#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_field = 3;
static int pulse_mobile = 1;
static int pulse_violence = 1;
static int pulse_point = 2;
static int pulse_aggro = 1;
static int player_upd = 2;
static int transport_upd = 1;
static bool flaggy;
void
fix_char (CHAR_DATA * ch)
{
int i;
AFFECT_DATA *afd;
SINGLE_OBJECT *bah;
if (IS_MOB (ch))
return;
ch->hitroll = 0;
ch->damroll = 0;
ch->armor = ch->pcdata->nat_armor;
if (ch->pcdata != NULL) {
i = ch->pcdata->guilds;
ch->pcdata->guilds=0;
if (IS_SET(i,GUILD_TINKER)) ch->pcdata->guilds |= GUILD_TINKER;
if (IS_SET(i,GUILD_WARRIOR)) ch->pcdata->guilds |= GUILD_WARRIOR;
if (IS_SET(i,GUILD_THIEFG)) ch->pcdata->guilds |= GUILD_THIEFG;
if (IS_SET(i,GUILD_HEALER)) ch->pcdata->guilds |= GUILD_HEALER;
if (IS_SET(i,GUILD_WIZARD)) ch->pcdata->guilds |= GUILD_WIZARD;
if (IS_SET(i,GUILD_RANGER)) ch->pcdata->guilds |= GUILD_RANGER;
if (IS_SET(i,GUILD_ASSASSIN)) ch->pcdata->guilds |= GUILD_ASSASSIN;
}
LOOP (afd, ch->affected, afd->next)
{
if (afd->location == APPLY_DAMROLL)
ch->damroll += afd->modifier;
if (afd->location == APPLY_HITROLL)
ch->hitroll += afd->modifier;
if (afd->location == APPLY_AC)
ch->armor += afd->modifier;
}
LOOP (bah, ch->carrying, bah->next_content)
{
if (bah->wear_loc == -1 || bah->wear_loc == WEAR_BELT_1 ||
bah->wear_loc == WEAR_BELT_2 || bah->wear_loc == WEAR_BELT_3)
continue;
ch->armor -= apply_ac (bah, bah->wear_loc);
LOOP (afd, bah->pIndexData->affected, afd->next)
{
if (afd->location == APPLY_DAMROLL)
ch->damroll += afd->modifier;
if (afd->location == APPLY_HITROLL)
ch->hitroll += afd->modifier;
if (afd->location == APPLY_AC)
ch->armor += afd->modifier;
}
}
ch->damroll += (ch->pcdata->remort_times * 2);
return;
}
void
advance_level (CHAR_DATA * ch)
{
int add_prac;
int sn;
int add_learn;
int ct;
ct = 0;
if (IS_MOB (ch))
return;
add_level_bonuses (ch, 1);
add_prac = (pow.practice_percent * wis_app[get_curr_wis (ch) - 1].practice) / 100;
for (sn = 0; sn < SKILL_COUNT; sn++)
{
if (ch->pcdata->learned[sn] > 0)
ct++;
}
add_learn = 0;
/*
if (race_info[ch->pcdata->race].max_skills + race_info[ch->pcdata->race].max_spells <= ct)
{
if (number_range (1, 3) == 2)
add_learn = 1;
}
else
*/
add_learn = LEVEL (ch) < 4 ? 2 : 1;
ch->pcdata->practice += add_prac;
ch->pcdata->learn += add_learn;
natural_mana (ch);
upd_mana (ch);
upd_hps (ch);
return;
}
void
award_tps (CHAR_DATA * ch, int gain)
{
ROOM_DATA *rid = NULL;
char general_use[500];
int gg = gain;
while (gg > 0)
{
while (((rid = get_room_index (number_range (1000, 90000))) == NULL) ||
(rid->sector_type == SECT_WATER_NOSWIM) ||
(rid->sector_type == SECT_JAVA) ||
(!rid->area->open))
{
}
rid->tps++;
gg--;
}
if (IS_MOB (ch) || gain == 0)
return;
ch->pcdata->tps += gain;
while (LEVEL (ch) < 90 && ch->exp >= FIND_EXP (LEVEL (ch), ch->pcdata->race) && ch->pcdata->tps >= FIND_TPS (LEVEL (ch), ch->pcdata->race))
{
send_to_char ("You have become more powerful!\n\r", ch);
ch->pcdata->level++;
sprintf (general_use,
"\x1B[30;1m-->\x1B[37;0mYour overall power and learning capacities have increased!\n\r");
send_to_char (general_use, ch);
advance_level (ch);
}
upd_xp (ch);
return;
}
void
gain_exp (CHAR_DATA * ch, int gain)
{
char general_use[500];
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;
if (ch->exp >= FIND_EXP ((LEVEL (ch) + 2), ch->pcdata->race) && ch->pcdata->tps < FIND_TPS (LEVEL (ch), ch->pcdata->race))
{
ch->exp = FIND_EXP ((LEVEL (ch) + 2), ch->pcdata->race) - 1;
upd_xp (ch);
return;
}
while (LEVEL (ch) < pow.max_level && ch->exp >= FIND_EXP (LEVEL (ch), ch->pcdata->race) && ch->pcdata->tps >= FIND_TPS (LEVEL (ch), ch->pcdata->race))
{
send_to_char ("You have become more powerful!\n\r", ch);
sprintf (general_use,
"\x1B[30;1m-->\x1B[37;0mYour overall power and learning capacities have increased!\n\r");
send_to_char (general_use, ch);
ch->pcdata->level++;
advance_level (ch);
}
upd_xp (ch);
if (IS_JAVA(ch)) do_vscore(ch,"");
return;
}
int
max_mana (CHAR_DATA * ch)
{
int maxmana;
SINGLE_OBJECT *obj;
int reval;
if (IS_MOB (ch))
return 0;
maxmana = 100 + ((get_curr_int (ch) - 14) * 4) + ((get_curr_wis (ch) - 14) * 4);
reval = ch->pcdata->n_max_mana; /* + (( (LEVEL(ch)/3) * (get_curr_int(ch) + get_curr_wis(ch))) / 10); */
if ((obj = get_item_held (ch, ITEM_GEM)) != NULL)
{
if (((I_GEM *) obj->more)->max_mana < maxmana)
maxmana = ((I_GEM *) obj->more)->max_mana;
reval += maxmana;
}
return reval;
}
void
mana_gain (CHAR_DATA * ch, short hehe)
{
int maxmana;
SINGLE_OBJECT *obj;
char general_use[500];
/*MANA REGEN HERE */
if (IS_MOB (ch))
return;
maxmana = 100 + ((get_curr_int (ch) - 14) * 4) + ((get_curr_wis (ch) - 14) * 4) + ch->pcdata->n_max_mana;
if (ch->pcdata->n_mana < ch->pcdata->n_max_mana && hehe != 2)
{
int tt = pow.base_mana_regen_bonus;
if (ch->position == POSITION_MEDITATING)
tt += pow.med_mana_regen_bonus;
ch->pcdata->n_mana = UMIN (ch->pcdata->n_max_mana, ch->pcdata->n_mana + tt);
upd_mana (ch);
if (IS_JAVA(ch)) java_mana(ch);
}
if (hehe == 2 && ch->pcdata->n_mana > 0)
{
--ch->pcdata->n_mana;
upd_mana (ch);
if (IS_JAVA(ch)) java_mana(ch);
}
if ((obj = get_item_held (ch, ITEM_GEM)) != NULL)
{
if (((I_GEM *) obj->more)->max_mana < maxmana)
maxmana = ((I_GEM *) obj->more)->max_mana;
if (ch->pcdata->condition[COND_THIRST] > 1)
{
if (hehe == 2)
{
((I_GEM *) obj->more)->mana_now -= 1;
if (((I_GEM *) obj->more)->mana_now < 0)
((I_GEM *) obj->more)->mana_now = 0;
upd_mana (ch);
if (IS_JAVA(ch)) java_mana(ch);
return;
}
if (((I_GEM *) obj->more)->mana_now == maxmana)
return;
if ((((I_GEM *) obj->more)->mana_now < maxmana) &&
(((I_GEM *) obj->more)->mana_now + 1 >= maxmana))
{
sprintf (general_use, "%s has been charged to its maximum capacity!\n\r",
capitalize (STR (obj, short_descr)));
send_to_char (general_use, ch);
}
if (hehe)
((I_GEM *) obj->more)->mana_now += 1;
else if (ch->position == POSITION_MEDITATING)
((I_GEM *) obj->more)->mana_now += (7 + (get_curr_int (ch) / 5));
else if (ch->position == POSITION_SLEEPING)
((I_GEM *) obj->more)->mana_now += (4 + (get_curr_int (ch) / 8));
else if (ch->position == POSITION_RESTING)
((I_GEM *) obj->more)->mana_now += 3;
else
((I_GEM *) obj->more)->mana_now += 2;
if (get_curr_wis (ch) > 19)
((I_GEM *) obj->more)->mana_now++;
if (get_curr_wis (ch) > 23)
((I_GEM *) obj->more)->mana_now++;
}
if (((I_GEM *) obj->more)->mana_now > maxmana)
((I_GEM *) obj->more)->mana_now = maxmana;
else
{
if (MANANOW (obj) > 19 && MANANOW (obj) < 22)
send_to_char ("Your gem begins to glow softly.\n\r", ch);
if (MANANOW (obj) > 32 && MANANOW (obj) < 35)
send_to_char ("Your gem begins to warm your hand with its power.\n\r", ch);
if (MANANOW (obj) > 61 && MANANOW (obj) < 64)
send_to_char ("Your gem hums with powerful magical energy!\n\r", ch);
}
upd_mana (ch);
if (IS_JAVA(ch)) java_mana(ch);
}
/*END MANA REGEN */
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) && race_info[ch->pcdata->race].regen_hit_percent != 100)
{
gain = (gain * race_info[ch->pcdata->race].regen_hit_percent) / 100;
}
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) / 3;
break;
case POSITION_RESTING:
gain += pow.mp_bonus_resting + get_curr_dex (ch) / 5;
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 /= 2;
if (IS_AFFECTED (ch, AFF_PLAGUE))
gain /= 4;
if (IS_PLAYER (ch) && race_info[ch->pcdata->race].regen_move_percent != 100)
{
gain = (gain * race_info[ch->pcdata->race].regen_move_percent) / 100;
}
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;
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);
upd_hps (ch);
update_pos (ch);
}
else
{
ADDHIT(ch,(condition * 5));
}
upd_hps (ch);
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);
upd_hps (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;
}
if (ch->fgt && ch->fgt->running_char_function != NULL)
{
if (ch->fgt->script_delay == 0)
{
(*ch->fgt->running_char_function) (ch->fgt->caller, ch, ch->fgt->argy);
}
else
ch->fgt->script_delay--;
}
if (ch->ced)
{
if (ch->ced->scr_wait > 0 && ch->ced->wait_type == WAIT_TYPE_PULSE)
{
ch->ced->scr_wait--;
if (ch->ced->scr_wait == 0)
{
do_scriptline (ch, NULL, NULL);
}
}
}
if (ch->in_room->area->nplayer < 1)
continue;
if (IS_AFFECTED (ch, AFF_CHARM))
continue;
if (IS_MOB (ch) && ch->pIndexData->spec_fun && (ch->position != POSITION_GROUNDFIGHTING) && (ch->position != POSITION_BASHED))
{
if ((*ch->pIndexData->spec_fun) (ch))
continue;
}
/* if ( ch->npcdata->hire != NULL )
{
if ( ch->position == POSITION_SLEEPING )
if ( dice(1,10) == 5 )
{
do_stand(ch,"");
}
}
*/
if (IS_SET (ch->act, ACT_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->act, ACT_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 && IS_MOB (ch))
{
if (ch->in_room->more && ch->in_room->more->pcs > 0)
{
if (IS_SET (ch->pIndexData->act3, ACT3_KILL_EVIL))
do_kill (ch, "evil");
if (IS_SET (ch->pIndexData->act3, ACT3_KILL_GOOD))
do_kill (ch, "good");
if (IS_SET (ch->act, ACT_ASSISTALL))
{
CHAR_DATA *tcr;
for (tcr = ch->in_room->more->people; tcr != NULL; tcr = tcr->next_in_room)
{
if (IS_MOB (tcr) && FIGHTING (tcr) != NULL && IS_PLAYER (tcr->fgt->fighting))
{
set_fighting (ch, tcr->fgt->fighting);
break;
}
}
}
if (IS_SET (ch->act, ACT_RESCUEONE))
do_rescue (ch, "prtct");
if (IS_SET (ch->act, ACT_RESCUETWO))
do_rescue (ch, "codeone");
if (IS_SET (ch->act, ACT_ASSISTONE))
do_assist (ch, "aone");
if (IS_SET (ch->act, ACT_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 > 99))
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 > 99))
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;
}
}
if (IS_SET (ch->pIndexData->act4, ACT4_KILLMEVIL) && 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 > 99))
continue;
if (!IS_EVIL (to_attack))
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_KILLMGOOD) && 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 > 99))
continue;
if (IS_EVIL (to_attack))
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->act, ACT_KILLGLADIATOR))
do_kill (ch, "gladiator");
if (IS_SET (ch->act, ACT_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)
/* && (ch->npcdata->hire == NULL) */
&& (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;
ROOM_DATA *rooom;
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");
save_tps ();
fprintf (stderr, "Auto-saved changed areas.\n");
for (bah = char_list; bah != NULL; bah = bah->next)
{
if (IS_PLAYER (bah))
{
do_save (bah, "xx2xx11");
save_char_tro (bah);
}
}
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[34;1m----[\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)
{
if (ticks_to_battlefield == 1)
{
allow_anything = TRUE;
{
CHAR_DATA *sch;
sch=create_mobile(get_mob_index(1));
char_to_room(sch,get_room_index(2));
do_transfer (sch, "all Battleground");
extract_char(sch,TRUE);
}
allow_anything = FALSE;
}
--ticks_to_battlefield;
if (ticks_to_battlefield == 8 || ticks_to_battlefield == 4 || ticks_to_battlefield == 1)
{
sprintf (general_use, "\x1B[34;1m-->\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);
{
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 (prize_vnum_2 == 0)
sprintf (general_use, "\x1B[34;1m-->Prize is \x1B[32;1m%s\x1B[37;0m",
get_obj_index (prize_vnum_1)->short_descr);
else
sprintf (general_use, "\x1B[34;1m-->Prizes - \x1B[32;1m%s \x1B[34;1mand \x1B[32;1m%s\x1B[37;0m",
get_obj_index (prize_vnum_1)->short_descr,
get_obj_index (prize_vnum_2)->short_descr);
{
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 > 5)
{
CHAR_DATA *sch;
sch=create_mobile(get_mob_index(1));
char_to_room(sch,get_room_index(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;
SINGLE_OBJECT *prize;
CHAR_DATA *found_winner;
ROOM_DATA *rid;
int cnt;
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 &&
dd->character->in_room->vnum <= BATTLEGROUND_END_VNUM)
{
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; cnt < BATTLEGROUND_END_VNUM; 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);
if (IS_SET (found_winner->pcdata->raceflag, RC_EVILRACE))
char_to_room (found_winner, get_room_index (99));
else
char_to_room (found_winner, get_room_index (100));
sprintf (general_use, "\x1B[34;1m%s is the battleground winner! \x1B[37;1mCongratulations!\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);
}
if (prize_vnum_1 != 0)
{
prize = create_object (get_obj_index (prize_vnum_1), 1);
if (prize != NULL)
{
obj_to (prize, found_winner);
prize->wear_loc = -1;
}
}
if (prize_vnum_2 != 0)
{
SINGLE_OBJECT *prize_two;
prize_two = create_object (get_obj_index (prize_vnum_2), 1);
if (prize_two != NULL)
{
obj_to (prize_two, found_winner);
prize_two->wear_loc = -1;
}
}
prize_vnum_1 = 0;
prize_vnum_2 = 0;
send_to_char ("Congratulations! You've won the battleground!\n\r", found_winner);
}
}
}
room_update ();
switch (++time_info.hour)
{
case 4:
weather_info.sunlight = MOON_SET;
strcat (buf, "The moon sets, and the sky slowly lights up in anticipation of daylight.\n\r");
break;
case 6:
weather_info.sunlight = SUN_LIGHT;
strcat (buf, "The sky begins to grow lighter as daylight approaches.\n\r");
if (time_info.month <= 4 || time_info.month >= 17)
weather_info.temperature = number_fuzzy (20);
else
weather_info.temperature = number_fuzzy (50);
break;
case 7:
weather_info.sunlight = SUN_RISE;
strcat (buf, "The sun slowly rises in the east.\n\r");
weather_info.temperature += number_fuzzy (10);
break;
case 12:
/*strcat( buf, "It is noon.\n\r" ); */
weather_info.temperature += number_fuzzy (15);
break;
case 19:
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_fuzzy (15);
break;
case 21:
weather_info.sunlight = SUN_DARK;
strcat (buf, "The night has begun.\n\r");
weather_info.temperature -= number_fuzzy (10);
break;
case 24:
weather_info.sunlight = MOON_RISE;
/* strcat( buf, "The moon rises, casting a silver glow over the night.\n\r" ); */
weather_info.temperature -= number_fuzzy (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 (weather_info.mmhg < 990
|| (weather_info.mmhg < 1010 && number_bits (2) == 0))
{
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 (weather_info.mmhg < 970
|| (weather_info.mmhg < 990 && number_bits (2) == 0))
{
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_bits (3) <= 1)
{
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;
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;
}
}
}
weather_info.sky = SKY_RAINING;
weather_info.windspeed += 10;
}
if (weather_info.mmhg > 1030 && number_bits (2) == 0)
{
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 (weather_info.mmhg < 970 && number_bits (2) == 0)
{
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 -= 30;
}
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;
}
if (weather_info.mmhg > 1030
|| (weather_info.mmhg > 1010 && number_bits (2) == 0))
{
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 (weather_info.mmhg > 970
|| (weather_info.mmhg > 990 && number_bits (2) == 0))
{
strcat (buf, "The fog slowly dissolves...\n\r");
weather_info.sky = SKY_CLOUDY;
weather_info.temperature += 5;
}
break;
case SKY_LIGHTNING:
if (weather_info.mmhg > 1010
|| (weather_info.mmhg > 990 && number_bits (2) == 0))
{
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;
}
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) && IS_AFFECTED_EXTRA (wch, AFF_INSANITY))
{
short ow;
ow = number_range (1, 8);
switch (ow)
{
case 1:
do_sleep (wch, "");
break;
case 2:
send_to_char ("Wham! You slap yourself HARD, just for the hell of it!\n\r", wch);
if (wch->hit < 10)
wch->hit = 2;
else
SUBHIT(wch,9);
break;
case 3:
check_social (wch, "insane", "");
break;
case 4:
send_to_char ("You feel very hungry for human flesh!!\n\r", wch);
break;
case 5:
{
CHAR_DATA *c;
for (c = wch->in_room->more->people; c != NULL; c = c->next_in_room)
{
if (c == wch)
continue;
goto gg;
}
gg:
if (c != NULL)
check_social (wch, "lick", NAME (c));
else
check_social (wch, "bounce", "");
}
break;
case 6:
if (number_range (1, 2) == 1)
do_say (wch, "You will all perish in flames!!");
else
do_say (wch, "My pants are on fire! HELP!");
break;
default:
break;
}
}
if (IS_PLAYER (wch) && (wch->pcdata->no_quit > 0 || wch->pcdata->no_quit_pk > 0))
{
if (wch->pcdata->no_quit_pk>0 && (FIGHTING (wch) == NULL || wch->position != POSITION_FIGHTING))
wch->pcdata->no_quit_pk--;
if (wch->pcdata->no_quit>0 && (FIGHTING (wch) == NULL || wch->position != POSITION_FIGHTING))
wch->pcdata->no_quit--;
}
if (IS_PLAYER (wch) && wch->pcdata->jail_served != 0)
{
if (wch->in_room->vnum != wch->in_room->area->jail)
{
send_to_char ("How did you manage to get out of JAIL!?\n\r", wch);
wch->pcdata->bounty += 25;
wch->pcdata->jail_served = 0;
wch->pcdata->warned = 0;
}
else
{
wch->pcdata->jail_served++;
wch->pcdata->bounty -= 3;
if (wch->pcdata->bounty <= 0)
{
/*gets outta prison */
if ((rooom = get_room_index (wch->in_room->area->outjail)) == NULL)
{
rooom = get_room_index (1);
}
char_from_room (wch);
char_to_room (wch, rooom);
wch->pcdata->jail_served = 0;
wch->pcdata->bounty = 0;
wch->pcdata->warned = 0;
send_to_char ("Your sentence is up! You are free!\n\r", wch);
do_look (wch, "auto");
}
else
{
sprintf (general_use, "Hours in prison: %d. Hours left in prison: %d.\n\r",
wch->pcdata->jail_served - 1, wch->pcdata->bounty / 3);
send_to_char (general_use, wch);
}
}
}
if (IS_PLAYER (wch))
{
if (weather_info.sky == SKY_LIGHTNING && dice (1, 6000) == 6
&& !lightning && wch->in_room && wch->in_room->sector_type != SECT_INSIDE &&
wch->in_room->sector_type != SECT_UNDERWATER)
{
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)
damage (wch, wch, dice (5, 20), TYPE_UNDEFINED);
if (wch->data_type==50) continue;
lightning = 1;
}
if (buf[0] != '\0')
{
if (wch->desc != NULL && wch->desc->connected == CON_PLAYING
&& IS_OUTSIDE (wch)
&& !IS_SET (wch->in_room->room_flags, ROOM_INDOORS)
&& wch->in_room->sector_type != SECT_INSIDE
&& wch->in_room->sector_type != SECT_UNDERWATER
&& IS_AWAKE (wch))
{
if (wch->in_room->sector_type == SECT_AIR
&& find_str (buf, "fog"))
continue;
if (wch->in_room->sector_type == SECT_SNOW
&& (!find_str (buf, "snow") || !find_str (buf, "blizzard")
|| !find_str (buf, "cloud")))
continue;
if (wch->in_room->sector_type == SECT_DESERT
&& (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;
if (wch->in_room && !IS_SET (wch->in_room->room_flags, ROOM_INDOORS) && wch->in_room->sector_type != SECT_INSIDE)
send_to_char (buf, wch);
}
}
continue;
}
if (IS_PLAYER (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->pIndexData->mobtype == MOB_NIGHT &&
wch->position != POSITION_SLEEPING && time_info.hour > 5 && time_info.hour < 20)
{
if (wch->position == POSITION_STANDING)
{
act ("$n enters into a deep sleep.", wch, NULL, NULL, TO_ROOM);
wch->position = POSITION_SLEEPING;
}
else
{
act ("$n sizzles and smokes as $s flesh burns by the sun!", wch, NULL,
NULL, TO_ROOM);
if (wch->hit - 5 < 1)
wch->hit = 1;
else
damage (wch, wch, 5, TYPE_UNDEFINED);
if (wch->data_type==50) continue;
}
}
if (wch->position == POSITION_SLEEPING
&& IS_SET (wch->pIndexData->act3, ACT3_SLEEP)
&& time_info.hour > 7 && time_info.hour < 21
&& dice (1, 3) == 2)
{
act ("$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 ("$n disappears.", wch, NULL, NULL, TO_ROOM);
act ("Your time has run out.", wch, NULL, NULL, TO_CHAR);
raw_kill (wch, FALSE);
continue;
}
}
/* Werebeasts - They transform at 10 pm and 5 am. */
if (IS_MOB (wch) && wch->ced && wch->ced->original
&& time_info.hour == 5
&& FIGHTING (wch) == NULL
&& wch->in_room->vnum != 1
&& wch->pIndexData->mobtype == MOB_LYCAN)
{
act ("$n has mysteriously transformed!", wch, NULL, NULL, TO_ROOM);
pMob = wch->ced->original;
if (pMob == NULL)
{
fprintf (stderr, "Bad transform mob set up.\n");
continue;
}
if (room_is_dark (wch->in_room))
SET_BIT (pMob->affected_by, AFF_INFRARED);
pMob->position = wch->position;
char_from_room (pMob);
char_to_room (pMob, wch->in_room);
if (pMob->ced)
pMob->ced->original = NULL;
extracted = 1;
extract_char (wch, TRUE);
}
else if (IS_MOB (wch) && wch->pIndexData->alt_vnum != 0
&& time_info.hour == 22
&& wch->in_room->vnum != 1
&& wch->pIndexData->mobtype != MOB_LYCAN
&& FIGHTING (wch) == NULL)
{
if ((pMobIndex = get_mob_index (wch->pIndexData->alt_vnum)) == NULL)
{
continue;
}
act ("$n has mysteriously transformed!", wch, NULL, NULL, TO_ROOM);
pMob = create_mobile (pMobIndex);
check_ced (pMob);
if (room_is_dark (wch->in_room))
SET_BIT (pMob->affected_by, AFF_INFRARED);
pMob->position = wch->position;
char_from_room (pMob);
char_to_room (pMob, wch->in_room);
char_from_room (wch);
char_to_room (wch, get_room_index (1));
pMob->ced->original = wch;
}
/* Night monsters - They come out at 8pm, and hide at 5am. */
if (!extracted && wch->pIndexData->mobtype == MOB_NIGHT
&& time_info.hour >= 20 && time_info.hour < 5
&& (wch->position == POSITION_SLEEPING))
{
act ("$n has awoken from $s slumber.", wch, NULL, NULL, TO_ROOM);
wch->position = POSITION_STANDING;
}
}
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;
CHAR_DATA *plague;
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))
{
SINGLE_OBJECT *obj;
if (ch->pcdata->challenge_time > 0)
ch->pcdata->challenge_time--;
if (LEVEL (ch) < 100)
{
ch->timer++;
if (ch->timer > 90) {
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 &&
!NO_HUNGER (ch))
gain_condition (ch, COND_FULL, -1);
if (ch->pcdata->remort_times < 3 &&
!NO_THIRST (ch))
gain_condition (ch, COND_THIRST, -1);
}
if (IS_PLAYER (ch) && ch->in_room->sector_type == SECT_DESERT
&& time_info.hour >= 11 && time_info.hour <= 17 &&
!NO_THIRST (ch))
{
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;
upd_hps (ch);
}
else
SUBHIT(ch,2);
}
else if (IS_AFFECTED (ch, AFF_PLAGUE) && ch->in_room->more->pcs > 0)
{
act ("$n winces in pain as disease gradually rots his body.",
ch, NULL, NULL, TO_ROOM);
send_to_char ("You scream in pain as disease slowly rots your body.\n\r", ch);
LOOP (plague, ch->in_room->more->people, plague->next)
if (plague != ch
&& !IS_AFFECTED (plague, AFF_PLAGUE)
&& LEVEL (plague) >= 10 &&
number_range (1, 100) < pow.plague_chance)
{
bzero (&af, sizeof (af));
af.type = gsn_plague;
af.duration = 6;
af.location = APPLY_STR;
af.modifier = -5;
af.bitvector = AFF_PLAGUE;
renew_affect (plague, &af);
send_to_char ("You feel as if your body is being eaten away from the inside.\n\r", plague);
act ("$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;
upd_hps (ch);
}
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 (ch->in_room->sector_type == SECT_WATER_NOSWIM && (!IN_BOAT(ch)) &&
!IS_SET (ch->act, PLR_HOLYWALK))
{
dummycall ();
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;
}
upd_hps (ch);
continue;
}
}
if (IS_PLAYER (ch))
{
ch->affected_by |= ch->pcdata->nat_abilities;
FIXIT(ch)
if (ch->pcdata->hours_expired) {
if (ch->pcdata->monthly_pass>0) {
ch->pcdata->hours_expired=FALSE;
}
else {
java_timeup(ch);
do_quit(ch,"yyuu");
continue;
}
}
if (ch->pcdata->monthly_pass>0 && ch->pcdata->monthly_expired<monthly_key) {
send_to_char("Your previous month's monthly pass expired.\n\r",ch);
send_to_char("Type credit to see credit information.\n\r",ch);
ch->pcdata->monthly_expired=monthly_key;
ch->pcdata->monthly_pass--;
do_save(ch,"xx2xx11");
}
mana_gain (ch, FALSE);
if (ch->in_room->sector_type == SECT_AIR && FIGHTING (ch) == NULL
&& !IS_SET (ch->act, PLR_HOLYWALK)
&& !IS_AFFECTED (ch, AFF_FLYING) && !find_vehicle (ch, SECT_AIR))
{
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;
}
if (ch->in_room->sector_type == SECT_UNDERWATER &&
!IS_AFFECTED (ch, AFF_BREATH_WATER))
{
if (!find_vehicle (ch, SECT_UNDERWATER))
{
send_to_char ("You are drowning!!\n\r", ch);
SUBHIT(ch, number_range (6, 17));
update_pos (ch);
if (ch->hit < 0)
{
strcpy (reasonfd, "Drowning");
raw_kill (ch, FALSE);
return;
}
upd_hps (ch);
continue;
}
}
}
/*if (IS_PLAYER(ch) && LEVEL(ch)<100 && ch->in_room && number_range(1,6)==4)
{
CHAR_DATA *pir;
if (ch->pcdata->bounty>0 && IS_EVIL(ch)) ch->pcdata->bounty=0;
for (pir=ch->in_room->more->people;pir!=NULL;pir=pir->next_in_room)
{
if (IS_MOB(pir) || pir->level>99 || pir->fighting!=NULL ||
(pir->position!=POSITION_STANDING && pir->position!=POSITION_RESTING &&
pir->position!=POSITION_MEDITATING && !IS_AFFECTED(pir,AFF_HIDE))) continue;
if (IS_EVIL(ch) && !IS_EVIL(pir))
{
do_stand(ch,""); do_kill(ch,NAME(pir)); break;
}
if (!IS_EVIL(ch) && IS_EVIL(pir))
{
do_stand(ch,""); do_kill(ch,NAME(pir)); break;
}
}
}
*/
if (IS_MOB (ch))
{
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);
}
}
}
fix_char (ch);
if (ch->hit < ch->max_hit)
{
ADDHIT(ch, hit_gain (ch));
upd_hps (ch);
}
if (IS_PLAYER (ch) && number_range (1, 11) == 4)
{
check_rating (ch);
do_save (ch, "xx2xx11");
if (number_range (1, 9) == 5)
save_char_tro (ch);
}
if (ch->move < ch->max_move)
{
ADDMOVE(ch,move_gain (ch));
upd_mps (ch);
}
if (ch->hit == -1)
{
NEW_POSITION(ch, POSITION_STANDING);
ch->hit = 1;
}
if (ch->position == POSITION_STUNNED)
update_pos (ch);
if (number_range (1, 3) > 1 && check_body_temp (ch))
continue;
if (IS_PLAYER (ch) && ch->timer > 93 && ch->pcdata->no_quit < 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 ();
/* 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 != 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_MOB (ch))
{
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);
/* ----------------- */
}
}
/* End trigger check! */
if (!IS_SET (ch->act, ACT_SENTINEL)
&& IS_SET (ch->act, ACT_SCRAMBLE)
&& (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 (ch->ced)
{
if (ch->ced->scr_wait > 0 && ch->ced->wait_type == WAIT_TYPE_SMALL_TICK)
{
ch->ced->scr_wait--;
if (ch->ced->scr_wait == 0)
{
do_scriptline (ch, NULL, NULL);
}
}
check_short_tick_script (ch, ch);
}
if (HUNTING (ch) != NULL && ch->position != POSITION_FIGHTING &&
ch->position != POSITION_BASHED
&& ch->position >= POSITION_RESTING)
{
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 (IS_MOB (ch) && 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_GROUNDFIGHTING)
NEW_POSITION(ch, POSITION_STANDING);
if (FIGHTING (ch) == NULL && ch->position == POSITION_FIGHTING)
NEW_POSITION(ch, POSITION_STANDING);
if (IS_IMMORTAL (ch) && !IS_SET (ch->pcdata->act2, PLR_HOLYLAG))
ch->wait = 0;
ch->wait -= 8;
if (ch->wait < 0)
ch->wait = 0;
if (ch->position == POSITION_FALLING && (IS_AFFECTED (ch, AFF_FLYING)
|| IS_SET (ch->act, PLR_HOLYWALK)))
{
send_to_char ("You stop falling.\n\r", ch);
act ("$n stops falling.", ch, NULL, NULL, TO_ROOM);
NEW_POSITION(ch, POSITION_STANDING);
continue;
}
else if (ch->position == POSITION_FALLING)
{
if (ch->in_room->exit[DIR_DOWN] &&
(ROOM_DATA *) ch->in_room->exit[DIR_DOWN]->to_room != NULL
&& ch->in_room->sector_type == SECT_AIR)
{
send_to_char ("Still falling...\n\r", ch);
act ("$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));
upd_hps (ch);
}
if (ch->position >= POSITION_STUNNED)
NEW_POSITION(ch, POSITION_RESTING);
continue;
}
}
}
if (ch->in_room->more && ch->in_room->more->pcs > 0)
{
if (ch->in_room->room_flags >= ROOM_ACIDSPRAY)
{
if (IS_PLAYER (ch) && IS_AFFECTED (ch, AFF_NOXIOUS) && !FLAGGYSET &&
!IS_SET (ch->in_room->room_flags, ROOM_GASTRAPONE))
{
ch->in_room->room_flags ^= ROOM_GASTRAPONE;
roomstink = ch->in_room;
FLAGGYSET = TRUE;
}
if (IS_PLAYER (ch) && IS_SET (ch->in_room->room_flags, ROOM_MANADRAIN))
{
mana_gain (ch, 2);
}
if (IS_PLAYER (ch) && IS_SET (ch->in_room->room_flags, ROOM_EXTRAMANA))
{
mana_gain (ch, TRUE);
}
if (IS_SET (ch->in_room->room_flags, ROOM_EXTRAHEAL))
{
if (ch->hit < ch->max_hit && ch->position >= POSITION_STANDING)
{
ADDHIT(ch, 2);
upd_hps (ch);
}
}
if (IS_PLAYER (ch) && IS_SET (ch->act, PLR_HOLYWALK))
continue;
if (number_range (1, 2) == 2)
{
if (IS_SET (ch->in_room->room_flags, ROOM_FIRETRAP))
{
int chan;
if (IS_AFFECTED_EXTRA (ch, AFF_PROT_FIRE))
return;
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 ("$N is engulfed in flames!", ch, NULL, ch, TO_ROOM);
SUBHIT(ch, number_range (1, 30));
update_pos (ch);
if (ch->position == POSITION_DEAD)
{
strcpy (reasonfd, "Fire");
raw_kill (ch, FALSE);
continue;
}
upd_hps (ch);
}
else
act ("Searing flames rise up around you, but you quickly move out of the way!!", ch, NULL, NULL, TO_CHAR);
}
if (IS_SET (ch->in_room->room_flags, ROOM_ROCKTRAP))
{
if (number_range (0, 2) == 1)
{
int chan;
int dam;
if (IS_MOB (ch))
chan = (LEVEL (ch) / (double) 1.5);
else
chan = get_curr_dex (ch) + get_curr_int (ch);
if (number_range (1, 55) > chan)
{
act ("Large rocks fall from above, hitting you on the head!", ch, NULL, NULL, TO_CHAR);
act ("$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;
}
upd_hps (ch);
}
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_flags, ROOM_ARROWTRAP) ||
IS_SET (ch->in_room->room_flags, ROOM_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 ("$N is pierced by a small barage of arrows!", ch, NULL, ch, TO_ROOM);
dam = number_range (1, 25);
if (ch->armor < -60)
{
act ("Your superb armor shrugs off most of the puny arrows!", ch, NULL, NULL, TO_CHAR);
dam -= 15;
}
else if (ch->armor < 10)
{
act ("Your armor lessens the penetration of the arrows!", ch, NULL, NULL, TO_CHAR);
dam -= 6;
}
if (dam < 1)
dam = 1;
SUBHIT(ch,dam);
update_pos (ch);
upd_hps (ch);
if (ch->position == POSITION_DEAD)
{
raw_kill (ch, FALSE);
continue;
}
if (IS_PLAYER (ch) && (!IS_SET (ch->in_room->room_flags, ROOM_POISONTRAP)
))
{
AFFECT_DATA af;
af.type = gsn_poison;
af.duration = number_range (2, 10);
af.modifier = -2;
if (IS_AFFECTED (ch, AFF_POISON))
{
af.duration = 1;
af.modifier = 0;
}
af.location = APPLY_STR;
af.bitvector = AFF_POISON;
renew_affect (ch, &af);
act ("You feel very sick! Those arrows were poison-tipped!", ch, NULL, NULL, TO_CHAR);
}
}
else
act ("Arrows suddenly fire at you from out of nowhere, but your quick thinking\n\rand fast reflexes allow you to dodge them!", ch, NULL, NULL, TO_CHAR);
}
if (IS_SET (ch->in_room->room_flags, ROOM_SPIKETRAP) && number_range (1, 3) == 2)
{
int chan;
int dam;
if (IS_MOB (ch))
chan = (LEVEL (ch));
else
chan = get_curr_dex (ch) + get_curr_wis (ch) + get_curr_int (ch);
if (number_range (1, 80) > chan)
{
act ("You stumble and fall on some nasty spikes!", ch, NULL, NULL, TO_CHAR);
act ("$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);
upd_hps (ch);
if (ch->position == POSITION_DEAD)
{
raw_kill (ch, FALSE);
continue;
}
}
}
if (IS_SET (ch->in_room->room_flags, ROOM_GASTRAPONE) ||
IS_SET (ch->in_room->room_flags, ROOM_GASTRAPTWO))
{
int dam;
if (IS_AFFECTED_EXTRA (ch, AFF_PROT_GAS))
return;
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_flags, ROOM_GASTRAPONE))
{
/* ch->in_room->room_flags^=ROOM_GASTRAPONE; */
dam = number_range (1, 4);
}
else
dam = number_range (1, 35);
SUBHIT(ch,dam);
update_pos (ch);
upd_hps (ch);
if (ch->position == POSITION_DEAD)
{
raw_kill (ch, FALSE);
continue;
}
if (IS_SET (ch->in_room->room_flags, ROOM_GASTRAPTWO))
{
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_flags, ROOM_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);
upd_hps (ch);
if (ch->position == POSITION_DEAD)
{
raw_kill (ch, FALSE);
continue;
}
}
if (IS_SET (ch->in_room->room_flags, ROOM_GYSERTRAP) && 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);
upd_hps (ch);
if (ch->position == POSITION_DEAD)
{
raw_kill (ch, FALSE);
continue;
}
}
if (FLAGGYSET && IS_SET (roomstink->room_flags, ROOM_GASTRAPONE))
roomstink->room_flags ^= ROOM_GASTRAPONE;
if (avalancheoff)
roomav->room_flags ^= ROOM_AVALANCHE;
}
/*End traps */
if (IS_MOB (ch)
&& (FIGHTING (ch) == NULL && IS_SET (ch->act, ACT_SENTINEL)))
continue;
if (IS_SET (ch->in_room->room_flags, ROOM_MOVING)
&& 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
&& !IS_AFFECTED (ch, AFF_FLYING) && FIGHTING (ch) == NULL
&& (LEVEL (ch) < 99 || !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;
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 = "$p rots.";
break;
case ITEM_BLOOD:
message = "$p dries up.";
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_RODENT)
return FALSE;
return TRUE;
}
void
racehate_message (CHAR_DATA * ch)
{
int nummy;
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_RODENT)
return;
nummy = number_range (1, 3);
if (nummy == 1)
do_say (ch, "I don't like your kind! I think I'll just kill you...");
if (nummy == 2)
do_say (ch, "All of your kind must die!");
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, vch->pcdata->raceflag)) &&
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->act3, ACT3_KILL_GOOD))
{
if (!IS_EVIL (victim))
act ("$6Those pure of heart must die!$R",
ch, NULL, victim, TO_ROOM);
}
else if (IS_SET (ch->pIndexData->act3, ACT3_KILL_EVIL))
{
if (IS_EVIL (victim))
act ("$BAll evil must die!$R",
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;
int ie=0;
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 (pRoom->exit[iExit] != NULL && pRoom->exit[iExit]->d_info)
{
if (IS_SET (pRoom->exit[iExit]->d_info->rs_flags, EX_ISDOOR)
&& pRoom->exit[iExit]->d_info->maxstr <= 0)
{
pRoom->exit[iExit]->d_info->str = 36;
}
if (pRoom->exit[iExit]->d_info &&
pRoom->exit[iExit]->d_info->str < 0
&& !IS_SET (pRoom->exit[iExit]->d_info->exit_info, EX_RESET))
continue;
if (pRoom->exit[iExit]->d_info)
pRoom->exit[iExit]->d_info->exit_info = pRoom->exit[iExit]->d_info->rs_flags;
if (pRoom->exit[iExit]->d_info &&
IS_SET (pRoom->exit[iExit]->d_info->rs_flags, EX_ISDOOR)
&& pRoom->exit[iExit]->d_info->maxstr > 0)
{
pRoom->exit[iExit]->d_info->str = pRoom->exit[iExit]->d_info->maxstr;
}
if ((ROOM_DATA *) pRoom->exit[iExit]->to_room != NULL &&
((ROOM_DATA *) pRoom->exit[iExit]->to_room)->exit[rev_dir[iExit]] != NULL &&
((ROOM_DATA *) pRoom->exit[iExit]->to_room)->exit[rev_dir[iExit]]->d_info != NULL)
((ROOM_DATA *) pRoom->exit[iExit]->to_room)->exit[rev_dir[iExit]]->d_info->exit_info =
((ROOM_DATA *) pRoom->exit[iExit]->to_room)->exit[rev_dir[iExit]]->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 (number_percent () > pReset->percent)
{
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;
}
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);
#ifdef NEW_WORLD
handle_points(pMobIndex,pMob);
#endif
if (pMobIndex->vnum < 10000 && g_mobpop[pMobIndex->vnum])
{
int iet;
bool fndit;
dum ();
tti:
fndit = FALSE;
for (; ie < MAX_RANDOMPOP; ie++)
{
if (g_obj_pop[ie] == 0)
continue;
for (iet = 0; iet < 10; iet++)
{
if (g_moblist[ie][iet] == pMobIndex->vnum)
{
fndit = TRUE;
goto ffjt;
}
}
}
ffjt:
if (fndit)
{
if (number_range (1, 254) < g_percent[ie])
{
if ((pObjIndex = get_obj_index (g_obj_pop[ie])) == NULL)
{
continue;
}
if (pObjIndex->vnum < MAX_LIMITED && pObjIndex->how_many > 0 &&
pObjIndex->how_many <= limited.limited_array[pObjIndex->vnum])
continue;
pObj = create_object (pObjIndex, 7);
obj_to (pObj, pMob);
wear_obj (pMob, pObj, FALSE, 0);
ie++;
goto tti;
}
}
}
break;
case 'O':
pObj = NULL;
if ((pObjIndex = get_obj_index (pReset->rs_vnum)) == NULL)
{
bug ("Reset_room: 'O': bad vnum %d.", pReset->rs_vnum);
bug ("Reset in room : %d.", pRoom->vnum);
continue;
}
if (pObjIndex->vnum < MAX_LIMITED && pObjIndex->how_many > 0 &&
pObjIndex->how_many <= limited.limited_array[pObjIndex->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 */
return;
}
void
do_purgearea (CHAR_DATA * ch, char *argy)
{
ROOM_DATA *pRoom;
int ihash;
DEFINE_COMMAND ("areapurge", do_purgearea, POSITION_DEAD, 110, 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[500];
char arg[500];
DEFINE_COMMAND ("z_setmiw", do_setmiw, POSITION_DEAD, 110, LOG_ALWAYS, "Orin's 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, 110, 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, 110, 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;
CHAR_DATA *pch;
AREA_DATA *ar;
int iHash;
for (ar = area_first; ar != NULL; ar = ar->next)
{
ar->repop_counter--;
if (ar->repop_counter < 1)
{
for (iHash = 0; iHash < HASH_MAX; iHash++)
{
for (pRoom = room_hash[iHash]; pRoom != NULL; pRoom = pRoom->next)
{
if (pRoom->area != ar)
continue;
if (ar->repop[0] != '\0' && pRoom->more)
{
for (pch = pRoom->more->people; pch != NULL; pch = pch->next_in_room)
{
send_to_char (ar->repop, pch);
}
}
reset_room (pRoom);
}
}
ar->repop_counter = ar->repop_rate;
}
}
return;
}
void
update_handler (void)
{
if (--transport_upd <= 0)
{
transport_upd = PULSE_AREA / 34;
transport_update ();
}
if (--player_upd <= 0)
{
int i;
player_upd = PULSE_AREA / 13;
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;
}
}
}
if (pow.auto_auction)
auction_update ();
char_only_update ();
}
if (--pulse_mobile <= 0)
{
pulse_mobile = PULSE_MOBILE;
mobile_update ();
}
if (--pulse_field <= 0) {
combat_field_update();
pulse_field = PULSE_FIELD;
}
if (--pulse_violence <= 0)
{
if (pow.old_attack)
pulse_violence = (PULSE_VIOLENCE * 3) / 2;
else
pulse_violence = PULSE_VIOLENCE;
violence_update (FALSE /*flaggy */ );
if (flaggy)
flaggy = FALSE;
else
flaggy = TRUE;
}
if (--pulse_point <= 0)
{
CHAR_DATA *mob;
for (mob = char_list; mob != NULL; mob = mob->next)
{
if (mob->in_room == NULL)
continue;
if (IS_PLAYER (mob))
continue;
if (HUNTING (mob) != NULL && (is_number (mob->fgt->hunting) || !IS_SET (mob->act, ACT_SENTINEL)))
hunt_victim (mob);
}
pulse_point = number_range (PULSE_TICK, 3 * PULSE_TICK / 2);
char_update ();
obj_update ();
if (yes_log_all)
{
fprintf (ffg, "%s\n", ((char *) ctime (¤t_time)));
}
if (biddata.waitticks == 0)
{
biddata.waitticks = -1;
arena ();
}
if (biddata.waitticks > 0)
biddata.waitticks--;
weather_update ();
if (dice (1, 12000) == 1356)
do_disaster ();
}
if (--pulse_aggro < 0)
{
aggr_update ();
pulse_aggro = 5;
}
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);
upd_hps (mob);
}
}
}
}
return;
}