int loadCorpse(struct creature *ch) { char *path = get_corpse_file_path(GET_IDNUM(ch)); int axs = access(path, W_OK); struct obj_data *corpse_obj; if (axs != 0) { if (errno != ENOENT) { errlog("Unable to open xml corpse file '%s': %s", path, strerror(errno)); return -1; } else { return 1; // normal no eq file } } xmlDocPtr doc = xmlParseFile(path); if (!doc) { errlog("XML parse error while loading %s", path); return -1; } xmlNodePtr root = xmlDocGetRootElement(doc); if (!root) { xmlFreeDoc(doc); errlog("XML file %s is empty", path); return 1; } xmlNodePtr node = root->xmlChildrenNode; while (!xmlMatches(node->name, "object")) { node = node->next; if (node == NULL) { xmlFreeDoc(doc); errlog("First child in XML file (%s) not an object", path); return 1; } } corpse_obj = load_object_from_xml(NULL, ch, NULL, node); if (!corpse_obj) { xmlFreeDoc(doc); errlog("Could not create corpse object from file %s", path); return 1; } if (!IS_CORPSE(corpse_obj)) { xmlFreeDoc(doc); extract_obj(corpse_obj); errlog("First object in corpse file %s not a corpse", path); return 1; } xmlFreeDoc(doc); remove(path); return 0; }
/* 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); } } }
void mag_summons(int level, struct char_data *ch, struct obj_data *obj, int spellnum, int savetype) { struct char_data *mob = NULL; struct obj_data *tobj, *next_obj; int pfail = 0, msg = 0, fmsg = 0, num = 1, handle_corpse = FALSE, i; mob_vnum mob_num; if (ch == NULL) return; switch (spellnum) { case SPELL_CLONE: msg = 10; fmsg = rand_number(2, 6); /* Random fail message. */ mob_num = MOB_CLONE; pfail = 50; /* 50% failure, should be based on something later. */ break; case SPELL_ANIMATE_DEAD: if (obj == NULL || !IS_CORPSE(obj)) { act(mag_summon_fail_msgs[7], FALSE, ch, 0, 0, TO_CHAR); return; } handle_corpse = TRUE; msg = 11; fmsg = rand_number(2, 6); /* Random fail message. */ mob_num = MOB_ZOMBIE; pfail = 10; /* 10% failure, should vary in the future. */ break; default: return; } if (AFF_FLAGGED(ch, AFF_CHARM)) { send_to_char(ch, "You are too giddy to have any followers!\r\n"); return; } if (rand_number(0, 101) < pfail) { send_to_char(ch, "%s", mag_summon_fail_msgs[fmsg]); return; } for (i = 0; i < num; i++) { if (!(mob = read_mobile(mob_num, VIRTUAL))) { send_to_char(ch, "You don't quite remember how to make that creature.\r\n"); return; } char_to_room(mob, IN_ROOM(ch)); IS_CARRYING_W(mob) = 0; IS_CARRYING_N(mob) = 0; SET_BIT(AFF_FLAGS(mob), AFF_CHARM); if (spellnum == SPELL_CLONE) { /* Don't mess up the prototype; use new string copies. */ mob->player.name = strdup(GET_NAME(ch)); mob->player.short_descr = strdup(GET_NAME(ch)); } act(mag_summon_msgs[msg], FALSE, ch, 0, mob, TO_ROOM); add_follower(mob, ch); } if (handle_corpse) { for (tobj = obj->contains; tobj; tobj = next_obj) { next_obj = tobj->next_content; obj_from_obj(tobj); obj_to_char(tobj, mob); } extract_obj(obj); } }