/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
int hit_gain args( ( CHAR_DATA *ch ) );
int mana_gain args( ( CHAR_DATA *ch ) );
int move_gain args( ( CHAR_DATA *ch ) );
void mobile_update args( ( void ) );
void weather_update args( ( void ) );
void room_update args( ( void ) );
void char_update args( ( void ) );
void obj_update args( ( void ) );
void aggr_update args( ( void ) );
void embrace_update args((void));
void send_newhelp_msg args((CHAR_DATA *ch));
void gain_exp( CHAR_DATA *ch, int gain )
{
if ( IS_NPC(ch)) return;
ch->exp += gain;
if (ch->explevel < 1)
ch->explevel =1 ;
gain = gain/ch->explevel/2;
ch->levelexp = UMAX( 1000, ch->levelexp + gain );
while ( ch->explevel < 100 && ch->levelexp >= 100000 * (ch->explevel+1))
{
ch->explevel += 1;
}
while (ch->explevel > 1 && ch->levelexp < 100000 * (ch->explevel - 1) )
{
ch->explevel -=1;
}
save_char_obj(ch);
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA *ch )
{
int gain;
int conamount;
if( ch->hit >= ch->max_hit )
return 0;
if ( IS_NPC(ch) )
{
if( ch->hit < 0)
ch->hit = 1;
gain = ch->level;
}
else
{
gain = number_range( 50, 75 );
if ((conamount = (get_curr_con(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING:
gain *= conamount * 1.5; break;
case POS_SLEEPING: gain *= conamount * 1.75; break;
case POS_RESTING: gain *= conamount * 1.5; break;
}
}
}
return UMIN(gain, ch->max_hit - ch->hit);
}
int mana_gain( CHAR_DATA *ch )
{
int gain;
int intamount;
if( ch->mana >= ch->max_mana )
return 0;
if ( IS_NPC(ch) )
{
gain = ch->level;
}
else
{
gain = number_range( 50, 150 );
if ((intamount = (get_curr_int(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING: gain *= intamount * 3; break;
case POS_SLEEPING: gain *= intamount * 5; break;
case POS_RESTING: gain *= intamount * 3; break;
}
}
}
/* if( IS_SET(ch->aff2, AFF2_REGEN))
gain *= 5;
if( ch->stasis)
gain *= 5;*/
return UMIN( gain, ch->max_mana - ch->mana);
}
int move_gain( CHAR_DATA *ch )
{
int gain;
int dexamount;
if( ch->move >= ch->max_move )
return 0;
if ( IS_NPC(ch) )
{
gain = ch->level;
}
else
{
gain = number_range(50, 150 );
if ((dexamount = (get_curr_dex(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING:
gain *= dexamount * 3;
break;
case POS_SLEEPING: gain *= dexamount * 5; break;
case POS_RESTING: gain *= dexamount * 3; break;
}
}
}
/*if( IS_SET(ch->aff2, AFF2_REGEN))
gain *= 5;
if( ch->stasis)
gain *= 5;*/
return UMIN(gain, ch->max_move - ch->move);
}
void gain_condition( CHAR_DATA *ch, int iCond, int value )
{
int condition;
if ( value == 0 || IS_NPC(ch) )
return;
if (!IS_NPC(ch) && IS_HERO(ch)
&& iCond != COND_DRUNK)
return;
condition = ch->pcdata->condition[iCond];
if (!IS_NPC(ch) )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );
else
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 100 );
/*if ( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
default:
break;
}
}
else if ( ch->pcdata->condition[iCond] < 10 )
{
switch ( iCond )
{
case COND_FULL:
send_to_char( "You feel hungry.\n\r", ch );
break;
case COND_THIRST:
send_to_char( "You feel thirsty.\n\r", ch );
break;
}
}
*/
return;
}
/*
* Mob autonomous action.
* This function takes 25% to 35% of ALL Merc cpu time.
* -- Furey
*/
void mobile_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
EXIT_DATA *pexit;
int door;
/* Examine all mobs. */
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ch->in_room == NULL )
continue;
if ( ch->hunting != NULL && ch->hunting != '\0' && strlen(ch->hunting) > 1 )
{
check_hunt( ch );
continue;
}
if ( !IS_NPC(ch) )
{
if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1)
{
send_to_char("You hiccup loudly.\n\r",ch);
act("$n hiccups.",ch,NULL,NULL,TO_ROOM);
}
if (!IS_NPC(ch) && (ch->level > 2) && ch->pcdata->condition[COND_DRUNK] > 0)
ch->pcdata->condition[COND_DRUNK] = 0;
if (ch->level < 3)
{
mortal_regen(ch);
}
if (!IS_NPC(ch) && (ch->level > 2) && (ch->class == 0))
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move )
werewolf_regen(ch);
}
else if (IS_ITEMAFF(ch, ITEMA_REGENERATE))
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +
ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)
reg_mend(ch);
}
}
continue;
}
if ( IS_AFFECTED(ch, AFF_CHARM) ) continue;
/* Examine call for special procedure */
if ( ch->spec_fun != 0 )
{
if ( (*ch->spec_fun) ( ch ) )
continue;
if (ch == NULL) continue;
}
/* That's all for sleeping / busy monster */
if ( ch->position != POS_STANDING )
continue;
/* Scavenge */
if ( IS_SET(ch->act, ACT_SCAVENGER)
&& ch->in_room->contents != NULL
&& number_bits( 2 ) == 0 )
{
OBJ_DATA *obj;
OBJ_DATA *obj_best;
int max;
max = 1;
obj_best = 0;
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max )
{
obj_best = obj;
max = obj->cost;
}
}
if ( obj_best )
{
obj_from_room( obj_best );
obj_to_char( obj_best, ch );
act( "$n picks $p up.", ch, obj_best, NULL, TO_ROOM );
act( "You pick $p up.", ch, obj_best, NULL, TO_CHAR );
}
}
/* Wander */
if ( !IS_SET(ch->act, ACT_SENTINEL)
&& ( door = number_bits( 5 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->to_room != NULL
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
&& ( ch->hunting == NULL || strlen(ch->hunting) < 2 )
&& ( (!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900)
|| pexit->to_room->area == ch->in_room->area ) )
{
move_char( ch, door );
}
/* Flee */
if ( ch->hit < ch->max_hit / 4
&& ( door = number_bits( 3 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->to_room != NULL
&& !IS_AFFECTED(ch, AFF_WEBBED)
&& ch->level < 350
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
&& !IS_AFFECTED(ch, AFF_TENDRILS))
{
CHAR_DATA *rch;
bool found;
found = FALSE;
for ( rch = pexit->to_room->people;
rch != NULL;
rch = rch->next_in_room )
{
if ( !IS_NPC(rch) )
{
found = TRUE;
break;
}
}
if ( !found )
move_char( ch, door );
}
}
return;
}
/*
* Update the weather.
*/
void weather_update( void )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
CHAR_DATA *ch = NULL;
int diff;
bool char_up;
buf[0] = '\0';
switch ( ++time_info.hour )
{
case 6:
weather_info.sunlight = SUN_RISE;
strcat( buf, "The sun rises in the east.\n\r" );
for ( d = descriptor_list; d != NULL; d = d->next )
{
char_up = FALSE;
if (( d->connected == CON_PLAYING
|| d->connected == CON_EDITING )
&& (ch = d->character) != NULL
&& !IS_NPC(ch))
{
if( IS_CLASS(ch,CLASS_VAMPIRE) )
{
if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_POTENCE) )
{
REM_BIT_POWERS(ch,VAMP_BITS,BIT_POTENCE);
ch->generation++;
}
if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_FLASHING) )
{
REM_BIT_POWERS(ch,VAMP_BITS,BIT_FLASHING);
GET_POWERS(ch,DISC_CELERITY)--;
}
if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_BAAL) )
{
REM_BIT_POWERS(ch,VAMP_BITS,BIT_BAAL);
GET_POWERS(ch,DISC_CELERITY)--;
GET_POWERS(ch,DISC_POTENCE)--;
GET_POWERS(ch,DISC_FORTITUDE)--;
}
if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_TIDE) )
REM_BIT_POWERS(ch,VAMP_BITS,BIT_TIDE);
stc("You feel your blood powers fade away with the coming of day.\n\r",ch);
}
}
}
break;
case 7:
weather_info.sunlight = SUN_LIGHT;
strcat( buf, "The day has begun.\n\r" );
break;
case 18:
weather_info.sunlight = SUN_SET;
strcat( buf, "The sun slowly disappears in the west.\n\r" );
break;
case 19:
weather_info.sunlight = SUN_DARK;
strcat( buf, "The night has begun.\n\r" );
break;
case 24:
time_info.hour = 0;
time_info.day++;
for ( d = descriptor_list; d != NULL; d = d->next )
{
char_up = FALSE;
if (( d->connected == CON_PLAYING
|| d->connected == CON_EDITING )
&& (ch = d->character) != NULL
&& !IS_NPC(ch))
{
send_to_char( "You hear a clock in the distance strike midnight.\n\r",ch);
ch->pcdata->pulse_timer[PULSE_STASIS] = 60;
ch->pcdata->pulse_timer[PULSE_SHADOWPLANE] = 60;
ch->pcdata->pulse_timer[PULSE_DARKNESS] = 60;
if (IS_SET(ch->in_room->room_flags,ROOM_TOTAL_DARKNESS)
&& !IS_SET(ch->newbits,NEW_DARKNESS))
{
send_to_char("The darkness shrouding the room dissipates.\n\r",ch);
act("The darkness shrouding the room dissipates.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->in_room->room_flags,ROOM_TOTAL_DARKNESS);
}
if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE))
{
send_to_char("The silence leaves the room.\n\r",ch);
act("The silence leaves the room.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->in_room->room_flags,ROOM_SILENCE);
}
if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING))
{
send_to_char("The flames in the room die down.\n\r",ch);
act("The flames in the room die down.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->in_room->room_flags,ROOM_FLAMING);
}
if (IS_EXTRA(ch, EXTRA_ROT))
{
send_to_char("Your flesh feels better.\n\r", ch);
REMOVE_BIT(ch->extra, EXTRA_ROT);
}
}
}
break;
}
if ( time_info.day >= 35 )
{
time_info.day = 0;
time_info.month++;
}
if ( time_info.month >= 17 )
{
time_info.month = 0;
time_info.year++;
}
/*
* Weather change.
*/
if ( time_info.month >= 9 && time_info.month <= 16 )
diff = weather_info.mmhg > 985 ? -2 : 2;
else
diff = weather_info.mmhg > 1015 ? -2 : 2;
weather_info.change += diff * dice(1, 4) + dice(2, 6) - dice(2, 6);
weather_info.change = UMAX(weather_info.change, -12);
weather_info.change = UMIN(weather_info.change, 12);
weather_info.mmhg += weather_info.change;
weather_info.mmhg = UMAX(weather_info.mmhg, 960);
weather_info.mmhg = UMIN(weather_info.mmhg, 1040);
switch ( weather_info.sky )
{
default:
bug( "Weather_update: bad sky %d.", weather_info.sky );
weather_info.sky = SKY_CLOUDLESS;
break;
case SKY_CLOUDLESS:
if ( weather_info.mmhg < 990
|| ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The sky is getting cloudy.\n\r" );
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_CLOUDY:
if ( weather_info.mmhg < 970
|| ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "It starts to rain.\n\r" );
weather_info.sky = SKY_RAINING;
}
if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )
{
strcat( buf, "The clouds disappear.\n\r" );
weather_info.sky = SKY_CLOUDLESS;
}
break;
case SKY_RAINING:
if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 )
{
strcat( buf, "Lightning flashes in the sky.\n\r" );
weather_info.sky = SKY_LIGHTNING;
}
if ( weather_info.mmhg > 1030
|| ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The rain stopped.\n\r" );
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_LIGHTNING:
if ( weather_info.mmhg > 1010
|| ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The lightning has stopped.\n\r" );
weather_info.sky = SKY_RAINING;
break;
}
break;
}
if ( buf[0] != '\0' )
{
for ( d = descriptor_list; d != NULL; d = d->next )
{
if (( d->connected == CON_PLAYING
|| d->connected == CON_EDITING )
&& IS_OUTSIDE(d->character)
&& IS_AWAKE(d->character) )
send_to_char( buf, d->character );
}
}
return;
}
int is_wall(EXIT_DATA *ex)
{
if (IS_SET(ex->exit_info, EX_ICE_WALL)) return 1;
if (IS_SET(ex->exit_info, EX_FIRE_WALL)) return 2;
if (IS_SET(ex->exit_info, EX_SWORD_WALL)) return 3;
if (IS_SET(ex->exit_info, EX_PRISMATIC_WALL)) return 4;
if (IS_SET(ex->exit_info, EX_IRON_WALL)) return 5;
if (IS_SET(ex->exit_info, EX_MUSHROOM_WALL)) return 6;
if (IS_SET(ex->exit_info, EX_CALTROP_WALL)) return 7;
if (IS_SET(ex->exit_info, EX_ASH_WALL)) return 8;
if (IS_SET(ex->exit_info, EX_ENERGYNET_WALL)) return 9;
return 0;
}
const char * wall[MAX_WALL+1] =
{
"","wall of ice", "wall of fire", "wall of swords",
"prismatic wall", "wall or iron", "wall of mushrooms",
"wall of caltrops", "wall of ash", "wall of energy"
};
/*
* Update all rooooooms, like gore, poison clouds etc....
*/
void room_update( void )
{
int i;
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *room;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( room = room_list; room != NULL; room = room->next_room)
{
for ( paf = room->affected; paf != NULL; paf = paf_next )
{
CHAR_DATA *rch;
paf_next = paf->next;
if( paf->duration > 0 )
paf->duration--;
else if ( paf->duration < 0 )
continue;
else
{
char *msg_off = NULL;
if( ( paf->type > 0 ) && ( paf->type < MAX_SKILL ) )
{
if ( paf_next == NULL )
msg_off = skill_table[paf->type].msg_off;
else if ( (paf_next->type != paf->type) || (paf_next->duration>0))
msg_off = skill_table[paf->type].msg_off;
}
else if ( paf->type >= MAX_SKILL )
{
bug("Invalid paf->type (%d)", paf->type);
}
if ( msg_off != NULL )
{
if( paf->type > 0 && skill_table[paf->type].msg_off)
{
for( rch = room->people; rch != NULL; rch = rch->next_in_room)
{
send_to_char( skill_table[paf->type].msg_off, rch);
send_to_char( "\n\r", rch );
}
}
}
room_affect_remove( room, paf );
if( paf->type == skill_lookup("dart_trap") || paf->type == skill_lookup("poison_trap")
|| paf->type == skill_lookup("explosion_trap") || paf->type == skill_lookup("sleep_trap") )
room->trapped_by = NULL;
if( paf->type == skill_lookup("drain_rune") )
room->rune_by = NULL;
}
}
if (RTIMER(room, RTIMER_WALL_NORTH) == 1
&& room->exit[DIR_NORTH] != NULL
&& is_wall(room->exit[DIR_NORTH])!= 0)
{
sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_NORTH])]);
room_message(room, buf);
make_wall(room, DIR_NORTH, 0);
}
if (RTIMER(room, RTIMER_WALL_SOUTH) == 1
&& room->exit[DIR_SOUTH] != NULL
&& is_wall(room->exit[DIR_SOUTH])!= 0)
{
sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_SOUTH])]);
room_message(room, buf);
make_wall(room, DIR_SOUTH, 0);
}
if (RTIMER(room, RTIMER_WALL_EAST) == 1
&& room->exit[DIR_EAST] != NULL
&& is_wall(room->exit[DIR_EAST])!= 0)
{
sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_EAST])]);
room_message(room, buf);
make_wall(room, DIR_EAST, 0);
}
if (RTIMER(room, RTIMER_WALL_WEST) == 1
&& room->exit[DIR_WEST] != NULL
&& is_wall(room->exit[DIR_WEST])!= 0)
{
sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_WEST])]);
room_message(room, buf);
make_wall(room, DIR_WEST, 0);
}
if (RTIMER(room, RTIMER_WALL_UP) == 1
&& room->exit[DIR_UP] != NULL
&& is_wall(room->exit[DIR_UP])!= 0)
{
sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_UP])]);
room_message(room, buf);
make_wall(room, DIR_UP, 0);
}
if (RTIMER(room, RTIMER_WALL_DOWN) == 1
&& room->exit[DIR_DOWN] != NULL
&& is_wall(room->exit[DIR_DOWN])!= 0)
{
sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_DOWN])]);
room_message(room, buf);
make_wall(room, DIR_DOWN, 0);
}
if (RTIMER(room, RTIMER_SILENCE) == 1)
room_message(room, "The silence disappates.");
for (i = 0 ; i < MAX_RTIMER ; i++)
room->tick_timer[i] = UMAX(room->tick_timer[i] - 1, 0);
}
return;
}
/*
* Update all chars, including mobs.
* This function is performance sensitive.
*/
void char_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *ch_save;
CHAR_DATA *ch_quit;
bool is_obj;
bool drop_out = FALSE;
time_t save_time;
save_time = current_time;
ch_save = NULL;
ch_quit = NULL;
config_who_exp();
for ( ch = char_list; ch != NULL; ch = ch_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
int i;
ch_next = ch->next;
if (!IS_NPC(ch) && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH)))
is_obj = TRUE;
else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
{is_obj = TRUE;SET_BIT(ch->extra, EXTRA_OSWITCH);}
else
is_obj = FALSE;
/*
* Find dude with oldest save time.
*/
if ( !IS_NPC(ch)
&& ( ch->desc == NULL || ch->desc->connected == CON_PLAYING )
&& ch->level >= 2
&& ch->save_time < save_time )
{
ch_save = ch;
save_time = ch->save_time;
}
if (ch->fighting == NULL && !IS_NPC(ch))
if( ch->hit > ch->max_hit )
ch->hit = ch->max_hit;
if( ch->mana > ch->max_mana )
ch->mana = ch->max_mana;
if( ch->move > ch->max_move )
ch->move = ch->max_move;
if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_JEDI) && GET_POWERS(ch,JEDI_RANK) < JEDI_RANK_LORD )
{
if( number_percent() < ((GET_POWERS(ch,JEDI_ATTACK) + GET_POWERS(ch,JEDI_DEFENSE) + GET_POWERS(ch,JEDI_STANCE))/2) )
{
stc("You feel yourself become more in tune with the force.\n\r",ch);
INC_POWERS(ch,JEDI_RANK);
}
}
if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_ALIEN))
{
if( (GET_POWERS(ch, ALIEN_SIZE) < 10) && number_percent() == 5)
{
stc("You have grown in size.\n\r", ch);
INC_POWERS(ch, ALIEN_SIZE);
}
if( GET_POWERS(ch, ALIEN_CLAWS) > 0)
{
if( GET_POWERS(ch, ALIEN_CLAWS) == 1)
stc("Your claws have grown dull and fallen out.\n\r", ch);
DEC_POWERS(ch, ALIEN_CLAWS);
}
if( GET_POWERS(ch, ALIEN_TAIL) > 0)
{
if( GET_POWERS(ch, ALIEN_TAIL) == 1)
stc("Your tail grows brittle and falls off.\n\r", ch);
DEC_POWERS(ch, ALIEN_TAIL);
}
}
if( !IS_NPC(ch) && IS_SET(ch->act,PLR_NEW_HELP) )
send_newhelp_msg(ch);
/* Character Tick Timers */
if( ch->tick_timer[TIMER_CAN_SUMMON] == 1)
stc("You can summon the powers that be again.\n\r", ch);
if( ch->tick_timer[TIMER_TASER] == 1)
send_to_char("You can use your taser again.\n\r", ch);
if( ch->tick_timer[TIMER_CAN_GUST] == 1)
send_to_char("You can breathe a gust of wind again.\n\r", ch);
for (i = 0; i < MAX_TIMER; i++)
if (ch->tick_timer[i] > 0) ch->tick_timer[i] -= 1;
if ( ch->position == POS_STUNNED && !is_obj)
{
ch->hit = ch->hit + number_range(2,4);
update_pos( ch );
}
if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj)
{
OBJ_DATA *obj;
if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] > 0 )
|| ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] > 0 ) )
{
if ( --obj->value[2] == 0 && ch->in_room != NULL )
{
--ch->in_room->light;
act( "$p goes out.", ch, obj, NULL, TO_ROOM );
act( "$p goes out.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
}
if ( ++ch->timer >= 12 )
{
if ( ch->was_in_room == NULL && ch->in_room != NULL )
{
ch->was_in_room = ch->in_room;
if ( ch->fighting != NULL )
stop_fighting( ch, TRUE );
act( "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the void.\n\r", ch );
save_char_obj( ch );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
}
}
if ( ch->timer > 30 ) ch_quit = ch;
gain_condition( ch, COND_DRUNK, -1 );
gain_condition( ch, COND_FULL, -1 );
gain_condition( ch, COND_THIRST, -1 );
}
for( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if( paf->duration > 0 )
paf->duration--;
else if( paf->duration < 0 )
continue;
else
{
char *msg_off = NULL;
if( ( paf->type > 0 ) && ( paf->type < MAX_SKILL ) )
{
if( paf_next == NULL )
msg_off = skill_table[paf->type].msg_off;
else if ( (paf_next->type != paf->type) || (paf_next->duration > 0) )
msg_off = skill_table[paf->type].msg_off;
}
else if( paf->type >= MAX_SKILL )
bug("Invalid paf->type (%d)", paf->type);
if( msg_off != NULL )
{
if( paf->type > 0 && skill_table[paf->type].msg_off && !is_obj)
{
send_to_char( skill_table[paf->type].msg_off, ch );
send_to_char( "\n\r", ch );
}
}
if( paf->level == 0)
affect_remove( ch, paf );
else if( paf->level == 1)
affect_remove2( ch, paf, 1);
else
affect_remove(ch, paf);
}
}
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken,
* as it may be lethal damage (on NPC).
*/
if ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL )
{
int dam = 0;
int minhit = 0;
if (!IS_NPC(ch)) minhit = -11;
if (IS_BLEEDING(ch,BLEEDING_HEAD) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's neck.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your neck.\n\r", ch );
dam += number_range(20,50);
}
if (IS_BLEEDING(ch,BLEEDING_THROAT) && (ch->hit-dam) > minhit )
{
act( "Blood pours from the slash in $n's throat.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Blood pours from the slash in your throat.\n\r", ch );
dam += number_range(10,20);
}
if (IS_BLEEDING(ch,BLEEDING_ARM_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left arm.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left arm.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_HAND_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left wrist.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left wrist.\n\r", ch );
dam += number_range(5,10);
}
if (IS_BLEEDING(ch,BLEEDING_ARM_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right arm.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right arm.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_HAND_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right wrist.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right wrist.\n\r", ch );
dam += number_range(5,10);
}
if (IS_BLEEDING(ch,BLEEDING_LEG_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left leg.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left leg.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_FOOT_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left ankle.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left ankle.\n\r", ch );
dam += number_range(5,10);
}
if (IS_BLEEDING(ch,BLEEDING_LEG_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right leg.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right leg.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_FOOT_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch );
dam += number_range(5,10);
}
if (IS_HERO(ch)) { ch->hit = ch->hit - dam;
if (ch->hit < 1) ch->hit = 1; }
else ch->hit = ch->hit - dam;
update_pos(ch);
ch->in_room->blood += dam;
if (ch->in_room->blood > 1000) ch->in_room->blood = 1000;
if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1))
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
if (IS_EXTRA(ch,EXTRA_ROT) && !is_obj && !drop_out)
{
int dam;
if (IS_NPC(ch)) break;
act( "$n's flesh shrivels and tears.", ch, NULL, NULL, TO_ROOM);
send_to_char( "Your flesh shrivels and tears.\n\r", ch);
dam = number_range(250,500);
ch->hit = ch->hit - dam;
update_pos(ch);
if (ch->hit < -10)
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL )
{
int dam;
if (IS_NPC(ch)) break;
act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your flesh burns and crisps.\n\r", ch );
dam = number_range(500,750);
ch->hit = ch->hit - dam;
update_pos(ch);
if (ch->hit <=-9)
{
update_pos(ch);
drop_out = TRUE;
}
}
else if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out )
{
act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You shiver and suffer.\n\r", ch );
damage( ch, ch, 2, gsn_poison );
if( IS_NPC(ch) && ch->hit <= 0 )
raw_kill(ch);
}
else if ( ch->position == POS_INCAP && !is_obj && !drop_out )
{
if (ch->level > 0)
ch->hit = ch->hit + number_range(2,4);
else
ch->hit = ch->hit - number_range(1,2);
update_pos( ch );
if (ch->position > POS_INCAP)
{
act( "$n's wounds stop bleeding and seal up.\n\r", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your wounds stop bleeding and seal up.\n\r", ch );
}
if (ch->position > POS_STUNNED)
{
act( "$n clambers back to $s feet.\n\r", ch, NULL, NULL, TO_ROOM );
send_to_char( "You clamber back to your feet.\n\r", ch );
}
}
else if ( ch->position == POS_MORTAL && !is_obj && !drop_out )
{
drop_out = FALSE;
/* if (ch->level > 0)*/
ch->hit = ch->hit + number_range(2,4);
/* else
{
ch->hit = ch->hit - number_range(1,2);
if (!IS_NPC(ch) && (ch->hit <=-11))
do_killperson(ch,ch->name);
drop_out = TRUE;
}*/
if (!drop_out)
{
update_pos( ch );
if (ch->position == POS_INCAP)
{
act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch );
}
}
}
else if ( ch->position == POS_DEAD && !is_obj && !drop_out )
{
update_pos(ch);
if (!IS_NPC(ch))
do_killperson(ch,ch->name);
}
drop_out = FALSE;
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
if ( ch_save != NULL || ch_quit != NULL )
{
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ch == ch_save )
save_char_obj( ch );
if ( ch == ch_quit )
do_quit( ch, "" );
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for ( obj = object_list; obj != NULL; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
if ( obj->timer <= 0 || --obj->timer > 0 )
continue;
switch ( obj->item_type )
{
default: message = "$p vanishes."; break;
case ITEM_FOUNTAIN: message = "$p dries up."; break;
case ITEM_CORPSE_NPC: message = "$p decays into dust."; break;
case ITEM_CORPSE_PC: message = "$p decays into dust."; break;
case ITEM_FOOD: message = "$p decomposes."; break;
case ITEM_TRASH: message = "$p crumbles into dust."; break;
case ITEM_EGG: message = "$p cracks open."; break;
case ITEM_WEAPON: message = "$p turns to fine dust and blows away."; break;
case ITEM_WALL: message = "$p flows back into the ground.";break;
case ITEM_BOMB: message = "$p is now inactive."; break;
}
if ( obj->in_room != NULL
&& ( rch = obj->in_room->people ) != NULL )
{
act( message, rch, obj, NULL, TO_ROOM );
act( message, rch, obj, NULL, TO_CHAR );
}
/* If the item is an egg, we need to create a mob and shell!
* KaVir
*/
if ( obj->item_type == ITEM_EGG)
{
CHAR_DATA *creature;
OBJ_DATA *egg;
if ( get_mob_index( obj->value[0] ) != NULL )
{
if (obj->carried_by != NULL && obj->carried_by->in_room != NULL)
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,obj->carried_by->in_room);
}
else if (obj->in_room != NULL)
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,obj->in_room);
}
else
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,get_room_index(ROOM_VNUM_HELL));
}
egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 );
egg->timer = 2;
obj_to_room( egg, creature->in_room );
act( "$n clambers out of $p.", creature, obj, NULL, TO_ROOM );
}
else if (obj->in_room != NULL)
{
egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 );
egg->timer = 2;
obj_to_room( egg, obj->in_room );
}
}
if (obj != NULL) extract_obj( obj );
}
return;
}
/*
* Aggress.
*
* for each mortal PC
* for each mob in room
* aggress on some random PC
*
* This function takes 25% to 35% of ALL Merc cpu time.
* Unfortunately, checking on each PC move is too tricky,
* because we don't want the mob to just attack the first PC
* who leads the party into the room.
*
* -- Furey
*/
void aggr_update( void )
{
CHAR_DATA *wch;
CHAR_DATA *wch_next;
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *victim = NULL;
OBJ_DATA *obj = NULL;
OBJ_DATA *chobj = NULL;
ROOM_INDEX_DATA *objroom = NULL;
DESCRIPTOR_DATA *d;
for ( d = descriptor_list; d != NULL; d = d->next )
{
/*
if ( d->connected == CON_PLAYING
&& ( ch = d->character ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->stage[1] > 0
&& ( victim = ch->pcdata->partner ) != NULL
&& !IS_NPC(victim)
&& ch->in_room != NULL
&& victim->in_room != NULL
&& victim->in_room != ch->in_room )
{
ch->pcdata->stage[1] = 0;
victim->pcdata->stage[1] = 0;
}
*/
if (( d->connected == CON_PLAYING
|| d->connected == CON_EDITING )
&& ( ch = d->character ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata != NULL
&& ( obj = ch->pcdata->chobj ) != NULL )
{
if (obj->in_room != NULL)
objroom = obj->in_room;
else if (obj->in_obj != NULL)
objroom = get_room_index(ROOM_VNUM_IN_OBJECT);
else if (obj->carried_by != NULL)
{
if (obj->carried_by != ch && obj->carried_by->in_room != NULL)
objroom = obj->carried_by->in_room;
else continue;
}
else continue;
if (ch->in_room != objroom && objroom != NULL)
{
char_from_room(ch);
char_to_room(ch,objroom);
do_look(ch,"auto");
}
}
else if (( d->connected == CON_PLAYING
|| d->connected == CON_EDITING )
&& ( ch = d->character ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata != NULL
&& (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0) )
{
if (ch->pcdata->obj_vnum != 0)
{
bind_char(ch);
continue;
}
if (IS_HEAD(ch,LOST_HEAD))
{
REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
send_to_char("You are able to regain a body.\n\r",ch);
ch->position = POS_RESTING;
ch->hit = 1;
} else {
send_to_char("You return to your body.\n\r",ch);
REMOVE_BIT(ch->extra,EXTRA_OSWITCH);}
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup("");
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
if ( ( chobj = ch->pcdata->chobj ) != NULL )
chobj->chobj = NULL;
ch->pcdata->chobj = NULL;
do_look(ch,"auto");
}
continue;
}
for ( wch = char_list; wch != NULL; wch = wch_next )
{
wch_next = wch->next;
if ( IS_NPC(wch)
|| ( wch->desc != NULL && wch->desc->connected != CON_PLAYING && wch->desc->connected != CON_EDITING )
|| wch->position <= POS_STUNNED
|| wch->level >= LEVEL_IMMORTAL
|| wch->pcdata == NULL
|| ( ( chobj = wch->pcdata->chobj ) != NULL )
|| wch->in_room == NULL )
continue;
if (!IS_NPC(wch) && IS_CLASS(wch, CLASS_SHADOW) )
{
if ( wch->hunting != NULL && wch->hunting != '\0' &&
strlen(wch->hunting) > 1 && GET_POWERS(wch, SHADOW_TRACK) > 1)
{
ROOM_INDEX_DATA *old_room = wch->in_room;
check_hunt( wch );
if (wch->in_room == old_room)
{
free_string(wch->hunting);
wch->hunting = str_dup( "" );
continue;
}
continue;
}
if ( wch->hunting != NULL && wch->hunting != '\0' &&
strlen(wch->hunting) > 1 && GET_POWERS(wch, SHADOW_TRACK) > 3)
{
ROOM_INDEX_DATA *old_room = wch->in_room;
check_hunt( wch );
if (wch->in_room == old_room)
{
free_string(wch->hunting);
wch->hunting = str_dup( "" );
continue;
}
continue;
}
}
for ( ch = wch->in_room->people; ch != NULL; ch = ch_next )
{
int count;
ch_next = ch->next_in_room;
if ( !IS_NPC(ch)
|| !IS_SET(ch->act, ACT_AGGRESSIVE)
|| no_attack(ch, wch)
|| ch->fighting != NULL
|| IS_AFFECTED(ch, AFF_CHARM)
|| !IS_AWAKE(ch)
|| ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
|| !can_see( ch, wch ) )
continue;
/*
* Ok we have a 'wch' player character and a 'ch' npc aggressor.
* Now make the aggressor fight a RANDOM pc victim in the room,
* giving each 'vch' an equal chance of selection.
*/
count = 0;
victim = NULL;
for ( vch = wch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( !IS_NPC(vch)
&& !no_attack(ch, vch)
&& vch->pcdata != NULL
&& ( ( chobj = vch->pcdata->chobj ) == NULL )
&& vch->level < LEVEL_IMMORTAL
&& vch->position > POS_STUNNED
&& ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) )
&& can_see( ch, vch ) )
{
if ( number_range( 0, count ) == 0 )
victim = vch;
count++;
}
}
if ( victim == NULL )
{
/*
bug( "Aggr_update: null victim attempt by mob %d.", ch->pIndexData->vnum );
*/
continue;
}
multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
return;
}
/*
* 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;
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 / 2, 3 * PULSE_TICK / 2 );
weather_update ( );
char_update ( );
obj_update ( );
room_update ( );
}
aggr_update( );
tail_chain( );
return;
}