/*************************************************************************** * ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT * * ANATOLIA has been brought to you by ANATOLIA consortium * * Serdar BULUT {Chronos} bulut@rorqual.cc.metu.edu.tr * * Ibrahim Canpunar {Mandrake} canpunar@rorqual.cc.metu.edu.tr * * Murat BICER {KIO} mbicer@rorqual.cc.metu.edu.tr * * D.Baris ACAR {Powerman} dbacar@rorqual.cc.metu.edu.tr * * By using this code, you have agreed to follow the terms of the * * ANATOLIA license, in the file Anatolia/anatolia.licence * ***************************************************************************/ /*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" /* command procedures needed */ DECLARE_DO_FUN(do_human ); DECLARE_DO_FUN(do_murder ); DECLARE_DO_FUN(do_rescue ); DECLARE_DO_FUN(do_quaff ); DECLARE_DO_FUN(do_quit ); DECLARE_DO_FUN(do_quit_count ); DECLARE_DO_FUN(do_spellbane ); DECLARE_DO_FUN(do_stand ); DECLARE_DO_FUN(do_track ); DECLARE_DO_FUN(do_yell ); void raw_kill args( ( CHAR_DATA *victim ) ); void back_home args( ( CHAR_DATA *ch ) ); #include <unistd.h> #include <signal.h> /* * 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 ) ); int potion_cure_level args( ( OBJ_DATA *potion ) ); int potion_arm_level args( ( OBJ_DATA *potion ) ); bool potion_cure_blind args( ( OBJ_DATA *potion ) ); bool potion_cure_poison args( ( OBJ_DATA *potion ) ); bool potion_cure_disease args( ( OBJ_DATA *potion ) ); /* below done by chronos */ void quest_update args( ( void ) ); void auction_update args( ( void ) ); void light_update args( ( void ) ); void room_update args( ( void ) ); void room_affect_update args( ( void ) ); void check_reboot args( ( void ) ); void track_update args( ( void ) ); /* used for saving */ int save_number = 0; /* * 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; if (IS_NPC(ch) ) { bug( "Advance_level: a mob to advance!", 0); return; } ch->pcdata->last_level = ( ch->played + (int) (current_time - ch->logon) ) / 3600; if ( strstr( ch->pcdata->title, title_table[ch->class][ch->level-1][ch->sex == SEX_FEMALE ? 1 : 0]) || CANT_CHANGE_TITLE(ch) ) { sprintf( buf, "the %s", title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] ); set_title( ch, buf ); } add_hp = (con_app[get_curr_stat(ch,STAT_CON)].hitp + number_range(1,5)) - 3; add_hp = (add_hp * class_table[ch->class].hp_rate) / 100; add_mana = number_range(get_curr_stat(ch,STAT_INT)/2,(2*get_curr_stat(ch,STAT_INT) + get_curr_stat(ch,STAT_WIS)/5)); add_mana = (add_mana * class_table[ch->class].mana_rate) / 100; 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 = UMAX( 3, add_hp ); add_mana = UMAX( 3, add_mana ); add_move = UMAX( 6, add_move ); if (ch->sex == SEX_FEMALE) { add_hp -= 1; add_mana += 2; } ch->max_hit += add_hp; ch->max_mana += add_mana; ch->max_move += add_move; ch->practice += add_prac; ch->train += ch->level%5==0?1:0; ch->pcdata->perm_hit += add_hp; ch->pcdata->perm_mana += add_mana; ch->pcdata->perm_move += add_move; sprintf( buf, "Your gain is: %d/%d hp, %d/%d m, %d/%d mv %d/%d prac.\n\r", add_hp, ch->max_hit, add_mana, ch->max_mana, add_move, ch->max_move, add_prac, ch->practice ); send_to_char( buf, ch ); return; } void gain_exp( CHAR_DATA *ch, int gain ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) || ch->level >= LEVEL_HERO ) return; if ( IS_SET(ch->act,PLR_NO_EXP)) { send_to_char( "You can't gain exp without your spirit.\n\r", ch ); 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) ) */ ch->exp = UMAX( base_exp(ch,ch->pcdata->points), ch->exp + gain ); while ( ch->level < LEVEL_HERO && exp_to_level(ch,ch->pcdata->points) <= 0) { send_to_char( "You raise a level!! ", ch ); ch->level += 1; /* added for samurais by chronos */ if ((ch->class == 9) && (ch->level == 10)) ch->wimpy = 0; /* Level counting */ if (ch->level > 5) total_levels++; if (ch->level == 90) { sprintf(log_buf, "%s made level 90.", ch->name); log_string(log_buf); } sprintf(buf,"$N has attained level %d!",ch->level); wiznet(buf,ch,NULL,WIZ_LEVELS,0,0); advance_level( ch ); save_char_obj(ch); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; int number; if (ch->in_room == NULL) return 0; if ( IS_NPC(ch) ) { gain = 5 + ch->level; if (IS_AFFECTED(ch,AFF_REGENERATION)) gain *= 2; switch(ch->position) { default : gain /= 2; break; case POS_SLEEPING: gain = 3 * gain/2; break; case POS_RESTING: break; case POS_FIGHTING: gain /= 3; break; } } else { gain = UMAX(3, 2 * get_curr_stat(ch,STAT_CON) + (7 * ch->level) / 4); gain = (gain * class_table[ch->class].hp_rate) / 100; number = number_percent(); if (number < get_skill(ch,gsn_fast_healing)) { gain += number * gain / 100; if (ch->hit < ch->max_hit) check_improve(ch,gsn_fast_healing,TRUE,8); } if (number < get_skill(ch,gsn_trance)) { gain += number * gain / 150; if (ch->mana < ch->max_mana) check_improve(ch,gsn_trance,TRUE,8); } switch ( ch->position ) { default: gain /= 4; break; case POS_SLEEPING: break; case POS_RESTING: gain /= 2; break; case POS_FIGHTING: gain /= 6; break; } if ( ch->pcdata->condition[COND_HUNGER] < 0 ) gain = 0; if ( ch->pcdata->condition[COND_THIRST] < 0 ) gain = 0; } gain = gain * ch->in_room->heal_rate / 100; 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) ) gain /=2 ; if (IS_AFFECTED(ch,AFF_SLOW) ) gain *=2 ; if (get_curr_stat(ch,STAT_CON) > 20 ) gain = ( gain * 14) / 10; if (IS_HARA_KIRI(ch)) gain *= 3; return UMIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; int number; if (ch->in_room == NULL) return 0; if ( IS_NPC(ch) ) { gain = 5 + ch->level; switch (ch->position) { default: gain /= 2; break; case POS_SLEEPING: gain = 3 * gain/2; break; case POS_RESTING: break; case POS_FIGHTING: gain /= 3; break; } } else { gain = get_curr_stat(ch,STAT_WIS) + (2 * get_curr_stat(ch,STAT_INT)) + ch->level; gain = (gain * class_table[ch->class].mana_rate) / 100; number = number_percent(); if (number < get_skill(ch,gsn_meditation)) { gain += number * gain / 100; if (ch->mana < ch->max_mana) check_improve(ch,gsn_meditation,TRUE,8); } if (number < get_skill(ch,gsn_trance)) { gain += number * gain / 100; if (ch->mana < ch->max_mana) check_improve(ch,gsn_trance,TRUE,8); } if (!class_table[ch->class].fMana) gain /= 2; switch ( ch->position ) { default: gain /= 4; break; case POS_SLEEPING: break; case POS_RESTING: gain /= 2; break; case POS_FIGHTING: gain /= 6; break; } if ( ch->pcdata->condition[COND_HUNGER] < 0 ) gain = 0; if ( ch->pcdata->condition[COND_THIRST] < 0 ) gain = 0; } gain = gain * ch->in_room->mana_rate / 100; if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE) gain = gain * ch->on->value[4] / 100; if ( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; if (IS_AFFECTED(ch, AFF_PLAGUE)) gain /= 8; if (IS_AFFECTED(ch,AFF_HASTE) ) gain /= 2 ; if (IS_AFFECTED(ch,AFF_SLOW) ) gain *= 2 ; if (get_curr_stat(ch,STAT_INT) > 20 ) gain = ( gain * 13) / 10; if (get_curr_stat(ch,STAT_WIS) > 20 ) gain = ( gain * 11) / 10; if (IS_HARA_KIRI(ch)) gain *= 3; return UMIN(gain, ch->max_mana - ch->mana); } int move_gain( CHAR_DATA *ch ) { int gain; if (ch->in_room == NULL) return 0; if ( IS_NPC(ch) ) { gain = ch->level; } else { gain = UMAX( 15, 2 * ch->level ); switch ( ch->position ) { case POS_SLEEPING: gain += 2 * (get_curr_stat(ch,STAT_DEX)); break; case POS_RESTING: gain += get_curr_stat(ch,STAT_DEX); break; } if ( ch->pcdata->condition[COND_HUNGER] < 0 ) gain = 3; if ( ch->pcdata->condition[COND_THIRST] < 0 ) gain = 3; } gain = gain * ch->in_room->heal_rate/100; 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) || IS_AFFECTED(ch,AFF_SLOW)) gain /=2 ; if (get_curr_stat(ch,STAT_DEX) > 20) gain *= (14 /10); if (IS_HARA_KIRI(ch)) gain *= 3; return UMIN(gain, ch->max_move - ch->move); } void gain_condition( CHAR_DATA *ch, int iCond, int value ) { int condition; int damage_hunger; int fdone; CHAR_DATA *vch,*vch_next; if ( value == 0 || IS_NPC(ch) || ch->level >= LEVEL_IMMORTAL) return; condition = ch->pcdata->condition[iCond]; ch->pcdata->condition[iCond] = URANGE( -6, condition + value, 96 ); if ( iCond == COND_FULL && (ch->pcdata->condition[COND_FULL] < 0) ) ch->pcdata->condition[COND_FULL] = 0; if ( (iCond == COND_DRUNK) && (condition < 1) ) ch->pcdata->condition[COND_DRUNK] = 0; if ( ch->pcdata->condition[iCond] < 1 && ch->pcdata->condition[iCond] > -6 ) { switch ( iCond ) { case COND_HUNGER: 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; case COND_BLOODLUST: if ( condition != 0 ) send_to_char( "You are hungry for blood.\n\r", ch ); break; case COND_DESIRE: if ( condition != 0 ) send_to_char( "You have missed your home.\n\r", ch ); break; } } if ( ch->pcdata->condition[iCond] == -6 && ch->level >= PK_MIN_LEVEL) { switch ( iCond ) { case COND_HUNGER: send_to_char( "You are starving!\n\r", ch ); act( "$n is starving!", ch, NULL, NULL, TO_ROOM ); damage_hunger = ch->max_hit * number_range(2, 4) / 100; if (!damage_hunger) damage_hunger = 1; damage( ch, ch, damage_hunger, TYPE_HUNGER, DAM_HUNGER, TRUE ); if ( ch->position == POS_SLEEPING ) return; break; case COND_THIRST: send_to_char( "You are dying of thrist!\n\r", ch ); act( "$n is dying of thirst!", ch, NULL, NULL, TO_ROOM ); damage_hunger = ch->max_hit * number_range(2, 4) / 100; if (!damage_hunger) damage_hunger = 1; damage( ch, ch, damage_hunger, TYPE_HUNGER, DAM_THIRST, TRUE ); if ( ch->position == POS_SLEEPING ) return; break; case COND_BLOODLUST: fdone = 0; send_to_char( "You are suffering from thrist of blood!\n\r",ch ); act("$n is suffering from thirst of blood!", ch,NULL,NULL,TO_ROOM ); if (ch->in_room && ch->in_room->people && !ch->fighting) { if (!IS_AWAKE(ch)) do_stand(ch,""); for ( vch = ch->in_room->people; vch != NULL && ch->fighting == NULL; vch = vch_next) { vch_next = vch->next_in_room; if ( ch != vch && can_see(ch,vch) && !is_safe_nomessage(ch,vch) ) { do_yell(ch,"BLOOD! I NEED BLOOD!"); do_murder(ch,vch->name); fdone = 1; } } } if (fdone) break; damage_hunger = ch->max_hit * number_range(2, 4) / 100; if (!damage_hunger) damage_hunger = 1; damage( ch, ch, damage_hunger, TYPE_HUNGER, DAM_THIRST, TRUE ); if ( ch->position == POS_SLEEPING ) return; break; case COND_DESIRE: send_to_char( "You want to go your home!\n\r", ch ); act( "$n desires for $s home!", ch, NULL, NULL, TO_ROOM ); if (ch->position >= POS_STANDING) move_char(ch,number_door(),FALSE); break; } } return; } /* * 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; OBJ_DATA *obj; /* Examine all mobs. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( IS_AFFECTED(ch, AFF_REGENERATION ) && ch->in_room != NULL ) { ch->hit = UMIN( ch->hit + ch->level / 10, ch->max_hit ); if ( RACE(ch) == 18 /* troll */ ) ch->hit = UMIN( ch->hit + ch->level / 10, ch->max_hit ); if (ch->hit != ch->max_hit) send_to_char("",ch); } if ( IS_AFFECTED(ch, AFF_CORRUPTION ) && ch->in_room != NULL ) { ch->hit -= ch->level / 10; if (ch->hit < 1) damage(ch,ch,1,gsn_witch_curse,DAM_NONE,FALSE); else send_to_char("",ch); } if ( !IS_NPC(ch) || ch->in_room == NULL || IS_AFFECTED(ch,AFF_CHARM) ) continue; if (IS_SET(ch->act,ACT_HUNTER) && ch->hunting) hunt_victim(ch); if (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; } if (ch->pIndexData->pShop != NULL) /* give him some gold */ if ((ch->gold * 100 + ch->silver) < ch->pIndexData->wealth) { ch->gold += ch->pIndexData->wealth * number_range(1,20)/5000000; ch->silver += ch->pIndexData->wealth * number_range(1,20)/50000; } /* * Potion useing and stuff for intelligent mobs */ if ( ch->position == POS_STANDING || ch->position == POS_RESTING || ch->position == POS_FIGHTING ) { if ( get_curr_stat(ch, STAT_INT ) > 15 && (ch->hit<ch->max_hit*0.9 || IS_AFFECTED(ch,AFF_BLIND) || IS_AFFECTED(ch,AFF_POISON) || IS_AFFECTED(ch,AFF_PLAGUE) || ch->fighting!=NULL) ) { for(obj=ch->carrying;obj!=NULL;obj=obj->next_content) if ( obj->item_type == ITEM_POTION ) { if ( ch->hit < ch->max_hit*0.9 ) /* hp curies */ { int cl; cl=potion_cure_level( obj ); if (cl > 0) { if ( ch->hit<ch->max_hit*0.5 && cl > 3 ) { do_quaff( ch, obj->name ); continue; } else if ( ch->hit<ch->max_hit*0.7 ) { do_quaff( ch, obj->name ); continue; } } } if ( IS_AFFECTED(ch,AFF_POISON) && potion_cure_poison(obj) ) { do_quaff( ch, obj->name ); continue; } if ( IS_AFFECTED(ch,AFF_PLAGUE) && potion_cure_disease(obj) ) { do_quaff( ch, obj->name ); continue; } if ( IS_AFFECTED(ch,AFF_BLIND) && potion_cure_blind(obj) ) { do_quaff( ch, obj->name ); continue; } if ( ch->fighting != NULL ) { int al; al = potion_arm_level( obj ); if ( ch->level-ch->fighting->level < 7 && al>3) { do_quaff( ch, obj->name ); continue; } if ( ch->level-ch->fighting->level < 8 && al>2 ) { do_quaff( ch, obj->name ); continue; } if ( ch->level-ch->fighting->level < 9 && al>1 ) { do_quaff( ch, obj->name ); continue; } if ( ch->level-ch->fighting->level < 10 && al>0 ) { do_quaff( ch, obj->name ); continue; } else continue; } } } } /* That's all for sleeping / busy monster, and empty zones */ if ( ch->position != POS_STANDING ) continue; if ( IS_SET(ch->progtypes,MPROG_AREA) && (ch->in_room->area->nplayer > 0)) (ch->pIndexData->mprogs->area_prog) (ch); 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_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 && !RIDDEN(ch) && ( 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 ) && ( !IS_SET(ch->act, ACT_OUTDOORS) || !IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS)) && ( !IS_SET(ch->act, ACT_INDOORS) || IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS))) { move_char( ch, door, FALSE ); } } return; } int potion_cure_level( OBJ_DATA *potion ) { int cl; int i; cl = 0; for (i=1;i<5;i++) { if ( skill_lookup("cure critical") == potion->value[i] ) cl += 3; if ( skill_lookup("cure light") == potion->value[i]) cl += 1; if ( skill_lookup("cure serious") == potion->value[i] ) cl += 2; if ( skill_lookup("heal") == potion->value[i]) cl += 4; } return(cl); } int potion_arm_level( OBJ_DATA *potion ) { int al; int i; al = 0; for (i=1;i<5;i++) { if ( skill_lookup("armor") == potion->value[i] ) al += 1; if ( skill_lookup("shield") == potion->value[i]) al += 1; if ( skill_lookup("stone skin") == potion->value[i] ) al += 2; if ( skill_lookup("sanctuary") == potion->value[i]) al += 4; if ( skill_lookup("protection") == potion->value[i]) al += 3; } return(al); } bool potion_cure_blind( OBJ_DATA *potion ) { int i; for (i=0;i<5;i++) { if (skill_lookup("cure blindness") == potion->value[i]) return(TRUE); } return(FALSE); } bool potion_cure_poison( OBJ_DATA *potion ) { int i; for (i=0;i<5;i++) { if (skill_lookup("cure poison") == potion->value[i] ) return(TRUE); } return(FALSE); } bool potion_cure_disease( OBJ_DATA *potion ) { int i; for (i=0;i<5;i++) { if (skill_lookup("cure disease") == potion->value[i] ) return(TRUE); } return(FALSE); } /* * 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; strcat( buf, "The day has begun.\n\r" ); break; case 6: weather_info.sunlight = SUN_RISE; strcat( buf, "The sun rises in the east.\n\r" ); break; case 19: weather_info.sunlight = SUN_SET; strcat( buf, "The sun slowly disappears in the west.\n\r" ); break; case 20: weather_info.sunlight = SUN_DARK; strcat( buf, "The night has begun.\n\r" ); break; case 24: time_info.hour = 0; time_info.day++; 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 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 ) ) { 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 clouds disappear.\n\r" ); weather_info.sky = SKY_CLOUDLESS; } break; case SKY_RAINING: if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 ) { strcat( buf, "Lightning 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 lightning has stopped.\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) ) send_to_char( buf, d->character ); } } return; } /* * Update all chars, including mobs. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *ch_quit; static time_t last_save_time = -1; ch_quit = NULL; /* update save counter */ save_number++; if (save_number > 29) save_number = 0; for ( ch = char_list; ch != NULL; ch = ch_next ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; ch_next = ch->next; /* reset hunters path find */ if (!IS_NPC(ch) && ch->cabal == CABAL_HUNTER) { if (number_percent() < get_skill(ch,gsn_path_find) ) { ch->endur += (get_skill(ch,gsn_path_find) / 2); check_improve(ch,gsn_path_find,TRUE,8); } else { check_improve(ch,gsn_path_find,FALSE,16); } } if (!IS_NPC(ch) && ch->cabal == CABAL_BATTLE) { if (!is_affected(ch,gsn_spellbane)) do_spellbane(ch,""); } /* Remove caltraps effect after fight off */ if (is_affected(ch,gsn_caltraps) && !ch->fighting) affect_strip(ch,gsn_caltraps); /* Remove vampire effect when morning. */ if (IS_VAMPIRE(ch) && (weather_info.sunlight == SUN_LIGHT || weather_info.sunlight == SUN_RISE) ) do_human(ch,""); /* Reset sneak for vampire */ if ( !(ch->fighting) && !IS_AFFECTED(ch,AFF_SNEAK) && IS_VAMPIRE(ch) && !MOUNTED(ch)) { send_to_char("You begin to sneak again.\n\r",ch); SET_BIT(ch->affected_by ,AFF_SNEAK); } if ( !(ch->fighting) && !IS_AFFECTED(ch,AFF_SNEAK) && (race_table[RACE(ch)].aff & AFF_SNEAK) && !MOUNTED(ch) ) send_to_char("You begin to sneak again.\n\r",ch); if ( !(ch->fighting) && !IS_AFFECTED(ch,AFF_HIDE) && (race_table[RACE(ch)].aff & AFF_HIDE) && !MOUNTED(ch) ) send_to_char("You step back into the shadows.\n\r",ch); SET_BIT(ch->affected_by, race_table[RACE(ch)].aff ); if (!IS_NPC(ch) && IS_SET(ch->act,PLR_CHANGED_AFF)) REMOVE_BIT(ch->affected_by,AFF_FLYING); if (MOUNTED(ch)) REMOVE_BIT(ch->affected_by,(C|D|P|Q)); if ( ch->timer > 20 && !IS_NPC(ch) ) ch_quit = ch; if ( ch->position >= POS_STUNNED ) { /* check to see if we need to go home */ if (IS_NPC(ch) && ch->zone != NULL && ch->zone != ch->in_room->area && ch->desc == NULL && ch->fighting == NULL && ch->progtypes==0 && !IS_AFFECTED(ch,AFF_CHARM) && ch->last_fought == NULL && !RIDDEN(ch) ) { if (ch->in_mind != NULL && ch->pIndexData->vnum > 100) back_home( ch ); else { act("$n wanders on home.",ch,NULL,NULL,TO_ROOM); extract_char(ch,TRUE); } continue; } 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; } if ( ch->position == POS_STUNNED ) update_pos( ch ); if ( !IS_NPC(ch) && ch->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 != 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 ); if ( ch->level < 10 ) { char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } } gain_condition( ch, COND_DRUNK, -1 ); if (ch->class == CLASS_VAMPIRE && ch->level > 10) gain_condition( ch,COND_BLOODLUST, -1); gain_condition( ch, COND_FULL, ch->size > SIZE_MEDIUM ? -4 : -2 ); if ( ch->in_room->sector_type == SECT_DESERT ) gain_condition( ch, COND_THIRST, -3 ); else gain_condition( ch, COND_THIRST, -1 ); gain_condition( ch, COND_HUNGER, ch->size > SIZE_MEDIUM ? -2 : -1); } 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 ); } } 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_affected(ch, gsn_witch_curse)) { AFFECT_DATA *af,witch; if (ch->in_room == NULL) continue; act("The witch curse makes $n feel $s life slipping away.\n\r", ch,NULL,NULL,TO_ROOM); send_to_char("The witch curse makes you feeling your life slipping away.\n\r",ch); for( af = ch->affected; af!= NULL; af = af->next) { if (af->type == gsn_witch_curse) break; } if (af == NULL) continue; if (af->level == 1) continue; witch.where = af->where; witch.type = af->type; witch.level = af->level; witch.duration = af->duration; witch.location = af->location; witch.modifier = af->modifier * 2; witch.bitvector = 0; affect_remove(ch, af); affect_to_char( ch ,&witch); ch->hit = UMIN(ch->hit,ch->max_hit); if (ch->hit < 1) { affect_strip(ch,gsn_witch_curse); damage(ch,ch,1,gsn_witch_curse,DAM_NONE,FALSE); } } if (IS_AFFECTED(ch, AFF_PLAGUE) && ch != NULL) { AFFECT_DATA *af, plague; CHAR_DATA *vch; int dam; if (ch->in_room == NULL) continue; act("$n writhes in agony as plague sores erupt from $s skin.", ch,NULL,NULL,TO_ROOM); send_to_char("You writhe in agony from the plague.\n\r",ch); for ( af = ch->affected; af != NULL; af = af->next ) { if (af->type == gsn_plague) break; } if (af == NULL) { REMOVE_BIT(ch->affected_by,AFF_PLAGUE); continue; } if (af->level == 1) continue; plague.where = TO_AFFECTS; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range(1,2 * plague.level); plague.location = APPLY_STR; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(plague.level + 2,vch,DAM_DISEASE) && !IS_IMMORTAL(vch) && !IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(2) == 0) { send_to_char("You feel hot and feverish.\n\r",vch); act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM); affect_join(vch,&plague); } } dam = UMIN(ch->level,af->level/5+1); ch->mana -= dam; ch->move -= dam; damage( ch, ch, dam, gsn_plague,DAM_DISEASE,FALSE); if (number_range(1, 100) < 70 ) damage( ch, ch, UMAX(ch->max_hit/20, 50), gsn_plague,DAM_DISEASE,TRUE); } else if ( IS_AFFECTED(ch, AFF_POISON) && ch != NULL && !IS_AFFECTED(ch,AFF_SLOW)) { AFFECT_DATA *poison; poison = affect_find(ch->affected,gsn_poison); if (poison != NULL) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); damage(ch,ch,poison->level/10 + 1,gsn_poison, DAM_POISON,TRUE); } } else if ( ch->position == POS_INCAP && number_range(0,1) == 0) { damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE); } else if ( ch->position == POS_MORTAL ) { damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE); } } /* * Autosave and autoquit. * Check that these chars still exist. */ if (last_save_time == -1 || current_time - last_save_time > 300) { last_save_time = current_time; for (ch = char_list; ch != NULL; ch = ch_next) { ch_next = ch->next; if ( !IS_NPC(ch) ) save_char_obj(ch); if ( ch == ch_quit || ch->timer > 20 ) do_quit(ch, ""); } } return; } void water_float_update( void ) { OBJ_DATA *obj_next; OBJ_DATA *obj; CHAR_DATA *ch; bool fChar; for ( obj = object_list; obj != NULL; obj = obj_next ) { obj_next = obj->next; if ( obj == NULL ) {dump_to_scr("NULL OBJ encounter!\n\r");break;} if ( obj->in_room == NULL ) continue; if ( IS_WATER( obj->in_room ) ) { fChar = FALSE; ch = obj->in_room->people; if (ch != NULL) fChar = TRUE; if (obj->water_float != -1) obj->water_float--; if (obj->water_float < 0) obj->water_float = -1; if (obj->item_type == ITEM_DRINK_CON) { obj->value[1] = URANGE( 1, obj->value[1]+8 , obj->value[0] ); if ( fChar ) { act( "$p makes bubbles on the water.", ch, obj, NULL, TO_CHAR); act( "$p makes bubbles on the water.", ch, obj, NULL, TO_ROOM); } obj->water_float = obj->value[0]-obj->value[1]; obj->value[2] = 0; } if ( obj->water_float == 0 ) { if ( ((obj->item_type == ITEM_CORPSE_NPC) || (obj->item_type == ITEM_CORPSE_PC) || (obj->item_type == ITEM_CONTAINER)) && fChar ) { act( "$p sinks down the water releasing some bubbles behind.", ch, obj, NULL, TO_CHAR ); act( "$p sinks down the water releasing some bubbles behind.", ch, obj, NULL, TO_ROOM ); } else if ( fChar ) { act( "$p sinks down the water.", ch, obj, NULL, TO_CHAR ); act( "$p sinks down the water.", ch, obj, NULL, TO_ROOM ); } extract_obj( obj ); continue; } } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *t_obj, *pit, *next_obj; AFFECT_DATA *paf, *paf_next; static int pit_count = 1; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; /* go through affects and decrement */ for ( paf = obj->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) { paf->duration--; if (number_range(0,4) == 0 && paf->level > 0) paf->level--; /* spell strength fades with time */ } else if ( paf->duration < 0 ) ; else { if ( paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_obj ) { if (obj->carried_by != NULL) { rch = obj->carried_by; act(skill_table[paf->type].msg_obj, rch,obj,NULL,TO_CHAR); } if (obj->in_room != NULL && obj->in_room->people != NULL) { rch = obj->in_room->people; act(skill_table[paf->type].msg_obj, rch,obj,NULL,TO_ALL); } } } affect_remove_obj( obj, paf ); } } for(t_obj = obj; t_obj->in_obj; t_obj = t_obj->in_obj); if (IS_SET(obj->progtypes,OPROG_AREA)) if ( ( t_obj->in_room != NULL && (t_obj->in_room->area->nplayer > 0)) || (t_obj->carried_by && t_obj->carried_by->in_room && t_obj->carried_by->in_room->area->nplayer > 0) ) (obj->pIndexData->oprogs->area_prog) (obj); if ( check_material( obj, "ice" ) ) { if ( obj->carried_by != NULL ) { if ( obj->carried_by->in_room->sector_type == SECT_DESERT ) if ( number_percent() < 40 ) { act( "The extreme heat melts $p.", obj->carried_by, obj, NULL, TO_CHAR ); extract_obj( obj ); continue; } } else if ( obj->in_room != NULL ) if ( obj->in_room->sector_type == SECT_DESERT ) if ( number_percent() < 50 ) { if ( obj->in_room->people != NULL ) { act( "The extreme heat melts $p.", obj->in_room->people, obj, NULL, TO_ROOM ); act( "The extreme heat melts $p.", obj->in_room->people, obj, NULL, TO_CHAR ); } extract_obj( obj ); continue; } } if ( !check_material( obj, "glass" ) && obj->item_type==ITEM_POTION) { if ( obj->carried_by != NULL ) { if ( obj->carried_by->in_room->sector_type == SECT_DESERT && !IS_NPC(obj->carried_by) ) if ( number_percent() < 20 ) { act( "$p evaporates.", obj->carried_by, obj, NULL, TO_CHAR ); extract_obj( obj ); continue; } } else if ( obj->in_room != NULL ) if ( obj->in_room->sector_type == SECT_DESERT ) if ( number_percent() < 30 ) { if ( obj->in_room->people != NULL ) { act( "$p evaporates by the extream heat.", obj->in_room->people, obj, NULL, TO_ROOM ); act( "$p evaporates by the extream heat.", obj->in_room->people, obj, NULL, TO_CHAR ); } extract_obj( obj ); continue; } } if ( obj->condition > -1 && (obj->timer <= 0 || --obj->timer > 0) ) continue; switch ( obj->item_type ) { default: message = "$p crumbles into dust."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_POTION: message = "$p has evaporated from disuse."; break; case ITEM_PORTAL: message = "$p fades out of existence."; break; case ITEM_CONTAINER: if (CAN_WEAR(obj,ITEM_WEAR_FLOAT)) if (obj->contains) message = "$p flickers and vanishes, spilling its contents on the floor."; else message = "$p flickers and vanishes."; else message = "$p crumbles into dust."; break; } if ( obj->carried_by != NULL ) { if (IS_NPC(obj->carried_by) && obj->carried_by->pIndexData->pShop != NULL) obj->carried_by->silver += obj->cost/5; else { act( message, obj->carried_by, obj, NULL, TO_CHAR ); if ( obj->wear_loc == WEAR_FLOAT) act(message,obj->carried_by,obj,NULL,TO_ROOM); } } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { if (! (obj->in_obj && obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(obj->in_obj,ITEM_TAKE))) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } } pit_count = ++pit_count % 120; /* more or less an hour */ if (obj->pIndexData->vnum == OBJ_VNUM_PIT && pit_count == 121) { for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj(t_obj); extract_obj(t_obj); } } if ((obj->item_type == ITEM_CORPSE_PC || obj->wear_loc == WEAR_FLOAT) && obj->contains) { /* save the contents */ OBJ_DATA *t_obj, *next_obj; for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj(t_obj); if (obj->in_obj) /* in another object */ obj_to_obj(t_obj,obj->in_obj); else if (obj->carried_by) /* carried */ if (obj->wear_loc == WEAR_FLOAT) if (obj->carried_by->in_room == NULL) extract_obj(t_obj); else obj_to_room(t_obj,obj->carried_by->in_room); else obj_to_char(t_obj,obj->carried_by); else if (obj->in_room == NULL) /* destroy it */ extract_obj(t_obj); else { /* to the pit */ for (pit = get_room_index(obj->altar)->contents; pit != NULL && pit->pIndexData->vnum != obj->pit; pit = pit->next); if (pit == NULL) obj_to_room(t_obj,obj->in_room); else obj_to_obj(t_obj,pit); } } } 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 */ void aggr_update( void ) { CHAR_DATA *wch; CHAR_DATA *wch_next; CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; for ( wch = char_list; wch != NULL; wch = wch_next ) { wch_next = wch->next; if (IS_AWAKE(wch) && IS_AFFECTED(wch,AFF_BLOODTHIRST) && wch->fighting == NULL) { for ( vch = wch->in_room->people; vch != NULL && wch->fighting == NULL; vch = vch_next) { vch_next = vch->next_in_room; if ( wch != vch && can_see(wch,vch) && !is_safe_nomessage(wch,vch) ) { act_color("$CMORE BLOOD! MORE BLOOD! MORE BLOOD!!!$c", wch,NULL,NULL,TO_CHAR,POS_RESTING,CLR_RED); do_murder(wch,vch->name); } } } if ( IS_NPC(wch) || wch->level >= LEVEL_IMMORTAL || wch->in_room == NULL || wch->in_room->area->empty) continue; 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) && (ch->last_fought == NULL)) || IS_SET(ch->in_room->room_flags,ROOM_SAFE) || IS_AFFECTED(ch,AFF_CALM) || ch->fighting != NULL || RIDDEN(ch) || 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_safe_nomessage(ch,wch)) continue; /* Mad mob attacks! */ if ( ch->last_fought == wch && !IS_AFFECTED(ch,AFF_SCREAM)) { sprintf(buf,"%s! Now you die!", (is_affected(wch,gsn_doppelganger) && !IS_SET(ch->act,PLR_HOLYLIGHT))? PERS(wch->doppel,ch) : PERS(wch,ch)); do_yell(ch,buf); wch = check_guard(wch, ch); multi_hit(ch,wch,TYPE_UNDEFINED); continue; } if (ch->last_fought != NULL) 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 ) && vch->class != CLASS_VAMPIRE /* do not attack vampires */ && !(IS_GOOD(ch) && IS_GOOD(vch)) ) /* good vs good :( */ { if ( number_range( 0, count ) == 0 ) victim = vch; count++; } } if ( victim == NULL ) continue; if ( !is_safe_nomessage( ch, victim ) ) { victim = check_guard(victim, ch); 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_music; static int pulse_water_float; static int pulse_raffect; static int pulse_track; if ( --pulse_area <= 0 ) { wiznet("AREA & ROOM TICK!",NULL,NULL,WIZ_TICKS,0,0); pulse_area = PULSE_AREA; area_update ( ); room_update ( ); } if ( --pulse_music <= 0 ) { pulse_music = PULSE_MUSIC; /* song_update(); */ } if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); light_update ( ); } if ( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; violence_update ( ); } if ( --pulse_water_float <= 0 ) { pulse_water_float = PULSE_WATER_FLOAT; water_float_update( ); } if ( --pulse_raffect <= 0 ) { pulse_raffect = PULSE_RAFFECT; room_affect_update( ); } if ( --pulse_track <= 0 ) { pulse_track = PULSE_TRACK; track_update( ); } if ( --pulse_point <= 0 ) { wiznet("CHAR TICK!",NULL,NULL,WIZ_TICKS,0,0); pulse_point = PULSE_TICK; weather_update ( ); char_update ( ); quest_update ( ); obj_update ( ); check_reboot ( ); /* room counting */ { CHAR_DATA *ch; for (ch = char_list; ch != NULL; ch = ch->next) if (!IS_NPC(ch) && ch->in_room != NULL) ch->in_room->area->count = UMIN(ch->in_room->area->count+1,5000000); } } aggr_update( ); auction_update( ); tail_chain( ); return; } void light_update( void ) { CHAR_DATA *ch; int dam_light; DESCRIPTOR_DATA *d; for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected != CON_PLAYING ) continue; ch = (d->original != NULL) ? d->original : d->character; if (IS_IMMORTAL(ch) ) continue; if ( ch->class != CLASS_VAMPIRE) continue; /* also checks vampireness */ if ( (dam_light = isn_dark_safe(ch)) == 0 ) continue; if (dam_light != 2 && number_percent() < get_skill(ch,gsn_light_res)) { check_improve(ch,gsn_light_res,TRUE,32); continue; } if (dam_light == 1) send_to_char("The light in the room disturbs you.\n\r",ch); else send_to_char("Sun light disturbs you.\n\r",ch); dam_light = ( ch->max_hit * 4 )/ 100; if (!dam_light) dam_light = 1; damage(ch, ch, dam_light, TYPE_HUNGER, DAM_LIGHT_V , TRUE); if ( ch->position == POS_STUNNED ) update_pos( ch ); if (number_percent() < 10) gain_condition( ch, COND_DRUNK, -1 ); } return; } void room_update( void ) { ROOM_INDEX_DATA *room; ROOM_INDEX_DATA *room_next; for ( room = top_affected_room; room ; room = room_next ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; room_next = room->aff_next; for ( paf = room->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 shouldn't fade with time because checks safe_rpsell with af->level */ } 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( skill_table[paf->type].msg_off, ch ); send_to_char( "\n\r", ch ); } */ } affect_remove_room( room, paf ); } } } return; } void room_affect_update( void ) { ROOM_INDEX_DATA *room; ROOM_INDEX_DATA *room_next; for ( room = top_affected_room; room ; room = room_next ) { room_next = room->aff_next; while (IS_ROOM_AFFECTED(room, AFF_ROOM_PLAGUE) && room->people != NULL) { AFFECT_DATA *af, plague; CHAR_DATA *vch; for ( af = room->affected; af != NULL; af = af->next ) { if (af->type == gsn_black_death) break; } if (af == NULL) { REMOVE_BIT(room->affected_by,AFF_ROOM_PLAGUE); break; } if (af->level == 1) af->level = 2; plague.where = TO_AFFECTS; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range(1,((plague.level/2)+1)); plague.location = APPLY_NONE; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for ( vch = room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(plague.level ,vch,DAM_DISEASE) && !IS_IMMORTAL(vch) && !is_safe_rspell(af->level,vch) && !IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(3) == 0) { send_to_char("You feel hot and feverish.\n\r",vch); act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM); affect_join(vch,&plague); } } break; } while (IS_ROOM_AFFECTED(room, AFF_ROOM_POISON) && room->people != NULL) { AFFECT_DATA *af, paf; CHAR_DATA *vch; for ( af = room->affected; af != NULL; af = af->next ) { if (af->type == gsn_deadly_venom) break; } if (af == NULL) { REMOVE_BIT(room->affected_by,AFF_ROOM_POISON); break; } if (af->level == 1) af->level = 2; paf.where = TO_AFFECTS; paf.type = gsn_poison; paf.level = af->level - 1; paf.duration = number_range(1,((paf.level/5)+1)); paf.location = APPLY_NONE; paf.modifier = -5; paf.bitvector = AFF_POISON; for ( vch = room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(paf.level ,vch,DAM_POISON) && !IS_IMMORTAL(vch) && !is_safe_rspell(af->level,vch) && !IS_AFFECTED(vch,AFF_POISON) && number_bits(3) == 0) { send_to_char("You feel very sick.\n\r",vch); act("$n looks very ill.",vch,NULL,NULL,TO_ROOM); affect_join(vch,&paf); } } break; } while (IS_ROOM_AFFECTED(room, AFF_ROOM_SLOW) && room->people != NULL) { AFFECT_DATA *af, paf; CHAR_DATA *vch; for ( af = room->affected; af != NULL; af = af->next ) { if (af->type == gsn_lethargic_mist) break; } if (af == NULL) { REMOVE_BIT(room->affected_by,AFF_ROOM_SLOW); break; } if (af->level == 1) af->level = 2; paf.where = TO_AFFECTS; paf.type = gsn_slow; paf.level = af->level - 1; paf.duration = number_range(1,((paf.level/5)+1)); paf.location = APPLY_NONE; paf.modifier = -5; paf.bitvector = AFF_SLOW; for ( vch = room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(paf.level ,vch,DAM_OTHER) && !IS_IMMORTAL(vch) && !is_safe_rspell(af->level,vch) && !IS_AFFECTED(vch,AFF_SLOW) && number_bits(3) == 0) { send_to_char("You start to move less quickly.\n\r",vch); act("$n is moving less quickly.",vch,NULL,NULL,TO_ROOM); affect_join(vch,&paf); } } break; } while (IS_ROOM_AFFECTED(room, AFF_ROOM_SLEEP) && room->people != NULL) { AFFECT_DATA *af, paf; CHAR_DATA *vch; for ( af = room->affected; af != NULL; af = af->next ) { if (af->type == gsn_mysterious_dream) break; } if (af == NULL) { REMOVE_BIT(room->affected_by,AFF_ROOM_SLEEP); break; } if (af->level == 1) af->level = 2; paf.where = TO_AFFECTS; paf.type = gsn_sleep; paf.level = af->level - 1; paf.duration = number_range(1,((paf.level/10)+1)); paf.location = APPLY_NONE; paf.modifier = -5; paf.bitvector = AFF_SLEEP; for ( vch = room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(paf.level - 4,vch,DAM_CHARM) && !IS_IMMORTAL(vch) && !is_safe_rspell(af->level,vch) && !(IS_NPC(vch) && IS_SET(vch->act,ACT_UNDEAD) ) && !IS_AFFECTED(vch,AFF_SLEEP) && number_bits(3) == 0) { if (IS_AWAKE(vch)) { send_to_char("You feel very sleepy.......zzzzzz.\n\r",vch); act("$n goes to sleep.",vch,NULL,NULL,TO_ROOM); vch->position = POS_SLEEPING; } affect_join(vch,&paf); } } break; } while (IS_ROOM_AFFECTED(room, AFF_ROOM_ESPIRIT) && room->people != NULL) { AFFECT_DATA *af, paf; CHAR_DATA *vch; for ( af = room->affected; af != NULL; af = af->next ) { if (af->type == gsn_evil_spirit) break; } if (af == NULL) { REMOVE_BIT(room->affected_by,AFF_ROOM_ESPIRIT); break; } if (af->level == 1) af->level = 2; paf.where = TO_AFFECTS; paf.type = gsn_evil_spirit; paf.level = af->level; paf.duration = number_range(1,(paf.level/30)); paf.location = APPLY_NONE; paf.modifier = 0; paf.bitvector = 0; for ( vch = room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(paf.level + 2,vch,DAM_MENTAL) && !IS_IMMORTAL(vch) && !is_safe_rspell(af->level,vch) && !is_affected(vch,gsn_evil_spirit) && number_bits(3) == 0) { send_to_char("You feel worse than ever.\n\r",vch); act("$n looks more evil.",vch,NULL,NULL,TO_ROOM); affect_join(vch,&paf); } } break; } /* new ones here while (IS_ROOM_AFFECTED(room, AFF_ROOM_) && room->people != NULL) { AFFECT_DATA *af, paf; CHAR_DATA *vch; for ( af = room->affected; af != NULL; af = af->next ) { if (af->type == gsn_) break; } if (af == NULL) { REMOVE_BIT(room->affected_by,AFF_ROOM_); break; } if (af->level == 1) af->level = 2; paf.where = TO_AFFECTS; paf.type = gsn_; paf.level = af->level - 1; paf.duration = number_range(1,((paf.level/5)+1)); paf.location = APPLY_NONE; paf.modifier = -5; paf.bitvector = AFF_; for ( vch = room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(paf.level + 2,vch,DAM_) && !IS_IMMORTAL(vch) && !is_safe_rspell(af->level,vch) && !IS_AFFECTED(vch,AFF_) && number_bits(3) == 0) { send_to_char("You feel hot and feverish.\n\r",vch); act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM); affect_join(vch,&paf); } } break; } */ } return; } void check_reboot( void ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; switch(reboot_counter) { case -1: break; case 0: reboot_anatolia(); return; case 1: case 2: case 3: case 4: case 5: case 10: case 15: sprintf(buf,"\007***** REBOOT IN %i MINUTES *****\007\n\r",reboot_counter); for (d = descriptor_list; d != NULL; d = d->next) write_to_buffer(d,buf,0); default: reboot_counter--; break; } } void track_update( void ) { CHAR_DATA *ch, *ch_next; char buf[MAX_STRING_LENGTH]; for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if (IS_NPC(ch) && !IS_AFFECTED(ch,AFF_CALM) && !IS_AFFECTED(ch,AFF_CHARM) && ch->fighting == NULL && ch->in_room != NULL && IS_AWAKE(ch) && !IS_SET(ch->act,ACT_NOTRACK) && !RIDDEN(ch) && !IS_AFFECTED(ch,AFF_SCREAM) ) { if ( ch->last_fought != NULL && ch->in_room != ch->last_fought->in_room ) do_track(ch,ch->last_fought->name); else if (ch->in_mind != NULL) { CHAR_DATA *vch,*vch_next; for (vch = ch->in_room->people; vch!=NULL; vch = vch_next) { vch_next = vch->next_in_room; if ( !IS_IMMORTAL(vch) && can_see(ch,vch) && !is_safe_nomessage(ch,vch) && is_name(vch->name,ch->in_mind) ) { sprintf(buf,"So we meet again, %s",vch->name); do_yell(ch,buf); do_murder(ch,vch->name); } } } } } }