#include <stdio.h>
#include <string.h>
#include "mud.h"
/* from swskills.c */
void add_reinforcements( CHAR_DATA * ch );
/*
* Local functions.
*/
int hit_gain( CHAR_DATA * ch );
int mana_gain( CHAR_DATA * ch );
int move_gain( CHAR_DATA * ch );
void mobile_update( void );
void weather_update( void );
void update_taxes( void );
void char_update( void );
void obj_update( void );
void aggr_update( void );
void room_act_update( void );
void obj_act_update( void );
void char_check( void );
void drunk_randoms( CHAR_DATA * ch );
void halucinations( CHAR_DATA * ch );
/*
* Global Variables
*/
CHAR_DATA *gch_prev = NULL;
OBJ_DATA *gobj_prev = NULL;
CHAR_DATA *timechar = NULL;
extern int top_exit;
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA * ch )
{
int gain;
if( IS_NPC( ch ) )
{
gain = ch->top_level;
}
else
{
gain = 5;
switch ( ch->position )
{
case POS_DEAD:
return 0;
case POS_MORTAL:
return 0;
case POS_INCAP:
return 0;
case POS_STUNNED:
return UMAX( 0 - ch->hit + 1, 0 );
case POS_SLEEPING:
gain += get_curr_con( ch );
break;
case POS_RESTING:
gain += get_curr_con( ch ) / 2;
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->in_room && IS_SET( ch->in_room->room_flags, ROOM_MEDICAL ) )
gain *= CLINIC_HEAL_BONUS;
if( gain > 0 && ( ch->hit + gain ) == ch->max_hit
&& number_percent() == 23 )
{
send_to_char
( "You feel a little bit healthier and a little bit tougher...\r\n",
ch );
ch->perm_con++;
ch->perm_con = UMIN( ch->perm_con, 25 );
}
return UMIN( gain, ch->max_hit - ch->hit );
}
int mana_gain( CHAR_DATA * ch )
{
int gain;
if( IS_NPC( ch ) )
{
gain = ch->top_level;
}
else
{
gain = 10;
if( ch->position < POS_SLEEPING )
return 0;
switch ( ch->position )
{
case POS_SLEEPING:
gain += get_curr_int( ch ) * 3;
break;
case POS_RESTING:
gain += ( int ) ( get_curr_int( ch ) * 1.5 );
break;
}
if( ch->pcdata->condition[COND_FULL] == 0 )
gain /= 2;
if( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 4;
return UMIN( gain, ch->max_mana - ch->mana );
}
int move_gain( CHAR_DATA * ch )
{
int gain;
if( IS_NPC( ch ) )
{
gain = ch->top_level;
}
else
{
gain = UMAX( 15, 2 * ch->top_level );
switch ( ch->position )
{
case POS_DEAD:
return 0;
case POS_MORTAL:
return -1;
case POS_INCAP:
return -1;
case POS_STUNNED:
return 1;
case POS_SLEEPING:
gain += get_curr_dex( ch ) * 2;
break;
case POS_RESTING:
gain += get_curr_dex( ch );
break;
}
if( ch->pcdata->condition[COND_FULL] == 0 )
gain /= 2;
if( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 4;
if( get_age( ch ) > 500 )
gain /= 10;
else if( get_age( ch ) > 300 )
gain /= 5;
else if( get_age( ch ) > 200 )
gain /= 2;
return UMIN( gain, ch->max_move - ch->move );
}
void gain_condition( CHAR_DATA * ch, int iCond, int value )
{
ch_ret retcode = rNONE;
int condition = 0;
if((iCond == COND_FULL || iCond == COND_THIRST) && value < 0)
return;
if( value == 0 || IS_NPC( ch ) || IS_IMMORTAL( ch ) || NOT_AUTHED( ch ) )
return;
condition = ch->pcdata->condition[iCond];
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );
if( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
case COND_FULL:
if( !IS_IMMORTAL( ch ) )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are STARVING!\r\n", ch );
act( AT_HUNGRY, "$n is starved half to death!", ch, NULL, NULL,
TO_ROOM );
worsen_mental_state( ch, 1 );
if( ch->hit > 5 )
retcode = damage( ch, ch, 5, TYPE_UNDEFINED );
}
break;
case COND_THIRST:
if( !IS_IMMORTAL( ch ) )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You are DYING of THIRST!\r\n", ch );
act( AT_THIRSTY, "$n is dying of thirst!", ch, NULL, NULL,
TO_ROOM );
worsen_mental_state( ch, 2 );
if( ch->hit > 5 )
retcode = damage( ch, ch, 5, TYPE_UNDEFINED );
}
break;
case COND_DRUNK:
if( condition != 0 )
{
set_char_color( AT_SOBER, ch );
send_to_char( "You are sober.\r\n", 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( !IS_IMMORTAL( ch ) )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are really hungry.\r\n", ch );
act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL,
NULL, TO_ROOM );
if( number_bits( 1 ) == 0 )
worsen_mental_state( ch, 1 );
}
break;
case COND_THIRST:
if( !IS_IMMORTAL( ch ) )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You are really thirsty.\r\n", ch );
worsen_mental_state( ch, 1 );
act( AT_THIRSTY, "$n looks a little parched.", ch, NULL, NULL,
TO_ROOM );
}
break;
case COND_DRUNK:
if( condition != 0 )
{
set_char_color( AT_SOBER, ch );
send_to_char( "You are feeling a little less light headed.\r\n",
ch );
}
break;
}
}
if( ch->pcdata->condition[iCond] == 2 )
{
switch ( iCond )
{
case COND_FULL:
if( !IS_IMMORTAL( ch ) )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are hungry.\r\n", ch );
}
break;
case COND_THIRST:
if( !IS_IMMORTAL( ch ) )
{
set_char_color( AT_THIRSTY, ch );
send_to_char( "You are thirsty.\r\n", ch );
}
break;
}
}
if( ch->pcdata->condition[iCond] == 3 )
{
switch ( iCond )
{
case COND_FULL:
if( !IS_IMMORTAL( ch ) )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are a mite peckish.\r\n", ch );
}
break;
case COND_THIRST:
if( !IS_IMMORTAL( ch ) )
{
set_char_color( AT_THIRSTY, ch );
send_to_char
( "You could use a sip of something refreshing.\r\n", ch );
}
break;
}
}
return;
}
/*
* Mob autonomous action.
* This function takes 25% to 35% of ALL Mud cpu time.
*/
void mobile_update( void )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *ch = NULL;
EXIT_DATA *pexit = NULL;
int door = 0;
ch_ret 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;
}
if( !IS_NPC( ch ) )
{
drunk_randoms( ch );
halucinations( ch );
continue;
}
if( !ch->in_room
|| IS_AFFECTED( ch, AFF_CHARM )
|| IS_AFFECTED( ch, AFF_PARALYSIS ) )
continue;
if( !IS_SET( ch->act, ACT_RUNNING )
&& !IS_SET( ch->act, ACT_SENTINEL )
&& !ch->fighting && ch->hunting )
{
if( ch->top_level < 20 )
WAIT_STATE( ch, 6 * PULSE_PER_SECOND );
else if( ch->top_level < 40 )
WAIT_STATE( ch, 5 * PULSE_PER_SECOND );
else if( ch->top_level < 60 )
WAIT_STATE( ch, 4 * PULSE_PER_SECOND );
else if( ch->top_level < 80 )
WAIT_STATE( ch, 3 * PULSE_PER_SECOND );
else if( ch->top_level < 100 )
WAIT_STATE( ch, 2 * PULSE_PER_SECOND );
else
WAIT_STATE( ch, 1 * PULSE_PER_SECOND );
hunt_victim( ch );
continue;
}
else if( !ch->fighting && !ch->hunting
&& !IS_SET( ch->act, ACT_RUNNING )
&& ch->was_sentinel && ch->position >= POS_STANDING )
{
act( AT_ACTION, "$n leaves.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, ch->was_sentinel );
act( AT_ACTION, "$n arrives.", ch, NULL, NULL, TO_ROOM );
SET_BIT( ch->act, ACT_SENTINEL );
ch->was_sentinel = NULL;
}
/* Examine call for special procedure */
if( !IS_SET( ch->act, ACT_RUNNING ) && ch->spec_fun )
{
if( ( *ch->spec_fun ) ( ch ) )
continue;
if( char_died( ch ) )
continue;
}
if( !IS_SET( ch->act, ACT_RUNNING ) && ch->spec_2 )
{
if( ( *ch->spec_2 ) ( ch ) )
continue;
if( char_died( ch ) )
continue;
}
/* Check for mudprogram script on mob */
if( IS_SET( ch->pIndexData->progtypes, SCRIPT_PROG ) )
{
mprog_script_trigger( ch );
continue;
}
if( ch != cur_char )
{
bug( "Mobile_update: ch != cur_char after spec_fun", 0 );
continue;
}
/* That's all for sleeping / busy monster */
if( ch->position != POS_STANDING )
continue;
if( IS_SET( ch->act, ACT_MOUNTED ) )
{
if( IS_SET( ch->act, ACT_AGGRESSIVE ) )
{
char snarl[MAX_STRING_LENGTH];
snprintf( snarl, MAX_STRING_LENGTH, "%s", "snarls and growls." );
do_emote( ch, snarl );
}
continue;
}
if( IS_SET( ch->in_room->room_flags, ROOM_SAFE )
&& IS_SET( ch->act, ACT_AGGRESSIVE ) )
{
char snarl[MAX_STRING_LENGTH];
snprintf( snarl, MAX_STRING_LENGTH, "%s", "glares around and snarls.");
do_emote( ch, snarl );
}
if( last_descriptor )
mprog_random_trigger( ch );
if( char_died( ch ) )
continue;
if( ch->position < POS_STANDING )
continue;
/* MOBprogram hour trigger: do something for an hour */
mprog_hour_trigger( ch );
if( char_died( ch ) )
continue;
rprog_hour_trigger( ch );
if( char_died( ch ) )
continue;
if( ch->position < POS_STANDING )
continue;
/* Scavenge */
if( IS_SET( ch->act, ACT_SCAVENGER )
&& ch->in_room->first_content && number_bits( 2 ) == 0 )
{
OBJ_DATA *obj = NULL;
OBJ_DATA *obj_best = NULL;
int max = 0;
for( obj = ch->in_room->first_content; obj;
obj = obj->next_content )
{
if( IS_OBJ_STAT( obj, ITEM_PROTOTYPE )
&& !IS_SET( ch->act, ACT_PROTOTYPE ) )
continue;
if( CAN_WEAR( obj, ITEM_TAKE ) && obj->cost > max
&& !IS_OBJ_STAT( obj, ITEM_BURRIED ) )
{
obj_best = obj;
max = obj->cost;
}
}
if( obj_best )
{
obj_from_room( obj_best );
obj_to_char( obj_best, ch );
act( AT_ACTION, "$n gets $p.", ch, obj_best, NULL, TO_ROOM );
}
}
/* Wander */
if( !IS_SET( ch->act, ACT_RUNNING )
&& !IS_SET( ch->act, ACT_SENTINEL )
&& !IS_SET( ch->act, ACT_PROTOTYPE )
&& ( door = number_bits( 5 ) ) <= 9
&& ( pexit = get_exit( ch->in_room, door ) ) != NULL
&& pexit->to_room
&& !IS_SET( pexit->exit_info, EX_WINDOW )
&& !IS_SET( pexit->exit_info, EX_CLOSED )
&& !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
&& ( ch->guard_data
|| pexit->to_room->sector_type == ch->in_room->sector_type ) )
{
retcode = move_char( ch, pexit, 0 );
/* If ch changes position due
to it's or someother mob's
movement via MOBProgs,
continue - Kahn */
if( char_died( ch ) )
continue;
if( retcode != rNONE || IS_SET( ch->act, ACT_SENTINEL )
|| ch->position < POS_STANDING )
continue;
}
/* Flee */
if( ch->hit < ch->max_hit / 2
&& ( door = number_bits( 4 ) ) <= 9
&& ( pexit = get_exit( ch->in_room, door ) ) != NULL
&& pexit->to_room
&& !IS_SET( pexit->exit_info, EX_WINDOW )
&& !IS_SET( pexit->exit_info, EX_CLOSED )
&& !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
&& ( ch->guard_data
|| pexit->to_room->sector_type == ch->in_room->sector_type ) )
{
CHAR_DATA *rch = NULL;
bool 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;
}
found = TRUE;
break;
}
}
if( found )
retcode = move_char( ch, pexit, 0 );
}
}
}
void update_taxes( void )
{
PLANET_DATA *planet = NULL;
CLAN_DATA *clan = NULL;
DESCRIPTOR_DATA *d = NULL;
CHAR_DATA *ch = NULL;
CHAR_DATA *och = NULL;
int pay = 0;
for( planet = first_planet; planet; planet = planet->next )
{
clan = planet->governed_by;
if( clan )
{
clan->funds += get_taxes( planet ) / 720;
if( clan->funds < 0 )
{
clan->funds = 0;
planet->pop_support -= 1;
if( planet->pop_support < -100 )
planet->pop_support = -100;
}
save_clan( clan );
save_planet( planet );
}
}
for( d = last_descriptor; d; d = d->prev )
{
if( ( d->connected != CON_PLAYING && d->connected != CON_EDITING )
|| d->original )
continue;
ch = d->character;
och = d->original ? d->original : d->character;
if( !och->pcdata || !och->pcdata->clan )
continue;
clan = och->pcdata->clan;
pay = UMIN( clan->salary, clan->funds );
pay = UMAX( pay, 0 );
clan->funds -= pay;
och->pcdata->bank += pay;
ch_printf( ch,
"%d credits are deposited into your bank account,\r\ncourtesy of %s.\r\n",
pay, clan->name );
}
}
/*
* Update the weather.
*/
void weather_update( void )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int diff;
short AT_TEMP = AT_PLAIN;
buf[0] = '\0';
switch ( ++time_info.hour )
{
case 5:
weather_info.sunlight = SUN_LIGHT;
strcat( buf, "The day has begun." );
AT_TEMP = AT_YELLOW;
break;
case 6:
weather_info.sunlight = SUN_RISE;
strcat( buf, "The sun rises in the east." );
AT_TEMP = AT_ORANGE;
break;
case 12:
weather_info.sunlight = SUN_LIGHT;
strcat( buf, "It's noon." );
AT_TEMP = AT_YELLOW;
break;
case 19:
weather_info.sunlight = SUN_SET;
strcat( buf, "The sun slowly disappears in the west." );
AT_TEMP = AT_BLOOD;
break;
case 20:
weather_info.sunlight = SUN_DARK;
strcat( buf, "The night has begun." );
AT_TEMP = AT_DGREY;
break;
case 24:
time_info.hour = 0;
time_info.day++;
break;
}
if( time_info.day >= 30 )
{
time_info.day = 0;
time_info.month++;
}
if( time_info.month >= 17 )
{
time_info.month = 0;
time_info.year++;
}
if( buf[0] != '\0' )
{
for( d = first_descriptor; d; d = d->next )
{
if( d->connected == CON_PLAYING
&& IS_OUTSIDE( d->character )
&& IS_AWAKE( d->character )
&& d->character->in_room
&& d->character->in_room->sector_type != SECT_UNDERWATER
&& d->character->in_room->sector_type != SECT_OCEANFLOOR
&& d->character->in_room->sector_type != SECT_UNDERGROUND )
act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR );
}
buf[0] = '\0';
}
/*
* Weather change.
*/
if( time_info.month >= 9 && time_info.month <= 16 )
diff = weather_info.mmhg > 985 ? -2 : 2;
else
diff = weather_info.mmhg > 1015 ? -2 : 2;
weather_info.change += diff * dice( 1, 4 ) + dice( 2, 6 ) - dice( 2, 6 );
weather_info.change = UMAX( weather_info.change, -12 );
weather_info.change = UMIN( weather_info.change, 12 );
weather_info.mmhg += weather_info.change;
weather_info.mmhg = UMAX( weather_info.mmhg, 960 );
weather_info.mmhg = UMIN( weather_info.mmhg, 1040 );
AT_TEMP = AT_GREY;
switch ( weather_info.sky )
{
default:
bug( "Weather_update: bad sky %d.", weather_info.sky );
weather_info.sky = SKY_CLOUDLESS;
break;
case SKY_CLOUDLESS:
if( weather_info.mmhg < 990
|| ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The sky is getting cloudy." );
weather_info.sky = SKY_CLOUDY;
AT_TEMP = AT_GREY;
}
break;
case SKY_CLOUDY:
if( weather_info.mmhg < 970
|| ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "It starts to rain." );
weather_info.sky = SKY_RAINING;
AT_TEMP = AT_BLUE;
}
if( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )
{
strcat( buf, "The clouds disappear." );
weather_info.sky = SKY_CLOUDLESS;
AT_TEMP = AT_WHITE;
}
break;
case SKY_RAINING:
if( weather_info.mmhg < 970 && number_bits( 2 ) == 0 )
{
strcat( buf, "Lightning flashes in the sky." );
weather_info.sky = SKY_LIGHTNING;
AT_TEMP = AT_YELLOW;
}
if( weather_info.mmhg > 1030
|| ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The rain stopped." );
weather_info.sky = SKY_CLOUDY;
AT_TEMP = AT_WHITE;
}
break;
case SKY_LIGHTNING:
if( weather_info.mmhg > 1010
|| ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The lightning has stopped." );
weather_info.sky = SKY_RAINING;
AT_TEMP = AT_GREY;
break;
}
break;
}
if( buf[0] != '\0' )
{
for( d = first_descriptor; d; d = d->next )
{
if( d->connected == CON_PLAYING
&& IS_OUTSIDE( d->character ) && IS_AWAKE( d->character ) )
act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR );
}
}
}
/*
* 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 )
&& !NOT_AUTHED( ch )
&& current_time - ch->save_time > ( sysdata.save_frequency * 60 ) )
ch_save = ch;
else
ch_save = NULL;
if( !IS_NPC( ch ) && !IS_IMMORTAL( ch ) )
{
OBJ_DATA *obj;
if( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
&& obj->item_type == ITEM_LIGHT && obj->value[2] > 0 )
{
if( --obj->value[2] == 0 && ch->in_room )
{
ch->in_room->light -= obj->count;
act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_ROOM );
act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_CHAR );
if( obj->serial == cur_obj )
global_objcode = rOBJ_EXPIRED;
extract_obj( obj );
}
}
if( ch->pcdata->condition[COND_DRUNK] > 8 )
worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK] / 8 );
if( ch->pcdata->condition[COND_FULL] > 1 )
{
switch ( ch->position )
{
case POS_SLEEPING:
better_mental_state( ch, 4 );
break;
case POS_RESTING:
better_mental_state( ch, 3 );
break;
case POS_SITTING:
case POS_MOUNTED:
better_mental_state( ch, 2 );
break;
case POS_STANDING:
better_mental_state( ch, 1 );
break;
case POS_FIGHTING:
if( number_bits( 2 ) == 0 )
better_mental_state( ch, 1 );
break;
}
}
if( ch->pcdata->condition[COND_THIRST] > 1 )
{
switch ( ch->position )
{
case POS_SLEEPING:
better_mental_state( ch, 5 );
break;
case POS_RESTING:
better_mental_state( ch, 3 );
break;
case POS_SITTING:
case POS_MOUNTED:
better_mental_state( ch, 2 );
break;
case POS_STANDING:
better_mental_state( ch, 1 );
break;
case POS_FIGHTING:
if( number_bits( 2 ) == 0 )
better_mental_state( ch, 1 );
break;
}
}
gain_condition( ch, COND_DRUNK, -1 );
gain_condition( ch, COND_FULL, -1 );
if( ch->in_room )
switch ( ch->in_room->sector_type )
{
default:
gain_condition( ch, COND_THIRST, -1 );
break;
case SECT_DESERT:
gain_condition( ch, COND_THIRST, -2 );
break;
case SECT_UNDERWATER:
case SECT_OCEANFLOOR:
if( number_bits( 1 ) == 0 )
gain_condition( ch, COND_THIRST, -1 );
break;
}
}
if( ch->hit < ch->max_hit )
ch->hit += hit_gain( ch );
if( ch->mana < ch->max_mana )
ch->mana += mana_gain( ch );
if( ch->move < ch->max_move )
ch->move += move_gain( ch );
update_pos( ch );
if( !char_died( ch ) )
{
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken,
* as it may be lethal damage (on NPC).
*/
if( IS_AFFECTED( ch, AFF_POISON ) )
{
act( AT_POISON, "$n shivers and suffers.", ch, NULL, NULL,
TO_ROOM );
act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL,
TO_CHAR );
ch->mental_state = URANGE( 20, ch->mental_state + 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, 5, TYPE_UNDEFINED );
if( char_died( ch ) )
continue;
if( ch->mental_state >= 30 )
switch ( ( ch->mental_state + 5 ) / 10 )
{
case 3:
send_to_char( "You feel feverish.\r\n", ch );
act( AT_ACTION, "$n looks kind of out of it.", ch, NULL, NULL,
TO_ROOM );
break;
case 4:
send_to_char( "You do not feel well at all.\r\n", ch );
act( AT_ACTION, "$n doesn't look too good.", ch, NULL, NULL,
TO_ROOM );
break;
case 5:
send_to_char( "You need help!\r\n", 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.\r\n", ch );
act( AT_ACTION, "Someone should fetch a healer for $n.", ch,
NULL, NULL, TO_ROOM );
break;
case 7:
send_to_char( "You feel reality slipping away...\r\n", ch );
act( AT_ACTION,
"$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.\r\n",
ch );
act( AT_ACTION, "$n starts ranting like a madman!", ch, NULL,
NULL, TO_ROOM );
break;
case 9:
send_to_char( "You are ONE with the universe.\r\n", ch );
act( AT_ACTION,
"$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.\r\n", 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, STRLIT_EMPTY );
else
send_to_char( "You're barely conscious.\r\n", 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, STRLIT_EMPTY );
else
send_to_char( "You can barely keep your eyes open.\r\n",
ch );
}
break;
case 8:
if( ch->position > POS_SLEEPING )
{
if( ch->position < POS_SITTING
&& ( number_percent() + 30 ) <
abs( ch->mental_state ) )
do_sleep( ch, STRLIT_EMPTY );
else
send_to_char( "You're extremely drowsy.\r\n", ch );
}
break;
case 7:
if( ch->position > POS_RESTING )
send_to_char( "You feel very unmotivated.\r\n", ch );
break;
case 6:
if( ch->position > POS_RESTING )
send_to_char( "You feel sedated.\r\n", ch );
break;
case 5:
if( ch->position > POS_RESTING )
send_to_char( "You feel sleepy.\r\n", ch );
break;
case 4:
if( ch->position > POS_RESTING )
send_to_char( "You feel tired.\r\n", ch );
break;
case 3:
if( ch->position > POS_RESTING )
send_to_char( "You could use a rest.\r\n", ch );
break;
}
if( ch->backup_wait > 0 )
{
--ch->backup_wait;
if( ch->backup_wait == 0 )
add_reinforcements( ch );
}
if( !IS_NPC( ch ) )
{
if( ch == ch_save && IS_SET( sysdata.save_flags, SV_AUTO ) && ++save_count < 10 ) /* save max of 10 per tick */
save_char_obj( ch );
}
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj = NULL;
short AT_TEMP = 0;
for( obj = last_object; obj; obj = gobj_prev )
{
CHAR_DATA *rch;
const 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 && last_descriptor )
oprog_random_trigger( obj );
if( obj_extracted( obj ) )
continue;
if( obj->item_type == ITEM_WEAPON && obj->carried_by &&
( obj->wear_loc == WEAR_WIELD || obj->wear_loc == WEAR_DUAL_WIELD )
&& obj->value[3] != WEAPON_BLASTER && obj->value[4] > 0 )
{
obj->value[4]--;
if( obj->value[4] <= 0 )
{
if( obj->value[3] == WEAPON_LIGHTSABER )
{
act( AT_PLAIN, "$p fizzles and dies.", obj->carried_by, obj,
NULL, TO_CHAR );
act( AT_PLAIN, "$n's lightsaber fizzles and dies.",
obj->carried_by, NULL, NULL, TO_ROOM );
}
else if( obj->value[3] == WEAPON_VIBRO_BLADE )
{
act( AT_PLAIN, "$p stops vibrating.", obj->carried_by, obj,
NULL, TO_CHAR );
}
}
}
/* Corpse decay (npc corpses decay at 8 times the rate of pc corpses) - Narn */
if( obj->item_type == ITEM_CORPSE_PC
|| obj->item_type == ITEM_CORPSE_NPC
|| obj->item_type == ITEM_DROID_CORPSE )
{
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;
if( obj->item_type == ITEM_DROID_CORPSE )
sprintf( buf, d_corpse_descs[UMIN( timerfrac - 1, 4 )],
bufptr );
else
sprintf( buf, corpse_descs[UMIN( timerfrac - 1, 4 )],
capitalize( bufptr ) );
STRFREE( obj->description );
obj->description = STRALLOC( buf );
}
}
/* don't let inventory decay */
if( IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
continue;
if( obj->timer > 0 && obj->timer < 5 && obj->item_type == ITEM_ARMOR )
{
if( obj->carried_by )
{
act( AT_TEMP, "$p is almost dead.", obj->carried_by, obj, NULL,
TO_CHAR );
}
}
if( ( obj->timer <= 0 || --obj->timer > 0 ) )
continue;
/* if we get this far, object's timer has expired. */
AT_TEMP = AT_PLAIN;
switch ( obj->item_type )
{
default:
message = "$p has depleted itself.";
AT_TEMP = AT_PLAIN;
break;
case ITEM_FOUNTAIN:
message = "$p dries up.";
AT_TEMP = AT_BLUE;
break;
case ITEM_CORPSE_NPC:
message = "$p decays into dust and blows away.";
AT_TEMP = AT_OBJECT;
break;
case ITEM_DROID_CORPSE:
message = "$p rusts away into oblivion.";
AT_TEMP = AT_OBJECT;
break;
case ITEM_CORPSE_PC:
message = "$p decays into dust and is blown away...";
AT_TEMP = AT_MAGIC;
break;
case ITEM_FOOD:
message = "$p is devoured by a swarm of maggots.";
AT_TEMP = AT_HUNGRY;
break;
case ITEM_SCRAPS:
message = "$p crumbles and decays into nothing.";
AT_TEMP = AT_OBJECT;
break;
}
if( obj->carried_by )
{
act( AT_TEMP, message, obj->carried_by, obj, NULL, TO_CHAR );
}
else if( obj->in_room
&& ( rch = obj->in_room->first_person ) != NULL
&& !IS_OBJ_STAT( obj, ITEM_BURRIED ) )
{
act( AT_TEMP, message, rch, obj, NULL, TO_ROOM );
act( AT_TEMP, message, rch, obj, NULL, TO_CHAR );
}
if( obj->serial == cur_obj )
global_objcode = rOBJ_EXPIRED;
extract_obj( obj );
}
return;
}
/*
* Function to check important stuff happening to a player
* This function should take about 5% of mud cpu time
*/
void char_check( void )
{
CHAR_DATA *ch = NULL, *ch_next = NULL;
EXIT_DATA *pexit = NULL;
static int cnt = 0;
int door = 0, retcode = rNONE;
cnt = ( cnt + 1 ) % 2;
for( ch = first_char; ch; ch = ch_next )
{
set_cur_char( ch );
ch_next = ch->next;
will_fall( ch, 0 );
if( char_died( ch ) )
continue;
if( IS_NPC( ch ) )
{
if( cnt != 0 )
continue;
/* running mobs -Thoric */
if( IS_SET( ch->act, ACT_RUNNING ) )
{
if( !IS_SET( ch->act, ACT_SENTINEL )
&& !ch->fighting && ch->hunting )
{
WAIT_STATE( ch, 2 * PULSE_VIOLENCE );
hunt_victim( ch );
continue;
}
if( ch->spec_fun )
{
if( ( *ch->spec_fun ) ( ch ) )
continue;
if( char_died( ch ) )
continue;
}
if( ch->spec_2 )
{
if( ( *ch->spec_2 ) ( ch ) )
continue;
if( char_died( ch ) )
continue;
}
if( !IS_SET( ch->act, ACT_SENTINEL )
&& !IS_SET( ch->act, ACT_PROTOTYPE )
&& ( door = number_bits( 4 ) ) <= 9
&& ( pexit = get_exit( ch->in_room, door ) ) != NULL
&& pexit->to_room
&& !IS_SET( pexit->exit_info, EX_CLOSED )
&& !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
&& ( ch->guard_data
|| pexit->to_room->sector_type ==
ch->in_room->sector_type ) )
{
retcode = move_char( ch, pexit, 0 );
if( char_died( ch ) )
continue;
if( retcode != rNONE || IS_SET( ch->act, ACT_SENTINEL )
|| ch->position < POS_STANDING )
continue;
}
}
continue;
}
else
{
if( ch->mount && ch->in_room != ch->mount->in_room )
{
REMOVE_BIT( ch->mount->act, ACT_MOUNTED );
ch->mount = NULL;
ch->position = POS_STANDING;
send_to_char
( "No longer upon your mount, you fall to the ground...\r\nOUCH!\r\n",
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( !IS_IMMORTAL( ch ) )
{
int dam = number_range( ch->max_hit / 50,
ch->max_hit / 30 );
dam = UMAX( 1, dam );
if( ch->hit <= 0 )
dam = UMIN( 10, dam );
if( number_bits( 3 ) == 0 )
send_to_char
( "You cough and choke as you try to breathe water!\r\n",
ch );
damage( ch, ch, dam, TYPE_UNDEFINED );
}
}
}
if( char_died( ch ) )
continue;
if( ch->in_room
&& ( ( ch->in_room->sector_type == SECT_WATER_NOSWIM )
|| ( ch->in_room->sector_type == SECT_WATER_SWIM ) ) )
{
if( !IS_AFFECTED( ch, AFF_FLYING )
&& !IS_AFFECTED( ch, AFF_FLOATING )
&& !IS_AFFECTED( ch, AFF_AQUA_BREATH ) && !ch->mount )
{
if( !IS_IMMORTAL( ch ) )
{
int dam = 0;
if( ch->move > 0 )
{
ch->move--;
}
else
{
dam =
number_range( ch->max_hit / 50,
ch->max_hit / 30 );
dam = UMAX( 1, dam );
if( ch->hit <= 0 )
dam = UMIN( 10, dam );
if( number_bits( 3 ) == 0 )
send_to_char
( "Struggling with exhaustion, you choke on a mouthful of water.\r\n",
ch );
damage( ch, ch, dam, TYPE_UNDEFINED );
}
}
}
}
}
}
}
/*
* Aggress.
*
* for each descriptor
* for each mob in room
* aggress on some random PC
*
* This function should take 5% to 10% of ALL mud cpu time.
* Unfortunately, checking on each PC move is too tricky,
* because we don't the mob to just attack the first PC
* who leads the party into the room.
*
*/
void aggr_update( void )
{
DESCRIPTOR_DATA *d = NULL, *dnext = NULL;
CHAR_DATA *wch = NULL;
CHAR_DATA *ch = NULL;
CHAR_DATA *ch_next = NULL;
CHAR_DATA *victim = NULL;
struct act_prog_data *apdtmp = NULL;
#ifdef UNDEFD
/*
* GRUNT! To do
*
*/
if( IS_NPC( wch ) && wch->mpactnum > 0 && last_descriptor )
{
MPROG_ACT_LIST *tmp_act = NULL, *tmp2_act = NULL;
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 = ( CHAR_DATA * ) mob_act_list->vo;
if( !char_died( wch ) && wch->mpactnum > 0 )
{
MPROG_ACT_LIST *tmp_act = NULL;
while( ( tmp_act = wch->mpact ) != NULL )
{
if( tmp_act->obj && obj_extracted( tmp_act->obj ) )
tmp_act->obj = NULL;
if( tmp_act->ch && !char_died( tmp_act->ch ) )
mprog_wordlist_check( tmp_act->buf, wch, tmp_act->ch,
tmp_act->obj, tmp_act->vo, ACT_PROG );
wch->mpact = tmp_act->next;
DISPOSE( tmp_act->buf );
DISPOSE( tmp_act );
}
wch->mpactnum = 0;
wch->mpact = NULL;
}
mob_act_list = apdtmp->next;
DISPOSE( apdtmp );
}
/*
* Just check descriptors here for victims to aggressive mobs
* We can check for linkdead victims to mobile_update -Thoric
*/
for( d = first_descriptor; d; d = dnext )
{
dnext = d->next;
if( ( d->connected != CON_PLAYING && d->connected != CON_EDITING )
|| ( wch = d->character ) == NULL )
continue;
if( char_died( wch )
|| IS_NPC( wch ) || IS_IMMORTAL( wch ) || !wch->in_room )
continue;
for( ch = wch->in_room->first_person; ch; ch = ch_next )
{
int count = 0;
ch_next = ch->next_in_room;
if( !IS_NPC( ch )
|| ch->fighting
|| IS_AFFECTED( ch, AFF_CHARM )
|| !IS_AWAKE( ch )
|| ( IS_SET( ch->act, ACT_WIMPY ) ) || !can_see( ch, wch ) )
continue;
if( is_hating( ch, wch ) )
{
found_prey( ch, wch );
continue;
}
if( !IS_SET( ch->act, ACT_AGGRESSIVE )
|| IS_SET( ch->act, ACT_MOUNTED )
|| IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
continue;
victim = wch;
if( !victim )
{
bug( "Aggr_update: null victim.", count );
continue;
}
if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 )
continue;
if( IS_NPC( ch ) && IS_SET( ch->attacks, ATCK_BACKSTAB ) )
{
OBJ_DATA *obj = NULL;
if( !ch->mount
&& ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& obj->value[3] == 11
&& !victim->fighting && victim->hit >= victim->max_hit )
{
WAIT_STATE( ch, skill_table[gsn_backstab]->beats );
if( !IS_AWAKE( victim )
|| number_percent() + 5 < ch->top_level )
{
global_retcode = multi_hit( ch, victim, gsn_backstab );
continue;
}
else
{
global_retcode = damage( ch, victim, 0, gsn_backstab );
continue;
}
}
}
global_retcode = multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
}
/* From interp.c */
bool check_social( CHAR_DATA * ch, const char *command, const 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", STRLIT_EMPTY );
else if( number_percent() < ( 2 * drunk / 20 ) )
check_social( ch, "hiccup", STRLIT_EMPTY );
else if( number_percent() < ( 2 * drunk / 20 ) )
check_social( ch, "drool", STRLIT_EMPTY );
else if( number_percent() < ( 2 * drunk / 20 ) )
check_social( ch, "fart", STRLIT_EMPTY );
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 : STRLIT_EMPTY ) );
}
ch->position = position;
return;
}
void halucinations( CHAR_DATA * ch )
{
if( ch->mental_state >= 30
&& number_bits( 5 - ( ch->mental_state >= 50 ) -
( ch->mental_state >= 75 ) ) == 0 )
{
const char *t;
switch ( number_range( 1, UMIN( 20, ( ch->mental_state + 5 ) / 5 ) ) )
{
default:
case 1:
t = "You feel very restless... you can't sit still.\r\n";
break;
case 2:
t = "You're tingling all over.\r\n";
break;
case 3:
t = "Your skin is crawling.\r\n";
break;
case 4:
t = "You suddenly feel that something is terribly wrong.\r\n";
break;
case 5:
t = "Those damn little fairies keep laughing at you!\r\n";
break;
case 6:
t = "You can hear your mother crying...\r\n";
break;
case 7:
t = "Have you been here before, or not? You're not sure...\r\n";
break;
case 8:
t = "Painful childhood memories flash through your mind.\r\n";
break;
case 9:
t = "You hear someone call your name in the distance...\r\n";
break;
case 10:
t = "Your head is pulsating... you can't think straight.\r\n";
break;
case 11:
t = "The ground... seems to be squirming...\r\n";
break;
case 12:
t = "You're not quite sure what is real anymore.\r\n";
break;
case 13:
t = "It's all a dream... or is it?\r\n";
break;
case 14:
t = "They're coming to get you... coming to take you away...\r\n";
break;
case 15:
t = "You begin to feel all powerful!\r\n";
break;
case 16:
t =
"You're light as air... the heavens are yours for the taking.\r\n";
break;
case 17:
t = "Your whole life flashes by... and your future...\r\n";
break;
case 18:
t =
"You are everywhere and everything... you know all and are all!\r\n";
break;
case 19:
t = "You feel immortal!\r\n";
break;
case 20:
t = "Ahh... the power of a Supreme Entity... what to do...\r\n";
break;
}
send_to_char( t, ch );
}
return;
}
void tele_update( void )
{
TELEPORT_DATA *tele, *tele_next;
if( !first_teleport )
return;
for( tele = first_teleport; tele; tele = tele_next )
{
tele_next = tele->next;
if( --tele->timer <= 0 )
{
if( tele->room->first_person )
{
teleport( tele->room->first_person, tele->room->tele_vnum,
TELE_TRANSALL );
}
UNLINK( tele, first_teleport, last_teleport, next, prev );
DISPOSE( tele );
}
}
}
/*
* Handle all kinds of updates.
* Called once per pulse from game loop.
* Random times to defeat tick-timing clients and players.
*/
void update_handler( void )
{
static int pulse_taxes;
static int pulse_area;
static int pulse_savearea;
static int pulse_mobile;
static int pulse_violence;
static int pulse_point;
static int pulse_second;
static int pulse_space;
static int pulse_ship;
static int pulse_recharge;
struct timeval start_time;
struct timeval etime;
if( timechar )
{
set_char_color( AT_PLAIN, timechar );
send_to_char( "Starting update timer.\r\n", timechar );
gettimeofday( &start_time, NULL );
}
if( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
reset_all();
}
if( --pulse_savearea <= 0 )
{
pulse_savearea = 10 * PULSE_MINUTE;
save_some_areas();
}
if( --pulse_taxes <= 0 )
{
pulse_taxes = PULSE_TAXES;
update_taxes();
}
if( --pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
mobile_update();
}
if( --pulse_space <= 0 )
{
pulse_space = PULSE_SPACE;
update_space();
}
if( --pulse_recharge <= 0 )
{
pulse_recharge = PULSE_SPACE / 3;
recharge_ships();
}
if( --pulse_ship <= 0 )
{
pulse_ship = PULSE_SPACE / 10;
move_missiles();
move_ships();
}
if( --pulse_violence <= 0 )
{
pulse_violence = PULSE_VIOLENCE;
violence_update();
}
if( --pulse_point <= 0 )
{
pulse_point = number_range( ( int ) ( PULSE_TICK * 0.75 ),
( int ) ( PULSE_TICK * 1.25 ) );
weather_update();
char_update();
obj_update();
clear_vrooms(); /* remove virtual rooms */
}
if( --pulse_second <= 0 )
{
pulse_second = PULSE_PER_SECOND;
char_check();
/*reboot_check( "" ); Disabled to check if its lagging a lot - Scryn */
/* Much faster version enabled by Altrag..
although I dunno how it could lag too much, it was just a bunch
of comparisons.. */
reboot_check( 0 );
}
if( auction->item && --auction->pulse <= 0 )
{
auction->pulse = PULSE_AUCTION;
auction_update();
}
tele_update();
aggr_update();
obj_act_update();
room_act_update();
clean_obj_queue(); /* dispose of extracted objects */
clean_char_queue(); /* dispose of dead mobs/quitting chars */
if( timechar )
{
gettimeofday( &etime, NULL );
set_char_color( AT_PLAIN, timechar );
send_to_char( "Update timing complete.\r\n", timechar );
subtract_times( &etime, &start_time );
ch_printf( timechar, "Timing took %d.%06d seconds.\r\n",
etime.tv_sec, etime.tv_usec );
timechar = NULL;
}
}
void remove_portal( OBJ_DATA * portal )
{
ROOM_INDEX_DATA *fromRoom = NULL, *toRoom = NULL;
CHAR_DATA *ch = NULL;
EXIT_DATA *pexit = NULL;
bool found = FALSE;
if( !portal )
{
bug( "remove_portal: portal is NULL", 0 );
return;
}
fromRoom = portal->in_room;
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 );
if( toRoom && ( ch = toRoom->first_person ) != NULL )
act( AT_PLAIN, "A magical portal above winks from existence.",
ch, NULL, NULL, TO_ROOM );
}
void reboot_check( time_t reset )
{
static const char *tmsg[] = { "SYSTEM: Reboot in 10 seconds.",
"SYSTEM: Reboot in 30 seconds.",
"SYSTEM: Reboot in 1 minute.",
"SYSTEM: Reboot in 2 minutes.",
"SYSTEM: Reboot in 3 minutes.",
"SYSTEM: Reboot in 4 minutes.",
"SYSTEM: Reboot in 5 minutes.",
"SYSTEM: Reboot in 10 minutes.",
};
static const int times[] = { 10, 30, 60, 120, 180, 240, 300, 600 };
static const int timesize = 8;
char buf[MAX_STRING_LENGTH];
static int trun;
static bool init;
if( !init || reset >= current_time )
{
for( trun = timesize - 1; trun >= 0; trun-- )
if( reset >= current_time + times[trun] )
break;
init = TRUE;
return;
}
if( ( current_time % 1800 ) == 0 )
{
sprintf( buf, "%.24s: %d players", ctime( ¤t_time ),
num_descriptors );
append_to_file( USAGE_FILE, buf );
}
if( new_boot_time_t - boot_time < 60 * 60 * 18 && !set_boot_time->manual )
return;
if( new_boot_time_t <= current_time )
{
CHAR_DATA *vch;
extern bool mud_down;
if( auction->item )
{
sprintf( buf, "Sale of %s has been stopped by mud.",
auction->item->short_descr );
talk_auction( buf );
obj_to_char( auction->item, auction->seller );
auction->item = NULL;
if( auction->buyer && auction->buyer != auction->seller )
{
auction->buyer->gold += auction->bet;
send_to_char( "Your money has been returned.\r\n",
auction->buyer );
}
}
echo_to_all( AT_YELLOW, "Rebooting... see you soon.", ECHOTAR_ALL );
save_some_areas();
for( vch = first_char; vch; vch = vch->next )
if( !IS_NPC( vch ) )
save_char_obj( vch );
mud_down = TRUE;
return;
}
if( trun != -1 && new_boot_time_t - current_time <= times[trun] )
{
echo_to_all( AT_YELLOW, tmsg[trun], ECHOTAR_ALL );
if( trun <= 5 )
sysdata.DENY_NEW_PLAYERS = TRUE;
--trun;
return;
}
return;
}
/* the auction update*/
void auction_update( void )
{
int tax = 0, pay = 0;
char buf[MAX_STRING_LENGTH];
switch ( ++auction->going ) /* increase the going state */
{
case 1: /* going once */
case 2: /* going twice */
if( auction->bet > auction->starting )
sprintf( buf, "%s: going %s for %d.", auction->item->short_descr,
( ( auction->going == 1 ) ? "once" : "twice" ),
auction->bet );
else
sprintf( buf, "%s: going %s (bid not received yet).",
auction->item->short_descr,
( ( auction->going == 1 ) ? "once" : "twice" ) );
talk_auction( buf );
break;
case 3: /* SOLD! */
if( !auction->buyer && auction->bet )
{
bug( "Auction code reached SOLD, with NULL buyer, but %d gold bid",
auction->bet );
auction->bet = 0;
}
if( auction->bet > 0 && auction->buyer != auction->seller )
{
sprintf( buf, "%s sold to %s for %d.",
auction->item->short_descr,
IS_NPC( auction->buyer ) ? auction->buyer->
short_descr : auction->buyer->name, auction->bet );
talk_auction( buf );
act( AT_ACTION,
"The auctioneer materializes before you, and hands you $p.",
auction->buyer, auction->item, NULL, TO_CHAR );
act( AT_ACTION,
"The auctioneer materializes before $n, and hands $m $p.",
auction->buyer, auction->item, NULL, TO_ROOM );
if( ( auction->buyer->carry_weight
+ get_obj_weight( auction->item ) )
> can_carry_w( auction->buyer ) )
{
act( AT_PLAIN,
"$p is too heavy for you to carry with your current inventory.",
auction->buyer, auction->item, NULL, TO_CHAR );
act( AT_PLAIN,
"$n is carrying too much to also carry $p, and $e drops it.",
auction->buyer, auction->item, NULL, TO_ROOM );
obj_to_room( auction->item, auction->buyer->in_room );
}
else
{
obj_to_char( auction->item, auction->buyer );
}
pay = ( int ) ( auction->bet * 0.9 );
tax = ( int ) ( auction->bet * 0.1 );
auction->seller->gold += pay; /* give him the money, tax 10 % */
sprintf( buf,
"The auctioneer pays you %d gold, charging an auction fee of %d.\r\n",
pay, tax );
send_to_char( buf, auction->seller );
auction->item = NULL; /* reset item */
if( IS_SET( sysdata.save_flags, SV_AUCTION ) )
{
save_char_obj( auction->buyer );
save_char_obj( auction->seller );
}
}
else /* not sold */
{
sprintf( buf,
"No bids received for %s - object has been removed from auction\r\n.",
auction->item->short_descr );
talk_auction( buf );
act( AT_ACTION,
"The auctioneer appears before you to return $p to you.",
auction->seller, auction->item, NULL, TO_CHAR );
act( AT_ACTION,
"The auctioneer appears before $n to return $p to $m.",
auction->seller, auction->item, NULL, TO_ROOM );
if( ( auction->seller->carry_weight
+ get_obj_weight( auction->item ) )
> can_carry_w( auction->seller ) )
{
act( AT_PLAIN, "You drop $p as it is just too much to carry"
" with everything else you're carrying.", auction->seller,
auction->item, NULL, TO_CHAR );
act( AT_PLAIN, "$n drops $p as it is too much extra weight"
" for $m with everything else.", auction->seller,
auction->item, NULL, TO_ROOM );
obj_to_room( auction->item, auction->seller->in_room );
}
else
{
obj_to_char( auction->item, auction->seller );
}
tax = ( int ) ( auction->item->cost * 0.05 );
sprintf( buf,
"The auctioneer charges you an auction fee of %d.\r\n",
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 */