/****************************************************************************
* _______ _ ______ _______ _______ ______ *
* ( ____ \( \ ( __ \ |\ /|( ___ )( )|\ /|( __ \ *
* | ( \/| ( | ( \ )| ) ( || ( ) || () () || ) ( || ( \ ) *
* | (__ | | | | ) || (___) || (___) || || || || | | || | ) | *
* | __) | | | | | || ___ || ___ || |(_)| || | | || | | | *
* | ( | | | | ) || ( ) || ( ) || | | || | | || | ) | *
* | (____/\| (____/\| (__/ )| ) ( || ) ( || ) ( || (___) || (__/ ) *
* (_______/(_______/(______/ |/ \||/ \||/ \|(_______)(______/ *
* +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ *
* |T|h|e| |O|a|k|l|a|n|d| |C|h|r|o|n|i|c|l|e|s| *
* +-+-+-+ +-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+ *
* ------------------------------------------------------------------------- *
* EldhaMUD code (C) 2003-2005 by Robert Powell (Tommi) *
* EldhaMUD Team: Celest, Altere and Krelowyn *
* ------------------------------------------------------------------------- *
* *
****************************************************************************/
/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~*
* Tricops and Fireblade | *
* ------------------------------------------------------------------------ *
* 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 <stdio.h>
#include <string.h>
#include <time.h>
#include "./Headers/mud.h"
int global_exp;
int global_qp;
int global_quad;
short display;
short qpdisplay;
short quaddisplay;
extern void start_arena( );
extern void do_game( );
extern int in_start_arena;
extern int ppl_in_arena;
extern int ppl_challenged;
extern int num_in_arena( );
/*
* Local functions.
*/
int hit_gain args( ( CHAR_DATA * ch ) );
int mana_gain args( ( CHAR_DATA * ch ) );
int move_gain args( ( CHAR_DATA * ch ) );
void mobile_update args( ( void ) );
void time_update args( ( void ) ); /* FB */
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 hallucinations args( ( CHAR_DATA * ch ) );
void subtract_times args( ( struct timeval * etime, struct timeval * sttime ) );
/* Overland Map movement - Samson 7-31-99 */
bool map_wander( CHAR_DATA * ch, short map, short x, short y, short sector );
/* 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 ) );
void quest_update args( ( void ) ); /* Questmaster */
void update_all_qobjs( CHAR_DATA * ch );
void mud_recv_message( );
/*
* Global Variables
*/
CHAR_DATA *gch_prev;
OBJ_DATA *gobj_prev;
CHAR_DATA *timechar;
char *corpse_descs[] = {
"The corpse of %s is in the last stages of decay.",
"The corpse of %s is crawling with vermin.",
"The corpse of %s fills the air with a foul stench.",
"The corpse of %s is buzzing with flies.",
"The corpse of %s lies here."
};
extern int top_exit;
/*
* Advancement stuff.
*/
void advance_level( CHAR_DATA * ch )
{
char buf[MAX_STRING_LENGTH];
char buf2[MAX_STRING_LENGTH];
int add_hp;
int add_mana;
int add_move;
int add_prac;
/*
* save_char_obj( ch );
*/
/*
* sprintf( buf, "the %s", title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] );
* set_title( ch, buf );
*/
update_all_qobjs( ch );
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, ( 3 * get_curr_int( ch ) + get_curr_wis( ch ) ) / 6 ) : 0;
add_move = number_range( 5, ( get_curr_con( ch ) + get_curr_dex( ch ) ) / 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 );
/*
* bonus for deadlies
*/
if( IS_PKILL( ch ) )
{
add_mana = add_mana + add_mana * .3;
add_move = add_move + add_move * .3;
add_hp = add_hp + add_hp * .3;
sprintf( buf, "Gravoc's Pandect steels your sinews.\n\r" );
}
ch->max_hit += add_hp;
ch->max_mana += add_mana;
ch->max_move += add_move;
ch->practice += add_prac;
if( !IS_NPC( ch ) )
xREMOVE_BIT( ch->act, PLR_BOUGHT_PET );
if( ch->level == LEVEL_AVATAR )
{
DESCRIPTOR_DATA *d;
sprintf( buf, "%s has just achieved Avatarhood!", ch->name );
for( d = first_descriptor; d; d = d->next )
if( d->connected == CON_PLAYING && d->character != ch )
{
set_char_color( AT_IMMORT, d->character );
send_to_char( buf, d->character );
send_to_char( "\n\r", d->character );
}
set_char_color( AT_WHITE, ch );
do_help( ch, "M_ADVHERO_" );
}
if( ch->level < LEVEL_IMMORTAL )
{
if( IS_VAMPIRE( ch ) )
sprintf( buf,
"Your gain is: %d/%d hp, %d/%d bp, %d/%d mv %d/%d prac.\n\r",
add_hp, ch->max_hit, 1, ch->level + 10, add_move, ch->max_move, add_prac, ch->practice );
else
sprintf( buf,
"Your gain is: %d/%d hp, %d/%d mana, %d/%d mv %d/%d prac.\n\r",
add_hp, ch->max_hit, add_mana, ch->max_mana, add_move, ch->max_move, add_prac, ch->practice );
set_char_color( AT_WHITE, ch );
send_to_char( buf, ch );
if( !IS_NPC( ch ) )
{
sprintf( buf2, "&G%-13s ->&w%-2d &G-&w %-5d&G Rvnum: %-5d %s %s",
ch->name,
ch->level,
get_age( ch ),
ch->in_room == NULL ? 0 : ch->in_room->vnum,
capitalize( race_table[ch->race]->race_name ), class_table[ch->class]->who_name );
append_to_file( PLEVEL_FILE, buf2 );
}
}
return;
}
void gain_exp( CHAR_DATA * ch, int gain )
{
int modgain;
char buf[MAX_STRING_LENGTH];
if( IS_NPC( ch ) || ch->level >= LEVEL_AVATAR )
return;
/*
* Bonus for deadly lowbies
*/
modgain = gain;
if( modgain > 0 && IS_PKILL( ch ) && ch->level < 17 )
{
if( ch->level <= 6 )
{
sprintf( buf, "The Favor of Gravoc fosters your learning.\n\r" );
modgain *= 2;
}
if( ch->level <= 10 && ch->level >= 7 )
{
sprintf( buf, "The Hand of Gravoc hastens your learning.\n\r" );
modgain *= 1.75;
}
if( ch->level <= 13 && ch->level >= 11 )
{
sprintf( buf, "The Cunning of Gravoc succors your learning.\n\r" );
modgain *= 1.5;
}
if( ch->level <= 16 && ch->level >= 14 )
{
sprintf( buf, "The Patronage of Gravoc reinforces your learning.\n\r" );
modgain *= 1.25;
}
send_to_char( buf, ch );
}
/*
* per-race experience multipliers
*/
modgain *= ( race_table[ch->race]->exp_multiplier / 100.0 );
/*
* xp cap to prevent any one event from giving enuf xp to
*/
/*
* gain more than one level - FB
*/
modgain = UMIN( modgain, ( exp_level( ch, ch->level + 2 ) - 1 ) );
ch->exp = UMAX( 0, ch->exp + modgain );
if( NOT_AUTHED( ch ) && ch->exp >= exp_level( ch, ch->level + 1 ) )
{
send_to_char( "You can not ascend to a higher level until you are authorized.\n\r", ch );
ch->exp = ( exp_level( ch, ( ch->level + 1 ) ) - 1 );
return;
}
while( ch->level < LEVEL_AVATAR && ch->exp >= exp_level( ch, ch->level + 1 ) )
{
set_char_color( AT_WHITE + AT_BLINK, ch );
ch_printf( ch, "You have now obtained experience level %d!\n\r", ++ch->level );
sprintf( buf, "&R[&CANNOUNCEMENT&R]&c %s has now obtained experience level %d!\n\r", ch->name, ch->level );
talk_info( AT_GREEN, buf );
ch->exp = ( ch->exp - exp_level( ch, ( ch->level ) ) );
advance_level( ch );
affect_strip( ch, gsn_poison );
affect_strip( ch, gsn_blindness );
affect_strip( ch, gsn_sleep );
affect_strip( ch, gsn_curse );
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
update_pos( ch );
send_to_char( "The God's have blessed your acheivement and given you the power to continue.", ch );
}
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA * ch )
{
int gain;
if( IS_NPC( ch ) )
{
gain = ch->level * 3 / 2;
}
else
{
gain = UMIN( 5, ch->level );
switch ( ch->position )
{
case POS_DEAD:
return 0;
case POS_MORTAL:
return -1;
case POS_INCAP:
return -1;
case POS_STUNNED:
return 1;
case POS_SLEEPING:
gain += get_curr_con( ch ) * 2.0;
break;
case POS_RESTING:
gain += get_curr_con( ch ) * 1.25;
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;
if( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE && ( ch->on->value[3] > 0 ) )
gain = gain * ch->on->value[3] / 100;
return UMIN( gain, ch->max_hit - ch->hit );
}
int mana_gain( CHAR_DATA * ch )
{
int gain;
if( IS_NPC( ch ) )
{
gain = ch->level;
}
else
{
gain = UMIN( 5, ch->level / 2 );
if( ch->position < POS_SLEEPING )
return 0;
switch ( ch->position )
{
case POS_SLEEPING:
gain += get_curr_int( ch ) * 3.25;
break;
case POS_RESTING:
gain += get_curr_int( ch ) * 1.75;
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;
if( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE && ( ch->on->value[3] > 0 ) )
gain = gain * ch->on->value[3] / 100;
return UMIN( gain, ch->max_mana - ch->mana );
}
int move_gain( CHAR_DATA * ch )
{
int gain;
if( IS_NPC( ch ) )
{
gain = ch->level;
}
else
{
gain = UMAX( 15, 2 * ch->level );
switch ( ch->position )
{
case POS_DEAD:
return 0;
case POS_MORTAL:
return -1;
case POS_INCAP:
return -1;
case POS_STUNNED:
return 1;
case POS_SLEEPING:
gain += get_curr_dex( ch ) * 4.5;
break;
case POS_RESTING:
gain += get_curr_dex( ch ) * 2.5;
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;
if( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE && ( ch->on->value[3] > 0 ) )
gain = gain * ch->on->value[3] / 100;
return UMIN( gain, ch->max_move - ch->move );
}
void gain_condition( CHAR_DATA * ch, int iCond, int value )
{
int condition;
ch_ret retcode = rNONE;
if( value == 0 || IS_NPC( ch ) || ch->level >= LEVEL_IMMORTAL || NOT_AUTHED( ch ) )
return;
condition = ch->pcdata->condition[iCond];
if( iCond == COND_BLOODTHIRST )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 10 + ch->level );
else
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 200 );
if( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
case COND_FULL:
if( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are STARVING!\n\r", ch );
act( AT_HUNGRY, "$n is starved half to death!", ch, NULL, NULL, TO_ROOM );
if( !IS_PKILL( ch ) || number_bits( 1 ) == 0 )
worsen_mental_state( ch, 1 );
retcode = damage( ch, ch, 1, TYPE_UNDEFINED );
}
break;
case COND_THIRST:
if( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You are DYING of THIRST!\n\r", ch );
act( AT_THIRSTY, "$n is dying of thirst!", ch, NULL, NULL, TO_ROOM );
worsen_mental_state( ch, IS_PKILL( ch ) ? 1 : 2 );
retcode = damage( ch, ch, 2, TYPE_UNDEFINED );
}
break;
case COND_BLOODTHIRST:
if( ch->level < LEVEL_AVATAR )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You are starved to feast on blood!\n\r", ch );
act( AT_BLOOD, "$n is suffering from lack of blood!", ch, NULL, NULL, TO_ROOM );
worsen_mental_state( ch, 2 );
retcode = damage( ch, ch, ch->max_hit / 20, TYPE_UNDEFINED );
}
break;
case COND_DRUNK:
if( condition != 0 )
{
set_char_color( AT_SOBER, ch );
send_to_char( "You are sober.\n\r", ch );
}
retcode = rNONE;
break;
default:
bug( "Gain_condition: invalid condition type %d", iCond );
retcode = rNONE;
break;
}
}
if( retcode != rNONE )
return;
if( ch->pcdata->condition[iCond] == 1 )
{
switch ( iCond )
{
case COND_FULL:
if( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are really hungry.\n\r", ch );
act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL, NULL, TO_ROOM );
if( number_bits( 1 ) == 0 )
worsen_mental_state( ch, 1 );
}
break;
case COND_THIRST:
if( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You are really thirsty.\n\r", ch );
worsen_mental_state( ch, 1 );
act( AT_THIRSTY, "$n looks a little parched.", ch, NULL, NULL, TO_ROOM );
}
break;
case COND_BLOODTHIRST:
if( ch->level < LEVEL_AVATAR )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You have a growing need to feast on blood!\n\r", ch );
act( AT_BLOOD, "$n gets a strange look in $s eyes...", ch, NULL, NULL, TO_ROOM );
worsen_mental_state( ch, 1 );
}
break;
case COND_DRUNK:
if( condition != 0 )
{
set_char_color( AT_SOBER, ch );
send_to_char( "You are feeling a little less light headed.\n\r", ch );
}
break;
}
}
if( ch->pcdata->condition[iCond] == 2 )
{
switch ( iCond )
{
case COND_FULL:
if( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are hungry.\n\r", ch );
}
break;
case COND_THIRST:
if( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You are thirsty.\n\r", ch );
}
break;
case COND_BLOODTHIRST:
if( ch->level < LEVEL_AVATAR )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You feel an urgent need for blood.\n\r", ch );
}
break;
}
}
if( ch->pcdata->condition[iCond] == 3 )
{
switch ( iCond )
{
case COND_FULL:
if( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are a mite peckish.\n\r", ch );
}
break;
case COND_THIRST:
if( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You could use a sip of something refreshing.\n\r", ch );
}
break;
case COND_BLOODTHIRST:
if( ch->level < LEVEL_AVATAR )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "You feel an aching in your fangs.\n\r", ch );
}
break;
}
}
return;
}
/*
* Put this in a seperate function so it isn't called three times per tick
* This was added after a suggestion from Cronel --Shaddai
*/
void check_alignment( CHAR_DATA * ch )
{
/*
* Race alignment restrictions, h
*/
if( ch->alignment < race_table[ch->race]->minalign )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "Your actions have been incompatible with the ideals of your race. This troubles you.", ch );
}
if( ch->alignment > race_table[ch->race]->maxalign )
{
set_char_color( AT_BLOOD, ch );
send_to_char( "Your actions have been incompatible with the ideals of your race. This troubles you.", ch );
}
}
/*
* 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 );
hallucinations( 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( !xIS_SET( ch->act, ACT_RUNNING ) && !xIS_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( !xIS_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( HAS_PROG( ch->pIndexData, 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( xIS_SET( ch->act, ACT_MOUNTED ) )
{
if( xIS_SET( ch->act, ACT_AGGRESSIVE ) || xIS_SET( ch->act, ACT_META_AGGR ) )
do_emote( ch, "snarls and growls." );
continue;
}
if( xIS_SET( ch->in_room->room_flags, ROOM_SAFE )
&& ( xIS_SET( ch->act, ACT_AGGRESSIVE ) || xIS_SET( ch->act, ACT_META_AGGR ) ) )
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( xIS_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_BURIED ) )
{
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 );
}
}
if( IS_ACT_FLAG( ch, ACT_ONMAP ) )
{
short sector = get_terrain( ch->map, ch->x, ch->y );
short map = ch->map;
short x = ch->x;
short y = ch->y;
short dir = number_bits( 5 );
if( dir < DIR_SOMEWHERE && dir != DIR_UP && dir != DIR_DOWN )
{
switch ( dir )
{
case DIR_NORTH:
if( map_wander( ch, map, x, y - 1, sector ) )
move_char( ch, NULL, 0, DIR_NORTH );
break;
case DIR_NORTHEAST:
if( map_wander( ch, map, x + 1, y - 1, sector ) )
move_char( ch, NULL, 0, DIR_NORTHEAST );
break;
case DIR_EAST:
if( map_wander( ch, map, x + 1, y, sector ) )
move_char( ch, NULL, 0, DIR_EAST );
break;
case DIR_SOUTHEAST:
if( map_wander( ch, map, x + 1, y + 1, sector ) )
move_char( ch, NULL, 0, DIR_SOUTHEAST );
break;
case DIR_SOUTH:
if( map_wander( ch, map, x, y + 1, sector ) )
move_char( ch, NULL, 0, DIR_SOUTH );
break;
case DIR_SOUTHWEST:
if( map_wander( ch, map, x - 1, y + 1, sector ) )
move_char( ch, NULL, 0, DIR_SOUTHWEST );
break;
case DIR_WEST:
if( map_wander( ch, map, x - 1, y, sector ) )
move_char( ch, NULL, 0, DIR_WEST );
break;
case DIR_NORTHWEST:
if( map_wander( ch, map, x - 1, y - 1, sector ) )
move_char( ch, NULL, 0, DIR_NORTHWEST );
break;
}
}
if( char_died( ch ) )
continue;
}
/*
* Wander
*/
if( !xIS_SET( ch->act, ACT_RUNNING )
&& !xIS_SET( ch->act, ACT_SENTINEL )
&& !xIS_SET( ch->act, ACT_PROTOTYPE )
&& ( door = number_bits( 5 ) ) <= 9 && ( pexit = get_exit( ch->in_room, door ) ) != NULL && pexit->to_room
/*
* Map wanderers - Samson 7-29-00
*/
&& !IS_SET( pexit->exit_info, EX_CLOSED )
&& !xIS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
&& !xIS_SET( pexit->to_room->room_flags, ROOM_DEATH )
&& ( !xIS_SET( ch->act, ACT_STAY_AREA ) || pexit->to_room->area == ch->in_room->area ) )
{
retcode = move_char( ch, pexit, 0, pexit->vdir );
/*
* 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 || xIS_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 ) && !xIS_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, pexit->vdir );
}
}
return;
}
/*
* Update all chars, including mobs.
* This function is performance sensitive.
*/
void char_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_save;
short save_count = 0;
ch_save = NULL;
for( ch = last_char; ch; ch = gch_prev )
{
if( ch == first_char && ch->prev )
{
bug( "char_update: first_char->prev != NULL... fixed", 0 );
ch->prev = NULL;
}
gch_prev = ch->prev;
set_cur_char( ch );
if( gch_prev && gch_prev->next != ch )
{
bug( "char_update: ch->prev->next != ch", 0 );
return;
}
/*
* Do a room_prog rand check right off the bat
* if ch disappears (rprog might wax npc's), continue
*/
if( !IS_NPC( ch ) )
rprog_random_trigger( ch );
if( char_died( ch ) )
continue;
if( IS_NPC( ch ) )
mprog_time_trigger( ch );
if( char_died( ch ) )
continue;
rprog_time_trigger( ch );
if( char_died( ch ) )
continue;
/*
* See if player should be auto-saved.
*/
if( !IS_NPC( ch )
&& ( !ch->desc || ch->desc->connected == CON_PLAYING )
&& ch->level >= 2 && current_time - ch->save_time > ( sysdata.save_frequency * 60 ) )
ch_save = ch;
else
ch_save = NULL;
if( ch->position >= POS_STUNNED )
{
if( ch->hit < ch->max_hit )
ch->hit += hit_gain( ch );
if( ch->mana < ch->max_mana )
ch->mana += mana_gain( ch );
if( ch->move < ch->max_move )
ch->move += move_gain( ch );
}
if( ch->position == POS_STUNNED )
update_pos( ch );
/*
* Morph timer expires
*/
if( ch->morph )
{
if( ch->morph->timer > 0 )
{
ch->morph->timer--;
if( ch->morph->timer == 0 )
do_unmorph_char( ch );
}
}
/*
* To make people with a nuisance's flags life difficult
* * --Shaddai
*/
if( !IS_NPC( ch ) && ch->pcdata->nuisance )
{
long int temp;
if( ch->pcdata->nuisance->flags < MAX_NUISANCE_STAGE )
{
temp = ch->pcdata->nuisance->max_time - ch->pcdata->nuisance->time;
temp *= ch->pcdata->nuisance->flags;
temp /= MAX_NUISANCE_STAGE;
temp += ch->pcdata->nuisance->time;
if( temp < current_time )
ch->pcdata->nuisance->flags++;
}
}
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;
if( ch->in_room->light < 0 )
ch->in_room->light = 0;
act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_CHAR );
if( obj->serial == cur_obj )
global_objcode = rOBJ_EXPIRED;
extract_obj( obj );
}
}
if( ++ch->timer >= 12 )
{
if( !IS_IDLE( ch ) )
{
/*
* ch->was_in_room = ch->in_room;
*/
if( ch->fighting )
stop_fighting( ch, TRUE );
act( AT_ACTION, "$n disappears into the void.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the void.\n\r", ch );
if( IS_SET( sysdata.save_flags, SV_IDLE ) )
save_char_obj( ch );
SET_BIT( ch->pcdata->flags, PCFLAG_IDLE );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
}
}
if( ch->pcdata->condition[COND_DRUNK] > 8 )
worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK] / 8 );
if( ch->pcdata->condition[COND_FULL] > 1 )
{
switch ( ch->position )
{
case POS_SLEEPING:
better_mental_state( ch, 4 );
break;
case POS_RESTING:
better_mental_state( ch, 3 );
break;
case POS_SITTING:
case POS_MOUNTED:
better_mental_state( ch, 2 );
break;
case POS_STANDING:
better_mental_state( ch, 1 );
break;
case POS_FIGHTING:
case POS_EVASIVE:
case POS_DEFENSIVE:
case POS_AGGRESSIVE:
case POS_BERSERK:
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:
case POS_EVASIVE:
case POS_DEFENSIVE:
case POS_AGGRESSIVE:
case POS_BERSERK:
if( number_bits( 2 ) == 0 )
better_mental_state( ch, 1 );
break;
}
}
/*
* Function added on suggestion from Cronel
*/
check_alignment( ch );
gain_condition( ch, COND_DRUNK, -1 );
gain_condition( ch, COND_FULL, -.25 + race_table[ch->race]->hunger_mod );
if( ch->class == CLASS_VAMPIRE && ch->level >= 10 )
{
if( time_info.hour < 21 && time_info.hour > 5 )
gain_condition( ch, COND_BLOODTHIRST, -1 );
}
if( CAN_PKILL( ch ) && ch->pcdata->condition[COND_THIRST] - 9 > 10 )
gain_condition( ch, COND_THIRST, -9 );
if( !IS_NPC( ch ) && ch->pcdata->nuisance )
{
int value;
value = ( ( 0 - ch->pcdata->nuisance->flags ) * ch->pcdata->nuisance->power );
gain_condition( ch, COND_THIRST, value );
gain_condition( ch, COND_FULL, --value );
}
if( ch->in_room )
{
int sector;
if( IS_PLR_FLAG( ch, PLR_ONMAP ) )
sector = get_terrain( ch->map, ch->x, ch->y );
else
sector = ch->in_room->sector_type;
switch ( sector )
{
default:
gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod );
break;
case SECT_DESERT:
gain_condition( ch, COND_THIRST, -3 + race_table[ch->race]->thirst_mod );
break;
case SECT_UNDERWATER:
case SECT_OCEANFLOOR:
if( number_bits( 1 ) == 0 )
gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod );
break;
}
}
}
if( !IS_NPC( ch ) && !IS_IMMORTAL( ch ) && ch->pcdata->release_date > 0 && ch->pcdata->release_date <= current_time )
{
ROOM_INDEX_DATA *location;
if( ch->pcdata->clan )
location = get_room_index( ch->pcdata->clan->recall );
else
location = get_room_index( ROOM_VNUM_TEMPLE );
if( !location )
location = ch->in_room;
MOBtrigger = FALSE;
char_from_room( ch );
char_to_room( ch, location );
send_to_char( "The gods have released you from hell as your sentance is up!\n\r", ch );
do_look( ch, "auto" );
STRFREE( ch->pcdata->helled_by );
ch->pcdata->helled_by = NULL;
ch->pcdata->release_date = 0;
save_char_obj( ch );
}
if( !char_died( ch ) )
{
OBJ_DATA *arrow = NULL;
int dam = 0;
if( ( arrow = get_eq_char( ch, WEAR_LODGE_RIB ) ) != NULL )
{
dam = number_range( ( 2 * arrow->value[1] ), ( 2 * arrow->value[2] ) );
act( AT_CARNAGE, "$n suffers damage from $p stuck in $s rib.", ch, arrow, NULL, TO_ROOM );
act( AT_CARNAGE, "You suffer damage from $p stuck in your rib.", ch, arrow, NULL, TO_CHAR );
damage( ch, ch, dam, TYPE_UNDEFINED );
}
else if( ( arrow = get_eq_char( ch, WEAR_LODGE_LEG ) ) != NULL )
{
dam = number_range( arrow->value[1], arrow->value[2] );
act( AT_CARNAGE, "$n suffers damage from $p stuck in $s leg.", ch, arrow, NULL, TO_ROOM );
act( AT_CARNAGE, "You suffer damage from $p stuck in your leg.", ch, arrow, NULL, TO_CHAR );
damage( ch, ch, dam, TYPE_UNDEFINED );
}
else if( ( arrow = get_eq_char( ch, WEAR_LODGE_ARM ) ) != NULL )
{
dam = number_range( arrow->value[1], arrow->value[2] );
act( AT_CARNAGE, "$n suffers damage from $p stuck in $s arm.", ch, arrow, NULL, TO_ROOM );
act( AT_CARNAGE, "You suffer damage from $p stuck in your arm.", ch, arrow, NULL, TO_CHAR );
damage( ch, ch, dam, TYPE_UNDEFINED );
}
if( char_died( ch ) )
continue;
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken, without checking
* return code and/or char_died as it may be lethal damage.
*/
if( IS_AFFECTED( ch, AFF_POISON ) )
{
act( AT_POISON, "$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_NPC( ch ) ? 2 : 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;
/*
* Recurring spell affect
*/
if( IS_AFFECTED( ch, AFF_RECURRINGSPELL ) )
{
AFFECT_DATA *paf, *paf_next;
SKILLTYPE *skill;
bool found = FALSE, died = FALSE;
for( paf = ch->first_affect; paf; paf = paf_next )
{
paf_next = paf->next;
if( paf->location == APPLY_RECURRINGSPELL )
{
found = TRUE;
if( IS_VALID_SN( paf->modifier )
&& ( skill = skill_table[paf->modifier] ) != NULL && skill->type == SKILL_SPELL )
{
if( ( *skill->spell_fun ) ( paf->modifier, ch->level, ch, ch ) == rCHAR_DIED || char_died( ch ) )
{
died = TRUE;
break;
}
}
}
}
if( died )
continue;
if( !found )
xREMOVE_BIT( ch->affected_by, AFF_RECURRINGSPELL );
}
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->timer > 24 )
do_quit( ch, "" );
else if( ch == ch_save && IS_SET( sysdata.save_flags, SV_AUTO ) && ++save_count < 10 ) /* save max of 10 per tick */
save_char_obj( ch );
}
}
return;
}
void update_bonuses( )
{
char buf[MAX_INPUT_LENGTH];
if( global_exp-- >= -1 )
{
display++;
if( display >= 3 && global_exp > 0 )
{
sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BThere are %d Minutes of double exp left.{x\n\r", global_exp );
talk_info( AT_GREEN, buf );
display = 0;
}
if( global_exp == 0 )
{
sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BDouble exp has run out!{x\n\r" );
talk_info( AT_GREEN, buf );
double_exp = FALSE;
}
}
if( global_qp-- >= 0 )
{
qpdisplay++;
if( qpdisplay >= 3 && global_qp > 0 )
{
sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BThere are %d Minutes of double questpoints left.{x\n\r", global_qp );
talk_info( AT_GREEN, buf );
qpdisplay = 0;
}
if( global_qp == 0 )
{
sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BDouble questpoints has run out!{x\n\r" );
talk_info( AT_GREEN, buf );
double_qp = FALSE;
}
}
if( global_quad-- >= 0 )
{
quaddisplay++;
if( quaddisplay >= 3 && global_quad > 0 )
{
sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BThere are %d Minutes of quad damage left.{x\n\r", global_quad );
talk_info( AT_GREEN, buf );
quaddisplay = 0;
}
if( global_quad == 0 )
{
sprintf( buf, "&R[&CANNOUNCEMENT&R]&c:{x {BQuad damage has run out!{x\n\r" );
talk_info( AT_GREEN, buf );
quad_damage = FALSE;
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
short AT_TEMP;
for( obj = last_object; obj; obj = gobj_prev )
{
CHAR_DATA *rch;
char *message;
if( obj == first_object && obj->prev )
{
bug( "obj_update: first_object->prev != NULL... fixed", 0 );
obj->prev = NULL;
}
gobj_prev = obj->prev;
if( gobj_prev && gobj_prev->next != obj )
{
bug( "obj_update: obj->prev->next != obj", 0 );
return;
}
set_cur_obj( obj );
if( obj->carried_by )
oprog_random_trigger( obj );
else if( obj->in_room && obj->in_room->area->nplayer > 0 )
oprog_random_trigger( obj );
if( obj_extracted( obj ) )
continue;
if( obj->item_type == ITEM_PIPE )
{
if( IS_SET( obj->value[3], PIPE_LIT ) )
{
if( --obj->value[1] <= 0 )
{
obj->value[1] = 0;
REMOVE_BIT( obj->value[3], PIPE_LIT );
}
else if( IS_SET( obj->value[3], PIPE_HOT ) )
REMOVE_BIT( obj->value[3], PIPE_HOT );
else
{
if( IS_SET( obj->value[3], PIPE_GOINGOUT ) )
{
REMOVE_BIT( obj->value[3], PIPE_LIT );
REMOVE_BIT( obj->value[3], PIPE_GOINGOUT );
}
else
SET_BIT( obj->value[3], PIPE_GOINGOUT );
}
if( !IS_SET( obj->value[3], PIPE_LIT ) )
SET_BIT( obj->value[3], PIPE_FULLOFASH );
}
else
REMOVE_BIT( obj->value[3], PIPE_HOT );
}
/*
* Corpse decay (npc corpses decay at 8 times the rate of pc corpses) - Narn
*/
if( obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC )
{
short 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 )], bufptr );
STRFREE( obj->description );
obj->description = STRALLOC( buf );
}
}
/*
* don't let inventory decay
*/
if( IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
continue;
/*
* groundrot items only decay on the ground
*/
if( IS_OBJ_STAT( obj, ITEM_GROUNDROT ) && !obj->in_room )
continue;
if( ( obj->timer <= 0 || --obj->timer > 0 ) )
continue;
/*
* if we get this far, object's timer has expired.
*/
AT_TEMP = AT_PLAIN;
switch ( obj->item_type )
{
default:
message = "$p mysteriously vanishes.";
AT_TEMP = AT_PLAIN;
break;
case ITEM_CONTAINER:
message = "$p falls apart, tattered from age.";
AT_TEMP = AT_OBJECT;
break;
case ITEM_PORTAL:
message = "$p unravels and winks from existence.";
remove_portal( obj );
obj->item_type = ITEM_TRASH; /* so extract_obj */
AT_TEMP = AT_MAGIC; /* doesn't remove_portal */
break;
case ITEM_FOUNTAIN:
message = "$p dries up.";
AT_TEMP = AT_BLUE;
break;
case ITEM_CORPSE_NPC:
message = "$p decays into dust and blows away.";
AT_TEMP = AT_OBJECT;
break;
case ITEM_CORPSE_PC:
message = "$p is sucked into a swirling vortex of colors...";
AT_TEMP = AT_MAGIC;
break;
case ITEM_COOK:
case ITEM_FOOD:
message = "$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 = "$p crumble and decay into nothing.";
AT_TEMP = AT_OBJECT;
break;
case ITEM_FIRE:
/*
* This is removed because it is done in obj_from_room
* * Thanks to gfinello@mail.karmanet.it for pointing this out.
* * --Shaddai
* if (obj->in_room)
* {
* --obj->in_room->light;
* if ( obj->in_room->light < 0 )
* obj->in_room->light = 0;
* }
*/
message = "$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_BURIED ) )
{
act( AT_TEMP, message, rch, obj, NULL, TO_ROOM );
act( AT_TEMP, message, rch, obj, NULL, TO_CHAR );
}
if( obj->serial == cur_obj )
global_objcode = rOBJ_EXPIRED;
extract_obj( obj );
}
return;
}
/*
* Function to check important stuff happening to a player
* This function should take about 5% of mud cpu time
*/
void char_check( void )
{
CHAR_DATA *ch, *ch_next;
OBJ_DATA *obj;
EXIT_DATA *pexit;
static int cnt = 0;
int door, retcode;
/*
* This little counter can be used to handle periodic events
*/
cnt = ( cnt + 1 ) % SECONDS_PER_TICK;
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 & 1 ) )
continue;
/*
* running mobs -Thoric
*/
if( xIS_SET( ch->act, ACT_RUNNING ) )
{
if( !xIS_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;
}
/*
* Map wanderers - Samson 7-28-00
*/
if( IS_ACT_FLAG( ch, ACT_ONMAP ) )
{
short sector = ch->sector;
short map = ch->map;
short x = ch->x;
short y = ch->y;
int dir = number_bits( 5 );
if( dir < DIR_SOMEWHERE && dir != DIR_UP && dir != DIR_DOWN )
{
switch ( dir )
{
case DIR_NORTH:
if( map_wander( ch, map, x, y - 1, sector ) )
move_char( ch, NULL, 0, DIR_NORTH );
break;
case DIR_NORTHEAST:
if( map_wander( ch, map, x + 1, y - 1, sector ) )
move_char( ch, NULL, 0, DIR_NORTHEAST );
break;
case DIR_EAST:
if( map_wander( ch, map, x + 1, y, sector ) )
move_char( ch, NULL, 0, DIR_EAST );
break;
case DIR_SOUTHEAST:
if( map_wander( ch, map, x + 1, y + 1, sector ) )
move_char( ch, NULL, 0, DIR_SOUTHEAST );
break;
case DIR_SOUTH:
if( map_wander( ch, map, x, y + 1, sector ) )
move_char( ch, NULL, 0, DIR_SOUTH );
break;
case DIR_SOUTHWEST:
if( map_wander( ch, map, x - 1, y + 1, sector ) )
move_char( ch, NULL, 0, DIR_SOUTHWEST );
break;
case DIR_WEST:
if( map_wander( ch, map, x - 1, y, sector ) )
move_char( ch, NULL, 0, DIR_WEST );
break;
case DIR_NORTHWEST:
if( map_wander( ch, map, x - 1, y - 1, sector ) )
move_char( ch, NULL, 0, DIR_NORTHWEST );
break;
}
}
if( char_died( ch ) )
continue;
}
if( !xIS_SET( ch->act, ACT_SENTINEL )
&& !xIS_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 )
&& !xIS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
&& !xIS_SET( pexit->to_room->room_flags, ROOM_DEATH )
&& ( !xIS_SET( ch->act, ACT_STAY_AREA ) || pexit->to_room->area == ch->in_room->area ) )
{
retcode = move_char( ch, pexit, 0, pexit->vdir );
if( char_died( ch ) )
continue;
if( retcode != rNONE || xIS_SET( ch->act, ACT_SENTINEL ) || ch->position < POS_STANDING )
continue;
}
}
continue;
}
else
{
if( ch->mount && ch->in_room != ch->mount->in_room )
{
xREMOVE_BIT( ch->mount->act, ACT_MOUNTED );
ch->mount = NULL;
ch->position = POS_STANDING;
send_to_char( "No longer upon your mount, you fall to the ground...\n\rOUCH!\n\r", ch );
}
if( ( ch->in_room && ch->in_room->sector_type == SECT_UNDERWATER )
|| ( ch->in_room && ch->in_room->sector_type == SECT_OCEANFLOOR ) )
{
if( !IS_AFFECTED( ch, AFF_AQUA_BREATH ) )
{
if( ch->level < LEVEL_IMMORTAL )
{
int dam;
/*
* Changed level of damage at Brittany's request. -- Narn
*/
dam = number_range( ch->max_hit / 100, ch->max_hit / 50 );
dam = UMAX( 1, dam );
if( number_bits( 3 ) == 0 )
send_to_char( "You cough and choke as you try to breathe water!\n\r", ch );
damage( ch, ch, dam, TYPE_UNDEFINED );
}
}
}
if( char_died( ch ) )
continue;
if( ch->in_room
&& ( ( ch->in_room->sector_type == SECT_WATER_NOSWIM ) || ( ch->in_room->sector_type == SECT_WATER_SWIM ) ) )
{
if( !IS_AFFECTED( ch, AFF_FLYING )
&& !IS_AFFECTED( ch, AFF_FLOATING ) && !IS_AFFECTED( ch, AFF_AQUA_BREATH ) && !ch->mount )
{
for( obj = ch->first_carrying; obj; obj = obj->next_content )
if( obj->item_type == ITEM_BOAT )
break;
if( !obj )
{
if( ch->level < LEVEL_IMMORTAL )
{
int mov;
int dam;
if( ch->move > 0 )
{
mov = number_range( ch->max_move / 20, ch->max_move / 5 );
mov = UMAX( 1, mov );
if( ch->move - mov < 0 )
ch->move = 0;
else
ch->move -= mov;
}
else
{
dam = number_range( ch->max_hit / 20, ch->max_hit / 5 );
dam = UMAX( 1, dam );
if( number_bits( 3 ) == 0 )
send_to_char( "Struggling with exhaustion, you choke on a mouthful of water.\n\r", ch );
damage( ch, ch, dam, TYPE_UNDEFINED );
}
}
}
}
}
/*
* beat up on link dead players
*/
if( !ch->desc )
{
CHAR_DATA *wch, *wch_next;
for( wch = ch->in_room->first_person; wch; wch = wch_next )
{
wch_next = wch->next_in_room;
if( !IS_NPC( wch )
|| wch->fighting
|| IS_AFFECTED( wch, AFF_CHARM )
|| !IS_AWAKE( wch )
|| ( xIS_SET( wch->act, ACT_WIMPY ) && IS_AWAKE( ch ) ) || !can_see( wch, ch, FALSE ) )
continue;
if( is_hating( wch, ch ) )
{
found_prey( wch, ch );
continue;
}
if( ( !xIS_SET( wch->act, ACT_AGGRESSIVE )
&& !xIS_SET( wch->act, ACT_META_AGGR ) )
|| xIS_SET( wch->act, ACT_MOUNTED ) || xIS_SET( wch->in_room->room_flags, ROOM_SAFE ) )
continue;
global_retcode = multi_hit( wch, ch, TYPE_UNDEFINED );
}
}
}
}
}
/*
* Aggress.
*
* for each descriptor
* for each mob in room
* aggress on some random PC
*
* This function should take 5% to 10% of ALL mud cpu time.
* Unfortunately, checking on each PC move is too tricky,
* because we don't the mob to just attack the first PC
* who leads the party into the room.
*
*/
void aggr_update( void )
{
DESCRIPTOR_DATA *d, *dnext;
CHAR_DATA *wch;
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *victim;
struct act_prog_data *apdtmp;
#ifdef UNDEFD
/*
* GRUNT! To do
*
*/
if( IS_NPC( wch ) && wch->mpactnum > 0 && wch->in_room->area->nplayer > 0 )
{
MPROG_ACT_LIST *tmp_act, *tmp2_act;
for( tmp_act = wch->mpact; tmp_act; tmp_act = tmp_act->next )
{
oprog_wordlist_check( tmp_act->buf, wch, tmp_act->ch, tmp_act->obj, tmp_act->vo, ACT_PROG );
DISPOSE( tmp_act->buf );
}
for( tmp_act = wch->mpact; tmp_act; tmp_act = tmp2_act )
{
tmp2_act = tmp_act->next;
DISPOSE( tmp_act );
}
wch->mpactnum = 0;
wch->mpact = NULL;
}
#endif
/*
* check mobprog act queue
*/
while( ( apdtmp = mob_act_list ) != NULL )
{
wch = mob_act_list->vo;
if( !char_died( wch ) && wch->mpactnum > 0 )
{
MPROG_ACT_LIST *tmp_act;
while( ( tmp_act = wch->mpact ) != NULL )
{
if( tmp_act->obj && obj_extracted( tmp_act->obj ) )
tmp_act->obj = NULL;
if( tmp_act->ch && !char_died( tmp_act->ch ) )
mprog_wordlist_check( tmp_act->buf, wch, tmp_act->ch, tmp_act->obj, tmp_act->vo, ACT_PROG );
wch->mpact = tmp_act->next;
DISPOSE( tmp_act->buf );
DISPOSE( tmp_act );
}
wch->mpactnum = 0;
wch->mpact = NULL;
}
mob_act_list = apdtmp->next;
DISPOSE( apdtmp );
}
/*
* Just check descriptors here for victims to aggressive mobs
* We can check for linkdead victims in char_check -Thoric
*/
for( d = first_descriptor; d; d = dnext )
{
dnext = d->next;
if( d->connected != CON_PLAYING || ( wch = d->character ) == NULL )
continue;
if( char_died( wch ) || IS_NPC( wch ) || wch->level >= LEVEL_IMMORTAL || !wch->in_room )
continue;
for( ch = wch->in_room->first_person; ch; ch = ch_next )
{
int count;
ch_next = ch->next_in_room;
if( !IS_NPC( ch )
|| ch->fighting
|| IS_AFFECTED( ch, AFF_CHARM )
|| !IS_AWAKE( ch ) || ( xIS_SET( ch->act, ACT_WIMPY ) && IS_AWAKE( wch ) ) || !can_see( ch, wch, FALSE ) )
continue;
if( is_hating( ch, wch ) )
{
found_prey( ch, wch );
continue;
}
if( ( !xIS_SET( ch->act, ACT_AGGRESSIVE )
&& !xIS_SET( ch->act, ACT_META_AGGR ) )
|| xIS_SET( ch->act, ACT_MOUNTED ) || xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
continue;
/*
* Ok we have a 'wch' player character and a 'ch' npc aggressor.
* Now make the aggressor fight a RANDOM pc victim in the room,
* giving each 'vch' an equal chance of selection.
*
* Depending on flags set, the mob may attack another mob
*/
count = 0;
victim = NULL;
for( vch = wch->in_room->first_person; vch; vch = vch_next )
{
vch_next = vch->next_in_room;
if( ( !IS_NPC( vch ) || xIS_SET( ch->act, ACT_META_AGGR )
|| xIS_SET( vch->act, ACT_ANNOYING ) )
&& vch->level < LEVEL_IMMORTAL
&& ( !xIS_SET( ch->act, ACT_WIMPY ) || !IS_AWAKE( vch ) ) && can_see( ch, vch, FALSE ) )
{
if( number_range( 0, count ) == 0 )
victim = vch;
count++;
}
}
if( !victim )
{
bug( "Aggr_update: null victim.", count );
continue;
}
/*
* backstabbing mobs (Thoric)
*/
if( IS_NPC( ch ) && xIS_SET( ch->attacks, ATCK_BACKSTAB ) )
{
OBJ_DATA *obj;
if( !ch->mount
&& ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& ( obj->value[4] == WEP_DAGGER ) && !victim->fighting && victim->hit >= victim->max_hit )
{
check_attacker( ch, victim );
WAIT_STATE( ch, skill_table[gsn_backstab]->beats );
if( !IS_AWAKE( victim ) || number_percent( ) + 5 < ch->level )
{
global_retcode = multi_hit( ch, victim, gsn_backstab );
continue;
}
else
{
global_retcode = damage( ch, victim, 0, gsn_backstab );
continue;
}
}
}
global_retcode = multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
return;
}
/* From interp.c */
bool check_social args( ( CHAR_DATA * ch, char *command, char *argument ) );
/*
* drunk randoms - Tricops
* (Made part of mobile_update -Thoric)
*/
void drunk_randoms( CHAR_DATA * ch )
{
CHAR_DATA *rvch = NULL;
CHAR_DATA *vch;
short drunk;
short 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;
}
/*
* Random hallucinations for those suffering from an overly high mentalstate
* (Hats off to Albert Hoffman's "problem child") -Thoric
*/
void hallucinations( 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( 21, ( 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 = "You hear your grandchildren praying for you to watch over them.\n\r";
break;
case 15:
t = "They're coming to get you... coming to take you away...\n\r";
break;
case 16:
t = "You begin to feel all powerful!\n\r";
break;
case 17:
t = "You're light as air... the heavens are yours for the taking.\n\r";
break;
case 18:
t = "Your whole life flashes by... and your future...\n\r";
break;
case 19:
t = "You are everywhere and everything... you know all and are all!\n\r";
break;
case 20:
t = "You feel immortal!\n\r";
break;
case 21:
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( xIS_SET( tele->room->room_flags, ROOM_TELEPORT ) )
teleport( tele->room->first_person, tele->room->tele_vnum, TELE_SHOWDESC | TELE_TRANSALL );
else
teleport( tele->room->first_person, tele->room->tele_vnum, TELE_TRANSALL );
}
UNLINK( tele, first_teleport, last_teleport, next, prev );
DISPOSE( tele );
}
}
}
#if FALSE
/*
* Write all outstanding authorization requests to Log channel - Gorog
*/
void auth_update( void )
{
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
char log_buf[MAX_INPUT_LENGTH];
bool first_time = TRUE; /* so titles are only done once */
for( d = first_descriptor; d; d = d->next )
{
victim = d->character;
if( victim && IS_WAITING_FOR_AUTH( victim ) )
{
if( first_time )
{
first_time = FALSE;
strcpy( log_buf, "Pending authorizations:" );
/*
* log_string( log_buf );
*/
to_channel( log_buf, CHANNEL_AUTH, "Auth", 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_AUTH, "Auth", 1 );
}
}
}
#endif
void auth_update( void )
{
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
char buf[MAX_INPUT_LENGTH];
bool found_hit = FALSE; /* was at least one found? */
strcpy( log_buf, "Pending authorizations:\n\r" );
for( d = first_descriptor; d; d = d->next )
{
if( ( victim = d->character ) && IS_WAITING_FOR_AUTH( victim ) )
{
found_hit = TRUE;
sprintf( buf, " %s@%s new %s %s\n\r", victim->name,
victim->desc->host, race_table[victim->race]->race_name, class_table[victim->class]->who_name );
strcat( log_buf, buf );
}
}
if( found_hit )
{
/*
* log_string( log_buf );
*/
to_channel( log_buf, CHANNEL_AUTH, "Auth", 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;
static int pulse_houseauc;
static int pulse_start_arena = PULSE_ARENA;
static int pulse_arena = PULSE_ARENA;
struct timeval sttime;
struct timeval etime;
if( timechar )
{
set_char_color( AT_PLAIN, timechar );
send_to_char( "Starting update timer.\n\r", timechar );
gettimeofday( &sttime, NULL );
}
if( --pulse_houseauc <= 0 )
{
pulse_houseauc = 1800 * PULSE_PER_SECOND;
homebuy_update( );
}
if( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
area_update( );
}
if( --pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
mobile_update( );
}
if( --pulse_violence <= 0 )
{
pulse_violence = PULSE_VIOLENCE;
violence_update( );
}
if( --pulse_point <= 0 )
{
pulse_point = number_range( PULSE_TICK * 0.75, PULSE_TICK * 1.25 );
auth_update( ); /* Gorog */
time_update( );
weather_update( );
char_update( );
obj_update( );
clear_vrooms( ); /* remove virtual rooms */
quest_update( );
update_bonuses( );
}
if( --pulse_second <= 0 )
{
pulse_second = PULSE_PER_SECOND;
char_check( );
check_pfiles( 0 );
mud_recv_message( );
}
if( in_start_arena || ppl_challenged )
if( --pulse_start_arena <= 0 )
{
pulse_start_arena = PULSE_ARENA;
start_arena( );
}
if( ppl_in_arena )
if( ( --pulse_arena <= 0 ) || ( num_in_arena( ) == 1 ) )
{
pulse_arena = PULSE_ARENA;
do_game( );
}
if( --auction->pulse <= 0 )
{
auction->pulse = PULSE_AUCTION;
auction_update( );
}
mpsleep_update( ); /* Check for sleeping mud progs -rkb */
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, &sttime );
ch_printf( timechar, "Timing took %ld.%06ld seconds.\n\r", ( time_t ) etime.tv_sec, ( time_t ) etime.tv_usec );
timechar = NULL;
}
tail_chain( );
return;
}
void remove_portal( OBJ_DATA * portal )
{
ROOM_INDEX_DATA *fromRoom, *toRoom;
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 );
return;
}
/* the auction update*/
void auction_update( void )
{
int tax, pay;
char buf[MAX_STRING_LENGTH];
if( !auction->item )
{
if( AUCTION_MEM > 0 && auction->history[0] && ++auction->hist_timer == 6 * AUCTION_MEM )
{
int i;
for( i = AUCTION_MEM - 1; i >= 0; i-- )
{
if( auction->history[i] )
{
auction->history[i] = NULL;
auction->hist_timer = 0;
break;
}
}
}
return;
}
switch ( ++auction->going ) /* increase the going state */
{
case 1: /* going once */
case 2: /* going twice */
if( auction->bet > auction->starting )
sprintf( buf, "%s: going %s for %s.", auction->item->short_descr,
( ( auction->going == 1 ) ? "once" : "twice" ), num_punct( auction->bet ) );
else
sprintf( buf, "%s: going %s (bid not received yet).", auction->item->short_descr,
( ( auction->going == 1 ) ? "once" : "twice" ) );
talk_auction( buf );
break;
case 3: /* SOLD! */
if( !auction->buyer && auction->bet )
{
bug( "Auction code reached SOLD, with NULL buyer, but %d gold bid", auction->bet );
auction->bet = 0;
}
if( auction->bet > 0 && auction->buyer != auction->seller )
{
sprintf( buf, "%s sold to %s for %s.",
auction->item->short_descr,
IS_NPC( auction->buyer ) ? auction->buyer->short_descr : auction->buyer->name,
num_punct( 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, NULL );
}
else
obj_to_char( auction->item, auction->buyer );
pay = ( int )auction->bet * 0.9;
tax = ( int )auction->bet * 0.1;
boost_economy( auction->seller->in_room->area, tax );
auction->seller->gold += pay; /* give him the money, tax 10 % */
ch_printf( auction->seller, "The auctioneer pays you %s gold, charging an auction fee of ", num_punct( pay ) );
ch_printf( auction->seller, "%s.\n\r", num_punct( tax ) );
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 - 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, NULL );
}
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_punct( 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 *sttime )
{
etime->tv_sec -= sttime->tv_sec;
etime->tv_usec -= sttime->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;
}
/*
* 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 &&
xIS_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 );
send_to_char( weath->echo, d->character );
}
}
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 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 && xIS_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 );
send_to_char( weath->echo, d->character );
}
}
break;
case 24:
time_info.hour = 0;
time_info.day++;
break;
}
if( time_info.day >= 29 )
{
time_info.day = 0;
time_info.month++;
}
if( time_info.month >= 12 )
{
time_info.month = 0;
time_info.year++;
}
if( time_info.day == 29 )
{
if( double_exp == FALSE )
{
do_double( NULL, "exp on 15" );
}
}
if( time_info.day == 19 )
{
if( double_qp == FALSE )
{
do_double( NULL, "quest on 15" );
}
}
if( time_info.day == 9 )
{
if( quad_damage == FALSE )
{
do_double( NULL, "quad on 15" );
}
}
return;
}