/***************************************************************************
* 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. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.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 ) );
void ww_update args( ( void ) );
void gain_exp( CHAR_DATA *ch, int gain )
{
CHAR_DATA *mount = NULL;
CHAR_DATA *master = NULL;
if ( IS_NPC(ch) && (mount = ch->mount) != NULL && !IS_NPC(mount))
{
if ( (master = ch->master) == NULL || master != mount )
mount->exp += gain;
}
if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) )
ch->exp += gain;
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA *ch )
{
int gain;
int conamount;
if ( IS_NPC(ch) )
{
gain = ch->level;
}
else
{
if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0;
gain = number_range( 10, 20 );
if ((conamount = (get_curr_con(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING: gain *= conamount * 0.5; break;
case POS_SLEEPING: gain *= conamount; break;
case POS_RESTING: gain *= conamount * 0.5; break;
case POS_GNOSIS: gain = 600; break;
}
}
if ( ch->pcdata->condition[COND_FULL] == 0 && !IS_HERO(ch) )
gain *= 0.5;
if ( ch->pcdata->condition[COND_THIRST] == 0 && !IS_HERO(ch) )
gain *= 0.5;
}
if ( IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_FLAMING))
gain *= 0.25;
return UMIN(gain, ch->max_hit - ch->hit);
}
int mana_gain( CHAR_DATA *ch )
{
int gain;
int intamount;
if ( IS_NPC(ch) )
{
gain = ch->level;
}
else
{
if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0;
gain = number_range( 10, 20 );
if ((intamount = (get_curr_int(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING: gain *= intamount * ch->level; break;
case POS_SLEEPING: gain *= intamount; break;
case POS_RESTING: gain *= intamount * 0.5; break;
case POS_GNOSIS: gain = 450; break;
}
}
if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 )
gain *= 0.5;
}
if ( IS_AFFECTED( ch, AFF_POISON ) || IS_AFFECTED(ch, AFF_FLAMING) )
gain *= 0.25;
return UMIN(gain, ch->max_mana - ch->mana);
}
int move_gain( CHAR_DATA *ch )
{
int gain;
int dexamount;
if ( IS_NPC(ch) )
{
gain = ch->level;
}
else
{
if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0;
gain = number_range( 10, 20 );
if ((dexamount = (get_curr_dex(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING: gain *= dexamount * 0.5; break;
case POS_SLEEPING: gain *= dexamount; break;
case POS_RESTING: gain *= dexamount * 0.5; break;
case POS_GNOSIS: gain = 600; break;
}
}
if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 )
gain *= 0.5;
}
if ( IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_FLAMING) )
gain *= 0.25;
return UMIN(gain, ch->max_move - ch->move);
}
void gain_condition( CHAR_DATA *ch, int iCond, int value )
{
int condition;
if ( value == 0 || IS_NPC(ch) )
return;
if (!IS_NPC(ch) && IS_HERO(ch) && !IS_CLASS(ch, CLASS_VAMPIRE)
&& iCond != COND_DRUNK)
return;
condition = ch->pcdata->condition[iCond];
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );
else
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 100 );
if ( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
case COND_FULL:
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
send_to_char( "You are REALLY hungry.\n\r", ch );
act( "You hear $n's stomach rumbling.", ch, NULL, NULL, TO_ROOM );
}
break;
case COND_THIRST:
if (!IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char( "You are REALLY thirsty.\n\r", ch );
else if (ch->hit > 0)
{
send_to_char( "You are DYING from lack of blood!\n\r", ch );
act( "$n gets a hungry look in $s eyes.", ch, NULL, NULL, TO_ROOM );
ch->hit = ch->hit - number_range(2,5);
if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch);
if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
}
break;
case COND_DRUNK:
if ( condition != 0 )
send_to_char( "You are sober.\n\r", ch );
break;
}
}
else if ( ch->pcdata->condition[iCond] < 10 )
{
switch ( iCond )
{
case COND_FULL:
if (!IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char( "You feel hungry.\n\r", ch );
break;
case COND_THIRST:
if (!IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char( "You feel thirsty.\n\r", ch );
else
{
send_to_char( "You crave blood.\n\r", ch );
if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch);
if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75)
&& !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
}
break;
}
}
return;
}
/*
* Mob autonomous action.
* This function takes 25% to 35% of ALL Merc cpu time.
* -- Furey
*/
void mobile_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
EXIT_DATA *pexit;
char buf[MAX_STRING_LENGTH];
int location;
int door;
int chance;
/* Examine all mobs. */
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ch->in_room == NULL ) continue;
if ( ch->hunting != NULL && ch->hunting != '\0' &&
strlen(ch->hunting) > 1 )
{
check_hunt( ch, 0 );
continue;
}
if ( !IS_NPC(ch) )
{
if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1)
{
send_to_char("You hiccup loudly.\n\r",ch);
act("$n hiccups.",ch,NULL,NULL,TO_ROOM);
}
/* Safe room kicker */
chance = ch->race;
if (chance > 25) chance = 25;
if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)
&& (ch->trust < MAX_LEVEL)
&& (ch->level > 2)
&& (ch->level < 7)
&& number_range(1,(35 - chance)) == 1
&& ch->in_room != get_room_index(ROOM_VNUM_LIMBO )
&& ch->race != 0
&& (ch->in_room->vnum != 50)
&& (ch->in_room->vnum != ROOM_VNUM_PUNISHMENT)
&& (ch->in_room->vnum != ROOM_VNUM_CHAT)
&& (ch->position != POS_STUNNED)
&& ch->hit > (ch->max_hit * 0.30) )
{
location = number_range(3001,3035);
act( "A powerful force rips $n from this room!", ch, NULL, NULL, TO_ROOM );
send_to_char("A powerful force rips your atoms apart, and reassembles them elsewhere.\n\r",ch);
char_from_room( ch );
char_to_room( ch, get_room_index(location) );
sprintf( buf, "The gods are displeased with %s's cowardice!", ch->name );
do_info(ch,buf);
if ( IS_EXTRA(ch, EXTRA_OSWITCH) && IS_CLASS(ch, CLASS_DEMON) ) do_humanform (ch,"");
ch->position = POS_STUNNED;
ch->move = 0;
act( "A powerful force reassembles $n's atoms in a flash of light!", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
}
/* End safe room kicker */
/* Mud sex */
if (ch->pcdata->stage[0] > 0 || ch->pcdata->stage[2] > 0)
{
CHAR_DATA *vch;
if (ch->pcdata->stage[1] > 0 && ch->pcdata->stage[2] >= 225)
{
ch->pcdata->stage[2] += 1;
if ( ( vch = ch->pcdata->partner ) != NULL &&
!IS_NPC(vch) && vch->pcdata->partner == ch &&
((vch->pcdata->stage[2] >= 200 && vch->sex == SEX_FEMALE) ||
(ch->pcdata->stage[2] >= 200 && ch->sex == SEX_FEMALE)))
{
if (ch->in_room != vch->in_room) continue;
if (vch->pcdata->stage[2] >= 225 &&
ch->pcdata->stage[2] >= 225 &&
vch->pcdata->stage[2] < 240 &&
ch->pcdata->stage[2] < 240)
{
ch->pcdata->stage[2] = 240;
vch->pcdata->stage[2] = 240;
}
if (ch->sex == SEX_MALE && vch->pcdata->stage[2] >= 240)
{
act("You thrust deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_CHAR);
act("$n thrusts deeply between your warm, damp thighs.",ch,NULL,vch,TO_VICT);
act("$n thrusts deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_NOTVICT);
if (vch->pcdata->stage[2] > ch->pcdata->stage[2])
ch->pcdata->stage[2] = vch->pcdata->stage[2];
}
else if (ch->sex == SEX_FEMALE && vch->pcdata->stage[2] >= 240)
{
act("You squeeze your legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_CHAR);
act("$n squeezes $s legs tightly around you, moaning loudly.",ch,NULL,vch,TO_VICT);
act("$n squeezes $s legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_NOTVICT);
if (vch->pcdata->stage[2] > ch->pcdata->stage[2])
ch->pcdata->stage[2] = vch->pcdata->stage[2];
}
}
if (ch->pcdata->stage[2] >= 250)
{
if ( ( vch = ch->pcdata->partner ) != NULL &&
!IS_NPC(vch) && vch->pcdata->partner == ch &&
ch->in_room == vch->in_room)
{
vch->pcdata->stage[2] = 250;
if (ch->sex == SEX_MALE)
{
stage_update(ch,vch,2);
stage_update(vch,ch,2);
}
else
{
stage_update(vch,ch,2);
stage_update(ch,vch,2);
}
ch->pcdata->stage[0] = 0;
vch->pcdata->stage[0] = 0;
if (!IS_EXTRA(ch, EXTRA_EXP))
{
send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 100000 exp!\n\r",ch);
SET_BIT(ch->extra, EXTRA_EXP);
ch->exp += 100000;
}
if (!IS_EXTRA(vch, EXTRA_EXP))
{
send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 100000 exp!\n\r",vch);
SET_BIT(vch->extra, EXTRA_EXP);
vch->exp += 100000;
}
}
}
}
else
{
if (ch->pcdata->stage[0] > 0 && ch->pcdata->stage[2] < 1 &&
ch->position != POS_RESTING)
{
if (ch->pcdata->stage[0] > 1)
ch->pcdata->stage[0] -= 1;
else
ch->pcdata->stage[0] = 0;
}
else if (ch->pcdata->stage[2]>0 && ch->pcdata->stage[0] < 1)
{
if (ch->pcdata->stage[2] > 10)
ch->pcdata->stage[2] -= 10;
else
ch->pcdata->stage[2] = 0;
if (ch->sex == SEX_MALE && ch->pcdata->stage[2] == 0)
send_to_char("You feel fully recovered.\n\r",ch);
}
}
}
/* End mud sex */
/* Class regeneration */
if (IS_CLASS(ch, CLASS_VAMPIRE) && IS_HERO(ch))
{
if ( ch->position == POS_FIGHTING && ch->pcdata->stats[UNI_RAGE] > 0
&& ch->pcdata->stats[UNI_RAGE] < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER) )
ch->pcdata->stats[UNI_RAGE] += 1;
else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
ch->pcdata->stats[UNI_RAGE] -= 1;
if (ch->pcdata->stats[UNI_RAGE] < 1) continue;
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch, 1);
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
reg_mend(ch);
}
else if (IS_CLASS(ch, CLASS_HIGHLANDER) && IS_HERO(ch))
{
highlander_regen(ch, 6);
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
reg_mend(ch);
}
}
else if (IS_CLASS(ch, CLASS_WEREWOLF) && IS_HERO(ch))
{
if (ch->position == POS_GNOSIS)
{ /* Gnosis regeneration */
if ( ch->hit < ch->max_hit )
ch->hit += hit_gain(ch);
if ( ch->mana < ch->max_mana )
ch->mana += mana_gain(ch);
if ( ch->move < ch->max_move )
ch->move += move_gain(ch);
}
else if (ch->position == POS_FIGHTING && !IS_ITEMAFF(ch, ITEMA_RAGER))
{
if (ch->pcdata->stats[UNI_RAGE] < 300)
ch->pcdata->stats[UNI_RAGE] += number_range(5,10);
if (ch->pcdata->stats[UNI_RAGE] < 300 && ch->pcdata->powers[WPOWER_WOLF] > 3)
ch->pcdata->stats[UNI_RAGE] += number_range(5,10);
if (!IS_SET(ch->special, SPC_WOLFMAN) &&
ch->pcdata->stats[UNI_RAGE] >= 100)
do_werewolf(ch,"");
}
else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
{
ch->pcdata->stats[UNI_RAGE] -= 1;
if (ch->pcdata->stats[UNI_RAGE] < 100) do_unwerewolf(ch,"");
}
werewolf_regen(ch, 1);
if (ch->position == POS_SLEEPING &&
ch->pcdata->powers[WPOWER_BEAR] > 3 && ch->hit > 0)
werewolf_regen(ch, 5);
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
reg_mend(ch);
}
}
else if (IS_CLASS(ch, CLASS_DEMON) && IS_HERO(ch) )
{
if ( ch->in_room != NULL && ch->in_room->vnum != 30000
&& ( ch->position == POS_STUNNED
|| ch->position == POS_INCAP
|| ch->position == POS_MORTAL ))
{
werewolf_regen(ch, 1);
}
else if (ch->in_room != NULL && ch->in_room->vnum == 30000)
{
werewolf_regen(ch, 1);
if (ch->hit > 0 && ch->clan[0] != '\0')
werewolf_regen(ch, 8);
else if (ch->hit > 0)
werewolf_regen(ch, 5);
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
reg_mend(ch);
}
}
}
else if ( IS_ITEMAFF(ch, ITEMA_REGENERATE) || !IS_NPC(ch) )
{
werewolf_regen(ch, 1);
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
reg_mend(ch);
}
}
else if ((IS_CLASS(ch, CLASS_MAGE))
&& IS_HERO(ch) && ch->in_room != NULL
&& ( (ch->position == POS_STUNNED )
|| ( ch->position == POS_INCAP )
|| ( ch->position == POS_MORTAL )))
{
werewolf_regen(ch, 1);
}
else if (IS_ITEMAFF(ch, ITEMA_BODYREGEN))
{
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
reg_mend(ch);
}
}
continue;
}
if ( IS_AFFECTED(ch, AFF_CHARM) ) continue;
/* Examine call for special procedure */
if ( ch->spec_fun != 0 )
{
if ( (*ch->spec_fun) ( ch ) )
continue;
if (ch == NULL) continue;
}
/* That's all for sleeping / busy monster */
if ( ch->position != POS_STANDING )
continue;
/* Scavenge */
if ( IS_SET(ch->act, ACT_SCAVENGER)
&& ch->in_room->contents != NULL
&& number_bits( 2 ) == 0 )
{
OBJ_DATA *obj;
OBJ_DATA *obj_best;
int max;
max = 1;
obj_best = 0;
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( IS_SET(obj->quest, QUEST_ARTIFACT) ||
contains_quest_bit(obj, QUEST_ARTIFACT) )
continue;
if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max )
{
obj_best = obj;
max = obj->cost;
}
}
if ( obj_best )
{
obj_from_room( obj_best );
obj_to_char( obj_best, ch );
act( "$n picks $p up.", ch, obj_best, NULL, TO_ROOM );
act( "You pick $p up.", ch, obj_best, NULL, TO_CHAR );
}
}
/* Wander */
if ( !IS_SET(ch->act, ACT_SENTINEL)
&& ( door = number_bits( 5 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->to_room != NULL
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
&& ( ch->hunting == NULL || strlen(ch->hunting) < 2 )
&& ( (!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900)
|| pexit->to_room->area == ch->in_room->area ) )
{
move_char( ch, door );
}
/* Flee */
if ( ch->hit < ch->max_hit / 2
&& ( door = number_bits( 3 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->to_room != NULL
&& !IS_AFFECTED(ch, AFF_WEBBED)
&& ch->level < 900
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) )
{
CHAR_DATA *rch;
bool found;
found = FALSE;
for ( rch = pexit->to_room->people;
rch != NULL;
rch = rch->next_in_room )
{
if ( !IS_NPC(rch) )
{
found = TRUE;
break;
}
}
if ( !found )
move_char( ch, door );
}
}
return;
}
/*
* Update the weather.
*/
void weather_update( void )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
CHAR_DATA *ch = NULL;
int diff;
bool char_up;
buf[0] = '\0';
switch ( ++time_info.hour )
{
case 5:
weather_info.sunlight = SUN_RISE;
strcat( buf, "The day has begun.\n\r" );
break;
case 6:
weather_info.sunlight = SUN_LIGHT;
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 21:
switch ( moon_phase(time_info.lunar_day) )
{
case PHASE_CRESCENT:
strcat( buf, "A crescent moon rises.\r\n" );
break;
case PHASE_HALF:
strcat( buf, "The half moon rises.\r\n" );
break;
case PHASE_GIBBOUS:
strcat( buf, "The bright gibbous moon rises above the horizon.\r\n" );
break;
case PHASE_FULL:
strcat( buf, "The silvery full moon rises.\r\n" );
break;
}
break;
case 24:
time_info.hour = 0;
time_info.day++;
time_info.lunar_day++;
for ( d = descriptor_list; d != NULL; d = d->next )
{
char_up = FALSE;
if ( d->connected == CON_PLAYING
&& (ch = d->character) != NULL
&& !IS_NPC(ch))
{
send_to_char( "You hear a clock in the distance strike midnight.\n\r",ch);
if ( IS_CLASS(ch, CLASS_VAMPIRE) )
{
if (ch->hit < ch->max_hit)
{ ch->hit = ch->max_hit; char_up = TRUE; }
if (ch->mana < ch->max_mana)
{ ch->mana = ch->max_mana; char_up = TRUE; }
if (ch->move < ch->max_move)
{ ch->move = ch->max_move; char_up = TRUE; }
if ((ch->position = POS_MORTAL) || (ch->position = POS_INCAP)
|| (ch->position = POS_STUNNED))
{ch->position = POS_STANDING; char_up = TRUE; }
if (char_up) send_to_char( "You feel the strength of the kindred flow through your veins!\n\r", ch );
}
}
}
break;
}
if ( time_info.lunar_day > 28 )
time_info.lunar_day = 1;
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.
* This function is performance sensitive.
*/
void char_update( void )
{
DESCRIPTOR_DATA *d;
DESCRIPTOR_DATA *d_next;
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *ch_save;
CHAR_DATA *ch_quit;
bool is_obj;
bool drop_out = FALSE;
bool already_saved = TRUE;
bool already_quit = TRUE;
time_t save_time;
int i;
save_time = current_time;
ch_save = NULL;
ch_quit = NULL;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
ch_next = ch->next;
if (!IS_NPC(ch) && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH)))
is_obj = TRUE;
else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
{
is_obj = TRUE;
SET_BIT(ch->extra, EXTRA_OSWITCH);
}
else
is_obj = FALSE;
/*
* Find dude with oldest save time.
*/
if ( !IS_NPC(ch)
&& ( ch->desc == NULL || ch->desc->connected == CON_PLAYING )
&& ch->level >= 2
&& ch->save_time < save_time )
{
ch_save = ch;
save_time = ch->save_time;
already_saved = FALSE;
}
if ( ch->position > POS_STUNNED && !is_obj)
{
if ( ch->hit < ch->max_hit )
ch->hit += hit_gain(ch);
if ( ch->mana < ch->max_mana )
ch->mana += mana_gain(ch);
if ( ch->move < ch->max_move )
ch->move += move_gain(ch);
}
if ( ch->position == POS_STUNNED && !is_obj)
{
ch->hit = ch->hit + number_range(2,4);
update_pos( ch );
}
/* PC_DATA TimerData stuff by Puck */
if (!IS_NPC(ch))
for ( i = 0; i < 5; i++ )
if (ch->pcdata->timer[i] > 0) ch->pcdata->timer[i]--;
/* End */
if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL)
{
OBJ_DATA *obj;
int blood;
if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] > 0 )
|| ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != 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( "$p goes out.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
}
if ( ++ch->timer >= 12 )
{
if ( ch->in_room->vnum == ROOM_VNUM_PUNISHMENT )
continue;
if ( ch->was_in_room == NULL && ch->in_room != NULL )
{
ch->was_in_room = ch->in_room;
if ( ch->fighting != NULL )
stop_fighting( ch, TRUE );
act( "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the void.\n\r", ch );
save_char_obj( ch );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
if (is_obj)
{
if (ch->pcdata->chobj->in_room)
obj_from_room( ch->pcdata->chobj );
else if (ch->pcdata->chobj->carried_by)
obj_from_char( ch->pcdata->chobj );
else if (ch->pcdata->chobj->in_obj)
obj_from_obj( ch->pcdata->chobj );
obj_to_room( ch->pcdata->chobj,
get_room_index( ROOM_VNUM_LIMBO ) );
}
}
}
if ( ch->timer > 30 ) { ch_quit = ch; already_quit = FALSE;}
gain_condition( ch, COND_DRUNK, -1 );
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
gain_condition( ch, COND_FULL, -1 );
gain_condition( ch, COND_THIRST, -1 );
}
else
{
blood = -1;
if (ch->beast > 0)
{
if (IS_VAMPAFF(ch, VAM_CLAWS)) blood -= number_range(1,3);
if (IS_VAMPAFF(ch, VAM_FANGS)) blood -= 1;
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) blood -= 1;
if (IS_VAMPAFF(ch, AFF_SHADOWSIGHT)) blood -= number_range(1,3);
if (IS_SET(ch->act, PLR_HOLYLIGHT)) blood -= number_range(1,5);
if (IS_VAMPAFF(ch, VAM_DISGUISED)) blood -= number_range(5,10);
if (IS_VAMPAFF(ch, VAM_CHANGED)) blood -= number_range(5,10);
if (IS_VAMPAFF(ch, IMM_SHIELDED)) blood -= number_range(1,3);
if (IS_POLYAFF(ch, POLY_SERPENT)) blood -= number_range(1,3);
if (ch->beast == 100) blood *= 2;
}
gain_condition( ch, COND_THIRST, blood );
}
}
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
paf->duration--;
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 && !is_obj)
{
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 ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL )
{
int dam = 0;
int minhit = 0;
if (!IS_NPC(ch)) minhit = -11;
if (IS_BLEEDING(ch,BLEEDING_HEAD) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's neck.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your neck.\n\r", ch );
dam += number_range(20,50);
}
if (IS_BLEEDING(ch,BLEEDING_THROAT) && (ch->hit-dam) > minhit )
{
act( "Blood pours from the slash in $n's throat.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Blood pours from the slash in your throat.\n\r", ch );
dam += number_range(10,20);
}
if (IS_BLEEDING(ch,BLEEDING_ARM_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left arm.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left arm.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_HAND_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left wrist.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left wrist.\n\r", ch );
dam += number_range(5,10);
}
if (IS_BLEEDING(ch,BLEEDING_ARM_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right arm.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right arm.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_HAND_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right wrist.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right wrist.\n\r", ch );
dam += number_range(5,10);
}
if (IS_BLEEDING(ch,BLEEDING_LEG_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left leg.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left leg.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_FOOT_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left ankle.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left ankle.\n\r", ch );
dam += number_range(5,10);
}
if (IS_BLEEDING(ch,BLEEDING_LEG_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right leg.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right leg.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_FOOT_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch );
dam += number_range(5,10);
}
if (IS_HERO(ch)) { ch->hit = ch->hit - dam;
if (ch->hit < 1) ch->hit = 1; }
else ch->hit = ch->hit - dam;
update_pos(ch);
ch->in_room->blood += dam;
if (ch->in_room->blood > 1000) ch->in_room->blood = 1000;
if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1))
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL )
{
int dam;
if (IS_IMMORTAL(ch)) break;
act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your flesh burns and crisps.\n\r", ch );
dam = number_range(10,250);
if (!IS_NPC(ch) && IS_IMMUNE(ch, IMM_HEAT)) dam /= 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)) dam *= 2;
ch->hit = ch->hit - dam;
update_pos(ch);
if (ch->hit <=-11)
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
else if ( IS_CLASS(ch, CLASS_VAMPIRE) && (!IS_AFFECTED(ch,AFF_SHADOWPLANE)) &&
(!IS_NPC(ch) && !IS_IMMUNE(ch,IMM_SUNLIGHT)) && ch->in_room != NULL &&
(!ch->in_room->sector_type == SECT_INSIDE) && !is_obj &&
(!room_is_dark(ch->in_room)) && (weather_info.sunlight != SUN_DARK) )
{
act( "$n's flesh smolders in the sunlight!", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your flesh smolders in the sunlight!\n\r", ch );
/* This one's to keep Zarkas quiet ;) */
if (IS_POLYAFF(ch, POLY_SERPENT))
ch->hit = ch->hit - number_range(2,4);
else
ch->hit = ch->hit - number_range(5,10);
update_pos(ch);
if (ch->hit <=-11)
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
else if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out )
{
act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You shiver and suffer.\n\r", ch );
damage( ch, ch, 2, gsn_poison );
}
else if ( !IS_NPC( ch ) && ch->paradox[1] > 0 )
{
if ( ch->paradox[1] >= 60 )
{
paradox( ch );
ch->paradox[1] = 0;
}
}
else if ( ch->position == POS_INCAP && !is_obj && !drop_out )
{
if (IS_HERO(ch))
ch->hit = ch->hit + number_range(2,4);
else
ch->hit = ch->hit - number_range(1,2);
update_pos( ch );
if (ch->position > POS_INCAP)
{
act( "$n's wounds stop bleeding and seal up.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your wounds stop bleeding and seal up.\n\r", ch );
}
if (ch->position > POS_STUNNED)
{
act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You clamber back to your feet.\n\r", ch );
}
}
else if ( ch->position == POS_MORTAL && !is_obj && !drop_out )
{
drop_out = FALSE;
if (IS_HERO(ch))
ch->hit = ch->hit + number_range(2,4);
else
{
ch->hit = ch->hit - number_range(1,2);
if (!IS_NPC(ch) && (ch->hit <=-11))
do_killperson(ch,ch->name);
drop_out = TRUE;
}
if (!drop_out)
{
update_pos( ch );
if (ch->position == POS_INCAP)
{
act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch );
}
}
}
else if ( ch->position == POS_DEAD && !is_obj && !drop_out )
{
update_pos(ch);
if (!IS_NPC(ch))
do_killperson(ch,ch->name);
}
drop_out = FALSE;
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
* Check shorter descriptor_list of people online, then if they still
* aren't found (linkdead), go through entire char_list.
*/
if ( ch_save != NULL || ch_quit != NULL )
{
for ( d = descriptor_list; d != NULL; d = d_next )
{
d_next = d->next;
if ( d->character == ch_save )
{
save_char_obj( d->character );
already_saved = TRUE;
}
if ( ch_quit != NULL && d->character == ch_quit )
{
do_quit( d->character, "" );
already_quit = TRUE;
}
}
}
if ( (ch_save != NULL && !already_saved) ||
(ch_quit != NULL && !already_quit) )
{
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( !already_saved && ch == ch_save )
save_char_obj( ch );
if ( ch_quit != NULL && !already_quit && ch == ch_quit )
do_quit( ch, "" );
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_within;
OBJ_DATA *obj_next;
OBJ_DATA *obj_within_next;
for ( obj = object_list; obj != NULL; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
if ( obj->timer <= 0 || --obj->timer > 0 )
continue;
switch ( obj->item_type )
{
default: message = "$p vanishes."; break;
case ITEM_BOMB: message = "$p explodes, sending you crashing to the ground."; break;
case ITEM_FOUNTAIN: message = "$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 = "$p decomposes."; break;
case ITEM_TRASH: message = "$p crumbles into dust."; break;
case ITEM_EGG: message = "$p cracks open."; break;
case ITEM_WEAPON: message = "The poison on $p melts through it."; break;
}
if ( obj->carried_by != NULL )
{
act( message, obj->carried_by, obj, NULL, TO_CHAR );
}
else if ( obj->in_room != NULL
&& ( rch = obj->in_room->people ) != NULL )
{
act( message, rch, obj, NULL, TO_ROOM );
act( message, rch, obj, NULL, TO_CHAR );
}
/*
* Important items spill out of corpses and containers when they decay.
*/
if (obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC || ITEM_CONTAINER)
{
for ( obj_within = obj->contains; obj_within != NULL;
obj_within = obj_within_next )
{
obj_within_next = obj_within->next_content;
if (IS_SET(obj_within->quest, QUEST_ARTIFACT) ||
IS_SET(obj_within->quest, QUEST_UNIQUE) ||
obj_within->item_type == ITEM_CORPSE_NPC ||
obj_within->item_type == ITEM_CORPSE_PC ||
obj_within->item_type == ITEM_CONTAINER ||
(strlen(obj_within->questowner) > 1 && obj_within->questowner != NULL) )
{
obj_from_obj( obj_within );
if (obj->carried_by)
obj_to_char( obj_within, obj->carried_by);
else if (obj->in_room)
obj_to_room( obj_within, obj->in_room );
else if (obj->in_obj)
obj_to_obj(obj_within, obj->in_obj);
else
{
bug("Null room/obj in decay process.", 0);
extract_obj ( obj_within );
}
}
}
}
/* if ( obj->item_type == ITEM_BOMB )
{
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected == CON_PLAYING
&& d->character->in_room == obj->in_room )
{
ch->position = POS_STUNNED;
ch->hit *= .75;
ch->move = 0;
}
}
}
*/
/* If the item is an egg, we need to create a mob and shell!
* KaVir
*/
if ( obj->item_type == ITEM_EGG )
{
CHAR_DATA *creature;
OBJ_DATA *egg;
if ( get_mob_index( obj->value[0] ) != NULL )
{
if (obj->carried_by != NULL && obj->carried_by->in_room != NULL)
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,obj->carried_by->in_room);
}
else if (obj->in_room != NULL)
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,obj->in_room);
}
else
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,get_room_index(ROOM_VNUM_HELL));
/*
obj->timer = 1;
continue;
*/
}
egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 );
egg->timer = 2;
obj_to_room( egg, creature->in_room );
act( "$n clambers out of $p.", creature, obj, NULL, TO_ROOM );
}
else if (obj->in_room != NULL)
{
egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 );
egg->timer = 2;
obj_to_room( egg, obj->in_room );
}
}
if (obj != NULL) 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 want 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 = NULL;
OBJ_DATA *obj = NULL;
OBJ_DATA *chobj = NULL;
ROOM_INDEX_DATA *objroom = NULL;
DESCRIPTOR_DATA *d;
for ( d = descriptor_list; d != NULL; d = d->next )
{
/*
if ( d->connected == CON_PLAYING
&& ( ch = d->character ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->stage[1] > 0
&& ( victim = ch->pcdata->partner ) != NULL
&& !IS_NPC(victim)
&& ch->in_room != NULL
&& victim->in_room != NULL
&& victim->in_room != ch->in_room )
{
ch->pcdata->stage[1] = 0;
victim->pcdata->stage[1] = 0;
}
*/
if ( d->connected == CON_PLAYING
&& ( ch = d->character ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata != NULL
&& ( obj = ch->pcdata->chobj ) != NULL )
{
if (obj->in_room != NULL)
objroom = obj->in_room;
else if (obj->in_obj != NULL)
objroom = get_room_index(ROOM_VNUM_IN_OBJECT);
else if (obj->carried_by != NULL)
{
if (obj->carried_by != ch && obj->carried_by->in_room != NULL)
objroom = obj->carried_by->in_room;
else continue;
}
else continue;
if (ch->in_room != objroom && objroom != NULL)
{
char_from_room(ch);
char_to_room(ch,objroom);
do_look(ch,"auto");
}
}
else if ( d->connected == CON_PLAYING
&& ( ch = d->character ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata != NULL
&& (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0) )
{
if (ch->pcdata->obj_vnum != 0)
{
bind_char(ch);
continue;
}
if (IS_HEAD(ch,LOST_HEAD))
{
REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
send_to_char("You are able to regain a body.\n\r",ch);
ch->position = POS_RESTING;
ch->hit = 1;
} else {
send_to_char("You return to your body.\n\r",ch);
REMOVE_BIT(ch->extra,EXTRA_OSWITCH);}
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup("");
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
if ( ( chobj = ch->pcdata->chobj ) != NULL )
chobj->chobj = NULL;
ch->pcdata->chobj = NULL;
do_look(ch,"auto");
}
continue;
}
for ( wch = char_list; wch != NULL; wch = wch_next )
{
wch_next = wch->next;
if ( IS_NPC(wch)
|| ( wch->desc != NULL && wch->desc->connected != CON_PLAYING )
|| wch->position <= POS_STUNNED
|| wch->level >= LEVEL_IMMORTAL
|| wch->pcdata == NULL
|| ( ( chobj = wch->pcdata->chobj ) != NULL )
|| wch->in_room == NULL )
continue;
/* Highlander's Oneness - NPC's don't aggress */
if (IS_CLASS(wch, CLASS_HIGHLANDER) &&
wch->pcdata->powers[HPOWER_TRAINED] >= 4 && IS_HERO(wch))
continue;
/* Demon's Reign in Hell */
if (IS_CLASS(wch, CLASS_DEMON) && IS_DEMPOWER(wch, DEM_REIGN) &&
wch->in_room->vnum == ROOM_VNUM_HELL)
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)
|| no_attack(ch, wch)
|| ch->fighting != NULL
|| IS_AFFECTED(ch, AFF_CHARM)
|| !IS_AWAKE(ch)
|| ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
|| !can_see( ch, wch ) )
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)
&& !no_attack(ch, vch)
&& vch->pcdata != NULL
&& ( ( chobj = vch->pcdata->chobj ) == NULL )
&& vch->level < LEVEL_IMMORTAL
&& vch->position > POS_STUNNED
&& ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) )
&& can_see( ch, vch ) )
{
if ( number_range( 0, count ) == 0 )
victim = vch;
count++;
}
}
if ( victim == NULL )
{
/*
bug( "Aggr_update: null victim attempt by mob %d.", ch->pIndexData->vnum );
*/
continue;
}
multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
return;
}
void ww_update( void )
{
DESCRIPTOR_DATA *d;
CHAR_DATA *victim;
float dam = 0;
for ( d = descriptor_list; d != NULL; d = d->next )
{
if (!IS_PLAYING(d) || (victim = d->character) == NULL
|| IS_NPC(victim) || IS_IMMORTAL(victim)
|| victim->in_room == NULL || victim->pcdata->chobj != NULL
|| IS_CLASS(victim,CLASS_WEREWOLF))
{
continue;
}
if ( !IS_SET( d->character->in_room->room_flags, ROOM_BLADE_BARRIER ) )
continue;
act( "The scattered blades on the ground fly up into the air ripping into you.", d->character, NULL, NULL, TO_CHAR );
act( "The scattered blades on the ground fly up into the air ripping into $n.", d->character, NULL, NULL, TO_ROOM );
act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_CHAR );
act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_ROOM );
dam = number_range( 7, 14 );
dam = dam / 100;
dam = d->character->hit * dam;
if ( dam < 100 ) dam = 100;
d->character->hit = d->character->hit - dam;
if ( d->character->hit < -10 ) d->character->hit = -10;
update_pos( victim );
}
return;
}
/*
* Update the ban file upon call.
* Written by Tre of EnvyMud and modified by Kahn
*/
void ban_update( void )
{
FILE *fp;
BAN_DATA *pban;
fclose( fpReserve );
if ( !( fp = fopen ( BAN_FILE, "w" ) ) )
{
bug( "Ban_update: fopen of BAN_FILE failed", 0 );
return;
}
for ( pban = ban_list; pban; pban = pban->next )
fprintf( fp, "%s~\n", pban->name );
fclose( fp );
fpReserve = fopen( NULL_FILE, "r" );
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_ww;
if ( --pulse_ww <= 0 )
{
pulse_ww = PULSE_WW;
ww_update ( );
}
if ( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
area_update ( FALSE );
save_oid();
}
if ( --pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
mobile_update ( );
}
if ( --pulse_violence <= 0 )
{
pulse_violence = PULSE_VIOLENCE;
violence_update ( );
}
if ( --pulse_point <= 0 )
{
pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 );
weather_update ( );
char_update ( );
obj_update ( );
}
aggr_update( );
tail_chain( );
return;
}
void do_tick(CHAR_DATA *ch, char *argument)
{
send_to_char("TICK! Time flies.\n\r",ch);
weather_update();
char_update();
obj_update();
area_update( FALSE );
}