/**************************************************************************** * [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" #include <sys/resource.h> #include <signal.h> #include <unistd.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 do_newbie args( ( CHAR_DATA *ch, char *argument) ); 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 ) ); void write_last_command args( ( void ) ); void mail_notice args( ( CHAR_DATA *ch ) ); void syspanic args( ( void ) ); void room_link_check args( ( CHAR_DATA *ch ) ); void dragon_abduct(CHAR_DATA *ch); void dragon_update( void ); void inroom_update( void ); pid_t getpid(void); /* * Global Variables */ CHAR_DATA * gch_prev; OBJ_DATA * gobj_prev; CHAR_DATA * timechar; TIMER * KOMBAT_TIME; TIMER * CTF_TIME; 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; /* DEADLOCK*/ #define BOOT_DB_ABORT_THRESHOLD 20 #define RUNNING_ABORT_THRESHOLD 8 #define ALARM_FREQUENCY 20 /* Interval in pulses after which to abort */ int abort_threshold = BOOT_DB_ABORT_THRESHOLD; bool disable_timer_abort = FALSE; int last_checkpoint; /* find number of CPU seconds spent in user mode so far */ int get_user_seconds () { struct rusage rus; getrusage (RUSAGE_SELF, &rus); return rus.ru_utime.tv_sec; record_call("<get_user_seconds>"); } /* Update the checkpoint */ void alarm_update () { last_checkpoint = get_user_seconds(); if (abort_threshold == BOOT_DB_ABORT_THRESHOLD) { abort_threshold = RUNNING_ABORT_THRESHOLD; fprintf (stderr, "Used %d user CPU seconds.\n", last_checkpoint); } record_call("<alarm_update>"); } /* Set the virtual (CPU time) timer to the standard setting, ALARM_FREQUENCY */ void reset_itimer () { struct itimerval itimer; itimer.it_interval.tv_usec = 0; /* miliseconds */ itimer.it_interval.tv_sec = ALARM_FREQUENCY; itimer.it_value.tv_usec = 0; itimer.it_value.tv_sec = ALARM_FREQUENCY; record_call("<reset_itimer>"); /* start the timer - in that many CPU seconds, alarm_handler will be called */ if (setitimer (ITIMER_VIRTUAL, &itimer, NULL) < 0) { perror ("reset_itimer:setitimer"); exit (1); } } const char * szFrozenMessage = "Alarm_handler: Not checkpointed recently, aborting!\n"; /* Signal handler for alarm - suggested for use in MUDs by Fusion */ void alarm_handler (int signo) { int usage_now = get_user_seconds(); char buf[MSL]; record_call("<alarm_handler>"); buf[0] = '\0'; /* Has there gone abort_threshold CPU seconds without alarm_update? */ if (!disable_timer_abort && (usage_now - last_checkpoint > abort_threshold )) { /* For the log file */ log_string(szFrozenMessage); write_last_command(); signal (signo, SIG_DFL); /*syspanic();*/ sprintf(buf,"kill -SEGV %d",getpid()); system(buf); // exit(11); /* Drop core, exit with Segmentation Fault --GW */ // return; /*this will create a better core file */ } /* The timer resets to the values specified in it_interval automatically */ } /* Install signal alarm handler */ void init_alarm_handler() { struct sigaction sa; record_call("<init_alarm_handler>"); sa.sa_handler = alarm_handler; sa.sa_flags = SA_RESTART; /* Restart interrupted system calls */ sigemptyset(&sa.sa_mask); if (sigaction(SIGVTALRM, &sa, NULL) < 0) /* setup handler for virtual timer */ { perror ("init_alarm_handler:sigaction"); exit (1); } last_checkpoint = get_user_seconds(); reset_itimer(); /* start timer */ } /* * Advancement stuff. */ /* * Make a char lose a level, takes away everything they had when they * gained it --GW */ void lose_level( CHAR_DATA *ch, int lvl, int classnum ) { int hp_loss=0,mana_loss=0,move_loss=0; //char buf[MSL]; //buf[0] = '\0'; if ( classnum == 1 ) { hp_loss = con_app[get_curr_con(ch)].hitp + number_range( class_table[ch->class]->hp_min, class_table[ch->class]->hp_max ); mana_loss = class_table[ch->class]->fMana ? number_range(2,(2*get_curr_int(ch)+get_curr_wis(ch))/8) : 0; move_loss = number_range( 5, (get_curr_con(ch)+get_curr_dex(ch))/4); hp_loss = UMAX( 1, hp_loss ); mana_loss = UMAX( 0, mana_loss ); move_loss = UMAX( 10, move_loss ); } else if ( classnum == 2 ) { hp_loss = con_app[get_curr_con(ch)].hitp + number_range( class_table[ch->class2]->hp_min, class_table[ch->class2]->hp_max ); mana_loss = class_table[ch->class2]->fMana ? number_range(2,(2*get_curr_int(ch)+get_curr_wis(ch))/8) : 0; move_loss = number_range( 5, (get_curr_con(ch)+get_curr_dex(ch))/4); hp_loss = UMAX( 1, hp_loss ); mana_loss = UMAX( 0, mana_loss ); move_loss = UMAX( 10, move_loss ); } else if ( classnum == 3 ) { hp_loss = con_app[get_curr_con(ch)].hitp + number_range( class_table[ch->advclass]->hp_min, class_table[ch->advclass]->hp_max ); mana_loss = class_table[ch->advclass]->fMana ? number_range(2,(2*get_curr_int(ch)+get_curr_wis(ch))/8) : 0; move_loss = number_range( 5, (get_curr_con(ch)+get_curr_dex(ch))/4); hp_loss = UMAX( 1, hp_loss ); mana_loss = UMAX( 0, mana_loss ); move_loss = UMAX( 10, move_loss ); } else if ( classnum == 4 ) { hp_loss = con_app[get_curr_con(ch)].hitp + number_range( class_table[ch->advclass2]->hp_min, class_table[ch->advclass2]->hp_max ); mana_loss = class_table[ch->advclass2]->fMana ? number_range(2,(2*get_curr_int(ch)+get_curr_wis(ch))/8) : 0; move_loss = number_range( 5, (get_curr_con(ch)+get_curr_dex(ch))/4); hp_loss = UMAX( 1, hp_loss ); mana_loss = UMAX( 0, mana_loss ); move_loss = UMAX( 10, move_loss ); } /* bonus for deadlies */ /* if(IS_PKILL(ch)){ mana_loss = mana_loss + mana_loss*.3; move_loss = move_loss + move_loss*.3; hp_loss +=1; }*/ //sprintf(buf,"Lose_lev: Originals: H:%d MN: %d MV: %d",ch->max_hit,ch->max_mana,ch->max_move); //log_string(buf); ch->max_hit -= hp_loss; ch->max_mana -= mana_loss; ch->max_move -= move_loss; //sprintf(buf,"Lose_lev: %s: HP: %d MN: %d MV: %d",capitalize(ch->name),hp_loss,mana_loss, move_loss); //log_string(buf); //sprintf(buf,"Lose_lev: New: H: %d MN: %d MV: %d",ch->max_hit,ch->max_mana,ch->max_move); //log_string(buf); save_char_obj(ch); return; } void advance_level( CHAR_DATA *ch, bool SHOW, int class ) { char buf[MAX_STRING_LENGTH]; int add_hp=0; int add_mana=0; int add_move=0; int add_prac=0; record_call("<advance_level>"); /* save_char_obj( ch );*/ /* sprintf( buf, "the %s", title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] ); set_title( ch, buf ); */ if ( class==1 ) { 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 ); } if ( class==2 ) { add_hp = con_app[get_curr_con(ch)].hitp + number_range( class_table[ch->class2]->hp_min, class_table[ch->class2]->hp_max ); add_mana = class_table[ch->class2]->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 ); } if ( class==3 ) { add_hp = (con_app[get_curr_con(ch)].hitp + number_range( class_table[ch->advclass]->hp_min, class_table[ch->advclass]->hp_max )/2); add_mana = class_table[ch->advclass]->fMana ? (number_range(2, (2*get_curr_int(ch)+get_curr_wis(ch))/8)/2) : 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 ); } if ( class==4 && ch->advclass2 > -1 ) { add_hp = (con_app[get_curr_con(ch)].hitp + number_range( class_table[ch->advclass2]->hp_min, class_table[ch->advclass2]->hp_max )/2); add_mana = class_table[ch->advclass2]->fMana ? (number_range(2, (2*get_curr_int(ch)+get_curr_wis(ch))/8)/2) : 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 ); } if ( class > 4 || class < 1 ) { bug("Advance_Level: Bad ClassNumber: %d! Not Advancing!!\n",class); return; } if ( !IS_NPC(ch) && ch->pcdata->nat_hp >= sysdata.max_hp && !IS_ADV_DUAL(ch) ) add_hp = 1; UMIN( ch->max_hit += add_hp, sysdata.max_hp); if ( !IS_NPC(ch) && ch->pcdata->nat_mana >= sysdata.max_mana && !IS_ADV_DUAL(ch) ) add_mana = 1; UMIN( ch->max_mana += add_mana, sysdata.max_mana); ch->max_move += add_move; ch->practice += add_prac; if (!IS_ADVANCED(ch)) ch->exp -= exp_level( ch, ch->level); if (IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) ch->exp -= exp_level( ch, ch->advlevel); if ( IS_ADV_DUAL(ch) ) ch->exp -= exp_level( ch, ch->advlevel2); if ( !IS_NPC(ch) ) REMOVE_BIT( ch->act, PLR_BOUGHT_PET ); if ( ch->level == LEVEL_AVATAR && ch->level2 == LEVEL_AVATAR && !IS_ADVANCED(ch) ) { DESCRIPTOR_DATA *d; sprintf( buf, "%s has reached the next level of power!", 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 && SHOW ) { 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, get_bloodthirst(ch), 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; } /* * Advancement stuff. */ void advance_level2( CHAR_DATA *ch, bool SHOW ) { char buf[MAX_STRING_LENGTH]; int add_hp; int add_mana; int add_move; int add_prac; record_call("<advance_level2>"); /* 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->class2]->hp_min, class_table[ch->class2]->hp_max)/2 ); add_mana = class_table[ch->class2]->fMana ? (number_range(2, (2*get_curr_int(ch)+get_curr_wis(ch))/8)/2) : 0; add_move = (number_range( 5, (get_curr_con(ch)+get_curr_dex(ch))/4 )/2); 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 ); if( !IS_NPC(ch) && ch->pcdata->nat_hp >= sysdata.max_hp ) add_hp = 1; UMIN( ch->max_hit += add_hp, sysdata.max_hp); if( !IS_NPC(ch) && ch->pcdata->nat_mana >= sysdata.max_mana ) add_mana = 1; UMIN(ch->max_mana += add_mana, sysdata.max_mana); ch->max_move += add_move/2; ch->practice += add_prac; ch->exp -= exp_level( ch, ch->level2); if ( !IS_NPC(ch) ) REMOVE_BIT( ch->act, PLR_BOUGHT_PET ); if ( ch->level2 == LEVEL_AVATAR && ch->level == LEVEL_AVATAR) { DESCRIPTOR_DATA *d; sprintf( buf, "%s has reached the next level of power!", 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->level2 < LEVEL_IMMORTAL && SHOW ) { 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, get_bloodthirst(ch), 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, bool fGain ) { long modgain; char buf[MAX_STRING_LENGTH]; record_call("<gain_exp>"); modgain = gain; /* Nah -- Not Nomore --GW if ( fGain ) { if ( modgain <= 0) modgain = 0; if ( modgain > 450000 ) modgain = 450000; if ( modgain > 0 && ( get_timer(ch, TIMER_RECENTFIGHT) <= 0) ) { buf[0] = '\0'; sprintf( buf, "You receive %ld extra experience points for your success.\n\r",modgain ); 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; } } if (ch->exp + modgain < 2099999999 ) ch->exp += modgain; } */ if ( fGain ) URANGE( 0, ch->exp += gain, 2100000000); else URANGE( 0, ch->exp -= gain, 2100000000); 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 ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) && ch->exp >= exp_level(ch,ch->advlevel+1) && ch->advlevel < 50 ) { set_char_color( AT_WHITE + AT_BLINK, ch ); ch_printf( ch, "You have now obtained experience level %d!\n\r",ch->advlevel+1 ); ch->advlevel += 1; advance_level( ch, TRUE, 3 ); sprintf(buf,"%s is now level %d %s",QUICKLINK(ch->name),ch->advlevel,capitalize(npc_class[ch->advclass])); info(buf); } while ( IS_ADV_DUAL(ch) && ch->exp >= exp_level(ch,ch->advlevel2+1) && ch->advlevel2 < 50 ) { set_char_color( AT_WHITE + AT_BLINK, ch ); ch_printf( ch, "You have now obtained experience level %d!\n\r",ch->advlevel2+1 ); ch->advlevel2 += 1; advance_level( ch, TRUE, 4 ); sprintf(buf,"%s is now level %d %s",QUICKLINK(ch->name),ch->advlevel2,capitalize(npc_class[ch->advclass2])); info(buf); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; record_call("<hit_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) * 1.5; break; case POS_RESTING: gain += get_curr_con(ch); 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 ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0 ) gain /= 2; if(!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; if ( ch->in_room->vnum == ch->pcdata->rentroom && ch->gold > 0) gain *= 2; if ( IS_SET(ch->pcdata->flags, PCFLAG_TENNANT) && ch->gold > 0) ch->gold -= 100; } if ( IS_AFFECTED(ch, AFF_POISON) ) gain /= 4; return UMIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; record_call("<mana_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) * 3; break; case POS_RESTING: gain += get_curr_int(ch) * 1.5; 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; record_call("<move_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) * 2; break; case POS_RESTING: gain += get_curr_dex(ch); 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=rNONE; record_call("<gain_condition>"); 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, get_bloodthirst(ch) ); 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, "$n is starved half to death!", ch, NULL, NULL, TO_ROOM); if ( !IS_PKILL(ch) || number_bits(1) == 0 ) worsen_mental_state( ch, 1 ); if ( ch->hit > 2 ) retcode = damage(ch, ch, 1, TYPE_UNDEFINED); else retcode = rNONE; } break; case COND_THIRST: if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are DYING of THIRST!\n\r", ch ); act( AT_THIRSTY, "$n is dying of thirst!", ch, NULL, NULL, TO_ROOM); worsen_mental_state( ch, IS_PKILL(ch) ? 1: 2 ); if ( ch->hit > 2 ) retcode = damage(ch, ch, 2, TYPE_UNDEFINED); else retcode = rNONE; } 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 ); if ( ch->hit > ( ch->max_hit / 20 ) ) retcode = damage(ch, ch, ch->max_hit / 20, TYPE_UNDEFINED); else retcode = rNONE; } 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; } /* check and see if a char is in the list --GW */ CHAR_DATA *get_char_list( CHAR_DATA *ch ) { CHAR_DATA *vch; if ( !ch || IS_NPC(ch) ) return NULL; for ( vch = first_char; vch; vch = vch->next ) { if ( !IS_NPC(vch) && !str_cmp( vch->name, ch->name ) ) return vch; } return NULL; } /* * 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; ZONE_DATA *in_zone; DESCRIPTOR_DATA *d; CHAR_DATA *test_char; retcode = rNONE; record_call("<mobile_update>"); /* 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 ) break; 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; } if ( !IS_NPC(ch) && ch->in_room ) { if ( ch->desc ) /* only if the character is connected --GW */ { for ( d = first_descriptor; d; d = d->next ) { test_char = NULL; if ( ( d->connected == CON_PLAYING || d->connected == CON_EDITING ) && ( ( test_char = get_char_list(d->character) )==NULL ) ) { bug("Char Found NOT IN LIST!! (%s)!",d->character->name); bug("Linking...",0); add_char(d->character); } } } drunk_randoms(ch); halucinations(ch); } } for( in_zone = first_zone; in_zone; in_zone = in_zone->next ) { for ( ch = in_zone->last_mob; ch; ch = gch_prev ) { set_cur_char( ch ); if ( ch == in_zone->first_mob && ch->prev ) { bug( "mobile_update: first_char->prev != NULL... fixed", 0 ); ch->prev = NULL; } gch_prev = ch->prev; /*---->*/ if ( !gch_prev ) break; 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; } 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)) extract_char(ch, TRUE); continue; } /* Make Sure the Smart Mobs stay smart =) --GW */ smart_update(ch,who_fighting(ch)); 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, FALSE ); /* 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, FALSE ); } } } return; } /* * Update the weather. */ void weather_update( void ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; int diff; sh_int AT_TEMP = AT_PLAIN; record_call("<weather_update>"); buf[0] = '\0'; switch ( ++time_info.hour ) { case 5: weather_info.sunlight = SUN_LIGHT; strcat( buf, "Another day has begun." ); AT_TEMP = AT_YELLOW; break; case 6: weather_info.sunlight = SUN_RISE; strcat( buf, "A stunning sun rise begins in the east." ); AT_TEMP = AT_ORANGE; break; case 12: weather_info.sunlight = SUN_LIGHT; strcat( buf, "The sun sits directly overhead." ); AT_TEMP = AT_YELLOW; break; case 19: weather_info.sunlight = SUN_SET; strcat( buf, "Dusk has begun." ); AT_TEMP = AT_BLOOD; break; case 20: weather_info.sunlight = SUN_DARK; strcat( buf, "Your surroundings darken, as night begins." ); 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 begins to cloud over." ); 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, "With a crackle of thunder, it begins to rain." ); weather_info.sky = SKY_RAINING; AT_TEMP = AT_BLUE; } if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 ) { strcat( buf, "The sky begins to clear." ); weather_info.sky = SKY_CLOUDLESS; AT_TEMP = AT_WHITE; } break; case SKY_RAINING: if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 ) { strcat( buf, "The ground shakes breifly, as thunder crackles." ); 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; int rannum; ZONE_DATA *in_zone; ROOM_INDEX_DATA *room; CHAR_DATA *kch; char buf[MSL]; record_call("<char_update>"); ch_save = NULL; if ( IS_SET( kombat->bits, KOMBAT_ON ) && IS_SET( kombat->bits, KOMBAT_ACCEPT ) ) { if ( !KOMBAT_TIME->count ) { echo_to_all(AT_PLAIN,"&R<&BMortal Kombat&R> &BKombat is Klosed.",ECHOTAR_ALL); REMOVE_BIT( kombat->bits, KOMBAT_ACCEPT ); for ( kch = first_char; kch; kch = kch->next ) { if ( !IS_NPC(kch) && IS_SET( kch->pcdata->flags, PCFLAG_KOMBAT ) ) { send_to_char("You march out to BATTLE! BANZAI!!\n\r",kch); char_from_room(kch); char_to_room( kch, get_room_index( 21000,1) ); do_look(kch,"auto"); } } } else switch( KOMBAT_TIME->count ) { case 6: echo_to_all(AT_PLAIN,"&R<&BMortal Kombat&R> &BFirst Warning, type '&RKombat&B' to enter.",ECHOTAR_ALL); KOMBAT_TIME->count--; break; case 4: echo_to_all(AT_PLAIN,"&R<&BMortal Kombat&R> &BSecond Warning, type '&RKombat&B' to enter.",ECHOTAR_ALL); KOMBAT_TIME->count--; break; case 2: echo_to_all(AT_PLAIN,"&R<&BMortal Kombat&R> LAST Warning&B, type '&RKombat&B' to enter.",ECHOTAR_ALL); KOMBAT_TIME->count--; break; default: KOMBAT_TIME->count--; break; } } /* CTF */ if ( CTF_ACTIVE && CTF_ACCEPTING ) { if ( !CTF_TIME->count ) { echo_to_all(AT_PLAIN,"&R[&WCTF&R] &WCTF has Begun.",ECHOTAR_ALL); CTF_ACCEPTING=FALSE; for ( kch = first_char; kch; kch = kch->next ) { if ( !IS_NPC(kch) && IS_SET( kch->pcdata->flagstwo, MOREPC_CTF ) ) { char_from_room(kch); if ( kch->pcdata->team == TEAM_RED ) char_to_room( kch, get_room_index( CTF_RED_BASE,1) ); if ( kch->pcdata->team == TEAM_BLUE ) char_to_room( kch, get_room_index( CTF_BLUE_BASE,1) ); do_look(kch,"auto"); send_to_char("You march out to BATTLE! BANZAI!!\n\r",kch); } } } else switch( CTF_TIME->count ) { case 6: echo_to_all(AT_PLAIN,"&R[&WCTF&R] &WFirst Warning, type '&RCTF&W' to enter.",ECHOTAR_ALL); CTF_TIME->count--; break; case 4: echo_to_all(AT_PLAIN,"&R[&WCTF&R] &WSecond Warning, type '&RCTF&W' to enter.",ECHOTAR_ALL); CTF_TIME->count--; break; case 2: echo_to_all(AT_PLAIN,"&R[&WCTF&R] &RLAST Warning&W, type '&RCTF&W' to enter.",ECHOTAR_ALL); CTF_TIME->count--; break; default: CTF_TIME->count--; break; } } for ( ch = last_char; ch; ch = gch_prev ) { /*----->*/ if ( !ch ) break; 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; } if( ch->in_room == NULL ) { /* bug("UPDATE_CHAR: Null ch->in_room(%s)!*FATAL*",capitalize(ch->name));*/ continue; } if( ( room=get_room_index(ch->in_room->vnum,1))==NULL) { bug("UPDATE_CHAR: Char in NULL room!(%s)*FATAL*",capitalize(ch->name)); } rannum = dice(1,10); if ((rannum >= 5) && (!IS_NPC(ch)) && (ch->level <= 5) && (IS_SET(ch->pcdata->flags, PCFLAG_NEWBIEHELP))) { do_newbie(ch,"show"); } mail_notice( ch ); room_link_check( ch ); if ( ch->stun_rounds > 0 && !ch->fighting ) ch->stun_rounds = 0; /* * Die on Tick for Sever --GW */ if ( !IS_NPC(ch) ) { if(IS_SET(ch->pcdata->flags,PCFLAG_SEVERED)) { REMOVE_BIT(ch->pcdata->flags,PCFLAG_SEVERED); act(AT_CARNAGE,"With a last gasp of breath, $n dies due to massive lower body trauma.",ch,NULL,NULL,TO_ROOM); send_to_char("Your injuries prove too much, and you die.\n\r",ch); raw_kill(ch,ch); continue; } /*Be sure to define raw_kill up top of update.c*/ } if ( !IS_NPC(ch) && IS_SET( ch->pcdata->flagstwo, MOREPC_ALIENS ) ) char_alien_update( ch ); /* * Do a room_prog rand check right off the bat * if ch disappears (rprog might wax npc's), continue */ if(!IS_NPC(ch)) rprog_random_trigger( ch ); if( char_died(ch) ) continue; if( char_died(ch) ) continue; rprog_time_trigger(ch); if( char_died(ch) ) continue; /* Character Update times .. --GW */ if ( ( !ch->desc || ch->desc->connected == CON_PLAYING ) && ch->level > 2 ) { if ( (current_time - ch->pcdata->update_time) >= 60 ) { ch->timer++; ch->pcdata->update_time=current_time; } } /* * See if player should be auto-saved. */ if ( !IS_NPC(ch) && ( !ch->desc || ch->desc->connected == CON_PLAYING ) && ch->level >= 2 && current_time - ch->pcdata->save_time > (sysdata.save_frequency*60) ) ch_save = ch; else ch_save = NULL; if ( ch->position >= POS_STUNNED ) { if ( ch->hit < ch->max_hit ) ch->hit += hit_gain(ch); if ( ch->mana < ch->max_mana ) ch->mana += mana_gain(ch); if ( ch->move < ch->max_move ) ch->move += move_gain(ch); } if ( ch->position == POS_STUNNED ) update_pos( ch ); if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) { if ( --obj->value[2] == 0 && ch->in_room ) { ch->in_room->light -= obj->count; act( AT_ACTION, "$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->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 ) { if ( time_info.hour < 21 && time_info.hour > 5 ) 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; } } /* Hot Rooms --GW */ if ( char_died(ch) ) continue; if ( !IS_NPC(ch) && ch->in_room && !IS_IMMORTAL(ch) && IS_SET(ch->in_room->room_flags, ROOM_HOT ) ) { send_to_char("&RYou are Burning up!&w\n\r",ch); damage( ch, ch, 5, TYPE_UNDEFINED ); } /* Cold Rooms --GW */ if ( char_died(ch) ) continue; if ( !IS_NPC(ch) && ch->in_room && !IS_IMMORTAL(ch) && IS_SET(ch->in_room->room_flags, ROOM_COLD ) ) { send_to_char("&CYou shiver, as the cold chills you to the Bone!&w\n\r",ch); damage( ch, ch, 5, TYPE_UNDEFINED ); } 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, 6, gsn_poison ); if ( char_died(ch) ) continue; } else if ( ch->position == POS_INCAP ) damage( ch, ch, 1, TYPE_UNDEFINED ); if ( char_died(ch) ) continue; if ( ch->position == POS_MORTAL ) damage( ch, ch, 4, TYPE_UNDEFINED ); if ( char_died(ch) ) continue; if ( ch->mental_state >= 30 && !IS_NPC(ch)) 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 $e 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 <= -100 ) 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; } /* 25 Minute warning --GW */ if ( ch->timer == 20 ) { send_to_char("\a\aYou have been idle 20 Mins. You will be logged out if you\n\r",ch); send_to_char("stay idle for another 5 minutes.\n\r",ch); } if ( ch->timer == 25 ) { sprintf(buf,"%s is idle to long, disconnecting...",ch->name); log_string(buf); do_quit2( 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 ); } } /* Mobs here --GW */ for( in_zone = first_zone; in_zone; in_zone = in_zone->next ) { for ( ch = in_zone->last_mob; ch; ch = gch_prev ) { /*----->*/ if ( !ch ) break; if ( !IS_NPC(ch) ) bug("PC Character in NPC Loop! Bad Bad!! (%s)",ch->name); if ( ch == in_zone->first_mob && 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; } if ( ch->stun_rounds > 0 && !ch->fighting ) ch->stun_rounds = 0; /* * Die on Tick for Sever --GW */ if ( IS_NPC(ch) ) { if(IS_SET(ch->acttwo,ACT2_SEVERED)) { REMOVE_BIT(ch->acttwo,ACT2_SEVERED); act(AT_CARNAGE,"With a last gasp of breath, $n dies due to massive\nlower body trauma.",ch,NULL,NULL,TO_ROOM); raw_kill(ch,ch); continue; } /*Be sure to define raw_kill up top of update.c*/ } /* * Do a room_prog rand check right off the bat * if ch disappears (rprog might wax npc's), continue */ if(!IS_NPC(ch)) rprog_random_trigger( ch ); if( char_died(ch) ) continue; if(IS_NPC(ch)) mprog_time_trigger(ch); if( char_died(ch) ) continue; rprog_time_trigger(ch); if( char_died(ch) ) continue; if ( ch->position >= POS_STUNNED ) { if ( ch->hit < ch->max_hit ) ch->hit += hit_gain(ch); if ( ch->mana < ch->max_mana ) ch->mana += mana_gain(ch); if ( ch->move < ch->max_move ) ch->move += move_gain(ch); } if ( ch->position == POS_STUNNED ) update_pos( ch ); if ( !char_died(ch) ) { /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ if ( IS_AFFECTED(ch, AFF_POISON) ) { act( AT_POISON, "$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, 6, gsn_poison ); } else if ( ch->position == POS_INCAP ) damage( ch, ch, 1, TYPE_UNDEFINED ); else if ( ch->position == POS_MORTAL ) damage( ch, ch, 4, TYPE_UNDEFINED ); if ( char_died(ch) ) continue; } } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; sh_int AT_TEMP; ZONE_DATA *in_zone; record_call("<obj_update>"); for( in_zone = first_zone; in_zone; in_zone = in_zone->next ) { for ( obj = in_zone->last_obj; obj; obj = gobj_prev ) { CHAR_DATA *rch; char *message; if ( obj == in_zone->first_obj && 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 = UMAX(1, 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. */ /* support for underwater sectors added --GW*/ 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: if ( obj->in_room && ( obj->in_room->sector_type == 8 ) ) { message = "$p is overtaken by the saltwater around it"; AT_TEMP = AT_BLUE; break; } message = "$p dries up."; AT_TEMP = AT_BLUE; break; case ITEM_CORPSE_NPC: if ( obj->in_room && ( obj->in_room->sector_type == 8 ) ) { message = "$p is carried off into the currents of the sea.."; AT_TEMP = AT_OBJECT; break; } message = "$p decays into dust and blows away."; AT_TEMP = AT_OBJECT; break; case ITEM_CORPSE_PC: if ( obj->in_room && ( obj->in_room->sector_type == 8 ) ) { message = "$p fills up with water and disappears into the depths..."; AT_TEMP = AT_MAGIC; break; } message = "$p is sucked into a swirling vortex of colors..."; AT_TEMP = AT_MAGIC; break; case ITEM_FOOD: if ( obj->in_room && ( obj->in_room->sector_type == 8 ) ) { message = "$p is devoured by a school of fish.."; AT_TEMP = AT_HUNGRY; break; } message = "$p is devoured by a swarm of maggots."; AT_TEMP = AT_HUNGRY; break; case ITEM_BLOOD: if ( obj->in_room && ( obj->in_room->sector_type == 8 ) ) { message = "$p clouds the water and fades from view"; AT_TEMP = AT_BLOOD; break; } message = "$p slowly seeps into the ground."; AT_TEMP = AT_BLOOD; break; case ITEM_BLOODSTAIN: if ( obj->in_room && ( obj->in_room->sector_type == 8 ) ) { message = "$p diloutes and is carried off into the currents."; AT_TEMP = AT_BLOOD; break; } message = "$p dries up into flakes and blows away."; AT_TEMP = AT_BLOOD; break; case ITEM_SCRAPS: if ( obj->in_room && ( obj->in_room->sector_type == 8 ) ) { message = "$p slowly sinks to the bottom of the sea.."; AT_TEMP = AT_OBJECT; break; } message = "$p crumbles and decays into nothing."; AT_TEMP = AT_OBJECT; break; case ITEM_FIRE: if ( obj->in_room && ( obj->in_room->sector_type == 8 ) ) { message = "$p is finally extinguished by the water surrounding it."; AT_TEMP = AT_FIRE; break; } if (obj->in_room) --obj->in_room->light; message = "$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; /* Objects inside shouldnt be destroyed, make them fall on the floor, or into the characters inventory */ if ( obj->first_content ) { OBJ_DATA *inside_obj, *next_inside; for( inside_obj=obj->first_content; inside_obj; inside_obj = next_inside ) { next_inside = inside_obj->next_content; obj_from_obj( inside_obj ); if ( obj->carried_by ) obj_to_char( inside_obj, obj->carried_by ); else obj_to_room( inside_obj, obj->in_room ); } } 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, *test_char; DESCRIPTOR_DATA *d; OBJ_DATA *obj; EXIT_DATA *pexit; static int cnt = 0; int door, retcode; ZONE_DATA *in_zone; record_call("<char_check>"); cnt = (cnt+1) % 2; /* Want to Verify the list is all right first --GW */ for ( d = first_descriptor; d; d = d->next ) { test_char = NULL; if ( ( d->connected == CON_PLAYING || d->connected == CON_EDITING ) && ( ( test_char = get_char_list(d->character) )==NULL ) ) { bug("Char Found NOT IN LIST!! (%s)!",d->character->name); bug("Linking...",0); add_char(d->character); } } for ( ch = first_char; ch; ch = ch_next ) { if ( !ch) continue; if (!ch->in_room) char_to_room( ch, get_room_index(ROOM_VNUM_ALTAR,1)); 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, FALSE ); if ( char_died(ch) ) continue; if ( retcode != rNONE || IS_SET(ch->act, ACT_SENTINEL) || ch->position < POS_STANDING ) continue; } } continue; } else { if ( ch && ch->mount && ch->in_room && ch->mount->in_room && 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\r",ch); send_to_char("OUCH!\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 ( !IS_NPC(ch) && ch && ch->level >= 2) { if ( !ch->desc ) { CHAR_DATA *wch, *wch_next; for ( wch = ch->in_room->first_person; wch; wch = wch_next ) { if (!wch) break; wch_next = wch->next_in_room; if ( (ch && wch) && ( !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 ( ch && is_hating( wch, ch ) ) { found_prey( wch, ch ); continue; } if ( wch && ( !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 ); } } } } } for( in_zone = first_zone; in_zone; in_zone = in_zone->next ) { for ( ch = in_zone->first_mob; ch; ch = ch_next ) { if ( !ch) continue; set_cur_char(ch); ch_next = ch->next; if ( !ch->in_room ) continue; 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, FALSE ); if ( char_died(ch) ) continue; if ( retcode != rNONE || IS_SET(ch->act, ACT_SENTINEL) || ch->position < POS_STANDING ) continue; } } continue; } else { if ( ch && ch->mount && ch->in_room && ch->mount->in_room && 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\r",ch); send_to_char("OUCH!\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 ( !IS_NPC(ch) && ch && ch->level >= 2) { if ( !ch->desc ) { CHAR_DATA *wch, *wch_next; for ( wch = ch->in_room->first_person; wch; wch = wch_next ) { if (!wch) break; wch_next = wch->next_in_room; if ( (ch && wch) && ( !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 ( ch && is_hating( wch, ch ) ) { found_prey( wch, ch ); continue; } if ( wch && ( !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 ) { CHAR_DATA *wch; CHAR_DATA *ch, *next_ch; struct act_prog_data *apdtmp; record_call("<aggr_update>"); #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 ); } for ( ch = first_char; ch; ch = next_ch ) { CHAR_DATA *aggnpc, *next_aggnpc; CHAR_DATA *attpc, *next_attpc; CHAR_DATA *attackme=NULL, *last_char=NULL; int rand=0; bool attacked=FALSE; bool pc_found=FALSE; next_ch = ch->next; if ( !ch->in_room ) { bug("AGG_UPDATE: Null ch->room (%s) - Keep an EYE!",ch->name); continue; } for ( aggnpc = ch->in_room->first_person; aggnpc; aggnpc = next_aggnpc ) { next_aggnpc = aggnpc->next_in_room; if ( ch != aggnpc && is_hating( ch, aggnpc ) ) { found_prey( ch, aggnpc ); continue; } /*Are We in a Safe Room? */ if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) break; /* Check for Aggro NPC's First, if there isnt any, donot bother*/ if ( IS_NPC(aggnpc) && /* Mob? */ IS_SET(aggnpc->act, ACT_AGGRESSIVE) && /* Aggro? */ IS_AWAKE(aggnpc) && /* Awake? */ aggnpc->position >= POS_STANDING && /* Position Check!*/ !aggnpc->fighting && /* We are not fighting!*/ !IS_AFFECTED(aggnpc,AFF_CHARM) ) /* Not Charmed?*/ { for( attpc = aggnpc->in_room->first_person; attpc; attpc = next_attpc ) { next_attpc = attpc->next_in_room; if ( !IS_NPC(attpc) && /* Not a Mob */ IS_AWAKE(attpc) && /* We are Awake */ !IS_IMMORTAL(attpc) && /* Not a God */ attpc->desc && /* We are Linked to the Mud.. */ !IS_AFFECTED(attpc, AFF_CHARM) && /* PC Not Charmed */ can_see(aggnpc,attpc) ) /* We Can see the PC? */ { pc_found = TRUE; last_char = attpc; if ( ( rand = number_range( 0, 3 ) )==2 ) /* Attack Randomly */ { attacked = TRUE; attackme = attpc; } }/* if */ }/* for */ /* DONOT Continue if there is No Pc's * In the Room! --GW */ if ( !pc_found ) break; /* * Attack Sequence */ /* Ok .. lets make SURE We attack Something here..*/ if ( !attacked ) attackme = last_char; if ( IS_SET(aggnpc->attacks,ATCK_BACKSTAB ) ) { OBJ_DATA *obj; if ( !aggnpc->mount && (obj = get_eq_char( aggnpc, WEAR_WIELD )) != NULL && obj->value[3] == 11 && !attackme->fighting && attackme->hit >= attackme->max_hit ) { WAIT_STATE( aggnpc, skill_table[gsn_backstab]->beats); if ( !IS_AWAKE(attackme) || number_percent( )+5 < aggnpc->level ) { global_retcode = multi_hit( aggnpc, attackme, gsn_backstab ); continue; } else { global_retcode = damage( aggnpc, attackme, 0, gsn_backstab ); continue; } } /* if */ }/* if */ global_retcode = multi_hit( aggnpc, attackme, TYPE_UNDEFINED); } /* for */ } /*if */ } 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; record_call("<drunk_randoms>"); if (!ch) return; if (!IS_NPC(ch) && !ch->desc ) return; if (!IS_NPC(ch) && (ch->desc->connected && ch->desc->connected != CON_PLAYING) ) return; 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 ) { record_call("<halucinations>"); 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 ); record_call("tele_update>"); } 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 */ record_call("<auth_update>>"); 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, "[ ** ", 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, "[ ** ", 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? */ record_call("<auth_update>"); 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, "[ ** ", 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; DESCRIPTOR_DATA *d; CHAR_DATA *test_char; record_call("<update_handler>"); if ( timechar ) { set_char_color(AT_PLAIN, timechar); send_to_char( "Starting update timer.\n\r", timechar ); gettimeofday(&stime, NULL); } inroom_update(); if ( --pulse_area <= 0 ) { pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); area_update ( ); /* Quest updating --GW*/ quest_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(0); } if ( auction->item && --auction->pulse <= 0 ) { auction->pulse = PULSE_AUCTION; auction_update( ); } /* Aliens --GW */ aliens_update( ); /* Dragon Abductions */ if ( DRAGON_DROP ) dragon_update( ); for ( d = first_descriptor; d; d = d->next ) { test_char = NULL; if ( ( d->connected == CON_PLAYING || d->connected == CON_EDITING ) && ( ( test_char = get_char_list(d->character) )==NULL ) ) { bug("Char Found NOT IN LIST!! (%s)!",d->character->name); bug("Linking...",0); add_char(d->character); } } aggr_update( );/* Attempting to do this better --GW */ tele_update( ); /* Still need it cause it checks the MPROG_ACT Queue */ 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; record_call("<remove_portal>"); 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( time_t reset ) { static char *tmsg[] = { "Warning: Auto-Warmboot in 1 Minute!", "Warning: Auto-Warmboot in 2 Minutes!", "Warning: Auto-Warmboot in 3 Minutes!", "Warning: Auto-Warmboot in 4 Minutes!", "Warning: Auto-Warmboot in 5 Minutes!", "Warning: Auto-Warmboot in 10 Minutes!", "Warning: Auto-Warmboot in 15 Minutes!", "Warning: Auto-Warmboot in 30 Minutes!" }; static const int times[] = { 60, 120, 180, 240, 300, 600, 900, 1800 }; static const int timesize = UMIN(sizeof(times)/sizeof(*times), sizeof(tmsg)/sizeof(*tmsg)); char buf[MAX_STRING_LENGTH]; static int trun; static bool init; if ( !init || reset >= current_time ) { for ( trun = timesize-1; trun >= 0; trun-- ) if ( reset >= current_time+times[trun] ) break; init = TRUE; return; } if ( (current_time % 1800) == 0 ) { sprintf(buf, "%.24s: %d players", ctime(¤t_time), num_descriptors); append_to_file(USAGE_FILE, buf); } if ( new_boot_time_t - boot_time < 60*60*18 && !set_boot_time->manual ) return; if ( new_boot_time_t <= current_time ) { CHAR_DATA *vch; if ( auction->item ) { sprintf(buf, "Sale of %s has been stopped by mud.", auction->item->short_descr); talk_auction(buf,TRUE); obj_to_char(auction->item, auction->seller); auction->item = NULL; REMOVE_BIT(auction->flags, AUCTION_HOARD_AUC); if ( auction->buyer && auction->buyer != auction->seller ) { auction->buyer->gold += auction->bet; send_to_char("Your money has been returned.\n\r", auction->buyer); } } log_string("Automatic Warm-boot"); for ( vch = first_char; vch; vch = vch->next ) if ( !IS_NPC(vch) ) save_char_obj(vch); do_copyover(NULL,""); return; } if ( trun != -1 && new_boot_time_t - current_time <= times[trun] ) { echo_to_all(AT_YELLOW, tmsg[trun], ECHOTAR_ALL); if ( trun <= 5 ) sysdata.DENY_NEW_PLAYERS = TRUE; --trun; record_call("<reboot_check>"); return; } return; } #if 0 void reboot_check( char *arg ) { char buf[MAX_STRING_LENGTH]; extern bool mud_down; /*struct tm *timestruct; int timecheck;*/ CHAR_DATA *vch; record_call("<reboot_check>"); /*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; } #endif /* the auction update*/ void auction_update (void) { int tax, pay; char buf[MAX_STRING_LENGTH]; record_call("<auction_update>"); switch (++auction->going) /* increase the going state */ { case 1 : /* going once */ case 2 : /* going twice */ if (auction->bet > auction->starting) { sprintf(buf,"%s &Wfor &Y%s&W gold coins&W going %s",auction->item->short_descr, num_comma(auction->bet),((auction->going == 1) ? "once" : "twice")); talk_auction (buf,TRUE); } else { sprintf(buf, "No bidders yet on %s.",auction->item->short_descr); talk_auction (buf,TRUE); sprintf(buf,"The minimum bid is &Y%s&W gold coin%s&W", num_comma(auction->bet),(auction->bet > 1) ? "s&W." : "&W." ); talk_auction (buf,FALSE); } 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 &BSOLD &Wto &P%s &Wfor &Y%s&W gold coins.", auction->item->short_descr, IS_NPC(auction->buyer) ? auction->buyer->short_descr : auction->buyer->name, num_comma(auction->bet)); talk_auction(buf,TRUE); 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; /* Dont boost econ if not in a room .. --GW */ if ( auction->seller->in_room ) boost_economy( auction->seller->in_room->area, tax ); auction->seller->real_gold += pay; /* give him the money, tax 10 % */ sprintf(buf, "The auctioneer pays you %s gold, charging an auction fee of %s.\n\r", num_comma(pay), num_comma(tax)); send_to_char(buf, auction->seller); /* Hoarder Stuff --GW */ if ( IS_HOARDER(auction->seller) ) hoarder_check(auction->seller,auction->item,HCHECK_AUCTION); auction->item = NULL; /* reset item */ REMOVE_BIT(auction->flags, AUCTION_HOARD_AUC); if ( IS_SET( sysdata.save_flags, SV_AUCTION ) ) { save_char_obj( auction->buyer ); save_char_obj( auction->seller ); } } else /* not sold */ { sprintf(buf, "&WNobody wants %s.",auction->item->short_descr); talk_auction(buf,TRUE); sprintf(buf, "&WLets get a new item up for bids."); talk_auction(buf,FALSE); if ( IS_SET(auction->flags, AUCTION_HOARD_AUC) ) { sprintf(buf,"&WObject was auctioned by a Hoarder. Object &RDestroyed."); talk_auction(buf,FALSE); extract_obj(auction->item); auction->item = NULL; REMOVE_BIT(auction->flags, AUCTION_HOARD_AUC); return; } 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 %s.\n\r", num_comma(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 */ REMOVE_BIT(auction->flags, AUCTION_HOARD_AUC); } /* switch */ } /* func */ void subtract_times(struct timeval *etime, struct timeval *stime) { record_call("<subtract_times>"); 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; } void room_link_check( CHAR_DATA *ch ) { ROOM_INDEX_DATA *room=NULL; CHAR_DATA *test=NULL,*next_test=NULL; bool link=FALSE; char buf[MSL]; if ( !ch->in_room ) return; /* Cant find it at all */ room = ch->in_room; if ( room && room->first_person && room->last_person ) { for( test = room->first_person; test; test = next_test ) { next_test = test->next_in_room; if ( !str_cmp(test->name,ch->name) ) link=TRUE; } } if ( !link ) { sprintf(buf,"ROOM-LINK-CHECK: %s not in roomlist, adding.(V:%d)",ch->name,ch->in_room->vnum); log_string_plus(buf,LOG_NORMAL,ch->level); if ( !IS_NPC(ch) ) { sprintf(buf,"ROOM-LINK-CHECK: Last command from character was %s",ch->pcdata->lastcom[0] ? ch->pcdata->lastcom[0] : "None!"); log_string_plus(buf,LOG_NORMAL,ch->level); } else log_string_plus("ROOM-LINK-CHECK: NPC!",LOG_NORMAL,51); LINK( ch, ch->in_room->first_person, ch->in_room->last_person, next_in_room, prev_in_room ); } return; } void dragon_update( void ) { int num; CHAR_DATA *ch, *next_ch; char buf[MSL], hourbuf[MSL], ampmbuf[MSL]; int hour; extern bool DRAGONS_RAN; extern bool FORCE_DRAGON_RUN; /* Toss some poor loser.. --GW */ sprintf( hourbuf,"%d",(time_info.hour % 12 == 0) ? 12 : time_info.hour % 12); sprintf( ampmbuf,"%s",time_info.hour >= 12 ? "pm" : "am"); hour = atoi(hourbuf); if ( hour == 11 && !str_cmp( ampmbuf, "pm" ) && DRAGONS_RAN == TRUE ) { DRAGONS_RAN = FALSE; /* Warning Blurb .. added per request --GW */ log_string("System Activating Global Mode: Dragon Drop"); echo_to_all(AT_PLAIN,"&RYou see the &wShadow&R of &wDragon Wings&R fall over the &YMoon&R..",ECHOTAR_ALL); echo_to_all(AT_PLAIN,"\n\r",ECHOTAR_ALL); echo_to_all(AT_PLAIN,"&wDragons &RSCREECH &wfrom above .. &RRUN!",ECHOTAR_ALL); } if ( ( hour == 12 && !str_cmp( ampmbuf, "am" ) && !DRAGONS_RAN ) || FORCE_DRAGON_RUN ) { DRAGONS_RAN = TRUE; for( ch = first_char; ch; ch = next_ch ) { next_ch = ch->next; if( (num=number_range(1,2))==2) if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) && str_cmp(ch->name, "ancientone") && (ch->in_room && !IS_SET(ch->in_room->room_flags, ROOM_INDOORS)) && IS_SET(ch->in_room->area->flags, AFLAG_TOWN)) { sprintf(buf, "&wA Large &zShadow &wlooms over &Ryou..\r" "&wSuddenly, a &RScreaching Dragon&w swoops down and grabs &R%s!\r" "&w%s &Rscreams in Pain, &wwhile being dragged away by the screaching &zBeast!\r", capitalize(ch->name),capitalize(ch->name)); act(AT_PLAIN,buf,ch,NULL,ch,TO_NOTVICT); sprintf(buf, "&wA Large &zShadow &wlooms over &Ryou..\r" "&wSuddenly, a &RScreaching Dragon&w swoops down and grabs &RYou!\r" "&wYou &Rscream in Pain, &wwhile being dragged away by the screaching &zBeast!\r"); act(AT_PLAIN,buf,ch,NULL,NULL,TO_CHAR); dragon_abduct(ch); return; } } } return; } void dragon_abduct(CHAR_DATA *ch) { bool looking; ROOM_INDEX_DATA *location; int num=0; char buf[MSL]; ch->hit = ch->max_hit/2; ch->mana = ch->max_mana/2; ch->move = ch->max_move/2; looking = TRUE; while( looking ) { num = number_range( 100, 32737 ); if ( (location = get_room_index(num,1))!=NULL && !IS_SET(location->room_flags, ROOM_DEATH) && IS_SET(location->area->flags, AFLAG_DRAGON_DROP) && (location->level < get_trust(ch))) { send_to_char("&RWith a Screech, the Dragon Drops you .. somewhere!\n\r",ch); char_from_room(ch); char_to_room(ch,location); reset_area(ch->in_room->area); looking = FALSE; } } sprintf(buf,"Dragon Drop: Dropped %s in %s!",capitalize(ch->name),location->name); log_string(buf); return; } /* Redoes all room links every 5 ticks --GW */ void inroom_update( void ) { ZONE_DATA *zone=NULL; CHAR_DATA *ch,*next_ch=NULL; ROOM_INDEX_DATA *RoomIdx; int hash=0; extern bool skip_locker; zone=find_zone(1); skip_locker = TRUE; /* take all from rooms */ /*Players*/ for ( ch=first_char;ch;ch=next_ch ) { next_ch=ch->next; if ( !ch->last_to_room ) { bug("In_Room_Update: Last_to_room is NULL (%s)",ch->name); continue; } char_from_room(ch); ch->in_room=NULL; ch->next_in_room=NULL; } /*Mobiles*/ for ( ch=zone->first_mob;ch;ch=next_ch ) { next_ch=ch->next; if ( !ch->last_to_room ) { bug("In_Room_Update: Last_to_room is NULL (%s)",ch->name); continue; } char_from_room(ch); ch->in_room=NULL; ch->next_in_room=NULL; } /*Clean rooms */ for(hash=0;hash < MAX_KEY_HASH; hash++) for( RoomIdx = zone->room_index_hash[hash];RoomIdx;RoomIdx=RoomIdx->next ) { RoomIdx->first_person = NULL; RoomIdx->last_person = NULL; } /*put everyone back*/ /* Players */ for ( ch=first_char;ch;ch=next_ch ) { next_ch=ch->next; if ( !ch->last_to_room ) { bug("In_Room_Update: Last_to_room is NULL (%s)",ch->name); continue; } char_to_room(ch,ch->last_to_room); } /*Mobs*/ for ( ch=zone->first_mob;ch;ch=next_ch ) { next_ch=ch->next; if ( !ch->last_to_room ) { bug("In_Room_Update: Last_to_room is NULL (%s)",ch->name); continue; } char_to_room(ch,ch->last_to_room); } //fprintf(stderr,"Completed.\n"); skip_locker = FALSE; /* Done */ return; }