/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops |~'~.VxvxV.~'~*
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* ------------------------------------------------------------------------ *
* Regular update module *
****************************************************************************/
#include <sys/types.h>
#include <sys/time.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
/*
* Local functions.
*/
int hit_gain args( ( CHAR_DATA *ch ) );
int mana_gain args( ( CHAR_DATA *ch ) );
int move_gain args( ( CHAR_DATA *ch ) );
void mobile_update args( ( void ) );
void weather_update args( ( void ) );
void char_update args( ( void ) );
void obj_update args( ( void ) );
void aggr_update args( ( void ) );
void room_act_update args( ( void ) );
void obj_act_update args( ( void ) );
void char_check args( ( void ) );
void drunk_randoms args( ( CHAR_DATA *ch ) );
void halucinations args( ( CHAR_DATA *ch ) );
void subtract_times args( ( struct timeval *etime,
struct timeval *stime ) );
/*
* Global Variables
*/
CHAR_DATA * gch_prev;
OBJ_DATA * gobj_prev;
CHAR_DATA * timechar;
char * corpse_descs[] =
{
"The corpse of %s is in the last stages of decay.",
"The corpse of %s is crawling with vermin.",
"The corpse of %s fills the air with a foul stench.",
"The corpse of %s is buzzing with flies.",
"The corpse of %s lies here."
};
extern int top_exit;
/*
* Advancement stuff.
*/
void advance_level( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
int add_hp;
int add_mana;
int add_move;
int add_prac;
/* save_char_obj( ch );*/
sprintf( buf, "the %s",
title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] );
set_title( ch, buf );
add_hp = con_app[get_curr_con(ch)].hitp + number_range(
class_table[ch->class]->hp_min,
class_table[ch->class]->hp_max );
add_mana = class_table[ch->class]->fMana
? number_range(2, (2*get_curr_int(ch)+get_curr_wis(ch))/8)
: 0;
add_move = number_range( 5, (get_curr_con(ch)+get_curr_dex(ch))/4 );
add_prac = wis_app[get_curr_wis(ch)].practice;
add_hp = UMAX( 1, add_hp );
add_mana = UMAX( 0, add_mana );
add_move = UMAX( 10, add_move );
/* bonus for deadlies */
if(IS_PKILL(ch)){
add_mana = add_mana + add_mana*.3;
add_move = add_move + add_move*.3;
add_hp +=1; /* bitch at blod if you don't like this :) */
sprintf(buf,"Gravoc's Pandect steels your sinews.\n\r");
}
ch->max_hit += add_hp;
ch->max_mana += add_mana;
ch->max_move += add_move;
ch->practice += add_prac;
if ( !IS_NPC(ch) )
REMOVE_BIT( ch->act, PLR_BOUGHT_PET );
if ( ch->level == LEVEL_AVATAR )
{
DESCRIPTOR_DATA *d;
sprintf( buf, "%s has just achieved Avatarhood!", ch->name );
for ( d = first_descriptor; d; d = d->next )
if ( d->connected == CON_PLAYING && d->character != ch )
{
set_char_color( AT_IMMORT, d->character );
send_to_char( buf, d->character );
send_to_char( "\n\r", d->character );
}
set_char_color( AT_WHITE, ch );
do_help( ch, "M_ADVHERO_" );
}
if ( ch->level < LEVEL_IMMORTAL )
{
if ( IS_VAMPIRE(ch) )
sprintf( buf,
"Your gain is: %d/%d hp, %d/%d bp, %d/%d mv %d/%d prac.\n\r",
add_hp, ch->max_hit,
1, ch->level + 10,
add_move, ch->max_move,
add_prac, ch->practice
);
else
sprintf( buf,
"Your gain is: %d/%d hp, %d/%d mana, %d/%d mv %d/%d prac.\n\r",
add_hp, ch->max_hit,
add_mana, ch->max_mana,
add_move, ch->max_move,
add_prac, ch->practice
);
set_char_color( AT_WHITE, ch );
send_to_char( buf, ch );
}
return;
}
void gain_exp( CHAR_DATA *ch, int gain )
{
int modgain;
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) || ch->level >= LEVEL_AVATAR )
return;
/* Bonus for deadly lowbies */
modgain = gain;
if(modgain>0 && IS_PKILL(ch) && ch->level<17){
if(ch->level<=6){
sprintf(buf,"The Favor of Gravoc fosters your learning.\n\r");
modgain*=2;
}
if(ch->level<=10 && ch->level>=7){
sprintf(buf,"The Hand of Gravoc hastens your learning.\n\r");
modgain*=1.75;
}
if(ch->level<=13 && ch->level>=11){
sprintf(buf,"The Cunning of Gravoc succors your learning.\n\r");
modgain*=1.5;
}
if(ch->level<=16 && ch->level>=14){
sprintf(buf,"The Patronage of Gravoc reinforces your learning.\n\r");
modgain*=1.25;
}
send_to_char(buf, ch);
}
/* Deadly exp loss floor is exp floor of level */
if(IS_PKILL(ch)&& modgain<0){
if( ch->exp + modgain < exp_level(ch, ch->level)){
modgain = exp_level(ch, ch->level) - ch->exp;
sprintf(buf,"Gravoc's Pandect protects your insight.\n\r");
}
}
ch->exp = UMAX( 0, ch->exp + modgain );
if (NOT_AUTHED(ch) && ch->exp >= exp_level(ch, ch->level+1))
{
send_to_char("You can not ascend to a higher level until you are authorized.\n\r", ch);
ch->exp = (exp_level(ch, (ch->level+1)) - 1);
return;
}
while ( ch->level < LEVEL_AVATAR && ch->exp >= exp_level(ch, ch->level+1))
{
set_char_color( AT_WHITE + AT_BLINK, ch );
ch_printf( ch, "You have now obtained experience level %d!\n\r", ++ch->level );
advance_level( ch );
}
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA *ch )
{
int gain;
if ( IS_NPC(ch) )
{
gain = ch->level * 3 / 2;
}
else
{
gain = UMIN( 5, ch->level );
switch ( ch->position )
{
case POS_DEAD: return 0;
case POS_MORTAL: return -1;
case POS_INCAP: return -1;
case POS_STUNNED: return 1;
case POS_SLEEPING: gain += get_curr_con(ch); break;
case POS_RESTING: gain += get_curr_con(ch) / 2; break;
}
if ( IS_VAMPIRE(ch) ) {
if ( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 )
gain /= 2;
else
if ( ch->pcdata->condition[COND_BLOODTHIRST] >= (8 + ch->level) )
gain *= 2;
if ( IS_OUTSIDE( ch ) )
{
switch(weather_info.sunlight)
{
case SUN_RISE:
case SUN_SET:
gain /= 2;
break;
case SUN_LIGHT:
gain /= 4;
break;
}
}
}
if ( ch->pcdata->condition[COND_FULL] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if ( IS_AFFECTED(ch, AFF_POISON) )
gain /= 4;
return UMIN(gain, ch->max_hit - ch->hit);
}
int mana_gain( CHAR_DATA *ch )
{
int gain;
if ( IS_NPC(ch) )
{
gain = ch->level;
}
else
{
gain = UMIN( 5, ch->level / 2 );
if ( ch->position < POS_SLEEPING )
return 0;
switch ( ch->position )
{
case POS_SLEEPING: gain += get_curr_int(ch) * 2; break;
case POS_RESTING: gain += get_curr_int(ch); break;
}
if ( ch->pcdata->condition[COND_FULL] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if ( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 4;
return UMIN(gain, ch->max_mana - ch->mana);
}
int move_gain( CHAR_DATA *ch )
{
int gain;
if ( IS_NPC(ch) )
{
gain = ch->level;
}
else
{
gain = UMAX( 15, 2 * ch->level );
switch ( ch->position )
{
case POS_DEAD: return 0;
case POS_MORTAL: return -1;
case POS_INCAP: return -1;
case POS_STUNNED: return 1;
case POS_SLEEPING: gain += get_curr_dex(ch); break;
case POS_RESTING: gain += get_curr_dex(ch) / 2; break;
}
if ( IS_VAMPIRE(ch) ) {
if ( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 )
gain /= 2;
else
if ( ch->pcdata->condition[COND_BLOODTHIRST] >= (8 + ch->level) )
gain *= 2;
if ( IS_OUTSIDE( ch ) )
{
switch(weather_info.sunlight)
{
case SUN_RISE:
case SUN_SET:
gain /= 2;
break;
case SUN_LIGHT:
gain /= 4;
break;
}
}
}
if ( ch->pcdata->condition[COND_FULL] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if ( IS_AFFECTED(ch, AFF_POISON) )
gain /= 4;
return UMIN(gain, ch->max_move - ch->move);
}
void gain_condition( CHAR_DATA *ch, int iCond, int value )
{
int condition;
ch_ret retcode;
if ( value == 0 || IS_NPC(ch) || ch->level >= LEVEL_IMMORTAL || NOT_AUTHED(ch))
return;
condition = ch->pcdata->condition[iCond];
if ( iCond == COND_BLOODTHIRST )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value,
10 + ch->level );
else
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );
if ( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
case COND_FULL:
if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are STARVING!\n\r", ch );
act( AT_HUNGRY, "$n is starved half to death!", ch, NULL, NULL, TO_ROOM);
if ( !IS_PKILL(ch) || number_bits(1) == 0 )
worsen_mental_state( ch, 1 );
retcode = damage(ch, ch, 1, TYPE_UNDEFINED);
}
break;
case COND_THIRST:
if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You are DYING of THIRST!\n\r", ch );
act( AT_THIRSTY, "$n is dying of thirst!", ch, NULL, NULL, TO_ROOM);
worsen_mental_state( ch, IS_PKILL(ch) ? 1: 2 );
retcode = damage(ch, ch, 2, TYPE_UNDEFINED);
}
break;
case COND_BLOODTHIRST:
if ( ch->level < LEVEL_AVATAR )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You are starved to feast on blood!\n\r", ch );
act( AT_BLOOD, "$n is suffering from lack of blood!", ch,
NULL, NULL, TO_ROOM);
worsen_mental_state( ch, 2 );
retcode = damage(ch, ch, ch->max_hit / 20, TYPE_UNDEFINED);
}
break;
case COND_DRUNK:
if ( condition != 0 ) {
set_char_color( AT_SOBER, ch );
send_to_char( "You are sober.\n\r", ch );
}
retcode = rNONE;
break;
default:
bug( "Gain_condition: invalid condition type %d", iCond );
retcode = rNONE;
break;
}
}
if ( retcode != rNONE )
return;
if ( ch->pcdata->condition[iCond] == 1 )
{
switch ( iCond )
{
case COND_FULL:
if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are really hungry.\n\r", ch );
act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL, NULL, TO_ROOM);
if ( number_bits(1) == 0 )
worsen_mental_state( ch, 1 );
}
break;
case COND_THIRST:
if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You are really thirsty.\n\r", ch );
worsen_mental_state( ch, 1 );
act( AT_THIRSTY, "$n looks a little parched.", ch, NULL, NULL, TO_ROOM);
}
break;
case COND_BLOODTHIRST:
if ( ch->level < LEVEL_AVATAR )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You have a growing need to feast on blood!\n\r", ch );
act( AT_BLOOD, "$n gets a strange look in $s eyes...", ch,
NULL, NULL, TO_ROOM);
worsen_mental_state( ch, 1 );
}
break;
case COND_DRUNK:
if ( condition != 0 ) {
set_char_color( AT_SOBER, ch );
send_to_char( "You are feeling a little less light headed.\n\r", ch );
}
break;
}
}
if ( ch->pcdata->condition[iCond] == 2 )
{
switch ( iCond )
{
case COND_FULL:
if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are hungry.\n\r", ch );
}
break;
case COND_THIRST:
if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You are thirsty.\n\r", ch );
}
break;
case COND_BLOODTHIRST:
if ( ch->level < LEVEL_AVATAR )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You feel an urgent need for blood.\n\r", ch );
}
break;
}
}
if ( ch->pcdata->condition[iCond] == 3 )
{
switch ( iCond )
{
case COND_FULL:
if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are a mite peckish.\n\r", ch );
}
break;
case COND_THIRST:
if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You could use a sip of something refreshing.\n\r", ch );
}
break;
case COND_BLOODTHIRST:
if ( ch->level < LEVEL_AVATAR )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You feel an aching in your fangs.\n\r", ch );
}
break;
}
}
return;
}
/*
* Mob autonomous action.
* This function takes 25% to 35% of ALL Mud cpu time.
*/
void mobile_update( void )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *ch;
EXIT_DATA *pexit;
int door;
ch_ret retcode;
retcode = rNONE;
/* Examine all mobs. */
for ( ch = last_char; ch; ch = gch_prev )
{
set_cur_char( ch );
if ( ch == first_char && ch->prev )
{
bug( "mobile_update: first_char->prev != NULL... fixed", 0 );
ch->prev = NULL;
}
gch_prev = ch->prev;
if ( gch_prev && gch_prev->next != ch )
{
sprintf( buf, "FATAL: Mobile_update: %s->prev->next doesn't point to ch.",
ch->name );
bug( buf, 0 );
bug( "Short-cutting here", 0 );
gch_prev = NULL;
ch->prev = NULL;
do_shout( ch, "Thoric says, 'Prepare for the worst!'" );
}
if ( !IS_NPC(ch) )
{
drunk_randoms(ch);
halucinations(ch);
continue;
}
if ( !ch->in_room
|| IS_AFFECTED(ch, AFF_CHARM)
|| IS_AFFECTED(ch, AFF_PARALYSIS) )
continue;
/* Clean up 'animated corpses' that are not charmed' - Scryn */
if ( ch->pIndexData->vnum == 5 && !IS_AFFECTED(ch, AFF_CHARM) )
{
if(ch->in_room->first_person)
act(AT_MAGIC, "$n returns to the dust from whence $e came.", ch, NULL, NULL, TO_ROOM);
if(IS_NPC(ch)) /* Guard against purging switched? */
extract_char(ch, TRUE);
continue;
}
if ( !IS_SET( ch->act, ACT_RUNNING )
&& !IS_SET( ch->act, ACT_SENTINEL )
&& !ch->fighting && ch->hunting )
{
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
/* Commented out temporarily to avoid spam - Scryn
sprintf( buf, "%s hunting %s from %s.", ch->name,
ch->hunting->name,
ch->in_room->name );
log_string( buf ); */
hunt_victim( ch );
continue;
}
/* Examine call for special procedure */
if ( !IS_SET( ch->act, ACT_RUNNING )
&& ch->spec_fun )
{
if ( (*ch->spec_fun) ( ch ) )
continue;
if ( char_died(ch) )
continue;
}
/* Check for mudprogram script on mob */
if ( IS_SET( ch->pIndexData->progtypes, SCRIPT_PROG ) )
{
mprog_script_trigger( ch );
continue;
}
if ( ch != cur_char )
{
bug( "Mobile_update: ch != cur_char after spec_fun", 0 );
continue;
}
/* That's all for sleeping / busy monster */
if ( ch->position != POS_STANDING )
continue;
if ( IS_SET(ch->act, ACT_MOUNTED ) )
{
if ( IS_SET(ch->act, ACT_AGGRESSIVE) )
do_emote( ch, "snarls and growls." );
continue;
}
if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE )
&& IS_SET(ch->act, ACT_AGGRESSIVE) )
do_emote( ch, "glares around and snarls." );
/* MOBprogram random trigger */
if ( ch->in_room->area->nplayer > 0 )
{
mprog_random_trigger( ch );
if ( char_died(ch) )
continue;
if ( ch->position < POS_STANDING )
continue;
}
/* MOBprogram hour trigger: do something for an hour */
mprog_hour_trigger(ch);
if ( char_died(ch) )
continue;
rprog_hour_trigger(ch);
if ( char_died(ch) )
continue;
if ( ch->position < POS_STANDING )
continue;
/* Scavenge */
if ( IS_SET(ch->act, ACT_SCAVENGER)
&& ch->in_room->first_content
&& number_bits( 2 ) == 0 )
{
OBJ_DATA *obj;
OBJ_DATA *obj_best;
int max;
max = 1;
obj_best = NULL;
for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
{
if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max
&& !IS_OBJ_STAT( obj, ITEM_BURRIED ) )
{
obj_best = obj;
max = obj->cost;
}
}
if ( obj_best )
{
obj_from_room( obj_best );
obj_to_char( obj_best, ch );
act( AT_ACTION, "$n gets $p.", ch, obj_best, NULL, TO_ROOM );
}
}
/* Wander */
if ( !IS_SET(ch->act, ACT_RUNNING)
&& !IS_SET(ch->act, ACT_SENTINEL)
&& !IS_SET(ch->act, ACT_PROTOTYPE)
&& ( door = number_bits( 5 ) ) <= 9
&& ( pexit = get_exit(ch->in_room, door) ) != NULL
&& pexit->to_room
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
&& !IS_SET(pexit->to_room->room_flags, ROOM_DEATH)
&& ( !IS_SET(ch->act, ACT_STAY_AREA)
|| pexit->to_room->area == ch->in_room->area ) )
{
retcode = move_char( ch, pexit, 0 );
/* If ch changes position due
to it's or someother mob's
movement via MOBProgs,
continue - Kahn */
if ( char_died(ch) )
continue;
if ( retcode != rNONE || IS_SET(ch->act, ACT_SENTINEL)
|| ch->position < POS_STANDING )
continue;
}
/* Flee */
if ( ch->hit < ch->max_hit / 2
&& ( door = number_bits( 4 ) ) <= 9
&& ( pexit = get_exit(ch->in_room,door) ) != NULL
&& pexit->to_room
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) )
{
CHAR_DATA *rch;
bool found;
found = FALSE;
for ( rch = ch->in_room->first_person;
rch;
rch = rch->next_in_room )
{
if ( is_fearing(ch, rch) )
{
switch( number_bits(2) )
{
case 0:
sprintf( buf, "Get away from me, %s!", rch->name );
break;
case 1:
sprintf( buf, "Leave me be, %s!", rch->name );
break;
case 2:
sprintf( buf, "%s is trying to kill me! Help!", rch->name );
break;
case 3:
sprintf( buf, "Someone save me from %s!", rch->name );
break;
}
do_yell( ch, buf );
found = TRUE;
break;
}
}
if ( found )
retcode = move_char( ch, pexit, 0 );
}
}
return;
}
/*
* Update the weather.
*/
void weather_update( void )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int diff;
sh_int AT_TEMP = AT_PLAIN;
buf[0] = '\0';
switch ( ++time_info.hour )
{
case 5:
weather_info.sunlight = SUN_LIGHT;
strcat( buf, "The day has begun." );
AT_TEMP = AT_YELLOW;
break;
case 6:
weather_info.sunlight = SUN_RISE;
strcat( buf, "The sun rises in the east." );
AT_TEMP = AT_ORANGE;
break;
case 12:
weather_info.sunlight = SUN_LIGHT;
strcat( buf, "It's noon." );
AT_TEMP = AT_YELLOW;
break;
case 19:
weather_info.sunlight = SUN_SET;
strcat( buf, "The sun slowly disappears in the west." );
AT_TEMP = AT_BLOOD;
break;
case 20:
weather_info.sunlight = SUN_DARK;
strcat( buf, "The night has begun." );
AT_TEMP = AT_DGREY;
break;
case 24:
time_info.hour = 0;
time_info.day++;
break;
}
if ( time_info.day >= 30 )
{
time_info.day = 0;
time_info.month++;
}
if ( time_info.month >= 17 )
{
time_info.month = 0;
time_info.year++;
}
if ( buf[0] != '\0' )
{
for ( d = first_descriptor; d; d = d->next )
{
if ( d->connected == CON_PLAYING
&& IS_OUTSIDE(d->character)
&& IS_AWAKE(d->character) )
act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR );
}
buf[0] = '\0';
}
/*
* Weather change.
*/
if ( time_info.month >= 9 && time_info.month <= 16 )
diff = weather_info.mmhg > 985 ? -2 : 2;
else
diff = weather_info.mmhg > 1015 ? -2 : 2;
weather_info.change += diff * dice(1, 4) + dice(2, 6) - dice(2, 6);
weather_info.change = UMAX(weather_info.change, -12);
weather_info.change = UMIN(weather_info.change, 12);
weather_info.mmhg += weather_info.change;
weather_info.mmhg = UMAX(weather_info.mmhg, 960);
weather_info.mmhg = UMIN(weather_info.mmhg, 1040);
AT_TEMP = AT_GREY;
switch ( weather_info.sky )
{
default:
bug( "Weather_update: bad sky %d.", weather_info.sky );
weather_info.sky = SKY_CLOUDLESS;
break;
case SKY_CLOUDLESS:
if ( weather_info.mmhg < 990
|| ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The sky is getting cloudy." );
weather_info.sky = SKY_CLOUDY;
AT_TEMP = AT_GREY;
}
break;
case SKY_CLOUDY:
if ( weather_info.mmhg < 970
|| ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "It starts to rain." );
weather_info.sky = SKY_RAINING;
AT_TEMP = AT_BLUE;
}
if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )
{
strcat( buf, "The clouds disappear." );
weather_info.sky = SKY_CLOUDLESS;
AT_TEMP = AT_WHITE;
}
break;
case SKY_RAINING:
if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 )
{
strcat( buf, "Lightning flashes in the sky." );
weather_info.sky = SKY_LIGHTNING;
AT_TEMP = AT_YELLOW;
}
if ( weather_info.mmhg > 1030
|| ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The rain stopped." );
weather_info.sky = SKY_CLOUDY;
AT_TEMP = AT_WHITE;
}
break;
case SKY_LIGHTNING:
if ( weather_info.mmhg > 1010
|| ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The lightning has stopped." );
weather_info.sky = SKY_RAINING;
AT_TEMP = AT_GREY;
break;
}
break;
}
if ( buf[0] != '\0' )
{
for ( d = first_descriptor; d; d = d->next )
{
if ( d->connected == CON_PLAYING
&& IS_OUTSIDE(d->character)
&& IS_AWAKE(d->character) )
act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR );
}
}
return;
}
/*
* Update all chars, including mobs.
* This function is performance sensitive.
*/
void char_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_save;
sh_int save_count = 0;
ch_save = NULL;
for ( ch = last_char; ch; ch = gch_prev )
{
if ( ch == first_char && ch->prev )
{
bug( "char_update: first_char->prev != NULL... fixed", 0 );
ch->prev = NULL;
}
gch_prev = ch->prev;
set_cur_char( ch );
if ( gch_prev && gch_prev->next != ch )
{
bug( "char_update: ch->prev->next != ch", 0 );
return;
}
/*
* Do a room_prog rand check right off the bat
* if ch disappears (rprog might wax npc's), continue
*/
if(!IS_NPC(ch))
rprog_random_trigger( ch );
if( char_died(ch) )
continue;
if(IS_NPC(ch))
mprog_time_trigger(ch);
if( char_died(ch) )
continue;
rprog_time_trigger(ch);
if( char_died(ch) )
continue;
/*
* See if player should be auto-saved.
*/
if ( !IS_NPC(ch)
&& ( !ch->desc || ch->desc->connected == CON_PLAYING )
&& ch->level >= 2
&& current_time - ch->save_time > (sysdata.save_frequency*60) )
ch_save = ch;
else
ch_save = NULL;
if ( ch->position >= POS_STUNNED )
{
if ( ch->hit < ch->max_hit )
ch->hit += hit_gain(ch);
if ( ch->mana < ch->max_mana )
ch->mana += mana_gain(ch);
if ( ch->move < ch->max_move )
ch->move += move_gain(ch);
}
if ( ch->position == POS_STUNNED )
update_pos( ch );
if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] > 0 )
{
if ( --obj->value[2] == 0 && ch->in_room )
{
ch->in_room->light -= obj->count;
act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_CHAR );
if ( obj->serial == cur_obj )
global_objcode = rOBJ_EXPIRED;
extract_obj( obj );
}
}
if ( ++ch->timer >= 12 )
{
if ( !ch->was_in_room && ch->in_room )
{
ch->was_in_room = ch->in_room;
if ( ch->fighting )
stop_fighting( ch, TRUE );
act( AT_ACTION, "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the void.\n\r", ch );
if ( IS_SET( sysdata.save_flags, SV_IDLE ) )
save_char_obj( ch );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
}
}
if ( ch->pcdata->condition[COND_DRUNK] > 8 )
worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK]/8 );
if ( ch->pcdata->condition[COND_FULL] > 1 )
{
switch( ch->position )
{
case POS_SLEEPING: better_mental_state( ch, 4 ); break;
case POS_RESTING: better_mental_state( ch, 3 ); break;
case POS_SITTING:
case POS_MOUNTED: better_mental_state( ch, 2 ); break;
case POS_STANDING: better_mental_state( ch, 1 ); break;
case POS_FIGHTING:
if ( number_bits(2) == 0 )
better_mental_state( ch, 1 );
break;
}
}
if ( ch->pcdata->condition[COND_THIRST] > 1 )
{
switch( ch->position )
{
case POS_SLEEPING: better_mental_state( ch, 5 ); break;
case POS_RESTING: better_mental_state( ch, 3 ); break;
case POS_SITTING:
case POS_MOUNTED: better_mental_state( ch, 2 ); break;
case POS_STANDING: better_mental_state( ch, 1 ); break;
case POS_FIGHTING:
if ( number_bits(2) == 0 )
better_mental_state( ch, 1 );
break;
}
}
gain_condition( ch, COND_DRUNK, -1 );
gain_condition( ch, COND_FULL, -1 );
if ( ch->class == CLASS_VAMPIRE && ch->level >= 10 )
gain_condition( ch, COND_BLOODTHIRST, -1 );
if ( ch->in_room )
switch( ch->in_room->sector_type )
{
default:
gain_condition( ch, COND_THIRST, -1 ); break;
case SECT_DESERT:
gain_condition( ch, COND_THIRST, -2 ); break;
case SECT_UNDERWATER:
case SECT_OCEANFLOOR:
if ( number_bits(1) == 0 )
gain_condition( ch, COND_THIRST, -1 ); break;
}
}
if ( !char_died(ch) )
{
/*
* 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( AT_POISON, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL, TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state
+ (IS_PKILL(ch) ? 3 : 4), 100 );
damage( ch, ch, 2, gsn_poison );
}
else
if ( ch->position == POS_INCAP )
damage( ch, ch, 1, TYPE_UNDEFINED );
else
if ( ch->position == POS_MORTAL )
damage( ch, ch, 2, TYPE_UNDEFINED );
if ( char_died(ch) )
continue;
if ( ch->mental_state >= 30 )
switch( (ch->mental_state+5) / 10 )
{
case 3:
send_to_char( "You feel feverish.\n\r", ch );
act( AT_ACTION, "$n looks kind of out of it.", ch, NULL, NULL, TO_ROOM );
break;
case 4:
send_to_char( "You do not feel well at all.\n\r", ch );
act( AT_ACTION, "$n doesn't look too good.", ch, NULL, NULL, TO_ROOM );
break;
case 5:
send_to_char( "You need help!\n\r", ch );
act( AT_ACTION, "$n looks like he could use your help.", ch, NULL, NULL, TO_ROOM );
break;
case 6:
send_to_char( "Seekest thou a cleric.\n\r", ch );
act( AT_ACTION, "Someone should fetch a healer for $n.", ch, NULL, NULL, TO_ROOM );
break;
case 7:
send_to_char( "You feel reality slipping away...\n\r", ch );
act( AT_ACTION, "$n doesn't appear to be aware of what's going on.", ch, NULL, NULL, TO_ROOM );
break;
case 8:
send_to_char( "You begin to understand... everything.\n\r", ch );
act( AT_ACTION, "$n starts ranting like a madman!", ch, NULL, NULL, TO_ROOM );
break;
case 9:
send_to_char( "You are ONE with the universe.\n\r", ch );
act( AT_ACTION, "$n is ranting on about 'the answer', 'ONE' and other mumbo-jumbo...", ch, NULL, NULL, TO_ROOM );
break;
case 10:
send_to_char( "You feel the end is near.\n\r", ch );
act( AT_ACTION, "$n is muttering and ranting in tongues...", ch, NULL, NULL, TO_ROOM );
break;
}
if ( ch->mental_state <= -30 )
switch( (abs(ch->mental_state)+5) / 10 )
{
case 10:
if ( ch->position > POS_SLEEPING )
{
if ( (ch->position == POS_STANDING
|| ch->position < POS_FIGHTING)
&& number_percent()+10 < abs(ch->mental_state) )
do_sleep( ch, "" );
else
send_to_char( "You're barely conscious.\n\r", ch );
}
break;
case 9:
if ( ch->position > POS_SLEEPING )
{
if ( (ch->position == POS_STANDING
|| ch->position < POS_FIGHTING)
&& (number_percent()+20) < abs(ch->mental_state) )
do_sleep( ch, "" );
else
send_to_char( "You can barely keep your eyes open.\n\r", ch );
}
break;
case 8:
if ( ch->position > POS_SLEEPING )
{
if ( ch->position < POS_SITTING
&& (number_percent()+30) < abs(ch->mental_state) )
do_sleep( ch, "" );
else
send_to_char( "You're extremely drowsy.\n\r", ch );
}
break;
case 7:
if ( ch->position > POS_RESTING )
send_to_char( "You feel very unmotivated.\n\r", ch );
break;
case 6:
if ( ch->position > POS_RESTING )
send_to_char( "You feel sedated.\n\r", ch );
break;
case 5:
if ( ch->position > POS_RESTING )
send_to_char( "You feel sleepy.\n\r", ch );
break;
case 4:
if ( ch->position > POS_RESTING )
send_to_char( "You feel tired.\n\r", ch );
break;
case 3:
if ( ch->position > POS_RESTING )
send_to_char( "You could use a rest.\n\r", ch );
break;
}
if ( ch->timer > 24 )
do_quit( ch, "" );
else
if ( ch == ch_save && IS_SET( sysdata.save_flags, SV_AUTO )
&& ++save_count < 10 ) /* save max of 10 per tick */
save_char_obj( ch );
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
sh_int AT_TEMP;
for ( obj = last_object; obj; obj = gobj_prev )
{
CHAR_DATA *rch;
char *message;
if ( obj == first_object && obj->prev )
{
bug( "obj_update: first_object->prev != NULL... fixed", 0 );
obj->prev = NULL;
}
gobj_prev = obj->prev;
if ( gobj_prev && gobj_prev->next != obj )
{
bug( "obj_update: obj->prev->next != obj", 0 );
return;
}
set_cur_obj( obj );
if ( obj->carried_by )
oprog_random_trigger( obj );
else
if( obj->in_room && obj->in_room->area->nplayer > 0 )
oprog_random_trigger( obj );
if( obj_extracted(obj) )
continue;
if ( obj->item_type == ITEM_PIPE )
{
if ( IS_SET( obj->value[3], PIPE_LIT ) )
{
if ( --obj->value[1] <= 0 )
{
obj->value[1] = 0;
REMOVE_BIT( obj->value[3], PIPE_LIT );
}
else
if ( IS_SET( obj->value[3], PIPE_HOT ) )
REMOVE_BIT( obj->value[3], PIPE_HOT );
else
{
if ( IS_SET( obj->value[3], PIPE_GOINGOUT ) )
{
REMOVE_BIT( obj->value[3], PIPE_LIT );
REMOVE_BIT( obj->value[3], PIPE_GOINGOUT );
}
else
SET_BIT( obj->value[3], PIPE_GOINGOUT );
}
if ( !IS_SET( obj->value[3], PIPE_LIT ) )
SET_BIT( obj->value[3], PIPE_FULLOFASH );
}
else
REMOVE_BIT( obj->value[3], PIPE_HOT );
}
/* Corpse decay (npc corpses decay at 8 times the rate of pc corpses) - Narn */
if ( obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC )
{
sh_int timerfrac = obj->timer - 1;
if ( obj->item_type == ITEM_CORPSE_PC )
timerfrac = (int)(obj->timer / 8 + 1);
if ( obj->timer > 0 && obj->value[2] > timerfrac )
{
char buf[MAX_STRING_LENGTH];
char name[MAX_STRING_LENGTH];
char *bufptr;
bufptr = one_argument( obj->short_descr, name );
bufptr = one_argument( bufptr, name );
bufptr = one_argument( bufptr, name );
separate_obj(obj);
obj->value[2] = timerfrac;
sprintf( buf, corpse_descs[ UMIN( timerfrac - 1, 4 ) ],
capitalize( bufptr ) );
STRFREE( obj->description );
obj->description = STRALLOC( buf );
}
}
/* don't let inventory decay */
if ( IS_OBJ_STAT(obj, ITEM_INVENTORY) )
continue;
if ( ( obj->timer <= 0 || --obj->timer > 0 ) )
continue;
/* if we get this far, object's timer has expired. */
AT_TEMP = AT_PLAIN;
switch ( obj->item_type )
{
default:
message = "$p mysteriously vanishes.";
AT_TEMP = AT_PLAIN;
break;
case ITEM_PORTAL:
message = "$p winks out of existence.";
remove_portal(obj);
obj->item_type = ITEM_TRASH; /* so extract_obj */
AT_TEMP = AT_MAGIC; /* doesn't remove_portal */
break;
case ITEM_FOUNTAIN:
message = "$p dries up.";
AT_TEMP = AT_BLUE;
break;
case ITEM_CORPSE_NPC:
message = "$p decays into dust and blows away.";
AT_TEMP = AT_OBJECT;
break;
case ITEM_CORPSE_PC:
message = "$p is sucked into a swirling vortex of colors...";
AT_TEMP = AT_MAGIC;
break;
case ITEM_FOOD:
message = "$p is devoured by a swarm of maggots.";
AT_TEMP = AT_HUNGRY;
break;
case ITEM_BLOOD:
message = "$p slowly seeps into the ground.";
AT_TEMP = AT_BLOOD;
break;
case ITEM_BLOODSTAIN:
message = "$p dries up into flakes and blows away.";
AT_TEMP = AT_BLOOD;
break;
case ITEM_SCRAPS:
message = "$p crumbles and decays into nothing.";
AT_TEMP = AT_OBJECT;
break;
case ITEM_FIRE:
if (obj->in_room)
--obj->in_room->light;
message = "$p burns out.";
AT_TEMP = AT_FIRE;
}
if ( obj->carried_by )
{
act( AT_TEMP, message, obj->carried_by, obj, NULL, TO_CHAR );
}
else if ( obj->in_room
&& ( rch = obj->in_room->first_person ) != NULL
&& !IS_OBJ_STAT( obj, ITEM_BURRIED ) )
{
act( AT_TEMP, message, rch, obj, NULL, TO_ROOM );
act( AT_TEMP, message, rch, obj, NULL, TO_CHAR );
}
if ( obj->serial == cur_obj )
global_objcode = rOBJ_EXPIRED;
extract_obj( obj );
}
return;
}
/*
* Function to check important stuff happening to a player
* This function should take about 5% of mud cpu time
*/
void char_check( void )
{
CHAR_DATA *ch, *ch_next;
OBJ_DATA *obj;
EXIT_DATA *pexit;
static int cnt = 0;
int door, retcode;
cnt = (cnt+1) % 2;
for ( ch = first_char; ch; ch = ch_next )
{
set_cur_char(ch);
ch_next = ch->next;
will_fall(ch, 0);
if ( char_died( ch ) )
continue;
if ( IS_NPC( ch ) )
{
if ( cnt != 0 )
continue;
/* running mobs -Thoric */
if ( IS_SET(ch->act, ACT_RUNNING) )
{
if ( !IS_SET( ch->act, ACT_SENTINEL )
&& !ch->fighting && ch->hunting )
{
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
hunt_victim( ch );
continue;
}
if ( ch->spec_fun )
{
if ( (*ch->spec_fun) ( ch ) )
continue;
if ( char_died(ch) )
continue;
}
if ( !IS_SET(ch->act, ACT_SENTINEL)
&& !IS_SET(ch->act, ACT_PROTOTYPE)
&& ( door = number_bits( 4 ) ) <= 9
&& ( pexit = get_exit(ch->in_room, door) ) != NULL
&& pexit->to_room
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
&& !IS_SET(pexit->to_room->room_flags, ROOM_DEATH)
&& ( !IS_SET(ch->act, ACT_STAY_AREA)
|| pexit->to_room->area == ch->in_room->area ) )
{
retcode = move_char( ch, pexit, 0 );
if ( char_died(ch) )
continue;
if ( retcode != rNONE || IS_SET(ch->act, ACT_SENTINEL)
|| ch->position < POS_STANDING )
continue;
}
}
continue;
}
else
{
if ( ch->mount
&& ch->in_room != ch->mount->in_room )
{
REMOVE_BIT( ch->mount->act, ACT_MOUNTED );
ch->mount = NULL;
ch->position = POS_STANDING;
send_to_char( "No longer upon your mount, you fall to the ground...\n\rOUCH!\n\r", ch );
}
if ( ( ch->in_room && ch->in_room->sector_type == SECT_UNDERWATER )
|| ( ch->in_room && ch->in_room->sector_type == SECT_OCEANFLOOR ) )
{
if ( !IS_AFFECTED( ch, AFF_AQUA_BREATH ) )
{
if ( ch->level < LEVEL_IMMORTAL )
{
int dam;
/* Changed level of damage at Brittany's request. -- Narn */
dam = number_range( ch->max_hit / 100, ch->max_hit / 50 );
dam = UMAX( 1, dam );
if ( number_bits(3) == 0 )
send_to_char( "You cough and choke as you try to breathe water!\n\r", ch );
damage( ch, ch, dam, TYPE_UNDEFINED );
}
}
}
if ( char_died( ch ) )
continue;
if ( ch->in_room
&& (( ch->in_room->sector_type == SECT_WATER_NOSWIM )
|| ( ch->in_room->sector_type == SECT_WATER_SWIM ) ) )
{
if ( !IS_AFFECTED( ch, AFF_FLYING )
&& !IS_AFFECTED( ch, AFF_FLOATING )
&& !IS_AFFECTED( ch, AFF_AQUA_BREATH )
&& !ch->mount )
{
for ( obj = ch->first_carrying; obj; obj = obj->next_content )
if ( obj->item_type == ITEM_BOAT ) break;
if ( !obj )
{
if ( ch->level < LEVEL_IMMORTAL )
{
int mov;
int dam;
if ( ch->move > 0 )
{
mov = number_range( ch->max_move / 20, ch->max_move / 5 );
mov = UMAX( 1, mov );
if ( ch->move - mov < 0 )
ch->move = 0;
else
ch->move -= mov;
}
else
{
dam = number_range( ch->max_hit / 20, ch->max_hit / 5 );
dam = UMAX( 1, dam );
if ( number_bits(3) == 0 )
send_to_char( "Struggling with exhaustion, you choke on a mouthful of water.\n\r", ch );
damage( ch, ch, dam, TYPE_UNDEFINED );
}
}
}
}
}
/* beat up on link dead players */
if ( !ch->desc )
{
CHAR_DATA *wch, *wch_next;
for ( wch = ch->in_room->first_person; wch; wch = wch_next )
{
wch_next = wch->next_in_room;
if (!IS_NPC(wch)
|| wch->fighting
|| IS_AFFECTED(wch, AFF_CHARM)
|| !IS_AWAKE(wch)
|| ( IS_SET(wch->act, ACT_WIMPY) && IS_AWAKE(ch) )
|| !can_see( wch, ch ) )
continue;
if ( is_hating( wch, ch ) )
{
found_prey( wch, ch );
continue;
}
if ( !IS_SET(wch->act, ACT_AGGRESSIVE)
|| IS_SET(wch->act, ACT_MOUNTED)
|| IS_SET(wch->in_room->room_flags, ROOM_SAFE ) )
continue;
global_retcode = multi_hit( wch, ch, TYPE_UNDEFINED );
}
}
}
}
}
/*
* Aggress.
*
* for each descriptor
* for each mob in room
* aggress on some random PC
*
* This function should take 5% to 10% of ALL mud 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.
*
*/
void aggr_update( void )
{
DESCRIPTOR_DATA *d, *dnext;
CHAR_DATA *wch;
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *victim;
struct act_prog_data *apdtmp;
#ifdef UNDEFD
/*
* GRUNT! To do
*
*/
if ( IS_NPC( wch ) && wch->mpactnum > 0
&& wch->in_room->area->nplayer > 0 )
{
MPROG_ACT_LIST * tmp_act, *tmp2_act;
for ( tmp_act = wch->mpact; tmp_act;
tmp_act = tmp_act->next )
{
oprog_wordlist_check( tmp_act->buf,wch, tmp_act->ch,
tmp_act->obj, tmp_act->vo, ACT_PROG );
DISPOSE( tmp_act->buf );
}
for ( tmp_act = wch->mpact; tmp_act; tmp_act = tmp2_act )
{
tmp2_act = tmp_act->next;
DISPOSE( tmp_act );
}
wch->mpactnum = 0;
wch->mpact = NULL;
}
#endif
/* check mobprog act queue */
while ( (apdtmp = mob_act_list) != NULL )
{
wch = mob_act_list->vo;
if ( !char_died(wch) && wch->mpactnum > 0 )
{
MPROG_ACT_LIST * tmp_act;
while ( (tmp_act = wch->mpact) != NULL )
{
if ( tmp_act->obj && obj_extracted(tmp_act->obj) )
tmp_act->obj = NULL;
if ( tmp_act->ch && !char_died(tmp_act->ch) )
mprog_wordlist_check( tmp_act->buf, wch, tmp_act->ch,
tmp_act->obj, tmp_act->vo, ACT_PROG );
wch->mpact = tmp_act->next;
DISPOSE(tmp_act->buf);
DISPOSE(tmp_act);
}
wch->mpactnum = 0;
wch->mpact = NULL;
}
mob_act_list = apdtmp->next;
DISPOSE( apdtmp );
}
/*
* Just check descriptors here for victims to aggressive mobs
* We can check for linkdead victims to mobile_update -Thoric
*/
for ( d = first_descriptor; d; d = dnext )
{
dnext = d->next;
if ( d->connected != CON_PLAYING || (wch=d->character) == NULL )
continue;
if ( char_died(wch)
|| IS_NPC(wch)
|| wch->level >= LEVEL_IMMORTAL
|| !wch->in_room )
continue;
for ( ch = wch->in_room->first_person; ch; ch = ch_next )
{
int count;
ch_next = ch->next_in_room;
if ( !IS_NPC(ch)
|| ch->fighting
|| IS_AFFECTED(ch, AFF_CHARM)
|| !IS_AWAKE(ch)
|| ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
|| !can_see( ch, wch ) )
continue;
if ( is_hating( ch, wch ) )
{
found_prey( ch, wch );
continue;
}
if ( !IS_SET(ch->act, ACT_AGGRESSIVE)
|| IS_SET(ch->act, ACT_MOUNTED)
|| IS_SET(ch->in_room->room_flags, ROOM_SAFE ) )
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->first_person; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( !IS_NPC(vch)
&& vch->level < LEVEL_IMMORTAL
&& ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) )
&& can_see( ch, vch ) )
{
if ( number_range( 0, count ) == 0 )
victim = vch;
count++;
}
}
if ( !victim )
{
bug( "Aggr_update: null victim.", count );
continue;
}
if ( IS_NPC(ch) && IS_SET(ch->attacks, ATCK_BACKSTAB ) )
{
OBJ_DATA *obj;
if ( !ch->mount
&& (obj = get_eq_char( ch, WEAR_WIELD )) != NULL
&& obj->value[3] == 11
&& !victim->fighting
&& victim->hit >= victim->max_hit )
{
check_attacker( ch, victim );
WAIT_STATE( ch, skill_table[gsn_backstab]->beats );
if ( !IS_AWAKE(victim)
|| number_percent( )+5 < ch->level )
{
global_retcode = multi_hit( ch, victim, gsn_backstab );
continue;
}
else
{
global_retcode = damage( ch, victim, 0, gsn_backstab );
continue;
}
}
}
global_retcode = multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
return;
}
/* From interp.c */
bool check_social args( ( CHAR_DATA *ch, char *command, char *argument ) );
/*
* drunk randoms - Tricops
* (Made part of mobile_update -Thoric)
*/
void drunk_randoms( CHAR_DATA *ch )
{
CHAR_DATA *rvch = NULL;
CHAR_DATA *vch;
sh_int drunk;
sh_int position;
if ( IS_NPC( ch ) || ch->pcdata->condition[COND_DRUNK] <= 0 )
return;
if ( number_percent() < 30 )
return;
drunk = ch->pcdata->condition[COND_DRUNK];
position = ch->position;
ch->position = POS_STANDING;
if ( number_percent() < (2*drunk / 20) )
check_social( ch, "burp", "" );
else
if ( number_percent() < (2*drunk / 20) )
check_social( ch, "hiccup", "" );
else
if ( number_percent() < (2*drunk / 20) )
check_social( ch, "drool", "" );
else
if ( number_percent() < (2*drunk / 20) )
check_social( ch, "fart", "" );
else
if ( drunk > (10+(get_curr_con(ch)/5))
&& number_percent() < ( 2 * drunk / 18 ) )
{
for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
if ( number_percent() < 10 )
rvch = vch;
check_social( ch, "puke", (rvch ? rvch->name : "") );
}
ch->position = position;
return;
}
void halucinations( CHAR_DATA *ch )
{
if ( ch->mental_state >= 30 && number_bits(5 - (ch->mental_state >= 50) - (ch->mental_state >= 75)) == 0 )
{
char *t;
switch( number_range( 1, UMIN(20, (ch->mental_state+5) / 5)) )
{
default:
case 1: t = "You feel very restless... you can't sit still.\n\r"; break;
case 2: t = "You're tingling all over.\n\r"; break;
case 3: t = "Your skin is crawling.\n\r"; break;
case 4: t = "You suddenly feel that something is terribly wrong.\n\r"; break;
case 5: t = "Those damn little fairies keep laughing at you!\n\r"; break;
case 6: t = "You can hear your mother crying...\n\r"; break;
case 7: t = "Have you been here before, or not? You're not sure...\n\r"; break;
case 8: t = "Painful childhood memories flash through your mind.\n\r"; break;
case 9: t = "You hear someone call your name in the distance...\n\r"; break;
case 10: t = "Your head is pulsating... you can't think straight.\n\r"; break;
case 11: t = "The ground... seems to be squirming...\n\r"; break;
case 12: t = "You're not quite sure what is real anymore.\n\r"; break;
case 13: t = "It's all a dream... or is it?\n\r"; break;
case 14: t = "They're coming to get you... coming to take you away...\n\r"; break;
case 15: t = "You begin to feel all powerful!\n\r"; break;
case 16: t = "You're light as air... the heavens are yours for the taking.\n\r"; break;
case 17: t = "Your whole life flashes by... and your future...\n\r"; break;
case 18: t = "You are everywhere and everything... you know all and are all!\n\r"; break;
case 19: t = "You feel immortal!\n\r"; break;
case 20: t = "Ahh... the power of a Supreme Entity... what to do...\n\r"; break;
}
send_to_char( t, ch );
}
return;
}
void tele_update( void )
{
TELEPORT_DATA *tele, *tele_next;
if ( !first_teleport )
return;
for ( tele = first_teleport; tele; tele = tele_next )
{
tele_next = tele->next;
if ( --tele->timer <= 0 )
{
if ( tele->room->first_person )
{
if ( IS_SET( tele->room->room_flags, ROOM_TELESHOWDESC ) )
teleport( tele->room->first_person, tele->room->tele_vnum,
TELE_SHOWDESC | TELE_TRANSALL );
else
teleport( tele->room->first_person, tele->room->tele_vnum,
TELE_TRANSALL );
}
UNLINK( tele, first_teleport, last_teleport, next, prev );
DISPOSE( tele );
}
}
}
#if FALSE
/*
* Write all outstanding authorization requests to Log channel - Gorog
*/
void auth_update( void )
{
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
char log_buf [MAX_INPUT_LENGTH];
bool first_time = TRUE; /* so titles are only done once */
for ( d = first_descriptor; d; d = d->next )
{
victim = d->character;
if ( victim && IS_WAITING_FOR_AUTH(victim) )
{
if ( first_time )
{
first_time = FALSE;
strcpy (log_buf, "Pending authorizations:" );
log_string( log_buf );
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1);
}
sprintf( log_buf, " %s@%s new %s %s", victim->name,
victim->desc->host, race_table[victim->race].race_name,
class_table[victim->class]->who_name );
log_string( log_buf );
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1);
}
}
}
#endif
void auth_update( void )
{
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
char buf [MAX_INPUT_LENGTH], log_buf [MAX_INPUT_LENGTH];
bool found_hit = FALSE; /* was at least one found? */
strcpy (log_buf, "Pending authorizations:\n\r" );
for ( d = first_descriptor; d; d = d->next )
{
if ( (victim = d->character) && IS_WAITING_FOR_AUTH(victim) )
{
found_hit = TRUE;
sprintf( buf, " %s@%s new %s %s\n\r", victim->name,
victim->desc->host, race_table[victim->race].race_name,
class_table[victim->class]->who_name );
strcat (log_buf, buf);
}
}
if (found_hit)
{
log_string( log_buf );
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1);
}
}
/*
* Handle all kinds of updates.
* Called once per pulse from game loop.
* Random times to defeat tick-timing clients and players.
*/
void update_handler( void )
{
static int pulse_area;
static int pulse_mobile;
static int pulse_violence;
static int pulse_point;
static int pulse_second;
struct timeval stime;
struct timeval etime;
if ( timechar )
{
set_char_color(AT_PLAIN, timechar);
send_to_char( "Starting update timer.\n\r", timechar );
gettimeofday(&stime, NULL);
}
if ( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
area_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 )
{
pulse_point = number_range( PULSE_TICK * 0.75, PULSE_TICK * 1.25 );
auth_update ( ); /* Gorog */
weather_update ( );
char_update ( );
obj_update ( );
clear_vrooms ( ); /* remove virtual rooms */
}
if ( --pulse_second <= 0 )
{
pulse_second = PULSE_PER_SECOND;
char_check( );
/*reboot_check( "" ); Disabled to check if its lagging a lot - Scryn*/
}
if ( auction->item && --auction->pulse <= 0 )
{
auction->pulse = PULSE_AUCTION;
auction_update( );
}
tele_update( );
aggr_update( );
obj_act_update ( );
room_act_update( );
clean_obj_queue(); /* dispose of extracted objects */
clean_char_queue(); /* dispose of dead mobs/quitting chars */
if ( timechar )
{
gettimeofday(&etime, NULL);
set_char_color(AT_PLAIN, timechar);
send_to_char( "Update timing complete.\n\r", timechar );
subtract_times(&etime, &stime);
ch_printf( timechar, "Timing took %d.%06d seconds.\n\r",
etime.tv_sec, etime.tv_usec );
timechar = NULL;
}
tail_chain( );
return;
}
void remove_portal( OBJ_DATA *portal )
{
ROOM_INDEX_DATA *fromRoom, *toRoom;
CHAR_DATA *ch;
EXIT_DATA *pexit;
bool found;
if ( !portal )
{
bug( "remove_portal: portal is NULL", 0 );
return;
}
fromRoom = portal->in_room;
found = FALSE;
if ( !fromRoom )
{
bug( "remove_portal: portal->in_room is NULL", 0 );
return;
}
for ( pexit = fromRoom->first_exit; pexit; pexit = pexit->next )
if ( IS_SET( pexit->exit_info, EX_PORTAL ) )
{
found = TRUE;
break;
}
if ( !found )
{
bug( "remove_portal: portal not found in room %d!", fromRoom->vnum );
return;
}
if ( pexit->vdir != DIR_PORTAL )
bug( "remove_portal: exit in dir %d != DIR_PORTAL", pexit->vdir );
if ( ( toRoom = pexit->to_room ) == NULL )
bug( "remove_portal: toRoom is NULL", 0 );
extract_exit( fromRoom, pexit );
/* rendunancy */
/* send a message to fromRoom */
/* ch = fromRoom->first_person; */
/* if(ch!=NULL) */
/* act( AT_PLAIN, "A magical portal below winks from existence.", ch, NULL, NULL, TO_ROOM ); */
/* send a message to toRoom */
if ( toRoom && (ch = toRoom->first_person) != NULL )
act( AT_PLAIN, "A magical portal above winks from existence.", ch, NULL, NULL, TO_ROOM );
/* remove the portal obj: looks better to let update_obj do this */
/* extract_obj(portal); */
return;
}
void reboot_check( char *arg )
{
char buf[MAX_STRING_LENGTH];
extern bool mud_down;
/*struct tm *timestruct;
int timecheck;*/
CHAR_DATA *vch;
/*Bools to show which pre-boot echoes we've done. */
static bool thirty = FALSE;
static bool fifteen = FALSE;
static bool ten = FALSE;
static bool five = FALSE;
static bool four = FALSE;
static bool three = FALSE;
static bool two = FALSE;
static bool one = FALSE;
/* This function can be called by do_setboot when the reboot time
is being manually set to reset all the bools. */
if ( !str_cmp( arg, "reset" ) )
{
thirty = FALSE;
fifteen = FALSE;
ten = FALSE;
five = FALSE;
four = FALSE;
three = FALSE;
two = FALSE;
one = FALSE;
return;
}
/* If the mud has been up less than 18 hours and the boot time
wasn't set manually, forget it. */
/* Usage monitor */
if ((current_time % 1800) == 0)
{
sprintf(buf, "%s: %d players", ctime(¤t_time), num_descriptors);
append_to_file(USAGE_FILE, buf);
}
/* Change by Scryn - if mud has not been up 18 hours at boot time - still
* allow for warnings even if not up 18 hours
*/
if ( new_boot_time_t - boot_time < 60*60*18
&& set_boot_time->manual == 0 )
{
return;
}
/*
timestruct = localtime( ¤t_time);
if ( timestruct->tm_hour == set_boot_time->hour
&& timestruct->tm_min == set_boot_time->min )*/
if ( new_boot_time_t <= current_time )
{
/* Return auction item to seller */
if (auction->item != NULL)
{
sprintf (buf,"Sale of %s has been stopped by mud.",
auction->item->short_descr);
talk_auction (buf);
obj_to_char (auction->item, auction->seller);
auction->item = NULL;
if (auction->buyer != NULL && auction->seller != auction->buyer) /* return money to the buyer */
{
auction->buyer->gold += auction->bet;
send_to_char ("Your money has been returned.\n\r",auction->buyer);
}
}
sprintf( buf, "You are forced from these realms by a strong magical presence" );
echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
sprintf( buf, "as life here is reconstructed." );
echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
/* Save all characters before booting. */
for ( vch = first_char; vch; vch = vch->next )
{
if ( !IS_NPC( vch ) )
save_char_obj( vch );
}
mud_down = TRUE;
}
/* How many minutes to the scheduled boot? */
/* timecheck = ( set_boot_time->hour * 60 + set_boot_time->min )
- ( timestruct->tm_hour * 60 + timestruct->tm_min );
if ( timecheck > 30 || timecheck < 0 ) return;
if ( timecheck <= 1 ) */
if ( new_boot_time_t - current_time <= 60 )
{
if ( one == FALSE )
{
sprintf( buf, "You feel the ground shake as the end comes near!" );
echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
one = TRUE;
sysdata.DENY_NEW_PLAYERS = TRUE;
}
return;
}
/* if ( timecheck == 2 )*/
if ( new_boot_time_t - current_time <= 120 )
{
if ( two == FALSE )
{
sprintf( buf, "Lightning crackles in the sky above!" );
echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
two = TRUE;
sysdata.DENY_NEW_PLAYERS = TRUE;
}
return;
}
/* if ( timecheck == 3 )*/
if (new_boot_time_t - current_time <= 180 )
{
if ( three == FALSE )
{
sprintf( buf, "Crashes of thunder sound across the land!" );
echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
three = TRUE;
sysdata.DENY_NEW_PLAYERS = TRUE;
}
return;
}
/* if ( timecheck == 4 )*/
if( new_boot_time_t - current_time <= 240 )
{
if ( four == FALSE )
{
sprintf( buf, "The sky has suddenly turned midnight black." );
echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
four = TRUE;
sysdata.DENY_NEW_PLAYERS = TRUE;
}
return;
}
/* if ( timecheck == 5 )*/
if( new_boot_time_t - current_time <= 300 )
{
if ( five == FALSE )
{
sprintf( buf, "You notice the life forms around you slowly dwindling away." );
echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
five = TRUE;
sysdata.DENY_NEW_PLAYERS = TRUE;
}
return;
}
/* if ( timecheck == 10 )*/
if( new_boot_time_t - current_time <= 600 )
{
if ( ten == FALSE )
{
sprintf( buf, "The seas across the realm have turned frigid." );
echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
ten = TRUE;
}
return;
}
/* if ( timecheck == 15 )*/
if( new_boot_time_t - current_time <= 900 )
{
if ( fifteen == FALSE )
{
sprintf( buf, "The aura of magic which once surrounded the realms seems slightly unstable." );
echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
fifteen = TRUE;
}
return;
}
/* if ( timecheck == 30 )*/
if( new_boot_time_t - current_time <= 1800 )
{
if ( thirty == FALSE )
{
sprintf( buf, "You sense a change in the magical forces surrounding you." );
echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL );
thirty = TRUE;
}
return;
}
return;
}
/* the auction update*/
void auction_update (void)
{
int tax, pay;
char buf[MAX_STRING_LENGTH];
switch (++auction->going) /* increase the going state */
{
case 1 : /* going once */
case 2 : /* going twice */
if (auction->bet > auction->starting)
sprintf (buf, "%s: going %s for %d.", auction->item->short_descr,
((auction->going == 1) ? "once" : "twice"), auction->bet);
else
sprintf (buf, "%s: going %s (bid not received yet).", auction->item->short_descr,
((auction->going == 1) ? "once" : "twice"));
talk_auction (buf);
break;
case 3 : /* SOLD! */
if (!auction->buyer && auction->bet)
{
bug( "Auction code reached SOLD, with NULL buyer, but %d gold bid", auction->bet );
auction->bet = 0;
}
if (auction->bet > 0 && auction->buyer != auction->seller)
{
sprintf (buf, "%s sold to %s for %d.",
auction->item->short_descr,
IS_NPC(auction->buyer) ? auction->buyer->short_descr : auction->buyer->name,
auction->bet);
talk_auction(buf);
act(AT_ACTION, "The auctioneer materializes before you, and hands you $p.",
auction->buyer, auction->item, NULL, TO_CHAR);
act(AT_ACTION, "The auctioneer materializes before $n, and hands $m $p.",
auction->buyer, auction->item, NULL, TO_ROOM);
if ( (auction->buyer->carry_weight
+ get_obj_weight( auction->item ))
> can_carry_w( auction->buyer ) )
{
act( AT_PLAIN, "$p is too heavy for you to carry with your current inventory.", auction->buyer, auction->item, NULL, TO_CHAR );
act( AT_PLAIN, "$n is carrying too much to also carry $p, and $e drops it.", auction->buyer, auction->item, NULL, TO_ROOM );
obj_to_room( auction->item, auction->buyer->in_room );
}
else
obj_to_char( auction->item, auction->buyer );
pay = (int)auction->bet * 0.9;
tax = (int)auction->bet * 0.1;
boost_economy( auction->seller->in_room->area, tax );
auction->seller->gold += pay; /* give him the money, tax 10 % */
sprintf(buf, "The auctioneer pays you %d gold, charging an auction fee of %d.\n\r", pay, tax);
send_to_char(buf, auction->seller);
auction->item = NULL; /* reset item */
if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
{
save_char_obj( auction->buyer );
save_char_obj( auction->seller );
}
}
else /* not sold */
{
sprintf (buf, "No bids received for %s - object has been removed from auction\n\r.",auction->item->short_descr);
talk_auction(buf);
act (AT_ACTION, "The auctioneer appears before you to return $p to you.",
auction->seller,auction->item,NULL,TO_CHAR);
act (AT_ACTION, "The auctioneer appears before $n to return $p to $m.",
auction->seller,auction->item,NULL,TO_ROOM);
if ( (auction->seller->carry_weight
+ get_obj_weight( auction->item ))
> can_carry_w( auction->seller ) )
{
act( AT_PLAIN, "You drop $p as it is just too much to carry"
" with everything else you're carrying.", auction->seller,
auction->item, NULL, TO_CHAR );
act( AT_PLAIN, "$n drops $p as it is too much extra weight"
" for $m with everything else.", auction->seller,
auction->item, NULL, TO_ROOM );
obj_to_room( auction->item, auction->seller->in_room );
}
else
obj_to_char (auction->item,auction->seller);
tax = (int)auction->item->cost * 0.05;
boost_economy( auction->seller->in_room->area, tax );
sprintf(buf, "The auctioneer charges you an auction fee of %d.\n\r", tax );
send_to_char(buf, auction->seller);
if ((auction->seller->gold - tax) < 0)
auction->seller->gold = 0;
else
auction->seller->gold -= tax;
if ( IS_SET( sysdata.save_flags, SV_AUCTION ) )
save_char_obj( auction->seller );
} /* else */
auction->item = NULL; /* clear auction */
} /* switch */
} /* func */
void subtract_times(struct timeval *etime, struct timeval *stime)
{
etime->tv_sec -= stime->tv_sec;
etime->tv_usec -= stime->tv_usec;
while ( etime->tv_usec < 0 )
{
etime->tv_usec += 1000000;
etime->tv_sec--;
}
return;
}