/***************************************************************************
* 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);
}
}
}
}
}
}