/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
// DragonBall Arena 2 has been written by:
// Matt Brown (Antor), arkaine@sympatico.ca, 2000-2002
// Please follow all previous licenses. Enjoy!
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <math.h>
#include <unistd.h> // For the 'system' call in update(), backup
#include "merc.h"
#include "recycle.h"
#include "interp.h"
/*
* Local functions.
*/
long long hit_gain args ( ( CHAR_DATA * ch ) );
long long ki_gain args ( ( CHAR_DATA * ch ) );
void mobile_update args ( ( void ) );
void weather_update args ( ( void ) );
void underwater_update args( ( void ) );
void char_update args ( ( void ) );
void obj_update args ( ( void ) );
void aggr_update args ( ( void ) );
void wait_update args ( ( void ) );
/* used for saving */
int save_number = 0;
/*
* Regeneration stuff.
*/
long long hit_gain (CHAR_DATA * ch)
{
int gain;
if (ch->in_room == NULL)
return 0;
gain = get_curr_stat (ch, STAT_STR) * HP_STR / 2 + get_curr_stat (ch, STAT_WIL) * HP_WIL / 2;
if (get_skill(ch,gsn_fast_healing) != 0) {
gain += 2*get_skill (ch, gsn_fast_healing);
if (!IS_NPC(ch) && ch->hit < ch->max_hit)
ImproveSkill (ch, gsn_fast_healing, TRUE, 10, ch->nDifficulty);
}
switch (ch->position) {
default:
gain /= 4;
break;
case POS_SLEEPING:
break;
case POS_RESTING:
gain /= 2;
break;
case POS_FIGHTING:
gain /= 8;
break;
}
gain = gain * UMAX(0, ch->in_room->heal_rate) / 100;
if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
gain = gain * ch->on->value[3] / 100;
if (IS_AFFECTED (ch, AFF_REGENERATION))
gain *= 2;
if (IS_AFFECTED (ch, AFF_POISON))
gain /= 4;
if (IS_AFFECTED (ch, AFF_PLAGUE))
gain /= 8;
if (IS_AFFECTED (ch, AFF_SLOW))
gain /= 2;
return UMAX(1, gain);
}
long long ki_gain (CHAR_DATA * ch)
{
int gain;
if (ch->in_room == NULL)
return 0;
gain = get_curr_stat(ch, STAT_STR) * KI_STR / 2 + get_curr_stat(ch,STAT_WIL) * KI_WIL / 2;
if (get_skill(ch,gsn_fast_healing) != 0) {
gain += 2*get_skill (ch, gsn_fast_healing);
if (!IS_NPC(ch) && ch->ki < ch->max_ki)
ImproveSkill (ch, gsn_fast_healing, TRUE, 10, ch->nDifficulty);
}
switch (ch->position) {
default:
gain /= 4;
break;
case POS_SLEEPING:
break;
case POS_RESTING:
gain /= 2;
break;
case POS_FIGHTING:
gain /= 6;
break;
}
gain = gain * UMAX(0, ch->in_room->ki_rate) / 100;
if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
gain = gain * ch->on->value[4] / 100;
if (IS_AFFECTED (ch, AFF_POISON))
gain /= 4;
if (IS_AFFECTED (ch, AFF_PLAGUE))
gain /= 8;
if (IS_AFFECTED (ch, AFF_SLOW))
gain /= 2;
// Reduce gain for higher powerlevels
gain = (100 - ch->nCurPl) * gain / 100;
return UMAX(1, gain);
}
void gain_condition (CHAR_DATA * ch, int iCond, int value)
{
int condition;
if (value == 0 || IS_NPC (ch) || ch->level >= LEVEL_IMMORTAL)
return;
condition = ch->pcdata->condition[iCond];
if (condition == -1)
return;
ch->pcdata->condition[iCond] = URANGE (0, condition + value, 48);
if (ch->pcdata->condition[iCond] == 0)
{
switch (iCond)
{
case COND_DRUNK:
if (condition != 0)
sendch ("You are sober.\n\r", ch);
break;
}
}
return;
}
/*
* Mob autonomous action.
* This function takes 25% to 35% of ALL Merc cpu time.
* -- Furey
*/
void mobile_update (void)
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
EXIT_DATA *pexit;
int door;
/* Examine all mobs. */
for (ch = char_list; ch != NULL; ch = ch_next)
{
ch_next = ch->next;
if (!IS_NPC (ch) || ch->in_room == NULL
|| IS_AFFECTED (ch, AFF_CHARM))
continue;
if (ch->fighting == NULL && ch->nCurPl != 25) {
do_function (ch, &do_power, "base");
continue;
}
if (ch->in_room->area->empty && !IS_SET (ch->act, ACT_UPDATE_ALWAYS))
continue;
/* Examine call for special procedure */
if (ch->spec_fun != 0)
{
if ((*ch->spec_fun) (ch))
continue;
}
if (ch->pIndexData->pShop != NULL) /* give him some zenni */
if (ch->zenni * 10 < ch->pIndexData->wealth)
ch->zenni += ch->pIndexData->wealth * number_range (1, 20) / 500000;
/*
* Check triggers only if mobile still in default position
*/
if (ch->position == ch->pIndexData->default_pos)
{
/* Delay */
if (HAS_TRIGGER_MOB (ch, TRIG_DELAY) && ch->mprog_delay > 0)
{
if (--ch->mprog_delay <= 0)
{
p_percent_trigger (ch, NULL, NULL, NULL, NULL, NULL, TRIG_DELAY);
continue;
}
}
if (HAS_TRIGGER_MOB (ch, TRIG_RANDOM))
{
if (p_percent_trigger (ch, NULL, NULL, NULL, NULL, NULL, TRIG_RANDOM))
continue;
}
}
/* That's all for sleeping / busy monster, and empty zones */
if (ch->position != POS_STANDING)
continue;
/* Scavenge */
if (IS_SET (ch->act, ACT_SCAVENGER)
&& ch->in_room->contents != NULL && number_bits (6) == 0)
{
OBJ_DATA *obj;
OBJ_DATA *obj_best;
int max;
max = 1;
obj_best = 0;
for (obj = ch->in_room->contents; obj; obj = obj->next_content)
{
if (CAN_WEAR (obj, ITEM_TAKE) && can_loot (ch, obj)
&& obj->cost > max && obj->cost > 0)
{
obj_best = obj;
max = obj->cost;
}
}
if (obj_best)
{
obj_from_room (obj_best);
obj_to_char (obj_best, ch);
act ("$n gets $p.", ch, obj_best, NULL, TO_ROOM);
}
}
/* Wander */
if (!IS_SET (ch->act, ACT_SENTINEL)
&& number_bits (3) == 0
&& (door = number_bits (5)) <= 5
&& (pexit = ch->in_room->exit[door]) != NULL
&& pexit->u1.to_room != NULL
&& !IS_SET (pexit->exit_info, EX_CLOSED)
&& !IS_SET (pexit->u1.to_room->room_flags, ROOM_NO_MOB)
&& (!IS_SET (ch->act, ACT_STAY_AREA)
|| pexit->u1.to_room->area == ch->in_room->area)
&& (!IS_SET (ch->act, ACT_OUTDOORS)
|| !IS_SET (pexit->u1.to_room->room_flags, ROOM_INDOORS))
&& (!IS_SET (ch->act, ACT_INDOORS)
|| IS_SET (pexit->u1.to_room->room_flags, ROOM_INDOORS)))
{
move_char (ch, door, FALSE);
}
}
return;
}
void underwater_update (void) {
CHAR_DATA *ch;
CHAR_DATA *ch_next;
for (ch = char_list; ch != NULL; ch = ch_next) {
ch_next = ch->next;
if (!IS_NPC(ch) && !IS_IMMORTAL(ch)
&& ch->in_room->sector_type == SECT_UNDERWATER) {
if (ch->hit > ch->max_hit / 15) {
ch->position = POS_RESTING;
ch->hit -= ch->max_hit / 15;
sendch("{RYou're drowning!!!{x\n\r", ch);
}
else {
ch->hit = 1;
raw_kill(ch);
sendch("{RYou are DEAD!!{x\n\r", ch );
}
}
}
}
/*
* Update all chars, including mobs.
*/
void char_update (void)
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *ch_quit;
int i;
ch_quit = NULL;
/* update save counter */
save_number++;
if (save_number > 29)
save_number = 0;
for (ch = char_list; ch != NULL; ch = ch_next)
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
ch_next = ch->next;
if (ch->timer > 30)
ch_quit = ch;
if (ch->fuse_count > 0) {
if (--ch->fuse_count == 0) {
unfuse (ch);
continue;
}
}
if (ch->position >= POS_STUNNED)
{
/* check to see if we need to go home */
if (IS_NPC (ch) && ch->zone != NULL
&& ch->zone != ch->in_room->area && ch->desc == NULL
&& ch->fighting == NULL && !IS_AFFECTED (ch, AFF_CHARM)
&& number_percent () < 5)
{
act ("$n wanders on home.", ch, NULL, NULL, TO_ROOM);
extract_char (ch, TRUE);
continue;
}
ch->hit = URANGE(0, ch->hit + hit_gain(ch), ch->max_hit);
ch->ki = URANGE(0, ch->ki + ki_gain(ch), ch->max_ki);
// If ki drops too low, start hitting current pl
if (ch->ki < 1) {
ch->nCurPl -= 10;
sendch("Your ki is too low to maintain your current power level!\n\r", ch);
}
}
if (ch->position == POS_RESTING || ch->position == POS_SLEEPING) {
if (number_range(1,15) == 1)
rage (ch, ch->trans_count - 1);
for (i=0; i<MAX_TRANS; ++i)
ch->trans_heal_count[i] = UMIN(ch->trans_heal_count[i]+1, 5);
}
if (ch->position == POS_STUNNED || ch->position == POS_UNCONSCIOUS)
update_pos (ch);
// Reward counter
if (!IS_NPC (ch) && ch->pcdata->nReward > 0)
--ch->pcdata->nReward;
if (!IS_NPC (ch) && ch->pcdata->nTrainCount > 0)
--ch->pcdata->nTrainCount;
if (!IS_NPC (ch) && ch->pcdata->nTeachCount > 0)
--ch->pcdata->nTeachCount;
if (!IS_NPC (ch) && ch->pcdata->nChaosCount > 0)
ch->pcdata->nChaosCount -= 8;
if (!IS_NPC (ch) && get_skill(ch, gsn_sense) > 0)
ImproveSkill (ch, gsn_sense, TRUE, 10, ch->nDifficulty);
// Teaching
if (!IS_NPC (ch) && ch->pcdata->nTeachSn > -1) {
CHAR_DATA *pStudent;
// Check validity
if (ch->position < POS_RESTING
|| ch->position == POS_FIGHTING) {
ch->pcdata->nTeachSn = -1;
break;
}
for (pStudent = ch->in_room->people; pStudent; pStudent = pStudent->next_in_room) {
if (!IS_NPC(pStudent) && pStudent->pcdata->pTeacher == ch) {
ImproveSkill (ch, gsn_teaching, TRUE, UMIN(-3 + ch->pcdata->nTeachCount / 20, 0), ch->nDifficulty);
ImproveStat (ch, STAT_INT, TRUE, UMIN(-3 + ch->pcdata->nTeachCount / 20, 0), ch->nDifficulty);
break;
}
}
ch->pcdata->nTeachCount += 2;
act ("$n teaches the skill of $t.", ch, skill_table[ch->pcdata->nTeachSn].name, NULL, TO_ROOM);
act ("You teach the skill of $t.", ch, skill_table[ch->pcdata->nTeachSn].name, NULL, TO_CHAR);
}
// Learning
else if (!IS_NPC (ch) && ch->pcdata->pTeacher) {
CHAR_DATA *pTeacher = ch->pcdata->pTeacher;
// Check validity
if (pTeacher->pcdata == NULL) {
ch->pcdata->pTeacher = NULL;
break;
}
else if (pTeacher->in_room != ch->in_room
|| ch->position < POS_RESTING
|| ch->position == POS_FIGHTING) {
ch->pcdata->pTeacher = NULL;
break;
}
if (get_skill(pTeacher, pTeacher->pcdata->nTeachSn) < get_skill(ch, pTeacher->pcdata->nTeachSn)) {
act ("You are more skilled at $t than $N, and thus stop listening.",
ch, skill_table[pTeacher->pcdata->nTeachSn].name, pTeacher, TO_CHAR);
ch->pcdata->pTeacher = NULL;
return;
}
ch->pcdata->nTeachCount += 2;
ImproveSkill (ch, pTeacher->pcdata->nTeachSn, TRUE, UMIN(-3 + ch->pcdata->nTeachCount / 20, 0), pTeacher->nDifficulty);
ImproveStat (ch, STAT_INT, TRUE, UMIN(-3 + ch->pcdata->nTeachCount / 20, 0), pTeacher->nDifficulty);
}
if (!IS_NPC (ch)) {
int i;
for (i = 0; i < MAX_SKILL; ++i)
ch->pcdata->nSkillTick[i] = 0;
for (i = 0; i < MAX_STATS; ++i)
ch->pcdata->nStatTick[i] = 0;
if (ch->level < LEVEL_IMMORTAL) {
OBJ_DATA *obj;
if ((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL
&& obj->item_type == ITEM_LIGHT && obj->value[2] > 0)
{
if (--obj->value[2] == 0 && ch->in_room != NULL)
{
--ch->in_room->light;
act ("$p goes out.", ch, obj, NULL, TO_ROOM);
act ("$p flickers and goes out.", ch, obj, NULL, TO_CHAR);
extract_obj (obj);
}
else if (obj->value[2] <= 5 && ch->in_room != NULL)
act ("$p flickers.", ch, obj, NULL, TO_CHAR);
}
if (IS_IMMORTAL (ch))
ch->timer = 0;
if (++ch->timer >= 12)
{
if (ch->was_in_room == NULL && ch->in_room != NULL)
{
ch->was_in_room = ch->in_room;
if (ch->fighting != NULL)
stop_fighting (ch, TRUE);
act ("$n disappears into the void.",
ch, NULL, NULL, TO_ROOM);
sendch ("You disappear into the void.\n\r", ch);
save_char_obj (ch);
char_from_room (ch);
char_to_room (ch, get_room_index (ROOM_VNUM_LIMBO));
}
}
gain_condition (ch, COND_DRUNK, -1);
}
}
for (paf = ch->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
if (paf->duration > 0)
{
paf->duration--;
//if (number_range (0, 4) == 0 && paf->skill_lvl > 0)
// --paf->skill_lvl; /* spell strength fades with time */
}
else if (paf->duration < 0);
else
{
if (paf_next == NULL
|| paf_next->type != paf->type || paf_next->duration > 0)
{
if (paf->type > 0 && skill_table[paf->type].msg_off)
{
sendch (skill_table[paf->type].msg_off, ch);
sendch ("\n\r", ch);
}
}
affect_remove (ch, paf);
}
}
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken,
* as it may be lethal damage (on NPC).
*/
/* removed
if (is_affected (ch, gsn_plague) && ch != NULL)
{
AFFECT_DATA *af, plague;
CHAR_DATA *vch;
int dam;
if (ch->in_room == NULL)
continue;
act ("$n writhes in agony as plague sores erupt from $s skin.",
ch, NULL, NULL, TO_ROOM);
sendch ("You writhe in agony from the plague.\n\r", ch);
for (af = ch->affected; af != NULL; af = af->next)
{
if (af->type == gsn_plague)
break;
}
if (af == NULL)
{
REMOVE_BIT (ch->affected_by, AFF_PLAGUE);
continue;
}
if (af->level == 1)
continue;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range (1, 2 * plague.level);
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for (vch = ch->in_room->people; vch != NULL;
vch = vch->next_in_room)
{
if (!saves_spell (plague.level - 2, vch, DAM_DISEASE)
&& !IS_IMMORTAL (vch)
&& !IS_AFFECTED (vch, AFF_PLAGUE) && number_bits (4) == 0)
{
sendch ("You feel hot and feverish.\n\r", vch);
act ("$n shivers and looks very ill.", vch, NULL, NULL,
TO_ROOM);
affect_join (vch, &plague);
}
}
dam = UMIN (ch->level, af->level / 5 + 1);
ch->ki -= dam;
damage (ch, ch, dam, gsn_plague, DAM_DISEASE, FALSE);
}
else if (IS_AFFECTED (ch, AFF_POISON) && ch != NULL
&& !IS_AFFECTED (ch, AFF_SLOW))
{
AFFECT_DATA *poison;
poison = affect_find (ch->affected, gsn_poison);
if (poison != NULL)
{
act ("$n shivers and suffers.", ch, NULL, NULL, TO_ROOM);
sendch ("You shiver and suffer.\n\r", ch);
damage (ch, ch, poison->level / 10 + 1, gsn_poison,
DAM_POISON, FALSE);
}
}
*/
if (ch->position == POS_INCAP && number_range (0, 1) == 0)
damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE);
else if (ch->position == POS_MORTAL)
damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE);
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
for (ch = char_list; ch != NULL; ch = ch_next)
{
/*
* Edwin's fix for possible pet-induced problem
* JR -- 10/15/00
*/
if (!IS_VALID(ch))
{
logstr (LOG_BUG, "update_char: Trying to work with an invalidated character.\n",0);
break;
}
ch_next = ch->next;
if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number && !IS_FUSED(ch))
save_char_obj (ch);
if (ch == ch_quit)
{
do_function (ch, &do_quit, "");
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update (void)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
AFFECT_DATA *paf, *paf_next;
for (obj = object_list; obj != NULL; obj = obj_next)
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
/* go through affects and decrement */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
if (paf->duration > 0)
{
paf->duration--;
if (number_range (0, 4) == 0 && paf->skill_lvl > 0)
--paf->skill_lvl; /* spell strength fades with time */
}
else if (paf->duration < 0);
else
{
if (paf_next == NULL
|| paf_next->type != paf->type || paf_next->duration > 0)
{
if (paf->type > 0 && skill_table[paf->type].msg_obj)
{
if (obj->carried_by != NULL)
{
rch = obj->carried_by;
act (skill_table[paf->type].msg_obj,
rch, obj, NULL, TO_CHAR);
}
if (obj->in_room != NULL
&& obj->in_room->people != NULL)
{
rch = obj->in_room->people;
act (skill_table[paf->type].msg_obj,
rch, obj, NULL, TO_ALL);
}
}
}
affect_remove_obj (obj, paf);
}
}
if (obj->timer <= 0 || --obj->timer > 0)
continue;
/*
* Oprog triggers!
*/
if ( obj->in_room || (obj->carried_by && obj->carried_by->in_room))
{
if ( HAS_TRIGGER_OBJ( obj, TRIG_DELAY )
&& obj->oprog_delay > 0 )
{
if ( --obj->oprog_delay <= 0 )
p_percent_trigger( NULL, obj, NULL, NULL, NULL, NULL, TRIG_DELAY );
}
else if ( ((obj->in_room && !obj->in_room->area->empty)
|| obj->carried_by ) && HAS_TRIGGER_OBJ( obj, TRIG_RANDOM ) )
p_percent_trigger( NULL, obj, NULL, NULL, NULL, NULL, TRIG_RANDOM );
}
/* Make sure the object is still there before proceeding */
if ( !obj )
continue;
switch (obj->item_type)
{
default:
message = "$p crumbles into dust.";
break;
case ITEM_FOUNTAIN:
message = "$p dries up.";
break;
case ITEM_CORPSE_NPC:
message = "$p decays into dust.";
break;
case ITEM_CORPSE_PC:
message = "$p decays into dust.";
break;
case ITEM_FOOD:
message = "$p decomposes.";
break;
case ITEM_POTION:
message = "$p has evaporated from disuse.";
break;
case ITEM_PORTAL:
message = "$p fades out of existence.";
break;
case ITEM_CONTAINER:
if (CAN_WEAR (obj, ITEM_WEAR_FLOAT))
if (obj->contains)
message =
"$p flickers and vanishes, spilling its contents on the floor.";
else
message = "$p flickers and vanishes.";
else
message = "$p crumbles into dust.";
break;
}
if (obj->carried_by != NULL)
{
if (IS_NPC (obj->carried_by)
&& obj->carried_by->pIndexData->pShop != NULL)
obj->carried_by->zenni += obj->cost / 5;
else
{
act (message, obj->carried_by, obj, NULL, TO_CHAR);
if (obj->wear_loc == WEAR_FLOAT)
act (message, obj->carried_by, obj, NULL, TO_ROOM);
}
}
else if (obj->in_room != NULL && (rch = obj->in_room->people) != NULL)
{
if (!(obj->in_obj && obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR (obj->in_obj, ITEM_TAKE)))
{
act (message, rch, obj, NULL, TO_ROOM);
act (message, rch, obj, NULL, TO_CHAR);
}
}
if ((obj->item_type == ITEM_CORPSE_PC || obj->wear_loc == WEAR_FLOAT)
&& obj->contains)
{ /* save the contents */
OBJ_DATA *t_obj, *next_obj;
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
{
next_obj = t_obj->next_content;
obj_from_obj (t_obj);
if (obj->in_obj) /* in another object */
obj_to_obj (t_obj, obj->in_obj);
else if (obj->carried_by) /* carried */
if (obj->wear_loc == WEAR_FLOAT)
if (obj->carried_by->in_room == NULL)
extract_obj (t_obj);
else
obj_to_room (t_obj, obj->carried_by->in_room);
else
obj_to_char (t_obj, obj->carried_by);
else if (obj->in_room == NULL) /* destroy it */
extract_obj (t_obj);
else /* to a room */
obj_to_room (t_obj, obj->in_room);
}
}
extract_obj (obj);
}
return;
}
/*
* Aggress.
*
* for each mortal PC
* for each mob in room
* aggress on some random PC
*
* This function takes 25% to 35% of ALL Merc cpu time.
* Unfortunately, checking on each PC move is too tricky,
* because we don't the mob to just attack the first PC
* who leads the party into the room.
*
* -- Furey
*/
void aggr_update (void)
{
CHAR_DATA *wch;
CHAR_DATA *wch_next;
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *victim;
for (wch = char_list; wch != NULL; wch = wch_next)
{
wch_next = wch->next;
if (IS_NPC (wch)
|| wch->level >= LEVEL_IMMORTAL
|| wch->in_room == NULL || wch->in_room->area->empty)
continue;
for (ch = wch->in_room->people; ch != NULL; ch = ch_next)
{
int count;
ch_next = ch->next_in_room;
if (!IS_NPC (ch)
|| !IS_SET (ch->act, ACT_AGGRESSIVE)
|| IS_SET (ch->in_room->room_flags, ROOM_SAFE)
|| IS_AFFECTED (ch, AFF_CALM)
|| ch->fighting != NULL
|| IS_AFFECTED (ch, AFF_CHARM)
|| !IS_AWAKE (ch)
|| (IS_SET (ch->act, ACT_WIMPY) && IS_AWAKE (wch))
|| !can_see (ch, wch)
|| number_bits (1) == 0)
continue;
/*
* Ok we have a 'wch' player character and a 'ch' npc aggressor.
* Now make the aggressor fight a RANDOM pc victim in the room,
* giving each 'vch' an equal chance of selection.
*/
count = 0;
victim = NULL;
for (vch = wch->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (!IS_NPC (vch)
&& vch->level < LEVEL_IMMORTAL
&& ch->level >= vch->level - 5
&& (!IS_SET (ch->act, ACT_WIMPY) || !IS_AWAKE (vch))
&& can_see (ch, vch))
{
if (number_range (0, count) == 0)
victim = vch;
count++;
}
}
if (victim == NULL)
continue;
begin_combat (ch, victim);
}
}
return;
}
/*
* Decrements the wait and skill wait on each character. Sets
* the skill off if the wait is over
*/
void wait_update (void) {
CHAR_DATA *ch;
CHAR_DATA *ch_next;
for (ch = char_list; ch != NULL; ch = ch_next)
{
ch_next = ch->next;
// Decrement the wait
if (ch->wait > 0) {
--ch->wait;
if (ch->wait == 0) {
if (!ch->short_wait)
sendch ("You are no longer waiting.\n\r", ch);
if (IS_SET(ch->act, PLR_AUTOATTACK) && ch->fighting) {
if (ch->cmd_buf[0] != '\0') {
interpret (ch, ch->cmd_buf);
ch->cmd_buf[0] = '\0';
}
else
do_function (ch, &do_attack, "");
}
}
}
// Decrement wait for skills
if (ch->wait_skill > 0) {
if (--ch->wait_skill == 0) {
if (ch->wait_skill_sn > 0 && skill_table[ch->wait_skill_sn].skill_fun) {
// Delay over, fire the skill
if (skill_table[ch->wait_skill_sn].msg_delay1)
act(skill_table[ch->wait_skill_sn].msg_delay1,ch,NULL,NULL,TO_CHAR);
if (skill_table[ch->wait_skill_sn].msg_delay2)
act(skill_table[ch->wait_skill_sn].msg_delay2,ch,NULL,NULL,TO_ROOM);
(*skill_table[ch->wait_skill_sn].skill_fun) (ch, ch->wait_skill_vo, ch->wait_skill_target);
ch->wait_skill = 0;
ch->wait_skill_vo = NULL;
ch->wait_skill_target = TARGET_NONE;
ch->wait_skill_sn = 0;
}
}
else if (ch->wait_skill_sn > 0) {
if (ch->wait_skill_target == TARGET_CHAR
&& ch->wait_skill_vo
&& !get_char_room(ch, NULL, ((CHAR_DATA*)ch->wait_skill_vo)->name)) {
sendch("Your target has left the room.\n\r",ch);
ch->wait_skill_sn = 0;
ch->wait_skill_vo = NULL;
ch->wait_skill_target = TARGET_NONE;
ch->wait_skill = 0;
}
}
}
if (ch->charge > 0 && ch->wait_skill_sn > 0) {
if (ch->wait_skill_target == TARGET_CHAR
&& ch->wait_skill_vo
&& !get_char_room(ch, NULL, ((CHAR_DATA*)ch->wait_skill_vo)->name)) {
sendch("Your target has left the room.\n\r",ch);
ch->charge = 0;
ch->wait_skill_sn = 0;
ch->wait_skill_vo = NULL;
ch->wait_skill_target = 0;
ch->wait_skill = 0;
continue;
}
++ch->charge;
// Loss ki every second
if (ch->charge % PULSE_SECOND == 0)
ki_loss(ch, skill_table[ch->wait_skill_sn].ki_mod);
// Check if player is exhausted
if (IS_EXHAUSTED(ch)) {
do_function (ch, &do_release, "");
continue;
}
if (ch->charge == skill_table[ch->wait_skill_sn].wait)
sendch ("You may now release.\n\r", ch);
// Every fifteen seconds, show charge message
if (ch->charge % (15*PULSE_SECOND) == 0) {
act("You continue to charge.",ch,NULL,NULL,TO_CHAR);
act("$n continues to charge.",ch,NULL,NULL,TO_ROOM);
}
}
}
}
int pulse_backup = 3600;
/*
* Handle all kinds of updates.
* Called once per pulse from game loop.
* Random times to defeat tick-timing clients and players.
*/
void update_handler (void)
{
static int pulse_area = 0;
static int pulse_mobile = 0;
static int pulse_violence = 0;
static int pulse_point = 0;
static int pulse_underwater = 0;
if (--pulse_backup <= 0) {
pulse_backup = 21600; // 21600 seconds = 6 hours.
wiznet("Backing up...",NULL,NULL,WIZ_SECURE,0,IMMORTAL);
system ("cd ../../ && tar -zcf dbz-`date -I`-auto.tar.gz dbz && mv dbz*auto.tar.gz backup");
wiznet("Backup complete",NULL,NULL,WIZ_SECURE,0,IMMORTAL);
}
if (--pulse_area <= 0)
{
pulse_area = PULSE_AREA;
/* number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */
area_update ();
}
if (--pulse_underwater <= 0)
{
pulse_underwater = PULSE_UNDERWATER;
underwater_update ();
}
if (--pulse_mobile <= 0)
{
pulse_mobile = PULSE_MOBILE;
mobile_update ();
}
if (--pulse_violence <= 0)
{
pulse_violence = PULSE_VIOLENCE;
violence_update ();
}
if (--pulse_point <= 0)
{
wiznet ("TICK!", NULL, NULL, WIZ_TICKS, 0, 0);
pulse_point = PULSE_TICK;
/* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */
weather_update ();
char_update ();
obj_update ();
}
aggr_update ();
wait_update ();
tail_chain ();
return;
}