiator)); else if(objGetContainer(initiator)) obj_to_obj(obj, objGetContainer(initiator)); else if(objGetCarrier(initiator)) obj_to_char(obj, objGetCarrier(initiator)); else if(objGetWearer(initiator)) { bool equipped = (objIsType(obj, "worn") && try_equip(objGetWearer(initiator), obj, NULL, wornGetPositions(obj))); // we failed! Extract the object if(!equipped) { extract_obj(obj); return FALSE; } } } // hmmm... we shouldn't get this far else { extract_obj(obj); return FALSE; } // now, run all of our stuff resetRunOn(reset->on, obj, INITIATOR_ON_OBJ, locale); resetRunOn(reset->in, obj, INITIATOR_IN_OBJ, locale); resetRunOn(reset->then, obj, INITIATOR_THEN_OBJ, locale); return TRUE; }
/* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; AFFECT_DATA *paf, *paf_next; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; /* go through affects and decrement */ for ( paf = obj->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) { paf->duration--; if (number_range(0,4) == 0 && paf->level > 0) paf->level--; /* spell strength fades with time */ } else if ( paf->duration < 0 ) ; else { if ( paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_obj ) { if (obj->carried_by != NULL) { rch = obj->carried_by; act(skill_table[paf->type].msg_obj, rch,obj,NULL,TO_CHAR); } if (obj->in_room != NULL && obj->in_room->people != NULL) { rch = obj->in_room->people; act(skill_table[paf->type].msg_obj, rch,obj,NULL,TO_ALL); } } } affect_remove_obj( obj, paf ); } } if ( obj->timer <= 0 || --obj->timer > 0 ) continue; switch ( obj->item_type ) { default: message = "$p crumbles into dust."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_POTION: message = "$p has evaporated from disuse."; break; case ITEM_PORTAL: message = "$p fades out of existence."; break; case ITEM_CONTAINER: if (CAN_WEAR(obj,ITEM_WEAR_FLOAT)) if (obj->contains) message = "$p flickers and vanishes, spilling its contents on the floor."; else message = "$p flickers and vanishes."; else message = "$p crumbles into dust."; break; } if ( obj->carried_by != NULL ) { if (IS_NPC(obj->carried_by) && obj->carried_by->pIndexData->pShop != NULL) obj->carried_by->silver += obj->cost/5; else { act( message, obj->carried_by, obj, NULL, TO_CHAR ); if ( obj->wear_loc == WEAR_FLOAT) act(message,obj->carried_by,obj,NULL,TO_ROOM); } } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { if (! (obj->in_obj && obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(obj->in_obj,ITEM_TAKE))) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } } if ((obj->item_type == ITEM_CORPSE_PC || obj->wear_loc == WEAR_FLOAT) && obj->contains) { /* save the contents */ OBJ_DATA *t_obj, *next_obj; for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj(t_obj); if (obj->in_obj) /* in another object */ obj_to_obj(t_obj,obj->in_obj); else if (obj->carried_by) /* carried */ if (obj->wear_loc == WEAR_FLOAT) if (obj->carried_by->in_room == NULL) extract_obj(t_obj); else obj_to_room(t_obj,obj->carried_by->in_room); else obj_to_char(t_obj,obj->carried_by); else if (obj->in_room == NULL) /* destroy it */ extract_obj(t_obj); else /* to a room */ obj_to_room(t_obj,obj->in_room); } } extract_obj( obj ); } return; }
void do_cdonate( CHAR_DATA *ch, char *arg ) { OBJ_DATA *container; OBJ_DATA *obj; OBJ_DATA *obj_next; char arg1 [ MAX_INPUT_LENGTH ]; if ( !is_clan( ch ) ) { send_to_char( "You aren't a clansman!\n\r", ch ); return; } arg = one_argument( arg, arg1 ); if ( arg1[0] == '\0' ) { send_to_char( "Donate to your clan what?\n\r", ch ); return; } for ( container = object_list; container; container = container->next ) { if ( can_see_obj( ch, container ) && container->pIndexData->vnum == ch->pcdata->clan->donation ) break; } if ( !container ) { send_to_char( "The donation pit is missing from the world.\n\r", ch ); return; } if ( str_cmp( arg1, "all" ) && str_prefix( "all.", arg1 ) ) { if ( !( obj = get_obj_carry( ch, arg1 ) ) ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( !can_drop_obj( ch, obj ) ) { send_to_char( "You can't let go of it.\n\r", ch ); return; } if ( get_obj_weight( obj ) + get_obj_weight( container ) > container->value[0] ) { send_to_char( "It won't fit.\n\r", ch ); return; } if ( obj->item_type == ITEM_TRASH || obj->item_type == ITEM_FOOD || obj->item_type == ITEM_KEY || obj->item_type == ITEM_PILL ) { act( "You send $p flying to the $P.", ch, obj, container, TO_CHAR ); extract_obj( obj ); return; } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n sends $p flying to the $P.", ch, obj, container, TO_ROOM ); act( "You send $p flying to the $P.", ch, obj, container, TO_CHAR ); send_to_room( "A loud clank is heard from the pit!", container->in_room ); } else { for ( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->deleted ) continue; if ( ( arg1[3] == '\0' || is_name( &arg1[4], obj->name ) ) && can_see_obj( ch, obj ) && obj->wear_loc == WEAR_NONE && obj != container && can_drop_obj( ch, obj ) && get_obj_weight( obj ) + get_obj_weight( container ) <= container->value[0] ) { if ( obj->item_type == ITEM_TRASH || obj->item_type == ITEM_FOOD || obj->item_type == ITEM_KEY || obj->item_type == ITEM_PILL ) { act( "You send $p flying to the $P.", ch, obj, container, TO_CHAR ); extract_obj( obj ); continue; } obj_from_char( obj ); obj_to_obj( obj, container ); act( "$n sends $p flying to the $P.", ch, obj, container, TO_ROOM ); act( "You send $p flying to the $P.", ch, obj, container, TO_CHAR ); send_to_room( "A loud clank is heard from the pit!\n\r", container->in_room ); ch->pcdata->clan->score += 1; } } } return; }
/* * return values: * 0 - successful load, keep char in rent room. * 1 - load failure or load of crash items -- put char in temple. * 2 - rented equipment lost (no $) */ int Crash_load(struct char_data * ch) { FILE *fl; char fname[MAX_STRING_LENGTH]; struct obj_file_elem object; struct rent_info rent; int cost, orig_rent_code, num_objs = 0, j; float num_of_days; struct obj_data *obj, *obj2, *cont_row[MAX_BAG_ROWS]; int location; /* Empty all of the container lists (you never know ...) */ for (j = 0; j < MAX_BAG_ROWS; j++) cont_row[j] = NULL; if (!get_filename(GET_NAME(ch), fname, CRASH_FILE)) return 1; if (!(fl = fopen(fname, "r+b"))) { if (errno != ENOENT) { /* if it fails, NOT because of no file */ sprintf(buf1, "SYSERR: READING OBJECT FILE %s (5)", fname); perror(buf1); send_to_char("\r\n********************* NOTICE *********************\r\n" "There was a problem loading your objects from disk.\r\n" "Contact a God for assistance.\r\n", ch); } sprintf(buf, "%s entering game with NO equipment.", GET_NAME(ch)); mudlog(buf, NRM, MAX((int)LVL_IMMORT, (int)GET_INVIS_LEV(ch)), TRUE); return 1; } if (!feof(fl)) fread(&rent, sizeof(struct rent_info), 1, fl); else { plog("SYSERR: Crash_load: %s's rent file was empty!", GET_NAME(ch)); return 1; } if (rent.rentcode == RENT_RENTED || rent.rentcode == RENT_TIMEDOUT) { num_of_days = (float) (time(0) - rent.time) / SECS_PER_REAL_DAY; cost = (int) (rent.net_cost_per_diem * num_of_days); if (cost > GET_GOLD(ch) + GET_BANK_GOLD(ch)) { fclose(fl); sprintf(buf, "%s entering game, rented equipment lost (no $).", GET_NAME(ch)); mudlog(buf, BRF, MAX((int)LVL_IMMORT, (int)GET_INVIS_LEV(ch)), TRUE); Crash_crashsave(ch); return 2; } else { GET_BANK_GOLD(ch) -= MAX((long)cost - GET_GOLD(ch), 0L); GET_GOLD(ch) = MAX((long)GET_GOLD(ch) - cost, 0L); save_char(ch, NOWHERE); } } switch (orig_rent_code = rent.rentcode) { case RENT_RENTED: sprintf(buf, "%s un-renting and entering game.", GET_NAME(ch)); mudlog(buf, NRM, MAX((int)LVL_IMMORT, (int)GET_INVIS_LEV(ch)), TRUE); break; case RENT_CRASH: sprintf(buf, "%s retrieving crash-saved items and entering game.", GET_NAME(ch)); mudlog(buf, NRM, MAX((int)LVL_IMMORT, (int)GET_INVIS_LEV(ch)), TRUE); break; case RENT_CRYO: sprintf(buf, "%s un-cryo'ing and entering game.", GET_NAME(ch)); mudlog(buf, NRM, MAX((int)LVL_IMMORT, (int)GET_INVIS_LEV(ch)), TRUE); break; case RENT_FORCED: case RENT_TIMEDOUT: sprintf(buf, "%s retrieving force-saved items and entering game.", GET_NAME(ch)); mudlog(buf, NRM, MAX((int)LVL_IMMORT, (int)GET_INVIS_LEV(ch)), TRUE); break; default: sprintf(buf, "WARNING: %s entering game with undefined rent code.", GET_NAME(ch)); mudlog(buf, BRF, MAX((int)LVL_IMMORT, (int)GET_INVIS_LEV(ch)), TRUE); break; } while (!feof(fl)) { fread(&object, sizeof(struct obj_file_elem), 1, fl); if (ferror(fl)) { perror("Reading crash file: Crash_load."); fclose(fl); return 1; } if (feof(fl)) break; ++num_objs; if ( (obj = Obj_from_store(object, &location)) == NULL ) continue; auto_equip( ch, obj, location ); /* * What to do with a new loaded item: * * If there's a list with location less than 1 below this, then its * container has disappeared from the file so we put the list back into * the character's inventory. (Equipped items are 0 here.) * * If there's a list of contents with location of 1 below this, then we * check if it is a container: * - Yes: Get it from the character, fill it, and give it back so we * have the correct weight. * - No: The container is missing so we put everything back into the * character's inventory. * * For items with negative location, we check if there is already a list * of contents with the same location. If so, we put it there and if not, * we start a new list. * * Since location for contents is < 0, the list indices are switched to * non-negative. * * This looks ugly, but it works. */ if (location > 0) { /* Equipped */ for (j = MAX_BAG_ROWS - 1; j > 0; j--) { if (cont_row[j]) { /* No container, back to inventory. */ for (; cont_row[j]; cont_row[j] = obj2) { obj2 = cont_row[j]->next_content; obj_to_char(cont_row[j], ch); } cont_row[j] = NULL; } } if (cont_row[0]) { /* Content list existing. */ if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER) { /* Remove object, fill it, equip again. */ obj = unequip_char(ch, location - 1); obj->contains = NULL; /* Should be NULL anyway, but just in case. */ for (; cont_row[0]; cont_row[0] = obj2) { obj2 = cont_row[0]->next_content; obj_to_obj(cont_row[0], obj); } equip_char(ch, obj, location - 1); } else { /* Object isn't container, empty the list. */ for (; cont_row[0]; cont_row[0] = obj2) { obj2 = cont_row[0]->next_content; obj_to_char(cont_row[0], ch); } cont_row[0] = NULL; } } } else { /* location <= 0 */ for (j = MAX_BAG_ROWS - 1; j > -location; j--) { if (cont_row[j]) { /* No container, back to inventory. */ for (; cont_row[j]; cont_row[j] = obj2) { obj2 = cont_row[j]->next_content; obj_to_char(cont_row[j], ch); } cont_row[j] = NULL; } } if (j == -location && cont_row[j]) { /* Content list exists. */ if (GET_OBJ_TYPE(obj) == ITEM_CONTAINER) { /* Take the item, fill it, and give it back. */ obj_from_char(obj); obj->contains = NULL; for (; cont_row[j]; cont_row[j] = obj2) { obj2 = cont_row[j]->next_content; obj_to_obj(cont_row[j], obj); } obj_to_char(obj, ch); /* Add to inventory first. */ } else { /* Object isn't container, empty content list. */ for (; cont_row[j]; cont_row[j] = obj2) { obj2 = cont_row[j]->next_content; obj_to_char(cont_row[j], ch); } cont_row[j] = NULL; } } if (location < 0 && location >= -MAX_BAG_ROWS) { /* * Let the object be part of the content list but put it at the * list's end. Thus having the items in the same order as before * the character rented. */ obj_from_char(obj); if ((obj2 = cont_row[-location - 1]) != NULL) { while (obj2->next_content) obj2 = obj2->next_content; obj2->next_content = obj; } else cont_row[-location - 1] = obj; } } } /* Little hoarding check. -gg 3/1/98 */ sprintf(fname, "%s (level %d) has %d object%s (max %d).", GET_NAME(ch), GET_LEVEL(ch), num_objs, num_objs != 1 ? "s" : "", max_obj_save); mudlog(fname, NRM, MAX(GET_INVIS_LEV(ch), LVL_GOD), TRUE); /* turn this into a crash file by re-writing the control block */ rent.rentcode = RENT_CRASH; rent.time = time(0); rewind(fl); Crash_write_rentcode(ch, fl, &rent); fclose(fl); if ((orig_rent_code == RENT_RENTED) || (orig_rent_code == RENT_CRYO)) return (0); else return (1); }
void do_buy( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int maxgold; bool debit; OBJ_DATA *obj; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Buy what?\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; if ( argument[0] == '\0' ) debit = FALSE; else if ( !str_cmp( "atm", argument ) || !str_cmp( "debit", argument ) ) { bool has_card = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if ( obj->item_type == ITEM_DEBIT_CARD ) has_card = TRUE; } if ( has_card == TRUE ) debit = TRUE; else { send_to_char( "You don't even have your card with you!\n\r", ch ); return; } } if ( IS_NPC(ch) ) return; pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( !pRoomIndexNext ) { bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; pet = get_char_room( ch, arg ); ch->in_room = in_room; if ( pet == NULL || !IS_NPC( pet ) || !IS_SET(pet->act, ACT_PET) ) { send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } if (( ch->gold < 10 * pet->top_level * pet->top_level ) && debit == FALSE) { send_to_char( "You can't afford it.\n\r", ch ); return; } else if ( (ch->pcdata->bank < 10 * pet->top_level * pet->top_level) && debit == TRUE ) { send_to_char( "You dont have enough money in your bank account for it.\n\r", ch ); return; } maxgold = 10 * pet->top_level * pet->top_level; if ( debit == FALSE ) ch->gold -= maxgold; /* this was already here, btw */ else ch->pcdata->bank -= maxgold; boost_economy( ch->in_room->area, maxgold ); pet = create_mobile( pet->pIndexData ); SET_BIT(pet->act, ACT_PET); SET_BIT(pet->affected_by, AFF_CHARM); argument = one_argument( argument, arg ); if ( arg[0] != '\0' ) { sprintf( buf, "%s %s", pet->name, arg ); STRFREE( pet->name ); pet->name = STRALLOC( buf ); } sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r", pet->description, ch->name ); STRFREE( pet->description ); pet->description = STRALLOC( buf ); char_to_room( pet, ch->in_room ); add_follower( pet, ch ); send_to_char( "Enjoy your pet.\n\r", ch ); act( AT_ACTION, "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; int cost; int noi = 1; /* Number of items */ sh_int mnoi = 20; /* Max number of items to be bought at once */ if ( ( keeper = find_keeper( ch ) ) == NULL ) return; maxgold = keeper->top_level * 10; if ( is_number( arg ) ) { noi = atoi( arg ); argument = one_argument( argument, arg ); if ( noi > mnoi ) { act( AT_TELL, "$n tells you 'I don't sell that many items at" " once.'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } } if ( argument[0] == '\0' ) debit = FALSE; else if ( !str_cmp( "atm", argument ) || !str_cmp( "debit", argument ) ) { bool has_card = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if ( obj->item_type == ITEM_DEBIT_CARD ) has_card = TRUE; } if ( has_card == TRUE ) debit = TRUE; else { send_to_char( "You don't even have your card with you!\n\r", ch ); return; } } obj = get_obj_carry( keeper, arg ); if ( !obj && arg[0] == '#' ) { int onum, oref; bool ofound = FALSE; onum =0; oref = atoi(arg+1); for ( obj = keeper->last_carrying; obj; obj = obj->prev_content ) { if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) onum++; if ( onum == oref ) { ofound = TRUE; break; } else if ( onum > oref ) break; } if (!ofound) obj = NULL; } if (keeper->home != NULL && obj->cost > 0) cost= obj->cost; cost = ( get_cost( ch, keeper, obj, TRUE ) * noi ); if( !IS_NPC(ch) && ch->pcdata->learned[gsn_bargain] > 0 && ch->pcdata->learned[gsn_bargain] > number_percent()) { ch_printf(ch,"You are able to bargain from %d credits to %d credits!\n\r", cost, (cost/3)+(cost/2)); cost = (cost/3) + (cost/2); if(number_percent() > 50) learn_from_success(ch, gsn_bargain); } if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( AT_TELL, "$n tells you 'I don't sell that -- try 'list'.'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !IS_OBJ_STAT( obj, ITEM_INVENTORY ) && ( noi > 1 ) ) { interpret( keeper, "laugh" ); act( AT_TELL, "$n tells you 'I don't have enough of those in stock" " to sell more than one at a time.'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->gold < cost && debit == FALSE) { act( AT_TELL, "$n tells you 'You can't afford to buy $p.'", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->pcdata->bank < cost && debit == TRUE) { send_to_char( "You are almost slide your card through, but you remember you don't have enough money!\n\r", ch ); return; } if ( IS_SET(obj->extra_flags, ITEM_PROTOTYPE) && get_trust( ch ) < LEVEL_IMMORTAL ) { act( AT_TELL, "$n tells you 'This is a only a prototype! I can't sell you that...'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { send_to_char( "You can't carry that many items.\n\r", ch ); return; } if ( ch->carry_weight + ( get_obj_weight( obj ) * noi ) + (noi > 1 ? 2 : 0) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } if ( noi == 1 ) { if ( !IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) separate_obj( obj ); act( AT_ACTION, "$n buys $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You buy $p.", ch, obj, NULL, TO_CHAR ); } else { sprintf( arg, "$n buys %d $p%s.", noi, ( obj->short_descr[strlen(obj->short_descr)-1] == 's' ? "" : "s" ) ); act( AT_ACTION, arg, ch, obj, NULL, TO_ROOM ); sprintf( arg, "You buy %d $p%s.", noi, ( obj->short_descr[strlen(obj->short_descr)-1] == 's' ? "" : "s" ) ); act( AT_ACTION, arg, ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$N puts them into a bag and hands it to you.", ch, NULL, keeper, TO_CHAR ); } if ( debit == FALSE ) ch->gold -= cost; /* this line was already here, btw */ else if ( debit == TRUE ) ch->pcdata->bank -= cost; keeper->gold += cost; if ( keeper->gold > maxgold ) { boost_economy( keeper->in_room->area, keeper->gold - maxgold/2 ); keeper->gold = maxgold/2; act( AT_ACTION, "$n puts some credits into a large safe.", keeper, NULL, NULL, TO_ROOM ); } if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) { OBJ_DATA *buy_obj, *bag; buy_obj = create_object( obj->pIndexData, obj->level ); /* * Due to grouped objects and carry limitations in SMAUG * The shopkeeper gives you a bag with multiple-buy, * and also, only one object needs be created with a count * set to the number bought. -Thoric */ if ( noi > 1 ) { bag = create_object( get_obj_index( OBJ_VNUM_SHOPPING_BAG ), 1 ); /* perfect size bag ;) */ bag->value[0] = bag->weight + (buy_obj->weight * noi); buy_obj->count = noi; obj->pIndexData->count += (noi - 1); numobjsloaded += (noi - 1); obj_to_obj( buy_obj, bag ); obj_to_char( bag, ch ); } else obj_to_char( buy_obj, ch ); } else { obj_from_char( obj ); obj_to_char( obj, ch ); } return; } }
/* * 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; }
bool Object::fread_obj (Character * ch, std::ifstream & fp) { std::string word; int iNest = 0; bool fMatch; bool fNest = false; bool fVnum = true; for (;;) { word = fp.eof() ? std::string("End") : fread_word (fp); fMatch = false; switch (toupper (word[0])) { case '*': fMatch = true; fread_to_eol (fp); break; case 'A': if (!str_cmp (word, "Affect")) { Affect *paf; paf = new Affect(); paf->type = fread_number (fp); paf->duration = fread_number (fp); paf->modifier = fread_number (fp); paf->location = fread_number (fp); paf->bitvector = fread_number (fp); affected.push_back(paf); fMatch = true; break; } break; case 'C': KEY ("Cost", cost, fread_number (fp)); break; case 'D': KEY ("Description", description, fread_string (fp)); break; case 'E': KEY ("ExtraFlags", extra_flags, fread_number (fp)); if (!str_cmp (word, "ExtraDescr")) { ExtraDescription *ed; ed = new ExtraDescription(); ed->keyword = fread_string (fp); ed->description = fread_string (fp); extra_descr.push_back(ed); fMatch = true; } if (!str_cmp (word, "End")) { if (!fNest || !fVnum) { bug_printf ("Fread_obj: incomplete object."); return false; } else { object_list.push_back(this); pIndexData->count++; if (iNest == 0 || rgObjNest[iNest] == NULL) obj_to_char (ch); else obj_to_obj (rgObjNest[iNest - 1]); return true; } } break; case 'I': KEY ("ItemType", item_type, fread_number (fp)); break; case 'L': KEY ("Level", level, fread_number (fp)); break; case 'N': KEY ("Name", name, fread_string (fp)); if (!str_cmp (word, "Nest")) { iNest = fread_number (fp); if (iNest < 0 || iNest >= MAX_NEST) { bug_printf ("Fread_obj: bad nest %d.", iNest); } else { rgObjNest[iNest] = this; fNest = true; } fMatch = true; } break; case 'S': KEY ("ShortDescr", short_descr, fread_string (fp)); if (!str_cmp (word, "Spell")) { int iValue; int sn; iValue = fread_number (fp); sn = skill_lookup (fread_word (fp)); if (iValue < 0 || iValue > 3) { bug_printf ("Fread_obj: bad iValue %d.", iValue); } else if (sn < 0) { bug_printf ("Fread_obj: unknown skill."); } else { value[iValue] = sn; } fMatch = true; break; } break; case 'T': KEY ("Timer", timer, fread_number (fp)); break; case 'V': if (!str_cmp (word, "Values")) { value[0] = fread_number (fp); value[1] = fread_number (fp); value[2] = fread_number (fp); value[3] = fread_number (fp); fMatch = true; break; } if (!str_cmp (word, "Vnum")) { int vnum; vnum = fread_number (fp); if ((pIndexData = get_obj_index (vnum)) == NULL) bug_printf ("Fread_obj: bad vnum %d.", vnum); else fVnum = true; fMatch = true; break; } break; case 'W': KEY ("WearFlags", wear_flags, fread_number (fp)); KEY ("WearLoc", wear_loc, fread_number (fp)); KEY ("Weight", weight, fread_number (fp)); break; } if (!fMatch) { bug_printf ("Fread_obj: no match."); fread_to_eol (fp); } } return false; }
void fread_obj( CHAR_DATA *ch, FILE *fp ) { static OBJ_DATA obj_zero; OBJ_DATA *obj; char *word; int iNest; bool fMatch; bool fNest; bool fVnum; if ( obj_free == NULL ) { obj = alloc_perm( sizeof(*obj) ); } else { obj = obj_free; obj_free = obj_free->next; } *obj = obj_zero; obj->name = str_dup( "" ); obj->short_descr = str_dup( "" ); obj->description = str_dup( "" ); fNest = FALSE; fVnum = TRUE; iNest = 0; for ( ; ; ) { word = feof( fp ) ? "End" : fread_word( fp ); fMatch = FALSE; switch ( UPPER(word[0]) ) { case '*': fMatch = TRUE; fread_to_eol( fp ); break; case 'A': if ( !str_cmp( word, "Affect" ) ) { AFFECT_DATA *paf; if ( affect_free == NULL ) { paf = alloc_perm( sizeof(*paf) ); } else { paf = affect_free; affect_free = affect_free->next; } paf->type = fread_number( fp ); paf->duration = fread_number( fp ); paf->modifier = fread_number( fp ); paf->location = fread_number( fp ); paf->bitvector = fread_number( fp ); paf->next = obj->affected; obj->affected = paf; fMatch = TRUE; break; } break; case 'C': KEY( "Cost", obj->cost, fread_number( fp ) ); break; case 'D': KEY( "Description", obj->description, fread_string( fp ) ); break; case 'E': KEY( "ExtraFlags", obj->extra_flags, fread_number( fp ) ); if ( !str_cmp( word, "ExtraDescr" ) ) { EXTRA_DESCR_DATA *ed; if ( extra_descr_free == NULL ) { ed = alloc_perm( sizeof(*ed) ); } else { ed = extra_descr_free; extra_descr_free = extra_descr_free->next; } ed->keyword = fread_string( fp ); ed->description = fread_string( fp ); ed->next = obj->extra_descr; obj->extra_descr = ed; fMatch = TRUE; } if ( !str_cmp( word, "End" ) ) { if ( !fNest || !fVnum ) { bug( "Fread_obj: incomplete object.", 0 ); free_string( obj->name ); free_string( obj->description ); free_string( obj->short_descr ); obj->next = obj_free; obj_free = obj; return; } else { obj->next = object_list; object_list = obj; obj->pIndexData->count++; if ( iNest == 0 || rgObjNest[iNest] == NULL ) obj_to_char( obj, ch ); else obj_to_obj( obj, rgObjNest[iNest-1] ); return; } } break; case 'I': KEY( "ItemType", obj->item_type, fread_number( fp ) ); break; case 'L': KEY( "Level", obj->level, fread_number( fp ) ); break; case 'N': KEY( "Name", obj->name, fread_string( fp ) ); if ( !str_cmp( word, "Nest" ) ) { iNest = fread_number( fp ); if ( iNest < 0 || iNest >= MAX_NEST ) { bug( "Fread_obj: bad nest %d.", iNest ); } else { rgObjNest[iNest] = obj; fNest = TRUE; } fMatch = TRUE; } break; case 'S': KEY( "ShortDescr", obj->short_descr, fread_string( fp ) ); if ( !str_cmp( word, "Spell" ) ) { int iValue; int sn; iValue = fread_number( fp ); sn = skill_lookup( fread_word( fp ) ); if ( iValue < 0 || iValue > 3 ) { bug( "Fread_obj: bad iValue %d.", iValue ); } else if ( sn < 0 ) { bug( "Fread_obj: unknown skill.", 0 ); } else { obj->value[iValue] = sn; } fMatch = TRUE; break; } break; case 'T': KEY( "Timer", obj->timer, fread_number( fp ) ); break; case 'V': if ( !str_cmp( word, "Values" ) ) { obj->value[0] = fread_number( fp ); obj->value[1] = fread_number( fp ); obj->value[2] = fread_number( fp ); obj->value[3] = fread_number( fp ); fMatch = TRUE; break; } if ( !str_cmp( word, "Vnum" ) ) { int vnum; vnum = fread_number( fp ); if ( ( obj->pIndexData = get_obj_index( vnum ) ) == NULL ) bug( "Fread_obj: bad vnum %d.", vnum ); else fVnum = TRUE; fMatch = TRUE; break; } break; case 'W': KEY( "WearFlags", obj->wear_flags, fread_number( fp ) ); KEY( "WearLoc", obj->wear_loc, fread_number( fp ) ); KEY( "Weight", obj->weight, fread_number( fp ) ); break; } if ( !fMatch ) { bug( "Fread_obj: no match.", 0 ); fread_to_eol( fp ); } } }
//to calkowita obsluga ladowania artefactow //sprawdzanie czy mozna + ladowanie + ew. zakladanie void load_artefact( ROOM_INDEX_DATA *room, OBJ_DATA *obj, CHAR_DATA *ch ) { char buf[ MAX_INPUT_LENGTH ]; ARTEFACT_DATA *atmp = NULL; ARTEFACT_LOADER *ltmp = NULL; OBJ_DATA *loaded_obj; int type; int vnum = 0; if ( room != NULL ) { vnum = room->vnum;type = 0; } else if ( obj != NULL ) { vnum = obj->pIndexData->vnum;type = 1; } else if ( ch != NULL ) { vnum = ch->pIndexData->vnum;type = 2; } else return ; //gdzie for ( atmp = artefact_system;atmp;atmp = atmp->next ) { for ( ltmp = atmp->loader;ltmp;ltmp = ltmp->next ) { //jesli nie zgadza sie typ (np: obj=obj) i vnumy to wychodzimy if (!( ltmp->type == type && ltmp->vnum == vnum )) { continue; } //jesli room to sprawdzanie czy juz tam nie ma if (( type == 0 ) && ( count_obj_list( get_obj_index( atmp->avnum ), room->contents ) > 0 ) ) { sprintf( buf, "NIE LADUJE do room a (juz jest): %d do %d", atmp->avnum, room->vnum ); wiznet( buf, NULL, NULL, WIZ_ARTEFACTLOAD, 0, 39 ); continue; } //aktualizacja ilosci atmp->count = artefact_new_count( atmp ); //tera prawd. jesli mniejsze to nastepny loader if ( number_range( 1, ltmp->probup ) > ltmp->probdown ) { continue; } //juz max artefaktu, nastepny loader if ( atmp->count >= atmp->max_count ) continue; //ladujemy bo wsie warunki spelnione loaded_obj = create_object ( get_obj_index( atmp->avnum ), FALSE ); create_artefact( loaded_obj->pIndexData->vnum ); //dokad ladujemy if ( type == 0 ) //do rooma { sprintf( buf, "Artefakt [%d] za³adowany do rooma [%d].", loaded_obj->pIndexData->vnum, room->vnum ); obj_to_room( loaded_obj, room ); wiznet( buf, NULL, NULL, WIZ_ARTEFACTLOAD, 0, 39 ); } else if ( type == 1 ) //do srodka objectu { sprintf( buf, "Artefakt [%d] za³adowany do wnêtrza obiektu [%d],", loaded_obj->pIndexData->vnum, obj->pIndexData->vnum ); obj_to_obj( loaded_obj, obj ); wiznet( buf, NULL, NULL, WIZ_ARTEFACTLOAD, 0, 39 ); //okresla room if ( obj->in_room ) sprintf( buf, " w roomie [%d]", obj->in_room->vnum ); if ( obj->carried_by ) sprintf( buf, " na mobie [%d] w roomie [%d]", obj->carried_by->pIndexData->vnum, obj->carried_by->in_room->vnum ); wiznet( buf, NULL, NULL, WIZ_ARTEFACTLOAD, 0, 39 ); } else if ( type == 2 ) //mobowi { sprintf( buf, "Artefakt [%d] za³adowany mobowi [%d] roomie [%d].", loaded_obj->pIndexData->vnum, ch->pIndexData->vnum, ch->in_room->vnum ); obj_to_char( loaded_obj, ch ); wiznet( buf, NULL, NULL, WIZ_ARTEFACTLOAD, 0, 39 ); //+zakladanie jesli moze (nie sprzedawca) if ( ch->pIndexData->pShop == NULL && loaded_obj->wear_loc == WEAR_NONE && can_see_obj( ch, loaded_obj ) ) { if ( loaded_obj->item_type == ITEM_WEAPON ) { if ( !get_eq_char( ch, WEAR_WIELD ) ) wield_weapon( ch, loaded_obj, TRUE ); } else wear_obj( ch, loaded_obj, FALSE ); } } //end dokad // } //end typ=typ, vnum=vnum } //end po loaderach } //end po artefaktach }
/* toss $n $dice $table for $face */ void char__do_toss (CHAR_DATA * ch, char *argument, int cmd) { register short int nArg = 0; register short int nDiceArg = 0; register short int nTableArg = 0; register short int nFaceArg = 0; register short int nFacet = 0; register short int nMaxFacet = 0; size_t nIndex = 0; register int nCount = 0; char *p = NULL; char buf[AVG_STRING_LENGTH * 10] = ""; char arg[5][AVG_STRING_LENGTH / 5] = { "", "", "", "", "" }; char key[AVG_STRING_LENGTH] = ""; char strFacet[AVG_STRING_LENGTH] = ""; char strFacetList[AVG_STRING_LENGTH] = ""; OBJ_DATA *dice = NULL; OBJ_DATA *table = NULL; nArg = sscanf (argument, "%s %s %s %s %s", arg[0], arg[1], arg[2], arg[3], arg[4]); if (nArg <= 0) { send_to_char ("Toss what?\n", ch); return; } nCount = strtol (arg[0], &p, 10); if (errno == ERANGE || nCount == 0 || strlen (p) != 0) { nCount = 0; } else { nDiceArg = 1; } switch (nArg - nDiceArg) { case 3: nFaceArg = (strcmp ("for", arg[nDiceArg + 1]) == 0) ? nDiceArg + 2 : -1; break; case 4: nFaceArg = (strcmp ("for", arg[nDiceArg + 2]) == 0) ? nDiceArg + 3 : -1; /* NO BREAK HERE goes to next case */ case 2: nTableArg = nDiceArg + 1; break; default: break; } if (nFaceArg < 0) { send_to_char ("Toss them how?\n", ch); return; } if (!(dice = get_obj_in_dark (ch, arg[nDiceArg], ch->right_hand)) && !(dice = get_obj_in_dark (ch, arg[nDiceArg], ch->left_hand))) { sprintf (buf, "You don't have a '%s'.\n", arg[nDiceArg]); send_to_char (buf, ch); return; } if (dice->obj_flags.type_flag != ITEM_TOSSABLE && dice->obj_flags.type_flag != ITEM_MONEY) { send_to_char ("Did you mean to #6throw#0 that object?\n", ch); return; } if (dice->count > 12 && (nCount == 0 || nCount > 12)) { send_to_char ("You can't toss that many at once.\n", ch); return; } if (nTableArg && arg[nTableArg][0] && (!(table = get_obj_in_list_vis (ch, arg[nTableArg], ch->room->contents)) || !IS_TABLE(table))) { sprintf (buf, "You don't see any furniture like '%s'.\n", arg[nTableArg]); send_to_char (buf, ch); return; } obj_from_char (&dice, nCount); if (dice->obj_flags.type_flag == ITEM_MONEY) { strcpy (key, " obverse reverse "); nMaxFacet = 2; } else if (dice->desc_keys) { sprintf (key, " %s ", dice->desc_keys); } else { strcpy (key, " one two three four five six seven eight nine ten eleven twelve thirteen fourteen fifteen sixteen seventeen eighteen nineteen twenty "); } if (nFaceArg && dice->o.od.value[1]) { /* nFacet = strtol(arg[nFaceArg],&p,10); if ( errno == ERANGE || nFacet == 0 || strlen(p) != 0 ) { strcpy(strFacet,strstr(key,arg[nFaceArg])); if () { } else { nFacet = 0; } } else { } */ } nMaxFacet = (nMaxFacet) ? nMaxFacet : dice->o.od.value[0]; for (nCount = 0; nCount < dice->count; nCount++) { nFacet = number (1, nMaxFacet); for (nIndex = 0; nIndex < strlen (key); nIndex++) { if (key[nIndex] == ' ' && --nFacet <= 0) break; } sscanf (key + nIndex + 1, "%s %s", strFacet, buf); sprintf (strFacetList + strlen (strFacetList), "#6%s%s#0%s", (nMaxFacet == 2) ? "the " : "a ", strFacet, (nCount == dice->count - 2) ? " and " : ((nCount != dice->count - 1) ? ", " : "")); } sprintf (buf, "You toss $p onto %s%s%s%s. The upright face%s show%s: %s.\n", (nTableArg) ? "$P" : "the ground", (nFaceArg) ? ", trying for #6a " : "", (nFaceArg) ? arg[nFaceArg] : "", (nFaceArg) ? "#0" : "", (nCount > 1) ? "s" : "", (nCount > 1) ? "" : "s", strFacetList); act (buf, true, ch, dice, table, TO_CHAR | _ACT_FORMAT); sprintf (buf, "$n tosses $p onto %s. The upright face%s show%s: %s.\n", (nTableArg) ? "$P" : "the ground", (nCount > 1) ? "s" : "", (nCount > 1) ? "" : "s", strFacetList); act (buf, true, ch, dice, table, TO_ROOM | _ACT_FORMAT); if (nTableArg) { obj_to_obj (dice, table); } else { obj_to_room (dice, ch->in_room); } }
/* return values: 0 - successful load, keep char in rent room. 1 - load failure or load of crash items -- put char in temple. 2 - rented equipment lost (no $) */ int Crash_load(struct char_data * ch) { void Crash_save(struct char_data * ch, int type); FILE *fl; char fname[MAX_STRING_LENGTH]; char buf[MAX_STRING_LENGTH]; char input[MAX_INPUT_LENGTH + 1]; char tag[MAX_INPUT_LENGTH + 1]; char tag_arguments[MAX_INPUT_LENGTH + 1]; int val; struct obj_data *tmpobj = NULL; struct obj_data *tmpobj2; struct obj_data *next_obj; int found_begin = 0; int affect_counter = 0; int found; char *p; struct corpse_obj_save *crash_load_stack = NULL; struct corpse_obj_save *temp_stack = NULL; struct corpse_obj_save *temp_stack_next = NULL; int chg; int ovnum = 0; int j; if (!get_filename(GET_NAME(ch), fname, CRASH_FILE)) { return 1; } if (!(fl = fopen(fname, "r"))) { if (errno != ENOENT) { /* if it fails, NOT because of no file */ sprintf(buf1, "SYSERR: READING OBJECT FILE %s (5)", fname); perror(buf1); send_to_char("\r\n********************* NOTICE *********************\r\n" "There was a problem loading your objects from disk.\r\n" "Contact a God for assistance.\r\n", ch); } sprintf(buf, "%s entering game with no equipment.", GET_NAME(ch)); mudlog(buf, 'R', COM_IMMORT, TRUE); plog(buf, ch, 0); return 1; } while (get_line(fl, input)) { parse_pline(input, tag, tag_arguments); while ((p = strrchr(tag_arguments, '\n')) != NULL) { *p = '\0'; } val = atoi(tag_arguments); switch (tag[4]) { case 'a': case 'A': if (strcasecmp(tag, "obj_affect_loc") == 0 && affect_counter < MAX_OBJ_AFFECT) { tmpobj->affected[affect_counter].location = val; } else if (strcasecmp(tag, "obj_affect_mod") == 0 && affect_counter < MAX_OBJ_AFFECT) { tmpobj->affected[affect_counter].modifier = val; affect_counter++; } else { sprintf(buf, "Unknown Rent-File Tag: %s", tag); stderr_log(buf); } break; case 'b': case 'B': if (strcasecmp(tag, "obj_begin") == 0) { if (found_begin) { send_to_char("\r\n********************* NOTICE *********************\r\n" "There was a problem loading your objects from disk.\r\n" "Contact a God for assistance.\r\n", ch); return 1; } found_begin = 1; } else if (strcasecmp(tag, "obj_bitvector") == 0) { GET_OBJ_BITV(tmpobj) = asciiflag_conv(tag_arguments); } else if (strcasecmp(tag, "obj_bitvector2") == 0) { GET_OBJ_BITV2(tmpobj) = asciiflag_conv(tag_arguments); } else { sprintf(buf, "Unknown Rent-File Tag: %s", tag); stderr_log(buf); } break; case 'e': case 'E': if (strcasecmp(tag, "obj_extra_flags") == 0) { GET_OBJ_EXTRA(tmpobj) = asciiflag_conv(tag_arguments); } else if (strcasecmp(tag, "obj_end") == 0) { if (ovnum >= 0) { if (!found_begin) { send_to_char("\r\n********************* NOTICE *********************\r\n" "There was a problem loading your objects from disk.\r\n" "Contact a God for assistance.\r\n", ch); return 1; } found_begin = 0; affect_counter = 0; CREATE(crash_load_stack, struct corpse_obj_save, 1); crash_load_stack->level = 0; crash_load_stack->prev = NULL; for (tmpobj2 = ch->carrying, found = 0; tmpobj2 && !found; tmpobj2 = next_obj) { next_obj = tmpobj2->next_content; if (tmpobj2->objnum == tmpobj->inobj) { obj_to_obj(tmpobj, tmpobj2); found = 1; } if (tmpobj2->contains) { crash_load_stack->next_obj = next_obj; CREATE(temp_stack, struct corpse_obj_save, 1); temp_stack->level = crash_load_stack->level + 1; temp_stack->prev = crash_load_stack; crash_load_stack = temp_stack; next_obj = tmpobj2->contains; if (tmpobj2 == next_obj) { /* infinite loop */ next_obj = NULL; continue; } } else if (next_obj == NULL && crash_load_stack->level > 0) { temp_stack = crash_load_stack; crash_load_stack = crash_load_stack->prev; FREE(temp_stack); next_obj = crash_load_stack->next_obj; } } for (temp_stack = crash_load_stack; temp_stack; temp_stack = temp_stack_next) { temp_stack_next = temp_stack->prev; FREE(temp_stack); } if (!found) { obj_to_char(tmpobj, ch); } } else { extract_obj(tmpobj); found_begin = 0; affect_counter = 0; ovnum = 0; } } else {
int delete_object(obj_rnum rnum) { obj_rnum i; zone_rnum zrnum; struct obj_data *obj, *tmp, *next_tmp; int shop, j, zone, cmd_no; if (rnum == NOTHING || rnum > top_of_objt) return NOTHING; obj = &obj_proto[rnum]; zrnum = real_zone_by_thing(GET_OBJ_VNUM(obj)); /* This is something you might want to read about in the logs. */ log("GenOLC: delete_object: Deleting object #%d (%s).", GET_OBJ_VNUM(obj), obj->short_description); for (tmp = object_list; tmp; tmp = next_tmp) { next_tmp = tmp->next; if (tmp->item_number != obj->item_number) continue; /* extract_obj() will just axe contents. */ if (tmp->contains) { struct obj_data *this_content, *next_content; for (this_content = tmp->contains; this_content; this_content = next_content) { next_content = this_content->next_content; if (IN_ROOM(tmp)) { /* Transfer stuff from object to room. */ obj_from_obj(this_content); obj_to_room(this_content, IN_ROOM(tmp)); } else if (tmp->worn_by || tmp->carried_by) { /* Transfer stuff from object to person inventory. */ obj_from_char(this_content); obj_to_char(this_content, tmp->carried_by); } else if (tmp->in_obj) { /* Transfer stuff from object to containing object. */ obj_from_obj(this_content); obj_to_obj(this_content, tmp->in_obj); } } } /* Remove from object_list, etc. - handles weightchanges, and similar. */ extract_obj(tmp); } /* Make sure all are removed. */ assert(obj_index[rnum].number == 0); /* Adjust rnums of all other objects. */ for (tmp = object_list; tmp; tmp = tmp->next) { GET_OBJ_RNUM(tmp) -= (GET_OBJ_RNUM(tmp) > rnum); } for (i = rnum; i < top_of_objt; i++) { obj_index[i] = obj_index[i + 1]; obj_proto[i] = obj_proto[i + 1]; obj_proto[i].item_number = i; } top_of_objt--; RECREATE(obj_index, struct index_data, top_of_objt + 1); RECREATE(obj_proto, struct obj_data, top_of_objt + 1); /* Renumber notice boards. */ for (j = 0; j < NUM_OF_BOARDS; j++) BOARD_RNUM(j) -= (BOARD_RNUM(j) > rnum); /* Renumber shop produce. */ for (shop = 0; shop <= top_shop; shop++) for (j = 0; SHOP_PRODUCT(shop, j) != NOTHING; j++) SHOP_PRODUCT(shop, j) -= (SHOP_PRODUCT(shop, j) > rnum); /* Renumber zone table. */ for (zone = 0; zone <= top_of_zone_table; zone++) { for (cmd_no = 0; ZCMD(zone, cmd_no).command != 'S'; cmd_no++) { switch (ZCMD(zone, cmd_no).command) { case 'P': if (ZCMD(zone, cmd_no).arg3 == rnum) { delete_command(&zone_table[zone], cmd_no); } else ZCMD(zone, cmd_no).arg3 -= (ZCMD(zone, cmd_no).arg3 > rnum); break; case 'O': case 'G': case 'E': if (ZCMD(zone, cmd_no).arg1 == rnum) { delete_command(&zone_table[zone], cmd_no); } else ZCMD(zone, cmd_no).arg1 -= (ZCMD(zone, cmd_no).arg1 > rnum); break; case 'R': if (ZCMD(zone, cmd_no).arg2 == rnum) { delete_command(&zone_table[zone], cmd_no); } else ZCMD(zone, cmd_no).arg2 -= (ZCMD(zone, cmd_no).arg2 > rnum); break; } } } save_objects(zrnum); return rnum; }
/* * Reset one area. */ void reset_area( AREA_DATA *pArea ) { RESET_DATA *pReset; CHAR_DATA *mob; bool last; int level; mob = NULL; last = TRUE; level = 0; for ( pReset = pArea->reset_first; pReset != NULL; pReset = pReset->next ) { ROOM_INDEX_DATA *pRoomIndex; MOB_INDEX_DATA *pMobIndex; OBJ_INDEX_DATA *pObjIndex; OBJ_INDEX_DATA *pObjToIndex; EXIT_DATA *pexit; OBJ_DATA *obj; OBJ_DATA *obj_to; switch ( pReset->command ) { default: bug( "Reset_area: bad command %c.", pReset->command ); break; case 'M': if ( ( pMobIndex = get_mob_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'M': bad vnum %d.", pReset->arg1 ); continue; } if ( ( pRoomIndex = get_room_index( pReset->arg3 ) ) == NULL ) { bug( "Reset_area: 'R': bad vnum %d.", pReset->arg3 ); continue; } level = URANGE( 0, pMobIndex->level - 2, LEVEL_HERO ); if ( pMobIndex->count >= pReset->arg2 ) { last = FALSE; break; } mob = create_mobile( pMobIndex ); /* * Check for pet shop. */ { ROOM_INDEX_DATA *pRoomIndexPrev; pRoomIndexPrev = get_room_index( pRoomIndex->vnum - 1 ); if ( pRoomIndexPrev != NULL && IS_SET(pRoomIndexPrev->room_flags, ROOM_PET_SHOP) ) SET_BIT(mob->act, ACT_PET); } if ( room_is_dark( pRoomIndex ) ) SET_BIT(mob->affected_by, AFF_INFRARED); char_to_room( mob, pRoomIndex ); level = URANGE( 0, mob->level - 2, LEVEL_HERO ); last = TRUE; break; case 'O': if ( ( pObjIndex = get_obj_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'O': bad vnum %d.", pReset->arg1 ); continue; } if ( ( pRoomIndex = get_room_index( pReset->arg3 ) ) == NULL ) { bug( "Reset_area: 'R': bad vnum %d.", pReset->arg3 ); continue; } if ( pArea->nplayer > 0 || count_obj_list( pObjIndex, pRoomIndex->contents ) > 0 ) { last = FALSE; break; } obj = create_object( pObjIndex, number_fuzzy( level ) ); obj->cost = 0; obj_to_room( obj, pRoomIndex ); last = TRUE; break; case 'P': if ( ( pObjIndex = get_obj_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'P': bad vnum %d.", pReset->arg1 ); continue; } if ( ( pObjToIndex = get_obj_index( pReset->arg3 ) ) == NULL ) { bug( "Reset_area: 'P': bad vnum %d.", pReset->arg3 ); continue; } if ( pArea->nplayer > 0 || ( obj_to = get_obj_type( pObjToIndex ) ) == NULL || obj_to->in_room == NULL || count_obj_list( pObjIndex, obj_to->contains ) > 0 ) { last = FALSE; break; } obj = create_object( pObjIndex, number_fuzzy( obj_to->level ) ); obj_to_obj( obj, obj_to ); last = TRUE; break; case 'G': case 'E': if ( ( pObjIndex = get_obj_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'E' or 'G': bad vnum %d.", pReset->arg1 ); continue; } if ( !last ) break; if ( mob == NULL ) { bug( "Reset_area: 'E' or 'G': null mob for vnum %d.", pReset->arg1 ); last = FALSE; break; } if ( mob->pIndexData->pShop != NULL ) { int olevel; switch ( pObjIndex->item_type ) { default: olevel = 0; break; case ITEM_PILL: olevel = number_range( 0, 10 ); break; case ITEM_POTION: olevel = number_range( 0, 10 ); break; case ITEM_SCROLL: olevel = number_range( 5, 15 ); break; case ITEM_WAND: olevel = number_range( 10, 20 ); break; case ITEM_STAFF: olevel = number_range( 15, 25 ); break; case ITEM_ARMOR: olevel = number_range( 5, 15 ); break; case ITEM_WEAPON: olevel = number_range( 5, 15 ); break; } obj = create_object( pObjIndex, olevel ); SET_BIT( obj->extra_flags, ITEM_INVENTORY ); } else { obj = create_object( pObjIndex, number_fuzzy( level ) ); } obj_to_char( obj, mob ); if ( pReset->command == 'E' ) equip_char( mob, obj, pReset->arg3 ); last = TRUE; break; case 'D': if ( ( pRoomIndex = get_room_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'D': bad vnum %d.", pReset->arg1 ); continue; } if ( ( pexit = pRoomIndex->exit[pReset->arg2] ) == NULL ) break; switch ( pReset->arg3 ) { case 0: REMOVE_BIT( pexit->exit_info, EX_CLOSED ); REMOVE_BIT( pexit->exit_info, EX_LOCKED ); break; case 1: SET_BIT( pexit->exit_info, EX_CLOSED ); REMOVE_BIT( pexit->exit_info, EX_LOCKED ); break; case 2: SET_BIT( pexit->exit_info, EX_CLOSED ); SET_BIT( pexit->exit_info, EX_LOCKED ); break; } last = TRUE; break; case 'R': if ( ( pRoomIndex = get_room_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'R': bad vnum %d.", pReset->arg1 ); continue; } { int d0; int d1; for ( d0 = 0; d0 < pReset->arg2 - 1; d0++ ) { d1 = number_range( d0, pReset->arg2-1 ); pexit = pRoomIndex->exit[d0]; pRoomIndex->exit[d0] = pRoomIndex->exit[d1]; pRoomIndex->exit[d1] = pexit; } } break; } } return; }
int handle_obj(struct obj_data *temp, struct char_data *ch, int locate, struct obj_data **cont_row) { int j; struct obj_data *obj1; if (!temp) /* this should never happen, but.... */ return (0); auto_equip(ch, temp, locate); /* what to do with a new loaded item: if there's a list with <locate> less than 1 below this: (equipped items are assumed to have <locate>==0 here) then its container has disappeared from the file *gasp* -> put all the list back to ch's inventory if there's a list of contents with <locate> 1 below this: check if it's a container - if so: get it from ch, fill it, and give it back to ch (this way the container has its correct weight before modifying ch) - if not: the container is missing -> put all the list to ch's inventory for items with negative <locate>: if there's already a list of contents with the same <locate> put obj to it if not, start a new list Confused? Well maybe you can think of some better text to be put here ... since <locate> for contents is < 0 the list indices are switched to non-negative */ if (locate > 0) { /* item equipped */ for (j = MAX_BAG_ROWS-1;j > 0;j--) if (cont_row[j]) { /* no container -> back to ch's inventory */ for (;cont_row[j];cont_row[j] = obj1) { obj1 = cont_row[j]->next_content; obj_to_char(cont_row[j], ch); } cont_row[j] = NULL; } if (cont_row[0]) { /* content list existing */ if (GET_OBJ_TYPE(temp) == ITEM_CONTAINER) { /* rem item ; fill ; equip again */ temp = unequip_char(ch, locate-1); temp->contains = NULL; /* should be empty - but who knows */ for (;cont_row[0];cont_row[0] = obj1) { obj1 = cont_row[0]->next_content; obj_to_obj(cont_row[0], temp); } equip_char(ch, temp, locate-1); } else { /* object isn't container -> empty content list */ for (;cont_row[0];cont_row[0] = obj1) { obj1 = cont_row[0]->next_content; obj_to_char(cont_row[0], ch); } cont_row[0] = NULL; } } } else { /* locate <= 0 */ for (j = MAX_BAG_ROWS-1;j > -locate;j--) if (cont_row[j]) { /* no container -> back to ch's inventory */ for (;cont_row[j];cont_row[j] = obj1) { obj1 = cont_row[j]->next_content; obj_to_char(cont_row[j], ch); } cont_row[j] = NULL; } if (j == -locate && cont_row[j]) { /* content list existing */ if (GET_OBJ_TYPE(temp) == ITEM_CONTAINER) { /* take item ; fill ; give to char again */ obj_from_char(temp); temp->contains = NULL; for (;cont_row[j];cont_row[j] = obj1) { obj1 = cont_row[j]->next_content; obj_to_obj(cont_row[j], temp); } obj_to_char(temp, ch); /* add to inv first ... */ } else { /* object isn't container -> empty content list */ for (;cont_row[j];cont_row[j] = obj1) { obj1 = cont_row[j]->next_content; obj_to_char(cont_row[j], ch); } cont_row[j] = NULL; } } if (locate < 0 && locate >= -MAX_BAG_ROWS) { /* let obj be part of content list but put it at the list's end thus having the items in the same order as before renting */ obj_from_char(temp); if ((obj1 = cont_row[-locate-1])) { while (obj1->next_content) obj1 = obj1->next_content; obj1->next_content = temp; } else cont_row[-locate-1] = temp; } } /* locate less than zero */ return (1); }
/* * Reset one room. */ void reset_room( ROOM_INDEX_DATA * room ) { RESET_DATA *pReset, *tReset, *gReset; OBJ_DATA *nestmap[MAX_NEST]; CHAR_DATA *mob; OBJ_DATA *obj, *lastobj, *to_obj; ROOM_INDEX_DATA *pRoomIndex = NULL; MOB_INDEX_DATA *pMobIndex = NULL; OBJ_INDEX_DATA *pObjIndex = NULL, *pObjToIndex; EXIT_DATA *pexit; const char *filename = room->area->filename; int level = 0, n, num = 0, lastnest, onreset = 0; mob = NULL; obj = NULL; lastobj = NULL; if ( !room->first_reset ) return; level = 0; for ( pReset = room->first_reset; pReset; pReset = pReset->next ) { ++onreset; switch ( pReset->command ) { default: bug( "%s: %s: bad command %c.", __FUNCTION__, filename, pReset->command ); break; case 'M': if ( !( pMobIndex = get_mob_index( pReset->arg1 ) ) ) { bug( "%s: %s: 'M': bad mob vnum %d.", __FUNCTION__, filename, pReset->arg1 ); continue; } if ( !( pRoomIndex = get_room_index( pReset->arg3 ) ) ) { bug( "%s: %s: 'M': bad room vnum %d.", __FUNCTION__, filename, pReset->arg3 ); continue; } if ( !pReset->sreset ) { mob = NULL; break; } mob = create_mobile( pMobIndex ); { ROOM_INDEX_DATA *pRoomPrev = get_room_index( pReset->arg3 - 1 ); if ( pRoomPrev && xIS_SET( pRoomPrev->room_flags, ROOM_PET_SHOP ) ) xSET_BIT( mob->act, ACT_PET ); } if ( room_is_dark( pRoomIndex ) ) xSET_BIT( mob->affected_by, AFF_INFRARED ); mob->resetvnum = pRoomIndex->vnum; mob->resetnum = onreset; pReset->sreset = false; char_to_room( mob, pRoomIndex ); level = URANGE( 0, mob->level - 2, LEVEL_AVATAR ); if ( pReset->first_reset ) { for ( tReset = pReset->first_reset; tReset; tReset = tReset->next_reset ) { ++onreset; switch ( tReset->command ) { case 'G': case 'E': if ( !( pObjIndex = get_obj_index( tReset->arg1 ) ) ) { bug( "%s: %s: 'E' or 'G': bad obj vnum %d.", __FUNCTION__, filename, tReset->arg1 ); continue; } if ( !mob ) { lastobj = NULL; break; } if ( mob->pIndexData->pShop ) { int olevel = generate_itemlevel( room->area, pObjIndex ); obj = create_object( pObjIndex, olevel ); xSET_BIT( obj->extra_flags, ITEM_INVENTORY ); } else obj = create_object( pObjIndex, number_fuzzy( level ) ); obj->level = URANGE( 0, obj->level, LEVEL_AVATAR ); obj = obj_to_char( obj, mob ); if ( tReset->command == 'E' ) { if ( obj->carried_by != mob ) { bug( "'E' reset: can't give object %d to mob %d.", obj->pIndexData->vnum, mob->pIndexData->vnum ); break; } equip_char( mob, obj, tReset->arg3 ); } for ( n = 0; n < MAX_NEST; n++ ) nestmap[n] = NULL; nestmap[0] = obj; lastobj = nestmap[0]; lastnest = 0; if ( tReset->first_reset ) { for ( gReset = tReset->first_reset; gReset; gReset = gReset->next_reset ) { int iNest; to_obj = lastobj; ++onreset; switch ( gReset->command ) { case 'H': if ( !lastobj ) break; xSET_BIT( lastobj->extra_flags, ITEM_HIDDEN ); break; case 'P': if ( !( pObjIndex = get_obj_index( gReset->arg1 ) ) ) { bug( "%s: %s: 'P': bad obj vnum %d.", __FUNCTION__, filename, gReset->arg1 ); continue; } iNest = gReset->extra; if ( !( pObjToIndex = get_obj_index( gReset->arg3 ) ) ) { bug( "%s: %s: 'P': bad objto vnum %d.", __FUNCTION__, filename, gReset->arg3 ); continue; } if ( iNest >= MAX_NEST ) { bug( "%s: %s: 'P': Exceeded nesting limit of %d", __FUNCTION__, filename, MAX_NEST ); obj = NULL; break; } if ( count_obj_list( pObjIndex, to_obj->first_content ) > 0 ) { obj = NULL; break; } if ( iNest < lastnest ) to_obj = nestmap[iNest]; else if ( iNest == lastnest ) to_obj = nestmap[lastnest]; else to_obj = lastobj; obj = create_object( pObjIndex, number_fuzzy( UMAX( generate_itemlevel( room->area, pObjIndex ), to_obj->level ) ) ); if ( num > 1 ) pObjIndex->count += ( num - 1 ); obj->count = gReset->arg2; obj->level = UMIN( obj->level, LEVEL_AVATAR ); obj->count = gReset->arg2; obj_to_obj( obj, to_obj ); if ( iNest > lastnest ) { nestmap[iNest] = to_obj; lastnest = iNest; } lastobj = obj; /* * Hackish fix for nested puts */ if ( gReset->arg3 == OBJ_VNUM_MONEY_ONE ) gReset->arg3 = to_obj->pIndexData->vnum; break; } } } break; } } } break; case 'O': if ( !( pObjIndex = get_obj_index( pReset->arg1 ) ) ) { bug( "%s: %s: 'O': bad obj vnum %d.", __FUNCTION__, filename, pReset->arg1 ); continue; } if ( !( pRoomIndex = get_room_index( pReset->arg3 ) ) ) { bug( "%s: %s: 'O': bad room vnum %d.", __FUNCTION__, filename, pReset->arg3 ); continue; } if ( count_obj_list( pObjIndex, pRoomIndex->first_content ) < 1 ) { obj = create_object( pObjIndex, number_fuzzy( generate_itemlevel( room->area, pObjIndex ) ) ); if ( num > 1 ) pObjIndex->count += ( num - 1 ); obj->count = pReset->arg2; obj->level = UMIN( obj->level, LEVEL_AVATAR ); obj->cost = 0; obj_to_room( obj, pRoomIndex ); } else { int x; if ( !( obj = get_obj_room( pObjIndex, pRoomIndex ) ) ) { obj = NULL; lastobj = NULL; break; } obj->extra_flags = pObjIndex->extra_flags; for ( x = 0; x < 6; ++x ) obj->value[x] = pObjIndex->value[x]; } for ( n = 0; n < MAX_NEST; n++ ) nestmap[n] = NULL; nestmap[0] = obj; lastobj = nestmap[0]; lastnest = 0; if ( pReset->first_reset ) { for ( tReset = pReset->first_reset; tReset; tReset = tReset->next_reset ) { int iNest; to_obj = lastobj; ++onreset; switch ( tReset->command ) { case 'H': if ( !lastobj ) break; xSET_BIT( lastobj->extra_flags, ITEM_HIDDEN ); break; case 'T': if ( !IS_SET( tReset->extra, TRAP_OBJ ) ) { bug( "%s: Room reset found on object reset list", __FUNCTION__ ); break; } else { /* * We need to preserve obj for future 'T' checks */ OBJ_DATA *pobj; if ( tReset->arg3 > 0 ) { if ( !( pObjToIndex = get_obj_index( tReset->arg3 ) ) ) { bug( "%s: %s: 'T': bad objto vnum %d.", __FUNCTION__, filename, tReset->arg3 ); continue; } if ( room->area->nplayer > 0 || !( to_obj = get_obj_type( pObjToIndex ) ) || ( to_obj->carried_by && !IS_NPC( to_obj->carried_by ) ) || is_trapped( to_obj ) ) break; } else { if ( !lastobj || !obj ) break; to_obj = obj; } pobj = make_trap( tReset->arg2, tReset->arg1, number_fuzzy( to_obj->level ), tReset->extra ); obj_to_obj( pobj, to_obj ); } break; case 'P': if ( !( pObjIndex = get_obj_index( tReset->arg1 ) ) ) { bug( "%s: %s: 'P': bad obj vnum %d.", __FUNCTION__, filename, tReset->arg1 ); continue; } iNest = tReset->extra; if ( !( pObjToIndex = get_obj_index( tReset->arg3 ) ) ) { bug( "%s: %s: 'P': bad objto vnum %d.", __FUNCTION__, filename, tReset->arg3 ); continue; } if ( iNest >= MAX_NEST ) { bug( "%s: %s: 'P': Exceeded nesting limit of %d. Room %d.", __FUNCTION__, filename, MAX_NEST, room->vnum ); obj = NULL; break; } if ( count_obj_list( pObjIndex, to_obj->first_content ) > 0 ) { obj = NULL; break; } if ( iNest < lastnest ) to_obj = nestmap[iNest]; else if ( iNest == lastnest ) to_obj = nestmap[lastnest]; else to_obj = lastobj; obj = create_object( pObjIndex, number_fuzzy( UMAX( generate_itemlevel( room->area, pObjIndex ), to_obj->level ) ) ); if ( num > 1 ) pObjIndex->count += ( num - 1 ); obj->count = tReset->arg2; obj->level = UMIN( obj->level, LEVEL_AVATAR ); obj->count = tReset->arg2; obj_to_obj( obj, to_obj ); if ( iNest > lastnest ) { nestmap[iNest] = to_obj; lastnest = iNest; } lastobj = obj; /* * Hackish fix for nested puts */ if ( tReset->arg3 == OBJ_VNUM_MONEY_ONE ) tReset->arg3 = to_obj->pIndexData->vnum; break; } } } break; case 'T': if ( IS_SET( pReset->extra, TRAP_OBJ ) ) { bug( "%s: Object trap found in room %d reset list", __FUNCTION__, room->vnum ); break; } else { if ( !( pRoomIndex = get_room_index( pReset->arg3 ) ) ) { bug( "%s: %s: 'T': bad room %d.", __FUNCTION__, filename, pReset->arg3 ); continue; } if ( room->area->nplayer > 0 || count_obj_list( get_obj_index( OBJ_VNUM_TRAP ), pRoomIndex->first_content ) > 0 ) break; to_obj = make_trap( pReset->arg1, pReset->arg1, 10, pReset->extra ); obj_to_room( to_obj, pRoomIndex ); } break; case 'D': if ( !( pRoomIndex = get_room_index( pReset->arg1 ) ) ) { bug( "%s: %s: 'D': bad room vnum %d.", __FUNCTION__, filename, pReset->arg1 ); continue; } if ( !( pexit = get_exit( pRoomIndex, pReset->arg2 ) ) ) break; switch ( pReset->arg3 ) { case 0: REMOVE_BIT( pexit->exit_info, EX_CLOSED ); REMOVE_BIT( pexit->exit_info, EX_LOCKED ); break; case 1: SET_BIT( pexit->exit_info, EX_CLOSED ); REMOVE_BIT( pexit->exit_info, EX_LOCKED ); if ( IS_SET( pexit->exit_info, EX_xSEARCHABLE ) ) SET_BIT( pexit->exit_info, EX_SECRET ); break; case 2: SET_BIT( pexit->exit_info, EX_CLOSED ); SET_BIT( pexit->exit_info, EX_LOCKED ); if ( IS_SET( pexit->exit_info, EX_xSEARCHABLE ) ) SET_BIT( pexit->exit_info, EX_SECRET ); break; } break; case 'R': if ( !( pRoomIndex = get_room_index( pReset->arg1 ) ) ) { bug( "%s: %s: 'R': bad room vnum %d.", __FUNCTION__, filename, pReset->arg1 ); continue; } randomize_exits( pRoomIndex, pReset->arg2 - 1 ); break; } } }
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); }
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)); }
void do_buy( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int maxgold = 0; argument = one_argument( argument, arg ); if( arg[0] == '\0' ) { send_to_char( "Buy what?\r\n", ch ); return; } /* in case of different shop types */ { CHAR_DATA *keeper = NULL; OBJ_DATA *obj = NULL; int cost = 0; int noi = 1; /* Number of items */ short mnoi = 20; /* Max number of items to be bought at once */ if( ( keeper = find_keeper( ch ) ) == NULL ) return; maxgold = keeper->top_level * 10; if( is_number( arg ) ) { noi = atoi( arg ); argument = one_argument( argument, arg ); if( noi > mnoi ) { act( AT_TELL, "$n tells you 'I don't sell that many items at" " once.'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } } obj = get_obj_carry( keeper, arg ); if( !obj && arg[0] == '#' ) { int onum = 0, oref = atoi( arg + 1 ); bool ofound = FALSE; for( obj = keeper->last_carrying; obj; obj = obj->prev_content ) { if( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) onum++; if( onum == oref ) { ofound = TRUE; break; } else if( onum > oref ) break; } if( !ofound ) obj = NULL; } cost = ( get_cost( ch, keeper, obj, TRUE ) * noi ); if( cost <= 0 || !can_see_obj( ch, obj ) ) { act( AT_TELL, "$n tells you 'I don't sell that -- try 'list'.'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if( !IS_OBJ_STAT( obj, ITEM_INVENTORY ) && ( noi > 1 ) ) { char buf[MAX_STRING_LENGTH]; snprintf( buf, MAX_STRING_LENGTH, "%s", "laugh" ); interpret( keeper, buf ); act( AT_TELL, "$n tells you 'I don't have enough of those in stock" " to sell more than one at a time.'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if( ch->gold < cost ) { act( AT_TELL, "$n tells you 'You can't afford to buy $p.'", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if( IS_SET( obj->extra_flags, ITEM_PROTOTYPE ) && IS_IMMORTAL( ch ) ) { act( AT_TELL, "$n tells you 'This is a only a prototype! I can't sell you that...'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { send_to_char( "You can't carry that many items.\r\n", ch ); return; } if( ch->carry_weight + ( get_obj_weight( obj ) * noi ) + ( noi > 1 ? 2 : 0 ) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\r\n", ch ); return; } if( noi == 1 ) { if( !IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) separate_obj( obj ); act( AT_ACTION, "$n buys $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You buy $p.", ch, obj, NULL, TO_CHAR ); } else { sprintf( arg, "$n buys %d $p%s.", noi, ( obj->short_descr[strlen( obj->short_descr ) - 1] == 's' ? "" : "s" ) ); act( AT_ACTION, arg, ch, obj, NULL, TO_ROOM ); sprintf( arg, "You buy %d $p%s.", noi, ( obj->short_descr[strlen( obj->short_descr ) - 1] == 's' ? "" : "s" ) ); act( AT_ACTION, arg, ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$N puts them into a bag and hands it to you.", ch, NULL, keeper, TO_CHAR ); } ch->gold -= cost; keeper->gold += cost; if( keeper->gold > maxgold ) { keeper->gold = maxgold / 2; act( AT_ACTION, "$n puts some credits into a large safe.", keeper, NULL, NULL, TO_ROOM ); } if( IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) { OBJ_DATA *buy_obj = create_object( obj->pIndexData ); OBJ_DATA *bag = NULL; /* * Due to grouped objects and carry limitations in SMAUG * The shopkeeper gives you a bag with multiple-buy, * and also, only one object needs be created with a count * set to the number bought. -Thoric */ if( noi > 1 ) { bag = create_object( get_obj_index( OBJ_VNUM_SHOPPING_BAG ) ); /* perfect size bag ;) */ bag->value[0] = bag->weight + ( buy_obj->weight * noi ); buy_obj->count = noi; obj->pIndexData->count += ( noi - 1 ); numobjsloaded += ( noi - 1 ); obj_to_obj( buy_obj, bag ); obj_to_char( bag, ch ); } else obj_to_char( buy_obj, ch ); } else { obj_from_char( obj ); obj_to_char( obj, ch ); } return; } }
/* ** Update PCs, NPCs, and objects */ void point_update( void ) { int slot; void update_char_objects(CharData * ch); /* handler.c */ void extract_obj(ObjData * obj); /* handler.c */ void update_char_quests(CharData * ch); /* quest.c */ CharData *i, *next_char; ObjData *j, *next_thing, *jj, *next_thing2, *debugnext; int loopvar; /* characters */ for( i = character_list; i; i = next_char ) { next_char = i->next; // state flags i->tickstate = 0; /* dismount anyone who's gotten separated from their steed */ /* Note that it's superfluous to check for both rider AND mount */ if (i->rider && i->rider->in_room != i->in_room) { i->rider->mount = NULL; i->rider = NULL; } /* Prayer timer */ if (i->player_specials->saved.prayer_time > 0) { if (i->player_specials->saved.prayer_time == 1) { i->player_specials->saved.prayer_time = 0; send_to_char("Your prayers will be heard once again.\r\n", i); } else i->player_specials->saved.prayer_time -= 1; } for(slot = 0; slot<4; slot++) { if (COOLDOWN(i, slot) ) { COOLDOWN(i, slot) -= 1; if (!COOLDOWN(i, slot) ) { switch( GET_CLASS(i) ) { case CLASS_DEATH_KNIGHT: break; case CLASS_SOLAMNIC_KNIGHT: break; case CLASS_MAGIC_USER: break; case CLASS_SHADOW_DANCER: if(slot == SLOT_SLIPPERY_MIND) break; else if(slot == SLOT_NODESHIFT) sendChar(i, "You may once again shift your spectrum.\r\n"); else sendChar(i, "ERROR!\r\n"); break; case CLASS_THIEF: if(slot== SLOT_BLACKJACK) { sendChar(i, "You are able to use blackjack again.\r\n"); break; } else sendChar(i, "ERROR!\r\n"); case CLASS_ASSASSIN: if(slot == SLOT_DETERRENCE) sendChar(i, "You are able to use deterrence again.\r\n"); else sendChar(i, "ERROR!\r\n"); break; case CLASS_CLERIC: if(slot == SLOT_SHADOW_FORM) sendChar(i, "You are ready to enter shadow form again..\r\n"); else sendChar(i, "ERROR!\r\n"); case CLASS_WARRIOR: if(slot == SLOT_REDOUBT) sendChar(i, "You can shield yourself again.\r\n"); else if(slot == SLOT_COMMANDING_SHOUT) sendChar(i, "You can shout commands again.\r\n"); else sendChar(i, "ERROR!\r\n"); break; case CLASS_SHOU_LIN: break; case CLASS_RANGER: break; case CLASS_NECROMANCER: if(slot == SLOT_QUICKEN) sendChar(i, "You may once again rise from the grave.\r\n"); else if(slot == SLOT_METAMORPHOSIS) sendChar(i, "You may once again metamorphisize.\r\n"); else sendChar(i, "ERROR!\r\n"); break; default: sendChar(i, "ERROR!\r\n"); break; } } } } if( IS_AFFECTED(i, AFF_PLAGUE )) infectious(i); if( !IS_NPC(i) ) { update_char_objects(i); if( GET_LEVEL(i) < LVL_GOD ) check_idling(i); update_char_quests(i); } gain_condition(i, HUNGER, IS_AFFECTED(i, AFF_REGENERATE)? -2:-1); gain_condition(i, DRUNK, -1); /* Amara get thirsty in different ways */ if (IS_AMARA(i)) { if (IN_ROOM(i) >= 0 && IN_ROOM(i) <= top_of_world) { switch (SECT(IN_ROOM(i))) { case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: gain_condition(i, THIRST, 1); break; case SECT_UNDERWATER: case SECT_UNDERWATER_RIVER: gain_condition(i, THIRST, 24); break; default: gain_condition(i, THIRST, -2); break; } } else gain_condition(i, THIRST, -2); } else gain_condition(i, THIRST, -1); }/* for */ debugnext = NULL; /* objects */ for( j = object_list; j; j = next_thing ) { next_thing = j->next; /* Next in object list */ debugnext = j; // we didn't crash if we got here if( IS_SET_AR( j->obj_flags.extra_flags, ITEM_TIMED )) { if( GET_OBJ_TIMER(j) > 0 ) GET_OBJ_TIMER(j)--; if (GET_OBJ_TIMER(j) == 0) { if(contains_soulbound(j)) { GET_OBJ_TIMER(j) = 1; continue; } if (SCRIPT_CHECK(j, OTRIG_TIMER)) { REMOVE_BIT_AR(j->obj_flags.extra_flags, ITEM_TIMED); timer_otrigger(j); continue; // don't do anything more with this } } if( GET_OBJ_TYPE(j) == ITEM_KEY ) { static char *keyVaporMsgs[] = { "$p vanishes with a flash.", "$p begins to shake violently.", "$p begins to vibrate.", "$p begins to hum.", "$p begins to glow." }; if( GET_OBJ_TIMER(j) < (sizeof( keyVaporMsgs )/sizeof( *keyVaporMsgs ))) { int vaporMsg = GET_OBJ_TIMER(j); if( j->carried_by ) act( keyVaporMsgs[ vaporMsg ], FALSE, j->carried_by, j, 0, TO_CHAR); else if( j->worn_by ) { act( keyVaporMsgs[ vaporMsg ], FALSE, j->worn_by, j, 0, TO_CHAR); for( loopvar = 0; loopvar < NUM_WEARS; loopvar++ ) { if( j->worn_by->equipment[loopvar] == j ) j->worn_by->equipment[loopvar] = 0; } } else if( j->in_room != NOWHERE && world[j->in_room].people ) { act( keyVaporMsgs[ vaporMsg ], FALSE, world[j->in_room].people, j, 0, TO_CHAR); act( keyVaporMsgs[ vaporMsg ], FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; }/* ITEM_KEY has timed out */ }/* if ITEM_KEY */ else if (GET_OBJ_TYPE(j) == ITEM_AFFECT) { if (!GET_OBJ_TIMER(j)) { if (j->in_room != NOWHERE && world[j->in_room].people) { act(j->action_description, FALSE, world[j->in_room].people, j, 0, TO_CHAR); act(j->action_description, FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; // object gone, don't act further on it! } } else if( !GET_OBJ_TIMER(j) ) { /* The object timed out - delete it */ if( j->carried_by ) act( "$p crumbles to dust and is blown away.", FALSE, j->carried_by, j, 0, TO_CHAR ); else if( j->worn_by ) { act("$p crumbles to dust and is blown away.", FALSE, j->worn_by, j, 0, TO_CHAR); unequip_char( j->worn_by, j->worn_at ); } else if( j->in_room != NOWHERE && world[j->in_room].people ) { act( "$p crumbles to dust and is blown away.", FALSE, world[j->in_room].people, j, 0, TO_CHAR); act( "$p crumbles to dust and is blown away.", FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; // object gone, don't act further on it! } } /* if OBJ_TIMED */ /* if this looks like a portal */ if ( (GET_OBJ_RNUM(j) >= 0 && GET_OBJ_RNUM(j) <= top_of_objt) && obj_index[GET_OBJ_RNUM(j)].func == portal_proc && GET_OBJ_TYPE(j) == ITEM_OTHER ) { /* Mage created portals are type other, permanent portals are type portal. */ /* Permanent portals thus don't decay. */ if (GET_OBJ_VAL(j, 2) > 0) GET_OBJ_VAL(j,2)--; } /* ** Digger */ /* If this is a corpse */ if ((GET_OBJ_TYPE(j) == ITEM_CONTAINER) && GET_OBJ_VAL(j, 3)) { /* timer count down */ if (GET_OBJ_TIMER(j) > 0) GET_OBJ_TIMER(j)--; // PC corpses which are empty will decay eventually.. if(!CAN_WEAR(j, ITEM_WEAR_TAKE) && !(j->contains)) { GET_OBJ_TIMER(j) = MAX(GET_OBJ_TIMER(j) / 3, 0); } if (!GET_OBJ_TIMER(j)) { if(contains_soulbound(j)) { GET_OBJ_TIMER(j) = 1; continue; } if (j->carried_by) act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR); else if ((j->in_room != NOWHERE) && (world[j->in_room].people)) { static char *decay_messages[] = { "A quivering hoard of maggots consumes $p.", "A flock of vultures swoop down from the sky to devour $p.", "The $p rots and decays as the shards of bone are blown to the four winds.", "The $p rots and decays leaving behind the pungent stench of death.", "A bolt of holy fire streaks from the heavens to burn the corpse of $p to ash.", "The $p rots to ash and is swept away by the winds of time." }; int decay_idx = (int)( random() % ( sizeof( decay_messages ) / sizeof( *decay_messages ))); act( decay_messages[ decay_idx ], TRUE, world[j->in_room].people, j, 0, TO_ROOM); act( decay_messages[ decay_idx ], TRUE, world[j->in_room].people, j, 0, TO_CHAR); }/* JBP */ for (jj = j->contains; jj; jj = next_thing2) { next_thing2 = jj->next_content; /* Next in inventory */ obj_from_obj(jj); if (j->in_obj) { if ( GET_OBJ_TYPE(j) != ITEM_KEY && GET_OBJ_TYPE(j) != ITEM_SCROLL && GET_OBJ_TYPE(j) != ITEM_POTION && GET_OBJ_TYPE(j) != ITEM_DUST && (GET_OBJ_VNUM(j) == 1460 || GET_OBJ_VNUM(j) == 1461 || GET_OBJ_VNUM(j) == 1462 ) ) continue; // Refrigeration to keep food from rotting. obj_to_obj(jj, j->in_obj); } else if (j->carried_by) obj_to_room(jj, j->carried_by->in_room); else if (j->in_room != NOWHERE) obj_to_room(jj, j->in_room); else { /* OLD WAY: assert(FALSE); */ mudlog(NRM, LVL_IMMORT, TRUE, "SYSERR: Something is wrong with a container." ); obj_to_room(jj, real_room(1201)); } } extract_obj(j); } } /* Imhotep: Added support for ITEM_TROPHY pieces that decay after * a given MUD date */ if(IS_OBJ_STAT(j, ITEM_TROPHY)) { if(GET_OBJ_TIMER(j) < TICKS_SO_FAR) { if (j->carried_by) act("$p shimmers and vanishes out of your hands!", FALSE, j->carried_by, j, 0, TO_CHAR); else if (j->worn_by) { act("$p shimmers and vanishes!", FALSE, j->worn_by, j, 0, TO_CHAR); unequip_char(j->worn_by, j->worn_at); } else if (j->in_room != NOWHERE && world[j->in_room].people) { act("$p shimmers and vanishes!", FALSE, world[j->in_room].people, j, 0, TO_CHAR); act("$p shimmers and vanishes!", FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; } } } }/* point_update */
/* * Update all objs. * This function is performance sensitive. */ void obj_update (void) { OBJ_DATA *obj; OBJ_DATA *obj_next; for (obj = object_list; obj != NULL; obj = obj_next) { CHAR_DATA *rch; char *message; obj_next = obj->next; if (obj->timer <= 0 || --obj->timer > 0) continue; switch (obj->item_type) { default: message = "$p crumbles into dust."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_POTION: case ITEM_HEAL_FIXED: message = "$p has evaporated from disuse."; break; case ITEM_PORTAL: message = "$p fades out of existence."; break; case ITEM_CONTAINER: message = "$p crumbles into dust."; break; } if (obj->carried_by != NULL) { if (IS_NPC (obj->carried_by) && obj->carried_by->pIndexData->pShop != NULL) obj->carried_by->silver += obj->cost / 5; else { act (message, obj->carried_by, obj, NULL, TO_CHAR); } } else if (obj->in_room != NULL && (rch = obj->in_room->people) != NULL) { if (!(obj->in_obj && !CAN_WEAR (obj->in_obj, ITEM_TAKE))) { act (message, rch, obj, NULL, TO_ROOM); act (message, rch, obj, NULL, TO_CHAR); } } if ((obj->item_type == ITEM_CORPSE_PC ) && obj->contains) { /* save the contents */ OBJ_DATA *t_obj, *next_obj; for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj (t_obj); if (obj->in_obj) /* in another object */ obj_to_obj (t_obj, obj->in_obj); else if (obj->carried_by) /* carried */ if (obj->carried_by->in_room == NULL) extract_obj (t_obj); else obj_to_room (t_obj, obj->carried_by->in_room); else obj_to_char (t_obj, obj->carried_by); if (obj->in_room == NULL) /* destroy it */ extract_obj (t_obj); else /* to a room */ obj_to_room (t_obj, obj->in_room); } } extract_obj (obj); } return; }
/* Update PCs, NPCs, and objects */ void point_update(void) { struct char_data *i, *next_char; struct obj_data *j, *next_thing, *jj, *next_thing2; /* characters */ for (i = character_list; i; i = next_char) { next_char = i->next; gain_condition(i, FULL, -1); gain_condition(i, DRUNK, -1); gain_condition(i, THIRST, -1); if (GET_POS(i) >= POS_STUNNED) { GET_HIT(i) = MIN(GET_HIT(i) + hit_gain(i), GET_MAX_HIT(i)); GET_MANA(i) = MIN(GET_MANA(i) + mana_gain(i), GET_MAX_MANA(i)); GET_MOVE(i) = MIN(GET_MOVE(i) + move_gain(i), GET_MAX_MOVE(i)); if (AFF_FLAGGED(i, AFF_POISON)) if (damage(i, i, 2, SPELL_POISON) == -1) continue; /* Oops, they died. -gg 6/24/98 */ if (GET_POS(i) <= POS_STUNNED) update_pos(i); } else if (GET_POS(i) == POS_INCAP) { if (damage(i, i, 1, TYPE_SUFFERING) == -1) continue; } else if (GET_POS(i) == POS_MORTALLYW) { if (damage(i, i, 2, TYPE_SUFFERING) == -1) continue; } if (!IS_NPC(i)) { update_char_objects(i); if (GET_LEVEL(i) < idle_max_level) check_idling(i); } } /* objects */ for (j = object_list; j; j = next_thing) { next_thing = j->next; /* Next in object list */ /* If this is a corpse */ if (IS_CORPSE(j)) { /* timer count down */ if (GET_OBJ_TIMER(j) > 0) GET_OBJ_TIMER(j)--; if (!GET_OBJ_TIMER(j)) { if (j->carried_by) act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR); else if ((IN_ROOM(j) != NOWHERE) && (world[IN_ROOM(j)].people)) { act("A quivering horde of maggots consumes $p.", TRUE, world[IN_ROOM(j)].people, j, 0, TO_ROOM); act("A quivering horde of maggots consumes $p.", TRUE, world[IN_ROOM(j)].people, j, 0, TO_CHAR); } for (jj = j->contains; jj; jj = next_thing2) { next_thing2 = jj->next_content; /* Next in inventory */ obj_from_obj(jj); if (j->in_obj) obj_to_obj(jj, j->in_obj); else if (j->carried_by) obj_to_room(jj, IN_ROOM(j->carried_by)); else if (IN_ROOM(j) != NOWHERE) obj_to_room(jj, IN_ROOM(j)); else core_dump(); } extract_obj(j); } } /* If the timer is set, count it down and at 0, try the trigger */ /* note to .rej hand-patchers: make this last in your point-update() */ else if (GET_OBJ_TIMER(j)>0) { GET_OBJ_TIMER(j)--; if (!GET_OBJ_TIMER(j)) timer_otrigger(j); } } }
/* * 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 ); }