/***************************************************************************
* 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. *
***************************************************************************/
#include <glib.h>
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <merc.h>
#include <tables.h>
#include <interp.h>
#include <recycle.h>
#include <power.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 pet_update args( ( CHAR_DATA *ch ));
void weather_update args( ( void ) );
void char_update args( ( void ) );
void obj_update args( ( void ) );
void aggr_update args( ( void ) );
void quest_update args( ( void ) );
void room_update args( ( void ) );
void caern_update args( ( void ) );
void update_damcap args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
extern int count_snoopers args((DESCRIPTOR_DATA *ch));
/*
void ww_update args( ( void ) );
*/
extern void call_guards args((CHAR_DATA *ch));
/*
* 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;
}
*/
/*
* Check triggers only if mobile still in default position
*/
if ( IS_NPC(ch) )
{
//If they are in the city.. have a chance to call the guards!
if (ch->in_room->sector_type == SECT_CITY) {
call_guards(ch);
}
if ( ch->fighting && ch->pk_timer == 0 )
{
if (IS_SET(ch->mob_fight,FIGHT_RANDOM))
{
act("$n relaxes from $s fighting stance.",ch,NULL,NULL,TO_ROOM);
set_random_stance(ch);
}
if (IS_SET(ch->mob_fight,FIGHT_MASTER))
{
act("$n relaxes from $s fighting stance.",ch,NULL,NULL,TO_ROOM);
set_master_stance(ch);
}
}
/* Delay */
if ( HAS_TRIGGER( ch, TRIG_DELAY)
&& ch->mprog_delay > 0 )
{
if ( --ch->mprog_delay <= 0 )
{
mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_DELAY );
continue;
}
}
if ( HAS_TRIGGER( ch, TRIG_RANDOM) )
{
if( mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_RANDOM ) )
continue;
}
}
if ( !IS_NPC(ch) )
{
if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1)
{
send_to_char("You hiccup loudly.\n\r",ch);
act("$n hiccups.",ch,NULL,NULL,TO_ROOM);
}
if (ch->pcdata->stage[0] > 0 || ch->pcdata->stage[2] > 0)
{
CHAR_DATA *vch;
if (ch->pcdata->stage[1] > 0 && ch->pcdata->stage[2] >= 225)
{
ch->pcdata->stage[2] += 1;
if ( ( vch = ch->pcdata->partner ) != NULL &&
!IS_NPC(vch) && vch->pcdata->partner == ch &&
((vch->pcdata->stage[2] >= 200 && vch->sex == SEX_FEMALE) ||
(ch->pcdata->stage[2] >= 200 && ch->sex == SEX_FEMALE)))
{
if (ch->in_room != vch->in_room) continue;
if (vch->pcdata->stage[2] >= 225 &&
ch->pcdata->stage[2] >= 225 &&
vch->pcdata->stage[2] < 240 &&
ch->pcdata->stage[2] < 240)
{
ch->pcdata->stage[2] = 240;
vch->pcdata->stage[2] = 240;
}
if (ch->sex == SEX_MALE && vch->pcdata->stage[2] >= 240)
{
act("You thrust deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_CHAR);
act("$n thrusts deeply between your warm, damp thighs.",ch,NULL,vch,TO_VICT);
act("$n thrusts deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_NOTVICT);
if (vch->pcdata->stage[2] > ch->pcdata->stage[2])
ch->pcdata->stage[2] = vch->pcdata->stage[2];
}
else if (ch->sex == SEX_FEMALE && vch->pcdata->stage[2] >= 240)
{
act("You squeeze your legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_CHAR);
act("$n squeezes $s legs tightly around you, moaning loudly.",ch,NULL,vch,TO_VICT);
act("$n squeezes $s legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_NOTVICT);
if (vch->pcdata->stage[2] > ch->pcdata->stage[2])
ch->pcdata->stage[2] = vch->pcdata->stage[2];
}
}
if (ch->pcdata->stage[2] >= 250)
{
if ( ( vch = ch->pcdata->partner ) != NULL &&
!IS_NPC(vch) && vch->pcdata->partner == ch &&
ch->in_room == vch->in_room)
{
vch->pcdata->stage[2] = 250;
if (ch->sex == SEX_MALE)
{
stage_update(ch,vch,2);
stage_update(vch,ch,2);
}
else
{
stage_update(vch,ch,2);
stage_update(ch,vch,2);
}
ch->pcdata->stage[0] = 0;
vch->pcdata->stage[0] = 0;
if (!IS_EXTRA(ch, EXTRA_EXP))
{
send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 10000 exp!\n\r",ch);
SET_BIT(ch->extra, EXTRA_EXP);
ch->exp += 10000;
}
if (!IS_EXTRA(vch, EXTRA_EXP))
{
send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 10000 exp!\n\r",vch);
SET_BIT(vch->extra, EXTRA_EXP);
vch->exp += 10000;
}
}
}
}
else
{
if (ch->pcdata->stage[0] > 0 && ch->pcdata->stage[2] < 1 &&
ch->position != POS_RESTING)
{
if (ch->pcdata->stage[0] > 1)
ch->pcdata->stage[0] -= 1;
else
ch->pcdata->stage[0] = 0;
}
else if (ch->pcdata->stage[2]>0 && ch->pcdata->stage[0] < 1)
{
if (ch->pcdata->stage[2] > 10)
ch->pcdata->stage[2] -= 10;
else
ch->pcdata->stage[2] = 0;
if (ch->sex == SEX_MALE && ch->pcdata->stage[2] == 0)
send_to_char("You feel fully recovered.\n\r",ch);
}
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_HERO(ch))
{
if ( ch->position == POS_FIGHTING && ch->pcdata->stats[UNI_RAGE] > 0
&& ch->pcdata->stats[UNI_RAGE] < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER) )
ch->pcdata->stats[UNI_RAGE] += 1;
else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
ch->pcdata->stats[UNI_RAGE] -= 1;
if (ch->pcdata->stats[UNI_RAGE] < 1) continue;
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);
}
}
//Werewolf updates...
else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && IS_HERO(ch))
{
/* GONE! - Spiral
if (ch->position == POS_FIGHTING && !IS_ITEMAFF(ch, ITEMA_RAGER))
{
if (ch->pcdata->stats[UNI_RAGE] < 300)
ch->pcdata->stats[UNI_RAGE] += number_range(5,10);
if (ch->pcdata->stats[UNI_RAGE] < 300 && ch->pcdata->powers[WPOWER_WOLF] > 3)
ch->pcdata->stats[UNI_RAGE] += number_range(5,10);
if (!IS_SET(ch->special, SPC_WOLFMAN) &&
ch->pcdata->stats[UNI_RAGE] >= 100)
{
do_werewolf(ch,"");
update_damcap(ch,ch);
}
}*/
if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
{
ch->pcdata->stats[UNI_RAGE] -= 1;
if (ch->pcdata->stats[UNI_RAGE] < 100) do_unwerewolf(ch,"");
}
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if (IS_CLASS(ch,CLASS_WEREWOLF) && ch->position == POS_SLEEPING
&& ch->pcdata->powers[WPOWER_BEAR] > 3 && ch->hit > 0)
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
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);
}
}
else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE)
&& (has_sphere(ch,SPHERE_LIFE) >= 6) && IS_HERO(ch) && IS_SET(ch->sphere_spaffect,AFSPHERE_REGEN) )
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
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);
}
}
else if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) && IS_HERO(ch)
&& ch->in_room != NULL && ch->in_room->vnum == 30000)
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if (ch->hit > 0)
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
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;
}
/*dead Time keeper, for zombies and other timed creatures */
if (IS_NPC(ch) && IS_SET(ch->act,ACT_DEAD))
{
if (ch->dead_time <= 0 )
{
act("$n crumbles in to dust.",ch,NULL,NULL,TO_ROOM);
extract_char(ch,TRUE);
continue;
}
else
{
ch->dead_time -= 1;
}
}
/* 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 != NULL; 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 $p up.", ch, obj_best, NULL, TO_CHAR );
}
}
/* Wander */
if ( !IS_SET(ch->act, ACT_SENTINEL)
&& ( door = number_bits( 5 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->to_room != NULL
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
&& ( ch->hunting == NULL || ch->hunting->len < 2 )
&& (pexit->to_room->area == ch->in_room->area ))
{
move_char( ch, door );
}
if (IS_NPC(ch) )
{
if ( ch->fighting == NULL )
{
if (ch->stance[0] > 0 )
{
act("$n relaxes from $s fighting stance.",ch,NULL,NULL,TO_ROOM);
ch->stance[0] = STANCE_NONE;
}
}
}
if (IS_NPC(ch))
{
mem_fade(ch);
if ( ch->fighting == NULL
&& IS_AWAKE(ch)
&& ch->mob_hunting != NULL )
{
hunt_victim(ch);
continue;
}
}
/* Flee */
if ( ch->hit < ch->max_hit / 2
&& ( door = number_bits( 3 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->to_room != NULL
&& !IS_AFFECTED(ch, AFF_WEBBED)
&& ch->level < 900
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) )
{
CHAR_DATA *rch;
bool found;
found = FALSE;
for ( rch = pexit->to_room->people;
rch != NULL;
rch = rch->next_in_room )
{
if ( !IS_NPC(rch) )
{
found = TRUE;
break;
}
}
if ( !found )
move_char( ch, door );
}
}
mudsetting->last_proc_logged = 91;
return;
}
/*
* Update the weather.
*/
/*
void weather_update( void )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
CHAR_DATA *ch;
int playwave = 666;
int diff;
bool char_up;
buf[0] = '\0';
switch ( ++time_info.hour )
{
case 5:
weather_info.sunlight = SUN_LIGHT;
strcat( buf, "{wThe day has begun.{x\n\r" );
break;
case 6:
weather_info.sunlight = SUN_RISE;
strcat( buf, "{wThe sun rises in the east.{x\n\r" );
playwave = 13;
break;
case 19:
weather_info.sunlight = SUN_SET;
strcat( buf, "{wThe sun slowly disappears in the west.{x\n\r" );
break;
case 20:
weather_info.sunlight = SUN_DARK;
strcat( buf, "{wThe night has begun.{x\n\r" );
playwave = 12;
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
&& (ch = d->character) != NULL
&& !IS_NPC(ch))
{
playwave_toch(ch,0);
send_to_char( "{wYou hear a clock in the distance strike midnight.{x\n\r",ch);
}
}
break;
}
if ( playwave != 666)
{
for ( d = descriptor_list; d != NULL; d = d->next )
{
char_up = FALSE;
if ( d->connected == CON_PLAYING
&& (ch = d->character) != NULL
&& !IS_NPC(ch))
{
playwave_toch(ch,playwave);
}
}
}
if ( time_info.day >= 35 )
{
time_info.day = 0;
time_info.month++;
}
if ( time_info.month >= 17 )
{
time_info.month = 0;
time_info.year++;
}
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
&& IS_OUTSIDE(d->character)
&& IS_AWAKE(d->character) )
{
if ( weather_info.sky == SKY_RAINING )
playwave_toch(d->character,4);
send_to_char( buf, d->character );
}
}
}
return;
}
*/
void paradox_hit (CHAR_DATA *ch)
{
ROOM_INDEX_DATA *location;
char buf[MSL];
if ( ( location = get_room_index( ROOM_VNUM_TEMPLE ) ) == NULL )
{
send_to_char( "You are completely lost.\n\r", ch );
return;
}
if ( ch->in_room == location )
return;
ch->hit = 0;
ch->move = 0;
ch->mana = 0;
update_pos(ch);
act( "$n fades out of existance.", ch, NULL, NULL, TO_ROOM );
char_from_room( ch );
char_to_room( ch, location );
act( "$n fades into existance.", ch, NULL, NULL, TO_ROOM );
do_look( ch, "auto" );
sprintf(buf,"Mages do exist! %s has gotten nailed by paradox!",ch->name->str);
do_info(ch,buf);
return;
}
/*
* use this to run though the pet routine on update.
*/
void add_neg_behavior( CHAR_DATA *ch )
{
int randB = 0,randD;
randD = dice(1,64);
switch (randD)
{
case 1:
if (!IS_SET(ch->pet_stats[PET_BEHAVIOR], BEHAVIOR_ANNOYING))
SET_BIT(ch->pet_stats[PET_BEHAVIOR], BEHAVIOR_ANNOYING);
break;
case 2:
if (!IS_SET(ch->pet_stats[PET_BEHAVIOR], BEHAVIOR_RANDOM_SPELL))
SET_BIT(ch->pet_stats[PET_BEHAVIOR], BEHAVIOR_RANDOM_SPELL);
break;
default:
randB = 0;
break;
}
return;
}
void pet_update( CHAR_DATA *ch )
{
// Make sure the people we don't wanna update don't make it here.
if (!IS_NPC(ch) || (IS_NPC(ch) && !IS_PET(ch)))
return;
//Knock thier Hunger and Thirst down.
ch->pet_stats[PET_HUNGER]--;
ch->pet_stats[PET_THIRST]--;
//check if theres any other pets in the room.
check_pet_reaction(ch);
if (ch->pet_stats[PET_HUNGER] < 5)
ch->pet_stats[PET_AFFECTION] -= 2;
else if (ch->pet_stats[PET_HUNGER] < 10)
do_say(ch,"Umm please give me some food?");
else if (ch->pet_stats[PET_HUNGER] < 20)
do_say(ch,"Hey YOU!.. I NEED FOOD!");
else if (ch->pet_stats[PET_HUNGER] < 30)
do_say(ch,"I'm getting hungry here people!");
if (ch->pet_stats[PET_THIRST] < 5)
ch->pet_stats[PET_AFFECTION] -= 2;
else if (ch->pet_stats[PET_THIRST] < 10)
do_say(ch,"Umm please give me something to drink?");
else if (ch->pet_stats[PET_THIRST] < 20)
do_say(ch,"Hey YOU!.. I NEED SOMETHING TO DRINK!");
else if (ch->pet_stats[PET_THIRST] < 30)
do_say(ch,"I'm getting thirst here people!");
if (ch->pet_stats[PET_AFFECTION] < 10)
{
ch->pet_stats[PET_PERM_AFF] --;
ch->pet_stats[PET_AFFECTION] = 50;
}
if (ch->pet_stats[PET_AFFECTION] >= 100)
{
ch->pet_stats[PET_PERM_AFF] --;
ch->pet_stats[PET_AFFECTION] = 50;
}
if (ch->pet_stats[PET_PERM_AFF] < 10)
add_neg_behavior(ch);
/*
* Start Parseing though the Behavior Bits that
* Are affected at update.
*/
if (IS_SET(ch->pet_stats[PET_BEHAVIOR], BEHAVIOR_ANNOYING))
{
switch (dice(1,34))
{
case 1:
do_say(ch,"Did you know I'm related to puff?");
break;
case 2:
do_say(ch,"Hey, what are we doing today?");
break;
case 3:
do_say(ch,"Your mama was a hampster and your father smelled of elderberry!");
break;
case 4:
do_say(ch,"Psst, Spiral's Kewler then you!");
break;
}
}
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;
OBJ_DATA *obj;
int max = 100;
int min = 50;
int haunt_count;
char buf[MAX_STRING_LENGTH];
int ch_age; /* hours calculation */
save_time = current_time;
ch_save = NULL;
ch_quit = NULL;
logchan("Tick!",NULL,NULL,WIZ_TICKS,0,LEVEL_IMMORTAL);
for ( ch = char_list; ch != NULL; ch = ch_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
SPHERE_DATA *sp_paf;
SPHERE_DATA *sp_paf_next;
ch_next = ch->next;
mudsetting->last_proc_logged = 3088;
if (IS_NPC(ch) && IS_PET(ch))
pet_update(ch);
if ( ch->pk_timer > 0 )
ch->pk_timer--;
if ( !IS_NPC(ch) && ch->pcdata->obeah > 0 )
ch->pcdata->obeah--;
if (!IS_NPC(ch) && ch->pcdata->obeah == 0 && ch->plane == PLANE_PUNISHMENT)
{
ch->plane = PLANE_NORMAL;
send_to_char("Your punishment time is OVER.\n\r",ch);
shift_obj_plane(ch);
}
if ( ch->attack_timer > 0 )
ch->attack_timer--;
/*
if (ch->pk_timer == 0)
{
if (ch->last_attacked != NULL)
ch->last_attacked = NULL;
}
*/
if ( ch->attack_timer == 0 )
{
REMOVE_BIT(ch->act,PLR_ATTACK);
ch->pk_sect = 0;
}
if ( ch->delay_timer > 0 )
ch->delay_timer--;
if ( ch->silent_time > 0 )
ch->silent_time--;
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->position > POS_STUNNED && !is_obj)
{
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 ( IS_CLASS(ch,CLASS_MAGE) && IS_SET(ch->act,ACT_TAPPING))
{
if (ch->in_room->vnum != ROOM_VNUM_CAERN)
REMOVE_BIT(ch->act,ACT_TAPPING);
}
if ( ch->position == POS_STUNNED && !is_obj)
{
ch->hit = ch->hit + number_range(2,4);
update_pos( ch );
}
if (is_obj)
{
if ( ++ch->timer >= 12 )
{
if ( ch->was_in_room == NULL && ch->in_room != NULL )
{
if ( ( obj = ch->pcdata->chobj ) != NULL )
{
ch->pcdata->obj_vnum = 0;
obj->chobj = NULL;
ch->pcdata->chobj = NULL;
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
ch->morph = g_string_assign(ch->morph,"");
act("$p transforms into $n.",ch,obj,NULL,TO_ROOM);
act("Your reform your human body.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
ch->was_in_room = ch->in_room;
if ( ch->fighting != NULL )
stop_fighting( ch, TRUE );
act( "$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;
}
if (!IS_NPC(ch) && !is_obj && ch->pcdata->stage[0] > 0 )
ch->pcdata->stage[0]--;
if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj)
{
OBJ_DATA *obj;
int blood;
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( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the void.\n\r", ch );
save_char_obj( ch );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
}
}
if ( ch->timer > 30 )
ch_quit = ch;
gain_condition( ch, COND_DRUNK, -1 );
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
gain_condition( ch, COND_FULL, -1 );
gain_condition( ch, COND_THIRST, -1 );
}
else
{
blood = -1;
if (ch->beast > 0)
{
blood -= (count_snoopers(ch->desc) * 10);
if (IS_VAMPAFF(ch, VAM_CLAWS)) blood -= number_range(1,3);
if (IS_VAMPAFF(ch, VAM_FANGS)) blood -= 1;
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) blood -= 1;
if (IS_SET(ch->sight, SIGHT_SPIRIT)) blood -=1;
if (IS_SET(ch->act, PLR_HOLYLIGHT)) blood -= number_range(1,5);
if (IS_VAMPAFF(ch, VAM_DISGUISED)) blood -= number_range(5,10);
if (IS_VAMPAFF(ch, VAM_CHANGED)) blood -= number_range(5,10);
if (IS_VAMPAFF(ch, IMM_SHIELDED)) blood -= number_range(1,3);
if (IS_POLYAFF(ch, POLY_SERPENT)) blood -= number_range(1,3);
if (IS_SET(ch->act, PLR_MARBLEFLESH)) blood -= 2;
if (IS_SET(ch->added, ADDED_CLOAK)) blood -= number_range(5,10);
if (IS_SET(ch->act, PLR_WIZINVIS)) blood -= 5;
if (IS_SET(ch->added, ADDED_NIGHTFALL)) blood -= 5;
if (IS_SET(ch->added, ADDED_DISCERN)) blood -= 30;
if (ch->beast == 100) blood *= 2;
}
if (!IS_IMMORTAL(ch))
gain_condition( ch, COND_THIRST, blood );
}
}
/*PLAYER ONLY AFFECTS!*/
if (!IS_NPC(ch))
{
if (IS_AFFECTED(ch, AFF_DISEASE))
{
ch->pcdata->condition[COND_THIRST] -= 10;
send_to_char("Blood trickles out of your ears, nose and mouth.\n\r",ch);
}
if (IS_ADDED(ch, ADDED_FLAMES_PURE))
{
min += 10 - ch->pcdata->stats[UNI_GEN];
max += 20 - (ch->pcdata->stats[UNI_GEN] * 2);
ch->mana -= UMIN(ch->mana + number_range(min,max), ch->max_mana);
update_pos(ch);
send_to_char("Your body burns from the flames of purification.\n\r",ch);
act("$n's body burns from the flames of purification.",ch,NULL,NULL,TO_ROOM);
}
/* Haunt Effects ! */
if (IS_ADDED(ch, ADDED_HAUNT))
{
haunt_count = number_range(1,HAUNT_MAX);
sprintf(buf,"%s",haunt_table[haunt_count].haunt);
strcat(buf,"\n\r");
send_to_char(buf, ch);
}
if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_SET(ch->added,ADDED_DIABLERIE))
ch->pcdata->diab[DIAB_TIME]--;
if (IS_SET(ch->added,ADDED_DIABLERIE) && ch->pcdata->diab[DIAB_TIME] <= 0 )
{
REMOVE_BIT(ch->added,ADDED_DIABLERIE);
send_to_char("The aura of Diablerie leaves your body.\n\r",ch);
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MAGE))
{
ch_age = (get_age(ch) - 17) * 2;
if (ch_age >= 1500)
{
if (ch->paradox[0] >= 500)
{
send_to_char("Paradox STRIKES! You been using magic too quick!",ch);
ch->paradox[0] = 0;
paradox_hit(ch);
}
}
else if (ch_age >= 800)
{
if (ch->paradox[0] >= 400)
{
send_to_char("Paradox STRIKES! You been using magic too quick!",ch);
ch->paradox[0] = 0;
paradox_hit(ch);
}
}
else if (ch_age >= 400)
{
if (ch->paradox[0] >= 300)
{
send_to_char("Paradox STRIKES! You been using magic too quick!",ch);
ch->paradox[0] = 0;
paradox_hit(ch);
}
}
else if (ch_age >= 200)
{
if (ch->paradox[0] >= 200)
{
send_to_char("Paradox STRIKES! You been using magic too quick!",ch);
ch->paradox[0] = 0;
paradox_hit(ch);
}
}
else
{
if (ch->paradox[0] >= 100)
{
send_to_char("Paradox STRIKES! You been using magic too quick!",ch);
ch->paradox[0] = 0;
paradox_hit(ch);
}
}
if (ch->paradox[0] > 1)
{
if (IS_SET(ch->sphere_spaffect,AFSPHERE_SQUARE_CIRCLE) && ch->position == POS_MEDITATING )
ch->paradox[0] -= 5;
ch->paradox[0] -= 1;
}
}
if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 25)
{
/* Auto Convert for low blood */
if (ch->plane != PLANE_NORMAL && ch->plane != PLANE_PUNISHMENT)
{
send_to_char("You phase back to reality.\n\r",ch);
ch->plane = 1;
shift_obj_plane(ch);
clear_stats(ch);
ch->morph = g_string_assign(ch->morph,"");
}
if (IS_VAMPAFF(ch, VAM_CHANGED) && IS_SET(ch->pcdata->powers[WOLF_POLYAFF], POLY_ZULO))
{
REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_ZULO);
ch->max_hit = ch->max_hit - 1000;
ch->hit = ch->hit - 1000;
ch->armor -= 500;
ch->damroll -= 250;
if (ch->hit < 1) ch->hit = 1;
act( "Low blood causes you transform into human form.", ch, NULL, NULL, TO_CHAR );
act( "$n transforms into human form.", ch, NULL, NULL, TO_ROOM );
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED);
clear_stats(ch);
ch->morph = g_string_assign(ch->morph,"");
}
if (IS_AFFECTED(ch,AFF_POLYMORPH) && IS_SET(ch->extra, EXTRA_OSWITCH));
{
if ( ( obj = ch->pcdata->chobj ) != NULL )
{
ch->pcdata->obj_vnum = 0;
obj->chobj = NULL;
ch->pcdata->chobj = NULL;
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
ch->morph = g_string_assign(ch->morph,"");
act("$p transforms into $n.",ch,obj,NULL,TO_ROOM);
act("Due to lack of blood you reform in to your human body.",ch,obj,NULL,TO_CHAR);
extract_obj(obj);
}
}
if (IS_SET(ch->act, PLR_WIZINVIS));
{
REMOVE_BIT(ch->act,PLR_WIZINVIS);
act("$n becomes visible.",ch,NULL,NULL,TO_ROOM);
send_to_char("You become visible.\n\r",ch);
}
}
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
paf->duration--;
else if ( paf->duration < 0 )
;
else
{
if ( paf_next == NULL
|| paf_next->type != paf->type
|| paf_next->duration > 0 )
{
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 );
}
}
affect_remove( ch, paf );
}
}
for ( sp_paf = ch->sphere_affected; sp_paf != NULL; sp_paf = sp_paf_next )
{
sp_paf_next = sp_paf->next;
if ( sp_paf->duration > 0 )
sp_paf->duration--;
else if ( sp_paf->duration < 0 )
;
else
{
if ( sp_paf_next == NULL
|| sp_paf_next->type != sp_paf->type
|| sp_paf_next->duration > 0 )
{
send_to_char( mage_affect_table[sp_paf->spell_number].off_msg, ch );
send_to_char( "\n\r", ch );
}
/* Check for Special Bits IE:Poly_MIST */
if (!IS_NPC(ch))
{
if (IS_CLASS(ch,CLASS_MAGE) && IS_SET(ch->added,ADDED_POLY_MIST))
do_unmist(ch,"unmist");
}
sphere_remove( ch, sp_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 $n's right ankle.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch );
dam += number_range(5,10);
}
if (IS_HERO(ch)) { ch->hit = ch->hit - dam;
if (ch->hit < 1) ch->hit = 1; }
else ch->hit = ch->hit - dam;
update_pos(ch);
ch->in_room->blood += dam;
if (ch->in_room->blood > 1000) ch->in_room->blood = 1000;
if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1))
{
do_killperson(ch,ch->name->str);
drop_out = TRUE;
}
}
if (is_affected(ch, gsn_plague) && ch != NULL)
{
AFFECT_DATA *af, plague;
CHAR_DATA *vch;
int dam;
if (ch->in_room != NULL)
{
act("$n writhes in agony as plague sores erupt from $s skin.",
ch,NULL,NULL,TO_ROOM);
send_to_char("You writhe in agony from the plague.\n\r",ch);
for ( af = ch->affected; af != NULL; af = af->next )
{
if (af->type == gsn_plague)
break;
}
if (af == NULL)
{
REMOVE_BIT(ch->affected_by,AFF_PLAGUE);
}
plague.type = gsn_plague;
plague.duration = number_range(1,20);
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (IS_SWWF(vch) && get_tribe(vch,TRIBE_FIANNA) >= 1)
{
send_to_char("They seem to be unaffected.\n\r",ch);
continue;
}
if (IS_HERO(vch) && !saves_spell(2,vch) && !IS_IMMORTAL(vch)
&& !IS_AFFECTED(vch,AFF_PLAGUE) )
{
send_to_char("You feel hot and feverish.\n\r",vch);
act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM);
affect_to_char(vch,&plague);
}
}
if (!IS_NPC(ch))
{
dam = UMIN(ch->level,af->duration/5+1);
ch->mana -= dam;
ch->move -= dam;
damage( ch, ch, dam, gsn_plague);
}
}
}
mudsetting->last_proc_logged = 3087;
if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL )
{
int dam;
if (!IS_NPC(ch) && IS_HERO(ch))
{
if (!IS_IMMMERIT(ch, IMM_MERIT_HEAT))
{
act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your flesh burns and crisps.\n\r", ch );
dam = number_range(10,20);
if (!IS_NPC(ch) && IS_IMMFLAW(ch, IMM_FLAW_HEAT))
dam += dam;
if (!IS_NPC(ch) && IS_IMMMERIT(ch, IMM_MERIT_HEAT)) dam /= 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)) dam *= 10;
ch->hit = ch->hit - dam;
update_pos(ch);
if (ch->hit <=-11)
{
do_killperson(ch,ch->name->str);
drop_out = TRUE;
}
}
}
}
if ( IS_CLASS(ch, CLASS_VAMPIRE)
&& (!IS_NPC(ch) && !IS_IMMUNE(ch,IMM_SUNLIGHT))
&& ch->in_room != NULL
&& (!ch->in_room->sector_type == SECT_INSIDE)
&& (ch->plane == PLANE_NORMAL)
&& !is_obj
&& !room_is_dark(ch->in_room)
&& (weather_info[ch->in_room->sector_type].sunlight != SUN_DARK)
&& (!IS_ITEMAFF(ch, ITEMA_FORTITUDE))
&& get_disc(ch,DISC_FORTITUDE) < 9 )
{
act( "$n's flesh smolders in the sunlight!", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your flesh smolders in the sunlight!\n\r", ch );
ch->hit -= ( number_range(3800,4200) -
( get_disc(ch,DISC_FORTITUDE) * number_range(480,500) ) );
update_pos(ch);
if (ch->hit <=-11)
{
do_killperson(ch,ch->name->str);
drop_out = TRUE;
}
}
if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out )
{
act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You shiver and suffer.\n\r", ch );
damage( ch, ch, 2, gsn_poison );
}
if ( ch->position == POS_INCAP && !is_obj && !drop_out )
{
if (IS_HERO(ch))
ch->hit = ch->hit + number_range(2,4);
else
ch->hit = ch->hit - number_range(1,2);
update_pos( ch );
if (ch->position > POS_INCAP)
{
act( "$n's wounds stop bleeding and seal up.", 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 $s feet.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You clamber back to your feet.\n\r", ch );
}
}
if ( ch->position == POS_MORTAL && !is_obj && !drop_out )
{
drop_out = FALSE;
if (IS_HERO(ch))
ch->hit = ch->hit + number_range(2,4);
else
{
ch->hit = ch->hit - number_range(1,2);
if (!IS_NPC(ch) && (ch->hit <=-11))
do_killperson(ch,ch->name->str);
drop_out = TRUE;
}
if (!drop_out)
{
update_pos( ch );
if (ch->position == POS_INCAP)
{
act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch );
}
}
}
if ( ch->position == POS_DEAD && !is_obj && !drop_out )
{
update_pos(ch);
if (!IS_NPC(ch))
do_killperson(ch,ch->name->str);
}
mudsetting->last_proc_logged = 3086;
drop_out = FALSE;
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
if ( ch_save != NULL || ch_quit != NULL )
{
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ch == ch_save )
save_char_obj( ch );
if ( ch == ch_quit )
do_quit( ch, "" );
}
}
mudsetting->last_proc_logged = 86;
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
OBJ_DATA *obj;
GSList *tmp = object_list;
while ( tmp != NULL )
{
CHAR_DATA *rch;
char *message;
obj = (OBJ_DATA *)tmp->data;
if (obj == NULL){
bug("Something went wrong again!",0);
continue;
}
/* go through affects and decrement */
for ( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
{
paf->duration--;
}
else if ( paf->duration < 0 )
;
else
{
affect_remove_obj( obj, paf );
}
}
/* IF object still has a timer Continue(Go tot he next object
* other wise extract that object
*/
if ( obj->timer <= 0 || --obj->timer > 0 ){
tmp = g_slist_next(tmp);
continue;
}
//check for PROG
if ( HAS_PROG(obj->pIndexData, TRIG_RANDOM) )
oprog_percent_trigger(obj, obj->in_room->people, NULL, NULL, TRIG_RANDOM);
if ( HAS_PROG(obj->pIndexData, TRIG_DELAY) )
oprog_percent_trigger(obj, obj->in_room->people, NULL, NULL, TRIG_DELAY);
if (IS_OBJ_STAT(obj,ITEM_FROZEN)){
REMOVE_BIT(obj->extra_flags,ITEM_FROZEN);
tmp = g_slist_next(tmp);
continue;
}
switch ( obj->item_type )
{
default: message = "$p vanishes."; break;
case ITEM_FOUNTAIN: message = "$p dries up."; break;
case ITEM_CORPSE_NPC:
if (IS_SET(mudsetting->mud_setting,MS_LIVING_DEAD) && obj->in_room != NULL)
{
create_zombie(obj);
tmp = g_slist_next(tmp);
continue;
}
message = "$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_TFILET: message = "$p almost vanishes from the amount of maggots chewing on it."; break;
case ITEM_FIRE: message = "$p flickers and dies out."; break;
case ITEM_WEAPON: message = "The poison on $p melts through it."; break;
}
if ( obj->carried_by != NULL )
{
act( message, obj->carried_by, obj, NULL, TO_CHAR );
}
else if ( obj->in_room != NULL
&& ( rch = obj->in_room->people ) != NULL )
{
playwave_toroom(rch,1);
act( message, rch, obj, NULL, TO_ROOM );
act( message, rch, obj, NULL, TO_CHAR );
}
/* If the item is an egg, we need to create a mob and shell!
* KaVir
*/
if ( obj->item_type == ITEM_EGG )
{
CHAR_DATA *creature;
OBJ_DATA *egg;
if ( get_mob_index( obj->value[0] ) != NULL )
{
if (obj->carried_by != NULL && obj->carried_by->in_room != NULL)
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,obj->carried_by->in_room);
}
else if (obj->in_room != NULL)
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,obj->in_room);
}
else
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,get_room_index(ROOM_VNUM_HELL));
/*
obj->timer = 1;
continue;
*/
}
egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 );
egg->timer = 2;
obj_to_room( egg, creature->in_room );
act( "$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 );
}
}
tmp = g_slist_next(tmp);
//Timer ran out.. extract the object
extract_obj( obj );
}
g_slist_free(tmp);
return;
}
void process_update_dlist(DESCRIPTOR_DATA *d)
{
CHAR_DATA *ch;
OBJ_DATA *chobj = NULL;
OBJ_DATA *obj = NULL;
ROOM_INDEX_DATA *objroom = NULL;
if ( d->connected == CON_PLAYING
&& ( 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 return;
}
else return;
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
&& ( 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);
return;
}
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);
ch->morph = g_string_assign(ch->morph,"");
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");
}
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 *ch;
CHAR_DATA *ch_next;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *victim = NULL;
OBJ_DATA *chobj = NULL;
CHAR_DATA *wch_next;
char buf[MAX_STRING_LENGTH];
g_slist_foreach(descriptor_list,(GFunc)process_update_dlist,NULL);
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->position <= POS_STUNNED
|| wch->level >= LEVEL_IMMORTAL
|| wch->pcdata == NULL
|| wch->in_room == NULL
|| ( ( chobj = wch->pcdata->chobj ) != NULL )
|| wch->in_room == NULL )
continue;
for ( ch = wch->in_room->people; ch != NULL; ch = ch_next )
{
int rnd_count;
int count;
ch_next = ch->next_in_room;
/* Trilby sez: ACK! He found me! */
if ( IS_NPC(ch) && can_see(ch, wch) && is_same_plane(ch,wch))
{
MEM_DATA *remember;
if ( (remember = get_mem_data(ch, wch)) != NULL)
{
if ( IS_SET(remember->reaction, MEM_AFRAID)
&& IS_SET(ch->act, ACT_WIMPY)
&& ch->wait < PULSE_VIOLENCE / 2
&& ch->position == POS_STANDING
&& number_bits(2) == 1)
{
str_cpy(buf,"Ack Run Away! Run Away!");
do_say(ch,buf);
do_flee(ch, "self");
continue;
}
if ( IS_SET(remember->reaction, MEM_HOSTILE)
&& ch->position == POS_STANDING
&& ch->fighting == NULL )
{
rnd_count = number_range(0, MAX_REMEMBER);
do_say(ch,remember_table[rnd_count].haunt);
multi_hit(ch, wch, TYPE_UNDEFINED);
continue;
}
}
}
if ( wch->in_room == NULL || ch->in_room == NULL)
{
bug("Error in aggr_Update, null in->room BAH!",0);
continue;
}
if (!hates_players(ch,wch))
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;
/*
* Check for them Leopald dudes... they hate people
*/
if (hates_players(ch,wch) && is_same_plane(ch,wch))
{
if (IS_SET(ch->act,ACT_GUARD))
do_say(ch,"MURDERER!");
if (IS_SET(ch->act,ACT_ELITE))
do_say(ch,"For the SOCIETY OF LEOPOLD! DIE INFIDEL!");
multi_hit(ch, wch, TYPE_UNDEFINED);
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 )
{
continue;
}
multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
//DEBUG
check_both("ARRG_UPDATE");
mudsetting->last_proc_logged = 89;
return;
}
void caern_update( void )
{
/* Check all the people in ROOM_VNUM_CAERN
* If wwf are there, including fenris then stop the regen
*/
ROOM_INDEX_DATA *location;
CHAR_DATA *ch;
CHAR_DATA *vch;
bool wwf_found = FALSE;
if ((location = get_room_index(ROOM_VNUM_CAERN)) == NULL)
{
bug("Can't find caern!",0);
return;
}
for (ch = location->people;ch != NULL;ch = ch->next_in_room)
{
if (IS_NPC(ch))
{
/*check for the fenris wolf */
if (ch->pIndexData->vnum == MOB_VNUM_FENRIS)
wwf_found = TRUE;
}
else
{
/*check for wolves*/
if (IS_CLASS(ch,CLASS_WEREWOLF))
wwf_found = TRUE;
}
}
if (wwf_found)
{
for (vch = location->people;vch != NULL;vch = vch->next_in_room)
{
if (IS_SET(vch->act, ACT_TAPPING))
{
REMOVE_BIT(vch->act, ACT_TAPPING);
send_to_char("Since there are garou's in the area you stop tapping the caern to deal with them.\n\r",vch);
}
}
}
}
void process_caren_update(DESCRIPTOR_DATA *d,gpointer userdata)
{
CHAR_DATA *victim;
float dam = 0;
if (!IS_PLAYING(d) || (victim = d->character) == NULL
|| IS_NPC(victim) || IS_IMMORTAL(victim)
|| victim->in_room == NULL || victim->pcdata->chobj != NULL
|| IS_CLASS(victim,CLASS_WEREWOLF))
{
return;
}
if ( !IS_SET( d->character->in_room->room_flags, ROOM_BLADE_BARRIER ) )
return;
act( "The scattered blades on the ground fly up into the air ripping into you.", d->character, NULL, NULL, TO_CHAR );
act( "The scattered blades on the ground fly up into the air ripping into $n.", d->character, NULL, NULL, TO_ROOM );
act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_CHAR );
act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_ROOM );
dam = number_range( 7, 14 );
dam = dam / 100;
dam = d->character->hit * dam;
if ( dam < 100 ) dam = 100;
d->character->hit = d->character->hit - (int)dam;
if ( d->character->hit < -10 ) d->character->hit = -10;
update_pos( victim );
return;
}
void ww_update( void )
{
g_slist_foreach(descriptor_list,(GFunc)process_caren_update,NULL);
return;
}
void room_update( void )
{
ROOM_INDEX_DATA *room;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
CHAR_DATA *rch;
int iHash;
for (iHash = 0; iHash < MAX_KEY_HASH; iHash++ )
{
for ( room = room_index_hash[iHash]; room != NULL; room = room->next )
{
/*
* First check all the affects per room and see if they are
* timed out yet.
*/
for ( paf = room->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
paf->duration--;
else if ( paf->duration <= 0 )
{
for ( rch = room->people;
rch != NULL;
rch = rch->next_in_room )
{
if ( IS_RAFFECTED(room, ROOM_AFF_SILENT ))
act( "Complete and utter silence seems to fade.",rch,NULL,NULL,TO_CHAR);
}
affect_remove_room( room, paf );
}
}
if ( HAS_PROG(room, TRIG_RANDOM) )
rprog_percent_trigger(room, room->people, NULL, NULL, TRIG_RANDOM);
if ( HAS_PROG(room, TRIG_DELAY) )
rprog_percent_trigger(room, room->people, NULL, NULL, TRIG_DELAY);
}
}
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;
char buf[MAX_STRING_LENGTH];
CHAR_DATA *ch = NULL;
/*
static int pulse_ww;
if ( --pulse_ww <= 0 )
{
pulse_ww = PULSE_WW;
ww_update ( );
}
*/
if ( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
if ( copyover_set == TRUE && copyover_time > 0 )
{
copyover_time--;
sprintf(buf,"{RMinutes until scheduled copyover: %d, Please save.{x",copyover_time);
do_echo(ch,buf);
}
if ( copyover_set == TRUE && copyover_time == 0 )
do_copyover(ch,"aasdf");
check_both("Before area update");
area_update ( );
check_both("after area update");
}
if ( --pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
check_both("MObileupdate");
mobile_update ( );
}
if ( --pulse_violence <= 0 )
{
pulse_violence = PULSE_VIOLENCE;
violence_update ( );
}
if ( --pulse_point <= 0 )
{
check_both("Update Start");
pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 );
weather_update( );
check_both("Before PLayer Update");
char_update( );
check_both("After Player Update");
room_update( );
quest_update( );
check_both("Before WWf update");
update_wwf( );
check_both("After wwf update");
obj_update( );
caern_update( );
check_both("Update End");
}
aggr_update( );
tail_chain( );
return;
}