#include <sys/types.h> #include <stdlib.h> #include <stdio.h> #include <string.h> #include <time.h> #include "emlen.h" // Some stuff from other code - not much.. mostly weather crap long average_time[MT]; long times_through[MT]; long last_time[MT]; long this_time[MT]; long total_time[MT]; long temp_time[MT]; char *itoa (int); int hit_gain (CHAR_DATA * ch); int move_gain (CHAR_DATA * ch); void mobile_update (void); void weather_update (void); void char_update (void); void char_only_update (void); void transport_update (void); void obj_update (void); void aggr_update (void); void do_disaster (void); static int pulse_upd = PULSE_AREA; static int hours_up = 0; void fix_char (CHAR_DATA * ch) { I_ARMOR *r; AFFECT_DATA *paf; AFFECT_DATA *paf_next; SINGLE_OBJECT *obj; int mod, i; if (!ch || IS_MOB (ch)) return; ch->hitroll = 0; ch->damroll = 0; ch->armor = ch->pcdata->nat_armor; ch->pcdata->plus_hide = 0; ch->pcdata->plus_sneak = 0; ch->pcdata->plus_kick = 0; ch->pcdata->armor[0] = 0; ch->pcdata->armor[1] = 0; ch->pcdata->armor[2] = 0; ch->pcdata->armor[3] = 0; ch->pcdata->carry_weight = 0; ch->pcdata->carry_number = 0; ch->pcdata->command_objs = 0; for (i = 0; i < NUM_STATS; i++) { ch->pcdata->stat_mod[i] = 0; } for (i = 0; i < 3; i++) { ch->pcdata->learned[race_info[ch->pcdata->race].nat_skills[i]] = 100; ch->pcdata->learned[align_info[ch->pcdata->alignment].nat_skills[i]] = 100; } if (ch->pcdata->warpoints < 0) ch->pcdata->warpoints = 0; if (ch->pcdata->total_wps < 0) ch->pcdata->total_wps = 0; LOOP (paf, ch->affected, paf->next) { mod = paf->modifier; switch (paf->location) { default: break; case APPLY_NONE: break; case APPLY_AC: ch->armor += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_KICK_DAMAGE: ch->pcdata->plus_kick += mod; break; case APPLY_SNEAK: ch->pcdata->plus_sneak += mod; break; case APPLY_WARMTH: ch->pcdata->warmth += mod; break; case APPLY_HIDE: ch->pcdata->plus_hide += mod; break; case APPLY_STR: ch->pcdata->stat_mod[STR] += mod; break; case APPLY_INT: ch->pcdata->stat_mod[INT] += mod; break; case APPLY_WIS: ch->pcdata->stat_mod[WIS] += mod; break; case APPLY_DEX: ch->pcdata->stat_mod[DEX] += mod; break; case APPLY_CON: ch->pcdata->stat_mod[CON] += mod; break; } } LOOP (obj, ch->carrying, obj->next_content) { ch->pcdata->carry_weight += get_obj_weight (obj); ch->pcdata->carry_number += get_obj_number (obj); if (IS_OBJ_STAT(obj, ITEM_COMMANDSCRIPT)) ch->pcdata->command_objs++; if (obj->wear_loc == -1 || obj->wear_loc == WEAR_BELT_1 || obj->wear_loc == WEAR_BELT_2 || obj->wear_loc == WEAR_BELT_3) continue; if(obj->pIndexData->item_type == ITEM_ARMOR) { r = (I_ARMOR *) obj->more; if (r->max_condition == 0) { ch->pcdata->armor[0] += (r->protects_body); ch->pcdata->armor[1] += (r->protects_head); ch->pcdata->armor[2] += (r->protects_legs); ch->pcdata->armor[3] += (r->protects_arms); } else { ch->pcdata->armor[2] += (r->protects_legs * r->condition_now) / (r->max_condition); ch->pcdata->armor[0] += (r->protects_body * r->condition_now) / (r->max_condition); ch->pcdata->armor[1] += (r->protects_head * r->condition_now) / (r->max_condition); ch->pcdata->armor[3] += (r->protects_arms * r->condition_now) / (r->max_condition); } } for (paf = obj->pIndexData->affected; paf != NULL; paf = paf_next) { mod = paf->modifier; paf_next = paf->next; switch (paf->location) { default: break; case APPLY_NONE: break; case APPLY_AC: ch->armor += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_KICK_DAMAGE: ch->pcdata->plus_kick += mod; break; case APPLY_SNEAK: ch->pcdata->plus_sneak += mod; break; case APPLY_WARMTH: ch->pcdata->warmth +=mod; break; case APPLY_HIDE: ch->pcdata->plus_hide += mod; break; case APPLY_STR: ch->pcdata->stat_mod[STR] += mod; break; case APPLY_INT: ch->pcdata->stat_mod[INT] += mod; break; case APPLY_WIS: ch->pcdata->stat_mod[WIS] += mod; break; case APPLY_DEX: ch->pcdata->stat_mod[DEX] += mod; break; case APPLY_CON: ch->pcdata->stat_mod[CON] += mod; break; } } for (paf = obj->affected; paf != NULL; paf = paf_next) { mod = paf->modifier; paf_next = paf->next; switch (paf->location) { default: break; case APPLY_NONE: break; case APPLY_AC: ch->armor += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_KICK_DAMAGE: ch->pcdata->plus_kick += mod; break; case APPLY_SNEAK: ch->pcdata->plus_sneak += mod; break; case APPLY_WARMTH: ch->pcdata->warmth += mod; break; case APPLY_HIDE: ch->pcdata->plus_hide += mod; break; case APPLY_STR: ch->pcdata->stat_mod[STR] += mod; break; case APPLY_INT: ch->pcdata->stat_mod[INT] += mod; break; case APPLY_WIS: ch->pcdata->stat_mod[WIS] += mod; break; case APPLY_DEX: ch->pcdata->stat_mod[DEX] += mod; break; case APPLY_CON: ch->pcdata->stat_mod[CON] += mod; break; } } } check_ced(ch); ch->damroll += ((is_member(ch, GUILD_WARRIOR) ? 2 : 0) + (is_member(ch, GUILD_BATTLEMASTER) ? 2 : 0) + ((ch->pcdata->remort_times))+ (IS_SET (ch->ced->fight_ops, F_AGGRESSIVE) ? 2 : 0)+ (IS_SET (ch->ced->fight_ops, F_POWER) ? 1 : 0)+ race_info[ch->pcdata->race].combat_damage_bonus+ align_info[ch->pcdata->alignment].combat_damage_bonus); ch->hitroll += (LEVEL(ch)/4 + (IS_SET(ch->ced->fight_ops, F_AGGRESSIVE) ? -4 : 0) + (IS_AUGMENTED(ch, AUG_HAND_SPD) ? 4 : 0) + (IS_AUGMENTED(ch, AUG_LEG_SPD) ? 4 : 0) + (IS_AUGMENTED(ch, AUG_FOOT_SPD) ? 4 : 0) + (is_member(ch, GUILD_THIEFG) ? 7 : 0) + (is_member(ch, GUILD_ROGUE) ? 7 : 0)); ch->affected_by |= ch->pcdata->nat_abilities; ch->affected_by |= race_info[ch->pcdata->race].affect_bits; ch->more_affected_by |= ch->pcdata->nat_abilities2; ch->more_affected_by |= race_info[ch->pcdata->race].affect_bits2; ch->affected_by |= align_info[ch->pcdata->alignment].affect_bits; ch->more_affected_by |= align_info[ch->pcdata->alignment].affect_bits2; return; } void advance_level (CHAR_DATA * ch) { int add_prac; int add_learn; int ct = 0; char buffer[500]; if (IS_MOB (ch)) return; add_level_bonuses (ch, 1); add_prac = (pow.practice_percent * wis_app[get_curr_wis (ch) - 1].practice) / 100; add_learn = LEVEL (ch) < 4 ? 2 : 1; ch->pcdata->practice += add_prac; ch->pcdata->learn += add_learn; sprintf(buffer,"\x1B[1;30m-->\x1B[1;37mYou gain \x1B[1;31m%d practice(s)\x1B[1;37m and \x1B[1;31m%d learn(s).\x1B[0;37m\n\r",add_prac,add_learn); send_to_char(buffer,ch); natural_mana (ch); return; } void gain_exp (CHAR_DATA * ch, int gain) { char general_use[500]; int ii=0; if (IS_MOB (ch) || LEVEL (ch) >= 90 || gain == 0) return; if (IN_BATTLE (ch) || CHALLENGE (ch) == 10) return; if (gain < 1) if (-gain >= ch->exp) return; ch->exp += gain; while (LEVEL (ch) < pow.max_level && ch->exp >= FIND_EXP (LEVEL (ch), ch->pcdata->race)) { send_to_char ("You have become more powerful!\n\r", ch); sprintf (general_use, "\x1B[1;30m-->\x1B[37;0mYour overall power and learning capacities have increased!\n\r"); send_to_char (general_use, ch); ch->pcdata->level++; advance_level (ch); if (ALIGN(ch) == 0) if (ch->pcdata->remort_times == 0 && ch->pcdata->level == pow.level_to_choose -1) { send_to_char("You must choose your alignment next level!!!!\n\r", ch); send_to_char("\x1b[1;31mPlease type help choose and aligninfo to help you decide.\n\r", ch); return; } ii = clan_number (ch); sprintf(general_use, "%s has just gained a level! Up to level %d!!", NAME(ch), LEVEL(ch)); if (ii > 0) clan_notify (general_use, ii); if (ALIGN(ch) == 0) if (LEVEL(ch) == pow.level_to_choose && ch->pcdata->remort_times == 0 && pow.choose_in_room != 0 && get_room_index(pow.choose_in_room) != NULL) { char_from_room(ch); char_to_room(ch, get_room_index(pow.choose_in_room)); do_look(ch, "auto"); send_to_char("You must now choose which path you wish to take: Evil or Good.\n\r", ch); } } return; } int max_mana (CHAR_DATA * ch) { int base; SINGLE_OBJECT *gem; if (IS_MOB (ch)) return 500; base = get_curr_int(ch) + 2 + get_curr_wis(ch) + (((LEVEL (ch) / 3) * (get_curr_int (ch) + get_curr_wis (ch))) / 9); if (IS_AUGMENTED(ch, AUG_MANA_BOOST)) base = (12*base)/10; base = (base * (race_info[ch->pcdata->race].mana_percent + align_info[ch->pcdata->alignment].mana_percent))/100; if ((gem = get_item_held(ch, ITEM_GEM)) != NULL) base += (((I_GEM *)gem->more)->max_mana); return base; } void mana_gain (CHAR_DATA * ch, short hehe) { SINGLE_OBJECT *gem1; SINGLE_OBJECT *gem2; char general_use[500]; /*MANA REGEN HERE */ if (IS_MOB (ch)) return; if (ch->pcdata->n_mana < ch->pcdata->n_max_mana && hehe != 2) { int tt = pow.base_mana_regen_bonus + ((ch->position == POSITION_MEDITATING) ? pow.med_mana_regen_bonus : 0 )+ (IS_AUGMENTED(ch, AUG_MIND_FOCUS) ? 1 : 0) + (IS_AUGMENTED(ch, AUG_MIND_POWER)? 1 : 0) + (IS_AUGMENTED(ch, AUG_MANA_BOOST) ? 1 : 0); ch->pcdata->n_mana = UMIN (ch->pcdata->n_max_mana, ch->pcdata->n_mana + tt); } if ((hehe == 2) || IS_AFFECTED(ch, AFF_MINDSAP)) { ch->pcdata->n_mana -= 3; if (ch->pcdata->n_mana <= 0) ch->pcdata->n_mana = 0; } gem1 = ch->hold1; if ( gem1 != NULL && gem1->pIndexData->item_type == ITEM_GEM) { I_GEM *gm1 = ((I_GEM *) gem1->more); if (hehe == 2 || IS_AFFECTED(ch, AFF_MINDSAP)) { gm1->mana_now = UMAX(gm1->mana_now - 3, 0); return; } if (gm1->mana_now == gm1->max_mana) return; if (gm1->mana_now == (gm1->max_mana - 1)) { sprintf (general_use, "%s has been charged to its maximum capacity!\n\r", capitalize (STRR (gem1, short_descr))); send_to_char (general_use, ch); } if (IS_AUGMENTED(ch, AUG_MANA_BOOST)) gm1->mana_now++; if (hehe) gm1->mana_now++; else if (ch->position == POSITION_MEDITATING) gm1->mana_now +=(7 + (get_curr_int (ch) / 5)); else if (ch->position == POSITION_SLEEPING) gm1->mana_now += (4 + (get_curr_int (ch) / 8)); else if (ch->position == POSITION_RESTING) gm1->mana_now += 3; else gm1->mana_now += 2; if (get_curr_wis (ch) > 19) gm1->mana_now++; if (get_curr_wis (ch) > 23) gm1->mana_now++; if (gm1->mana_now > gm1->max_mana) gm1->mana_now = gm1->max_mana; else { if (gm1->mana_now > 19 && gm1->mana_now < 30) send_to_char ("Your gem begins to glow softly.\n\r", ch); if (gm1->mana_now > 35 && gm1->mana_now < 45) send_to_char ("Your gem begins to warm your hand with its power.\n\r", ch); if (gm1->mana_now > 61 && gm1->mana_now <100 ) send_to_char ("Your gem hums with powerful magical energy!\n\r", ch); } } gem2 = ch->hold2; if ( gem2 != NULL && gem2->pIndexData->item_type == ITEM_GEM) { I_GEM *gm2 = ((I_GEM *) gem2->more); if (hehe == 2 || IS_AFFECTED(ch, AFF_MINDSAP)) { gm2->mana_now = UMAX(gm2->mana_now - 3, 0); return; } if (gm2->mana_now == gm2->max_mana) return; if (gm2->mana_now == (gm2->max_mana - 1)) { sprintf (general_use, "%s has been charged to its maximum capacity!\n\r", capitalize (STRR (gem2, short_descr))); send_to_char (general_use, ch); } if (IS_AUGMENTED(ch, AUG_MANA_BOOST)) gm2->mana_now++; if (hehe) gm2->mana_now++; else if (ch->position == POSITION_MEDITATING) gm2->mana_now +=(7 + (get_curr_int (ch) / 5)); else if (ch->position == POSITION_SLEEPING) gm2->mana_now += (4 + (get_curr_int (ch) / 8)); else if (ch->position == POSITION_RESTING) gm2->mana_now += 3; else gm2->mana_now += 2; if (get_curr_wis (ch) > 19) gm2->mana_now++; if (get_curr_wis (ch) > 23) gm2->mana_now++; if(gm2->mana_now > gm2->max_mana) gm2->mana_now = gm2->max_mana; else { if (gm2->mana_now > 19 && gm2->mana_now < 22) send_to_char ("Your gem begins to glow softly.\n\r", ch); if (gm2->mana_now > 32 && gm2->mana_now < 35) send_to_char ("Your gem begins to warm your hand with its power.\n\r", ch); if (gm2->mana_now > 61 && gm2->mana_now < 64) send_to_char ("Your gem hums with powerful magical energy!\n\r", ch); } } return; } /* * Regeneration stuff. */ int hit_gain (CHAR_DATA * ch) { int gain; if (FIGHTING (ch)) return 0; gain = pow.base_hp_regen; switch (ch->position) { case POSITION_SLEEPING: gain += pow.hp_bonus_sleeping + (number_range (1, get_curr_con (ch) / 4)); break; case POSITION_RESTING: gain += pow.hp_bonus_resting + (number_range (1, get_curr_con (ch) / 8)); break; } #ifdef NEW_WORLD if (IS_MOB (ch) && ch->hit < (ch->max_hit / 2) && !FIGHTING (ch)) { gain += LEVEL (ch) / 5; } #else if (IS_MOB(ch)) { gain += LEVEL(ch)/5; } #endif if (IS_PLAYER (ch)) { if (ch->pcdata->condition[COND_FULL] <= 5) gain /= 2; if (ch->pcdata->condition[COND_FULL] <= 0) gain = 1; if (ch->pcdata->condition[COND_THIRST] <= 5) gain /= 2; if (ch->pcdata->condition[COND_THIRST] <= 0) gain = 1; } if (IS_AFFECTED (ch, AFF_POISON) && (IS_MOB (ch))) { gain /= 3; } if (IS_AFFECTED (ch, AFF_POISON) && (IS_PLAYER (ch))) { gain /= 4; } if (IS_AFFECTED (ch, AFF_PLAGUE)) gain /= 8; if (IS_PLAYER (ch)) { gain = (gain * (race_info[ch->pcdata->race].regen_hit_percent + align_info[ch->pcdata->alignment].regen_hit_percent)) / 100; } if (IS_PLAYER(ch) && is_member(ch, GUILD_MONK) && ch->pcdata->learned[gsn_spiritregen] > 60) gain *= 2; return UMIN (gain, ch->max_hit - ch->hit); } int move_gain (CHAR_DATA * ch) { int gain = 0; if (FIGHTING (ch)) return 1; gain = pow.base_mp_regen; switch (ch->position) { case POSITION_SLEEPING: gain += pow.mp_bonus_sleeping + get_curr_dex (ch) / 2; break; case POSITION_RESTING: gain += pow.mp_bonus_resting + get_curr_dex (ch) / 3; break; } if (IS_PLAYER (ch)) { if (ch->pcdata->condition[COND_FULL] <= 0) { gain = 1; } if (ch->pcdata->condition[COND_THIRST] <= 0) gain = 1; } if (IS_AFFECTED (ch, AFF_POISON)) gain /= 3; if (IS_AFFECTED (ch, AFF_PLAGUE)) gain /= 4; if (IS_PLAYER (ch)) { gain = (gain * (race_info[ch->pcdata->race].regen_move_percent + align_info[ch->pcdata->alignment].regen_move_percent)) / 100; } if (IS_PLAYER(ch) && is_member(ch, GUILD_MONK) && ch->pcdata->learned[gsn_spiritregen] > 60) gain *= 2; return UMIN (gain, ch->max_move - ch->move); } void gain_condition (CHAR_DATA * ch, int iCond, int value) { int condition; if (value == 0 || IS_MOB (ch)) return; if (!ch->in_room || ch->in_room->vnum < 1000) return; ch->pcdata->condition[iCond] += value; if (ch->pcdata->condition[COND_DRUNK] < 0) ch->pcdata->condition[COND_DRUNK] = 0; if (ch->pcdata->condition[iCond] > 48) ch->pcdata->condition[iCond] = 48; condition = ch->pcdata->condition[iCond]; if (ch->pcdata->condition[iCond] < -2) { switch (iCond) { case COND_FULL: send_to_char ("You hurt from hunger!\n\r", ch); break; case COND_THIRST: send_to_char ("You hurt from thirst!\n\r", ch); break; default: return; } if (ch->desc != NULL) { if (ch->hit + (condition * 10) < 0) { SUBHIT(ch,1); update_pos (ch); } else { ADDHIT(ch,(condition * 5)); } if (ch->hit == -1) { send_to_char ("Soooo verrrryyyy hunnnnggrrryyyy....\n\r", ch); ch->pcdata->condition[COND_THIRST] = 48; ch->pcdata->condition[COND_FULL] = 48; strcpy (reasonfd, "Starvation"); raw_kill (ch, FALSE); send_to_char ("Your vision blurs as the world slips away around you...\n\r", ch); /* MAXHIT(ch); */ update_pos (ch); return; } return; } } if (ch->pcdata->condition[iCond] == 9) { switch (iCond) { case COND_FULL: send_to_char ("You are beginning to get hungry... better get some food.\n\r", ch); break; case COND_THIRST: send_to_char ("You are beginning to get thirsty.\n\r", ch); break; } } if (ch->pcdata->condition[iCond] <= 1) { switch (iCond) { default: break; case COND_FULL: send_to_char ("You begin to feel yourself weaken from intense hunger!\n\r", ch); break; case COND_THIRST: send_to_char ("You feel so dehydrated that your vision begins to blur!\n\r", ch); break; } } if (ch->pcdata->condition[iCond] == 3) { switch (iCond) { default: break; case COND_FULL: send_to_char ("Your stomach rumbles with hunger.\n\r", ch); break; case COND_THIRST: send_to_char ("You begin to feel dehydrated.\n\r", ch); break; case COND_DRUNK: if (condition != 0) send_to_char ("You are sober.\n\r", ch); break; case COND_STARVING: send_to_char ("You are STARVING! Get some food!\n\r", ch); break; } } return; } void mobile_update (void) { char buffy[STD_LENGTH]; CHAR_DATA *ch; CHAR_DATA *ch_next; EXIT_DATA *pexit; int door; buffy[0] = '\0'; /* Examine all mobs. */ LOOP (ch, char_list, ch_next) { ch_next = ch->next; if (ch->in_room == NULL) { CHAR_DATA *fx; for (fx = char_list; fx != NULL; fx = fx->next) { if (FIGHTING (fx) && FIGHTING (fx) == ch) { fx->fgt->fighting = NULL; } } fprintf (stderr, "Extracted mob/char that was not in any room...\n"); extract_char (ch, TRUE); continue; } if (FIGHTING(ch) && FIGHTING(ch)->data_type==50) { fprintf(stderr,"That was it2!\n"); ch->fgt->fighting=NULL; } if (IS_PLAYER (ch)) { if (ch->position != POSITION_FIGHTING && ch->position != POSITION_CASTING && ch->position != POSITION_SEARCHING && ch->position != POSITION_BASHED && ch->position != POSITION_BACKSTAB && ch->position != POSITION_CIRCLE && ch->position != POSITION_GROUNDFIGHTING) ch->wait = 0; if (FIGHTING (ch) == NULL && ch->position == POSITION_BASHED) NEW_POSITION(ch, POSITION_STANDING); if (ch->wait > 0) ch->wait -= 13; if (ch->wait < 0) ch->wait = 0; continue; } else { if (ch->in_room->area->nplayer < 1 || IS_AFFECTED (ch, AFF_CHARM)) continue; if (ch->pIndexData->spec_fun && (ch->position != POSITION_GROUNDFIGHTING) && (ch->position != POSITION_BASHED)) { if ((*ch->pIndexData->spec_fun) (ch)) continue; } if(ch->pIndexData->act4 >= ACT4_KILL_OPP) { if (FIGHTING(ch) != NULL && IS_SET(ch->pIndexData->act4, ACT4_SUMMONER) && ch->pIndexData->opt != NULL && ch->pIndexData->opt->summons > 1 && (get_mob_index(ch->pIndexData->opt->summons) !=NULL)) { int chan = LEVEL(ch)/2; CHAR_DATA * summoned; if (chan > 10) chan = 10; if (number_percent() < chan) { summoned = create_mobile(get_mob_index(ch->pIndexData->opt->summons)); char_to_room(summoned, ch->in_room); act("$n barks a single syllable and suddenly $N appears!", ch, NULL, summoned, TO_ROOM); check_fgt(summoned); summoned->fgt->fighting = ch->fgt->fighting; } } if (IS_SET (ch->pIndexData->act4, ACT4_REST) && FIGHTING (ch) == NULL) { if (ch->next_in_room && (ch->position == POSITION_RESTING || ch->position == POSITION_SLEEPING)) NEW_POSITION(ch, POSITION_STANDING); else if (ch->position == POSITION_STANDING) { /* If a mob's exhausted, let it rest. */ if (ch->move < ch->max_move / 4) do_sleep (ch, ""); else if (ch->move < ch->max_move / 2) do_rest (ch, ""); if (ch->hit < ch->max_hit / 7) do_sleep (ch, ""); else if (ch->hit < ch->max_hit / 4) do_rest (ch, ""); } } if (ch->position != POSITION_STANDING) continue; if (ch->in_room->more && IS_SET (ch->pIndexData->act4, ACT4_SLEEPAGGRO) && (FIGHTING (ch) == NULL)) { CHAR_DATA *tch; CHAR_DATA *tch_next; for (tch = ch->in_room->more->people; tch != NULL; tch = tch_next) { if (!tch->next_in_room) tch_next = NULL; else tch_next = tch->next_in_room; if (IS_PLAYER (tch) && tch->position == POSITION_SLEEPING) { multi_hit(ch, tch, TYPE_UNDEFINED); break; } } } if (FIGHTING (ch) == NULL) { if (ch->in_room->more && ch->in_room->more->pcs > 0) { if (IS_SET (ch->pIndexData->act4, ACT4_KILL_OPP) && FIGHTING (ch) == NULL) { CHAR_DATA *to_attack; for (to_attack = ch->in_room->more->people; to_attack != NULL; to_attack = to_attack->next_in_room) { if (to_attack == ch || (IS_PLAYER (to_attack) && to_attack->pcdata->level > IMM_LEVEL)) continue; if (!DIFF_ALIGN(ch, to_attack)) continue; if (to_attack != NULL && can_see (ch, to_attack)) { if (ch->position == POSITION_RESTING) { do_stand (ch, ""); } if (ch->position == POSITION_STANDING) { set_fighting (ch, to_attack); break; } break; } } } if (FIGHTING(ch) == NULL && IS_SET(ch->pIndexData->act4, ACT4_KILL_CLAN)) { CHAR_DATA *tcr; CLAN_DATA *clandata; for (tcr = ch->in_room->more->people; tcr != NULL; tcr = tcr->next_in_room) { if (IS_MOB(tcr)) continue; if (tcr->pcdata->clan == -1) continue; if ((clandata = get_clan_index(tcr->pcdata->clan)) == NULL) continue; if(clandata->shitlist == TRUE && can_see(ch, tcr)) { char clanbuf[200]; sprintf(clanbuf, "All of you %s scum need to die now, %s!", clandata->name, NAME(tcr)); do_say(ch, clanbuf); multi_hit(ch, tcr, TYPE_UNDEFINED); break; } } } if (IS_SET (ch->pIndexData->act4, ACT4_ASSISTALL)) { CHAR_DATA *tcr; for (tcr = ch->in_room->more->people; tcr != NULL; tcr = tcr->next_in_room) { if (IS_MOB (tcr)) continue; if (FALSE) { set_fighting (ch, tcr->fgt->fighting); break; } } } if (IS_SET (ch->pIndexData->act4, ACT4_RESCUEONE)) do_rescue (ch, "prtct"); if (IS_SET (ch->pIndexData->act4, ACT4_RESCUETWO)) do_rescue (ch, "codeone"); if (IS_SET (ch->pIndexData->act4, ACT4_ASSISTONE)) do_assist (ch, "aone"); if (IS_SET (ch->pIndexData->act4, ACT4_ASSISTTWO)) do_assist (ch, "atwo"); } if (IS_SET (ch->pIndexData->act4, ACT4_KILLALLONE) && FIGHTING (ch) == NULL) { CHAR_DATA *to_attack; for (to_attack = ch->in_room->more->people; to_attack != NULL; to_attack = to_attack->next_in_room) { if (to_attack == ch || (IS_PLAYER (to_attack) && to_attack->pcdata->level > IMM_LEVEL)) continue; if (IS_MOB (to_attack) && IS_SET (to_attack->pIndexData->act4, ACT4_KILLALLONE)) continue; break; } if (to_attack != NULL && can_see (ch, to_attack)) { if (ch->position == POSITION_RESTING) { do_stand (ch, ""); } if (ch->position != POSITION_STANDING) goto pasthere; set_fighting (ch, to_attack); break; } } if (IS_SET (ch->pIndexData->act4, ACT4_KILLALLTWO) && FIGHTING (ch) == NULL) { CHAR_DATA *to_attack; for (to_attack = ch->in_room->more->people; to_attack != NULL; to_attack = to_attack->next_in_room) { if (to_attack == ch || (IS_PLAYER (to_attack) && to_attack->pcdata->level > IMM_LEVEL)) continue; if (IS_MOB (to_attack) && IS_SET (to_attack->pIndexData->act4, ACT4_KILLALLTWO)) continue; break; } if (to_attack != NULL && can_see (ch, to_attack)) { if (ch->position == POSITION_RESTING) { do_stand (ch, ""); } if (ch->position != POSITION_STANDING) goto pasthere; set_fighting (ch, to_attack); break; } } pasthere: if (IS_SET (ch->pIndexData->act4, ACT4_KILLGLADIATOR)) do_kill (ch, "gladiator"); if (IS_SET (ch->pIndexData->act4, ACT4_RANGER)) do_kill (ch, "beast"); if (IS_SET (ch->pIndexData->affected_by, AFF_HIDE) && !IS_SET (ch->affected_by, AFF_HIDE) && ch->next_in_room == NULL) SET_BIT (ch->affected_by, AFF_HIDE); } } /* Wander */ if (!IS_SET (ch->act, ACT_SENTINEL) && (MOUNTED_BY (ch) == NULL) && !IS_SET (ch->pIndexData->act3, ACT3_FOLLOW) && (door = number_bits (5)) <= 5 && (pexit = ch->in_room->exit[door]) != NULL && (ROOM_DATA *) pexit->to_room != NULL && (!pexit->d_info || !IS_SET (pexit->d_info->exit_info, EX_CLOSED)) && !IS_SET (((ROOM_DATA *) pexit->to_room)->room_flags, ROOM_NO_MOB) && number_range (1, 3) == 2 && (!IS_SET (ch->act, ACT_STAY_SECTOR) || ((ROOM_DATA *) pexit->to_room)->sector_type == ch->in_room->sector_type) && (!IS_SET (ch->act, ACT_STAY_AREA) || ((ROOM_DATA *) pexit->to_room)->area == ch->in_room->area)) { move_char (ch, door); if (ch->position < POSITION_STANDING) continue; } /* Flee */ if (ch->hit < ch->max_hit / 10 && (!IS_SET (ch->act, ACT_SENTINEL)) && (door = number_bits (3)) <= 5 && (pexit = ch->in_room->exit[door]) != NULL && (ROOM_DATA *) pexit->to_room != NULL && (!pexit->d_info || !IS_SET (pexit->d_info->exit_info, EX_CLOSED)) && !IS_SET (((ROOM_DATA *) pexit->to_room)->room_flags, ROOM_NO_MOB)) { CHAR_DATA *rch; bool found; found = FALSE; if (((ROOM_DATA *) pexit->to_room)->more) { for (rch = ((ROOM_DATA *) pexit->to_room)->more->people; rch != NULL; rch = rch->next_in_room) { if (IS_PLAYER (rch)) { found = TRUE; break; } } if (!found) move_char (ch, door); } } } } return; } void weather_update (void) { char buf[STD_LENGTH]; char general_use[500]; int diff; CHAR_DATA *wch; CHAR_DATA *ch_next; CHAR_DATA *pMob; SCRIPT_INFO *scr; SCRIPT_INFO *scr_next; SINGLE_TRIGGER *tr; SCRIPT_INFO *s; MOB_PROTOTYPE *pMobIndex; int lightning = 0; int extracted = 0; int newday = 0; buf[0] = '\0'; /* Check running scripts for delay resumes */ for (scr = info_list; scr != NULL; scr = scr_next) { scr_next = scr->next; if (scr->delay_ticks <= 0) continue; if (scr->tick_type != 3) continue; scr->delay_ticks--; if (scr->delay_ticks == 0) { execute_code (scr); } } if (ticks_to_reboot != 0) { if (ticks_to_reboot == 1) { CHAR_DATA *bah; FILE *fpqr; extern bool aturion_down; if (IS_MOB(char_list)) do_asave (char_list, "changed"); fprintf (stderr, "Auto-saved changed areas.\n"); for (bah = char_list; bah != NULL; bah = bah->next) { if (IS_PLAYER (bah)) { do_save (bah, "xx2xx11"); } } fprintf (stderr, "Auto-saved all players.\n"); fprintf (stderr, "Auto-reboot invoked...\n"); fpqr = fopen ("reason.fi", "w+"); fprintf (fpqr, "Mud-Auto-Reboot \n\rEnd~\n\r"); fclose (fpqr); aturion_down = TRUE; return; } --ticks_to_reboot; sprintf (general_use, "\x1B[1;34m----[\x1B[32mMud Autosave and Reboot in \x1B[37m%d\x1B[32m game ticks/hour%s!\x1B[34m]----\x1B[37;0m",ticks_to_reboot, (ticks_to_reboot == 1 ? "" : "s")); { CHAR_DATA *sch; sch=create_mobile(get_mob_index(1)); char_to_room(sch,get_room_index(2)); do_echo (sch, general_use); extract_char(sch,TRUE); } } if (ticks_to_battlefield != 0) { CHAR_DATA *sch; sch=create_mobile(get_mob_index(1)); char_to_room(sch,get_room_index(2)); if (ticks_to_battlefield == 1) { allow_anything = TRUE; { do_transfer (sch, "all Battleground"); } allow_anything = FALSE; } --ticks_to_battlefield; if(ticks_to_battlefield > 0) { int jj; bool hasprize = FALSE; sprintf (general_use, "\x1B[1;34m-->\x1B[37m%d\x1B[34m game hour%s to battleground! [Levels %d-%d]\x1B[37;0m", ticks_to_battlefield, (ticks_to_battlefield == 1 ? "" : "s"), min_level, max_level); do_echo (sch, general_use); for (jj = 0; jj < MAX_NUM_BG_PRIZES; jj++) { if (bg_prize[jj] != NULL) { sprintf(general_use,"\x1b[1;37m-->\x1b[1;31mBattleground\x1b[1;37m Prize: \x1b[0;37m%s",format_obj_to(bg_prize[jj], sch, TRUE)); do_echo (sch, general_use); hasprize = TRUE; } } if (!hasprize) { do_echo(sch, "\x1b[1;37mNo Prizes.\x1b[0;37m\n\r"); } if (ticks_to_battlefield > 2) { do_echo (sch, "\x1B[37;0mTo sign up for the battleground, type battle."); } } extract_char(sch, TRUE); } /*Check for any winners in the battleground */ if (ticks_to_battlefield == 0) { DESCRIPTOR_DATA *dd; CHAR_DATA *found_winner; ROOM_DATA *rid; int cnt; int jj; char general_use[500]; int people_in_bground; people_in_bground = 0; found_winner = NULL; for (dd = descriptor_list; dd != NULL; dd = dd->next) { if (!dd->character || dd->connected != CON_PLAYING) continue; if (dd->character->in_room && dd->character->in_room->vnum >= (BATTLEGROUND_START_VNUM + bg_multiplier) && dd->character->in_room->vnum <= (BATTLEGROUND_END_VNUM + bg_multiplier)) { people_in_bground++; found_winner = dd->character; } } if (people_in_bground == 1 && found_winner) { /*Below checks for mobs that may still be in bground */ for (cnt = BATTLEGROUND_START_VNUM + bg_multiplier; cnt < BATTLEGROUND_END_VNUM + bg_multiplier; cnt++) { if ((rid = get_room_index (cnt)) == NULL) continue; if ((rid->more && rid->more->people != NULL && rid->more->people != found_winner) || (rid->more && rid->more->people && rid->more->people->next_in_room)) { found_winner = NULL; break; } } if (found_winner != NULL && IS_PLAYER (found_winner)) { char_from_room (found_winner); char_to_room(found_winner,get_room_index(found_winner->pcdata->alignment+100)); sprintf (general_use, "\x1B[1;34m%s is the battleground winner! \x1B[1;37mCongratulations!\x1B[0m", NAME (found_winner)); { CHAR_DATA *sch; sch=create_mobile(get_mob_index(1)); char_to_room(sch,get_room_index(2)); do_echo (sch, general_use); do_restore (sch, NAME (found_winner)); extract_char(sch,TRUE); } for(jj = 0; jj <MAX_NUM_BG_PRIZES; jj++) { if(bg_prize[jj] != NULL) { obj_from(bg_prize[jj]); obj_to(bg_prize[jj], found_winner); bg_prize[jj] = NULL; } } send_to_char ("Congratulations! You've won the battleground!\n\r", found_winner); } } } room_update (); switch (++time_info.hour) { case 2: strcat(buf, "Unseen hungry creatures howl off in the distance.\n\r"); break; case 6: weather_info.sunlight = SUN_RISE; strcat (buf, "The first rays of sunlight appear to the east.\n\r"); if (time_info.month <= 4 || time_info.month >= 17) weather_info.temperature = 35 + number_range(1,15); else weather_info.temperature = 65 + number_range(1,15); break; case 7: weather_info.sunlight = SUN_MORNING; strcat (buf, "A new day begins as the sun peeks over the eastern horizon.\n\r"); weather_info.temperature += number_range(1,8); break; case 11: weather_info.sunlight = SUN_MIDDAY; strcat (buf, "The sun crawls overhead.\n\r"); weather_info.temperature += number_range(1,12); break; case 14: weather_info.sunlight = SUN_AFTERNOON; strcat (buf, "The sun passes overhead and begins its descent to the west.\n\r"); weather_info.temperature += number_range(1,9); break; case 17: weather_info.sunlight = SUN_EVENING; strcat(buf, "The rays of the sun begin to cast long shadows over the land.\n\r"); weather_info.temperature -= number_range(1,9); break; case 20: weather_info.sunlight = SUN_SET; strcat (buf, "The sky begins to darken in anticipation of the night to come.\n\r"); weather_info.temperature -= number_range(1,12); break; case 21: weather_info.sunlight = SUN_DARK; strcat (buf, "The night has begun.\n\r"); weather_info.temperature -= number_range(1,8); break; case 24: weather_info.temperature -= number_range(1,10); time_info.hour = 0; time_info.day++; day_counter++; save_day_counter (); newday = 1; break; } if (time_info.day >= 35) { time_info.day = 0; time_info.month++; } if (time_info.month >= 17) { strcat (buf, "It is the dawn of a New Year!!!\n\r"); time_info.month = 0; time_info.year++; } /* * Weather change. */ weather_info.winddir += number_range (0, 2) - 1; if (time_info.month >= 3 && time_info.month <= 19) 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 ((((time_info.hour > 14 && time_info.hour < 16) || (time_info.hour > 21 && time_info.hour < 24)) && number_range(1,5) == 3) || (number_range(1,50) == 5)) { if (time_info.month <= 4 || time_info.month >= 17) { strcat (buf, "A few flakes of snow are falling... there is definately a chill in the air!\n\r"); weather_info.temperature -= 10; } else { if (number_range (1, 2) == 2) strcat (buf, "Large, thick clouds begin to form, blocking the sky from view.\n\r"); else strcat (buf, "Low clouds begin to form, obstructing the sky from your view.\n\r"); } weather_info.sky = SKY_CLOUDY; weather_info.windspeed += 10; } break; case SKY_CLOUDY: if(number_range(1,3) == 2) { if (time_info.hour > 15 || number_range(1,4) == 3) { if (time_info.month <= 4 || time_info.month >= 17) { strcat (buf, "It begins to snow, and the air grows bitter cold.\n\r"); weather_info.temperature -= 6; } else if (weather_info.temperature < 75 && weather_info.temperature > 45 && number_range(1,40) == 3) { strcat (buf, "A thick layer of fog rolls in.\n\r"); weather_info.sky = SKY_FOGGY; weather_info.temperature -= 2; break; } else { int hash; ROOM_DATA *ridd; TRACK_DATA *tr; TRACK_DATA *tr_n; PTRACK_DATA *ptr; PTRACK_DATA *ptr_n; bool stp = FALSE; strcat (buf, "Dark clouds in the sky begin to pour rain down upon the lands.\n\r"); /* CLEAR ALL TRACKS!! WASHED AWAY */ for (hash = 0; hash < HASH_MAX; hash++) { for (ridd = room_hash[hash]; ridd != NULL; ridd = ridd->next) { for (tr = ridd->tracks; !stp && tr; tr = tr_n) { tr_n = tr->next_track_in_room; if (tr_n == NULL) stp = TRUE; free_m (tr); } stp = FALSE; ridd->tracks = NULL; } } /* JRAJRA - GET rid of PTRACKS! After rain... */ for (hash = 0; hash < HASH_MAX; hash++) { for (ridd = room_hash[hash]; ridd != NULL; ridd = ridd->next) { for (ptr = ridd->ptracks; !stp && ptr; ptr = ptr_n) { ptr_n = ptr->next_track_in_room; if (ptr_n == NULL) stp = TRUE; free_m (ptr); } stp = FALSE; ridd->ptracks = NULL; } } } weather_info.sky = SKY_RAINING; weather_info.windspeed += 10; } } else { if (number_range(1,2) == 2) { if (time_info.month <= 3 || time_info.month >= 17) { strcat (buf, "The snow lets up, and the temperature rises slightly.\n\r"); weather_info.temperature += 10; } else strcat (buf, "The clouds disappear, and the beautiful, clear sky is visible above.\n\r"); weather_info.sky = SKY_CLOUDLESS; weather_info.windspeed -= 10; } } break; case SKY_RAINING: if(number_range(1,6) == 2) { if (time_info.month <= 4 || time_info.month >= 17) { strcat (buf, "You are caught in a blizzard... It's *damn* cold!\n\r"); weather_info.temperature -= 10; } else strcat (buf, "Lightning flashes in the sky; it looks as if a storm is brewing.\n\r"); weather_info.sky = SKY_LIGHTNING; weather_info.windspeed += 10; } else if(number_range(1,4) == 2) { if (time_info.month <= 4 || time_info.month >= 17) { strcat (buf, "The snow lets up, and the temperature rises.\n\r"); weather_info.temperature += 30; } else strcat (buf, "The rain has stopped.\n\r"); weather_info.sky = SKY_CLOUDY; weather_info.windspeed -= 10; } break; case SKY_FOGGY: if (number_range(1,8) == 1) { strcat (buf, "The fog slowly dissolves...\n\r"); weather_info.sky = SKY_CLOUDY; weather_info.temperature += 5; } break; case SKY_LIGHTNING: if(number_range(1,4) != 3) { if (time_info.month <= 4 || time_info.month >= 17) { strcat (buf, "The blizzard subsides.\n\r"); weather_info.temperature += 10; } else strcat (buf, "The lightning has stopped.\n\r"); weather_info.sky = SKY_RAINING; weather_info.windspeed -= 10; } break; } /* Examine all mobs. */ for (wch = char_list; wch != NULL; wch = ch_next) { if (!wch->next) ch_next = NULL; else ch_next = wch->next; if (!wch->in_room) continue; if (IS_PLAYER(wch)) { if(wch->pcdata->no_quit > 0) wch->pcdata->no_quit--; if ((wch->pcdata->no_quit_pk > 0) && (FIGHTING (wch) == NULL || wch->position != POSITION_FIGHTING)) wch->pcdata->no_quit_pk--; if(wch->in_room && wch->in_room->sector_type != SECT_INSIDE && !IS_SET(wch->in_room->room_flags, ROOM_INDOORS) && !IS_SET(wch->in_room->room_flags, ROOM_UNDERGROUND) && wch->in_room->sector_type != SECT_UNDERWATER && wch->in_room->sector_type < SECT_ASTRAL) { if (weather_info.sky == SKY_LIGHTNING && dice (1, 500) == 6 && !lightning) { send_to_char ("You feel your hair stand on your neck...", wch); send_to_char ("ZAP!!\n\r", wch); act ("Watch out! $n just got struck by lightning!", wch, NULL, NULL, TO_ROOM); if (wch->hit > 31) { SUBHIT(wch, 20); } if (wch->data_type==50) continue; lightning = 1; } if (buf[0] != '\0') { if (wch->desc != NULL && wch->desc->connected == CON_PLAYING && IS_AWAKE (wch)) { if (((wch->in_room->sector_type == SECT_AIR || wch->in_room->sector_type == SECT_CLOUDS)) && find_str (buf, "fog")) continue; if (wch->in_room->sector_type > SECT_CLOUDS && wch->in_room->sector_type < SECT_TROPICAL && (!find_str (buf, "snow") || !find_str (buf, "blizzard") || !find_str (buf, "cloud"))) continue; if ((wch->in_room->sector_type == SECT_DESERT || wch->in_room->sector_type == SECT_WASTELAND) && (find_str (buf, "snow") || find_str (buf, "blizzard"))) continue; if (wch->in_room->sector_type == SECT_TROPICAL && (find_str (buf, "snow") || find_str (buf, "blizzard"))) continue; send_to_char (buf, wch); } } } continue; } check_a1: /* Check for triggers on mobbies! */ for (tr = trigger_list[TEVERY_HOUR]; tr != NULL; tr = tr->next) { if (wch->pIndexData->vnum == tr->attached_to_mob) { if (tr->players_only) continue; if (tr->running_info && !tr->interrupted) continue; /* Already running, interrupted, but script says not to allow interruptions. */ if (tr->running_info && tr->interrupted != 2) { end_script (tr->running_info); goto check_a1; } /* ----------------- */ /* Start the script! */ /* ----------------- */ tr->running_info = mem_alloc (sizeof (*tr->running_info)); s = tr->running_info; bzero (s, sizeof (*s)); s->current = wch; s->mob = wch; strcpy (s->code_seg, tr->code_label); s->current_line = 0; s->called_by = tr; s->next = info_list; info_list = s; execute_code (s); /* ----------------- */ } } /* End trigger check! */ /* Handles shops creating things - by Owen :) */ if (wch->pIndexData->pShop != NULL && wch->pIndexData->pShop->creates_vnum != 0) { SHOP_DATA *pShop; SINGLE_OBJECT *obj; SINGLE_OBJECT *ooo; OBJ_PROTOTYPE *obj_mask; int vnum_same; vnum_same = 0; pShop = wch->pIndexData->pShop; if (pShop->creates_hours == 1 || (number_range (1, pShop->creates_hours) == 2)) { for (ooo = wch->carrying; ooo != NULL; ooo = ooo->next_content) if (ooo->pIndexData->vnum == pShop->creates_vnum) vnum_same++; if ((obj_mask = get_obj_index (pShop->creates_vnum)) == NULL) { goto skip_over; } if (obj_mask->item_type == ITEM_FOOD && vnum_same > 24) goto skip_over; if (obj_mask->item_type != ITEM_FOOD && vnum_same > 4) goto skip_over; /*Damnit, Jim... I create object now, not a doctor!! */ { obj = create_object (obj_mask, 5); obj_to (obj, wch); SET_BIT (obj->extra_flags, ITEM_INVENTORY); if (pShop->creates_message != NULL) { sprintf (general_use, "%s", pShop->creates_message); act (general_use, wch, NULL, wch, TO_ROOM); } } } } skip_over: if (wch->in_room == NULL || wch->in_room->area == NULL || wch->in_room->area->nplayer < 1) continue; if (IS_MOB (wch) && wch->in_room->more->pcs > 0) { } if (wch->position == POSITION_SLEEPING && IS_SET (wch->pIndexData->act3, ACT3_SLEEP) && time_info.hour > 7 && time_info.hour < 21 && dice (1, 3) == 2) { act ("$n wakes up from $s sleep.", wch, NULL, NULL, TO_ROOM); wch->position = POSITION_STANDING; continue; } if (IS_SET (wch->pIndexData->act3, ACT3_SLEEP) && (wch->position == POSITION_STANDING || wch->position == POSITION_RESTING) && FIGHTING (wch) == NULL && (time_info.hour >= 21 || time_info.hour <= 7) && dice (1, 3) == 2) { act ("$n lays down for the night.", wch, NULL, NULL, TO_ROOM); wch->position = POSITION_SLEEPING; continue; } if (IS_MOB (wch) && wch->timer > 0) { if (--wch->timer == 0) { act ("$n disappears.", wch, NULL, NULL, TO_ROOM); act ("Your time has run out.", wch, NULL, NULL, TO_CHAR); raw_kill (wch, FALSE); continue; } } } return; } /* * Update all chars, including mobs. * This function is performance sensitive. */ void char_update (void) { CHAR_DATA *ch; CHAR_DATA *ch_next; time_t save_time; AFFECT_DATA af; SPELL_DATA *spell; bzero (&af, sizeof (af)); if (chars_sent > 1048576) { meg_sent++; chars_sent -= 1048576; } save_time = current_time; LOOP (ch, char_list, ch_next) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; ch_next = ch->next; if (ch->desc && ch->desc->connected != CON_PLAYING) continue; if (ch->in_room == NULL) continue; if (CHALLENGE (ch) == 10 && (ch->in_room->vnum > 507 || ch->in_room->vnum < 504)) ch->fgt->challenge = 0; if (IS_PLAYER (ch)) { if (ch->pcdata->challenge_time > 0) ch->pcdata->challenge_time--; if (ch->pcdata->died_recently> 0 && number_range(1,4) == 2) ch->pcdata->died_recently--; if (LEVEL (ch) < 100) { ch->timer++; if (ch->timer > 120) { if (ch->desc) { close_socket(ch->desc); continue; } } if (ch->timer > 5 && ch->timer < 16) ch->timer = 90; if (number_range (1, 3) == 2) { gain_condition (ch, COND_DRUNK, -1); if (ch->pcdata->remort_times < 2) gain_condition (ch, COND_FULL, -1); if (ch->pcdata->remort_times < 5 ) gain_condition (ch, COND_THIRST, -1); } if (IS_PLAYER (ch) && (ch->in_room->sector_type == SECT_DESERT || ch->in_room->sector_type == SECT_WASTELAND) && time_info.hour >= 11 && time_info.hour <= 17 ) { send_to_char ("Whew it's hot!", ch); gain_condition (ch, COND_THIRST, -2); } } } LOOP (paf, ch->affected, 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) { spell = skill_lookup (NULL, paf->type); if (paf->type > 0 && spell && spell->wear_off_msg != NULL && str_cmp (spell->wear_off_msg, "None")) { send_to_char (spell->wear_off_msg, 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, AFF_POISON)) { act ("$n shivers and suffers.", ch, NULL, NULL, TO_ROOM); send_to_char ("\x1B[0;31mYou feel painfully ill.\x1B[0m\n\r", ch); if (ch->hit - 2 < 1) { ch->hit = 1; } else SUBHIT(ch,2); } else if (IS_AFFECTED (ch, AFF_PLAGUE) && ch->in_room->more->pcs > 0) { act ("$n winces in pain as disease gradually rots his body.", ch, NULL, NULL, TO_ROOM); send_to_char ("You scream in pain as disease slowly rots your body.\n\r", ch); /* Take out Plague spreading JRAJRA LOOP (plague, ch->in_room->more->people, plague->next) if (plague != ch && !IS_AFFECTED (plague, AFF_PLAGUE) && LEVEL (plague) >= 10 && number_range (1, 100) < pow.plague_chance) { bzero (&af, sizeof (af)); af.type = gsn_plague; af.duration = 6; af.location = APPLY_STR; af.modifier = -5; af.bitvector = AFF_PLAGUE; renew_affect (plague, &af); send_to_char ("You feel as if your body is being eaten away from the inside.\n\r", plague); act ("$n's face turns a deathly pale as the plague spreads to $s body.", plague, NULL, NULL, TO_ROOM); }*/ if (ch->hit - 8 < 1) { ch->hit = 1; } else SUBHIT(ch,8); } } return; } void dummycall () { return; } void char_only_update (void) { CHAR_DATA *ch; CHAR_DATA *ch_next; SINGLE_TRIGGER *tr; SCRIPT_INFO *s; SCRIPT_INFO *scr; SCRIPT_INFO *scr_next; /* Check running scripts for delay resumes */ for (scr = info_list; scr != NULL; scr = scr_next) { scr_next = scr->next; if (scr->delay_ticks <= 0) continue; if (scr->tick_type != 2) continue; scr->delay_ticks--; if (scr->delay_ticks == 0) { execute_code (scr); } } for (ch = char_list; ch != NULL; ch = ch_next) { ch_next = ch->next; if (ch->desc && ch->desc->connected != CON_PLAYING) continue; if (ch->position <= POSITION_STUNNED && ch->position >= 0 && ch->hit > 0) update_pos (ch); if (!ch->in_room) continue; if (IS_PLAYER (ch)) { mana_gain (ch, FALSE); if (!IS_SET(ch->act, PLR_HOLYWALK)) { switch (ch->in_room->sector_type) { default: break; case SECT_AIR: case SECT_CLOUDS: { if(FIGHTING (ch) == NULL && !IS_AFFECTED (ch, AFF_FLYING)) { send_to_char ("Oh oh! You are falling to the ground!\n\r", ch); act ("$n starts to fall towards the earth!", ch, NULL, NULL, TO_ROOM); NEW_POSITION(ch, POSITION_FALLING); continue; } } break; case SECT_UNDERWATER: { if(!IS_AFFECTED (ch, AFF_BREATH_WATER) && !IS_SET(ch->act, PLR_HAS_SCUBA)) { send_to_char ("You are drowning!!\n\r", ch); SUBHIT(ch, number_range (12, 27)); update_pos (ch); if (ch->hit < 0) { strcpy (reasonfd, "Drowning"); raw_kill (ch, FALSE); return; } continue; } } break; case SECT_WATER_NOSWIM: { if (!IS_SET(ch->act, PLR_HAS_BOAT)) { if (ch->move > 20) { send_to_char ("You can barely stay afloat in this deep, rough water!\n\r", ch); SUBMOVE(ch, 17); continue; } else { send_to_char ("You can't manage to stay afloat! You are drowning!\n\r", ch); SUBHIT(ch, number_range (5, 15)); update_pos (ch); if (ch->hit < 0) { strcpy (reasonfd, "Drowning"); raw_kill (ch, FALSE); return; } continue; } } } break; case SECT_ASTRAL: { if(!IS_AFFECTED_EXTRA (ch, AFF_PROT_ASTRAL)) { send_to_char ("The astral forces pummel you from all sides!!\n\r", ch); SUBHIT(ch, number_range (100, 600)); update_pos (ch); if (ch->hit < 0) { strcpy (reasonfd, "Astral Plane"); raw_kill (ch, FALSE); return; } continue; } } break; case SECT_LAVA: { if(!IS_AFFECTED_EXTRA (ch, AFF_PROT_LAVA)) { send_to_char ("The lava is burning you to a crisp!!\n\r", ch); SUBHIT(ch, number_range (50, 150)); update_pos (ch); if (ch->hit < 0) { strcpy (reasonfd, "Lava"); raw_kill (ch, FALSE); return; } continue; } } } } FIXIT(ch); if(number_range (1, 50) == 7) { fix_char(ch); ch->affected_by |= ch->pcdata->nat_abilities; ch->more_affected_by |= ch->pcdata->nat_abilities2; if (number_range(1,10) == 3) { check_rating (ch); check_topten(ch); check_pkdata(ch); do_save (ch, "xx2xx11"); } } } else { check_a2: /* Check for triggers on mobbies! */ for (tr = trigger_list[TEVERY_REGENTICK]; tr != NULL; tr = tr->next) { if (ch->pIndexData->vnum == tr->attached_to_mob) { if (tr->players_only) continue; if (tr->running_info && !tr->interrupted) continue; /* Already running, interrupted, but script says not to allow interruptions. */ if (tr->running_info && tr->interrupted != 2) { end_script (tr->running_info); goto check_a2; } /* ----------------- */ /* Start the script! */ /* ----------------- */ tr->running_info = mem_alloc (sizeof (*tr->running_info)); s = tr->running_info; bzero (s, sizeof (*s)); s->current = ch; s->mob = ch; strcpy (s->code_seg, tr->code_label); s->current_line = 0; s->called_by = tr; s->next = info_list; info_list = s; execute_code (s); /* ----------------- */ } } /* End trigger check! */ /* Scavenge */ if (IS_SET (ch->act, ACT_SCAVENGER) && ch->in_room->more->contents != NULL && number_range (0, 4) == 1) { SINGLE_OBJECT *obj; SINGLE_OBJECT *obj_best; int max; max = 1; obj_best = NULL; for (obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) { if (obj->in_room && IS_SET (obj->pIndexData->wear_flags, ITEM_TAKE) && CAN_WEAR (obj, ITEM_TAKE) && obj->cost > max) { obj_best = obj; max = obj->cost; } } if (obj_best != NULL && obj_best->in_room == ch->in_room && IS_SET (obj_best->pIndexData->wear_flags, ITEM_TAKE)) { act ("$n picks up $p.", ch, obj_best, ch, TO_ROOM); obj_from (obj_best); obj_to (obj_best, ch); if (obj_best->in_room == NULL) { wear_obj (ch, obj_best, FALSE, 0); } } } if (IS_SET (ch->pIndexData->act3, ACT3_REGENERATE) && number_range (1, 7) == 2) { if (ch->hit < ch->max_hit) { int healnum; act ("$n regenerates.", ch, NULL, NULL, TO_ROOM); healnum = .20 * (float) (ch->max_hit - ch->hit); ADDHIT(ch, number_range (healnum, (int) (healnum * 1.5))); update_pos (ch); if (ch->hit > ch->max_hit) MAXHIT(ch); } } } if (ch->hit < ch->max_hit) { ADDHIT(ch, hit_gain (ch)); } if (ch->move < ch->max_move) { ADDMOVE(ch,move_gain (ch)); } if (ch->hit == -1) { NEW_POSITION(ch, POSITION_STANDING); ch->hit = 1; } if (ch->position == POSITION_STUNNED) update_pos (ch); if (check_body_temp (ch)) continue; if (IS_PLAYER (ch) && ch->timer > 93 && ch->pcdata->no_quit_pk < 1) { do_quit (ch, "specqa"); continue; } } return; } void transport_update (void) { CHAR_DATA *ch; EXIT_DATA *pexit; CHAR_DATA *ch_next; ROOM_DATA *to_room; ROOM_DATA *roomav; ROOM_DATA *roomstink; bool avalancheoff; CHAR_DATA *victim; SCRIPT_INFO *scr; SCRIPT_INFO *scr_next; SINGLE_TRIGGER *tr; SCRIPT_INFO *s; int door; char general_use[500]; bool FLAGGYSET; FLAGGYSET = FALSE; avalancheoff = FALSE; roomstink = NULL; roomav = NULL; ch_next = NULL; check_background_processes (); for (scr = info_list; scr != NULL; scr = scr_next) { scr_next = scr->next; if (scr->delay_ticks <= 0) continue; if (scr->tick_type != 1) continue; scr->delay_ticks--; if (scr->delay_ticks == 0) { execute_code (scr); } } for (ch = char_list; ch != NULL; ch = ch_next) { ch_next = ch->next; if (IS_PLAYER(ch)) { if (IS_AFFECTED (ch, AFF_WOUND)) { if (number_range(1,20)==1) send_to_char("Your wounds tear at you, leaving you in agony!\n\r", ch); SUBHIT(ch, number_range(5,13)); if (ch->hit < -10) raw_kill (ch, TRUE); } if (IS_AFFECTED (ch, AFF_REGENERATE)) { if (ch->hit < ch->max_hit-5) { ADDHIT(ch, number_range(1,7)); if (number_range(1,7)==1) send_to_char ("Your wounds close as regeneration mends your flesh\n\r", ch); } if (ch->move < ch->max_move) { ADDMOVE(ch, 1); if (IS_PLAYER(ch) && !strcmp(race_info[ch->pcdata->race].name, "behemoth")) ADDMOVE (ch, number_range(10, 30)); } } if (ALIGN(ch)==1 && IN_SUN(ch) && pow.penalize_evil_in_sun == TRUE) { if (number_range(1,8) == 3) { SUBHIT(ch, number_range(0,3)); SUBMOVE(ch, number_range(0,1)); if (number_range(1,4) == 2) ch->pcdata->n_mana--; if (ch->pcdata->n_mana < 0) ch->pcdata->n_mana = 0; if (ch->hit < -10) raw_kill(ch, true); if (number_range(1,3) == 1) send_to_char("The light of the sun is draining you of all strength.\n\r", ch); } } } else { if (IS_SET(ch->pIndexData->act4, ACT4_QUICKTICK)) { check_a3: /* Check for triggers on mobbies! */ for (tr = trigger_list[TEVERY_QUICKTICK]; tr != NULL; tr = tr->next) { if (ch->pIndexData->vnum == tr->attached_to_mob) { if (tr->players_only) continue; if (tr->running_info && !tr->interrupted) continue; /* Already running, interrupted, but script says not to allow interruptions. */ if (tr->running_info && tr->interrupted != 2) { end_script (tr->running_info); goto check_a3; } /* ----------------- */ /* Start the script! */ /* ----------------- */ tr->running_info = mem_alloc (sizeof (*tr->running_info)); s = tr->running_info; bzero (s, sizeof (*s)); s->current = ch; s->mob = ch; strcpy (s->code_seg, tr->code_label); s->current_line = 0; s->called_by = tr; s->next = info_list; info_list = s; execute_code (s); /* ----------------- */ } } } if (IS_SET (ch->act, ACT_SCRAMBLE) && !IS_SET (ch->act, ACT_SENTINEL) && (door = number_range (0, 7)) <= 5 && (pexit = ch->in_room->exit[door]) != NULL && (ROOM_DATA *) pexit->to_room != NULL && (!pexit->d_info || !IS_SET (pexit->d_info->exit_info, EX_CLOSED)) && !IS_SET (((ROOM_DATA *) pexit->to_room)->room_flags, ROOM_NO_MOB) && (!IS_SET (ch->act, ACT_STAY_AREA) || ((ROOM_DATA *) pexit->to_room)->area == ch->in_room->area)) { move_char (ch, door); } if(IS_SET(ch->pIndexData->act4, ACT4_PROTECTOR) && number_range(1,7) == 3) { CHAR_DATA *enemy; if ((enemy = get_char_room_near(ch, ch->in_room, 6, "enemy")) != NULL ) { SPELL_DATA *spl; if((spl = skill_lookup(NULL, number_range(58,116))) != NULL) { if (enemy->in_room != ch->in_room) general_spell(spl, LEVEL(ch), ch, enemy); } } } if (HUNTING (ch) != NULL && ch->position >= POSITION_STANDING) { char buf[200]; if ((victim = get_char_room (ch, HUNTING (ch))) == NULL) continue; if (FIGHTING (ch) != NULL || ch->position == POSITION_FIGHTING || ch->position == POSITION_GROUNDFIGHTING) continue; if (!IS_SET (ch->pIndexData->act3, ACT3_MUTE) && (FIGHTING (victim) != NULL && victim->fgt->fighting->position != POSITION_GROUNDFIGHTING)) { if (ch->pIndexData->will_help && ch->pIndexData->yeller_number != 0) { sprintf (buf, "You shall pay for your cruelty!!"); if (can_yell (ch)) do_say (ch, buf); } else { sprintf (buf, "There you are, %s, but not for long!", NAME (victim)); if (can_yell (ch)) do_yell (ch, buf); } } set_fighting (ch, victim); } ch->wait -= 13; if (ch->wait < 0) ch->wait = 0; if (FIGHTING (ch) == NULL && number_range (1, 3) == 2 && HUNTING (ch) != NULL && (is_number (ch->fgt->hunting) || !IS_SET (ch->act, ACT_SENTINEL))) hunt_victim (ch); if (ch->in_room->area->nplayer < 1) continue; } if (IS_PLAYER (ch)) { if (FIGHTING (ch) == NULL && (ch->position == POSITION_FIGHTING || ch->position == POSITION_GROUNDFIGHTING)) NEW_POSITION(ch, POSITION_STANDING); ch->wait -= 8; if (ch->wait < 0) ch->wait = 0; if (ch->position == POSITION_FALLING) { if (IS_AFFECTED (ch, AFF_FLYING) || IS_SET (ch->act, PLR_HOLYWALK)) { send_to_char ("You stop falling.\n\r", ch); act ("$n stops falling.", ch, NULL, NULL, TO_ROOM); NEW_POSITION(ch, POSITION_STANDING); continue; } else { if (ch->in_room->exit[DIR_DOWN] && (ROOM_DATA *) ch->in_room->exit[DIR_DOWN]->to_room != NULL && ch->in_room->sector_type == SECT_AIR) { send_to_char ("Still falling...\n\r", ch); act ("$n falls right by you.", ch, NULL, NULL, TO_ROOM); to_room = ch->in_room->exit[DIR_DOWN]->to_room; char_from_room (ch); char_to_room (ch, to_room); do_look (ch, "auto"); act ("$n falls from above...", ch, NULL, NULL, TO_ROOM); continue; } else { send_to_char ("OUCH! You land with a loud THUD!\n\r", ch); act ("$n slams into the ground!", ch, NULL, NULL, TO_ROOM); NEW_POSITION(ch, POSITION_STANDING); if (ch->hit > 25) { SUBHIT(ch, number_range(14,20)); } if (ch->position >= POSITION_STUNNED) NEW_POSITION(ch, POSITION_RESTING); continue; } } } if (ch->in_room->room_flags2 != 0) { if (IS_AFFECTED (ch, AFF_NOXIOUS) && !FLAGGYSET && !IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPONE)) { ch->in_room->room_flags2 ^= ROOM2_GASTRAPONE; roomstink = ch->in_room; FLAGGYSET = TRUE; } if (IS_SET (ch->in_room->room_flags2, ROOM2_MANADRAIN)) { mana_gain (ch, 2); } else if (IS_SET (ch->in_room->room_flags2, ROOM2_EXTRAMANA)) { mana_gain (ch, TRUE); } if (IS_SET (ch->in_room->room_flags2, ROOM2_EXTRAHEAL)) { if (ch->hit < ch->max_hit && ch->position) { ADDHIT(ch, 2); } } } if (IS_SET (ch->act, PLR_HOLYWALK)) continue; } if (ch->in_room->room_flags2 > 0 && number_range(1,4) == 2) { if (IS_SET (ch->in_room->room_flags2, ROOM2_FIRETRAP)) { int chan; if (IS_AFFECTED_EXTRA (ch, AFF_PROT_FIRE)) continue; if (IS_MOB (ch)) chan = (LEVEL (ch) / (double) 1.5); else chan = get_curr_dex (ch) + get_curr_int (ch); if (number_range (1, 55) > chan) { act ("Searing flames rise up around you, burning your flesh!", ch, NULL, NULL, TO_CHAR); act ("$N is engulfed in flames!", ch, NULL, ch, TO_ROOM); SUBHIT(ch, number_range (1, 30)); update_pos (ch); if (ch->position == POSITION_DEAD) { strcpy (reasonfd, "Fire"); raw_kill (ch, FALSE); continue; } } else act ("Searing flames rise up around you, but you quickly move out of the way!!", ch, NULL, NULL, TO_CHAR); } if (IS_SET (ch->in_room->room_flags2, ROOM2_ROCKTRAP)) { if (number_range (0, 2) == 1) { int chan; int dam; if (IS_MOB (ch)) chan = (LEVEL (ch) / (double) 1.5); else chan = get_curr_dex (ch) + get_curr_int (ch); if (number_range (1, 55) > chan) { act ("Large rocks fall from above, hitting you on the head!", ch, NULL, NULL, TO_CHAR); act ("$N is smashed on the head by large rocks!", ch, NULL, ch, TO_ROOM); dam = number_range (1, 50); if (dam < 1) dam = 1; SUBHIT(ch,dam); update_pos (ch); if (ch->position == POSITION_DEAD) { strcpy (reasonfd, "Falling rocks"); raw_kill (ch, FALSE); continue; } } else act ("Your quick thinking and fast action allows you to dodge a bunch of\n\rlarge rocks that fall from the ceiling!", ch, NULL, NULL, TO_CHAR); } } if (IS_SET (ch->in_room->room_flags2, ROOM2_ARROWTRAP) || IS_SET (ch->in_room->room_flags2, ROOM2_POISONTRAP)) { int chan; int dam; if (IS_MOB (ch)) chan = (LEVEL (ch)); else chan = get_curr_dex (ch) + get_curr_wis (ch) + get_curr_int (ch); if (number_range (1, 80) > chan) { act ("Small arrows seem to shoot out at you from nowhere. OUCH!", ch, NULL, NULL, TO_CHAR); act ("$N is pierced by a small barage of arrows!", ch, NULL, ch, TO_ROOM); dam = number_range (1, 25); if (ch->armor < -60) { act ("Your superb armor shrugs off most of the puny arrows!", ch, NULL, NULL, TO_CHAR); dam -= 15; } else if (ch->armor < 10) { act ("Your armor lessens the penetration of the arrows!", ch, NULL, NULL, TO_CHAR); dam -= 6; } if (dam < 1) dam = 1; SUBHIT(ch,dam); update_pos (ch); if (ch->position == POSITION_DEAD) { raw_kill (ch, FALSE); continue; } } else act ("Arrows suddenly fire at you from out of nowhere, but your quick thinking\n\rand fast reflexes allow you to dodge them!", ch, NULL, NULL, TO_CHAR); } if (IS_SET (ch->in_room->room_flags2, ROOM2_SPIKETRAP) && number_range (1, 3) == 2) { int chan; int dam; if (IS_MOB (ch)) chan = (LEVEL (ch)); else chan = get_curr_dex (ch) + get_curr_wis (ch) + get_curr_int (ch); if (number_range (1, 80) > chan) { act ("You stumble and fall on some nasty spikes!", ch, NULL, NULL, TO_CHAR); act ("$N stumbles and lands hard on some spikes!", ch, NULL, ch, TO_ROOM); dam = number_range (1, 35); if (ch->armor < -80) { act ("Your superb armor prevents penetration!", ch, NULL, NULL, TO_CHAR); dam -= 25; } else if (ch->armor < 5) { act ("Your armor lessens the penetration of the spikes!", ch, NULL, NULL, TO_CHAR); dam -= 8; } if (dam < 1) dam = 1; SUBHIT(ch,dam); update_pos (ch); if (ch->position == POSITION_DEAD) { raw_kill (ch, FALSE); continue; } } } if (IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPONE) || IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPTWO)) { int dam; if (IS_AFFECTED_EXTRA (ch, AFF_PROT_GAS)) continue; if (number_range (1, 2) == 1) { act ("Horrible noxious gasses which hang in the air here make your lungs burn!", ch, NULL, NULL, TO_CHAR); act ("$N coughs uncontrollably and $s eyes water!", ch, NULL, ch, TO_ROOM); if (IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPONE)) { /* ch->in_room->room2_flags^=ROOM_GASTRAPONE; */ dam = number_range (1, 10); } else dam = number_range (1, 50); SUBHIT(ch,dam); update_pos (ch); if (ch->position == POSITION_DEAD) { raw_kill (ch, FALSE); continue; } if (IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPTWO) && !IS_AFFECTED_EXTRA(ch, AFF_PROT_POISON)) { AFFECT_DATA af; af.type = gsn_poison; af.duration = number_range (2, 10); af.modifier = -2; if (IS_AFFECTED (ch, AFF_POISON)) { af.duration = 1; af.modifier = 0; } af.location = APPLY_STR; af.bitvector = AFF_POISON; renew_affect (ch, &af); act ("You feel very sick! The gas must be poisonous!", ch, NULL, NULL, TO_CHAR); } } } if (IS_SET (ch->in_room->room_flags2, ROOM2_AVALANCHE)) { int dam; avalancheoff = TRUE; roomav = ch->in_room; act ("You are smashed by huge chunks of ice and snow!\n\rAVALANCHE!!!!", ch, NULL, NULL, TO_CHAR); dam = number_range (10, 55); if (number_range (1, 3) == 2) { act ("Snow completely covers you! You can't breath!!!", ch, NULL, NULL, TO_CHAR); dam += number_range (20, 40); } SUBHIT(ch,dam); update_pos (ch); if (ch->position == POSITION_DEAD) { raw_kill (ch, FALSE); continue; } } if (IS_SET (ch->in_room->room_flags2, ROOM2_GEYSERTRAP) && number_range (1, 10) == 2) { int dam; act ("You are sprayed by scalding hot water!!!", ch, NULL, NULL, TO_CHAR); dam = number_range (10, 40); SUBHIT(ch,dam); update_pos (ch); if (ch->position == POSITION_DEAD) { raw_kill (ch, FALSE); continue; } } if (FLAGGYSET && IS_SET (roomstink->room_flags2, ROOM2_GASTRAPONE)) roomstink->room_flags2 ^= ROOM2_GASTRAPONE; if (avalancheoff) roomav->room_flags2 ^= ROOM2_AVALANCHE; } /*End traps */ if (IS_MOB (ch) && (FIGHTING (ch) == NULL && IS_SET (ch->act, ACT_SENTINEL))) continue; if (IS_SET (ch->in_room->room_flags2, ROOM2_MOVING) && !IS_AFFECTED(ch, AFF_FLYING) && ch->in_room->exit[ch->in_room->more->move_dir] != NULL && ch->in_room->more && (ROOM_DATA *) ch->in_room->exit[ch->in_room->more->move_dir]->to_room != NULL && FIGHTING (ch) == NULL && (LEVEL (ch) < IMM_LEVEL || !IS_SET (ch->act, PLR_HOLYWALK)) && ch->position != POSITION_FALLING && ch->in_room->more) { if (ch->in_room->more->move_message && ch->in_room->more->move_message[0] != '\0') { sprintf (general_use, "You are %s", ch->in_room->more->move_message); send_to_char (general_use, ch); sprintf (general_use, "$n is %s", ch->in_room->more->move_message); act (general_use, ch, NULL, NULL, TO_ROOM); } else { send_to_char ("You feel yourself being swept away...\n\r", ch); act ("$n is swept right by you.", ch, NULL, NULL, TO_ROOM); } to_room = (ROOM_DATA *) ch->in_room->exit[ch->in_room->more->move_dir]->to_room; char_from_room (ch); char_to_room (ch, to_room); do_look (ch, "auto"); act ("$n is thrown into the room.", ch, NULL, NULL, TO_ROOM); } } return; } void obj_update (void) { SINGLE_OBJECT *obj; SINGLE_OBJECT *obj_next; SINGLE_OBJECT *objtmp; SINGLE_OBJECT *objnxt; if (arena_timelimit > -1) arena_timelimit--; if (arena_timelimit == 0) { arena_timelimit = -1; give_back_money (); { CHAR_DATA *sch; sch=create_mobile(get_mob_index(1)); char_to_room(sch,get_room_index(2)); do_cancel (sch, ""); extract_char(sch,TRUE); } } if (number_range (1, 3) > 1) return; for (obj = object_list; obj != NULL; obj = obj_next) { CHAR_DATA *owner; CHAR_DATA *rch; char *message; if (!obj->next) obj_next = NULL; else obj_next = obj->next; if (obj->in_room == NULL && obj->carried_by == NULL && obj->in_obj == NULL) continue; /* Move this to object update */ if (obj->carried_by && obj->carried_by->in_room && obj->pIndexData->item_type == ITEM_LIGHT && IS_LIT (obj) && ((I_LIGHT *) obj->more)->max_light > 0) { if (--((I_LIGHT *) obj->more)->light_now == 0 && obj->carried_by->in_room != NULL) { --obj->carried_by->in_room->light; if (IS_PLAYER(obj->carried_by) && obj->carried_by->pcdata->light > 0) obj->carried_by->pcdata->light--; act ("$p goes out.", obj->carried_by, obj, NULL, TO_ROOM); act ("$p goes out.", obj->carried_by, obj, NULL, TO_CHAR); REMOVE_BIT (((I_LIGHT *) obj->more)->light_lit, LIGHT_LIT); if (!IS_SET (((I_LIGHT *) obj->more)->light_lit, LIGHT_FILLABLE)) { free_it (obj); continue; } } if (((I_LIGHT *) obj->more)->light_now > 0) { switch (PERCENTAGE (((I_LIGHT *) obj->more)->light_now, ((I_LIGHT *) obj->more)->max_light) / 10) { case 0: act ("$p belonging to $n, sputters.", obj->carried_by, obj, NULL, TO_ROOM); act ("$p flickers and sputters.", obj->carried_by, obj, NULL, TO_CHAR); break; case 1: act ("$p belonging to $n, flickers.", obj->carried_by, obj, NULL, TO_ROOM); act ("$p flickers.", obj->carried_by, obj, NULL, TO_CHAR); break; case 2: act ("$p belonging to $n, flickers slightly.", obj->carried_by, obj, NULL, TO_ROOM); act ("$p flickers slightly.", obj->carried_by, obj, NULL, TO_CHAR); break; } } } if (obj->timer <= 0 || --obj->timer > 0) continue; if ((owner = obj->carried_by) != NULL && owner->in_room && obj->wear_loc != -1) unequip_char (owner, obj); if (owner && !owner->in_room) continue; switch (obj->pIndexData->item_type) { default: message = "$p vanishes."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust.\x1B[37;0m"; break; case ITEM_CORPSE_PC: { char name[SML_LENGTH]; char *pd; char buffy[200]; pd = OOSTR (obj, short_descr); pd = one_argy (pd, name); pd = one_argy (pd, name); pd = one_argy (pd, name); pd = one_argy (pd, name); /*name now equals the name of the person */ sprintf (buffy, "rm %s%s.cor &", PLAYER_DIR_2, capitalize (name)); system (buffy); if (obj->in_room == NULL) continue; for (objtmp = obj->contains; objtmp != NULL; objtmp = objnxt) { objnxt = objtmp->next_content; obj_from (objtmp); obj_to (objtmp, obj->in_room); } message = "$p decays into dust."; break; } case ITEM_FOOD: message = "$p rots."; break; } if (obj->pIndexData->vnum != 40) { if (obj->carried_by != NULL) { act (message, obj->carried_by, obj, NULL, TO_CHAR); } else if (obj->in_room != NULL && obj->in_room->more && (rch = obj->in_room->more->people) != NULL) { act (message, rch, obj, NULL, TO_ROOM); act (message, rch, obj, NULL, TO_CHAR); } } /*get rid of power coin!? */ if (obj->carried_by != NULL && obj->wear_loc != -1) unequip_char (obj->carried_by, obj); free_it (obj); } return; } bool can_yell (CHAR_DATA * ch) { if (IS_PLAYER (ch)) return TRUE; if (ch->pIndexData->mobtype == MOB_PLANT || ch->pIndexData->mobtype == MOB_GENERAL_ANIMAL || ch->pIndexData->mobtype == MOB_DUMMY || ch->pIndexData->mobtype == MOB_INSECT || ch->pIndexData->mobtype == MOB_UNDEAD || ch->pIndexData->mobtype == MOB_BIRD || ch->pIndexData->mobtype == MOB_FISH || ch->pIndexData->mobtype == MOB_CANINE || ch->pIndexData->mobtype == MOB_FELINE || ch->pIndexData->mobtype == MOB_REPTILE || ch->pIndexData->mobtype == MOB_GHOST || ch->pIndexData->mobtype == MOB_ARACHNID || ch->pIndexData->mobtype == MOB_HORSE || ch->pIndexData->mobtype == MOB_MUTANT || ch->pIndexData->mobtype == MOB_RODENT) return FALSE; return TRUE; } void racehate_message (CHAR_DATA * ch) { if (IS_PLAYER (ch)) return; if (ch->pIndexData->mobtype == MOB_PLANT || ch->pIndexData->mobtype == MOB_GENERAL_ANIMAL || ch->pIndexData->mobtype == MOB_DUMMY || ch->pIndexData->mobtype == MOB_INSECT || ch->pIndexData->mobtype == MOB_UNDEAD || ch->pIndexData->mobtype == MOB_BIRD || ch->pIndexData->mobtype == MOB_FISH || ch->pIndexData->mobtype == MOB_CANINE || ch->pIndexData->mobtype == MOB_FELINE || ch->pIndexData->mobtype == MOB_REPTILE || ch->pIndexData->mobtype == MOB_GHOST || ch->pIndexData->mobtype == MOB_ARACHNID || ch->pIndexData->mobtype == MOB_HORSE || ch->pIndexData->mobtype == MOB_MUTANT || ch->pIndexData->mobtype == MOB_RODENT) return; switch (number_range(1,4)) { case 1: do_say (ch, "I don't like your kind! I think I'll just kill you..."); break; case 2: do_say (ch, "All of your kind must die!"); break; case 3: do_say(ch, "Your kind will be obliterated!"); break; } return; } 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; SCRIPT_INFO *scr; SCRIPT_INFO *scr_next; /* Check running scripts for delay resumes */ for (scr = info_list; scr != NULL; scr = scr_next) { scr_next = scr->next; if (scr->tick_type != 4) continue; if (scr->delay_ticks <= 0) continue; scr->delay_ticks--; if (scr->delay_ticks == 0) { execute_code (scr); } } for (wch = aggro_check; wch != NULL; wch = wch_next) { wch_next = wch->gen_next; if (wch->data_type == 50 || wch->data_type == 0) { remove_from_aggro_list (wch); continue; } if (wch->in_room->area->nplayer < 1) continue; --wch->wait; if (!wch->in_room->more || !wch->in_room->more->people || wch->in_room->more->pcs < 1) continue; for (ch = wch->in_room->more->people; ch && ch != NULL; ch = ch_next) { int count; ch_next = ch->next_in_room; if (IS_MOB (ch) && ch->pIndexData->race_hate != 0 && FIGHTING (ch) == NULL) { for (vch = wch->in_room->more->people; vch != NULL; vch = vch_next) { if (!vch->next_in_room) vch_next = NULL; else vch_next = vch->next_in_room; if (IS_PLAYER (vch) && can_see (ch, vch) && (IS_SET (ch->pIndexData->race_hate, (1 << ch->pcdata->race))) && LEVEL (vch) < 101 && FIGHTING (ch) == NULL) { racehate_message (ch); set_fighting (ch, vch); continue; } } } /*dun: */ if (ch->in_room == NULL) continue; if (IS_PLAYER (ch) || (!IS_SET (ch->act, ACT_AGGRESSIVE) && !IS_SET (ch->act, ACT_ANGRY)) || FIGHTING (ch) != NULL || IS_AFFECTED (ch, AFF_CHARM) || !IS_AWAKE (ch) || (IS_SET (ch->act, ACT_WIMPY) && IS_AWAKE (wch)) || !can_see (ch, wch)) continue; if (IS_SET (ch->act, ACT_ANGRY) && (number_range (0, 6) != 1)) continue; count = 0; victim = NULL; for (vch = wch->in_room->more->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (IS_PLAYER (vch) && LEVEL (vch) < LEVEL_IMMORTAL && (!IS_SET (ch->act, ACT_WIMPY) || !IS_AWAKE (vch)) && can_see (ch, vch) /*&& (!IS_AFFECTED( vch, AFF_SNEAK ) */ ) { if (number_range (0, count) == 0) victim = vch; count++; } } if (victim == NULL) { continue; } /* Safety spell reduces chance of getting attacked by aggro */ if (IS_AFFECTED (victim, AFF_SAFETY) && LEVEL (ch) < LEVEL (victim) && number_range (1, 4) < 4) continue; if (IS_SET(ch->pIndexData->act4, ACT4_KILL_OPP) && DIFF_ALIGN(ch, victim)) { act("$B$&All of your kind must die!$R$7", ch, NULL, victim, TO_ROOM); } else { switch (number_bits (2)) { default: act ("$4$n attacks $N!$R", ch, NULL, victim, TO_NOTVICT); act ("$4$n attacks you!$R", ch, NULL, victim, TO_VICT); break; case 1: if (can_yell (ch)) { act ("$4$n screams and attacks $N!$R", ch, NULL, victim, TO_NOTVICT); act ("$4$n screams and attacks you!$R", ch, NULL, victim, TO_VICT); } break; case 2: if (can_yell (ch)) { act ("$4$n leaps towards $N!$R", ch, NULL, victim, TO_NOTVICT); act ("$4$n leaps towards you!$R", ch, NULL, victim, TO_VICT); } else { act ("$4$n attacks $N!$R", ch, NULL, victim, TO_NOTVICT); act ("$4$n attacks you!$R", ch, NULL, victim, TO_VICT); } break; case 3: act ("$4$N's eyes widen in horror as $n attacks!$R", ch, NULL, victim, TO_NOTVICT); act ("$4$n attacks you!$R", ch, NULL, victim, TO_VICT); break; } } multi_hit (ch, victim,TYPE_UNDEFINED); } } return; } void dum (void) { return; } /* * Reset one room. */ void reset_room (ROOM_DATA * pRoom) { RESET_DATA *pReset; CHAR_DATA *pMob; SINGLE_OBJECT *pObj; CHAR_DATA *LastMob = NULL; SINGLE_OBJECT *LastObj = NULL; SINGLE_OBJECT *LastObjPrev = NULL; EXIT_DATA *pexit; bool last; int iExit; int olevel = 2; if (pRoom == NULL) return; if (get_room_index (pRoom->vnum) == NULL) { bug ("Reset_room: invalid room %d", pRoom->vnum); return; } pMob = NULL; last = TRUE; for (iExit = 0; iExit < MAX_DIR; iExit++) { if (((pexit = (EXIT_DATA *) pRoom->exit[iExit]) != NULL) && pexit->d_info) { if (pexit->d_info->str < 0 && !IS_SET (pexit->d_info->exit_info, EX_RESET)) continue; pexit->d_info->exit_info = pexit->d_info->rs_flags; if (IS_SET(pexit->d_info->exit_info, EX_CLOSED) && IS_SET(pexit->d_info->exit_info, EX_ISDOOR) && number_range(1,100) == 2) SET_BIT(pexit->d_info->exit_info, EX_HASTRAP); if (IS_SET (pexit->d_info->rs_flags, EX_ISDOOR) && pexit->d_info->maxstr > 0) { pexit->d_info->str = pexit->d_info->maxstr; } if (((ROOM_DATA *) pRoom->exit[iExit]->to_room) != NULL && (pexit = (EXIT_DATA *) ((ROOM_DATA *) pRoom->exit[iExit]->to_room)->exit[rev_dir[iExit]]) != NULL && pexit->d_info != NULL) pexit->d_info->exit_info = pexit->d_info->rs_flags; } } if (!pRoom->more) return; LastMob = NULL; LastObj = NULL; for (pReset = pRoom->more->reset_first; pReset != NULL; pReset = pReset->next) { MOB_PROTOTYPE *pMobIndex; OBJ_PROTOTYPE *pObjIndex; pObj = NULL; if ((pReset->percent > 100) && (pReset->percent < 110)) { int chance = pReset->percent -100; if (number_range(1,100) > chance) { if (pReset->command == 'M') LastMob = NULL; continue; } } else if (number_percent () > UMAX(pReset->percent, 1)) { if (pReset->command == 'M') LastMob = NULL; continue; } switch (pReset->command) { default: bug ("Reset_room: bad command %c.", pReset->command); break; case 'M': if ((pMobIndex = get_mob_index (pReset->rs_vnum)) == NULL) { bug ("Reset_room: 'M': bad vnum %d.", pReset->rs_vnum); bug ("Reset in room : %d.", pRoom->vnum); continue; } if (pMobIndex->count >= pMobIndex->max_in_world /*pReset->loc */ ) { LastMob = NULL; break; } if(IS_SET(pMobIndex->act, ACT_REBOOT_ONLY)&& pMobIndex->killed > 0) { LastMob = NULL; break; } pMob = create_mobile (pMobIndex); if (room_is_dark (pRoom)) SET_BIT (pMob->affected_by, AFF_INFRARED); char_to_room (pMob, pRoom); /* Mob was born, check for triggers on mobbie! */ checkagain: { SINGLE_TRIGGER *tr; SCRIPT_INFO *s; for (tr = trigger_list[TCREATED]; tr != NULL; tr = tr->next) { if (pMob->pIndexData->vnum == tr->attached_to_mob) { if (tr->running_info && !tr->interrupted) continue; /* Already running, interrupted, but script says not to allow interruptions. */ if (tr->running_info && tr->interrupted != 2) { end_script (tr->running_info); goto checkagain; } /* ----------------- */ /* Start the script! */ /* ----------------- */ tr->running_info = mem_alloc (sizeof (*tr->running_info)); s = tr->running_info; bzero (s, sizeof (*s)); s->current = pMob; s->mob = pMob; strcpy (s->code_seg, tr->code_label); s->current_line = 0; s->called_by = tr; s->next = info_list; info_list = s; execute_code (s); /* ----------------- */ } } } /* End trigger check! */ if (IS_AFFECTED (pMob, AFF_SLEEP)) { do_sleep (pMob, ""); } if (IS_SET (pMob->pIndexData->act3, ACT3_RIDE)) { if (LastMob != NULL && RIDING (LastMob) == NULL) { do_mount (pMob, RNAME (LastMob)); } } if (IS_SET (pMob->pIndexData->act3, ACT3_FOLLOW)) { if (LastMob != NULL) { add_follower (pMob, LastMob); } } LastObj = NULL; LastObjPrev = NULL; LastMob = pMob; olevel = LEVEL (pMob); break; case 'O': { int vnum = pReset->rs_vnum; pObj = NULL; if(vnum > 90000 && vnum < 90999 && vnum != 90017 && vnum != 90018) continue; if(vnum > 550 && vnum < 603) continue; if(vnum> 99 && vnum < 180) { /* Special pops will go in here. */ int i = vnum; switch (i) { case 100: /* Clothpop */ vnum = number_range(200, 204); break; case 101: /* Leatherpop */ vnum = number_range(205, 218); break; case 102: /* Chainpop */ vnum = number_range(219, 223); break; case 103: /* Metalpop */ vnum = number_range(224, 231); break; case 104: /* Steelpop */ vnum = number_range(232, 237); break; case 105: /* Leather or less pop */ vnum = number_range(200, 218); break; case 106: /* Chain or less pop */ vnum = number_range(200, 223); break; case 107: /* Metal or less pop */ vnum = number_range(200, 231); break; case 108: /* Steel or less pop */ vnum = number_range(200, 237); break; case 109: /* Chain or more pop */ vnum = number_range(219, 237); break; case 110: /* Metal or more pop */ vnum = number_range(224, 237); break; case 111: { int jj; for (jj = 0; jj < 7; jj++) if (number_range(1,3) == 2) break; vnum = 90019 + (jj * 40); } break; case 112: { int jj; for (jj = 0; jj < 8; jj++) if (number_range(1,3) == 2) break; if (jj == 7 && number_range(1,3) != 2) jj = 0; vnum = 90139 + (jj * 40); } break; case 113: { int jj; for (jj = 0; jj < 9; jj++) if (number_range(1,3) == 2) break; if (jj == 8 && number_range(1,5) != 3) jj = 0; vnum = 90219 + (jj * 40); } break; case 114: /* mineral pop */ { int jj; for (jj = 0; jj < 16; jj++) if (number_range(1,3) == 2) break; if (jj == 15 && number_range(1,4) != 3) jj = 0; vnum = 90019 + (jj * 40); } break; case 115: /* Wood */ { vnum = number_range(551,560); } break; case 116: /* Herbs */ { vnum = number_range(561,602); } break; case 117: /* Dagger */ { if (number_range(1,2) != 2) vnum = 250; else if (number_range(1,2) != 2) vnum = 251; else if (number_range(1,2) != 2) vnum = 252; else vnum = 253; break; } case 118: /* Swords */ { if (number_range(1,2) != 2) vnum = 260; else if (number_range(1,2) != 2) vnum = 261; else if (number_range(1,2) != 2) vnum = 262; else vnum = 263; break; } case 119: /* Clubs */ { if (number_range(1,2) != 2) vnum = 270; else if (number_range(1,2) != 2) vnum = 271; else if (number_range(1,2) != 2) vnum = 272; else vnum = 273; break; } case 120: /* Crap wpn */ { if (number_range(1,3) != 2) vnum = 250; else if (number_range(1,3) != 2) vnum = 251; else vnum = 252; vnum += 10*number_range(0,2); break; } case 121: /* Good wpn */ { if (number_range(1,2) == 2) vnum = 252; else if (number_range(1,3) != 2) vnum = 253; else vnum = 251; vnum += 10*number_range(0,2); break; } break; } } if ((pObjIndex = get_obj_index (vnum)) == NULL) { bug ("Reset_room: 'O': bad vnum %d.", pReset->rs_vnum); bug ("Reset in room : %d.", pRoom->vnum); continue; } if (pReset->loc == RESET_LOC_INROOM) { SINGLE_OBJECT *obj2; int count_in_room; count_in_room = 0; if (pRoom->more) for (obj2 = pRoom->more->contents; obj2 != NULL; obj2 = obj2->next_content) { if (obj2->pIndexData->vnum == /*pObj->pIndexData->vnum */ pObjIndex->vnum) count_in_room++; } if (pObjIndex->max_in_room <= count_in_room) continue; pObj = create_object (pObjIndex, number_fuzzy (olevel)); obj_to (pObj, pRoom); if ( /*LastObj == NULL || */ pObj->pIndexData->item_type == ITEM_CONTAINER) { LastObjPrev = LastObj; LastObj = pObj; } continue; } if (pReset->loc == RESET_LOC_INOBJ && LastObj != NULL) { pObj = create_object (pObjIndex, number_fuzzy (olevel)); obj_to (pObj, LastObj); continue; } if (pReset->loc == RESET_LOC_ONOBJ && LastObj != NULL) { pObj = create_object (pObjIndex, number_fuzzy (olevel)); obj_to (pObj, LastObj); continue; } if (LastMob != NULL) { pObj = create_object (pObjIndex, number_fuzzy (olevel)); obj_to (pObj, LastMob); if ( /*LastObj == NULL || */ pObj->pIndexData->item_type == ITEM_CONTAINER) { LastObjPrev = LastObj; LastObj = pObj; } /* For Shopkeepers */ if (LastMob->pIndexData->pShop != NULL && pObj->wear_loc == WEAR_NONE) { /* pObj->wear_loc = URANGE( WEAR_NONE, pReset->loc, MAX_WEAR ); */ pObj->wear_loc = -1; SET_BIT (pObj->extra_flags, ITEM_INVENTORY); if (pReset->loc > 1) { int counter; for (counter = 1; counter < pReset->loc; counter++) { pObj = NULL; pObj = create_object (pObjIndex, 1); obj_to (pObj, LastMob); pObj->wear_loc = WEAR_NONE; SET_BIT (pObj->extra_flags, ITEM_INVENTORY); } } continue; } if (pReset->loc != 99) wear_obj (LastMob, pObj, FALSE, 0); } break; } } /*END OF CASE */ } /*END OF LOOP */ /* THIS ACTIVATES ALIGN BONUSES FROM CAPTURED ROOMS */ if (pRoom->sector_type == SECT_CAPTURE) { if (!(strchr(pRoom->cbonusstr, 's') == NULL)) align_info[pRoom->calign].bonus[0] = 1; if (!(strchr(pRoom->cbonusstr, 'i') == NULL)) align_info[pRoom->calign].bonus[1] = 1; if (!(strchr(pRoom->cbonusstr, 'w') == NULL)) align_info[pRoom->calign].bonus[2] = 1; if (!(strchr(pRoom->cbonusstr, 'd') == NULL)) align_info[pRoom->calign].bonus[3] = 1; /* if (!(strchr(pRoom->cbonusstr, 'c') == NULL)) align_info[pRoom->calign].bonus[4] = 1; */ } return; } void do_purgearea (CHAR_DATA * ch, char *argy) { ROOM_DATA *pRoom; int ihash; DEFINE_COMMAND ("areapurge", do_purgearea, POSITION_DEAD, 101,LOG_NORMAL, "This command performs an invisible purge command in all rooms in the current area.") if (IS_MOB (ch)) return; for (ihash = 0; ihash < HASH_MAX; ihash++) { for (pRoom = room_hash[ihash]; pRoom != NULL; pRoom = pRoom->next) { if (ch->in_room->area != pRoom->area) continue; raw_purge (pRoom); } } send_to_char ("Area purged (all objects and mobs).\n\r", ch); return; } bool temp=FALSE; void do_setmiw (CHAR_DATA * ch, char *argy) { int i; int j; MOB_PROTOTYPE *m; int hash; char tm[SML_LENGTH]; char arg[SML_LENGTH]; DEFINE_COMMAND ("z_setmiw", do_setmiw, POSITION_DEAD, MAX_LEVEL, LOG_ALWAYS, " use...") argy = one_argy (argy, arg); if (!is_number (arg) || !is_number (argy)) return; i = atoi (arg); j = atoi (argy); sprintf(arg,"%d to %d.\n\r",i,j); send_to_char(arg,ch); temp=TRUE; for (hash = 0; hash < HASH_MAX; hash++) { for (m = mob_index_hash[hash]; m != NULL; m = m->next) { if (m->vnum < i || m->vnum > j) continue; strcpy(tm,itoa(m->vnum)); do_mreset (ch, tm); m->max_in_world = ti; SET_BIT (m->area->area_flags, AREA_CHANGED); } } temp=FALSE; send_to_char ("Done.\n\r", ch); return; } void do_mreset (CHAR_DATA * ch, char *argy) { RESET_DATA *pReset; ROOM_DATA *pRoom; int ihash; int reset_num; char general_use[500]; DEFINE_COMMAND ("mreset", do_mreset, POSITION_DEAD, MAX_LEVEL, LOG_NORMAL, "This command can be used to find resets of the specified mob prototype.") if (IS_MOB (ch)) return; if (argy == "" || argy[0] == '\0') { send_to_char ("mreset <vnum> (vnum is mob number to find reset of)\n\r", ch); return; } if (is_number (argy)) { ti = 0; reset_num = atoi (argy); if (reset_num < 1) return; for (ihash = 0; ihash < HASH_MAX; ihash++) { for (pRoom = room_hash[ihash]; pRoom != NULL; pRoom = pRoom->next) { if (!pRoom->more || pRoom->more->reset_first == NULL) continue; for (pReset = pRoom->more->reset_first; pReset != NULL; pReset = pReset->next) { if (pReset->rs_vnum == reset_num && pReset->command == 'M') { ti++; if (!temp) { sprintf (general_use, "Mob %d reset in room %d at %d chance.\n\r", reset_num, pRoom->vnum, pReset->percent); send_to_char (general_use, ch); } } } } } } else { MOB_PROTOTYPE *mmid; int iHsh; bool found_item; bool area_only = TRUE; if (str_prefix ("maintenance", argy)) return; if (!str_infix ("all", argy)) area_only = FALSE; for (iHsh = 0; iHsh < HASH_MAX; iHsh++) { for (mmid = mob_index_hash[iHsh]; mmid != NULL; mmid = mmid->next) { if (mmid->area->open == 0) continue; if (area_only && mmid->area != ch->in_room->area) continue; found_item = FALSE; for (ihash = 0; ihash < HASH_MAX; ihash++) { for (pRoom = room_hash[ihash]; pRoom != NULL; pRoom = pRoom->next) { if (!pRoom->more || pRoom->more->reset_first == NULL) continue; for (pReset = pRoom->more->reset_first; pReset != NULL; pReset = pReset->next) { if (pReset->rs_vnum == mmid->vnum && pReset->command == 'M') { found_item = TRUE; } } if (found_item) goto firstloopbreak; } } sprintf (general_use, "Mob %d is unused!\n\r", mmid->vnum); write_to_descriptor2 (ch->desc, general_use, 0); mmid->guard = -32000; firstloopbreak: if (mmid) {}; } } } return; } void do_oreset (CHAR_DATA * ch, char *argy) { RESET_DATA *pReset; ROOM_DATA *pRoom; char general_use[500]; int reset_num; int ihash; DEFINE_COMMAND ("oreset", do_oreset, POSITION_DEAD, MAX_LEVEL, LOG_NORMAL, "This command can be used to find resets of the specified object prototype.") if (IS_MOB (ch)) return; if (argy == "" || argy[0] == '\0') { send_to_char ("oreset <vnum> (vnum is object number to find reset of)\n\r", ch); return; } if (is_number (argy)) { reset_num = atoi (argy); if (reset_num < 1) return; for (ihash = 0; ihash < HASH_MAX; ihash++) { for (pRoom = room_hash[ihash]; pRoom != NULL; pRoom = pRoom->next) { if (!pRoom->more || pRoom->more->reset_first == NULL) continue; for (pReset = pRoom->more->reset_first; pReset != NULL; pReset = pReset->next) { if (pReset->rs_vnum == reset_num && pReset->command == 'O') { sprintf (general_use, "Object %d reset in room vnum %d at %d chance.\n\r", reset_num, pRoom->vnum, pReset->percent); send_to_char (general_use, ch); } } } } } else { int iHsh; OBJ_PROTOTYPE *objj; bool found_item; bool area_only = TRUE; if (str_prefix ("maintenance", argy)) return; if (!str_infix ("all", argy)) area_only = FALSE; for (iHsh = 0; iHsh < HASH_MAX; iHsh++) { for (objj = obj_index_hash[iHsh]; objj != NULL; objj = objj->next) { if (objj->area->open == 0) continue; if (area_only && objj->area != ch->in_room->area) continue; found_item = FALSE; for (ihash = 0; ihash < HASH_MAX; ihash++) { for (pRoom = room_hash[ihash]; pRoom != NULL; pRoom = pRoom->next) { if (!pRoom->more || pRoom->more->reset_first == NULL) continue; for (pReset = pRoom->more->reset_first; pReset != NULL; pReset = pReset->next) { if (pReset->rs_vnum == objj->vnum && pReset->command == 'O') { found_item = TRUE; } } if (found_item) goto firstloopbreak; } } sprintf (general_use, "Object %d is unused!\n\r", objj->vnum); write_to_descriptor2 (ch->desc, general_use, 0); objj->item_type = 99999; firstloopbreak: if (objj) {}; } } } return; } void room_update (void) { ROOM_DATA *pRoom; TRACK_DATA *tr_n; TRACK_DATA *tr; PTRACK_DATA *ptr; /* JRAJRA */ PTRACK_DATA *ptr_n; /* JRAJRA */ CHAR_DATA *pch; AREA_DATA *ar; bool stp = FALSE; bool dried = FALSE; int i = 0; int blud = 0; int iHash; for (ar = area_first; ar != NULL; ar = ar->next) ar->repop_counter--; for (iHash = 0; iHash < HASH_MAX; iHash++) { for (pRoom = room_hash[iHash]; pRoom != NULL; pRoom = pRoom->next) { if (!pRoom->area || pRoom->area->repop_counter % 6 != 0) continue; if (pRoom->blood != 0) /* Check for blood and then remove it */ { dried = FALSE; blud = pRoom->blood; for (i = 0 ; i < 6 ; i++) { if(IS_SET(blud,blood_number[i]) && number_range(1,4) !=1) { REMOVE_BIT(blud, blood_number[i]); dried = TRUE; } } pRoom->blood = blud; if (dried && pRoom->more && pRoom->more->people) { for (pch = pRoom->more->people; pch != NULL; pch=pch->next_in_room) send_to_char("\x1b[0;31mA blood trail dries up.\x1b[0;37m\n\r", pch); } } for (tr = pRoom->tracks; !stp && tr; tr = tr_n) { tr_n = tr->next_track_in_room; if (tr_n == NULL) stp = TRUE; free_m (tr); } stp = FALSE; pRoom->tracks = NULL; /* JRAJRA - Clean player tracks in room */ /* MATUSE - ONE IN 10 CHANCE OF TRACKS WIPING */ if (number_range(1,10) == 2) { for (ptr = pRoom->ptracks; !stp && ptr; ptr = ptr_n) { ptr_n = ptr->next_track_in_room; if (ptr_n == NULL) stp = TRUE; free_m (ptr); } stp = FALSE; pRoom->ptracks = NULL; } if (pRoom->area->repop_counter == 0) { if (pRoom->area->repop[0] != '\0' && pRoom->more) for (pch = pRoom->more->people; pch != NULL; pch = pch->next_in_room) send_to_char (pRoom->area->repop, pch); reset_room (pRoom); } } } for (ar = area_first; ar != NULL; ar = ar->next) { if(ar->repop_counter <= 0) ar->repop_counter = UMIN(20,ar->repop_rate); } return; } void update_handler (void) { pulse_upd--; if (pulse_upd % 25 == 12) transport_update (); /* Every 2.5 seconds transport update */ if (pulse_upd % 90 == 78) /* Every 9 seconds plr update */ { int i; if (saving != NULL) for (i = 0; i < 7; i++) { save_area (saving); REMOVE_BIT (saving->area_flags, AREA_CHANGED); saving = saving->next; if (saving == NULL) { do_global ("Database save finished.\n\r", 0, 0); break; } } auction_update(); char_only_update (); } if (pulse_upd % 70 == 32) mobile_update (); /* Update mobs every 7 seconds */ if (pulse_upd % 35 == 6) violence_update (); /* One fight round every 4.0 seconds */ if (pulse_upd % 400 == 200) /* Hourly "tick" every 40 seconds */ { char_update (); obj_update (); if (biddata.waitticks == 0) { biddata.waitticks = -1; arena (); } if (biddata.waitticks > 0) biddata.waitticks--; weather_update (); if (ticks_to_reboot == 0) { hours_up++; /* MATUSE - THIS DETERMINES REBOOT TIME */ /* 450 was 5-8 hour reboots */ if (hours_up >= 850 && number_range(1,200)<=(1+(hours_up-450)/90)) { ticks_to_reboot = 15; } } } if (pulse_upd % 5 == 0) aggr_update (); /* Aggros checked 2x per second */ if (pulse_upd <= 0) { pulse_upd = PULSE_AREA; if (dice (1, 120) == 1356) do_disaster (); } return; } void do_disaster () { CHAR_DATA *mob; AREA_DATA *area; area = NULL; for (mob = char_list; mob != NULL; mob = mob->next) { if (number_percent () > 90) { if (mob->in_room && mob->in_room->area) area = mob->in_room->area; break; } } if (area == NULL) return; for (mob = char_list; mob != NULL; mob = mob->next) { if (mob->in_room == NULL || mob->in_room->area == NULL) continue; if (mob->in_room->area == area) { if (IS_AFFECTED (mob, AFF_FLYING)) { send_to_char ("You see the earth shake and rumble below!\n\r", mob); continue; } send_to_char ("The earth shakes and rumbles violently!\n\r", mob); if (dice (3, 10) > get_curr_dex (mob)) { send_to_char ("The quake knocks you to the ground.\n\r", mob); act ("$n is knocked down by the quake.", mob, NULL, NULL, TO_ROOM); if (IS_SET (mob->act, PLR_HOLYWALK)) continue; NEW_POSITION(mob, POSITION_RESTING); if (mob->hit > 11) { SUBHIT(mob, 10); } } } } return; }