/***************************************************************************
* 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. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. 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. *
***************************************************************************/
/**********************************************************
*************** S U N D E R M U D *** 2 . 0 **************
**********************************************************
* The unique portions of the SunderMud code as well as *
* the integration efforts for code from other sources is *
* based primarily on the efforts of: *
* *
* Lotherius <aelfwyne@operamail.com> (Alvin W. Brinson) *
* and many others, see "help sundermud" in the mud. *
**********************************************************/
#include "everything.h"
/* command procedures needed */
DECLARE_DO_FUN ( do_quit );
/*
* 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 quest_update args ( ( void ) ); /* Vassago - quest.c */
FILE *time_file;
/*
* Advancement stuff.
*/
void advance_level ( CHAR_DATA * ch )
{
int add_hp;
int add_mana;
int add_move;
int add_prac;
if ( IS_NPC ( ch ) )
return; /* We haven't added advancement of NPC's yet. */
ch->pcdata->last_level = ( ch->played + ( int ) ( current_time - ch->logon ) ) / 3600;
add_hp = con_app[get_curr_stat ( ch, STAT_CON )].hitp +
number_range ( class_table[ch->pcdata->pclass].hp_min, class_table[ch->pcdata->pclass].hp_max );
add_mana = number_range ( 5, ( 4 * get_curr_stat ( ch, STAT_INT ) +
get_curr_stat ( ch, STAT_WIS ) ) / 5 );
if ( !class_table[ch->pcdata->pclass].fMana )
add_mana /= 2;
add_move = number_range ( 1, ( get_curr_stat ( ch, STAT_CON )+
get_curr_stat ( ch, STAT_DEX ) ) / 6 );
add_prac = wis_app[get_curr_stat ( ch, STAT_WIS )].practice;
add_hp = add_hp * 9 / 10;
add_mana = add_mana * 9 / 10;
add_move = add_move * 9 / 10;
add_hp = UMAX ( 1, add_hp );
add_mana = UMAX ( 1, add_mana );
add_move = UMAX ( 6, add_move );
add_hp *= 4; // Boost it to match the more powerful mobs.
ch->max_hit += add_hp;
ch->max_mana += add_mana;
ch->max_move += add_move;
ch->pcdata->practice += add_prac;
ch->pcdata->train += 1;
ch->pcdata->perm_hit += add_hp;
ch->pcdata->perm_mana += add_mana;
ch->pcdata->perm_move += add_move;
if ( !IS_NPC ( ch ) )
REMOVE_BIT ( ch->act, PLR_BOUGHT_PET );
form_to_char ( ch,
"{WYour gain is: {Y%d/%d hp, %d/%d m, %d/%d mv %d/%d prac.{w\n\r",
add_hp, ch->max_hit,
add_mana, ch->max_mana,
add_move, ch->max_move, add_prac, ch->pcdata->practice );
/* Zeran - notify_message */
notify_message ( ch, NOTIFY_LEVEL, TO_ALL, NULL );
return;
}
/*
* Mobs get xp.
* They don't level - Yet. - Lotherius.
*/
void gain_exp ( CHAR_DATA * ch, int gain )
{
if ( ch->level >= LEVEL_HERO )
return;
if ( IS_NPC ( ch ) )
{
ch->exp += gain;
return;
}
ch->exp = UMAX ( exp_per_level ( ch, ch->pcdata->points ), ch->exp + gain );
while ( ch->level < LEVEL_HERO && ch->exp >= exp_per_level ( ch, ch->pcdata->points ) * ( ch->level + 1 ) )
{
send_to_char ( "{GYou raise a level!!{w\n\r", ch );
sound ("level.wav", ch);
ch->level += 1;
advance_level ( ch );
save_char_obj ( ch );
}
/* Is character now a hero? */
if ( ch->level == LEVEL_HERO )
{
++ch->pcdata->account->heroes;
send_to_char ( "{RH{YE{RR{YO{W!\n\r\n\r{wYou are now a HERO of the lands!\n\r\n\r", ch );
notify_message ( ch, NOTIFY_HERO, TO_ALL, NULL );
if ( ( ch->pcdata->account->heroes >= mud.fordemi) && (ch->pcdata->account->status == ACCT_VERIFIED) )
{
send_to_char ( "You may now create {YDemi-God{w characters!!!\n\r", ch );
ch->pcdata->account->status = ACCT_VERIFIED_DEMISTAT;
}
fwrite_accounts ( ); /* save it */
}
return;
}
/*
* Regeneration stuff.
*/
int hit_gain ( CHAR_DATA * ch )
{
int gain;
int number;
if ( IS_NPC ( ch ) )
{
gain = 6 + ch->level;
if ( IS_AFFECTED ( ch, AFF_REGENERATION ) )
//gain *= 2;
gain = MULTWO(gain);
switch ( ch->position )
{
default:
//gain /= 2;
gain = DIVTWO(gain);
break;
case POS_SLEEPING:
gain = 3 * gain / 2;
break;
case POS_RESTING:
break;
case POS_FIGHTING:
gain /= 3;
break;
}
}
else
{
gain = UMAX ( 3, get_curr_stat ( ch, STAT_CON ) - 3 + ch->level / 2 );
gain += class_table[ch->pcdata->pclass].hp_max - 10;
number = number_percent ( );
if ( number < ch->pcdata->learned[gsn_fast_healing] )
{
gain += number * gain / 100;
if ( ch->hit < ch->max_hit )
check_improve ( ch, gsn_fast_healing, TRUE, 8 );
}
if ( IS_AFFECTED ( ch, AFF_REGENERATION ) )
gain *= 1.5;
switch ( ch->position )
{
default:
gain /= 4;
break;
case POS_SLEEPING:
break;
case POS_RESTING:
gain = DIVTWO(gain);
//gain /= 2;
break;
case POS_FIGHTING:
gain /= 6;
break;
}
if ( ch->pcdata->condition[COND_FULL] == 0 )
gain = DIVTWO(gain);
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain = DIVTWO(gain);
}
if ( IS_SET ( ch->in_room->room_flags, ROOM_FASTHEAL ) )
{
number = number_percent ( );
gain += number * gain / 100; /* elfren added for fast heal rooms */
}
if ( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE )
gain += gain * ch->on->value[3] / 100; /* Furniture heal bonus */
if ( IS_AFFECTED ( ch, AFF_POISON ) )
gain /= 4;
if ( IS_AFFECTED ( ch, AFF_PLAGUE ) )
gain /= 8;
/* If hasted OR slowed, penalty to healing. Justification:
* The altered physics of your body has detrimental affects
* upon ability to heal, regardless of other positive or
* negative effects */
if ( IS_AFFECTED ( ch, AFF_HASTE ) ||
CAN_DETECT ( ch, AFF_SLOW ) )
gain = DIVTWO(gain);
if ( !IS_NPC ( ch ) )
{
gain /= 6; /* quick hack to provide for fact that gain is now 6
* times more common */
if ( gain <= 0 )
++gain;
}
return UMIN ( gain, ch->max_hit - ch->hit );
}
int mana_gain ( CHAR_DATA * ch )
{
int gain;
int number;
if ( IS_NPC ( ch ) )
{
gain = 5 + ch->level;
switch ( ch->position )
{
default:
gain = DIVTWO(gain);
break;
case POS_SLEEPING:
gain = 3 * gain / 2;
break;
case POS_RESTING:
break;
case POS_FIGHTING:
gain /= 3;
break;
}
}
else
{
gain = DIVTWO ( ( get_curr_stat ( ch, STAT_WIS ) + get_curr_stat ( ch, STAT_INT ) + ch->level ) );
number = number_percent ( );
/* elfren added and for psionic meld */
if ( ( number < ch->pcdata->learned[gsn_meditation] )
&& !IS_AFFECTED ( ch, AFF_MELD ) )
{
gain += number * gain / 100;
if ( ch->mana < ch->max_mana )
check_improve ( ch, gsn_meditation, TRUE, 8 );
}
if ( !class_table[ch->pcdata->pclass].fMana )
gain = DIVTWO(gain);
switch ( ch->position )
{
default:
gain /= 4;
break;
case POS_SLEEPING:
break;
case POS_RESTING:
gain = DIVTWO(gain);
break;
case POS_FIGHTING:
gain /= 6;
break;
}
if ( ch->pcdata->condition[COND_FULL] == 0 )
gain = DIVTWO(gain);
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain = DIVTWO(gain);
}
if ( IS_SET ( ch->in_room->room_flags, ROOM_FASTHEAL ) )
{
number = number_percent ( );
gain += number * gain / 100; /* elfren added for fast heal rooms */
}
if ( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE )
gain = gain * ch->on->value[3] / 100;
if ( IS_AFFECTED ( ch, AFF_POISON ) )
gain /= 4;
if ( IS_AFFECTED ( ch, AFF_PLAGUE ) )
gain /= 8;
if ( IS_AFFECTED ( ch, AFF_HASTE ) ||
CAN_DETECT ( ch, AFF_SLOW ) )
gain = DIVTWO(gain);
/* no need to check on NPC's since i'm not calling update mana for them */
gain /= 6; /* quick hack to provide for fact that gain is now 6 times more common */
++gain; /* on low level chars, they were gaining 0! */
return UMIN ( gain, ch->max_mana - ch->mana );
}
int move_gain ( CHAR_DATA * ch )
{
int gain;
int number;
if ( IS_NPC ( ch ) )
{
gain = ch->level;
}
else
{
gain = UMAX ( 15, ch->level );
switch ( ch->position )
{
case POS_SLEEPING:
gain += get_curr_stat ( ch, STAT_DEX );
break;
case POS_RESTING:
gain += DIVTWO(get_curr_stat ( ch, STAT_DEX ) );
break;
}
if ( ch->pcdata->condition[COND_FULL] == 0 )
gain = DIVTWO(gain);
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain = DIVTWO(gain);
}
if ( IS_SET ( ch->in_room->room_flags, ROOM_FASTHEAL ) )
{
number = number_percent ( );
gain += number * gain / 100; /* elfren added for fast heal rooms */
}
if ( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE )
gain = gain * ch->on->value[3] / 100;
if ( IS_AFFECTED ( ch, AFF_POISON ) )
gain /= 4;
if ( IS_AFFECTED ( ch, AFF_PLAGUE ) )
gain /= 8;
if ( IS_AFFECTED ( ch, AFF_HASTE ) ||
CAN_DETECT ( ch, AFF_SLOW ) )
gain = DIVTWO(gain);
if ( !IS_NPC ( ch ) )
{
gain /= 6; /* quick hack to provide for fact that gain is now 6 times more common */
if ( gain <= 0 )
++gain; /* on low level chars, they were gaining 0! */
}
return UMIN ( gain, ch->max_move - ch->move );
}
void gain_condition ( CHAR_DATA * ch, int iCond, int value )
{
int condition;
if ( value == 0 || IS_NPC ( ch ) || ch->level >= LEVEL_HERO )
return;
condition = ch->pcdata->condition[iCond];
if ( condition == -1 )
return;
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );
if ( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
case COND_FULL:
send_to_char ( "You are hungry.\n\r", ch );
break;
case COND_THIRST:
send_to_char ( "You are thirsty.\n\r", ch );
break;
case COND_DRUNK:
if ( condition != 0 )
send_to_char ( "You are sober.\n\r", ch );
break;
}
}
return;
}
void check_health ( )
{
CHAR_DATA *ch;
DESCRIPTOR_DATA *d;
int age, maxage, chance, causeofdeath = 0;
bool middleage = TRUE;
bool oldage = TRUE;
bool venerable = TRUE;
/* Causes of Death: 1 - Plague, 2- Poison, 3 - Heart Attack */
/* 4 - Died in sleep, 5 - a blow to the head, 6 - massive trauma */
/* 7 - Natural Causes */
// Okay we figure if we got in here, NOAGING should've already been checked, we won't check for it
//
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected != CON_PLAYING )
continue;
ch = d->original ? d->original : d->character;
if ( ch->position >= POS_MORTAL && ch->pcdata->mortal )
{
chance = 0;
age = get_age (ch);
maxage = pc_race_table[ch->pcdata->pcrace].maxage;
if (age < (maxage/2) )
continue; /* Go Easy on the Youngsters */
/* Let's worsen odds if poisoned or diseased */
if ( is_affected ( ch, gsn_plague ) && ch != NULL )
{
chance += 5;
if (number_percent ( )> 25)
causeofdeath = 1;
}
if ( IS_AFFECTED ( ch, AFF_POISON ) && ch != NULL )
{
chance += 3;
if ( (causeofdeath == 0) && (number_percent ( ) > 25) )
causeofdeath = 2;
}
if (number_fuzzy (age) >= (maxage - (maxage/15) ) )
middleage = TRUE;
if (number_fuzzy (age) >= (maxage) )
{
middleage = FALSE;
oldage = TRUE;
}
if (number_fuzzy (age) >= (maxage + (maxage/15) ) )
{
middleage = FALSE;
oldage = FALSE;
venerable = TRUE;
}
if (venerable)
chance +=5; /* Automatically have a chance to die if venerable. */
switch ( ch->position )
{
case POS_SLEEPING:
if (causeofdeath == 0 && number_percent() > 50)
causeofdeath = 4;
else if (causeofdeath == 0)
causeofdeath = 7;
break;
case POS_RESTING:
if (venerable)
chance +=1;
if (causeofdeath == 0 && number_percent() > 50)
causeofdeath = 3;
else if (causeofdeath == 0)
causeofdeath = 7;
break;
case POS_SITTING:
if (venerable || oldage)
chance +=2;
if (causeofdeath == 0 && number_percent() > 45)
causeofdeath = 3;
else if (causeofdeath == 0)
causeofdeath = 7;
break;
case POS_STANDING:
if (venerable)
chance +=4;
else if (oldage)
chance +=2;
else if (middleage)
chance +=1;
if (causeofdeath == 0 && number_percent() > 50)
causeofdeath = 3;
else if (causeofdeath == 0 && !middleage)
causeofdeath = 7;
else if (causeofdeath == 0)
causeofdeath = 3;
break;
case POS_FIGHTING:
if (venerable)
chance +=10;
else if (oldage)
chance +=4;
else if (middleage)
chance +=1;
if ( (venerable || oldage) && (number_percent() > 50) )
causeofdeath = 3;
else if (middleage && (number_percent() > 80) )
causeofdeath = 3;
else if (number_percent() > 40)
causeofdeath = 5;
else
causeofdeath = 6;
break;
case POS_STUNNED:
if (venerable)
chance +=15;
else if (oldage)
chance +=8;
else if (middleage)
chance +=5;
if ( (venerable || oldage) && (number_percent() > 20) )
causeofdeath = 3;
else if (middleage && (number_percent() > 50) )
causeofdeath = 3;
else if (number_percent() > 60)
causeofdeath = 5;
else
causeofdeath = 6;
break;
case POS_INCAP:
if (venerable)
chance +=25;
else if (oldage)
chance +=15;
else if (middleage)
chance +=7;
if ( (venerable || oldage) && (number_percent() > 20) )
causeofdeath = 3;
else if (middleage && (number_percent() > 60) )
causeofdeath = 3;
else if (number_percent() > 90)
causeofdeath = 5;
else
causeofdeath = 6;
break;
default:
causeofdeath = 7;
break;
}
/* Let's make the odds better if regenerating */
if ( IS_AFFECTED ( ch, AFF_REGENERATION ) )
{
chance -= 10;
if (chance < 0)
chance = 0;
}
/* Now we check for death! */
if (number_percent() <= chance) /* You die */
{
switch (causeofdeath)
{
case 1:
send_to_char("{RThe plague has taken your life for good this time!{w", ch);
act ("{RThe plaque has taken $N's life for good this time!{w", ch, NULL, ch, TO_NOTVICT );
break;
case 2:
send_to_char ("{RThe poison in your system is too much: You die.{w", ch );
act ("{R$N has fallen victim to foul poison and dies.{w", ch, NULL, ch, TO_NOTVICT );
break;
case 3:
send_to_char ("{RPAIN IN YOUR CHEST!!!! The world fades to black.{w", ch);
act ("{R$N clutches $S chest, and dies of a massive heart attack.{w", ch, NULL, ch, TO_NOTVICT );
break;
case 4:
send_to_char ("{RYou are sleeping peacefully now, and will never wake again.{w", ch);
act ("{R$N dies in $S sleep.{w", ch, NULL, ch, TO_NOTVICT );
break;
case 5:
send_to_char ("{RYou suddenly feel dizzy. The blow to your head... too hard this time..{w", ch);
act ("{R$NWobbles dizzily and collapses. Dead.{w", ch, NULL, ch, TO_CHAR );
break;
case 6:
send_to_char ("{RYour eyes fill with {Wblood{R and in your last thoughts...{w", ch);
act ("{R$N's head is demolished by a savage attack. $E is dead.{w", ch, NULL, ch, TO_NOTVICT );
break;
case 7:
default:
send_to_char ("{RYou have died of natural causes. Rest in peace.{w", ch);
act ("{R$N has died of natural causes. Rest in peace.{w", ch, NULL, ch, TO_NOTVICT );
break;
}
if ( mud.death == PERMADEATH || mud.death == FULLAGING )
{
send_to_char ("\n\r{WThis death is a {RPERMADEATH{W.\n\r", ch);
send_to_char ("\n\r{WPlease come back soon!\n\r\n\r", ch);
do_quote ( ch );
++ch->pcdata->account->permadead;
raw_kill(ch); /* We want a corpse here. */
sound ("taps.wav", ch);
real_delete ( ch ); /* Delete character Fully */
}
else // Gotta be partial aging, die but not permadeath.
{
raw_kill(ch);
sound ( "taps.wav", ch );
send_to_char ( "\n\r{WYour deity intervenes and you find yourself resurrected.{w\n\r", ch);
}
}
/* If you didn't die, lucky you. */
}
}
/* end descriptor loop */
}
/*
* Mob autonomous action.
* This function takes 25% to 35% of ALL Merc cpu time.
* -- Furey
*/
void mobile_update ( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
EXIT_DATA *pexit;
int door;
/* Examine all mobs. */
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
// One long if check is faster than 2 short ones. Actually saved time on profiling. */
if ( !IS_NPC ( ch ) || ch->in_room == NULL ||
IS_AFFECTED ( ch, AFF_CHARM )
|| ( ch->in_room->area->empty && !IS_SET ( ch->act, ACT_UPDATE_ALWAYS ) ) )
continue;
/* Examine call for special procedure */
if ( ch->spec_fun != 0 )
{
if ( ( *ch->spec_fun ) ( ch ) )
continue;
}
/*
* Check triggers only if mobile still in default position
* One wonders... couldn't this mess up using DELAY during a fight? Guess you can't.
*/
if ( ch->position == ch->pIndexData->default_pos )
{
/* Delay */
if ( HAS_TRIGGER_MOB( ch, TRIG_DELAY) && ch->mprog_delay > 0 )
{
if ( --ch->mprog_delay <= 0 )
{
p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_DELAY );
continue;
}
}
if ( HAS_TRIGGER_MOB( ch, TRIG_RANDOM) )
{
if( p_percent_trigger( ch, NULL, NULL, NULL, NULL, NULL, TRIG_RANDOM ) )
continue;
}
}
/* That's all for sleeping / busy monster, and empty zones */
if ( ch->position != POS_STANDING )
continue;
/* Scavenge */
if ( IS_SET ( ch->act, ACT_SCAVENGER )
&& ch->in_room->contents != NULL
&& number_bits ( 6 ) == 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 )
{
if ( CAN_WEAR ( obj, ITEM_TAKE ) &&
can_loot ( ch, obj ) && obj->cost > max && obj->cost > 0 && !obj->owner )
{
obj_best = obj;
max = obj->cost;
}
}
if ( obj_best )
{
obj_from_room ( obj_best );
obj_to_char ( obj_best, ch );
act ( "$n gets $p.", ch, obj_best, NULL, TO_ROOM );
}
}
/* Wander */
if ( !IS_SET ( ch->act, ACT_SENTINEL )
&& number_bits ( 3 ) == 0
&& ( door = number_bits ( 5 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->u1.to_room != NULL
&& !IS_SET ( pexit->exit_info, EX_CLOSED )
&& !IS_SET ( pexit->u1.to_room->room_flags, ROOM_NO_MOB ) &&
( !IS_SET ( ch->act, ACT_STAY_AREA ) ||
pexit->u1.to_room->area == ch->in_room->area ) )
{
move_char ( ch, door, FALSE );
/* If ch changes position due
* to it's or someother mob's
* movement via MOBProgs,
* continue - Kahn */
if ( ch->position < POS_STANDING )
continue;
}
/* Flee
if ( ch->hit < ch->max_hit / 2
&& ( door = number_bits( 3 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->u1.to_room != NULL
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) )
{
CHAR_DATA *rch;
bool found;
found = FALSE;
for ( rch = pexit->u1.to_room->people;
rch != NULL;
rch = rch->next_in_room )
{
if ( !IS_NPC(rch) )
{
found = TRUE;
break;
}
}
if ( !found )
move_char( ch, door, FALSE );
}
*/
}
return;
}
/*
* Update the weather.
*/
void weather_update ( void )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int diff;
buf[0] = '\0';
switch ( ++time_info.hour )
{
case 5:
weather_info.sunlight = SUN_LIGHT;
SLCAT ( buf, "The day has begun.\n\r" );
break;
case 6:
weather_info.sunlight = SUN_RISE;
/* elfren - beginning realism code */
switch ( weather_info.sky )
{
default:
bugf ( "Weather Update: bad sky %d.", weather_info.sky );
weather_info.sky = SKY_CLOUDLESS;
break;
case SKY_CLOUDLESS:
SLCAT ( buf,
"The sun comes over the horizon in the east, revealing a beautiful day.\n\r" );
break;
case SKY_CLOUDY:
SLCAT ( buf,
"Dimly, the sun begins to appear from behind the clouds.\n\r" );
break;
case SKY_RAINING:
if ( weather_info.change >= 0 )
{
SLCAT ( buf,
"A glow begins to form in the east through the rain.\n\r" );
}
else
{
SLCAT ( buf,
"The world brightens somewhat as the sun shines through the snow.\n\r" );
}
break;
case SKY_LIGHTNING:
SLCAT ( buf,
"Through the storm you can see a dim glow to the east.\n\r" );
break;
}
break;
case 19:
weather_info.sunlight = SUN_SET;
switch ( weather_info.sky )
{
default:
bugf ( "Weather Update: bad sky %d.",
weather_info.sky );
weather_info.sky = SKY_CLOUDLESS;
break;
case SKY_CLOUDLESS:
SLCAT ( buf,
"The evening sun lights the western sky red.\n\r" );
break;
case SKY_CLOUDY:
SLCAT ( buf,
"The sun sets in glorious colors through the clouds.\n\r" );
break;
case SKY_RAINING:
SLCAT ( buf,
"The warmth of day begins to fade as the sun sets.\n\r" );
break;
case SKY_LIGHTNING:
SLCAT ( buf,
"Lightning accents the now darkening sky.\n\r" );
break;
}
break;
case 20:
weather_info.sunlight = SUN_DARK;
SLCAT ( buf, "The night has begun.\n\r" );
break;
case 24: /*roll day and update time_file */
time_info.hour = 0;
time_info.day++;
if ( ( time_file = fopen ( TIME_FILE, "w+" ) ) == NULL )
{
bugf ( "creation of new time_file failed" );
}
else
{
int total;
total = fprintf ( time_file, "%d %d %d %d",
time_info.hour,
time_info.day,
time_info.month, time_info.year );
if ( total < 4 )
bugf ( "failed fprintf to time_file" );
fclose ( time_file );
}
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:
bugf ( "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 ) )
{
SLCAT ( buf, "The sky is getting cloudy.\n\r" );
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_CLOUDY:
if ( weather_info.mmhg < 970
|| ( weather_info.mmhg < 990 &&
number_bits ( 2 ) == 0 ) )
{
if ( weather_info.change >= 0 )
{
SLCAT ( buf, "It starts raining.\n\r" );
}
else
{
SLCAT ( buf, "It starts to snow.\n\r" );
}
weather_info.sky = SKY_RAINING;
}
if ( weather_info.mmhg > 1030 && number_bits ( 2 ) == 0 )
{
SLCAT ( buf, "The clouds disappear.\n\r" );
weather_info.sky = SKY_CLOUDLESS;
}
break;
case SKY_RAINING:
if ( weather_info.mmhg < 970 && number_bits ( 2 ) == 0 )
{
if ( weather_info.change >= 0 )
{
SLCAT ( buf,
"{BLightning and thunder fill the sky.{w\n\r" );
}
else
{
SLCAT ( buf, "{WA blizzard has hit!{w\n\r" );
}
weather_info.sky = SKY_LIGHTNING;
}
if ( weather_info.mmhg > 1030
|| ( weather_info.mmhg > 1010 &&
number_bits ( 2 ) == 0 ) )
{
if ( weather_info.change >= 0 )
{
SLCAT ( buf, "The rain has stopped.\n\r" );
}
else
{
SLCAT ( buf,
"It stops snowing, leaving the world sparkly white.\n\r" );
}
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_LIGHTNING:
if ( weather_info.mmhg > 1010
|| ( weather_info.mmhg > 990 &&
number_bits ( 2 ) == 0 ) )
{
if ( weather_info.change >= 0 )
{
SLCAT ( buf,
"The storm calms into a gentle rain.\n\r" );
}
else
{
SLCAT ( buf,
"The snow lessens, but does not stop.\n\r" );
}
weather_info.sky = SKY_RAINING;
break;
}
break;
}
if ( buf[0] != '\0' )
{
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected == CON_PLAYING && IS_OUTSIDE ( d->character )
&& IS_AWAKE ( d->character ) && ( IS_SET ( d->character->pcdata->notify, NOTIFY_WEATHER ) ) )
send_to_char ( buf, d->character );
}
}
return;
}
/*
* * Short Char Update
*/
/* Zeran - hell, if you only want to update the players, don't
loop the whole damn char_list....no wonder we're getting game loops
taking over 1 second */
void char_update_short ( void )
{
CHAR_DATA *ch;
DESCRIPTOR_DATA *d;
/* Zeran - This is bad!
* for ( ch = char_list; ch != NULL; ch = ch_next )
* {
* ch_next = ch->next; */
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected != CON_PLAYING )
continue;
ch = d->original ? d->original : d->character;
if ( ch->position >= POS_STUNNED )
{
if ( ch->hit < ch->max_hit )
ch->hit += hit_gain ( ch );
else
ch->hit = ch->max_hit;
if ( ch->mana < ch->max_mana )
ch->mana += mana_gain ( ch );
else
ch->mana = ch->max_mana;
if ( ch->move < ch->max_move )
ch->move += move_gain ( ch );
else
ch->move = ch->max_move;
}
}
/* end descriptor loop */
}
/*
* Update all chars, including mobs.
*/
void char_update ( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *ch_save;
CHAR_DATA *ch_quit;
time_t save_time;
ch_quit = NULL;
ch_save = NULL;
save_time = current_time;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
ch_next = ch->next;
if ( ch->position >= POS_STUNNED && IS_NPC ( ch ) )
{
if ( ch->hit != ch->max_hit )
ch->hit += hit_gain ( ch );
if ( ch->mana != ch->max_mana )
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 ( !IS_NPC ( ch ) )
{
OBJ_DATA *obj;
if ( ch->timer > 30 )
ch_quit = ch; // Don't save the quit person.
else if ( !ch->desc ) // linkeads don't get autosave
{
// NULL OP for Now
}
else if ( ch->desc->connected == CON_PLAYING
&& ch->level >= 2
&& ch->desc->save_time < save_time )
{
ch_save = ch;
save_time = ch->desc->save_time;
}
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 != NULL )
{
--ch->in_room->light;
act ( "$p goes out.", ch, obj, NULL, TO_ROOM );
act ( "$p flickers and goes out.", ch, obj, NULL, TO_CHAR );
extract_obj ( obj );
}
else if ( obj->value[2] <= 5 &&
ch->in_room != NULL )
act ( "$p flickers.", ch, obj, NULL, TO_CHAR );
}
if ( IS_IMMORTAL ( ch ) )
ch->timer = 0;
if ( ++ch->timer >= 12 )
{
if ( ch->was_in_room == NULL &&
ch->in_room != NULL )
{
ch->was_in_room = ch->in_room;
if ( ch->fighting != NULL )
stop_fighting ( ch, TRUE );
act ( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "You disappear into the void.\n\r", ch );
if ( ch->level > 1 )
save_char_obj ( ch );
char_from_room ( ch );
char_to_room ( ch, get_room_index ( ROOM_VNUM_LIMBO ) );
}
}
if (ch->level < LEVEL_IMMORTAL )
{
gain_condition( ch, COND_DRUNK, -1 * time_info.hour % 2 );
gain_condition( ch, COND_FULL, ch->size > SIZE_MEDIUM ? -2 : -1 * time_info.hour % 2 );
gain_condition( ch, COND_THIRST, -1 * time_info.hour % 2 );
}
}
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
{
paf->duration--;
if ( number_range ( 0, 4 ) == 0 && paf->level > 0 )
paf->level--; /* spell strength fades with time */
}
else if ( paf->duration < 0 )
;
else
{
if ( paf_next == NULL
|| paf_next->type != paf->type
|| paf_next->duration > 0 )
{
if ( paf->type > 0 &&
skill_table[paf->type].msg_off )
{
send_to_char ( skill_table[paf->type].msg_off, ch );
send_to_char ( "\n\r", ch );
}
}
/* Zeran - undo masked descriptions */
if ( paf->bitvector == AFF_POLY )
undo_mask ( ch );
affect_remove ( ch, paf );
}
}
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken,
* as it may be lethal damage (on NPC).
*/
if ( !IS_IMMORTAL ( ch ) )
{
if ( is_affected ( ch, gsn_plague ) && ch != NULL )
{
AFFECT_DATA *af, plague;
CHAR_DATA *vch;
int save, dam;
if ( ch->in_room == NULL )
return;
act ( "$n writhes in agony as plague sores erupt from $s skin.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "You writhe in agony from the plague.\n\r", ch );
for ( af = ch->affected; af != NULL; af = af->next )
{
if ( af->type == gsn_plague )
break;
}
if ( af == NULL )
{
REMOVE_BIT ( ch->affected_by, AFF_PLAGUE );
return;
}
if ( af->level == 1 )
return;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range ( 1, 2 * plague.level );
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
{
switch ( check_immune ( vch, DAM_DISEASE ) )
{
case ( IS_NORMAL ):
save = af->level - 4;
break;
case ( IS_IMMUNE ):
save = 0;
break;
case ( IS_RESISTANT ):
save = af->level - 8;
break;
case ( IS_VULNERABLE ):
save = af->level;
break;
default:
save = af->level - 4;
break;
}
if ( save != 0 && !saves_spell ( save, vch ) &&
!IS_IMMORTAL ( vch ) &&
!IS_AFFECTED ( vch, AFF_PLAGUE ) &&
number_bits ( 4 ) == 0 )
{
send_to_char ( "You feel hot and feverish.\n\r", vch );
act ( "$n shivers and looks very ill.", vch, NULL, NULL, TO_ROOM );
affect_join ( vch, &plague );
}
}
dam = UMIN ( ch->level, 5 );
ch->mana -= dam;
ch->move -= dam;
damage ( ch, ch, dam, gsn_plague, DAM_DISEASE, TRUE );
}
else if ( IS_AFFECTED ( ch, AFF_POISON ) && ch != NULL )
{
act ( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char ( "You shiver and suffer.\n\r", ch );
damage ( ch, ch, 2, gsn_poison, DAM_POISON, TRUE );
}
else if ( ch->position == POS_INCAP && number_range ( 0, 1 ) == 0 )
{
damage ( ch, ch, 1, TYPE_UNDEFINED, DAM_BLEEDING, TRUE );
}
else if ( ch->position == POS_MORTAL )
{
damage ( ch, ch, 1, TYPE_UNDEFINED, DAM_BLEEDING, TRUE );
}
}
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
if ( ch_save || ch_quit )
{
for ( ch = char_list; ch; ch = ch->next )
{
if ( !ch )
continue;
if ( ch == ch_save )
save_char_obj( ch );
if ( ch == ch_quit )
do_quit( ch, "" );
}
}
check_health(); /* Check for elderly mortals */
return;
}
// Yes the logging here will spam the logfile, but it is better than no logging, plus
// if everything's working, it won't need to log anything. All of these are freaky
// conditions that happen while I'm developping and should go away once I'm done. - Loth
//
void lease_update ( void )
{
DESCRIPTOR_DATA *d;
LEASE *lease;
char buf[MSL];
for ( lease = lease_list; lease != NULL ; lease = lease->next )
{
if ( !IS_LEASE(lease) )
{
// Now we figure out why it isn't a lease
//
if ( !lease )
{
bugf ( "?? ?? Something freaking happening in lease_list, NULL pointer, shouldn't see this." );
continue;
}
else if ( !lease->room )
{
bugf ( "Lease with no room found. A reboot is necessary to fix this." );
if ( !IS_NULLSTR ( lease->rented_by ) )
{
log_string ( "It belonged to %s until d%dM%dY%d", lease->rented_by,
lease->paid_month, lease->paid_day, lease->paid_year );
}
log_string ("(It will simply remove the lease_list entry)" );
if ( IS_VALID(lease) ) // Make sure no code can get to this by accident
INVALIDATE ( lease );
continue;
}
else if ( !IS_SET ( lease->room->room_flags, ROOM_RENT ) )
{
bugf ( "Room is in lease_list but has no ROOM_RENT flag. A reboot should fix this." );
if ( !IS_NULLSTR ( lease->rented_by ) )
{
log_string ( "It belonged to %s until d%dM%dY%d", lease->rented_by,
lease->paid_month, lease->paid_day, lease->paid_year );
}
log_string ("(It will simply remove the lease_list entry)" );
if ( IS_VALID(lease) ) // Make sure no code can get to this by accident
INVALIDATE ( lease );
continue;
}
else
{ // Here we can access the lease because we know that it has a room set, but is just invalid
// We don't know why though.
bugf ( "Invalidated Lease found, Trying to Fix. Room %d",
lease->room->vnum );
// Okay...we're here so we know we have a rent flag, we have lease structure, we have ROOM_RENT
// then there's no reason this shouldn't be a valid lease
VALIDATE ( lease );
}
}
if ( IS_RENTED ( lease ) )
{
/* check rent to see if it has expired */
int timeleft = 0;
CHAR_DATA *victim;
if ( lease->paid_year < time_info.year )
timeleft = 0;
else if ( lease->paid_year == time_info.year )
timeleft = lease->paid_month - time_info.month;
else if ( lease->paid_year > time_info.year )
{
timeleft = lease->paid_month - time_info.month;
timeleft += 17;
}
// Let's see if the character that owns the lease is online and warn him/her
// Not clans since clans autopay
// Need a better notification system, preferably one that is less spammy.
/*
if ( timeleft == 1 && !lease->clan )
{
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected != CON_PLAYING )
continue;
victim = d->original ? d->original : d->character;
if ( !str_cmp ( lease->rented_by, victim->name ) )
{
form_to_char ( ch, "Your lease on %s is about to expire.\n\r",
IS_NULLSTR ( lease->lease_name )
? lease->room->name
: lease->lease_name );
break;
}
}
}
*/
if ( timeleft <= 0 ) /* lease has expired */
{
bool autopaid = FALSE;
if ( lease->clan )
{
int months;
// Figure out how many months rent the clan can pay
months = lease->clan->clanbank / lease->room_rent;
if ( months < 1 )
{
SNP ( buf, "Can't pay the rent on %s.\n\r",
IS_NULLSTR ( lease->lease_name )
? lease->room->name
: lease->lease_name );
}
else
{
if ( months > 17)
months = 17; // No more than 1 year....
autopaid = TRUE;
lease->clan->clanbank -= months * lease->room_rent;
lease->paid_year = time_info.year;
lease->paid_month = time_info.month;
if ( time_info.month + months > 17 )
{
++lease->paid_year;
lease->paid_month += months - 17;
}
else
{
lease->paid_month += months;
}
SNP ( buf, "Lease Payment: %d months on %s",
months,
IS_NULLSTR ( lease->lease_name )
? lease->room->name
: lease->lease_name );
}
// Here's the bad hack again to find a member of the clan for notify
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected != CON_PLAYING )
continue;
victim = d->original ? d->original : d->character;
if ( victim->pcdata->clan )
{
if ( victim->pcdata->clan == lease->clan )
{
notify_message (victim, NOTIFY_CLANG, TO_CLAN, buf );
break;
}
}
}
}
if ( !autopaid )
{
free_string ( lease->rented_by );
free_string ( lease->lease_name );
free_string ( lease->lease_descr );
lease->rented_by = NULL;
lease->lease_name = str_dup ( "" );
lease->lease_descr = str_dup ( "" );
/* other values will be reset when room is rented */
act ( "The Lease on this room has Expired.", NULL, NULL, NULL, TO_ROOM );
save_leases ( );
}
}
/* End of expired */
}
/* end of rentable portion */
}
/* End of for loop */
return;
}
/* end of lease_update */
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update ( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
AFFECT_DATA *paf, *paf_next;
for ( obj = object_list; obj != NULL; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
/* go through affects and decrement */
for ( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
{
paf->duration--;
if ( number_range ( 0, 4 ) == 0 && paf->level > 0 )
paf->level--; /* spell strength fades with time */
}
else if ( paf->duration < 0 )
;
else
{
if ( paf_next == NULL
|| paf_next->type != paf->type
|| paf_next->duration > 0 )
{
if ( paf->type > 0 &&
skill_table[paf->type].msg_off )
{
act_new ( skill_table[paf->type].msg_off,
obj->carried_by, obj, NULL,
POS_SLEEPING, TO_CHAR );
}
}
affect_remove_obj ( obj, paf );
}
}
if ( obj->timer <= 0 || --obj->timer > 0 )
continue;
if ( obj->in_room || (obj->carried_by && obj->carried_by->in_room))
{
if ( HAS_TRIGGER_OBJ( obj, TRIG_DELAY )
&& obj->oprog_delay > 0 )
{
if ( --obj->oprog_delay <= 0 )
p_percent_trigger( NULL, obj, NULL, NULL, NULL, NULL, TRIG_DELAY );
}
else if ( ((obj->in_room && !obj->in_room->area->empty)
|| obj->carried_by ) && HAS_TRIGGER_OBJ( obj, TRIG_RANDOM ) )
p_percent_trigger( NULL, obj, NULL, NULL, NULL, NULL, TRIG_RANDOM );
}
/* Make sure the object is still there before proceeding */
if ( !obj )
continue;
switch ( obj->item_type )
{
default:
message = "$p crumbles into dust.";
break;
case ITEM_FOUNTAIN:
message = "$p dries up.";
break;
case ITEM_CORPSE_NPC:
message = "$p decays into dust.";
break;
case ITEM_CORPSE_PC:
message = "$p decays into dust.";
break;
case ITEM_FOOD:
message = "$p decomposes.";
break;
case ITEM_POTION:
message = "$p has evaporated from disuse.";
break;
}
if ( obj->carried_by != NULL )
{
if ( IS_NPC ( obj->carried_by )
&& obj->carried_by->pIndexData->pShop != NULL )
obj->carried_by->gold += obj->cost / 5;
else
{
act ( message, obj->carried_by, obj, NULL,
TO_CHAR );
sound ("DECAY.WAV", obj->carried_by );
}
}
else if ( obj->in_room != NULL &&
( rch = obj->in_room->people ) != NULL )
{
if ( !
( obj->in_obj &&
obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT &&
!CAN_WEAR ( obj->in_obj, ITEM_TAKE ) ) )
{
act ( message, rch, obj, NULL, TO_ROOM );
act ( message, rch, obj, NULL, TO_CHAR );
sound ("DECAY.WAV", rch);
}
}
if ( obj->item_type == ITEM_CORPSE_PC && obj->contains )
{ /* save the contents */
OBJ_DATA *t_obj, *next_obj;
for ( t_obj = obj->contains; t_obj != NULL;
t_obj = next_obj )
{
next_obj = t_obj->next_content;
obj_from_obj ( t_obj );
if ( obj->in_obj ) /* in another object */
obj_to_obj ( t_obj, obj->in_obj );
else if ( obj->carried_by ) /* carried */
obj_to_char ( t_obj, obj->carried_by );
else if ( obj->in_room == NULL ) /* destroy it */
extract_obj ( t_obj );
else /* to a room */
obj_to_room ( t_obj, obj->in_room );
}
}
extract_obj ( obj );
}
return;
}
/*
* Aggress.
*
* for each mortal PC
* for each mob in room
* aggress on some random PC
*
* This function takes 25% to 35% of ALL Merc 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.
*
* -- Furey
*
* I'm sure others are doing this too... but instead of looping through
* the entire char_list, I'm just going to look for players. Would rather not
* descriptors, however, because linkdead is no reason to not get aggro'd.
* Need to add a player_list in the future so players can easily be accessed
* whether linkdead or not.
*/
void aggr_update ( void )
{
DESCRIPTOR_DATA *d;
CHAR_DATA *wch;
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *victim;
/* Loop through world character list */
for ( d = descriptor_list; d; d = d->next )
{
wch = d->character;
/* Skip those not in the game. */
/* Note writers had better be careful! */
if ( d->connected != CON_PLAYING && d->connected < CON_NOTE_TO )
continue;
/* If character is in NULL room, is NPC, is IMM or in empty area, skip */
/* Also skip if the room is safe, don't need to cycle through mobs to find this out. */
if ( IS_NPC ( wch ) || wch->level >= LEVEL_IMMORTAL || wch->in_room == NULL
|| wch->in_room->area->empty || IS_SET ( wch->in_room->room_flags, ROOM_SAFE ) )
continue;
/* Now look for mobs in the same room */
for ( ch = wch->in_room->people; ch != NULL; ch = ch_next )
{
int count;
ch_next = ch->next_in_room;
if ( !IS_NPC ( ch )
|| !IS_SET ( ch->act, ACT_AGGRESSIVE )
|| IS_AFFECTED ( ch, AFF_CALM )
|| ch->fighting != NULL
|| IS_AFFECTED ( ch, AFF_CHARM )
|| !IS_AWAKE ( ch )
|| ( IS_SET ( ch->act, ACT_WIMPY ) && IS_AWAKE ( wch ) )
|| !can_see ( ch, wch )
|| number_bits ( 1 ) == 0
|| IS_AFFECTED ( ch, AFF_FEAR ) ) /* Zeran - add fear check */
continue;
/*
* Ok we have a 'wch' player character and a 'ch' 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 = wch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( !IS_NPC ( vch )
&& vch->level < LEVEL_IMMORTAL
&& ch->level >= vch->level - 5
&& ( !IS_SET ( ch->act, ACT_WIMPY ) ||
!IS_AWAKE ( vch ) ) &&
can_see ( ch, vch ) )
{
if ( number_range ( 0, count ) == 0 )
victim = vch;
count++;
}
}
if ( victim == NULL )
continue;
multi_hit ( ch, victim, TYPE_UNDEFINED );
}
}
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_chup;
if ( --pulse_area <= 0 )
{
/* pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */
pulse_area = number_fuzzy(PULSE_AREA);
area_update ( );
quest_update ( );
}
if ( --pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
mobile_update ( );
}
if ( --pulse_violence <= 0 )
{
pulse_violence = PULSE_VIOLENCE;
violence_update ( );
}
if ( --pulse_point <= 0 )
{
pulse_point = PULSE_TICK;
weather_update ( );
char_update ( );
obj_update ( );
lease_update ( );
save_clans ( );
}
if ( --pulse_chup <= 0 )
{
pulse_chup = PULSE_TICKSHORT;
char_update_short ( );
}
aggr_update ( );
tail_chain ( );
return;
}
void undo_mask ( CHAR_DATA * ch )
{
free_string ( ch->description );
free_string ( ch->short_descr );
free_string ( ch->long_descr );
free_string ( ch->poly_name );
if ( !IS_NPC ( ch ) )
{
ch->description = str_dup ( ch->description_orig );
ch->short_descr = str_dup ( ch->short_descr_orig );
ch->long_descr = str_dup ( ch->long_descr_orig );
ch->start_pos = -1;
ch->poly_name = str_dup ( "" );
}
else
{
ch->description = str_dup ( ch->pIndexData->description );
ch->short_descr = str_dup ( ch->pIndexData->short_descr );
ch->long_descr = str_dup ( ch->pIndexData->long_descr );
ch->poly_name = str_dup ( "" );
}
}