/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucas Film Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Regular update module * ****************************************************************************/ #include <sys/types.h> #include <sys/time.h> #include <stdio.h> #include <string.h> #include <time.h> #include <math.h> #include "mud.h" /* from swskills.c */ void add_reinforcements args( ( CHAR_DATA * ch ) ); /* * Local functions. */ int hit_gain args( ( CHAR_DATA * ch ) ); int mana_gain args( ( CHAR_DATA * ch ) ); int move_gain args( ( CHAR_DATA * ch ) ); void gain_addiction args( ( CHAR_DATA * ch ) ); void mobile_update args( ( void ) ); void weather_update args( ( void ) ); void update_taxes args( ( void ) ); void char_update args( ( void ) ); void obj_update args( ( void ) ); void aggr_update args( ( void ) ); void room_act_update args( ( void ) ); void obj_act_update args( ( void ) ); void char_check args( ( void ) ); void drunk_randoms args( ( CHAR_DATA * ch ) ); void halucinations args( ( CHAR_DATA * ch ) ); void subtract_times args( ( struct timeval * etime, struct timeval * sttime ) ); /* * Global Variables */ CHAR_DATA *gch_prev; OBJ_DATA *gobj_prev; CHAR_DATA *timechar; char *corpse_descs[] = { "The corpse of %s will soon be gone.", "The corpse of %s lies here.", "The corpse of %s lies here.", "The corpse of %s lies here.", "The corpse of %s lies here." }; char *d_corpse_descs[] = { "The shattered remains %s will soon be gone.", "The shattered remains %s are here.", "The shattered remains %s are here.", "The shattered remains %s are here.", "The shattered remains %s are here." }; extern int top_exit; /* * Advancement stuff. */ int max_level( CHAR_DATA * ch, int ability ) { int level = 0; if( IS_NPC( ch ) ) return 100; if( IS_IMMORTAL( ch ) ) return 200; if( ability == COMBAT_ABILITY ) { if( ch->main_ability == COMBAT_ABILITY ) level = 100; if( ch->main_ability == FORCE_ABILITY ) level = 25; if( ch->main_ability == HUNTING_ABILITY ) level = 25; if( ch->race == RACE_WOOKIEE ) level += 30; if( ch->race == RACE_NOGHRI ) level += 50; if( ch->race == RACE_GAMORREAN ) level += 30; if( ch->race == RACE_DEFEL ) level += 25; if( ch->race == RACE_TRANDOSHAN ) level += 20; if( ch->race == RACE_DUINUOGWUIN ) level += 20; level += ch->perm_con + ch->perm_dex + ch->perm_str; } if( ability == PILOTING_ABILITY ) { if( ch->main_ability == ability ) level = 100; if( ch->main_ability == ENGINEERING_ABILITY ) level = 25; if( ch->main_ability == HUNTING_ABILITY ) level = 25; if( ch->main_ability == SMUGGLING_ABILITY ) level = 50; if( ch->main_ability == FORCE_ABILITY ) level = 25; if( ch->race == RACE_HUTT ) level -= 10; if( ch->race == RACE_GAMORREAN ) level -= 10; if( ch->race == RACE_QUARREN ) level += 10; if( ch->race == RACE_DUINUOGWUIN ) level -= 30; level += ch->perm_dex * 2; } if( ability == ENGINEERING_ABILITY ) { if( ch->main_ability == ability ) level = 100; if( ch->main_ability == PILOTING_ABILITY ) level = 20; if( ch->race == RACE_WOOKIEE ) level += 10; if( ch->race == RACE_RODIAN ) level -= 10; if( ch->race == RACE_HUTT ) level -= 10; if( ch->race == RACE_MON_CALAMARI ) level += 10; if( ch->race == RACE_GAMORREAN ) level -= 10; if( ch->race == RACE_VERPINE ) level += 50; if( ch->race == RACE_TRANDOSHAN ) level -= 10; if( ch->race == RACE_CHADRA_FAN ) level += 15; level += ch->perm_int * 2; } if( ability == HUNTING_ABILITY ) { if( ch->main_ability == ability ) level = 100; if( ch->race == RACE_WOOKIEE ) level += 10; if( ch->race == RACE_RODIAN ) level += 50; if( ch->race == RACE_TWI_LEK ) level += 10; if( ch->race == RACE_HUTT ) level -= 20; if( ch->race == RACE_MON_CALAMARI ) level += 30; if( ch->race == RACE_JAWA ) level -= 10; if( ch->race == RACE_ADARIAN ) level -= 30; if( ch->race == RACE_TRANDOSHAN ) level += 30; if( ch->race == RACE_CHADRA_FAN ) level -= 25; } if( ability == SMUGGLING_ABILITY ) { if( ch->main_ability == ability ) level = 100; if( ch->main_ability == PILOTING_ABILITY ) level = 20; if( ch->main_ability == ENGINEERING_ABILITY ) level = 25; if( ch->race == RACE_TWI_LEK ) level += 40; if( ch->race == RACE_MON_CALAMARI ) level -= 20; if( ch->race == RACE_JAWA ) level += 30; if( ch->race == RACE_ADARIAN ) level -= 20; if( ch->race == RACE_VERPINE ) level -= 20; if( ch->race == RACE_DEFEL ) level += 25; if( ch->race == RACE_QUARREN ) level += 20; if( ch->race == RACE_CHADRA_FAN ) level += 10; if( ch->race == RACE_DUINUOGWUIN ) level -= 10; level += ch->perm_lck * 2; } if( ability == LEADERSHIP_ABILITY ) { if( ch->main_ability == ability ) level = 100; if( ch->main_ability == COMBAT_ABILITY ) level = 50; if( ch->main_ability == DIPLOMACY_ABILITY ) level = 50; if( ch->race == RACE_TWI_LEK ) level -= 25; if( ch->race == RACE_RODIAN ) level -= 20; if( ch->race == RACE_HUTT ) level += 50; if( ch->race == RACE_MON_CALAMARI ) level += 30; if( ch->race == RACE_JAWA ) level -= 10; if( ch->race == RACE_ADARIAN ) level += 10; if( ch->race == RACE_TRANDOSHAN ) level -= 10; if( ch->race == RACE_QUARREN ) level -= 10; level += ch->perm_wis + ch->perm_cha + ch->perm_int; } if( ability == DIPLOMACY_ABILITY ) { if( ch->main_ability == ability ) level = 100; if( ch->main_ability == PILOTING_ABILITY ) level = 10; if( ch->main_ability == LEADERSHIP_ABILITY ) level = 50; if( ch->race == RACE_WOOKIEE ) level -= 50; if( ch->race == RACE_TWI_LEK ) level -= 25; if( ch->race == RACE_RODIAN ) level -= 20; if( ch->race == RACE_HUTT ) level -= 10; if( ch->race == RACE_MON_CALAMARI ) level += 10; if( ch->race == RACE_NOGHRI ) level -= 50; if( ch->race == RACE_GAMORREAN ) level -= 10; if( ch->race == RACE_JAWA ) level -= 10; if( ch->race == RACE_ADARIAN ) level += 40; if( ch->race == RACE_VERPINE ) level -= 10; if( ch->race == RACE_DEFEL ) level -= 30; if( ch->race == RACE_TRANDOSHAN ) level -= 30; if( ch->race == RACE_QUARREN ) level -= 20; if( ch->race == RACE_DUINUOGWUIN ) level += 20; level += ch->perm_cha * 3; } level = URANGE( 1, level, 150 ); if( ability == FORCE_ABILITY ) { if( ch->main_ability == ability ) level = 20; else level = 0; level += ch->perm_frc * 5; } return level; } void advance_level( CHAR_DATA * ch, int ability ) { if( ch->top_level < ch->skill_level[ability] && ch->top_level < LEVEL_HERO ) { ch->top_level = URANGE( 1, ch->skill_level[ability], LEVEL_HERO ); } if( !IS_NPC( ch ) ) REMOVE_BIT( ch->act, PLR_BOUGHT_PET ); return; } void gain_exp( CHAR_DATA * ch, int gain, int ability ) { if( IS_NPC( ch ) ) return; ch->experience[ability] = UMAX( 0, ch->experience[ability] + gain ); if( NOT_AUTHED( ch ) && ch->experience[ability] >= exp_level( ch->skill_level[ability] + 1 ) ) { send_to_char( "You can not ascend to a higher level until you are authorized.\r\n", ch ); ch->experience[ability] = ( exp_level( ch->skill_level[ability] + 1 ) - 1 ); return; } while( ch->experience[ability] >= exp_level( ch->skill_level[ability] + 1 ) ) { if( ch->skill_level[ability] >= max_level( ch, ability ) ) { ch->experience[ability] = ( exp_level( ch->skill_level[ability] + 1 ) - 1 ); return; } set_char_color( AT_WHITE + AT_BLINK, ch ); ch_printf( ch, "You have now obtained %s level %d!\r\n", ability_name[ability], ++ch->skill_level[ability] ); advance_level( ch, ability ); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA * ch ) { int gain; if( IS_NPC( ch ) ) { gain = ch->top_level; } else { gain = UMIN( 5, ch->top_level ); switch ( ch->position ) { case POS_DEAD: return 0; case POS_MORTAL: return -25; case POS_INCAP: return -20; case POS_STUNNED: return get_curr_con( ch ) * 2; case POS_SLEEPING: gain += get_curr_con( ch ) * 1.5; break; case POS_RESTING: gain += get_curr_con( ch ); break; } if( ch->pcdata->condition[COND_FULL] == 0 ) gain /= 2; if( ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; } if( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; if( get_age( ch ) > 800 ) { send_to_char( "You are very old.\r\nYou are becoming weaker with every moment.\r\nSoon you will die.\r\n", ch ); return -10; } else if( get_age( ch ) > 500 ) gain /= 10; else if( get_age( ch ) > 400 ) gain /= 5; else if( get_age( ch ) > 300 ) gain /= 2; if( ch->race == RACE_TRANDOSHAN ) gain *= 2; return UMIN( gain, ch->max_hit - ch->hit ); } int mana_gain( CHAR_DATA * ch ) { int gain; if( IS_NPC( ch ) ) { gain = ch->top_level; } else { if( ch->skill_level[FORCE_ABILITY] <= 1 ) return ( 0 - ch->mana ); gain = UMIN( 5, ch->skill_level[FORCE_ABILITY] / 2 ); if( ch->position < POS_SLEEPING ) return 0; switch ( ch->position ) { case POS_SLEEPING: gain += get_curr_int( ch ) * 3; break; case POS_RESTING: gain += get_curr_int( ch ) * 1.5; break; } if( ch->pcdata->condition[COND_FULL] == 0 ) gain /= 2; if( ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; } if( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; return UMIN( gain, ch->max_mana - ch->mana ); } int move_gain( CHAR_DATA * ch ) { int gain; if( IS_NPC( ch ) ) { gain = ch->top_level; } else { gain = UMAX( 15, 2 * ch->top_level ); switch ( ch->position ) { case POS_DEAD: return 0; case POS_MORTAL: return -1; case POS_INCAP: return -1; case POS_STUNNED: return 1; case POS_SLEEPING: gain += get_curr_dex( ch ) * 2; break; case POS_RESTING: gain += get_curr_dex( ch ); break; } if( ch->pcdata->condition[COND_FULL] == 0 ) gain /= 2; if( ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; } if( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; if( get_age( ch ) > 500 ) gain /= 10; else if( get_age( ch ) > 300 ) gain /= 5; else if( get_age( ch ) > 200 ) gain /= 2; return UMIN( gain, ch->max_move - ch->move ); } void gain_addiction( CHAR_DATA * ch ) { short drug; ch_ret retcode; AFFECT_DATA af; for( drug = 0; drug <= 9; drug++ ) { if( ch->pcdata->addiction[drug] < ch->pcdata->drug_level[drug] ) ch->pcdata->addiction[drug]++; if( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug] + 150 ) { switch ( ch->pcdata->addiction[drug] ) { default: case SPICE_GLITTERSTIM: if( !IS_AFFECTED( ch, AFF_BLIND ) ) { af.type = gsn_blindness; af.location = APPLY_AC; af.modifier = 10; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_BLIND; affect_to_char( ch, &af ); } case SPICE_CARSANUM: if( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_DAMROLL; af.modifier = -10; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_RYLL: if( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_DEX; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_ANDRIS: if( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_CON; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } } } if( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug] + 200 ) { ch_printf( ch, "You feel like you are going to die. You NEED %s\r\n.", spice_table[drug] ); worsen_mental_state( ch, 2 ); retcode = damage( ch, ch, 5, TYPE_UNDEFINED ); } else if( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug] + 100 ) { ch_printf( ch, "You need some %s.\r\n", spice_table[drug] ); worsen_mental_state( ch, 2 ); } else if( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug] + 50 ) { ch_printf( ch, "You really crave some %s.\r\n", spice_table[drug] ); worsen_mental_state( ch, 1 ); } else if( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug] + 25 ) { ch_printf( ch, "Some more %s would feel quite nice.\r\n", spice_table[drug] ); } else if( ch->pcdata->addiction[drug] < ch->pcdata->drug_level[drug] - 50 ) { act( AT_POISON, "$n bends over and vomits.\r\n", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You vomit.\r\n", ch, NULL, NULL, TO_CHAR ); ch->pcdata->drug_level[drug] -= 10; } if( ch->pcdata->drug_level[drug] > 1 ) ch->pcdata->drug_level[drug] -= 2; else if( ch->pcdata->drug_level[drug] > 0 ) ch->pcdata->drug_level[drug] -= 1; else if( ch->pcdata->addiction[drug] > 0 && ch->pcdata->drug_level[drug] <= 0 ) ch->pcdata->addiction[drug]--; } } void gain_condition( CHAR_DATA * ch, int iCond, int value ) { int condition; ch_ret retcode = rNONE; if( value == 0 || IS_NPC( ch ) || get_trust( ch ) >= LEVEL_IMMORTAL || NOT_AUTHED( ch ) ) return; condition = ch->pcdata->condition[iCond]; ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); if( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_FULL: if( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are STARVING!\r\n", ch ); act( AT_HUNGRY, "$n is starved half to death!", ch, NULL, NULL, TO_ROOM ); worsen_mental_state( ch, 1 ); retcode = damage( ch, ch, 5, TYPE_UNDEFINED ); } break; case COND_THIRST: if( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are DYING of THIRST!\r\n", ch ); act( AT_THIRSTY, "$n is dying of thirst!", ch, NULL, NULL, TO_ROOM ); worsen_mental_state( ch, 2 ); retcode = damage( ch, ch, 5, TYPE_UNDEFINED ); } break; case COND_DRUNK: if( condition != 0 ) { set_char_color( AT_SOBER, ch ); send_to_char( "You are sober.\r\n", ch ); } retcode = rNONE; break; default: bug( "Gain_condition: invalid condition type %d", iCond ); retcode = rNONE; break; } } if( retcode != rNONE ) return; if( ch->pcdata->condition[iCond] == 1 ) { switch ( iCond ) { case COND_FULL: if( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are really hungry.\r\n", ch ); act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL, NULL, TO_ROOM ); if( number_bits( 1 ) == 0 ) worsen_mental_state( ch, 1 ); } break; case COND_THIRST: if( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are really thirsty.\r\n", ch ); worsen_mental_state( ch, 1 ); act( AT_THIRSTY, "$n looks a little parched.", ch, NULL, NULL, TO_ROOM ); } break; case COND_DRUNK: if( condition != 0 ) { set_char_color( AT_SOBER, ch ); send_to_char( "You are feeling a little less light headed.\r\n", ch ); } break; } } if( ch->pcdata->condition[iCond] == 2 ) { switch ( iCond ) { case COND_FULL: if( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are hungry.\r\n", ch ); } break; case COND_THIRST: if( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are thirsty.\r\n", ch ); } break; } } if( ch->pcdata->condition[iCond] == 3 ) { switch ( iCond ) { case COND_FULL: if( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are a mite peckish.\r\n", ch ); } break; case COND_THIRST: if( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You could use a sip of something refreshing.\r\n", ch ); } break; } } return; } /* * Mob autonomous action. * This function takes 25% to 35% of ALL Mud cpu time. */ void mobile_update( void ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *ch; EXIT_DATA *pexit; int door; ch_ret retcode; retcode = rNONE; /* * Examine all mobs. */ for( ch = last_char; ch; ch = gch_prev ) { set_cur_char( ch ); if( ch == first_char && ch->prev ) { bug( "%s: first_char->prev != NULL... fixed", __FUNCTION__ ); ch->prev = NULL; } gch_prev = ch->prev; if( gch_prev && gch_prev->next != ch ) { bug( "FATAL: %s: %s->prev->next doesn't point to ch.", __FUNCTION__, ch->name ); gch_prev = NULL; ch->prev = NULL; do_shout( ch, "Thoric says, 'Prepare for the worst!'" ); } if( !IS_NPC( ch ) ) { drunk_randoms( ch ); halucinations( ch ); continue; } if( !ch->in_room || IS_AFFECTED( ch, AFF_CHARM ) || IS_AFFECTED( ch, AFF_PARALYSIS ) ) continue; /* Clean up 'animated corpses' that are not charmed' - Scryn */ if( ch->pIndexData->vnum == 5 && !IS_AFFECTED( ch, AFF_CHARM ) ) { if( ch->in_room->first_person ) act( AT_MAGIC, "$n returns to the dust from whence $e came.", ch, NULL, NULL, TO_ROOM ); if( IS_NPC( ch ) ) /* Guard against purging switched? */ extract_char( ch, TRUE ); continue; } if( !IS_SET( ch->act, ACT_RUNNING ) && !IS_SET( ch->act, ACT_SENTINEL ) && !ch->fighting && ch->hunting ) { if( ch->top_level < ( LEVEL_HERO * 0.2 ) ) WAIT_STATE( ch, 6 * PULSE_PER_SECOND ); else if( ch->top_level < ( LEVEL_HERO * 0.4 ) ) WAIT_STATE( ch, 5 * PULSE_PER_SECOND ); else if( ch->top_level < ( LEVEL_HERO * 0.6 ) ) WAIT_STATE( ch, 4 * PULSE_PER_SECOND ); else if( ch->top_level < ( LEVEL_HERO * 0.8 ) ) WAIT_STATE( ch, 3 * PULSE_PER_SECOND ); else if( ch->top_level < LEVEL_HERO ) WAIT_STATE( ch, 2 * PULSE_PER_SECOND ); else WAIT_STATE( ch, 1 * PULSE_PER_SECOND ); hunt_victim( ch ); continue; } else if( !ch->fighting && !ch->hunting && !IS_SET( ch->act, ACT_RUNNING ) && ch->was_sentinel && ch->position >= POS_STANDING ) { act( AT_ACTION, "$n leaves.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, ch->was_sentinel ); act( AT_ACTION, "$n arrives.", ch, NULL, NULL, TO_ROOM ); SET_BIT( ch->act, ACT_SENTINEL ); ch->was_sentinel = NULL; } /* * Examine call for special procedure */ if( !IS_SET( ch->act, ACT_RUNNING ) && ch->spec_fun ) { if( ( *ch->spec_fun ) ( ch ) ) continue; if( char_died( ch ) ) continue; } if( !IS_SET( ch->act, ACT_RUNNING ) && ch->spec_2 ) { if( ( *ch->spec_2 ) ( ch ) ) continue; if( char_died( ch ) ) continue; } /* * Check for mudprogram script on mob */ if( IS_SET( ch->pIndexData->progtypes, SCRIPT_PROG ) ) { mprog_script_trigger( ch ); continue; } if( ch != cur_char ) { bug( "Mobile_update: ch != cur_char after spec_fun", 0 ); continue; } /* * That's all for sleeping / busy monster */ if( ch->position != POS_STANDING ) continue; if( IS_SET( ch->act, ACT_MOUNTED ) ) { if( IS_SET( ch->act, ACT_AGGRESSIVE ) ) do_emote( ch, "snarls and growls." ); continue; } if( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) && IS_SET( ch->act, ACT_AGGRESSIVE ) ) do_emote( ch, "glares around and snarls." ); /* * MOBprogram random trigger */ if( ch->in_room->area->nplayer > 0 ) { mprog_random_trigger( ch ); if( char_died( ch ) ) continue; if( ch->position < POS_STANDING ) continue; } /* * MOBprogram hour trigger: do something for an hour */ mprog_hour_trigger( ch ); if( char_died( ch ) ) continue; rprog_hour_trigger( ch ); if( char_died( ch ) ) continue; if( ch->position < POS_STANDING ) continue; /* * Scavenge */ if( IS_SET( ch->act, ACT_SCAVENGER ) && ch->in_room->first_content && number_bits( 2 ) == 0 ) { OBJ_DATA *obj; OBJ_DATA *obj_best; int max; max = 1; obj_best = NULL; for( obj = ch->in_room->first_content; obj; obj = obj->next_content ) { if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) && !IS_SET( ch->act, ACT_PROTOTYPE ) ) continue; if( CAN_WEAR( obj, ITEM_TAKE ) && obj->cost > max && !IS_OBJ_STAT( obj, ITEM_BURRIED ) ) { obj_best = obj; max = obj->cost; } } if( obj_best ) { obj_from_room( obj_best ); obj_to_char( obj_best, ch ); act( AT_ACTION, "$n gets $p.", ch, obj_best, NULL, TO_ROOM ); } } /* * Wander */ if( !IS_SET( ch->act, ACT_RUNNING ) && !IS_SET( ch->act, ACT_SENTINEL ) && !IS_SET( ch->act, ACT_PROTOTYPE ) && ( door = number_bits( 5 ) ) <= 9 && ( pexit = get_exit( ch->in_room, door ) ) != NULL && pexit->to_room && !IS_SET( pexit->exit_info, EX_WINDOW ) && !IS_SET( pexit->exit_info, EX_CLOSED ) && !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB ) && ( !IS_SET( ch->act, ACT_STAY_AREA ) || pexit->to_room->area == ch->in_room->area ) ) { retcode = move_char( ch, pexit, 0 ); /* * If ch changes position due * to it's or someother mob's * movement via MOBProgs, * continue - Kahn */ if( char_died( ch ) ) continue; if( retcode != rNONE || IS_SET( ch->act, ACT_SENTINEL ) || ch->position < POS_STANDING ) continue; } /* * Flee */ if( ch->hit < ch->max_hit / 2 && ( door = number_bits( 4 ) ) <= 9 && ( pexit = get_exit( ch->in_room, door ) ) != NULL && pexit->to_room && !IS_SET( pexit->exit_info, EX_WINDOW ) && !IS_SET( pexit->exit_info, EX_CLOSED ) && !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB ) ) { CHAR_DATA *rch; bool found; found = FALSE; for( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if( is_fearing( ch, rch ) ) { switch ( number_bits( 2 ) ) { case 0: sprintf( buf, "Get away from me, %s!", rch->name ); break; case 1: sprintf( buf, "Leave me be, %s!", rch->name ); break; case 2: sprintf( buf, "%s is trying to kill me! Help!", rch->name ); break; case 3: sprintf( buf, "Someone save me from %s!", rch->name ); break; } do_yell( ch, buf ); found = TRUE; break; } } if( found ) retcode = move_char( ch, pexit, 0 ); } } return; } void update_taxes( void ) { PLANET_DATA *planet; CLAN_DATA *clan; for( planet = first_planet; planet; planet = planet->next ) { clan = planet->governed_by; if( clan ) { int sCount = 0; CLAN_DATA *subclan = NULL; if( clan->first_subclan ) { for( subclan = clan->first_subclan; subclan; subclan = subclan->next_subclan ) sCount++; for( subclan = clan->first_subclan; subclan; subclan = subclan->next_subclan ) { subclan->funds += get_taxes( planet ) / 1440 / sCount; save_clan( subclan ); } clan->funds += get_taxes( planet ) / 1440; save_clan( clan ); } else { clan->funds += get_taxes( planet ) / 720; save_clan( clan ); } save_planet( planet ); } } } /* * Update the weather. */ void weather_update( void ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; int diff; short AT_TEMP = AT_PLAIN; buf[0] = '\0'; switch ( ++time_info.hour ) { case 5: weather_info.sunlight = SUN_LIGHT; strcat( buf, "The day has begun." ); AT_TEMP = AT_YELLOW; break; case 6: weather_info.sunlight = SUN_RISE; strcat( buf, "The sun rises in the east." ); AT_TEMP = AT_ORANGE; break; case 12: weather_info.sunlight = SUN_LIGHT; strcat( buf, "It's noon." ); AT_TEMP = AT_YELLOW; break; case 19: weather_info.sunlight = SUN_SET; strcat( buf, "The sun slowly disappears in the west." ); AT_TEMP = AT_BLOOD; break; case 20: weather_info.sunlight = SUN_DARK; strcat( buf, "The night has begun." ); AT_TEMP = AT_DGREY; break; case 24: time_info.hour = 0; time_info.day++; break; } if( time_info.day >= 30 ) { time_info.day = 0; time_info.month++; } if( time_info.month >= 17 ) { time_info.month = 0; time_info.year++; } if( buf[0] != '\0' ) { for( d = first_descriptor; d; d = d->next ) { if( d->connected == CON_PLAYING && IS_OUTSIDE( d->character ) && IS_AWAKE( d->character ) && d->character->in_room && d->character->in_room->sector_type != SECT_UNDERWATER && d->character->in_room->sector_type != SECT_OCEANFLOOR && d->character->in_room->sector_type != SECT_UNDERGROUND ) act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR ); } buf[0] = '\0'; } /* * Weather change. */ if( time_info.month >= 9 && time_info.month <= 16 ) diff = weather_info.mmhg > 985 ? -2 : 2; else diff = weather_info.mmhg > 1015 ? -2 : 2; weather_info.change += diff * dice( 1, 4 ) + dice( 2, 6 ) - dice( 2, 6 ); weather_info.change = UMAX( weather_info.change, -12 ); weather_info.change = UMIN( weather_info.change, 12 ); weather_info.mmhg += weather_info.change; weather_info.mmhg = UMAX( weather_info.mmhg, 960 ); weather_info.mmhg = UMIN( weather_info.mmhg, 1040 ); AT_TEMP = AT_GREY; switch ( weather_info.sky ) { default: bug( "Weather_update: bad sky %d.", weather_info.sky ); weather_info.sky = SKY_CLOUDLESS; break; case SKY_CLOUDLESS: if( weather_info.mmhg < 990 || ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The sky is getting cloudy." ); weather_info.sky = SKY_CLOUDY; AT_TEMP = AT_GREY; } break; case SKY_CLOUDY: if( weather_info.mmhg < 970 || ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) ) { strcat( buf, "It starts to rain." ); weather_info.sky = SKY_RAINING; AT_TEMP = AT_BLUE; } if( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 ) { strcat( buf, "The clouds disappear." ); weather_info.sky = SKY_CLOUDLESS; AT_TEMP = AT_WHITE; } break; case SKY_RAINING: if( weather_info.mmhg < 970 && number_bits( 2 ) == 0 ) { strcat( buf, "Lightning flashes in the sky." ); weather_info.sky = SKY_LIGHTNING; AT_TEMP = AT_YELLOW; } if( weather_info.mmhg > 1030 || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The rain stopped." ); weather_info.sky = SKY_CLOUDY; AT_TEMP = AT_WHITE; } break; case SKY_LIGHTNING: if( weather_info.mmhg > 1010 || ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The lightning has stopped." ); weather_info.sky = SKY_RAINING; AT_TEMP = AT_GREY; break; } break; } if( buf[0] != '\0' ) { for( d = first_descriptor; d; d = d->next ) { if( d->connected == CON_PLAYING && IS_OUTSIDE( d->character ) && IS_AWAKE( d->character ) ) act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR ); } } return; } /* * Update all chars, including mobs. * This function is performance sensitive. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_save; short save_count = 0; ch_save = NULL; for( ch = last_char; ch; ch = gch_prev ) { if( ch == first_char && ch->prev ) { bug( "char_update: first_char->prev != NULL... fixed", 0 ); ch->prev = NULL; } gch_prev = ch->prev; set_cur_char( ch ); if( gch_prev && gch_prev->next != ch ) { bug( "char_update: ch->prev->next != ch", 0 ); return; } /* * Do a room_prog rand check right off the bat * if ch disappears (rprog might wax npc's), continue */ if( !IS_NPC( ch ) ) rprog_random_trigger( ch ); if( char_died( ch ) ) continue; if( IS_NPC( ch ) ) mprog_time_trigger( ch ); if( char_died( ch ) ) continue; rprog_time_trigger( ch ); if( char_died( ch ) ) continue; /* * See if player should be auto-saved. */ if( !IS_NPC( ch ) && !NOT_AUTHED( ch ) && current_time - ch->save_time > ( sysdata.save_frequency * 60 ) ) ch_save = ch; else ch_save = NULL; if( ch->position >= POS_STUNNED ) { if( ch->hit < ch->max_hit ) ch->hit += hit_gain( ch ); if( ch->mana < ch->max_mana || ch->skill_level[FORCE_ABILITY] == 1 ) ch->mana += mana_gain( ch ); if( ch->move < ch->max_move ) ch->move += move_gain( ch ); } if( ch->position == POS_STUNNED ) update_pos( ch ); if( ch->pcdata ) gain_addiction( ch ); if( !IS_NPC( ch ) && ch->top_level < LEVEL_IMMORTAL ) { OBJ_DATA *obj; if( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) { if( --obj->value[2] == 0 && ch->in_room ) { ch->in_room->light -= obj->count; act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_CHAR ); if( obj->serial == cur_obj ) global_objcode = rOBJ_EXPIRED; extract_obj( obj ); } } if( ch->pcdata->condition[COND_DRUNK] > 8 ) worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK] / 8 ); if( ch->pcdata->condition[COND_FULL] > 1 ) { switch ( ch->position ) { case POS_SLEEPING: better_mental_state( ch, 4 ); break; case POS_RESTING: better_mental_state( ch, 3 ); break; case POS_SITTING: case POS_MOUNTED: better_mental_state( ch, 2 ); break; case POS_STANDING: better_mental_state( ch, 1 ); break; case POS_FIGHTING: if( number_bits( 2 ) == 0 ) better_mental_state( ch, 1 ); break; } } if( ch->pcdata->condition[COND_THIRST] > 1 ) { switch ( ch->position ) { case POS_SLEEPING: better_mental_state( ch, 5 ); break; case POS_RESTING: better_mental_state( ch, 3 ); break; case POS_SITTING: case POS_MOUNTED: better_mental_state( ch, 2 ); break; case POS_STANDING: better_mental_state( ch, 1 ); break; case POS_FIGHTING: if( number_bits( 2 ) == 0 ) better_mental_state( ch, 1 ); break; } } gain_condition( ch, COND_DRUNK, -1 ); gain_condition( ch, COND_FULL, -1 ); if( ch->in_room ) switch ( ch->in_room->sector_type ) { default: gain_condition( ch, COND_THIRST, -1 ); break; case SECT_DESERT: gain_condition( ch, COND_THIRST, -2 ); break; case SECT_UNDERWATER: case SECT_OCEANFLOOR: if( number_bits( 1 ) == 0 ) gain_condition( ch, COND_THIRST, -1 ); break; } } if( !char_died( ch ) ) { /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ if( IS_AFFECTED( ch, AFF_POISON ) ) { act( AT_POISON, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL, TO_CHAR ); ch->mental_state = URANGE( 20, ch->mental_state + 4, 100 ); damage( ch, ch, 6, gsn_poison ); } else if( ch->position == POS_INCAP ) damage( ch, ch, 1, TYPE_UNDEFINED ); else if( ch->position == POS_MORTAL ) damage( ch, ch, 4, TYPE_UNDEFINED ); if( char_died( ch ) ) continue; if( ch->mental_state >= 30 ) switch ( ( ch->mental_state + 5 ) / 10 ) { case 3: send_to_char( "You feel feverish.\r\n", ch ); act( AT_ACTION, "$n looks kind of out of it.", ch, NULL, NULL, TO_ROOM ); break; case 4: send_to_char( "You do not feel well at all.\r\n", ch ); act( AT_ACTION, "$n doesn't look too good.", ch, NULL, NULL, TO_ROOM ); break; case 5: send_to_char( "You need help!\r\n", ch ); act( AT_ACTION, "$n looks like $e could use your help.", ch, NULL, NULL, TO_ROOM ); break; case 6: send_to_char( "Seekest thou a cleric.\r\n", ch ); act( AT_ACTION, "Someone should fetch a healer for $n.", ch, NULL, NULL, TO_ROOM ); break; case 7: send_to_char( "You feel reality slipping away...\r\n", ch ); act( AT_ACTION, "$n doesn't appear to be aware of what's going on.", ch, NULL, NULL, TO_ROOM ); break; case 8: send_to_char( "You begin to understand... everything.\r\n", ch ); act( AT_ACTION, "$n starts ranting like a madman!", ch, NULL, NULL, TO_ROOM ); break; case 9: send_to_char( "You are ONE with the universe.\r\n", ch ); act( AT_ACTION, "$n is ranting on about 'the answer', 'ONE' and other mumbo-jumbo...", ch, NULL, NULL, TO_ROOM ); break; case 10: send_to_char( "You feel the end is near.\r\n", ch ); act( AT_ACTION, "$n is muttering and ranting in tongues...", ch, NULL, NULL, TO_ROOM ); break; } if( ch->mental_state <= -30 ) switch ( ( abs( ch->mental_state ) + 5 ) / 10 ) { case 10: if( ch->position > POS_SLEEPING ) { if( ( ch->position == POS_STANDING || ch->position < POS_FIGHTING ) && number_percent( ) + 10 < abs( ch->mental_state ) ) do_sleep( ch, "" ); else send_to_char( "You're barely conscious.\r\n", ch ); } break; case 9: if( ch->position > POS_SLEEPING ) { if( ( ch->position == POS_STANDING || ch->position < POS_FIGHTING ) && ( number_percent( ) + 20 ) < abs( ch->mental_state ) ) do_sleep( ch, "" ); else send_to_char( "You can barely keep your eyes open.\r\n", ch ); } break; case 8: if( ch->position > POS_SLEEPING ) { if( ch->position < POS_SITTING && ( number_percent( ) + 30 ) < abs( ch->mental_state ) ) do_sleep( ch, "" ); else send_to_char( "You're extremely drowsy.\r\n", ch ); } break; case 7: if( ch->position > POS_RESTING ) send_to_char( "You feel very unmotivated.\r\n", ch ); break; case 6: if( ch->position > POS_RESTING ) send_to_char( "You feel sedated.\r\n", ch ); break; case 5: if( ch->position > POS_RESTING ) send_to_char( "You feel sleepy.\r\n", ch ); break; case 4: if( ch->position > POS_RESTING ) send_to_char( "You feel tired.\r\n", ch ); break; case 3: if( ch->position > POS_RESTING ) send_to_char( "You could use a rest.\r\n", ch ); break; } if( ch->backup_wait > 0 ) { --ch->backup_wait; if( ch->backup_wait == 0 ) add_reinforcements( ch ); } if( !IS_NPC( ch ) ) { if( ++ch->timer > 15 && !ch->desc ) { if( ch->in_room ) char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_PLUOGUS_QUIT ) ); ch->position = POS_RESTING; ch->hit = UMAX( 1, ch->hit ); save_char_obj( ch ); do_quit( ch, "" ); } else if( ch == ch_save && IS_SET( sysdata.save_flags, SV_AUTO ) && ++save_count < 10 ) /* save max of 10 per tick */ save_char_obj( ch ); } } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; short AT_TEMP = 0; for( obj = last_object; obj; obj = gobj_prev ) { CHAR_DATA *rch; char *message; if( obj == first_object && obj->prev ) { bug( "obj_update: first_object->prev != NULL... fixed", 0 ); obj->prev = NULL; } gobj_prev = obj->prev; if( gobj_prev && gobj_prev->next != obj ) { bug( "obj_update: obj->prev->next != obj", 0 ); return; } set_cur_obj( obj ); if( obj->carried_by ) oprog_random_trigger( obj ); else if( obj->in_room && obj->in_room->area->nplayer > 0 ) oprog_random_trigger( obj ); if( obj_extracted( obj ) ) continue; if( obj->item_type == ITEM_WEAPON && obj->carried_by && ( obj->wear_loc == WEAR_WIELD || obj->wear_loc == WEAR_DUAL_WIELD ) && obj->value[3] != WEAPON_BLASTER && obj->value[4] > 0 && obj->value[3] != WEAPON_BOWCASTER && obj->value[3] != WEAPON_FORCE_PIKE ) { obj->value[4]--; if( obj->value[4] <= 0 ) { if( obj->value[3] == WEAPON_LIGHTSABER ) { act( AT_PLAIN, "$p fizzles and dies.", obj->carried_by, obj, NULL, TO_CHAR ); act( AT_PLAIN, "$n's lightsaber fizzles and dies.", obj->carried_by, NULL, NULL, TO_ROOM ); } else if( obj->value[3] == WEAPON_VIBRO_BLADE ) { act( AT_PLAIN, "$p stops vibrating.", obj->carried_by, obj, NULL, TO_CHAR ); } } } if( obj->item_type == ITEM_PIPE ) { if( IS_SET( obj->value[3], PIPE_LIT ) ) { if( --obj->value[1] <= 0 ) { obj->value[1] = 0; REMOVE_BIT( obj->value[3], PIPE_LIT ); } else if( IS_SET( obj->value[3], PIPE_HOT ) ) REMOVE_BIT( obj->value[3], PIPE_HOT ); else { if( IS_SET( obj->value[3], PIPE_GOINGOUT ) ) { REMOVE_BIT( obj->value[3], PIPE_LIT ); REMOVE_BIT( obj->value[3], PIPE_GOINGOUT ); } else SET_BIT( obj->value[3], PIPE_GOINGOUT ); } if( !IS_SET( obj->value[3], PIPE_LIT ) ) SET_BIT( obj->value[3], PIPE_FULLOFASH ); } else REMOVE_BIT( obj->value[3], PIPE_HOT ); } /* Corpse decay (npc corpses decay at 8 times the rate of pc corpses) - Narn */ if( obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_DROID_CORPSE ) { short timerfrac = UMAX( 1, obj->timer - 1 ); if( obj->item_type == ITEM_CORPSE_PC ) timerfrac = ( int )( obj->timer / 8 + 1 ); if( obj->timer > 0 && obj->value[2] > timerfrac ) { char buf[MAX_STRING_LENGTH]; char name[MAX_STRING_LENGTH]; char *bufptr; bufptr = one_argument( obj->short_descr, name ); bufptr = one_argument( bufptr, name ); bufptr = one_argument( bufptr, name ); separate_obj( obj ); obj->value[2] = timerfrac; if( obj->item_type == ITEM_DROID_CORPSE ) sprintf( buf, d_corpse_descs[UMIN( timerfrac - 1, 4 )], bufptr ); else sprintf( buf, corpse_descs[UMIN( timerfrac - 1, 4 )], capitalize( bufptr ) ); STRFREE( obj->description ); obj->description = STRALLOC( buf ); } } /* * don't let inventory decay */ if( IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) continue; if( obj->timer > 0 && obj->timer < 5 && obj->item_type == ITEM_ARMOR ) { if( obj->carried_by ) { act( AT_TEMP, "$p is almost dead.", obj->carried_by, obj, NULL, TO_CHAR ); } } if( ( obj->timer <= 0 || --obj->timer > 0 ) ) continue; /* * if we get this far, object's timer has expired. */ AT_TEMP = AT_PLAIN; switch ( obj->item_type ) { default: message = "$p has depleted itself."; AT_TEMP = AT_PLAIN; break; case ITEM_GRENADE: explode( obj ); return; break; case ITEM_PORTAL: message = "$p winks out of existence."; remove_portal( obj ); obj->item_type = ITEM_TRASH; /* so extract_obj */ AT_TEMP = AT_MAGIC; /* doesn't remove_portal */ break; case ITEM_FOUNTAIN: message = "$p dries up."; AT_TEMP = AT_BLUE; break; case ITEM_CORPSE_NPC: message = "$p decays into dust and blows away."; AT_TEMP = AT_OBJECT; break; case ITEM_DROID_CORPSE: message = "$p rusts away into oblivion."; AT_TEMP = AT_OBJECT; break; case ITEM_CORPSE_PC: message = "$p decays into dust and is blown away..."; AT_TEMP = AT_MAGIC; break; case ITEM_FOOD: message = "$p is devoured by a swarm of maggots."; AT_TEMP = AT_HUNGRY; break; case ITEM_BLOOD: message = "$p slowly seeps into the ground."; AT_TEMP = AT_BLOOD; break; case ITEM_BLOODSTAIN: message = "$p dries up into flakes and blows away."; AT_TEMP = AT_BLOOD; break; case ITEM_SCRAPS: message = "$p crumbles and decays into nothing."; AT_TEMP = AT_OBJECT; break; case ITEM_FIRE: if( obj->in_room ) --obj->in_room->light; message = "$p burns out."; AT_TEMP = AT_FIRE; } if( obj->carried_by ) { act( AT_TEMP, message, obj->carried_by, obj, NULL, TO_CHAR ); } else if( obj->in_room && ( rch = obj->in_room->first_person ) != NULL && !IS_OBJ_STAT( obj, ITEM_BURRIED ) ) { act( AT_TEMP, message, rch, obj, NULL, TO_ROOM ); act( AT_TEMP, message, rch, obj, NULL, TO_CHAR ); } if( obj->serial == cur_obj ) global_objcode = rOBJ_EXPIRED; extract_obj( obj ); } return; } /* * Function to check important stuff happening to a player * This function should take about 5% of mud cpu time */ void char_check( void ) { CHAR_DATA *ch, *ch_next; EXIT_DATA *pexit; static int cnt = 0; int door, retcode; cnt = ( cnt + 1 ) % 2; for( ch = first_char; ch; ch = ch_next ) { set_cur_char( ch ); ch_next = ch->next; will_fall( ch, 0 ); if( char_died( ch ) ) continue; if( IS_NPC( ch ) ) { if( cnt != 0 ) continue; /* * running mobs -Thoric */ if( IS_SET( ch->act, ACT_RUNNING ) ) { if( !IS_SET( ch->act, ACT_SENTINEL ) && !ch->fighting && ch->hunting ) { WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); hunt_victim( ch ); continue; } if( ch->spec_fun ) { if( ( *ch->spec_fun ) ( ch ) ) continue; if( char_died( ch ) ) continue; } if( ch->spec_2 ) { if( ( *ch->spec_2 ) ( ch ) ) continue; if( char_died( ch ) ) continue; } if( !IS_SET( ch->act, ACT_SENTINEL ) && !IS_SET( ch->act, ACT_PROTOTYPE ) && ( door = number_bits( 4 ) ) <= 9 && ( pexit = get_exit( ch->in_room, door ) ) != NULL && pexit->to_room && !IS_SET( pexit->exit_info, EX_CLOSED ) && !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB ) && ( !IS_SET( ch->act, ACT_STAY_AREA ) || pexit->to_room->area == ch->in_room->area ) ) { retcode = move_char( ch, pexit, 0 ); if( char_died( ch ) ) continue; if( retcode != rNONE || IS_SET( ch->act, ACT_SENTINEL ) || ch->position < POS_STANDING ) continue; } } continue; } else { if( ch->mount && ch->in_room != ch->mount->in_room ) { REMOVE_BIT( ch->mount->act, ACT_MOUNTED ); ch->mount = NULL; ch->position = POS_STANDING; send_to_char( "No longer upon your mount, you fall to the ground...\r\nOUCH!\r\n", ch ); } if( ( ch->in_room && ch->in_room->sector_type == SECT_UNDERWATER ) || ( ch->in_room && ch->in_room->sector_type == SECT_OCEANFLOOR ) ) { if( !IS_AFFECTED( ch, AFF_AQUA_BREATH ) ) { if( get_trust( ch ) < LEVEL_IMMORTAL ) { int dam; dam = number_range( ch->max_hit / 50, ch->max_hit / 30 ); dam = UMAX( 1, dam ); if( ch->hit <= 0 ) dam = UMIN( 10, dam ); if( number_bits( 3 ) == 0 ) send_to_char( "You cough and choke as you try to breathe water!\r\n", ch ); damage( ch, ch, dam, TYPE_UNDEFINED ); } } } if( char_died( ch ) ) continue; if( ch->in_room && ( ( ch->in_room->sector_type == SECT_WATER_NOSWIM ) || ( ch->in_room->sector_type == SECT_WATER_SWIM ) ) ) { if( !IS_AFFECTED( ch, AFF_FLYING ) && !IS_AFFECTED( ch, AFF_FLOATING ) && !IS_AFFECTED( ch, AFF_AQUA_BREATH ) && !ch->mount ) { if( get_trust( ch ) < LEVEL_IMMORTAL ) { int dam; if( ch->move > 0 ) ch->move--; else { dam = number_range( ch->max_hit / 50, ch->max_hit / 30 ); dam = UMAX( 1, dam ); if( ch->hit <= 0 ) dam = UMIN( 10, dam ); if( number_bits( 3 ) == 0 ) send_to_char( "Struggling with exhaustion, you choke on a mouthful of water.\r\n", ch ); damage( ch, ch, dam, TYPE_UNDEFINED ); } } } } } } } /* * Aggress. * * for each descriptor * for each mob in room * aggress on some random PC * * This function should take 5% to 10% of ALL mud cpu time. * Unfortunately, checking on each PC move is too tricky, * because we don't the mob to just attack the first PC * who leads the party into the room. * */ void aggr_update( void ) { DESCRIPTOR_DATA *d, *dnext; CHAR_DATA *wch, *ch, *ch_next, *victim; struct act_prog_data *apdtmp; #ifdef UNDEFD /* * GRUNT! To do * */ if( IS_NPC( wch ) && wch->mpactnum > 0 && wch->in_room->area->nplayer > 0 ) { MPROG_ACT_LIST *tmp_act, *tmp2_act; for( tmp_act = wch->mpact; tmp_act; tmp_act = tmp_act->next ) { oprog_wordlist_check( tmp_act->buf, wch, tmp_act->ch, tmp_act->obj, tmp_act->vo, ACT_PROG ); DISPOSE( tmp_act->buf ); } for( tmp_act = wch->mpact; tmp_act; tmp_act = tmp2_act ) { tmp2_act = tmp_act->next; DISPOSE( tmp_act ); } wch->mpactnum = 0; wch->mpact = NULL; } #endif /* * check mobprog act queue */ while( ( apdtmp = mob_act_list ) != NULL ) { wch = mob_act_list->vo; if( !char_died( wch ) && wch->mpactnum > 0 ) { MPROG_ACT_LIST *tmp_act; while( ( tmp_act = wch->mpact ) != NULL ) { if( tmp_act->obj && obj_extracted( tmp_act->obj ) ) tmp_act->obj = NULL; if( tmp_act->ch && !char_died( tmp_act->ch ) ) mprog_wordlist_check( tmp_act->buf, wch, tmp_act->ch, tmp_act->obj, tmp_act->vo, ACT_PROG ); wch->mpact = tmp_act->next; DISPOSE( tmp_act->buf ); DISPOSE( tmp_act ); } wch->mpactnum = 0; wch->mpact = NULL; } mob_act_list = apdtmp->next; DISPOSE( apdtmp ); } /* * Just check descriptors here for victims to aggressive mobs * We can check for linkdead victims to mobile_update -Thoric */ for( d = first_descriptor; d; d = dnext ) { dnext = d->next; if( ( d->connected != CON_PLAYING && d->connected != CON_EDITING ) || ( wch = d->character ) == NULL ) continue; if( char_died( wch ) || IS_NPC( wch ) || wch->top_level >= LEVEL_IMMORTAL || !wch->in_room ) continue; for( ch = wch->in_room->first_person; ch; ch = ch_next ) { int count = 0; ch_next = ch->next_in_room; if( !IS_NPC( ch ) || ch->fighting || IS_AFFECTED( ch, AFF_CHARM ) || !IS_AWAKE( ch ) || ( IS_SET( ch->act, ACT_WIMPY ) ) || !can_see( ch, wch ) ) continue; if( is_hating( ch, wch ) ) { found_prey( ch, wch ); continue; } if( !IS_SET( ch->act, ACT_AGGRESSIVE ) || IS_SET( ch->act, ACT_MOUNTED ) || IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) continue; victim = wch; if( !victim ) { bug( "Aggr_update: null victim.", count ); continue; } if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 ) continue; if( IS_NPC( ch ) && IS_SET( ch->attacks, ATCK_BACKSTAB ) ) { OBJ_DATA *obj; if( !ch->mount && ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL && obj->value[3] == 11 && !victim->fighting && victim->hit >= victim->max_hit ) { WAIT_STATE( ch, skill_table[gsn_backstab]->beats ); if( !IS_AWAKE( victim ) || number_percent( ) + 5 < ch->top_level ) { global_retcode = multi_hit( ch, victim, gsn_backstab ); continue; } else { global_retcode = damage( ch, victim, 0, gsn_backstab ); continue; } } } global_retcode = multi_hit( ch, victim, TYPE_UNDEFINED ); } } return; } /* From interp.c */ bool check_social args( ( CHAR_DATA * ch, char *command, char *argument ) ); /* * drunk randoms - Tricops * (Made part of mobile_update -Thoric) */ void drunk_randoms( CHAR_DATA * ch ) { CHAR_DATA *rvch = NULL; CHAR_DATA *vch; short drunk; short position; if( IS_NPC( ch ) || ch->pcdata->condition[COND_DRUNK] <= 0 ) return; if( number_percent( ) < 30 ) return; drunk = ch->pcdata->condition[COND_DRUNK]; position = ch->position; ch->position = POS_STANDING; if( number_percent( ) < ( 2 * drunk / 20 ) ) check_social( ch, "burp", "" ); else if( number_percent( ) < ( 2 * drunk / 20 ) ) check_social( ch, "hiccup", "" ); else if( number_percent( ) < ( 2 * drunk / 20 ) ) check_social( ch, "drool", "" ); else if( number_percent( ) < ( 2 * drunk / 20 ) ) check_social( ch, "fart", "" ); else if( drunk > ( 10 + ( get_curr_con( ch ) / 5 ) ) && number_percent( ) < ( 2 * drunk / 18 ) ) { for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) if( number_percent( ) < 10 ) rvch = vch; check_social( ch, "puke", ( rvch ? rvch->name : "" ) ); } ch->position = position; return; } void halucinations( CHAR_DATA * ch ) { if( ch->mental_state >= 30 && number_bits( 5 - ( ch->mental_state >= 50 ) - ( ch->mental_state >= 75 ) ) == 0 ) { char *t; switch ( number_range( 1, UMIN( 20, ( ch->mental_state + 5 ) / 5 ) ) ) { default: case 1: t = "You feel very restless... you can't sit still.\r\n"; break; case 2: t = "You're tingling all over.\r\n"; break; case 3: t = "Your skin is crawling.\r\n"; break; case 4: t = "You suddenly feel that something is terribly wrong.\r\n"; break; case 5: t = "Those damn little fairies keep laughing at you!\r\n"; break; case 6: t = "You can hear your mother crying...\r\n"; break; case 7: t = "Have you been here before, or not? You're not sure...\r\n"; break; case 8: t = "Painful childhood memories flash through your mind.\r\n"; break; case 9: t = "You hear someone call your name in the distance...\r\n"; break; case 10: t = "Your head is pulsating... you can't think straight.\r\n"; break; case 11: t = "The ground... seems to be squirming...\r\n"; break; case 12: t = "You're not quite sure what is real anymore.\r\n"; break; case 13: t = "It's all a dream... or is it?\r\n"; break; case 14: t = "They're coming to get you... coming to take you away...\r\n"; break; case 15: t = "You begin to feel all powerful!\r\n"; break; case 16: t = "You're light as air... the heavens are yours for the taking.\r\n"; break; case 17: t = "Your whole life flashes by... and your future...\r\n"; break; case 18: t = "You are everywhere and everything... you know all and are all!\r\n"; break; case 19: t = "You feel immortal!\r\n"; break; case 20: t = "Ahh... the power of a Supreme Entity... what to do...\r\n"; break; } send_to_char( t, ch ); } return; } void tele_update( void ) { TELEPORT_DATA *tele, *tele_next; if( !first_teleport ) return; for( tele = first_teleport; tele; tele = tele_next ) { tele_next = tele->next; if( --tele->timer <= 0 ) { if( tele->room->first_person ) { teleport( tele->room->first_person, tele->room->tele_vnum, TELE_TRANSALL ); } UNLINK( tele, first_teleport, last_teleport, next, prev ); DISPOSE( tele ); } } } #if FALSE /* * Write all outstanding authorization requests to Log channel - Gorog */ void auth_update( void ) { CHAR_DATA *victim; DESCRIPTOR_DATA *d; char log_buf[MAX_INPUT_LENGTH]; bool first_time = TRUE; /* so titles are only done once */ for( d = first_descriptor; d; d = d->next ) { victim = d->character; if( victim && IS_WAITING_FOR_AUTH( victim ) ) { if( first_time ) { first_time = FALSE; strcpy( log_buf, "Pending authorizations:" ); to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1 ); } sprintf( log_buf, " %s@%s new %s", victim->name, victim->desc->host, race_table[victim->race].race_name ); to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1 ); } } } #endif void auth_update( void ) { CHAR_DATA *victim; DESCRIPTOR_DATA *d; char buf[MAX_INPUT_LENGTH]; bool found_hit = FALSE; /* was at least one found? */ strcpy( log_buf, "Pending authorizations:\r\n" ); for( d = first_descriptor; d; d = d->next ) { if( ( victim = d->character ) && IS_WAITING_FOR_AUTH( victim ) ) { found_hit = TRUE; sprintf( buf, " %s@%s new %s\r\n", victim->name, victim->desc->host, race_table[victim->race].race_name ); strcat( log_buf, buf ); } } if( found_hit ) { log_string( log_buf ); to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1 ); } } /* * Handle all kinds of updates. * Called once per pulse from game loop. * Random times to defeat tick-timing clients and players. */ void update_handler( void ) { static int pulse_taxes; static int pulse_area; static int pulse_mobile; static int pulse_violence; static int pulse_point; static int pulse_second; static int pulse_space; static int pulse_ship; static int pulse_recharge; struct timeval sttime; struct timeval etime; if( timechar ) { set_char_color( AT_PLAIN, timechar ); send_to_char( "Starting update timer.\r\n", timechar ); gettimeofday( &sttime, NULL ); } if( --pulse_area <= 0 ) { pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); area_update( ); } if( --pulse_taxes <= 0 ) { pulse_taxes = PULSE_TAXES; update_taxes( ); } if( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update( ); } if( --pulse_space <= 0 ) { pulse_space = PULSE_SPACE; update_space( ); update_bus( ); update_traffic( ); } if( --pulse_recharge <= 0 ) { pulse_recharge = PULSE_SPACE / 3; recharge_ships( ); } if( --pulse_ship <= 0 ) { pulse_ship = PULSE_SPACE / 10; move_ships( ); } if( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; violence_update( ); } if( --pulse_point <= 0 ) { pulse_point = number_range( PULSE_TICK * 0.75, PULSE_TICK * 1.25 ); auth_update( ); /* Gorog */ weather_update( ); char_update( ); obj_update( ); clear_vrooms( ); /* remove virtual rooms */ } if( --pulse_second <= 0 ) { pulse_second = PULSE_PER_SECOND; char_check( ); /* * reboot_check( "" ); Disabled to check if its lagging a lot - Scryn */ /* * Much faster version enabled by Altrag.. * although I dunno how it could lag too much, it was just a bunch * of comparisons.. */ reboot_check( 0 ); } if( auction->item && --auction->pulse <= 0 ) { auction->pulse = PULSE_AUCTION; auction_update( ); } tele_update( ); aggr_update( ); obj_act_update( ); room_act_update( ); clean_obj_queue( ); /* dispose of extracted objects */ clean_char_queue( ); /* dispose of dead mobs/quitting chars */ if( timechar ) { gettimeofday( &etime, NULL ); set_char_color( AT_PLAIN, timechar ); send_to_char( "Update timing complete.\r\n", timechar ); subtract_times( &etime, &sttime ); ch_printf( timechar, "Timing took %d.%06d seconds.\r\n", etime.tv_sec, etime.tv_usec ); timechar = NULL; } tail_chain( ); return; } void remove_portal( OBJ_DATA * portal ) { ROOM_INDEX_DATA *fromRoom, *toRoom; CHAR_DATA *ch; EXIT_DATA *pexit; bool found; if( !portal ) { bug( "remove_portal: portal is NULL", 0 ); return; } fromRoom = portal->in_room; found = FALSE; if( !fromRoom ) { bug( "remove_portal: portal->in_room is NULL", 0 ); return; } for( pexit = fromRoom->first_exit; pexit; pexit = pexit->next ) if( IS_SET( pexit->exit_info, EX_PORTAL ) ) { found = TRUE; break; } if( !found ) { bug( "remove_portal: portal not found in room %d!", fromRoom->vnum ); return; } if( pexit->vdir != DIR_PORTAL ) bug( "remove_portal: exit in dir %d != DIR_PORTAL", pexit->vdir ); if( ( toRoom = pexit->to_room ) == NULL ) bug( "remove_portal: toRoom is NULL", 0 ); extract_exit( fromRoom, pexit ); /* * rendunancy */ /* * send a message to fromRoom */ /* * ch = fromRoom->first_person; */ /* * if(ch!=NULL) */ /* * act( AT_PLAIN, "A magical portal below winks from existence.", ch, NULL, NULL, TO_ROOM ); */ /* * send a message to toRoom */ if( toRoom && ( ch = toRoom->first_person ) != NULL ) act( AT_PLAIN, "A magical portal above winks from existence.", ch, NULL, NULL, TO_ROOM ); /* * remove the portal obj: looks better to let update_obj do this */ /* * extract_obj(portal); */ return; } void reboot_check( time_t reset ) { static char *tmsg[] = { "SYSTEM: Reboot in 10 seconds.", "SYSTEM: Reboot in 30 seconds.", "SYSTEM: Reboot in 1 minute.", "SYSTEM: Reboot in 2 minutes.", "SYSTEM: Reboot in 3 minutes.", "SYSTEM: Reboot in 4 minutes.", "SYSTEM: Reboot in 5 minutes.", "SYSTEM: Reboot in 10 minutes.", }; static const int times[] = { 10, 30, 60, 120, 180, 240, 300, 600 }; static const int timesize = 8; // UMIN( sizeof( times ) / sizeof( *times ), sizeof( tmsg ) / sizeof( *tmsg ) ); char buf[MAX_STRING_LENGTH]; static int trun; static bool init; if( !init || reset >= current_time ) { for( trun = timesize - 1; trun >= 0; trun-- ) if( reset >= current_time + times[trun] ) break; init = TRUE; return; } if( ( current_time % 1800 ) == 0 ) { sprintf( buf, "%.24s: %d players", ctime( ¤t_time ), num_descriptors ); append_to_file( USAGE_FILE, buf ); } if( new_boot_time_t - boot_time < 60 * 60 * 18 && !set_boot_time->manual ) return; if( new_boot_time_t <= current_time ) { CHAR_DATA *vch; if( auction->item ) { sprintf( buf, "Sale of %s has been stopped by mud.", auction->item->short_descr ); talk_auction( buf ); obj_to_char( auction->item, auction->seller ); auction->item = NULL; if( auction->buyer && auction->buyer != auction->seller ) { auction->buyer->gold += auction->bet; send_to_char( "Your money has been returned.\r\n", auction->buyer ); } } echo_to_all( AT_YELLOW, "You are forced from these realms by a strong " "presence\r\nas life here is reconstructed.", ECHOTAR_ALL ); for( vch = first_char; vch; vch = vch->next ) if( !IS_NPC( vch ) ) save_char_obj( vch ); mud_down = TRUE; return; } if( trun != -1 && new_boot_time_t - current_time <= times[trun] ) { echo_to_all( AT_YELLOW, tmsg[trun], ECHOTAR_ALL ); if( trun <= 5 ) sysdata.DENY_NEW_PLAYERS = TRUE; --trun; return; } return; } #if 0 void reboot_check( char *arg ) { char buf[MAX_STRING_LENGTH]; /* * struct tm *timestruct; * int timecheck; */ CHAR_DATA *vch; /* * Bools to show which pre-boot echoes we've done. */ static bool thirty = FALSE; static bool fifteen = FALSE; static bool ten = FALSE; static bool five = FALSE; static bool four = FALSE; static bool three = FALSE; static bool two = FALSE; static bool one = FALSE; /* * This function can be called by do_setboot when the reboot time * is being manually set to reset all the bools. */ if( !str_cmp( arg, "reset" ) ) { thirty = FALSE; fifteen = FALSE; ten = FALSE; five = FALSE; four = FALSE; three = FALSE; two = FALSE; one = FALSE; return; } /* * If the mud has been up less than 18 hours and the boot time * wasn't set manually, forget it. */ /* Usage monitor */ if( ( current_time % 1800 ) == 0 ) { sprintf( buf, "%s: %d players", ctime( ¤t_time ), num_descriptors ); append_to_file( USAGE_FILE, buf ); } /* Change by Scryn - if mud has not been up 18 hours at boot time - still * allow for warnings even if not up 18 hours */ if( new_boot_time_t - boot_time < 60 * 60 * 18 && set_boot_time->manual == 0 ) { return; } /* timestruct = localtime( ¤t_time); if ( timestruct->tm_hour == set_boot_time->hour && timestruct->tm_min == set_boot_time->min )*/ if( new_boot_time_t <= current_time ) { /* * Return auction item to seller */ if( auction->item != NULL ) { sprintf( buf, "Sale of %s has been stopped by mud.", auction->item->short_descr ); talk_auction( buf ); obj_to_char( auction->item, auction->seller ); auction->item = NULL; if( auction->buyer != NULL && auction->seller != auction->buyer ) /* return money to the buyer */ { auction->buyer->gold += auction->bet; send_to_char( "Your money has been returned.\r\n", auction->buyer ); } } sprintf( buf, "You are forced from these realms by a strong magical presence" ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); sprintf( buf, "as life here is reconstructed." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); /* * Save all characters before booting. */ for( vch = first_char; vch; vch = vch->next ) { if( !IS_NPC( vch ) ) save_char_obj( vch ); } mud_down = TRUE; } /* * How many minutes to the scheduled boot? */ /* timecheck = ( set_boot_time->hour * 60 + set_boot_time->min ) - ( timestruct->tm_hour * 60 + timestruct->tm_min ); if ( timecheck > 30 || timecheck < 0 ) return; if ( timecheck <= 1 ) */ if( new_boot_time_t - current_time <= 60 ) { if( one == FALSE ) { sprintf( buf, "You feel the ground shake as the end comes near!" ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); one = TRUE; sysdata.DENY_NEW_PLAYERS = TRUE; } return; } /* if ( timecheck == 2 )*/ if( new_boot_time_t - current_time <= 120 ) { if( two == FALSE ) { sprintf( buf, "Lightning crackles in the sky above!" ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); two = TRUE; sysdata.DENY_NEW_PLAYERS = TRUE; } return; } /* if ( timecheck == 3 )*/ if( new_boot_time_t - current_time <= 180 ) { if( three == FALSE ) { sprintf( buf, "Crashes of thunder sound across the land!" ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); three = TRUE; sysdata.DENY_NEW_PLAYERS = TRUE; } return; } /* if ( timecheck == 4 )*/ if( new_boot_time_t - current_time <= 240 ) { if( four == FALSE ) { sprintf( buf, "The sky has suddenly turned midnight black." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); four = TRUE; sysdata.DENY_NEW_PLAYERS = TRUE; } return; } /* if ( timecheck == 5 )*/ if( new_boot_time_t - current_time <= 300 ) { if( five == FALSE ) { sprintf( buf, "You notice the life forms around you slowly dwindling away." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); five = TRUE; sysdata.DENY_NEW_PLAYERS = TRUE; } return; } /* if ( timecheck == 10 )*/ if( new_boot_time_t - current_time <= 600 ) { if( ten == FALSE ) { sprintf( buf, "The seas across the realm have turned frigid." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); ten = TRUE; } return; } /* if ( timecheck == 15 )*/ if( new_boot_time_t - current_time <= 900 ) { if( fifteen == FALSE ) { sprintf( buf, "The aura of magic which once surrounded the realms seems slightly unstable." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); fifteen = TRUE; } return; } /* if ( timecheck == 30 )*/ if( new_boot_time_t - current_time <= 1800 ) { if( thirty == FALSE ) { sprintf( buf, "You sense a change in the magical forces surrounding you." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); thirty = TRUE; } return; } return; } #endif /* the auction update*/ void auction_update( void ) { int tax, pay; char buf[MAX_STRING_LENGTH]; switch ( ++auction->going ) /* increase the going state */ { case 1: /* going once */ case 2: /* going twice */ if( auction->bet > auction->starting ) sprintf( buf, "%s: going %s for %d.", auction->item->short_descr, ( ( auction->going == 1 ) ? "once" : "twice" ), auction->bet ); else sprintf( buf, "%s: going %s (bid not received yet).", auction->item->short_descr, ( ( auction->going == 1 ) ? "once" : "twice" ) ); talk_auction( buf ); break; case 3: /* SOLD! */ if( !auction->buyer && auction->bet ) { bug( "Auction code reached SOLD, with NULL buyer, but %d gold bid", auction->bet ); auction->bet = 0; } if( auction->bet > 0 && auction->buyer != auction->seller ) { sprintf( buf, "%s sold to %s for %d.", auction->item->short_descr, IS_NPC( auction->buyer ) ? auction->buyer->short_descr : auction->buyer->name, auction->bet ); talk_auction( buf ); act( AT_ACTION, "The auctioneer materializes before you, and hands you $p.", auction->buyer, auction->item, NULL, TO_CHAR ); act( AT_ACTION, "The auctioneer materializes before $n, and hands $m $p.", auction->buyer, auction->item, NULL, TO_ROOM ); if( ( auction->buyer->carry_weight + get_obj_weight( auction->item ) ) > can_carry_w( auction->buyer ) ) { act( AT_PLAIN, "$p is too heavy for you to carry with your current inventory.", auction->buyer, auction->item, NULL, TO_CHAR ); act( AT_PLAIN, "$n is carrying too much to also carry $p, and $e drops it.", auction->buyer, auction->item, NULL, TO_ROOM ); obj_to_room( auction->item, auction->buyer->in_room ); } else obj_to_char( auction->item, auction->buyer ); pay = ( int )auction->bet * 0.9; tax = ( int )auction->bet * 0.1; boost_economy( auction->seller->in_room->area, tax ); auction->seller->gold += pay; /* give him the money, tax 10 % */ sprintf( buf, "The auctioneer pays you %d gold, charging an auction fee of %d.\r\n", pay, tax ); send_to_char( buf, auction->seller ); auction->item = NULL; /* reset item */ if( IS_SET( sysdata.save_flags, SV_AUCTION ) ) { save_char_obj( auction->buyer ); save_char_obj( auction->seller ); } } else /* not sold */ { sprintf( buf, "No bids received for %s - object has been removed from auction\r\n.", auction->item->short_descr ); talk_auction( buf ); act( AT_ACTION, "The auctioneer appears before you to return $p to you.", auction->seller, auction->item, NULL, TO_CHAR ); act( AT_ACTION, "The auctioneer appears before $n to return $p to $m.", auction->seller, auction->item, NULL, TO_ROOM ); if( ( auction->seller->carry_weight + get_obj_weight( auction->item ) ) > can_carry_w( auction->seller ) ) { act( AT_PLAIN, "You drop $p as it is just too much to carry" " with everything else you're carrying.", auction->seller, auction->item, NULL, TO_CHAR ); act( AT_PLAIN, "$n drops $p as it is too much extra weight" " for $m with everything else.", auction->seller, auction->item, NULL, TO_ROOM ); obj_to_room( auction->item, auction->seller->in_room ); } else obj_to_char( auction->item, auction->seller ); tax = ( int )auction->item->cost * 0.05; boost_economy( auction->seller->in_room->area, tax ); sprintf( buf, "The auctioneer charges you an auction fee of %d.\r\n", tax ); send_to_char( buf, auction->seller ); if( ( auction->seller->gold - tax ) < 0 ) auction->seller->gold = 0; else auction->seller->gold -= tax; if( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj( auction->seller ); } /* else */ auction->item = NULL; /* clear auction */ } /* switch */ } /* func */ void subtract_times( struct timeval *etime, struct timeval *sttime ) { etime->tv_sec -= sttime->tv_sec; etime->tv_usec -= sttime->tv_usec; while( etime->tv_usec < 0 ) { etime->tv_usec += 1000000; etime->tv_sec--; } return; }