/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucas Film Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * 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 <math.h> #include "mud.h" /* from swskills.c */ void add_reinforcements args( ( CHAR_DATA *ch ) ); /* * Local functions. */ int hit_gain args( ( CHAR_DATA *ch ) ); int mana_gain args( ( CHAR_DATA *ch ) ); int move_gain args( ( CHAR_DATA *ch ) ); void gain_addiction args( ( CHAR_DATA *ch ) ); void mobile_update args( ( void ) ); void time_update args( ( void ) ); /* FB */ void weather_update args( ( void ) ); void update_taxes 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 ) ); /* weather functions - FB */ void adjust_vectors args( ( WEATHER_DATA *weather) ); void get_weather_echo args( ( WEATHER_DATA *weather) ); void get_time_echo args( ( WEATHER_DATA *weather) ); /* * Global Variables */ CHAR_DATA * gch_prev; OBJ_DATA * gobj_prev; CHAR_DATA * timechar; char * corpse_descs[] = { "The corpse of %s will soon be gone.", "The corpse of %s lies here.", "The corpse of %s lies here.", "The corpse of %s lies here.", "The corpse of %s lies here." }; char * d_corpse_descs[] = { "The shattered remains %s will soon be gone.", "The shattered remains %s are here.", "The shattered remains %s are here.", "The shattered remains %s are here.", "The shattered remains %s are here." }; extern int top_exit; /* * Advancement stuff. */ int max_level( CHAR_DATA *ch, int ability) { int level = 0; if ( IS_NPC(ch) ) return 100; if ( IS_IMMORTAL(ch) ) return 200; if ( ability == COMBAT_ABILITY ) { if ( ch->main_ability == COMBAT_ABILITY ) level = 100; if ( ch->main_ability == HUNTING_ABILITY ) level = 40; if ( ch->main_ability == MEDICAL_ABILITY ) level += 30; level += ch->perm_con + ch->perm_dex + ch->perm_str; } if ( ability == PILOTING_ABILITY ) { if ( ch->main_ability == ability ) level = 100; if ( ch->main_ability == ENGINEERING_ABILITY ) level = 15; if ( ch->main_ability == HUNTING_ABILITY ) level = 15; if ( ch->main_ability == SMUGGLING_ABILITY ) level = 50; level += ch->perm_dex*2; } if ( ability == ENGINEERING_ABILITY ) { if ( ch->main_ability == ability ) level = 100; if ( ch->main_ability == PILOTING_ABILITY ) level = 20; level += ch->perm_int * 2; } if ( ability == HUNTING_ABILITY ) { if ( ch->main_ability == ability ) level = 105; } if ( ability == SMUGGLING_ABILITY ) { if ( ch->main_ability == ability ) level = 100; if ( ch->main_ability == PILOTING_ABILITY ) level = 20; if ( ch->main_ability == ENGINEERING_ABILITY ) level = 20; level += ch->perm_lck*2 + ch->perm_dex; } if ( ability == LEADERSHIP_ABILITY ) { if ( ch->main_ability == ability ) level = 100; if ( ch->main_ability == COMBAT_ABILITY ) level = 15; if ( ch->main_ability == HUNTING_ABILITY ) level -= 15; if ( ch->main_ability == DIPLOMACY_ABILITY ) level = 50; level += ch->perm_wis + ch->perm_cha; } if( ability == DIPLOMACY_ABILITY ) { if(ch->main_ability == ability ) level = 100; if(ch->main_ability == LEADERSHIP_ABILITY) level = 50; if(ch->main_ability == COMBAT_ABILITY ) level = 15; if(ch->main_ability == HUNTING_ABILITY ) level -= 15; level += ch->perm_cha + ch->perm_int; } if( ability == MEDICAL_ABILITY ) { if(ch->main_ability == ability ) level = 100; if(ch->main_ability == COMBAT_ABILITY) level = 15; if(ch->main_ability == HUNTING_ABILITY) level -= 25; level += ch->perm_int + ch->perm_dex; } if(ch->subclass == SUBCLASS_JACKOFTRADES && ability != FORCE_ABILITY) level += 10; level = URANGE( 1, level, 150 ); if ( ability == FORCE_ABILITY ) { level = 0; level += ch->perm_frc *5; if ( ch->race == RACE_DROID ) { if(ch->perm_frc >= 1) ch->perm_frc = 0; level = 0; } } return level; } /************* ** Commented Out to allow for Gains at levels. ** Raijen ************** void advance_level( CHAR_DATA *ch , int ability) { if ( ch->top_level < ch->skill_level[ability] && ch->top_level < 100 ) { ch->top_level = URANGE( 1 , ch->skill_level[ability] , 100 ); } if ( !IS_NPC(ch) ) { REMOVE_BIT( ch->act, PLR_BOUGHT_PET ); do_save( ch, "" ); } return; } */ void advance_level( CHAR_DATA *ch , int ability) { /***** Redone by Raijen, 9-17-01 *****/ /* Modified by Arcturus sometime in 9-03 */ char buf[MAX_STRING_LENGTH]; int add_hp; int add_mp; int add_mv; int add_credits; //Calculate HP/Mana/Move gain, Based on Stats. add_hp = 10; add_hp += con_app[ch->perm_con].hitp; //Add con modifier from const.c's CON table. add_mp = 10; add_mp += ( ch->perm_int /4 + ch->perm_wis /4); //No specific add mana in the table, so divide the stat by 4 add_mv = 10; add_mv += ( ch->perm_dex /8 ) + (ch->perm_con /8); //take half of the mana gain, and apply same w/ dex // Credits is a bit more complex. Takes the base, adds 1+charmbonus (from CHA table) for engies, // 1+ the INVERSE of the luck modifier/100 for smuggies to get the credit bonus. add_credits = 100 * ch->skill_level[ability]; if (add_hp <= 0) add_hp = 1; if (add_mp <= 0) add_mp = 1; if (add_mv <= 0) add_mv = 1; if (add_credits <= 0) add_credits = 1; add_hp = URANGE(1, add_hp, 20); add_mv = URANGE(1, add_mv, 20); if (ability == PILOTING_ABILITY) { add_hp /= 4; add_mv /= 2; } if (ability == ENGINEERING_ABILITY || ability == MEDICAL_ABILITY) { // Apply bonus credits based on INT Learn ability. Also giv4e em double, because they eat materials whiel they level add_hp /= 4; add_mv /= 4; add_credits = add_credits * (1 + ( ( int_app[get_curr_cha(ch)].learn *2 ) / 100 ) ); ch->gold += add_credits; sprintf( buf,"You get &R%d&B/&R%d&G&W Credits!\n\r", add_credits, ch->gold); set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); } if (ability == HUNTING_ABILITY) { add_hp /=2; add_mv /=2; } if (ability == SMUGGLING_ABILITY) { add_hp /=3; add_mv /=3; add_credits = add_credits * (1 + ( ( lck_app[get_curr_lck(ch)].luck * (-1) ) / 100 ) ); ch->gold += add_credits; sprintf( buf,"You get &R%d&B/&R%d&G&W Credits!\n\r", add_credits, ch->gold); set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); } if (ability == LEADERSHIP_ABILITY || ability == DIPLOMACY_ABILITY) { // Apply bonus credits based on CHA Charm ability. add_credits = add_credits * (1 + ( cha_app[get_curr_cha( ch)].charm / 100 ) ); //add 1*charm add_hp /=4; add_mv /=4; ch->gold += add_credits; sprintf( buf,"You get &R%d&B/&R%d&G&W Credits!\n\r", add_credits, ch->gold); set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); } if (ability == FORCE_ABILITY) { add_hp /= 5; add_mv /= 5; ch->max_mana += add_mp; sprintf( buf,"Your gain is: &R%d&B/&R%d&G&W ForcePoints.\n\r", (add_mp), ch->max_mana); set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); }/* Just in case its less than 1 after penalties.*/ add_hp = UMAX(1, add_hp); add_mv = UMAX(1, add_mv); ch->max_hit += add_hp; ch->max_move += add_mv; sprintf( buf,"Your gain is: &R%d&B/&R%d&G&W Hit Points. And &R%d&B/&R%d&G&W Move Points\n\r", add_hp, ch->max_hit, add_mv, ch->max_move); set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); if ( ch->top_level < ch->skill_level[ability] && ch->top_level < 100 ) { ch->top_level = URANGE( 1 , ch->skill_level[ability] , 100 ); } if ( !IS_NPC(ch) ) do_save(ch, ""); return; } void deadvance_level( CHAR_DATA *ch, int ability) { char buf[MAX_STRING_LENGTH]; int add_hp; int add_mp; int add_mv; //Calculate HP/Mana/Move loss, Based on Stats. add_hp = 10; add_hp += con_app[ch->perm_con].hitp; //Add con modifier from const.c's CON table. add_mp = 10; add_mp += ( ch->perm_int /4 + ch->perm_wis /4); //No specific add mana in the table, so divide the stat by 4 add_mv = 10; add_mv += ( ch->perm_dex /8 ) + (ch->perm_con /8); //take half of the mana gain, and apply same w/ dex if (add_hp <= 0) add_hp = 1; if (add_mp <= 0) add_mp = 1; if (add_mv <= 0) add_mv = 1; add_hp = URANGE(1, add_hp, 20); add_mv = URANGE(1, add_mv, 20); if (ability == PILOTING_ABILITY) { add_hp /= 4; add_mv /= 2; } if (ability == ENGINEERING_ABILITY || ability == MEDICAL_ABILITY) { add_hp /= 4; add_mv /= 4; set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); } if (ability == HUNTING_ABILITY) { add_hp /=2; add_mv /=2; } if (ability == SMUGGLING_ABILITY) { add_hp /=3; add_mv /=3; set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); } if (ability == LEADERSHIP_ABILITY || ability == DIPLOMACY_ABILITY) { // Apply bonus credits based on CHA Charm ability. add_hp /=4; add_mv /=4; set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); } if (ability == FORCE_ABILITY) { add_hp /= 5; add_mv /= 5; ch->max_mana -= add_mp; sprintf( buf,"Your loss is: &R%d&B/&R%d&G&W ForcePoints.\n\r", (add_mp), ch->max_mana); set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); }/* Just in case its less than 1 after penalties.*/ add_hp = UMAX(1, add_hp); add_mv = UMAX(1, add_mv); ch->max_hit -= add_hp; ch->max_move -= add_mv; sprintf( buf,"Your loss is: &R%d&B/&R%d&G&W Hit Points, and &R%d&B/&R%d&G&W Move Points\n\r", add_hp, ch->max_hit, add_mv, ch->max_move); set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); ch->skill_level[ability]--; if ( ch->top_level < ch->skill_level[ability] && ch->top_level < 100 ) { ch->top_level = URANGE( 1 , ch->skill_level[ability] + 1, 100 ); } if ( !IS_NPC(ch) ) do_save(ch, ""); return; } void gain_exp( CHAR_DATA *ch, int gain , int ability ) { if ( IS_NPC(ch) ) return; if ( ch->forsaken != 0 ) gain = gain * 0.1 ; if ( ch->blessed != 0 ) gain = gain * 2.5; ch->experience[ability] = UMAX( 0, ch->experience[ability] + gain ); if (NOT_AUTHED(ch) && ch->experience[ability] >= exp_level(ch->skill_level[ability]+1)) { send_to_char("You can not ascend to a higher level until you are authorized.\n\r", ch); ch->experience[ability] = (exp_level( ch->skill_level[ability]+1 ) - 1); return; } while ( ch->experience[ability] >= exp_level( ch->skill_level[ability]+1)) { if ( ch->skill_level[ability] >= max_level(ch , ability) ) { ch->experience[ability] = (exp_level( ch->skill_level[ability]+1 ) - 1); return; } advance_level( ch , ability); set_char_color( AT_WHITE + AT_BLINK, ch ); ch_printf( ch, "You have now obtained %s level %d!\n\r", ability_name[ability], ++ch->skill_level[ability] ); set_char_color( AT_WHITE, ch ); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC(ch) ) { gain = ch->top_level; } else { gain = UMIN( 5, ch->top_level ); switch ( ch->position ) { case POS_DEAD: return 0; case POS_MORTAL: return -25; case POS_INCAP: return -20; case POS_STUNNED: gain += get_curr_con(ch) * 4; case POS_SLEEPING: gain += get_curr_con(ch) * 3; break; case POS_RESTING: gain += get_curr_con(ch) * 2; break; default: gain += get_curr_con(ch); break; } //hp regen rates by race if ( ch->race == RACE_DUINUOGWUIN ) gain += 15 + (GET_AGE(ch)/2); if ( ch->race == RACE_TRANDOSHAN ) gain += 25; 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; if ( IS_AFFECTED(ch, AFF_REGEN) ) gain *= 4; if ( ch->blood < 50 && !IS_NPC(ch)) { send_to_char( "&YYou feel lightheaded from loss of blood.&w\n\r",ch); gain /= 2; } if ( ch->blood < 25 && !IS_NPC(ch)) { send_to_char( "&RThe blood flows from your wounds, and pools on the ground.&w\n\r",ch); make_blood( ch ); gain /= 4; } if ( ch->blood < 7 && !IS_NPC(ch)) { send_to_char( "&RThe steady flow of blood prevents any healing from taking place.&w\n\r",ch); gain = 0; } ch->blood = ch->blood + 1; ch->blood = URANGE( 0, ch->blood, 100 ); if ( ch->forsaken != 0 ) gain /= 2; if ( ch->blessed != 0 ) gain *= 2; return UMIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC(ch) ) { gain = ch->top_level; } else { if ( ch->skill_level[FORCE_ABILITY] <= 1 ) return (0 - ch->mana); gain = UMIN( 5, ch->skill_level[FORCE_ABILITY] / 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) * 2; break; default: gain += get_curr_int(ch); break; } //mana regen if ( ch->race == RACE_DUINUOGWUIN ) gain += 20 + GET_AGE(ch)/2; if ( ch->race == RACE_ZABRAK ) gain += 15; 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; if (ch->forsaken != 0) gain /= 2; if (ch->blessed != 0) gain *= 2; return UMIN(gain, ch->max_mana - ch->mana); } int move_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC(ch) ) { gain = ch->top_level; } else { gain = UMAX( 15, 2 * ch->top_level ); switch ( ch->position ) { case POS_DEAD: return 0; case POS_MORTAL: return -1; case POS_INCAP: return -1; case POS_STUNNED: gain += get_curr_dex(ch) * 4; break; case POS_SLEEPING: gain += get_curr_dex(ch) * 3; break; case POS_RESTING: gain += get_curr_dex(ch) * 2; break; default: gain += get_curr_dex(ch); break; } //move regen if ( ch->race == RACE_DUINUOGWUIN ) gain += 20 + GET_AGE(ch)/2; if ( ch->race == RACE_NOGHRI ) gain += 25; 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; if ( IS_AFFECTED(ch, AFF_REGEN) ) gain *= 4; if ( ch->blood < 50 && !IS_NPC(ch)) gain /= 2; if ( ch->blood < 25 && !IS_NPC(ch)) gain /= 4; if ( ch->blood < 7 && !IS_NPC(ch)) gain = 0; if (ch->blessed != 0) gain *= 2; if (ch->forsaken != 0) gain /= 2; return UMIN(gain, ch->max_move - ch->move); } void gain_addiction( CHAR_DATA *ch ) { short drug; ch_ret retcode; AFFECT_DATA af; for ( drug=0 ; drug <= 9 ; drug ++ ) { if ( ch->pcdata->addiction[drug] < ch->pcdata->drug_level[drug] ) ch->pcdata->addiction[drug]++; if ( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug]+150 ) { switch (ch->pcdata->addiction[drug]) { default: case SPICE_GLITTERSTIM: if ( !IS_AFFECTED( ch, AFF_BLIND ) ) { af.type = gsn_blindness; af.location = APPLY_AC; af.modifier = 10; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_BLIND; affect_to_char( ch, &af ); } case SPICE_CARSANUM: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_DAMROLL; af.modifier = -10; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_RYLL: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_DEX; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_ANDRIS: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_CON; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_WEED: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_HIT; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_OPIUM: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_HIT; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_SPEED: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_HIT; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_SHROOMS: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_HIT; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_STEROIDS: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_HIT; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_EXTACY: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_HIT; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); ch_printf(ch, "You moan softly as everything you touch makes you horny!\n"); } } } if ( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug]+200 ) { ch_printf ( ch, "You feel like you are going to die. You NEED %s\n\r.", spice_table[drug] ); worsen_mental_state( ch, 25 ); retcode = damage(ch, ch, 500, TYPE_UNDEFINED); } else if ( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug]+100 ) { ch_printf ( ch, "You need some %s.\n\r", spice_table[drug] ); worsen_mental_state( ch, 2 ); retcode = damage(ch, ch, 50, TYPE_UNDEFINED); } else if ( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug]+50 ) { ch_printf ( ch, "You really crave some %s.\n\r", spice_table[drug] ); worsen_mental_state( ch, 1 ); retcode = damage(ch, ch, 5, TYPE_UNDEFINED); } else if ( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug]+25 ) { ch_printf ( ch, "Some more %s would feel quite nice.\n\r", spice_table[drug] ); } else if ( ch->pcdata->addiction[drug] < ch->pcdata->drug_level[drug]-50 ) { act( AT_POISON, "$n bends over and vomits.\n\r", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You vomit.\n\r", ch, NULL, NULL, TO_CHAR ); ch->pcdata->drug_level[drug] -=10; } if ( ch->pcdata->drug_level[drug] > 1 ) ch->pcdata->drug_level[drug] -=2; else if ( ch->pcdata->drug_level[drug] > 0 ) ch->pcdata->drug_level[drug] -=1; else if ( ch->pcdata->addiction[drug] > 0 && ch->pcdata->drug_level[drug] <= 0 ) ch->pcdata->addiction[drug]--; } } void gain_condition( CHAR_DATA *ch, int iCond, int value ) { int condition; ch_ret retcode; if ( value == 0 || IS_NPC(ch) || get_trust(ch) >= LEVEL_IMMORTAL || NOT_AUTHED(ch)) return; condition = ch->pcdata->condition[iCond]; if(ch->pcdata->condition[iCond] > 48) return; ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); if(ch->race == RACE_DROID) { if(iCond == COND_DRUNK) { ch->pcdata->condition[iCond] = 0; } else { ch->pcdata->condition[iCond] = 48; } return; } if ( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_FULL: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are STARVING!\n\r", ch ); act( AT_HUNGRY, "$n is starved half to death!", ch, NULL, NULL, TO_ROOM); worsen_mental_state( ch, 1 ); retcode = damage(ch, ch, 5, TYPE_UNDEFINED); } break; case COND_THIRST: if ( ch->top_level <= LEVEL_AVATAR ) { 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, 2 ); retcode = damage(ch, ch, 5, 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->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are really hungry.\n\r", ch ); act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL, NULL, TO_ROOM); if ( number_bits(1) == 0 ) worsen_mental_state( ch, 1 ); } break; case COND_THIRST: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are really thirsty.\n\r", ch ); worsen_mental_state( ch, 1 ); act( AT_THIRSTY, "$n looks a little parched.", ch, NULL, NULL, TO_ROOM); } break; case COND_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->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are hungry.\n\r", ch ); } break; case COND_THIRST: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are thirsty.\n\r", ch ); } break; } } if ( ch->pcdata->condition[iCond] == 3 ) { switch ( iCond ) { case COND_FULL: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are a mite peckish.\n\r", ch ); } break; case COND_THIRST: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You could use a sip of something refreshing.\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 $e came.", ch, NULL, NULL, TO_ROOM); if(IS_NPC(ch)) /* Guard against purging switched? */ extract_char(ch, TRUE); continue; } if ( !IS_SET( ch->act, ACT_RUNNING ) && !IS_SET( ch->act, ACT_SENTINEL ) && !ch->fighting && ch->hunting ) { if ( ch->top_level < 20 ) WAIT_STATE( ch, 6 * PULSE_PER_SECOND ); else if ( ch->top_level < 40 ) WAIT_STATE( ch, 5 * PULSE_PER_SECOND ); else if ( ch->top_level < 60 ) WAIT_STATE( ch, 4 * PULSE_PER_SECOND ); else if ( ch->top_level < 80 ) WAIT_STATE( ch, 3 * PULSE_PER_SECOND ); else if ( ch->top_level < 100 ) WAIT_STATE( ch, 2 * PULSE_PER_SECOND ); else WAIT_STATE( ch, 1 * PULSE_PER_SECOND ); hunt_victim( ch ); continue; } else if ( !ch->fighting && !ch->hunting && !IS_SET( ch->act, ACT_RUNNING) && ch->was_sentinel && ch->position >= POS_STANDING ) { act( AT_ACTION, "$n leaves.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch , ch->was_sentinel ); act( AT_ACTION, "$n arrives.", ch, NULL, NULL, TO_ROOM ); SET_BIT( ch->act , ACT_SENTINEL ); ch->was_sentinel = NULL; } /* Examine call for special procedure */ if ( !IS_SET( ch->act, ACT_RUNNING ) && ch->spec_fun ) { if ( (*ch->spec_fun) ( ch ) ) continue; if ( char_died(ch) ) continue; } if ( !IS_SET( ch->act, ACT_RUNNING ) && ch->spec_2 ) { if ( (*ch->spec_2) ( ch ) ) continue; if ( char_died(ch) ) continue; } /* Check for mudprogram script on mob */ if ( IS_SET( ch->pIndexData->progtypes, SCRIPT_PROG ) ) { mprog_script_trigger( ch ); continue; } if ( ch != cur_char ) { bug( "Mobile_update: ch != cur_char after spec_fun", 0 ); continue; } /* That's all for sleeping / busy monster */ if ( ch->position != POS_STANDING ) continue; if ( IS_SET(ch->act, ACT_MOUNTED ) ) { if ( IS_SET(ch->act, ACT_AGGRESSIVE) ) do_emote( ch, "snarls and growls." ); continue; } if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE ) && IS_SET(ch->act, ACT_AGGRESSIVE) ) do_emote( ch, "glares around and snarls." ); /* MOBprogram random trigger */ if ( ch->in_room->area->nplayer > 0 ) { mprog_random_trigger( ch ); if ( char_died(ch) ) continue; if ( ch->position < POS_STANDING ) continue; } /* MOBprogram hour trigger: do something for an hour */ mprog_hour_trigger(ch); if ( char_died(ch) ) continue; rprog_hour_trigger(ch); if ( char_died(ch) ) continue; if ( ch->position < POS_STANDING ) continue; /* Scavenge */ if ( IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->first_content && number_bits( 2 ) == 0 ) { OBJ_DATA *obj; OBJ_DATA *obj_best; int max; max = 1; obj_best = NULL; for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) { if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max && !IS_OBJ_STAT( obj, ITEM_BURRIED ) ) { obj_best = obj; max = obj->cost; } } if ( obj_best ) { obj_from_room( obj_best ); obj_to_char( obj_best, ch ); act( AT_ACTION, "$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(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; } void update_taxes( void ) { PLANET_DATA *planet; CLAN_DATA *clan; int i; for ( planet = first_planet; planet; planet = planet->next ) { for( i = 1; i < CARGO_MAX; i++) { planet->resource[i] += planet->produces[i]; planet->resource[i] -= planet->consumes[i]; if(planet->resource[i] < 0) planet->resource[i] = 0; } save_planet(planet); clan = planet->governed_by; if ( clan ) { int sCount = 0; CLAN_DATA * subclan = NULL; if ( clan->first_subclan ) { for ( subclan = clan->first_subclan ; subclan ; subclan = subclan->next_subclan ) sCount++; for ( subclan = clan->first_subclan ; subclan ; subclan = subclan->next_subclan ) { subclan->funds += get_taxes(planet)/50/sCount; save_clan (subclan); } clan->funds += get_taxes(planet)/50; save_clan (clan); } else { clan->funds += get_taxes(planet)/25; save_clan( clan ); } save_planet( planet ); } } } /* * function updates weather for each area * Last Modified: July 31, 1997 * Fireblade */ void weather_update() { AREA_DATA *pArea; DESCRIPTOR_DATA *d; int limit; limit = 3 * weath_unit; for(pArea = first_area; pArea; pArea = (pArea == last_area) ? first_build : pArea->next) { /* Apply vectors to fields */ pArea->weather->temp += pArea->weather->temp_vector; pArea->weather->precip += pArea->weather->precip_vector; pArea->weather->wind += pArea->weather->wind_vector; /* Make sure they are within the proper range */ pArea->weather->temp = URANGE(-limit, pArea->weather->temp, limit); pArea->weather->precip = URANGE(-limit, pArea->weather->precip, limit); pArea->weather->wind = URANGE(-limit, pArea->weather->wind, limit); /* get an appropriate echo for the area */ get_weather_echo(pArea->weather); } for(pArea = first_area; pArea; pArea = (pArea == last_area) ? first_build : pArea->next) { adjust_vectors(pArea->weather); } /* display the echo strings to the appropriate players */ for(d = first_descriptor; d; d = d->next) { WEATHER_DATA *weath; if(d->connected == CON_PLAYING && IS_OUTSIDE(d->character) && !NO_WEATHER_SECT(d->character->in_room->sector_type) && IS_AWAKE(d->character)) { weath = d->character->in_room->area->weather; if(!weath->echo) continue; set_char_color(weath->echo_color, d->character); ch_printf(d->character, weath->echo); } } return; } /* * get weather echo messages according to area weather... * stores echo message in weath_data.... must be called before * the vectors are adjusted * Last Modified: August 10, 1997 * Fireblade */ void get_weather_echo(WEATHER_DATA *weath) { int n; int temp, precip, wind; int dT, dP, dW; int tindex, pindex, windex; /* set echo to be nothing */ weath->echo = NULL; weath->echo_color = AT_GREY; /* get the random number */ n = number_bits(2); /* variables for convenience */ temp = weath->temp; precip = weath->precip; wind = weath->wind; dT = weath->temp_vector; dP = weath->precip_vector; dW = weath->wind_vector; tindex = (temp + 3*weath_unit - 1)/weath_unit; pindex = (precip + 3*weath_unit - 1)/weath_unit; windex = (wind + 3*weath_unit - 1)/weath_unit; /* get the echo string... mainly based on precip */ switch(pindex) { case 0: if(precip - dP > -2*weath_unit) { char *echo_strings[4] = { "The clouds disappear.\n\r", "The clouds disappear.\n\r", "The sky begins to break through " "the clouds.\n\r", "The clouds are slowly " "evaporating.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_WHITE; } break; case 1: if(precip - dP <= -2*weath_unit) { char *echo_strings[4] = { "The sky is getting cloudy.\n\r", "The sky is getting cloudy.\n\r", "Light clouds cast a haze over " "the sky.\n\r", "Billows of clouds spread through " "the sky.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_GREY; } break; case 2: if(precip - dP > 0) { if(tindex > 1) { char *echo_strings[4] = { "The rain stops.\n\r", "The rain stops.\n\r", "The rainstorm tapers " "off.\n\r", "The rain's intensity " "breaks.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_CYAN; } else { char *echo_strings[4] = { "The snow stops.\n\r", "The snow stops.\n\r", "The snow showers taper " "off.\n\r", "The snow flakes disappear " "from the sky.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_WHITE; } } break; case 3: if(precip - dP <= 0) { if(tindex > 1) { char *echo_strings[4] = { "It starts to rain.\n\r", "It starts to rain.\n\r", "A droplet of rain falls " "upon you.\n\r", "The rain begins to " "patter.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_CYAN; } else { char *echo_strings[4] = { "It starts to snow.\n\r", "It starts to snow.\n\r", "Crystal flakes begin to " "fall from the " "sky.\n\r", "Snow flakes drift down " "from the clouds.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_WHITE; } } else if(tindex < 2 && temp - dT > -weath_unit) { char *echo_strings[4] = { "The temperature drops and the rain " "becomes a light snow.\n\r", "The temperature drops and the rain " "becomes a light snow.\n\r", "Flurries form as the rain freezes.\n\r", "Large snow flakes begin to fall " "with the rain.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_WHITE; } else if(tindex > 1 && temp - dT <= -weath_unit) { char *echo_strings[4] = { "The snow flurries are gradually " "replaced by pockets of rain.\n\r", "The snow flurries are gradually " "replaced by pockets of rain.\n\r", "The falling snow turns to a cold drizzle.\n\r", "The snow turns to rain as the air warms.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_CYAN; } break; case 4: if(precip - dP > 2*weath_unit) { if(tindex > 1) { char *echo_strings[4] = { "The lightning has stopped.\n\r", "The lightning has stopped.\n\r", "The sky settles, and the " "thunder surrenders.\n\r", "The lightning bursts fade as " "the storm weakens.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_GREY; } } else if(tindex < 2 && temp - dT > -weath_unit) { char *echo_strings[4] = { "The cold rain turns to snow.\n\r", "The cold rain turns to snow.\n\r", "Snow flakes begin to fall " "amidst the rain.\n\r", "The driving rain begins to freeze.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_WHITE; } else if(tindex > 1 && temp - dT <= -weath_unit) { char *echo_strings[4] = { "The snow becomes a freezing rain.\n\r", "The snow becomes a freezing rain.\n\r", "A cold rain beats down on you " "as the snow begins to melt.\n\r", "The snow is slowly replaced by a heavy " "rain.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_CYAN; } break; case 5: if(precip - dP <= 2*weath_unit) { if(tindex > 1) { char *echo_strings[4] = { "Lightning flashes in the " "sky.\n\r", "Lightning flashes in the " "sky.\n\r", "A flash of lightning splits " "the sky.\n\r", "The sky flashes, and the " "ground trembles with " "thunder.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_YELLOW; } } else if(tindex > 1 && temp - dT <= -weath_unit) { char *echo_strings[4] = { "The sky rumbles with thunder as " "the snow changes to rain.\n\r", "The sky rumbles with thunder as " "the snow changes to rain.\n\r", "The falling turns to freezing rain " "amidst flashes of " "lightning.\n\r", "The falling snow begins to melt as " "thunder crashes overhead.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_WHITE; } else if(tindex < 2 && temp - dT > -weath_unit) { char *echo_strings[4] = { "The lightning stops as the rainstorm " "becomes a blinding " "blizzard.\n\r", "The lightning stops as the rainstorm " "becomes a blinding " "blizzard.\n\r", "The thunder dies off as the " "pounding rain turns to " "heavy snow.\n\r", "The cold rain turns to snow and " "the lightning stops.\n\r" }; weath->echo = echo_strings[n]; weath->echo_color = AT_CYAN; } break; default: bug("echo_weather: invalid precip index"); weath->precip = 0; break; } return; } /* * get echo messages according to time changes... * some echoes depend upon the weather so an echo must be * found for each area * Last Modified: August 10, 1997 * Fireblade */ void get_time_echo(WEATHER_DATA *weath) { int n; int pindex; n = number_bits(2); pindex = (weath->precip + 3*weath_unit - 1)/weath_unit; weath->echo = NULL; weath->echo_color = AT_GREY; switch(time_info.hour) { case 5: { char *echo_strings[4] = { "The day has begun.\n\r", "The day has begun.\n\r", "The sky slowly begins to glow.\n\r", "The sun slowly embarks upon a new day.\n\r" }; time_info.sunlight = SUN_RISE; weath->echo = echo_strings[n]; weath->echo_color = AT_YELLOW; break; } case 6: { char *echo_strings[4] = { "The sun rises in the east.\n\r", "The sun rises in the east.\n\r", "The hazy sun rises over the horizon.\n\r", "Day breaks as the sun lifts into the sky.\n\r" }; time_info.sunlight = SUN_LIGHT; weath->echo = echo_strings[n]; weath->echo_color = AT_ORANGE; break; } case 12: { if(pindex > 0) { weath->echo = "It's noon.\n\r"; } else { char *echo_strings[2] = { "The intensity of the sun " "heralds the noon hour.\n\r", "The sun's bright rays beat down " "upon your shoulders.\n\r" }; weath->echo = echo_strings[n%2]; } time_info.sunlight = SUN_LIGHT; weath->echo_color = AT_WHITE; break; } case 19: { char *echo_strings[4] = { "The sun slowly disappears in the west.\n\r", "The reddish sun sets past the horizon.\n\r", "The sky turns a reddish orange as the sun " "ends its journey.\n\r", "The sun's radiance dims as it sinks in the " "sky.\n\r" }; time_info.sunlight = SUN_SET; weath->echo = echo_strings[n]; weath->echo_color = AT_RED; break; } case 20: { if(pindex > 0) { char *echo_strings[2] = { "The night begins.\n\r", "Twilight descends around you.\n\r" }; weath->echo = echo_strings[n%2]; } else { char *echo_strings[2] = { "The moon's gentle glow diffuses " "through the night sky.\n\r", "The night sky gleams with " "glittering starlight.\n\r" }; weath->echo = echo_strings[n%2]; } time_info.sunlight = SUN_DARK; weath->echo_color = AT_DBLUE; break; } } 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) && !NOT_AUTHED(ch) && current_time - ch->save_time > (sysdata.save_frequency*60) ) ch_save = ch; else ch_save = NULL; if (!IS_NPC(ch) && !IS_IMMORTAL(ch)) { if ( ch->pcdata->clan && ch->lastpaid <= (ch->played + (int) (current_time - ch->logon) - 3600 )) { if (ch->pcdata->clan->funds < (ch->pcdata->clan->wage * ch->pcdata->clanlevel)) { send_to_char( "&RYour Clan Cannot Afford To Pay You this Pay Period!\n\r", ch ); } else { ch_printf(ch, "&GYour clan pays your wages of %d Credits!!!&w\n\r", ch->pcdata->clan->wage * ch->pcdata->clanlevel); ch->pcdata->clan->funds -= (ch->pcdata->clan->wage * ch->pcdata->clanlevel); ch->gold += (ch->pcdata->clan->wage * ch->pcdata->clanlevel); } ch->lastpaid = ch->played + (int) (current_time - ch->logon); } } if ( ch->position >= POS_STUNNED ) { if ( ch->hit < ch->max_hit ) ch->hit += hit_gain(ch); if ( ch->mana < ch->max_mana || ch->skill_level[FORCE_ABILITY] == 1 ) 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 ( ch->pcdata ) gain_addiction( ch ); if ( !IS_NPC(ch) && ch->top_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, "$p goes out.", ch, obj, NULL, TO_CHAR ); if ( obj->serial == cur_obj ) global_objcode = rOBJ_EXPIRED; extract_obj( obj ); } } if ( ch->pcdata->condition[COND_DRUNK] > 8 ) worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK]/8 ); if ( ch->pcdata->condition[COND_FULL] > 1 ) { switch( ch->position ) { case POS_SLEEPING: better_mental_state( ch, 4 ); break; case POS_RESTING: better_mental_state( ch, 3 ); break; case POS_SITTING: case POS_MOUNTED: better_mental_state( ch, 2 ); break; case POS_STANDING: better_mental_state( ch, 1 ); break; case POS_FIGHTING: if ( number_bits(2) == 0 ) better_mental_state( ch, 1 ); break; } } if ( ch->pcdata->condition[COND_THIRST] > 1 ) { switch( ch->position ) { case POS_SLEEPING: better_mental_state( ch, 5 ); break; case POS_RESTING: better_mental_state( ch, 3 ); break; case POS_SITTING: case POS_MOUNTED: better_mental_state( ch, 2 ); break; case POS_STANDING: better_mental_state( ch, 1 ); break; case POS_FIGHTING: if ( number_bits(2) == 0 ) better_mental_state( ch, 1 ); break; } } gain_condition( ch, COND_DRUNK, -1 ); gain_condition( ch, COND_FULL, -1 ); if ( ch->in_room ) switch( ch->in_room->sector_type ) { default: gain_condition( ch, COND_THIRST, -1 ); break; case SECT_DESERT: gain_condition( ch, COND_THIRST, -2 ); break; case SECT_UNDERWATER: case SECT_OCEANFLOOR: if ( number_bits(1) == 0 ) gain_condition( ch, COND_THIRST, -1 ); break; } } if ( !char_died(ch) ) { /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ if ( IS_AFFECTED(ch, AFF_POISON) ) { act( AT_POISON, "$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 + 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; 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 $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 <= -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->backup_wait > 0 ) { --ch->backup_wait; if ( ch->backup_wait == 0 ) add_reinforcements( ch ); } if ( !IS_NPC (ch) ) { if ( ++ch->timer > 15 && !ch->desc ) { if ( ch->in_room ) char_from_room( ch ); char_to_room( ch , get_room_index( ROOM_PLUOGUS_QUIT ) ); ch->position = POS_RESTING; ch->hit = UMAX ( 1 , ch->hit ); save_char_obj( ch ); 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_WEAPON && obj->carried_by && ( obj->wear_loc == WEAR_WIELD || obj->wear_loc == WEAR_DUAL_WIELD ) && obj->value[3] != WEAPON_BLASTER && obj->value[4] > 0 && obj->value[3] != WEAPON_SLUGTHROWER && obj->value[3] != WEAPON_BOWCASTER && obj->value[3] != WEAPON_FORCE_PIKE && obj->value[3] != WEAPON_FLAMETHROWER) { obj->value[4]--; if ( obj->value[4] <= 0 ) { if ( obj->value[3] == WEAPON_LIGHTSABER ) { act( AT_PLAIN, "$p fizzles and dies." , obj->carried_by, obj, NULL, TO_CHAR ); act( AT_PLAIN, "$n's lightsaber fizzles and dies." , obj->carried_by, NULL, NULL, TO_ROOM ); } else if ( obj->value[3] == WEAPON_VIBRO_BLADE || obj->value[3] == WEAPON_VIBRO_AXE || obj->value[3] == WEAPON_VIBRO_SWORD) { act( AT_PLAIN, "$p stops vibrating." , obj->carried_by, obj, NULL, TO_CHAR ); } } } 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 || obj->item_type == ITEM_DROID_CORPSE ) { 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; if ( obj->item_type == ITEM_DROID_CORPSE ) sprintf( buf, d_corpse_descs[ UMIN( timerfrac - 1, 4 ) ], bufptr ); else 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 < 5 && (obj->item_type == ITEM_ARMOR || obj->item_type == ITEM_CARMOR) ) { if ( obj->carried_by ) { act( AT_TEMP, "$p is almost dead." , obj->carried_by, obj, NULL, TO_CHAR ); } } if ( ( obj->timer <= 0 || --obj->timer > 0 ) ) continue; /* if we get this far, object's timer has expired. */ AT_TEMP = AT_PLAIN; switch ( obj->item_type ) { default: message = "$p has depleted itself."; AT_TEMP = AT_PLAIN; break; case ITEM_GRENADE: explode( obj ); return; 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 = "$p decays into dust and blows away."; AT_TEMP = AT_OBJECT; break; case ITEM_DROID_CORPSE: message = "$p rusts away into oblivion."; AT_TEMP = AT_OBJECT; break; case ITEM_CORPSE_PC: message = "$p decays into dust and is blown away..."; AT_TEMP = AT_MAGIC; break; case ITEM_FOOD: message = "$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; 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 ( ch->spec_2 ) { if ( (*ch->spec_2) ( 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(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 ( get_trust(ch) < LEVEL_IMMORTAL ) { int dam; dam = number_range( ch->max_hit / 50 , ch->max_hit / 30 ); dam = UMAX( 1, dam ); if( ch->hit <= 0 ) dam = UMIN( 10, 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 ) { if ( get_trust(ch) < LEVEL_IMMORTAL ) { int dam; if ( ch->move > 0 ) ch->move--; else { dam = number_range( ch->max_hit / 50, ch->max_hit / 30 ); dam = UMAX( 1, dam ); if( ch->hit <= 0 ) dam = UMIN( 10, 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 ); } } } } } } } /* * 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 *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->top_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) ) || !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; victim = wch; if ( !victim ) { bug( "Aggr_update: null victim.", count ); continue; } if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 ) 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 ) { WAIT_STATE( ch, skill_table[gsn_backstab]->beats ); if ( !IS_AWAKE(victim) || number_percent( )+5 < ch->top_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, as Omikron mocks you from afar....\n\r"; break; case 2: t = "You see shiro pull out a shovel screaming DIE FUCKING FAERIES and bash them in the head!\n\r"; break; case 3: t = "Your skin is crawling with the thought that Raijen coded on SWL.\n\r"; break; case 4: t = "You see Arcturus dressed as a Tusken Raider waving around a Gaffi Stick in the sand!\n\r"; break; case 5: t = "Those damn little faeries keep laughing at you!\n\r"; break; case 6: t = "You can hear your mother's brother's roommate's ex-girlfriend's dog crying...\n\r"; break; case 7: t = "Have you been here before, or not? You're not sure... because the voices in your head beg to differ.\n\r"; break; case 8: t = "Painful childhood memories flash through your mind.\n\r"; break; case 9: t = "Soul calls your name, and slays you in cold blood.\n\r"; break; case 10: t = "Your head is pulsating with the knowledge of Arcturus.\n\r"; break; case 11: t = "You feel the urge to blow up a planet!\n\r"; break; case 12: t = "You're not quite sure what is real anymore, is it that deathstar talking or the crazy vibro-sword wielding murderer?\n\r"; break; case 13: t = "You see Arcturus setting an example by stabbing Kybus...\n\r"; break; case 14: t = "They're coming to take you away. Ha Ha they're coming to take you away ho-ho he-he ha-ha to the funny farm! where life is beautiful all the time!\n\r"; break; case 15: t = "You begin to feel all weak at the site of a nude fat man running in slow motion.\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 enough to step into oncoming traffic!\n\r"; break; case 20: t = "Ahh... the power of a Supreme Entity... what to do...with this 20 credits you stole.\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 ) { 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:" ); to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1); } sprintf( log_buf, " %s@%s new %s", victim->name, victim->desc->host, race_table[victim->race].race_name); 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\n\r", victim->name, victim->desc->host, race_table[victim->race].race_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_taxes; static int pulse_area; static int pulse_mobile; static int pulse_violence; static int pulse_point; static int pulse_second; static int pulse_space; static int pulse_recharge; static int pulse_ship; 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_taxes <= 0 ) { pulse_taxes = PULSE_TAXES ; update_taxes ( ); } if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); } if ( --pulse_space <= 0 ) { pulse_space = PULSE_SPACE; update_space ( ); update_bus ( ); update_traffic ( ); } if ( --pulse_recharge <= 0 ) { pulse_recharge = PULSE_SPACE/3; recharge_ships ( ); } if ( --pulse_ship <= 0 ) { pulse_ship = PULSE_SPACE/10; move_ships ( ); } 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 */ time_update ( ); 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*/ /* Much faster version enabled by Altrag.. although I dunno how it could lag too much, it was just a bunch of comparisons.. */ reboot_check(0); } 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( time_t reset ) { static char *tmsg[] = { "SYSTEM: Reboot in 10 seconds.", "SYSTEM: Reboot in 30 seconds.", "SYSTEM: Reboot in 1 minute.", "SYSTEM: Reboot in 2 minutes.", "SYSTEM: Reboot in 3 minutes.", "SYSTEM: Reboot in 4 minutes.", "SYSTEM: Reboot in 5 minutes.", "SYSTEM: Reboot in 10 minutes.", }; static const int times[] = { 10, 30, 60, 120, 180, 240, 300, 600 }; 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; extern bool mud_down; if ( auction->item ) { sprintf(buf, "Sale of %s&C 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 && auction->buyer != auction->seller ) { auction->buyer->gold += auction->bet; send_to_char("Your money has been returned.\n\r", auction->buyer); } } echo_to_all(AT_YELLOW, "The world begins to bend to Arcturus' will, and fades into nothingness.\n\r", ECHOTAR_ALL); for ( vch = first_char; vch; vch = vch->next ) if ( !IS_NPC(vch) ) save_char_obj(vch); mud_down = TRUE; 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; 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; /*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&C 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]; switch (++auction->going) /* increase the going state */ { case 1 : /* going once */ case 2 : /* going twice */ if (auction->bet > auction->starting) sprintf (buf, "%s&C: going %s for %d.", auction->item->short_descr, ((auction->going == 1) ? "once" : "twice"), auction->bet); else sprintf (buf, "%s&C: 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&C 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; tax = UMAX(10, tax); /* just to make sure it always charges at least 10 credits. */ 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 credits, charging an auction fee of %d credits.\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&C - 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; tax = UMAX(10, tax); /* At least ten credit tax. */ boost_economy( auction->seller->in_room->area, tax ); sprintf(buf, "The auctioneer charges you an auction fee of %d credits.\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; } /* * Function to update weather vectors according to climate * settings, random effects, and neighboring areas. * Last modified: July 18, 1997 * - Fireblade */ void adjust_vectors(WEATHER_DATA *weather) { NEIGHBOR_DATA *neigh; double dT, dP, dW; if(!weather) { bug("adjust_vectors: NULL weather data.", 0); return; } dT = 0; dP = 0; dW = 0; /* Add in random effects */ dT += number_range(-rand_factor, rand_factor); dP += number_range(-rand_factor, rand_factor); dW += number_range(-rand_factor, rand_factor); /* Add in climate effects*/ dT += climate_factor * (((weather->climate_temp - 2)*weath_unit) - (weather->temp))/weath_unit; dP += climate_factor * (((weather->climate_precip - 2)*weath_unit) - (weather->precip))/weath_unit; dW += climate_factor * (((weather->climate_wind - 2)*weath_unit) - (weather->wind))/weath_unit; /* Add in effects from neighboring areas */ for(neigh = weather->first_neighbor; neigh; neigh = neigh->next) { /* see if we have the area cache'd already */ if(!neigh->address) { /* try and find address for area */ neigh->address = get_area(neigh->name); /* if couldn't find area ditch the neigh */ if(!neigh->address) { NEIGHBOR_DATA *temp; bug("adjust_weather: " "invalid area name.", 0); temp = neigh->prev; UNLINK(neigh, weather->first_neighbor, weather->last_neighbor, next, prev); STRFREE(neigh->name); DISPOSE(neigh); neigh = temp; continue; } } dT +=(neigh->address->weather->temp - weather->temp) / neigh_factor; dP +=(neigh->address->weather->precip - weather->precip) / neigh_factor; dW +=(neigh->address->weather->wind - weather->wind) / neigh_factor; } /* now apply the effects to the vectors */ weather->temp_vector += (int)dT; weather->precip_vector += (int)dP; weather->wind_vector += (int)dW; /* Make sure they are within the right range */ weather->temp_vector = URANGE(-max_vector, weather->temp_vector, max_vector); weather->precip_vector = URANGE(-max_vector, weather->precip_vector, max_vector); weather->wind_vector = URANGE(-max_vector, weather->wind_vector, max_vector); return; } /* * update the time */ void time_update() { AREA_DATA *pArea; DESCRIPTOR_DATA *d; WEATHER_DATA *weath; switch(++time_info.hour) { case 5: case 6: case 12: case 19: case 20: for(pArea = first_area; pArea; pArea = (pArea == last_area) ? first_build : pArea->next) { get_time_echo(pArea->weather); } for(d = first_descriptor; d; d = d->next) { if(d->connected == CON_PLAYING && IS_OUTSIDE(d->character) && IS_AWAKE(d->character)) { weath = d->character->in_room->area->weather; if(!weath->echo) continue; set_char_color(weath->echo_color, d->character); ch_printf(d->character, weath->echo); } } break; case 24: time_info.hour = 0; time_info.day++; break; } if(time_info.day >= 35) { time_info.day = 0; time_info.month++; } if(time_info.month >= 10) { time_info.month = 0; time_info.year++; } return; }