/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David * * Love, Guilherme 'Willie' Arnold, and Mitchell Tse. * * * * In order to use any part of this Envy Diku Mud, you must comply with * * the original Diku license in 'license.doc', the Merc license in * * 'license.txt', as well as the Envy license in 'license.nvy'. * * In particular, you may not remove either of these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #define unix 1 #if defined( macintosh ) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" /* * Externals */ extern char * const month_name[]; extern char * const day_name[]; extern bool merc_down; extern int auc_count; extern void auc_channel( char *auction ); extern void chat_update( void ); extern int port; /* * Globals */ bool delete_obj; bool delete_char; /* * Local functions. */ int hit_gain args( ( CHAR_DATA *ch ) ); int mana_gain args( ( CHAR_DATA *ch ) ); int move_gain args( ( CHAR_DATA *ch ) ); void mobile_update args( ( void ) ); void weather_update args( ( void ) ); void char_update args( ( void ) ); void obj_update args( ( void ) ); void aggr_update args( ( void ) ); void comb_update args( ( void ) ); /* XOR */ void auc_update args( ( void ) ); /* Altrag */ void rdam_update args( ( void ) ); /* Altrag */ /*void vamdam_update args( ( void ) );*/ /* Decklarean */ void arena_update args( ( void ) ); /* Altrag */ void strew_corpse args( ( OBJ_DATA *obj, AREA_DATA *inarea ) ); /* void wind_update args( ( void ) ); */ /* Altrag & TRI */ void orprog_update args( ( void ) ); void trap_update args( ( void ) ); void rtime_update args( ( void ) ); /* Timed room progs */ void quest_update args( ( void ) ); /* quest.c */ void war_update args( ( void ) ); void do_image args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* * Advancement stuff. */ void advance_level( CHAR_DATA *ch ) { char buf [ MAX_STRING_LENGTH ]; int add_hp; int add_mana; int add_move; int add_prac; int raisepoints; raisepoints = number_range( 2, 4 ); add_hp = con_app[get_curr_con( ch )].hitp + number_range( class_table[prime_class(ch)].hp_min, class_table[prime_class(ch)].hp_max ); add_mana = has_spells( ch ) ? number_range(2, ( 2 * get_curr_int( ch ) + get_curr_wis( ch ) ) / 6 ) : 0; add_move = number_range( 5, ( get_curr_con( ch ) + get_curr_dex( ch ) ) / 4 ); add_prac = wis_app[get_curr_wis( ch )].practice; add_hp = UMAX( 1, add_hp ); add_mana = UMAX( 0, add_mana ); add_move = UMAX( 10, add_move ); if (IS_SET(ch->act2, PLR_REMORT )) ch->raisepts += raisepoints; ch->perm_hit += add_hp; if ( !is_class( ch, CLASS_VAMPIRE ) ) ch->perm_mana += add_mana; else { add_mana -= add_mana / 2; ch->perm_bp += add_mana; } ch->perm_move += add_move; ch->practice += add_prac; if ( !IS_NPC( ch ) ) REMOVE_BIT( ch->act, PLR_BOUGHT_PET ); sprintf( buf, "Your gain is: %d/%d hp, %d/%d %s, %d/%d mv %d/%d prac.\n\r", add_hp, MAX_HIT( ch ), add_mana, MT_MAX( ch ), is_class( ch, CLASS_VAMPIRE ) ? "bp" : "m", add_move, MAX_MOVE( ch ), add_prac, ch->practice ); /* if ( !is_class( ch, CLASS_VAMPIRE ) ) sprintf( buf, "Your gain is: %d/%d hp, %d/%d m, %d/%d mv %d/%d prac.\n\r", add_hp, ch->perm_hit, add_mana, ch->perm_mana, add_move, ch->perm_move, add_prac, ch->practice ); else sprintf( buf, "Your gain is: %d/%d hp, %d/%d bp, %d/%d mv %d/%d prac.\n\r", add_hp, ch->perm_hit, add_mana, ch->perm_bp, add_move, ch->perm_move, add_prac, ch->practice ); */ send_to_char(AT_WHITE, buf, ch ); if (IS_SET(ch->act2, PLR_REMORT)) { sprintf( buf, "You receive %d raise points.\n\r", raisepoints ); send_to_char( AT_BLUE, buf, ch ); } save_char_obj( ch, FALSE ); return; } void gain_exp( CHAR_DATA *ch, int gain ) { char buf [ MAX_STRING_LENGTH ]; if ( IS_NPC( ch ) || ch->level >= LEVEL_HERO ) return; ch->exp = UMAX( 1000, ch->exp + gain ); /* while ( ( ch->level < LEVEL_HERO && ch->exp >= 1000 * ( ch->level + 1 ) ) || ( ch->level < L_CHAMP1 && ch->exp >= 400000 ) || ( ch->level < L_CHAMP2 && ch->exp >= 1000000 ) || ( ch->level < L_CHAMP3 && ch->exp >= 2000000 ) ) */ while ( ch->exp >= xp_tolvl( ch ) ) { send_to_char(AT_BLUE, "You raise a level!! ", ch ); ch->level += 1; sprintf( buf, "%s just made level %d!", ch->name, ch->level); wiznet(buf,ch,NULL,WIZ_LEVELS,0,0); info("%s advances to level %d!", (int)ch->name, ch->level); advance_level( ch ); ch->hit = MAX_HIT(ch); ch->mana = MAX_MANA(ch); ch->bp = MAX_BP(ch); ch->move = MAX_MOVE(ch); send_to_char(AT_BLUE, "You have been restored.\n\r", ch ); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; CHAR_DATA *mob; for ( mob = ch->in_room->people; mob; mob = mob->next_in_room ) { if ( mob->deleted ) continue; if ( IS_NPC( mob ) && IS_SET( mob->act, ACT_PRACTICE ) ) break; } if ( IS_NPC( ch ) ) { gain = ch->level * 3 / 2; } else { gain = UMIN( 5, ch->level ); /* if ( ch->level < LEVEL_IMMORTAL && ch->class == CLASS_VAMPIRE ) if ( !IS_SET( ch->in_room->room_flags, ROOM_INDOORS ) ) { if ( time_info.hour > 6 && time_info.hour < 18 ) { send_to_char(AT_RED, "The harsh rays of the sun prevent you from healing.\n\r", ch ); return 0; } } */ switch ( ch->position ) { case POS_SLEEPING: gain += ( ch->pcdata->learned[gsn_fastheal] > 0 && ch->pcdata->learned[gsn_fastheal] > number_percent( ) ) ? get_curr_con( ch ) * 2 : get_curr_con( ch ); break; case POS_RESTING: gain += ( ch->pcdata->learned[gsn_fastheal] > 0 && ch->pcdata->learned[gsn_fastheal] > number_percent( ) ) ? get_curr_con( ch ) : get_curr_con( ch ) / 2; break; default: gain += ( ch->pcdata->learned[gsn_fastheal] > 0 && ch->pcdata->learned[gsn_fastheal] > number_percent( ) ) ? get_curr_con( ch ) : 0; } if ( ch->pcdata->condition[COND_FULL ] == 0 ) gain /= 2; if ( ch->pcdata->condition[COND_THIRST] == 0 && !is_class( ch, CLASS_VAMPIRE ) ) gain /= 2; } /* if ( ch->class == CLASS_VAMPIRE ) if ( !IS_SET( ch->in_room->room_flags, ROOM_INDOORS ) ) { if ( time_info.hour > 23 || time_info.hour < 1 ) { gain *= 4; } } */ if ( (IS_AFFECTED( ch, AFF_POISON ) || IS_AFFECTED2( ch, AFF_PLAGUE)) && gain > 0 ) gain /= 10; /* Trolls gain twice as much hp per tick */ if ( ch->race == RACE_TROLL ) gain *= 5; /* Ward of Healing */ if ( is_raffected( ch->in_room, gsn_ward_heal ) ) { send_to_char(AT_WHITE, "The wards of healing soothe your wounds.\n\r", ch ); gain += 100; } return UMIN( gain, MAX_HIT(ch) - ch->hit ); } int mana_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC( ch ) ) { gain = ch->level; } else { gain = UMIN( 5, ch->level / 2 ); switch ( ch->position ) { case POS_SLEEPING: gain += get_curr_int( ch ) * 2; break; case POS_RESTING: gain += get_curr_int( ch ); break; } if ( ch->pcdata->condition[COND_FULL ] == 0 ) gain /= 2; if ( ch->pcdata->condition[COND_THIRST] == 0 && !is_class( ch, CLASS_VAMPIRE ) ) gain /= 2; if ( ch->race == RACE_ELF || ch->race == RACE_ELDER ) gain *= 2; } if ( IS_AFFECTED( ch, AFF_POISON ) || IS_AFFECTED2( ch, AFF_PLAGUE) ) gain /= 10; return UMIN( gain, MAX_MANA(ch) - ch->mana ); } int move_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC( ch ) ) { gain = ch->level; } else { gain = UMAX( 15, 2 * ch->level ); switch ( ch->position ) { case POS_SLEEPING: gain += get_curr_dex( ch ); break; case POS_RESTING: gain += get_curr_dex( ch ) / 2; break; } if ( ch->pcdata->condition[COND_FULL ] == 0 ) gain /= 2; if ( ch->pcdata->condition[COND_THIRST] == 0 && !is_class( ch, CLASS_VAMPIRE ) ) gain /= 2; } if ( IS_AFFECTED( ch, AFF_POISON ) || IS_AFFECTED( ch, AFF_PLAGUE ) ) gain /= 10; return UMIN( gain, MAX_MOVE(ch) - ch->move ); } void gain_condition( CHAR_DATA *ch, int iCond, int value ) { int condition; int hploss = 1; if ( value == 0 || IS_NPC( ch ) || ch->level >= L_APP ) return; if ( ch->level >= LEVEL_HERO && iCond != COND_DRUNK ) return; condition = ch->pcdata->condition[ iCond ]; /* Used to be 48 */ ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 58 ); hploss = (ch->level < 10) ? 1 : (ch->level < 20) ? 2 : 3; if ( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_FULL: send_to_char(AT_ORANGE, "You are hungry.\n\r", ch ); break; case COND_THIRST: if ( !is_class( ch, CLASS_VAMPIRE ) ) send_to_char(AT_BLUE, "You are thirsty.\n\r", ch ); break; case COND_DRUNK: if ( condition != 0 ) send_to_char(AT_BLUE, "You are sober.\n\r", ch ); break; } if ( (iCond != COND_DRUNK) && (ch->hit - hploss) > 5 ) ch->hit = (ch->hit - hploss); } return; } /* * Mob autonomous action. * This function takes 25% of ALL Merc cpu time. * -- Furey */ void mobile_update( void ) { CHAR_DATA *ch; EXIT_DATA *pexit; int door; /* Examine all mobs. */ for ( ch = char_list; ch; ch = ch->next ) { if ( ch->deleted ) continue; if ( IS_NPC(ch) && (ch->wait -= PULSE_MOBILE) < 0 ) ch->wait = 0; if ( !IS_NPC( ch ) || !ch->in_room || IS_AFFECTED( ch, AFF_STUN ) || IS_AFFECTED( ch, AFF_CHARM ) || ch->wait > 0 ) continue; /* Examine call for special procedure */ if ( ch->spec_fun != 0 ) { if ( ( *ch->spec_fun ) ( ch ) ) continue; } /* That's all for sleeping / busy monster */ if ( ch->position < POS_STANDING ) continue; if ( ch->in_room->area->nplayer > 0 ) { mprog_random_trigger( ch ); if ( ch->position < POS_STANDING ) continue; } /* Scavenge */ if ( IS_SET( ch->act, ACT_SCAVENGER ) && ch->in_room->contents && number_bits( 2 ) == 0 ) { OBJ_DATA *obj; OBJ_DATA *obj_best; int max; max = 1; obj_best = 0; for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { #ifdef NEW_MONEY if ( CAN_WEAR( obj, ITEM_TAKE ) && ( ( (obj->cost.gold*C_PER_G) + (obj->cost.silver*S_PER_G) + (obj->cost.copper) ) > max ) && can_see_obj(ch, obj) ) { obj_best = obj; max = ( (obj->cost.gold*C_PER_G) + (obj->cost.silver*S_PER_G) + (obj->cost.copper) ); } #else if ( CAN_WEAR( obj, ITEM_TAKE ) && obj->cost > max && can_see_obj( ch, obj ) ) { obj_best = obj; max = obj->cost; } #endif } if ( obj_best ) { obj_from_room( obj_best ); obj_to_char( obj_best, ch ); act(AT_GREY, "$n gets $p.", ch, obj_best, NULL, TO_ROOM ); } } /* Wander */ if ( !IS_SET( ch->act, ACT_SENTINEL ) && ( door = number_bits( 5 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) && pexit->to_room && !IS_SET( pexit->exit_info, EX_CLOSED ) && !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB ) && !ch->hunting && ( !IS_SET( ch->act, ACT_STAY_AREA ) || pexit->to_room->area == ch->in_room->area ) ) { move_char( ch, door, FALSE ); if ( ch->position < POS_STANDING ) continue; } /* Flee */ if ( ch->hit < ( MAX_HIT(ch) / 2 ) && ( door = number_bits( 3 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) && pexit->to_room && !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 = pexit->to_room->people; rch; rch = rch->next_in_room ) { if ( rch->deleted ) continue; if ( !IS_NPC( rch ) ) { found = TRUE; break; } } if ( !found ) move_char( ch, door, FALSE ); } if ( ch->hunting ) hunt_victim( ch ); } MOBtrigger = TRUE; return; } /* * Update the weather. */ void weather_update( void ) { DESCRIPTOR_DATA *d; char buf [ MAX_STRING_LENGTH ]; char buf2 [MAX_STRING_LENGTH]; int diff; char *suf; int day; buf[0] = '\0'; switch ( ++time_info.hour ) { case 1: weather_info.sunlight = SUN_DARK; strcat( buf, "&cThe witching hour has passed.\n\r" ); break; case 5: weather_info.sunlight = SUN_DAWN; strcat( buf, "&cThe darkness begins to lift.\n\r" ); break; case 6: weather_info.sunlight = SUN_MORNING; strcat( buf, "The &Ysun&B rises triumphantly in the east.\n\r" ); break; case 11: weather_info.sunlight = SUN_NOON; strcat( buf, "&YThe sun sits high in its heavenly cradle.&w\n\r" ); break; case 12: info( "Support EotS! Rate us at Kyndig.com, your vote is appreciated.", 0, 0 ); info("Just visit &Whttp://www.kyndig.com/rate.php?id=710", 0, 0 ); break; case 13: weather_info.sunlight = SUN_AFTERNOON; strcat( buf, "&YThe afternoon sun bakes the land.&w\n\r" ); break; case 18: weather_info.sunlight = SUN_DUSK; strcat( buf, "&cThe sun begins its slow descent in the west.&w\n\r" ); break; case 19: weather_info.sunlight = SUN_DARK; strcat( buf, "&cDarkness spreads its embrace about the land.&w\n\r" ); break; case 24: weather_info.sunlight = SUN_MIDNIGHT; strcat( buf, "&rThe witching hour has come.&w\n\r" ); time_info.hour = 0; time_info.day++; day = time_info.day + 1; if ( day > 4 && day < 20 ) suf = "th"; else if ( day % 10 == 1 ) suf = "st"; else if ( day % 10 == 2 ) suf = "nd"; else if ( day % 10 == 3 ) suf = "rd"; else suf = "th"; sprintf( buf, "The day of %s, %d%s of the Month of %s has begun.", day_name[day % 7], day, suf, month_name[time_info.month] ); info( buf, 0, 0 ); buf[0] = '\0'; break; } if ( time_info.day >= 35 ) { time_info.day = 0; time_info.month++; } if ( time_info.month >= 17 ) { time_info.month = 0; time_info.year++; } /* * 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 ); 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 &zcloudy.\n\r" ); weather_info.sky = SKY_CLOUDY; } break; case SKY_CLOUDY: if ( weather_info.mmhg < 970 || ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) ) { strcat( buf, "It starts to rain.\n\r" ); weather_info.sky = SKY_RAINING; } if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 ) { strcat( buf, "The &zclouds&B disappear.\n\r" ); weather_info.sky = SKY_CLOUDLESS; } break; case SKY_RAINING: if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 ) { strcat( buf, "&WLightning&B flashes in the sky.\n\r" ); weather_info.sky = SKY_LIGHTNING; } if ( weather_info.mmhg > 1030 || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The rain stopped.\n\r" ); weather_info.sky = SKY_CLOUDY; } break; case SKY_LIGHTNING: if ( weather_info.mmhg > 1010 || ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The &Wlightning&B has stopped.\n\r" ); weather_info.sky = SKY_RAINING; break; } break; } if ( buf[0] != '\0' ) { for ( d = descriptor_list; d; d = d->next ) { if ( d->connected == CON_PLAYING && IS_OUTSIDE( d->character ) && IS_AWAKE ( d->character ) && !IS_SET( d->character->in_room->room_flags, ROOM_INDOORS ) ) send_to_char(AT_BLUE, buf, d->character ); } } return; } /* * Update all chars, including mobs. * This function is performance sensitive. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_save; CHAR_DATA *ch_quit; CHAR_DATA *ch_next; /* XOR */ CHAR_DATA *victim; time_t save_time; AFFECT_DATA af; ch_save = NULL; ch_quit = NULL; save_time = current_time; for ( ch = char_list; ch; ch = ch->next ) { AFFECT_DATA *paf; ROOM_AFFECT_DATA *raf; POWERED_DATA *pd, *pd_next; if ( ch->deleted ) continue; /* * Find dude with oldest save time. */ if ( !IS_NPC( ch ) && ( !ch->desc || ch->desc->connected == CON_PLAYING ) && ch->level >= 2 && ch->save_time < save_time ) { ch_save = ch; save_time = ch->save_time; } if ( ch->position >= POS_STUNNED ) { if ( ch->hit < MAX_HIT(ch) ) ch->hit += hit_gain( ch ); if ( ch->mana < MAX_MANA(ch) ) ch->mana += mana_gain( ch ); if ( ch->move < MAX_MOVE(ch) ) ch->move += move_gain( ch ); if ( ch->position == POS_STUNNED ) { ch->position = POS_STANDING; update_pos( ch ); } } if (is_affected(ch, gsn_berserk) && !ch->fighting ) { affect_strip( ch, gsn_berserk ); } if (IS_AFFECTED2(ch, AFF_BERSERK) && !ch->fighting ) { if (is_affected( ch, gsn_frenzy ) ) send_to_char(AT_WHITE, "You feel less frenzied.\n\r", ch ); else send_to_char(AT_WHITE, "The rage leaves you.\n\r", ch ); REMOVE_BIT( ch->affected_by2, AFF_BERSERK ); } if ( ch->position == POS_STUNNED ) update_pos( ch ); if ( !IS_NPC( ch ) && ( ch->level < LEVEL_IMMORTAL || ( !ch->desc && !IS_SWITCHED( ch ) ) ) ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) { if ( --obj->value[2] == 0 && ch->in_room ) { --ch->in_room->light; act(C_DEFAULT, "$p goes out.", ch, obj, NULL, TO_ROOM ); act(C_DEFAULT, "$p goes out.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } } if ( ++ch->timer >= 10 ) { if ( !ch->was_in_room && ch->in_room ) { ch->was_in_room = ch->in_room; if ( ch->fighting ) stop_fighting( ch, TRUE ); send_to_char(AT_GREEN, "You disappear into the void.\n\r", ch ); act(AT_GREEN, "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); save_char_obj( ch, FALSE ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } if ( ch->timer > 20 && !IS_SWITCHED( ch ) ) ch_quit = ch; gain_condition( ch, COND_DRUNK, -8 ); gain_condition( ch, COND_FULL, -1 ); gain_condition( ch, COND_THIRST, -1 ); } for ( paf = ch->affected; paf; paf = paf->next ) { if ( paf->deleted ) continue; if ( paf->duration > 0 ) paf->duration--; else if ( paf->duration < 0 ) ; else { if ( !paf->next || paf->next->type != paf->type || paf->next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_off ) { send_to_char(C_DEFAULT, skill_table[paf->type].msg_off, ch ); send_to_char(C_DEFAULT, "\n\r", ch ); if ( skill_table[paf->type].room_msg_off ) { act(C_DEFAULT,skill_table[paf->type].room_msg_off, ch, NULL, NULL, TO_ROOM ); } } } affect_remove( ch, paf ); /* if ( paf->bitvector == AFF_FLYING ) check_nofloor( ch ); --Angi */ } } for ( paf = ch->affected2; paf; paf = paf->next ) { if ( paf->deleted ) continue; if ( paf->duration > 0 ) paf->duration--; else if ( paf->duration < 0 ) ; else { if ( !paf->next || paf->next->type != paf->type || paf->next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_off ) { send_to_char(C_DEFAULT, skill_table[paf->type].msg_off, ch ); send_to_char(C_DEFAULT, "\n\r", ch ); if ( skill_table[paf->type].room_msg_off ) { act(C_DEFAULT,skill_table[paf->type].room_msg_off, ch, NULL, NULL, TO_ROOM ); } } } affect_remove2( ch, paf ); } } for ( pd = ch->powered; pd; pd = pd_next ) { if ( !pd ) break; pd_next = pd->next; raf = pd->raf; if ( MT( ch ) < pd->cost ) raffect_remove( raf->room, ch, raf ); else MT( ch ) -= pd->cost; } if ( ch->gspell && --ch->gspell->timer <= 0 ) { send_to_char(AT_BLUE, "You slowly lose your concentration.\n\r",ch); end_gspell( ch ); } if ( ch->ctimer > 0 ) ch->ctimer--; /* * Hallucination code. */ if ( IS_AFFECTED2( ch, AFF_HALLUCINATING )) { MOB_INDEX_DATA *figmentmob; CHAR_DATA *figment; char figbuf[MAX_STRING_LENGTH]; bool fig = FALSE; figment = rand_figment( ch ); figmentmob = rand_figment_mob( ch ); if ( number_percent( ) > 50 ) fig = TRUE; if ( !fig ) { switch( dice( 1, 6 ) ) { case 1: switch( dice( 1, 6 ) ) { case 1: act( AT_LBLUE, "$N says, 'Hey, what are you doing here?'", ch, NULL, figment, TO_CHAR ); break; case 2: act( AT_LBLUE, "$N says, 'You stole my pink elephant!'", ch, NULL, figment, TO_CHAR ); break; case 3: act( AT_LBLUE, "$N says, 'We could group and go kill that dragon!'", ch, NULL, figment, TO_CHAR ); break; case 4: act( AT_LBLUE, "$N says, 'Communism was just a red herring.'", ch, NULL, figment, TO_CHAR ); break; case 5: act( AT_LBLUE, "$N says, 'I'm late, I'm late, for a very important date!'", ch, NULL, figment, TO_CHAR ); break; case 6: act( AT_LBLUE, "$N says, 'How about them dodgers eh?'", ch, NULL, figment, TO_CHAR ); break; } break; case 2: switch( dice( 1, 4 ) ) { case 1: sprintf( figbuf, "%s gives you 50 gold coins.\n\r", figment->name ); break; case 2: sprintf( figbuf, "%s gives you 500 gold coins.\n\r", figment->name ); break; case 3: sprintf( figbuf, "%s gives you 5 gold coins.\n\r", figment->name ); break; case 4: sprintf( figbuf, "%s gives you 1000 gold coins.\n\r", figment->name ); break; } send_to_char( AT_YELLOW, figbuf, ch ); break; case 3: switch( dice( 1, 6 ) ) { case 1: sprintf( figbuf, "%s leaves east.\n\r", figment->name ); break; case 2: sprintf( figbuf, "%s leaves west.\n\r", figment->name ); break; case 3: sprintf( figbuf, "%s leaves south.\n\r", figment->name ); break; case 4: sprintf( figbuf, "%s leaves north.\n\r", figment->name ); break; case 5: sprintf( figbuf, "%s leaves up.\n\r", figment->name ); break; case 6: sprintf( figbuf, "%s leaves down.\n\r", figment->name ); break; } send_to_char( AT_GREY, figbuf, ch ); break; case 4: switch( dice( 1, 6 ) ) { case 1: sprintf( figbuf, "%s arrives from the east.\n\r", figment->name ); break; case 2: sprintf( figbuf, "%s arrives from the west.\n\r", figment->name ); break; case 3: sprintf( figbuf, "%s arrives from the south.\n\r", figment->name ); break; case 4: sprintf( figbuf, "%s arrives from the north.\n\r", figment->name ); break; case 5: sprintf( figbuf, "%s arrives from above.\n\r", figment->name ); break; case 6: sprintf( figbuf, "%s arrives from below.\n\r", figment->name ); break; } send_to_char( AT_GREY, figbuf, ch ); break; case 5: switch( dice( 1, 3 ) ) { case 1: sprintf( figbuf, "%s &Gmisses &Wyou! (0)\n\r", figment->name ); break; case 2: sprintf( figbuf, "%s's smash &Rscratches &Wyou. (2)\n\r", figment->name ); break; case 3: sprintf( figbuf, "&W%s's backstab does &RUNSPEAKABLE &Wthings to you. (367891)\n\r", figment->name ); break; } send_to_char( AT_GREY, figbuf, ch ); break; case 6: if ( number_percent() > 75 ) send_to_char( AT_GREEN, "From a great distance, ", ch ); switch( dice( 1, 4 ) ) { case 1: sprintf( figbuf, "%s smiles at you.\n\r", figment->name ); break; case 2: sprintf( figbuf, "%s hugs you.\n\r", figment->name ); break; case 3: sprintf( figbuf, "%s kisses you.\n\r", figment->name ); break; case 4: sprintf( figbuf, "%s farts in your direction. You gasp for air.\n\r", figment->name ); break; } send_to_char( AT_GREEN, figbuf, ch ); break; } } else { switch( dice( 1, 6 ) ) { case 1: switch( dice( 1, 6 ) ) { case 1: sprintf( figbuf, "%s says, 'Hey, what are you doing here?'\n\r", figmentmob->short_descr ); break; case 2: sprintf( figbuf, "%s says, 'You stole my pink elephant!'\n\r", figmentmob->short_descr); break; case 3: sprintf( figbuf, "%s says, 'We could group and go kill that dragon!'\n\r", figmentmob->short_descr ); break; case 4: sprintf( figbuf, "%s says, 'Communism was just a red herring.'\n\r", figmentmob->short_descr ); break; case 5: sprintf( figbuf, "%s says, 'I'm late, I'm late for a very important date!'\n\r", figmentmob->short_descr ); break; case 6: sprintf( figbuf, "%s says, 'How about them Dodgers eh?'\n\r", figmentmob->short_descr ); break; } send_to_char( AT_LBLUE, figbuf, ch ); break; case 2: switch( dice( 1, 4 ) ) { case 1: sprintf( figbuf, "%s gives you 50 gold coins.\n\r", figmentmob->short_descr ); break; case 2: sprintf( figbuf, "%s gives you 500 gold coins.\n\r", figmentmob->short_descr ); break; case 3: sprintf( figbuf, "%s gives you 5 gold coins.\n\r", figmentmob->short_descr ); break; case 4: sprintf( figbuf, "%s gives you 1000 gold coins.\n\r", figmentmob->short_descr ); break; } send_to_char( AT_YELLOW, figbuf, ch ); break; case 3: switch( dice( 1, 6 ) ) { case 1: sprintf( figbuf, "%s leaves east.\n\r", figmentmob->short_descr ); break; case 2: sprintf( figbuf, "%s leaves west.\n\r", figmentmob->short_descr ); break; case 3: sprintf( figbuf, "%s leaves south.\n\r", figmentmob->short_descr ); break; case 4: sprintf( figbuf, "%s leaves north.\n\r", figmentmob->short_descr ); break; case 5: sprintf( figbuf, "%s leaves up.\n\r", figmentmob->short_descr ); break; case 6: sprintf( figbuf, "%s leaves down.\n\r", figmentmob->short_descr ); break; } send_to_char( AT_GREY, figbuf, ch ); break; case 4: switch( dice( 1, 6 ) ) { case 1: sprintf( figbuf, "%s arrives from the east.\n\r", figmentmob->short_descr ); break; case 2: sprintf( figbuf, "%s arrives from the west.\n\r", figmentmob->short_descr ); break; case 3: sprintf( figbuf, "%s arrives from the south.\n\r", figmentmob->short_descr ); break; case 4: sprintf( figbuf, "%s arrives from the north.\n\r", figmentmob->short_descr ); break; case 5: sprintf( figbuf, "%s arrives from above.\n\r", figmentmob->short_descr ); break; case 6: sprintf( figbuf, "%s arrives from below.\n\r", figmentmob->short_descr ); break; } send_to_char( AT_GREY, figbuf, ch ); break; case 5: switch( dice( 1, 2 ) ) { case 1: sprintf( figbuf, "%s &Gmisses &Wyou! (0)&X\n\r", figmentmob->short_descr ); break; case 2: sprintf( figbuf, "%s's smash &Rscratches &Wyou. (3)\n\r", figmentmob->short_descr ); break; } send_to_char( AT_GREY, figbuf, ch ); break; case 6: if ( number_percent() > 75 ) send_to_char( AT_GREEN, "From a great distance, ", ch ); switch( dice( 1, 4 ) ) { case 1: sprintf( figbuf, "%s smiles at you.\n\r", figmentmob->short_descr ); break; case 2: sprintf( figbuf, "%s hugs you.\n\r", figmentmob->short_descr ); break; case 3: sprintf( figbuf, "%s kisses you.\n\r", figmentmob->short_descr ); break; case 4: sprintf( figbuf, "%s farts in your direction. You gasp for air.\n\r", figmentmob->short_descr ); break; } send_to_char( AT_GREEN, figbuf, ch ); break; } } } /* * 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 ) ) { send_to_char(AT_GREEN, "You shiver and suffer.\n\r", ch ); act(AT_GREEN, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); damage( ch, ch, 10, gsn_poison ); } if ( IS_AFFECTED2( ch, AFF_PLAGUE ) ) { send_to_char(AT_GREEN, "You shiver and suffer.\n\r", ch ); act(AT_GREEN, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); damage( ch, ch, ch->level*4, gsn_plague ); } if ( IS_AFFECTED2( ch, AFF_PLAGUE ) || IS_AFFECTED2( ch, AFF_UNHOLYSTRENGTH ) ) { for ( victim = ch->in_room->people; victim; victim = victim->next_in_room ) { if ( ch == victim ) continue; if ( IS_AFFECTED2( victim, AFF_UNHOLYSTRENGTH ) || IS_AFFECTED2( victim, AFF_PLAGUE ) || IS_AFFECTED2( victim, AFF_VACCINATE)) continue; af.type = gsn_plague; af.level = ch->level; af.duration = ch->level/4; af.location = APPLY_STR; af.modifier = -4; af.bitvector = AFF_PLAGUE; affect_to_char2(victim, &af); send_to_char(AT_GREEN, "You begin to cough.\n\r", ch ); act(AT_GREEN, "$n begins to cough.", ch, NULL, NULL, TO_ROOM ); } } if ( is_affected( ch, gsn_drowfire ) ) { send_to_char(AT_RED, "The drow fire burns your skin.\n\r", ch ); damage( ch, ch, 25, gsn_drowfire ); } if ( IS_AFFECTED( ch, AFF_FLAMING ) ) { send_to_char(AT_RED, "Your skin blisters and burns.\n\r", ch ); act(AT_RED, "$n's body blisters and burns as it is licked in flames.", ch, NULL, NULL, TO_ROOM ); damage( ch, ch, ch->level/4, gsn_incinerate ); } else if ( ch->position == POS_INCAP ) { damage( ch, ch, 1, TYPE_UNDEFINED ); } else if ( ch->position == POS_MORTAL ) { damage( ch, ch, 2, TYPE_UNDEFINED ); } } /* * Autosave and autoquit. * Check that these chars still exist. */ if ( ch_save || ch_quit ) { for ( ch = char_list; ch; ch = ch->next ) { if ( ch->deleted ) continue; if ( ch == ch_save ) { /* send_to_char( AT_ORANGE, "Autosaved.\n\r", ch ); */ save_char_obj( ch, FALSE ); } if ( ch == ch_quit ) do_quit( ch, "" ); } } /* XOR */ for(ch = char_list;ch != NULL;ch = ch_next) { ch_next = ch->next; if(ch->summon_timer <= 0) ; else ch->summon_timer--; if(IS_NPC(ch) && ch->summon_timer == 0) { act(AT_BLUE, "$n is consumed by a swirling vortex.", ch, NULL, NULL, TO_ROOM); extract_char(ch, TRUE); } } /* END */ return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; for ( obj = object_list; obj; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; if ( obj->deleted ) continue; if ( obj->timer < -1 ) obj->timer = -1; if ( obj->timer < 0 ) continue; /* * Bug fix: used to shift to obj_free if an object whose * timer ran out contained obj->next. Bug was reported * only when the object(s) inside also had timer run out * during the same tick. --Thelonius (Monk) */ if ( --obj->timer == 0 ) { AREA_DATA *inarea = NULL; bool pccorpse = FALSE; switch ( obj->item_type ) { default: message = "$p vanishes."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; pccorpse = TRUE; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_BLOOD: message = "$p soaks into the ground."; break; case ITEM_PORTAL: message = "$p shimmers and is gone."; break; case ITEM_VODOO: message = "$p slowly fades out of existance."; break; case ITEM_BERRY: message = "$p rots away."; break; } if ( obj->carried_by ) { act(C_DEFAULT, message, obj->carried_by, obj, NULL, TO_CHAR ); } else if ( obj->in_room && ( rch = obj->in_room->people ) ) { act(C_DEFAULT, message, rch, obj, NULL, TO_ROOM ); act(C_DEFAULT, message, rch, obj, NULL, TO_CHAR ); } if ( obj->in_room ) inarea = obj->in_room->area; if ( obj == object_list ) { if ( !pccorpse || !inarea ) { extract_obj( obj ); obj_next = object_list; } else strew_corpse( obj, inarea ); } else /* (obj != object_list) */ { OBJ_DATA *previous; for ( previous = object_list; previous; previous = previous->next ) { if ( previous->next == obj ) break; } if ( !previous ) /* Can't see how, but... */ bug( "Obj_update: obj %d no longer in object_list", obj->pIndexData->vnum ); if ( !pccorpse || !inarea ) { extract_obj( obj ); obj_next = previous->next; } else strew_corpse( obj, inarea ); } } } return; } /* * Aggress. * * for each mortal PC * for each mob in room * aggress on some random PC * * This function takes .2% of total CPU time. * * -Kahn */ void aggr_update( void ) { CHAR_DATA *ch; CHAR_DATA *mch; CHAR_DATA *vch; CHAR_DATA *victim; DESCRIPTOR_DATA *d; /* * Let's not worry about link dead characters. -Kahn */ for ( d = descriptor_list; d; d = d->next ) { ch = d->character; if ( d->connected != CON_PLAYING || !ch /* || ch->level >= LEVEL_IMMORTAL*/ || !ch->in_room ) continue; /* mch wont get hurt */ for ( mch = ch->in_room->people; mch; mch = mch->next_in_room ) { int count; if ( !IS_NPC( mch ) || mch->deleted || IS_AFFECTED( mch, AFF_STUN ) /* || !IS_SET( mch->act, ACT_AGGRESSIVE )*/ || mch->fighting || IS_AFFECTED( mch, AFF_CHARM ) || !IS_AWAKE( mch ) /* || ( IS_SET( mch->act, ACT_WIMPY ) && IS_AWAKE( ch ) )*/ || !can_see( mch, ch ) /* || IS_AFFECTED( ch, AFF_PEACE )*/ || mch->wait > 0 || ch->wait > 0 ) continue; if ( IS_NPC( mch ) && mch->mpactnum > 0 && mch->in_room->area->nplayer > 0 ) { MPROG_ACT_LIST * tmp_act, *tmp2_act; for ( tmp_act = mch->mpact; tmp_act != NULL; tmp_act = tmp_act->next ) { mprog_wordlist_check( tmp_act->buf,mch, tmp_act->ch, tmp_act->obj, tmp_act->vo, ACT_PROG ); free_string( tmp_act->buf ); } for ( tmp_act = mch->mpact; tmp_act != NULL; tmp_act = tmp2_act ) { tmp2_act = tmp_act->next; free_mem( tmp_act, sizeof( MPROG_ACT_LIST ) ); } mch->mpactnum = 0; mch->mpact = NULL; } if ( !IS_SET( mch->act, ACT_AGGRESSIVE ) || (IS_SET( mch->act, ACT_WIMPY ) && IS_AWAKE( ch ) ) || IS_AFFECTED( ch, AFF_PEACE ) ) continue; /* * Ok we have a 'ch' player character and a 'mch' npc aggressor. * Now make the aggressor fight a RANDOM pc victim in the room, * giving each 'vch' an equal chance of selection. */ count = 0; victim = NULL; for ( vch = mch->in_room->people; vch; vch = vch->next_in_room ) { if ( IS_NPC( vch ) || vch->deleted || vch->level >= LEVEL_IMMORTAL ) continue; if ( ( !IS_SET( mch->act, ACT_WIMPY ) || !IS_AWAKE( vch ) ) && can_see( mch, vch ) ) { if ( number_range( 0, count ) == 0 ) victim = vch; count++; } } if ( !victim ) continue; if ( is_affected( victim, gsn_image )) do_image(victim, mch); else multi_hit( mch, victim, TYPE_UNDEFINED ); /* if ( IS_NPC( mch ) && mch->mpactnum > 0 && mch->in_room->area->nplayer > 0 ) { MPROG_ACT_LIST * tmp_act, *tmp2_act; for ( tmp_act = mch->mpact; tmp_act != NULL; tmp_act = tmp_act->next ) { mprog_wordlist_check( tmp_act->buf,mch, tmp_act->ch, tmp_act->obj, tmp_act->vo, ACT_PROG ); free_string( tmp_act->buf ); } for ( tmp_act = mch->mpact; tmp_act != NULL; tmp_act = tmp2_act ) { tmp2_act = tmp_act->next; free_mem( tmp_act, sizeof( MPROG_ACT_LIST ) ); } mch->mpactnum = 0; mch->mpact = NULL; }*/ } /* mch loop */ } /* descriptor loop */ return; } /* Update the check on time for autoshutdown */ void time_update( void ) { FILE *fp; char *curr_time; char buf [ MAX_STRING_LENGTH ]; if ( down_time == "*" ) return; curr_time = ctime( ¤t_time ); if ( !str_infix( warning1, curr_time ) ) { sprintf( buf, "First Warning!\n\r%s at %s system time\n\r" "Current time is %s\n\r", (stype == 0 ? "Reboot" : "Shutdown"), down_time, curr_time ); send_to_all_char( buf ); free_string( warning1 ); warning1 = str_dup( "*" ); } if ( !str_infix( warning2, curr_time ) ) { sprintf( buf, "Second Warning!\n\r%s at %s system time\n\r" "Current time is %s\n\r", (stype == 0 ? "Reboot" : "Shutdown"), down_time, curr_time ); send_to_all_char( buf ); free_string( warning2 ); warning2 = str_dup( "*" ); } if ( !str_infix( down_time, curr_time ) ) { /* OLC 1.1b */ do_asave( NULL, "" ); if ( stype == 1 ) { send_to_all_char( "Shutdown by system.\n\r" ); log_string( "Shutdown by system.", CHANNEL_GOD, -1 ); end_of_game( ); } else { send_to_all_char( "Reboot by system.\n\r" ); log_string( "Reboot by system.", CHANNEL_GOD, -1 ); end_of_game( ); merc_down = TRUE; return; } fclose( fpReserve ); if ( !( fp = fopen( SHUTDOWN_FILE, "a" ) ) ) { perror( SHUTDOWN_FILE ); bug( "Could not open the Shutdown file!", 0 ); } else { fprintf( fp, "Shutdown by System\n" ); fclose ( fp ); } fpReserve = fopen ( NULL_FILE, "r" ); merc_down = TRUE; } return; } /* * Remove deleted EXTRA_DESCR_DATA from objects. * Remove deleted AFFECT_DATA from chars and objects. * Remove deleted CHAR_DATA and OBJ_DATA from char_list and object_list. */ void list_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; OBJ_DATA *obj; OBJ_DATA *obj_next; extern bool delete_obj; extern bool delete_char; if ( delete_char ) for ( ch = char_list; ch; ch = ch_next ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; for ( paf = ch->affected; paf; paf = paf_next ) { paf_next = paf->next; if ( paf->deleted || ch->deleted ) { if ( ch->affected == paf ) { ch->affected = paf->next; } else { AFFECT_DATA *prev; for ( prev = ch->affected; prev; prev = prev->next ) { if ( prev->next == paf ) { prev->next = paf->next; break; } } if ( !prev ) { bug( "List_update: cannot find paf on ch.", 0 ); sprintf( log_buf, "Char: %s", ch->name ); bug( log_buf, 0 ); continue; } } /* paf->next = affect_free; affect_free = paf;*/ /* free_mem( paf, sizeof( *paf ) );*/ free_affect( paf ); } } for ( paf = ch->affected2; paf; paf = paf_next ) { paf_next = paf->next; if ( paf->deleted || ch->deleted ) { if ( ch->affected2 == paf ) { ch->affected2 = paf->next; } else { AFFECT_DATA *prev; for ( prev = ch->affected2; prev; prev = prev->next ) { if ( prev->next == paf ) { prev->next = paf->next; break; } } if ( !prev ) { bug( "List_update2: cannot find paf on ch.", 0 ); sprintf( log_buf, "Char: %s", ch->name ? ch->name : "(Unknown)" ); bug( log_buf, 0 ); continue; } } /* paf->next = affect_free; affect_free = paf;*/ /* free_mem( paf, sizeof( *paf ) ); */ free_affect ( paf ); } } ch_next = ch->next; if ( ch->deleted ) { if ( ch == char_list ) { char_list = ch->next; } else { CHAR_DATA *prev; for ( prev = char_list; prev; prev = prev->next ) { if ( prev->next == ch ) { prev->next = ch->next; break; } } if ( !prev ) { char buf [ MAX_STRING_LENGTH ]; sprintf( buf, "List_update: char %s not found.", ch->name ); bug( buf, 0 ); continue; } } free_char( ch ); } } if ( delete_obj ) for ( obj = object_list; obj; obj = obj_next ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; EXTRA_DESCR_DATA *ed; EXTRA_DESCR_DATA *ed_next; for ( ed = obj->extra_descr; ed; ed = ed_next ) { ed_next = ed->next; if ( obj->deleted ) { /* free_string( ed->description ); free_string( ed->keyword ); */ /* ed->next = extra_descr_free; extra_descr_free = ed;*/ /* free_mem( ed, sizeof( *ed ) );*/ free_extra_descr( ed ); } } for ( paf = obj->affected; paf; paf = paf_next ) { paf_next = paf->next; if ( obj->deleted ) { if ( obj->affected == paf ) { obj->affected = paf->next; } else { AFFECT_DATA *prev; for ( prev = obj->affected; prev; prev = prev->next ) { if ( prev->next == paf ) { prev->next = paf->next; break; } } if ( !prev ) { bug( "List_update: cannot find paf on obj.", 0 ); continue; } } /* paf->next = affect_free; affect_free = paf;*/ /* free_mem( paf, sizeof( *paf ) ); */ free_affect ( paf ); } } obj_next = obj->next; if ( obj->deleted ) { if ( obj == object_list ) { object_list = obj->next; } else { OBJ_DATA *prev; for ( prev = object_list; prev; prev = prev->next ) { if ( prev->next == obj ) { prev->next = obj->next; break; } } if ( !prev ) { bug( "List_update: obj %d not found.", obj->pIndexData->vnum ); continue; } } free_string( obj->name ); free_string( obj->description ); free_string( obj->short_descr ); --obj->pIndexData->count; /* obj->next = obj_free; obj_free = obj;*/ free_mem( obj, sizeof( *obj ) ); } } delete_obj = FALSE; delete_char = FALSE; return; } /* * 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_area; static int pulse_mobile; static int pulse_violence; static int pulse_point; static int pulse_db_dump; /* OLC 1.1b */ static int pulse_combat; /* XOR pkill */ /* OLC 1.1b */ if ( --pulse_db_dump <= 0 && port != 4000 ) { pulse_db_dump = PULSE_DB_DUMP; do_asave( NULL, "" ); /*save_player_list(); */ } if ( --pulse_area <= 0 ) { pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); area_update ( ); } if ( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; violence_update ( ); } if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); rdam_update ( ); orprog_update( ); } if ( --pulse_point <= 0 ) { wiznet("TICK! ;p",NULL,NULL,WIZ_TICKS,0,0); pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); weather_update ( ); rtime_update ( ); /* vamdam_update ( ); wind_update ( ); */ quest_update ( ); war_update ( ); char_update ( ); obj_update ( ); list_update ( ); } /* XOR causing alot of lag */ /* yeah yeah, see if its fixed now =) */ if(--pulse_combat <= 0) { pulse_combat = PULSE_PER_SECOND; comb_update(); } /* END */ /* Auction timer update -- Altrag */ if ( auc_count >= 0 && ++auc_count % (8 * PULSE_PER_SECOND) == 0 ) auc_update ( ); if ( arena.cch && ++arena.count % (5 * PULSE_PER_SECOND) == 0 ) arena_update ( ); chat_update( ); // time_update( ); aggr_update( ); tail_chain( ); return; } /* X combat timer update */ void comb_update() { CHAR_DATA *ch; for ( ch = char_list; ch != NULL; ch = ch->next ) { if ( ch->deleted ) continue; if(--ch->combat_timer < 0) ch->combat_timer = 0; } } void arena_update() { if ( !arena.cch ) return; switch ( arena.count / (5 * PULSE_PER_SECOND) ) { case 1: case 2: case 3: if ( arena.och ) { char buf[MAX_INPUT_LENGTH]; sprintf(buf, "&C%s &coffering &C%s &ca challenge for &W%d &ccoins.", arena.cch->name, arena.och->name, arena.award); challenge(buf, 0, 0); } else challenge("&C%s &coffering challenge for &W%d &ccoins.", (int)(arena.cch->name), arena.award); return; } if ( arena.och ) challenge("&C%s &cwimps out and refuses &C%s&c's challenge.", (int)(arena.och->name), (int)(arena.cch->name) ); else challenge("&C%s&c's challenge not accepted. Opening arena for new challenger.", (int)(arena.cch->name), 0); send_to_char( C_DEFAULT, "Your challenge was not accepted. Refunding " "award money.\n\r", arena.cch ); /* Arena master takes 1/5.. *wink */ #ifdef NEW_MONEY arena.cch->money.gold += ((arena.award*4)/5); #else arena.cch->gold += ((arena.award*4)/5); #endif arena.cch = NULL; arena.och = NULL; arena.award = 0; return; } /* Auctioneer timer update -- Altrag */ void auc_update() { extern OBJ_DATA *auc_obj; extern CHAR_DATA *auc_held; extern CHAR_DATA *auc_bid; #ifdef NEW_MONEY extern MONEY_DATA auc_cost; #else extern int auc_cost; #endif char buf[MAX_STRING_LENGTH]; if ( !auc_obj ) return; if ( !auc_held ) { bug( "Auc_update: auc_obj found without auc_held.",0); return; } switch ( auc_count / (8 * PULSE_PER_SECOND) ) { case 1: #ifdef NEW_MONEY sprintf( buf, "%s for %s (going ONCE)", auc_obj->short_descr, money_string( &auc_cost ) ); #else sprintf( buf, "%s for %d gold coins (going ONCE).", auc_obj->short_descr, auc_cost ); #endif auc_channel( buf ); sprintf( buf, "%s auctioning %s.", auc_held->name, auc_obj->name ); log_string( buf, CHANNEL_GOD, -1 ); return; case 2: #ifdef NEW_MONEY sprintf( buf, "%s for %s (going TWICE)", auc_obj->short_descr, money_string( &auc_cost ) ); #else sprintf( buf, "%s for %d gold coins (going TWICE).", auc_obj->short_descr, auc_cost ); #endif auc_channel( buf ); sprintf( buf, "%s auctioning %s.", auc_held->name, auc_obj->name ); log_string( buf, CHANNEL_GOD, -1 ); return; case 3: #ifdef NEW_MONEY sprintf( buf, "%s for %s (going THRICE)", auc_obj->short_descr, money_string(&auc_cost) ); #else sprintf( buf, "%s for %d gold coins (going THRICE).", auc_obj->short_descr, auc_cost ); #endif auc_channel( buf ); sprintf( buf, "%s auctioning %s.", auc_held->name, auc_obj->name ); log_string( buf, CHANNEL_GOD, -1 ); return; } #ifdef NEW_MONEY if ( auc_bid && ( ( (auc_bid->money.gold*C_PER_G) + (auc_bid->money.silver*S_PER_G) + (auc_bid->money.copper) ) > ( (auc_cost.gold*C_PER_G) + (auc_cost.silver*S_PER_G) + (auc_cost.copper) ) ) ) { sprintf( buf, "%s SOLD! to %s for %s", auc_obj->short_descr, auc_bid->name, money_string( &auc_cost ) ); add_money( &auc_held->money, &auc_cost ); spend_money( &auc_bid->money, &auc_cost ); #else if ( auc_bid && auc_bid->gold >= auc_cost ) { sprintf( buf, "%s for %d gold coins SOLD! to %s.", auc_obj->short_descr, auc_cost, auc_bid->name ); auc_bid->gold -= auc_cost; auc_held->gold += auc_cost; #endif obj_to_char( auc_obj, auc_bid ); act( AT_DGREEN, "$p appears in your hands.", auc_bid, auc_obj, NULL, TO_CHAR ); act( AT_DGREEN, "$p appears in the hands of $n.", auc_bid, auc_obj, NULL, TO_ROOM ); } else if ( auc_bid ) { #ifdef NEW_MONEY sprintf( buf, "Amount not carried for %s, ending auction.", auc_obj->short_descr ); #else sprintf( buf, "%d gold coins not carried for %s, ending auction.", auc_cost, auc_obj->short_descr ); #endif obj_to_char( auc_obj, auc_held ); act( AT_DGREEN, "$p appears in your hands.", auc_held, auc_obj, NULL, TO_CHAR ); act( AT_DGREEN, "$p appears in the hands of $n.", auc_held, auc_obj, NULL, TO_ROOM ); } else { sprintf( buf, "%s not sold, ending auction.", auc_obj->short_descr ); obj_to_char( auc_obj, auc_held ); act( AT_DGREEN, "$p appears in your hands.", auc_held, auc_obj, NULL, TO_CHAR ); act( AT_DGREEN, "$p appears in the hands of $n.", auc_held, auc_obj, NULL, TO_ROOM ); } auc_channel( buf ); auc_count = -1; #ifdef NEW_MONEY auc_cost.gold = auc_cost.silver = auc_cost.copper = 0; #else auc_cost = 0; #endif auc_obj = NULL; auc_held = NULL; auc_bid = NULL; return; } void rdam_update( ) { DESCRIPTOR_DATA *d; CHAR_DATA *ch; for ( d = descriptor_list; d; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; ch = d->original ? d->original : d->character; if ( !( ch->in_room ) ) continue; if ( ch->level < L_APP ) if ( IS_SET( ch->in_room->room_flags, ROOM_DAMAGE ) ) { /* if ( ch->hit <= ch->in_room->rd ) */ { send_to_char( AT_RED, "Pain shoots through your body.\n\r", ch ); } damage( ch, ch, ch->in_room->rd, TYPE_UNDEFINED ); } } return; } /* This does the damage for vampiers when there out during the day basicaly a rip off of rdam_update. -Decklarean*/ /* void vamdam_update( ) { DESCRIPTOR_DATA *d; CHAR_DATA *ch; for ( d = descriptor_list; d; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; ch = d->original ? d->original : d->character; if ( !( ch->in_room ) ) continue; if ( ch->level < L_APP && is_class( ch, CLASS_VAMPIRE ) ) if ( !IS_SET( ch->in_room->room_flags, ROOM_INDOORS ) ) { if ( time_info.hour > 5 && time_info.hour < 18 ) { send_to_char( AT_RED, "Intense pain washes through your body under the light of the sun.\n\r", ch ); act( AT_RED, "Smoke rises from $n under the glarying light of the sun.", ch, NULL, NULL, TO_ROOM ); damage( ch, ch, (ch->level / 2) , TYPE_UNDEFINED ); ch->bp -= ch->bp / 6; } } } return; } */ /* Wind timer routines.. needs updates for weather stuff.. -- Altrag */ const char *dir_wind [] = {"north", "northeast", "east", "southeast", "south", "southwest", "west", "northwest"}; /* const char *wind_str [] = {"almost no", "a little bit of", "a strong"}; void wind_update( void ) { AREA_DATA *pArea; DESCRIPTOR_DATA *d; for ( pArea = area_first; pArea; pArea = pArea->next ) { pArea->windstr += number_range( UMIN(pArea->windstr - 5, -15), UMAX(pArea->windstr + 5, 15) ); if ( pArea->windstr < 0 ) { pArea->windstr = -pArea->windstr; pArea->winddir = number_fuzzy(pArea->winddir); if (pArea->winddir < 0 ) pArea->winddir = 7; if (pArea->winddir > 7 ) pArea->winddir = 0; } } for ( d = descriptor_list; d; d = d->next ) { if ( d->connected == CON_PLAYING && IS_OUTSIDE( d->character ) && IS_AWAKE( d->character ) && !IS_SET(d->character->in_room->room_flags, ROOM_INDOORS ) ) { char buf[MAX_STRING_LENGTH]; pArea = d->character->in_room->area; if ( pArea->windstr > 0 ) sprintf(buf, "There is %s wind blowing from the %s.\n\r", wind_str[pArea->windstr / 5], dir_wind[pArea->winddir]); else strcpy(buf, "There is no wind at all.\n\r"); send_to_char(C_DEFAULT, buf, d->character); } } return; } */ /* END */ void strew_corpse( OBJ_DATA *obj, AREA_DATA *inarea ) { OBJ_DATA *currobj; ROOM_INDEX_DATA *newroom; OBJ_DATA *cobj_next; for ( currobj = obj->contains; currobj; currobj = cobj_next ) { cobj_next = currobj->next_content; switch( currobj->item_type ) { case ITEM_FOOD: case ITEM_DRINK_CON: currobj->value[3] = 1; break; case ITEM_POTION: if ( number_percent( ) < 20 ) { extract_obj( currobj ); continue; } break; default: break; } if ( number_percent( ) < 2 ) { extract_obj( currobj ); continue; } if ( number_percent( ) < 30 ) { obj_from_obj( currobj ); obj_to_room( currobj, obj->in_room ); } else { obj_from_obj( currobj ); newroom = get_room_index( number_range( inarea->lvnum, inarea->uvnum ) ); for ( ; !newroom; ) newroom = get_room_index( number_range( inarea->lvnum, inarea->uvnum ) ); obj_to_room( currobj, newroom ); } } extract_obj( obj ); return; } void orprog_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; AREA_DATA *pArea; for ( obj = object_list; obj; obj = obj_next ) { obj_next = obj->next; if ( obj->deleted ) continue; /* ie: carried or in room */ if ( !obj->in_obj && !obj->stored_by && ((obj->in_room && obj->in_room->area->nplayer) || (obj->carried_by && obj->carried_by->in_room && obj->carried_by->in_room->area->nplayer)) ) oprog_random_trigger( obj ); } for ( pArea = area_first; pArea; pArea = pArea->next ) if ( pArea->nplayer > 0 ) { int room; ROOM_INDEX_DATA *pRoom; for ( room = pArea->lvnum; room <= pArea->uvnum; room++ ) if ( (pRoom = get_room_index( room )) ) rprog_random_trigger( pRoom ); } return; } void trap_update( void ) { TRAP_DATA *pTrap; for ( pTrap = trap_list; pTrap; pTrap = pTrap->next ) if ( --pTrap->disarm_dur <= 0 ) { pTrap->disarm_dur = 0; pTrap->disarmed = FALSE; } return; } void rtime_update( void ) { AREA_DATA *pArea; for ( pArea = area_first; pArea; pArea = pArea->next ) if ( pArea->nplayer ) { int room; ROOM_INDEX_DATA *pRoom; for ( room = pArea->lvnum; room <= pArea->uvnum; room++ ) if ( (pRoom = get_room_index( room )) ) rprog_time_trigger( pRoom, time_info.hour ); } return; }