/*************************************************************************** * Star Wars: Rise in Power MUD Codebase * *--------------------------------------------------------------------------* * SWRiP Code Additions and changes from the SWReality and Smaug Code * * copyright (c) 2001 by Mark Miller (Darrik Vequir) * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucas Film Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Regular update module * ****************************************************************************/ #include <sys/types.h> #include <sys/time.h> #include <stdio.h> #include <string.h> #include <time.h> #include <math.h> #include "mud.h" /* from swskills.c */ void add_reinforcements args( ( CHAR_DATA *ch ) ); /* * Local functions. */ int hit_gain args( ( CHAR_DATA *ch ) ); int mana_gain args( ( CHAR_DATA *ch ) ); int move_gain args( ( CHAR_DATA *ch ) ); void gain_addiction args( ( CHAR_DATA *ch ) ); void mobile_update args( ( void ) ); void weather_update args( ( void ) ); void update_taxes args( ( void ) ); void char_update args( ( void ) ); void obj_update args( ( void ) ); void aggr_update args( ( void ) ); void room_act_update args( ( void ) ); void obj_act_update args( ( void ) ); void char_check args( ( void ) ); void drunk_randoms args( ( CHAR_DATA *ch ) ); void halucinations args( ( CHAR_DATA *ch ) ); void subtract_times args( ( struct timeval *etime, struct timeval *stime ) ); /* * Global Variables */ CHAR_DATA * gch_prev; OBJ_DATA * gobj_prev; CHAR_DATA * timechar; char * corpse_descs[] = { "The corpse of %s will soon be gone.", "The corpse of %s lies here.", "The corpse of %s lies here.", "The corpse of %s lies here.", "The corpse of %s lies here." }; char * d_corpse_descs[] = { "The shattered remains %s will soon be gone.", "The shattered remains %s are here.", "The shattered remains %s are here.", "The shattered remains %s are here.", "The shattered remains %s are here." }; extern int top_exit; /* * Arena stuff. */ extern void start_arena(); extern void do_game(); extern int in_start_arena; extern int ppl_in_arena; extern int ppl_challenged; extern int num_in_arena(); bool is_droid( CHAR_DATA *ch ) { if ( !ch ) return FALSE; if ( ch->race == RACE_DROID ) return TRUE; if ( ch->race == RACE_PROTOCAL_DROID ) return TRUE; if ( ch->race == RACE_ASSASSIN_DROID ) return TRUE; if ( ch->race == RACE_GLADIATOR_DROID ) return TRUE; if ( ch->race == RACE_ASTROMECH_DROID ) return TRUE; if ( ch->race == RACE_INTERROGATION_DROID ) return TRUE; return FALSE; } /* * Advancement stuff. */ int max_level( CHAR_DATA *ch, int ability) { int level = 0; if ( IS_NPC(ch) ) return 100; if ( IS_IMMORTAL(ch) || ch->race == RACE_GOD ) return 200; if ( ability == COMBAT_ABILITY ) { if ( ch->main_ability == COMBAT_ABILITY ) level = 100; if ( ch->main_ability == FORCE_ABILITY ) level = 25; if ( ch->main_ability == HUNTING_ABILITY ) level = 25; if ( ch->main_ability == COMMANDO_ABILITY ) level = 50; if ( ch->race == RACE_SHISTAVANEN) level += 35; if ( ch->race == RACE_WOOKIEE ) level += 31; // if ( ch->race == RACE_NOGHRI ) level += 50; if ( ch->race == RACE_GAMORREAN ) level += 30; if ( ch->race == RACE_DEFEL ) level += 25; if ( ch->race == RACE_TRANDOSHAN ) level += 20; if ( ch->race == RACE_SULLUSTAN ) level -= 10; if ( ch->race == RACE_HUTT ) level -= 20; if ( ch->race == RACE_MON_CALAMARI ) level -= 1; if ( ch->race == RACE_VERPINE ) level += 1; if ( ch->race == RACE_ITHORIAN ) level -= 101; if ( ch->race == RACE_FIRRERREO ) level += 11; if ( ch->race == RACE_BARABEL ) level += 35; if ( ch->race == RACE_BOTHAN ) level -= 11; if ( ch->race == RACE_TOGARIAN ) level += 40; if ( ch->race == RACE_DUG ) level += 11; if ( ch->race == RACE_KUBAZ ) level += 16; if ( ch->race == RACE_SELONIAN ) level += 26; if ( ch->race == RACE_GRAN ) level += 8; if ( ch->race == RACE_YEVETHA ) level += 26; if ( ch->race == RACE_COYNITE ) level += 25; if ( ch->race == RACE_GAND ) level += 6; if ( ch->race == RACE_ASSASSIN_DROID ) level += 45; if ( ch->race == RACE_GLADIATOR_DROID ) level += 60; if ( ch->race == RACE_ASTROMECH_DROID ) level -= 110; level += ch->perm_con + ch->perm_dex + ch->perm_str; } if ( ability == PILOTING_ABILITY ) { if ( ch->main_ability == ability ) level = 100; if ( ch->main_ability == ENGINEERING_ABILITY ) level = 25; if ( ch->main_ability == HUNTING_ABILITY ) level = 25; if ( ch->main_ability == SMUGGLING_ABILITY ) level = 50; if ( ch->main_ability == FORCE_ABILITY ) level = 25; if ( ch->main_ability == COMMANDO_ABILITY ) level = 25; if ( ch->race == RACE_SHISTAVANEN) level += 5; if ( ch->race == RACE_HUTT ) level -= 10; if ( ch->race == RACE_GAMORREAN ) level -= 10; if ( ch->race == RACE_QUARREN ) level += 10; if ( ch->race == RACE_SULLUSTAN ) level += 30; if ( ch->race == RACE_DROID) level -= 10; if ( ch->race == RACE_HUTT) level += 10; if ( ch->race == RACE_TOGARIAN) level += 10; if ( ch->race == RACE_GRAN) level -= 6; if ( ch->race == RACE_YEVETHA) level += 7; if ( ch->race == RACE_COYNITE) level += 10; if ( ch->race == RACE_DUROS) level += 30; if ( ch->race == RACE_PROTOCAL_DROID) level -= 15; if ( ch->race == RACE_ASSASSIN_DROID) level += 10; if ( ch->race == RACE_GLADIATOR_DROID) level -= 110; if ( ch->race == RACE_ASTROMECH_DROID ) level += 70; if ( ch->race == RACE_INTERROGATION_DROID) level -= 120; if ( ch->race == RACE_KUBAZ) level -= 10; if ( ch->race == RACE_GAND ) level += 30; level += ch->perm_dex*2; } if ( ability == ENGINEERING_ABILITY ) { if ( ch->main_ability == ability ) level = 100; if ( ch->main_ability == PILOTING_ABILITY ) level = 20; if ( ch->race == RACE_SHISTAVANEN) level -= 20; if ( ch->race == RACE_WOOKIEE ) level += 10; if ( ch->race == RACE_RODIAN ) level -= 10; if ( ch->race == RACE_HUTT ) level -= 10; if ( ch->race == RACE_MON_CALAMARI ) level += 10; if ( ch->race == RACE_GAMORREAN ) level -= 10; if ( ch->race == RACE_VERPINE ) level += 50; if ( ch->race == RACE_TRANDOSHAN ) level -= 10; if ( ch->race == RACE_CHADRA_FAN ) level += 15; if ( ch->race == RACE_SULLUSTAN ) level += 20; if ( ch->race == RACE_DROID) level += 20; if ( ch->race == RACE_TOGARIAN ) level -= 10; if ( ch->race == RACE_DUG ) level -= 5; if ( ch->race == RACE_SELONIAN ) level += 9; if ( ch->race == RACE_GRAN ) level -= 7; if ( ch->race == RACE_DUROS ) level += 25; if ( ch->race == RACE_PROTOCAL_DROID) level -= 40; if ( ch->race == RACE_GLADIATOR_DROID) level -= 25; if ( ch->race == RACE_ASTROMECH_DROID) level -= 46; if ( ch->race == RACE_INTERROGATION_DROID) level -= 58; if ( ch->race == RACE_YEVETHA) level += 30; if ( ch->race == RACE_GAND ) level -= 16; level += ch->perm_int * 2; } if ( ability == HUNTING_ABILITY ) { if ( ch->main_ability == ability ) level = 100; if ( ch->race == RACE_SHISTAVANEN) level += 20; if ( ch->race == RACE_WOOKIEE ) level += 10; if ( ch->race == RACE_RODIAN ) level += 50; if ( ch->race == RACE_TWI_LEK ) level += 10; if ( ch->race == RACE_HUTT ) level -= 20; if ( ch->race == RACE_MON_CALAMARI ) level += 30; if ( ch->race == RACE_JAWA ) level -= 10; if ( ch->race == RACE_TOGARIAN ) level += 30; if ( ch->race == RACE_ADARIAN ) level -= 30; if ( ch->race == RACE_TRANDOSHAN ) level += 30; if ( ch->race == RACE_CHADRA_FAN ) level -= 25; if ( ch->race == RACE_SULLUSTAN ) level -= 25; if ( ch->race == RACE_ASSASSIN_DROID) level += 65; if ( ch->race == RACE_DROID) level -= 40; if ( ch->race == RACE_GAND) level += 10; if ( ch->race == RACE_KUBAZ) level += 10; if ( ch->race == RACE_COYNITE) level += 15; } if ( ability == SMUGGLING_ABILITY ) { if ( ch->main_ability == ability ) level = 100; if ( ch->main_ability == PILOTING_ABILITY ) level = 20; if ( ch->main_ability == ENGINEERING_ABILITY ) level = 25; if ( ch->main_ability == COMMANDO_ABILITY ) level = 50; if ( ch->race == RACE_SHISTAVANEN) level += 15; if ( ch->race == RACE_TOGARIAN ) level += 15; if ( ch->race == RACE_COYNITE) level += 15; if ( ch->race == RACE_TWI_LEK ) level += 40; if ( ch->race == RACE_MON_CALAMARI ) level -= 20; if ( ch->race == RACE_JAWA ) level += 30; if ( ch->race == RACE_ADARIAN ) level -= 20; if ( ch->race == RACE_VERPINE ) level -= 20; if ( ch->race == RACE_DEFEL ) level += 25; if ( ch->race == RACE_QUARREN ) level += 20; if ( ch->race == RACE_CHADRA_FAN ) level += 10; if ( ch->race == RACE_SULLUSTAN ) level += 10; if ( ch->race == RACE_DROID) level -= 20; if ( ch->race == RACE_PROTOCAL_DROID) level -= 40; if ( ch->race == RACE_ASSASSIN_DROID) level += 15; if ( ch->race == RACE_GLADIATOR_DROID) level -= 25; if ( ch->race == RACE_ASTROMECH_DROID ) level -= 25; if ( ch->race == RACE_INTERROGATION_DROID) level -= 125; level += ch->perm_lck*2; } if ( ability == LEADERSHIP_ABILITY ) { if ( ch->main_ability == ability ) level = 100; if ( ch->main_ability == COMBAT_ABILITY ) level = 50; if ( ch->main_ability == DIPLOMACY_ABILITY ) level = 50; if ( ch->race == RACE_SHISTAVANEN) level -= 15; if ( ch->race == RACE_TWI_LEK ) level -= 25; if ( ch->race == RACE_RODIAN ) level -= 20; if ( ch->race == RACE_HUTT ) level += 35; if ( ch->race == RACE_BOTHAN ) level += 20; if ( ch->race == RACE_DUG ) level += 15; if ( ch->race == RACE_KUBAZ ) level += 30; if ( ch->race == RACE_YEVETHA ) level += 5; if ( ch->race == RACE_COYNITE ) level += 10; if ( ch->race == RACE_PROTOCAL_DROID ) level -= 40; if ( ch->race == RACE_GLADIATOR_DROID ) level -= 40; if ( ch->race == RACE_INTERROGATION_DROID ) level += 125; if ( ch->race == RACE_ASTROMECH_DROID ) level -= 50; if ( ch->race == RACE_MON_CALAMARI ) level += 30; if ( ch->race == RACE_JAWA ) level -= 10; if ( ch->race == RACE_ADARIAN ) level += 10; if ( ch->race == RACE_TRANDOSHAN ) level -= 10; if ( ch->race == RACE_QUARREN ) level -= 10; if ( ch->race == RACE_SULLUSTAN ) level -= 10; if ( ch->race == RACE_DROID) level -= 10; if ( ch->race == RACE_INTERROGATION_DROID) level += 140; level += ch->perm_wis + ch->perm_cha + ch->perm_int; } if ( ability == DIPLOMACY_ABILITY ) { if ( ch->main_ability == ability ) level = 100; if ( ch->main_ability == PILOTING_ABILITY ) level = 10; if ( ch->main_ability == LEADERSHIP_ABILITY ) level = 50; if ( ch->race == RACE_SHISTAVANEN) level -= 30; if ( ch->race == RACE_WOOKIEE ) level -= 50; if ( ch->race == RACE_TWI_LEK ) level -= 25; if ( ch->race == RACE_RODIAN ) level -= 20; if ( ch->race == RACE_HUTT ) level += 85; if ( ch->race == RACE_MON_CALAMARI ) level += 10; // if ( ch->race == RACE_NOGHRI ) level -= 50; if ( ch->race == RACE_GAMORREAN ) level -= 10; if ( ch->race == RACE_JAWA ) level -= 10; if ( ch->race == RACE_ADARIAN ) level += 40; if ( ch->race == RACE_VERPINE ) level -= 10; if ( ch->race == RACE_DEFEL ) level -= 30; if ( ch->race == RACE_TRANDOSHAN ) level -= 30; if ( ch->race == RACE_QUARREN ) level -= 20; if ( ch->race == RACE_SULLUSTAN ) level += 10; if ( ch->race == RACE_DROID) level -= 10; if ( ch->race == RACE_ASSASSIN_DROID ) level -= 30; if ( ch->race == RACE_GLADIATOR_DROID ) level -= 30; if ( ch->race == RACE_INTERROGATION_DROID ) level -= 100; if ( ch->race == RACE_ASTROMECH_DROID ) level -= 55; if ( ch->race == RACE_YEVETHA) level -= 10; if ( ch->race == RACE_COYNITE) level -= 40; if ( ch->race == RACE_DUROS) level -= 10; if ( ch->race == RACE_SELONIAN) level -= 14; if ( ch->race == RACE_KUBAZ) level -= 12; if ( ch->race == RACE_DUG) level -= 14; if ( ch->race == RACE_TOGARIAN) level -= 40; if ( ch->race == RACE_BOTHAN) level += 35; if ( ch->race == RACE_BARABEL) level -= 20; level += ch->perm_cha*3; } level = URANGE( 1, level, 150 ); if ( ability == FORCE_ABILITY ) { if ( ch->main_ability == ability ) level = 20; else level = 0; level += ch->perm_frc*5; } return level; } void advance_level( CHAR_DATA *ch , int ability) { if ( ch->top_level < ch->skill_level[ability] && ch->top_level < 100 ) { ch->top_level = URANGE( 1 , ch->skill_level[ability] , 100 ); } if ( !IS_NPC(ch) ) REMOVE_BIT( ch->act, PLR_BOUGHT_PET ); return; } void gain_exp( CHAR_DATA *ch, int gain , int ability ) { if ( IS_NPC(ch) ) return; ch->experience[ability] = UMAX( 0, ch->experience[ability] + gain ); if (NOT_AUTHED(ch) && ch->experience[ability] >= exp_level(ch->skill_level[ability]+1)) { send_to_char("You can not ascend to a higher level until you are authorized.\n\r", ch); ch->experience[ability] = (exp_level( ch->skill_level[ability]+1 ) - 1); return; } while ( ch->experience[ability] >= exp_level( ch->skill_level[ability]+1)) { if ( ch->skill_level[ability] >= max_level(ch , ability) ) { ch->experience[ability] = (exp_level( ch->skill_level[ability]+1 ) - 1); return; } set_char_color( AT_WHITE + AT_BLINK, ch ); ch_printf( ch, "You have now obtained %s level %d!\n\r", ability_name[ability], ++ch->skill_level[ability] ); advance_level( ch , ability); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC(ch) ) { gain = ch->top_level; } else { gain = UMIN( 5, ch->top_level ); switch ( ch->position ) { case POS_DEAD: return 0; case POS_MORTAL: return -25; case POS_INCAP: return -20; case POS_STUNNED: return get_curr_con(ch) * 2 ; case POS_SLEEPING: gain += get_curr_con(ch) * 1.5; break; case POS_RESTING: gain += get_curr_con(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 ( ch->race == RACE_TRANDOSHAN ) gain *= 2 ; return UMIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC(ch) ) { gain = ch->top_level; } else { if ( ch->skill_level[FORCE_ABILITY] <= 1 ) return (0 - ch->mana); gain = UMIN( 5, ch->skill_level[FORCE_ABILITY] / 2 ); if ( ch->position < POS_SLEEPING ) return 0; switch ( ch->position ) { case POS_SLEEPING: gain += get_curr_int(ch) * 3; break; case POS_RESTING: gain += get_curr_int(ch) * 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; return UMIN(gain, ch->max_move - ch->move); } void gain_addiction( CHAR_DATA *ch ) { short drug; ch_ret retcode; AFFECT_DATA af; for ( drug=0 ; drug <= 9 ; drug ++ ) { if ( ch->pcdata->addiction[drug] < ch->pcdata->drug_level[drug] ) ch->pcdata->addiction[drug]++; if ( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug]+150 ) { switch (ch->pcdata->addiction[drug]) { default: case SPICE_GLITTERSTIM: if ( !IS_AFFECTED( ch, AFF_BLIND ) ) { af.type = gsn_blindness; af.location = APPLY_AC; af.modifier = 10; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_BLIND; affect_to_char( ch, &af ); } case SPICE_CARSANUM: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_DAMROLL; af.modifier = -10; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_RYLL: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_DEX; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } case SPICE_ANDRIS: if ( !IS_AFFECTED( ch, AFF_WEAKEN ) ) { af.type = -1; af.location = APPLY_CON; af.modifier = -5; af.duration = ch->pcdata->addiction[drug]; af.bitvector = AFF_WEAKEN; affect_to_char( ch, &af ); } } } if ( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug]+200 ) { ch_printf ( ch, "You feel like you are going to die. You NEED %s\n\r.", spice_table[drug] ); worsen_mental_state( ch, 2 ); retcode = damage(ch, ch, 5, TYPE_UNDEFINED); } else if ( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug]+100 ) { ch_printf ( ch, "You need some %s.\n\r", spice_table[drug] ); worsen_mental_state( ch, 2 ); } else if ( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug]+50 ) { ch_printf ( ch, "You really crave some %s.\n\r", spice_table[drug] ); worsen_mental_state( ch, 1 ); } else if ( ch->pcdata->addiction[drug] > ch->pcdata->drug_level[drug]+25 ) { ch_printf ( ch, "Some more %s would feel quite nice.\n\r", spice_table[drug] ); } else if ( ch->pcdata->addiction[drug] < ch->pcdata->drug_level[drug]-50 ) { act( AT_POISON, "$n bends over and vomits.\n\r", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You vomit.\n\r", ch, NULL, NULL, TO_CHAR ); ch->pcdata->drug_level[drug] -=10; } if ( ch->pcdata->drug_level[drug] > 1 ) ch->pcdata->drug_level[drug] -=2; else if ( ch->pcdata->drug_level[drug] > 0 ) ch->pcdata->drug_level[drug] -=1; else if ( ch->pcdata->addiction[drug] > 0 && ch->pcdata->drug_level[drug] <= 0 ) ch->pcdata->addiction[drug]--; } } void gain_condition( CHAR_DATA *ch, int iCond, int value ) { int condition; ch_ret retcode; if ( value == 0 || IS_NPC(ch) || get_trust(ch) >= LEVEL_IMMORTAL || is_droid(ch) || NOT_AUTHED(ch)) return; condition = ch->pcdata->condition[iCond]; ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); if ( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_FULL: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are STARVING!\n\r", ch ); // act( AT_HUNGRY, "$n is starved half to death!", ch, NULL, NULL, TO_ROOM); worsen_mental_state( ch, 1 ); retcode = damage(ch, ch, 5, TYPE_UNDEFINED); } break; case COND_THIRST: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are DYING of THIRST!\n\r", ch ); // act( AT_THIRSTY, "$n is dying of thirst!", ch, NULL, NULL, TO_ROOM); worsen_mental_state( ch, 2 ); retcode = damage(ch, ch, 5, TYPE_UNDEFINED); } break; case COND_DRUNK: if ( condition != 0 ) { set_char_color( AT_SOBER, ch ); send_to_char( "You are sober.\n\r", ch ); } retcode = rNONE; break; default: bug( "Gain_condition: invalid condition type %d", iCond ); retcode = rNONE; break; } } if ( retcode != rNONE ) return; if ( ch->pcdata->condition[iCond] == 1 ) { switch ( iCond ) { case COND_FULL: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are really hungry.\n\r", ch ); // act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL, NULL, TO_ROOM); if ( number_bits(1) == 0 ) worsen_mental_state( ch, 1 ); } break; case COND_THIRST: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are really thirsty.\n\r", ch ); worsen_mental_state( ch, 1 ); // act( AT_THIRSTY, "$n looks a little parched.", ch, NULL, NULL, TO_ROOM); } break; case COND_DRUNK: if ( condition != 0 ) { set_char_color( AT_SOBER, ch ); send_to_char( "You are feeling a little less light headed.\n\r", ch ); } break; } } if ( ch->pcdata->condition[iCond] == 2 ) { switch ( iCond ) { case COND_FULL: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are hungry.\n\r", ch ); } break; case COND_THIRST: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are thirsty.\n\r", ch ); } break; } } if ( ch->pcdata->condition[iCond] == 3 ) { switch ( iCond ) { case COND_FULL: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are a mite peckish.\n\r", ch ); } break; case COND_THIRST: if ( ch->top_level <= LEVEL_AVATAR ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You could use a sip of something refreshing.\n\r", ch ); } break; } } return; } /* * Mob autonomous action. * This function takes 25% to 35% of ALL Mud cpu time. */ void mobile_update( void ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *ch; EXIT_DATA *pexit; int door; ch_ret retcode; retcode = rNONE; /* Examine all mobs. */ for ( ch = last_char; ch; ch = gch_prev ) { set_cur_char( ch ); if ( ch == first_char && ch->prev ) { bug( "mobile_update: first_char->prev != NULL... fixed", 0 ); ch->prev = NULL; } gch_prev = ch->prev; if ( gch_prev && gch_prev->next != ch ) { sprintf( buf, "FATAL: Mobile_update: %s->prev->next doesn't point to ch.", ch->name ); bug( buf, 0 ); bug( "Short-cutting here", 0 ); gch_prev = NULL; ch->prev = NULL; do_shout( ch, "Thoric says, 'Prepare for the worst!'" ); } if ( !IS_NPC(ch) ) { drunk_randoms(ch); halucinations(ch); continue; } if ( !ch->in_room || IS_AFFECTED(ch, AFF_CHARM) || IS_AFFECTED(ch, AFF_PARALYSIS) ) continue; /* Clean up 'animated corpses' that are not charmed' - Scryn */ if ( ch->pIndexData->vnum == 5 && !IS_AFFECTED(ch, AFF_CHARM) ) { if(ch->in_room->first_person) act(AT_MAGIC, "$n returns to the dust from whence $e came.", ch, NULL, NULL, TO_ROOM); if(IS_NPC(ch)) /* Guard against purging switched? */ extract_char(ch, TRUE); continue; } if ( !IS_SET( ch->act, ACT_RUNNING ) && !IS_SET( ch->act, ACT_SENTINEL ) && !ch->fighting && ch->hunting ) { if ( ch->top_level < 20 ) WAIT_STATE( ch, 6 * PULSE_PER_SECOND ); else if ( ch->top_level < 40 ) WAIT_STATE( ch, 5 * PULSE_PER_SECOND ); else if ( ch->top_level < 60 ) WAIT_STATE( ch, 4 * PULSE_PER_SECOND ); else if ( ch->top_level < 80 ) WAIT_STATE( ch, 3 * PULSE_PER_SECOND ); else if ( ch->top_level < 100 ) WAIT_STATE( ch, 2 * PULSE_PER_SECOND ); else WAIT_STATE( ch, 1 * PULSE_PER_SECOND ); hunt_victim( ch ); continue; } else if ( !ch->fighting && !ch->hunting && !IS_SET( ch->act, ACT_RUNNING) && ch->was_sentinel && ch->position >= POS_STANDING ) { act( AT_ACTION, "$n leaves.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch , ch->was_sentinel ); act( AT_ACTION, "$n arrives.", ch, NULL, NULL, TO_ROOM ); SET_BIT( ch->act , ACT_SENTINEL ); ch->was_sentinel = NULL; } /* Examine call for special procedure */ if ( !IS_SET( ch->act, ACT_RUNNING ) && ch->spec_fun ) { if ( (*ch->spec_fun) ( ch ) ) continue; if ( char_died(ch) ) continue; } if ( !IS_SET( ch->act, ACT_RUNNING ) && ch->spec_2 ) { if ( (*ch->spec_2) ( ch ) ) continue; if ( char_died(ch) ) continue; } /* Check for mudprogram script on mob */ if ( IS_SET( ch->pIndexData->progtypes, SCRIPT_PROG ) ) { mprog_script_trigger( ch ); continue; } if ( ch != cur_char ) { bug( "Mobile_update: ch != cur_char after spec_fun", 0 ); continue; } /* That's all for sleeping / busy monster */ if ( ch->position != POS_STANDING ) continue; if ( IS_SET(ch->act, ACT_MOUNTED ) ) { if ( IS_SET(ch->act, ACT_AGGRESSIVE) ) do_emote( ch, "snarls and growls." ); continue; } if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE ) && IS_SET(ch->act, ACT_AGGRESSIVE) ) do_emote( ch, "glares around and snarls." ); /* MOBprogram random trigger */ if ( ch->in_room->area->nplayer > 0 ) { mprog_random_trigger( ch ); if ( char_died(ch) ) continue; if ( ch->position < POS_STANDING ) continue; } /* MOBprogram hour trigger: do something for an hour */ mprog_hour_trigger(ch); if ( char_died(ch) ) continue; rprog_hour_trigger(ch); if ( char_died(ch) ) continue; if ( ch->position < POS_STANDING ) continue; /* Scavenge */ if ( IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->first_content && number_bits( 2 ) == 0 ) { OBJ_DATA *obj; OBJ_DATA *obj_best; int max; max = 1; obj_best = NULL; for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) { if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max && !IS_OBJ_STAT( obj, ITEM_BURRIED ) ) { obj_best = obj; max = obj->cost; } } if ( obj_best ) { obj_from_room( obj_best ); obj_to_char( obj_best, ch ); act( AT_ACTION, "$n gets $p.", ch, obj_best, NULL, TO_ROOM ); } } /* Wander */ if ( !IS_SET(ch->act, ACT_RUNNING) && !IS_SET(ch->act, ACT_SENTINEL) && !IS_SET(ch->act, ACT_PROTOTYPE) && ( door = number_bits( 5 ) ) <= 9 && ( pexit = get_exit(ch->in_room, door) ) != NULL && pexit->to_room && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) && ( !IS_SET(ch->act, ACT_STAY_AREA) || pexit->to_room->area == ch->in_room->area ) ) { retcode = move_char( ch, pexit, 0 ); /* If ch changes position due to it's or someother mob's movement via MOBProgs, continue - Kahn */ if ( char_died(ch) ) continue; if ( retcode != rNONE || IS_SET(ch->act, ACT_SENTINEL) || ch->position < POS_STANDING ) continue; } /* Flee */ if ( ch->hit < ch->max_hit / 2 && ( door = number_bits( 4 ) ) <= 9 && ( pexit = get_exit(ch->in_room,door) ) != NULL && pexit->to_room && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) { CHAR_DATA *rch; bool found; found = FALSE; for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) { if ( is_fearing(ch, rch) ) { switch( number_bits(2) ) { case 0: sprintf( buf, "Get away from me, %s!", rch->name ); break; case 1: sprintf( buf, "Leave me be, %s!", rch->name ); break; case 2: sprintf( buf, "%s is trying to kill me! Help!", rch->name ); break; case 3: sprintf( buf, "Someone save me from %s!", rch->name ); break; } do_yell( ch, buf ); found = TRUE; break; } } if ( found ) retcode = move_char( ch, pexit, 0 ); } } return; } void update_taxes( void ) { PLANET_DATA *planet; CLAN_DATA *clan; DESCRIPTOR_DATA *d; for ( planet = first_planet; planet; planet = planet->next ) { clan = planet->governed_by; if ( clan ) { int sCount = 0; CLAN_DATA * subclan = NULL; if ( clan->first_subclan ) { for ( subclan = clan->first_subclan ; subclan ; subclan = subclan->next_subclan ) sCount++; for ( subclan = clan->first_subclan ; subclan ; subclan = subclan->next_subclan ) { subclan->funds += get_taxes(planet)/1440/sCount; save_clan (subclan); } clan->funds += get_taxes(planet)/1440; save_clan (clan); } else { clan->funds += get_taxes(planet)/720; save_clan( clan ); } save_planet( planet ); } } for ( d = first_descriptor; d; d = d->next ) { if ( d && d->character && d->character->pcdata && d->connected == CON_PLAYING ) /* Interest */ d->character->pcdata->bank *= 1.0071428571428571; if ( ( d->connected == CON_PLAYING ) && ( d->character->pcdata->salary > 0 ) && ( d->character->pcdata->clan ) && ( d->character->pcdata->clan->funds >= d->character->pcdata->salary ) ) { d->character->pcdata->bank += d->character->pcdata->salary; d->character->pcdata->clan->funds -= d->character->pcdata->salary; } } } /* * Update the weather. */ void weather_update( void ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; int diff; sh_int 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 ); } } return; } /* * Update all chars, including mobs. * This function is performance sensitive. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_save; sh_int save_count = 0; // struct tm *tms; 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; /* if(!IS_NPC(ch)) if ( (ch->pcdata->bank * 1.00002) > 1 ) ch->pcdata->bank *= 1.00002; else ch->pcdata->bank += 1; if (!IS_NPC(ch) && ch->pcdata->salary_date > current_time) { ch->pcdata->bank += ch->pcdata->salary; ch->pcdata->clan->funds -= ch->pcdata->salary; tms = localtime(¤t_time); tms->tm_mday += 1; ch->pcdata->salary_date = mktime(tms); } */ /* * See if player should be auto-saved. */ if ( !IS_NPC(ch) && !NOT_AUTHED(ch) && current_time - ch->pcdata->save_time > (sysdata.save_frequency*60) ) ch_save = ch; else ch_save = NULL; if ( ch->alignment < -1000 ) ch->alignment = -1000; if ( ch->alignment > 1000 ) ch->alignment = 1000; if ( ch->position >= POS_STUNNED ) { if ( ch->hit < ch->max_hit ) ch->hit += hit_gain(ch); if ( ch->mana < ch->max_mana || ch->skill_level[FORCE_ABILITY] == 1 ) ch->mana += mana_gain(ch); if ( ch->move < ch->max_move ) ch->move += move_gain(ch); } if ( ch->position == POS_STUNNED ) update_pos( ch ); if ( ch->pcdata ) gain_addiction( ch ); if ( !IS_NPC(ch) && ch->top_level < LEVEL_IMMORTAL ) { OBJ_DATA *obj; if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) { if ( --obj->value[2] == 0 && ch->in_room ) { ch->in_room->light -= obj->count; act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_CHAR ); if ( obj->serial == cur_obj ) global_objcode = rOBJ_EXPIRED; extract_obj( obj ); } } if ( ch->pcdata->condition[COND_DRUNK] > 8 ) worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK]/8 ); if ( ch->pcdata->condition[COND_FULL] > 1 ) { switch( ch->position ) { case POS_SLEEPING: better_mental_state( ch, 4 ); break; case POS_RESTING: better_mental_state( ch, 3 ); break; case POS_SITTING: case POS_MOUNTED: better_mental_state( ch, 2 ); break; case POS_STANDING: better_mental_state( ch, 1 ); break; case POS_FIGHTING: if ( number_bits(2) == 0 ) better_mental_state( ch, 1 ); break; } } if ( ch->pcdata->condition[COND_THIRST] > 1 ) { switch( ch->position ) { case POS_SLEEPING: better_mental_state( ch, 5 ); break; case POS_RESTING: better_mental_state( ch, 3 ); break; case POS_SITTING: case POS_MOUNTED: better_mental_state( ch, 2 ); break; case POS_STANDING: better_mental_state( ch, 1 ); break; case POS_FIGHTING: if ( number_bits(2) == 0 ) better_mental_state( ch, 1 ); break; } } gain_condition( ch, COND_DRUNK, -1 ); gain_condition( ch, COND_FULL, -1 ); if ( ch->in_room ) switch( ch->in_room->sector_type ) { default: gain_condition( ch, COND_THIRST, -1 ); break; case SECT_DESERT: gain_condition( ch, COND_THIRST, -2 ); break; case SECT_UNDERWATER: case SECT_OCEANFLOOR: if ( number_bits(1) == 0 ) gain_condition( ch, COND_THIRST, -1 ); break; } } if ( !char_died(ch) ) { /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ if ( IS_AFFECTED(ch, AFF_POISON) ) { act( AT_POISON, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL, TO_CHAR ); ch->mental_state = URANGE( 20, ch->mental_state + 4 , 100 ); damage( ch, ch, 6, gsn_poison ); } else if ( ch->position == POS_INCAP ) damage( ch, ch, 1, TYPE_UNDEFINED ); else if ( ch->position == POS_MORTAL ) damage( ch, ch, 4, TYPE_UNDEFINED ); if ( char_died(ch) ) continue; if ( ch->mental_state >= 30 ) switch( (ch->mental_state+5) / 10 ) { case 3: send_to_char( "You feel feverish.\n\r", ch ); act( AT_ACTION, "$n looks kind of out of it.", ch, NULL, NULL, TO_ROOM ); break; case 4: send_to_char( "You do not feel well at all.\n\r", ch ); act( AT_ACTION, "$n doesn't look too good.", ch, NULL, NULL, TO_ROOM ); break; case 5: send_to_char( "You need help!\n\r", ch ); act( AT_ACTION, "$n looks like $e could use your help.", ch, NULL, NULL, TO_ROOM ); break; case 6: send_to_char( "Seekest thou a cleric.\n\r", ch ); act( AT_ACTION, "Someone should fetch a healer for $n.", ch, NULL, NULL, TO_ROOM ); break; case 7: send_to_char( "You feel reality slipping away...\n\r", ch ); act( AT_ACTION, "$n doesn't appear to be aware of what's going on.", ch, NULL, NULL, TO_ROOM ); break; case 8: send_to_char( "You begin to understand... everything.\n\r", ch ); act( AT_ACTION, "$n starts ranting like a madman!", ch, NULL, NULL, TO_ROOM ); break; case 9: send_to_char( "You are ONE with the universe.\n\r", ch ); act( AT_ACTION, "$n is ranting on about 'the answer', 'ONE' and other mumbo-jumbo...", ch, NULL, NULL, TO_ROOM ); break; case 10: send_to_char( "You feel the end is near.\n\r", ch ); act( AT_ACTION, "$n is muttering and ranting in tongues...", ch, NULL, NULL, TO_ROOM ); break; } if ( ch->mental_state <= -30 ) switch( (abs(ch->mental_state)+5) / 10 ) { case 10: if ( ch->position > POS_SLEEPING ) { if ( (ch->position == POS_STANDING || ch->position < POS_FIGHTING) && number_percent()+10 < abs(ch->mental_state) ) do_sleep( ch, "" ); else send_to_char( "You're barely conscious.\n\r", ch ); } break; case 9: if ( ch->position > POS_SLEEPING ) { if ( (ch->position == POS_STANDING || ch->position < POS_FIGHTING) && (number_percent()+20) < abs(ch->mental_state) ) do_sleep( ch, "" ); else send_to_char( "You can barely keep your eyes open.\n\r", ch ); } break; case 8: if ( ch->position > POS_SLEEPING ) { if ( ch->position < POS_SITTING && (number_percent()+30) < abs(ch->mental_state) ) do_sleep( ch, "" ); else send_to_char( "You're extremely drowsy.\n\r", ch ); } break; case 7: if ( ch->position > POS_RESTING ) send_to_char( "You feel very unmotivated.\n\r", ch ); break; case 6: if ( ch->position > POS_RESTING ) send_to_char( "You feel sedated.\n\r", ch ); break; case 5: if ( ch->position > POS_RESTING ) send_to_char( "You feel sleepy.\n\r", ch ); break; case 4: if ( ch->position > POS_RESTING ) send_to_char( "You feel tired.\n\r", ch ); break; case 3: if ( ch->position > POS_RESTING ) send_to_char( "You could use a rest.\n\r", ch ); break; } if ( ch->backup_wait > 0 ) { --ch->backup_wait; if ( ch->backup_wait == 0 ) add_reinforcements( ch ); } if ( !IS_NPC (ch) ) { if ( ++ch->timer > 15 && !ch->desc ) { if ( ch->in_room ) char_from_room( ch ); char_to_room( ch , get_room_index( ROOM_PLUOGUS_QUIT ) ); ch->position = POS_RESTING; ch->hit = UMAX ( 1 , ch->hit ); save_char_obj( ch ); do_quit( ch, "" ); } else if ( ch == ch_save && IS_SET( sysdata.save_flags, SV_AUTO ) && ++save_count < 10 ) /* save max of 10 per tick */ save_char_obj( ch ); } } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj, *wield; sh_int AT_TEMP; for ( obj = last_object; obj; obj = gobj_prev ) { CHAR_DATA *rch; char *message; if ( obj == first_object && obj->prev ) { bug( "obj_update: first_object->prev != NULL... fixed", 0 ); obj->prev = NULL; } gobj_prev = obj->prev; if ( gobj_prev && gobj_prev->next != obj ) { bug( "obj_update: obj->prev->next != obj", 0 ); return; } set_cur_obj( obj ); if ( obj->carried_by ) oprog_random_trigger( obj ); else if( obj->in_room && obj->in_room->area->nplayer > 0 ) oprog_random_trigger( obj ); if( obj_extracted(obj) ) continue; if ( obj->item_type == ITEM_WEAPON && obj->carried_by && ( obj->wear_loc == WEAR_WIELD || obj->wear_loc == WEAR_DUAL_WIELD ) && obj->value[3] != WEAPON_BLASTER && obj->value[4] > 0 && obj->value[3] != WEAPON_BOWCASTER && obj->value[3] != WEAPON_FORCE_PIKE) { 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 ); } } } if ( obj->item_type == ITEM_PIPE ) { if ( IS_SET( obj->value[3], PIPE_LIT ) ) { if ( --obj->value[1] <= 0 ) { obj->value[1] = 0; REMOVE_BIT( obj->value[3], PIPE_LIT ); } else if ( IS_SET( obj->value[3], PIPE_HOT ) ) REMOVE_BIT( obj->value[3], PIPE_HOT ); else { if ( IS_SET( obj->value[3], PIPE_GOINGOUT ) ) { REMOVE_BIT( obj->value[3], PIPE_LIT ); REMOVE_BIT( obj->value[3], PIPE_GOINGOUT ); } else SET_BIT( obj->value[3], PIPE_GOINGOUT ); } if ( !IS_SET( obj->value[3], PIPE_LIT ) ) SET_BIT( obj->value[3], PIPE_FULLOFASH ); } else REMOVE_BIT( obj->value[3], PIPE_HOT ); } /* Corpse decay (npc corpses decay at 8 times the rate of pc corpses) - Narn */ if ( obj->item_type == ITEM_CORPSE_PC || obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_DROID_CORPSE ) { sh_int timerfrac = UMAX(1, obj->timer - 1); if ( obj->item_type == ITEM_CORPSE_PC ) timerfrac = (int)(obj->timer / 8 + 1); if ( obj->timer > 0 && obj->value[2] > timerfrac ) { char buf[MAX_STRING_LENGTH]; char name[MAX_STRING_LENGTH]; char *bufptr; bufptr = one_argument( obj->short_descr, name ); bufptr = one_argument( bufptr, name ); bufptr = one_argument( bufptr, name ); separate_obj(obj); obj->value[2] = timerfrac; if ( obj->item_type == ITEM_DROID_CORPSE ) sprintf( buf, d_corpse_descs[ UMIN( timerfrac - 1, 4 ) ], bufptr ); else sprintf( buf, corpse_descs[ UMIN( timerfrac - 1, 4 ) ], capitalize( bufptr ) ); STRFREE( obj->description ); obj->description = STRALLOC( buf ); } } /* don't let inventory decay */ if ( IS_OBJ_STAT(obj, ITEM_INVENTORY) ) continue; if ( obj->item_type == ITEM_GRENADE && obj->carried_by) { wield = get_eq_char( obj->carried_by, WEAR_HOLD ); if( wield == obj ) continue; } if ( obj->timer > 0 && obj->timer < 5 && obj->item_type == ITEM_ARMOR ) { if ( obj->carried_by ) { act( AT_TEMP, "$p is almost dead." , obj->carried_by, obj, NULL, TO_CHAR ); } } if ( ( obj->timer <= 0 || --obj->timer > 0 ) ) { if (obj->in_room && obj->in_room->sector_type == SECT_AIR && (obj->wear_flags & ITEM_TAKE) ) { ROOM_INDEX_DATA *new_room; EXIT_DATA *xit; for (xit = obj->in_room->first_exit; xit; xit = xit->next ) if ( xit->vdir == DIR_DOWN ) break; if ( !xit ) continue; new_room = xit->to_room; if (( rch = obj->in_room->first_person ) != NULL ) { act( AT_ACTION, "$p falls away.", rch, obj, NULL, TO_ROOM ); act( AT_ACTION, "$p falls away.", rch, obj, NULL, TO_CHAR ); } obj_from_room(obj); obj_to_room(obj, new_room); if (( rch = obj->in_room->first_person) != NULL ) { act( AT_ACTION, "$p floats by.", rch, obj, NULL, TO_ROOM ); act( AT_ACTION, "$p floats by.", rch, obj, NULL, TO_CHAR ); } } continue; } /* if we get this far, object's timer has expired. */ AT_TEMP = AT_PLAIN; switch ( obj->item_type ) { default: message = "$p has depleted itself."; AT_TEMP = AT_PLAIN; break; case ITEM_GRENADE: explode( obj ); return; break; case ITEM_PORTAL: message = "$p winks out of existence."; remove_portal(obj); obj->item_type = ITEM_TRASH; /* so extract_obj */ AT_TEMP = AT_MAGIC; /* doesn't remove_portal */ break; case ITEM_FOUNTAIN: message = "$p dries up."; AT_TEMP = AT_BLUE; break; case ITEM_CORPSE_NPC: message = "$p decays into dust and blows away."; AT_TEMP = AT_OBJECT; break; case ITEM_DROID_CORPSE: message = "$p rusts away into oblivion."; AT_TEMP = AT_OBJECT; break; case ITEM_CORPSE_PC: message = "$p decays into dust and is blown away..."; AT_TEMP = AT_MAGIC; break; case ITEM_FOOD: message = "$p is devoured by a swarm of maggots."; AT_TEMP = AT_HUNGRY; break; case ITEM_BLOOD: message = "$p slowly seeps into the ground."; AT_TEMP = AT_BLOOD; break; case ITEM_BLOODSTAIN: message = "$p dries up into flakes and blows away."; AT_TEMP = AT_BLOOD; break; case ITEM_SCRAPS: message = "$p crumbles and decays into nothing."; AT_TEMP = AT_OBJECT; break; case ITEM_FIRE: if (obj->in_room) --obj->in_room->light; message = "$p burns out."; AT_TEMP = AT_FIRE; } if ( obj->carried_by ) { act( AT_TEMP, message, obj->carried_by, obj, NULL, TO_CHAR ); } else if ( obj->in_room && ( rch = obj->in_room->first_person ) != NULL && !IS_OBJ_STAT( obj, ITEM_BURRIED ) ) { act( AT_TEMP, message, rch, obj, NULL, TO_ROOM ); act( AT_TEMP, message, rch, obj, NULL, TO_CHAR ); } if ( obj->serial == cur_obj ) global_objcode = rOBJ_EXPIRED; extract_obj( obj ); } return; } /* * Function to check important stuff happening to a player * This function should take about 5% of mud cpu time */ void char_check( void ) { CHAR_DATA *ch, *ch_next; EXIT_DATA *pexit; static int cnt = 0; int door, retcode; cnt = (cnt+1) % 2; for ( ch = first_char; ch; ch = ch_next ) { set_cur_char(ch); ch_next = ch->next; will_fall(ch, 0); if ( char_died( ch ) ) continue; if ( IS_NPC( ch ) ) { if ( cnt != 0 ) continue; /* running mobs -Thoric */ if ( IS_SET(ch->act, ACT_RUNNING) ) { if ( !IS_SET( ch->act, ACT_SENTINEL ) && !ch->fighting && ch->hunting ) { WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); hunt_victim( ch ); continue; } if ( ch->spec_fun ) { if ( (*ch->spec_fun) ( ch ) ) continue; if ( char_died(ch) ) continue; } if ( ch->spec_2 ) { if ( (*ch->spec_2) ( ch ) ) continue; if ( char_died(ch) ) continue; } if ( !IS_SET(ch->act, ACT_SENTINEL) && !IS_SET(ch->act, ACT_PROTOTYPE) && ( door = number_bits( 4 ) ) <= 9 && ( pexit = get_exit(ch->in_room, door) ) != NULL && pexit->to_room && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) && ( !IS_SET(ch->act, ACT_STAY_AREA) || pexit->to_room->area == ch->in_room->area ) ) { retcode = move_char( ch, pexit, 0 ); if ( char_died(ch) ) continue; if ( retcode != rNONE || IS_SET(ch->act, ACT_SENTINEL) || ch->position < POS_STANDING ) continue; } } continue; } else { if ( ch->mount && ch->in_room != ch->mount->in_room ) { REMOVE_BIT( ch->mount->act, ACT_MOUNTED ); ch->mount = NULL; ch->position = POS_STANDING; send_to_char( "No longer upon your mount, you fall to the ground...\n\rOUCH!\n\r", ch ); } if ( ( ch->in_room && ch->in_room->sector_type == SECT_UNDERWATER ) || ( ch->in_room && ch->in_room->sector_type == SECT_OCEANFLOOR ) ) { if ( !IS_AFFECTED( ch, AFF_AQUA_BREATH ) ) { if ( get_trust(ch) < LEVEL_IMMORTAL ) { int dam; dam = number_range( ch->max_hit / 50 , ch->max_hit / 30 ); dam = UMAX( 1, dam ); if( ch->hit <= 0 ) dam = UMIN( 10, dam ); if ( number_bits(3) == 0 ) send_to_char( "You cough and choke as you try to breathe water!\n\r", ch ); damage( ch, ch, dam, TYPE_UNDEFINED ); } } } if ( char_died( ch ) ) continue; if ( ch->in_room && (( ch->in_room->sector_type == SECT_WATER_NOSWIM ) || ( ch->in_room->sector_type == SECT_WATER_SWIM ) ) ) { if ( !IS_AFFECTED( ch, AFF_FLYING ) && !IS_AFFECTED( ch, AFF_FLOATING ) && !IS_AFFECTED( ch, AFF_AQUA_BREATH ) && !ch->mount ) { if ( get_trust(ch) < LEVEL_IMMORTAL ) { int dam; if ( ch->move > 0 ) ch->move--; else { dam = number_range( ch->max_hit / 50, ch->max_hit / 30 ); dam = UMAX( 1, dam ); if( ch->hit <= 0 ) dam = UMIN( 10, dam ); if ( number_bits(3) == 0 ) send_to_char( "Struggling with exhaustion, you choke on a mouthful of water.\n\r", ch ); damage( ch, ch, dam, TYPE_UNDEFINED ); } } } } } } } /* * Aggress. * * for each descriptor * for each mob in room * aggress on some random PC * * This function should take 5% to 10% of ALL mud cpu time. * Unfortunately, checking on each PC move is too tricky, * because we don't the mob to just attack the first PC * who leads the party into the room. * */ void aggr_update( void ) { /* DESCRIPTOR_DATA *d, *dnext; */ CHAR_DATA *wch; CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; CHAR_DATA *wch_next; struct act_prog_data *apdtmp; #ifdef UNDEFD /* * GRUNT! To do * */ if ( IS_NPC( wch ) && wch->mpactnum > 0 && wch->in_room->area->nplayer > 0 ) { MPROG_ACT_LIST * tmp_act, *tmp2_act; for ( tmp_act = wch->mpact; tmp_act; tmp_act = tmp_act->next ) { oprog_wordlist_check( tmp_act->buf,wch, tmp_act->ch, tmp_act->obj, tmp_act->vo, ACT_PROG ); DISPOSE( tmp_act->buf ); } for ( tmp_act = wch->mpact; tmp_act; tmp_act = tmp2_act ) { tmp2_act = tmp_act->next; DISPOSE( tmp_act ); } wch->mpactnum = 0; wch->mpact = NULL; } #endif /* check mobprog act queue */ while ( (apdtmp = mob_act_list) != NULL ) { wch = mob_act_list->vo; if ( !char_died(wch) && wch->mpactnum > 0 ) { MPROG_ACT_LIST * tmp_act; while ( (tmp_act = wch->mpact) != NULL ) { if ( tmp_act->obj && obj_extracted(tmp_act->obj) ) tmp_act->obj = NULL; if ( tmp_act->ch && !char_died(tmp_act->ch) ) mprog_wordlist_check( tmp_act->buf, wch, tmp_act->ch, tmp_act->obj, tmp_act->vo, ACT_PROG ); wch->mpact = tmp_act->next; DISPOSE(tmp_act->buf); DISPOSE(tmp_act); } wch->mpactnum = 0; wch->mpact = NULL; } mob_act_list = apdtmp->next; DISPOSE( apdtmp ); } /* * Just check descriptors here for victims to aggressive mobs * We can check for linkdead victims to mobile_update -Thoric */ /* for ( d = first_descriptor; d; d = dnext ) { dnext = d->next; if ( d->connected != CON_PLAYING || (wch=d->character) == NULL ) continue; */ for( ch = first_char; ch; ch = wch_next ) { wch_next = ch->next; if ( !IS_NPC(ch) || ch->fighting || IS_AFFECTED(ch, AFF_CHARM) || !IS_AWAKE(ch) || ( IS_SET(ch->act, ACT_WIMPY) ) ) continue; if ( !IS_SET(ch->act, ACT_AGGRESSIVE) || IS_SET(ch->act, ACT_MOUNTED) || IS_SET(ch->in_room->room_flags, ROOM_SAFE ) ) continue; for ( wch = ch->in_room->first_person; wch; wch = ch_next ) { int count; ch_next = wch->next_in_room; if ( is_hating( ch, wch ) ) { found_prey( ch, wch ); continue; } if ( char_died(wch) || wch->top_level >= LEVEL_IMMORTAL || !wch->in_room || !can_see( ch, wch ) ) continue; if ( IS_SET(wch->act, ACT_AGGRESSIVE) ) continue; victim = wch; if ( !victim ) { bug( "Aggr_update: null victim.", count ); continue; } if ( get_timer(victim, TIMER_RECENTFIGHT) > 0 ) continue; if ( IS_NPC(ch) && IS_SET(ch->attacks, ATCK_BACKSTAB ) ) { OBJ_DATA *obj; if ( !ch->mount && (obj = get_eq_char( ch, WEAR_WIELD )) != NULL && obj->value[3] == 11 && !victim->fighting && victim->hit >= victim->max_hit ) { WAIT_STATE( ch, skill_table[gsn_backstab]->beats ); if ( !IS_AWAKE(victim) || number_percent( )+5 < ch->top_level ) { global_retcode = multi_hit( ch, victim, gsn_backstab ); continue; } else { global_retcode = damage( ch, victim, 0, gsn_backstab ); continue; } } } global_retcode = multi_hit( ch, victim, TYPE_UNDEFINED ); } } return; } /* From interp.c */ bool check_social args( ( CHAR_DATA *ch, char *command, char *argument ) ); /* * drunk randoms - Tricops * (Made part of mobile_update -Thoric) */ void drunk_randoms( CHAR_DATA *ch ) { CHAR_DATA *rvch = NULL; CHAR_DATA *vch; sh_int drunk; sh_int position; if( !ch ) return; if ( IS_NPC( ch ) || !ch->pcdata || ch->pcdata->condition[COND_DRUNK] <= 0 ) return; if ( number_percent() < 30 ) return; drunk = ch->pcdata->condition[COND_DRUNK]; position = ch->position; ch->position = POS_STANDING; if ( number_percent() < (2*drunk / 20) ) check_social( ch, "burp", "" ); else if ( number_percent() < (2*drunk / 20) ) check_social( ch, "hiccup", "" ); else if ( number_percent() < (2*drunk / 20) ) check_social( ch, "drool", "" ); else if ( number_percent() < (2*drunk / 20) ) check_social( ch, "fart", "" ); else if ( drunk > (10+(get_curr_con(ch)/5)) && number_percent() < ( 2 * drunk / 18 ) ) { for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) if ( number_percent() < 10 ) rvch = vch; check_social( ch, "puke", (rvch ? rvch->name : "") ); } ch->position = position; return; } void halucinations( CHAR_DATA *ch ) { if ( ch->mental_state >= 30 && number_bits(5 - (ch->mental_state >= 50) - (ch->mental_state >= 75)) == 0 ) { char *t; switch( number_range( 1, UMIN(20, (ch->mental_state+5) / 5)) ) { default: case 1: t = "You feel very restless... you can't sit still.\n\r"; break; case 2: t = "You're tingling all over.\n\r"; break; case 3: t = "Your skin is crawling.\n\r"; break; case 4: t = "You suddenly feel that something is terribly wrong.\n\r"; break; case 5: t = "Those damn little fairies keep laughing at you!\n\r"; break; case 6: t = "You can hear your mother crying...\n\r"; break; case 7: t = "Have you been here before, or not? You're not sure...\n\r"; break; case 8: t = "Painful childhood memories flash through your mind.\n\r"; break; case 9: t = "You hear someone call your name in the distance...\n\r"; break; case 10: t = "Your head is pulsating... you can't think straight.\n\r"; break; case 11: t = "The ground... seems to be squirming...\n\r"; break; case 12: t = "You're not quite sure what is real anymore.\n\r"; break; case 13: t = "It's all a dream... or is it?\n\r"; break; case 14: t = "They're coming to get you... coming to take you away...\n\r"; break; case 15: t = "You begin to feel all powerful!\n\r"; break; case 16: t = "You're light as air... the heavens are yours for the taking.\n\r"; break; case 17: t = "Your whole life flashes by... and your future...\n\r"; break; case 18: t = "You are everywhere and everything... you know all and are all!\n\r"; break; case 19: t = "You feel immortal!\n\r"; break; case 20: t = "Ahh... the power of a Supreme Entity... what to do...\n\r"; break; } send_to_char( t, ch ); } return; } void tele_update( void ) { TELEPORT_DATA *tele, *tele_next; if ( !first_teleport ) return; for ( tele = first_teleport; tele; tele = tele_next ) { tele_next = tele->next; if ( --tele->timer <= 0 ) { if ( tele->room->first_person ) { 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_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; static int pulse_start_arena = PULSE_ARENA; static int pulse_arena = PULSE_ARENA; struct timeval stime; struct timeval etime; if ( timechar ) { set_char_color(AT_PLAIN, timechar); send_to_char( "Starting update timer.\n\r", timechar ); gettimeofday(&stime, NULL); } if ( --pulse_area <= 0 ) { pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); area_update ( ); quest_update(); } if ( --pulse_taxes <= 0 ) { pulse_taxes = PULSE_TAXES ; update_taxes ( ); } if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); } if ( --pulse_space <= 0 ) { pulse_space = PULSE_SPACE; update_space ( ); update_bus ( ); update_traffic ( ); } if ( --pulse_recharge <= 0 ) { pulse_recharge = PULSE_SPACE/3; recharge_ships ( ); } if ( --pulse_ship <= 0 ) { pulse_ship = PULSE_SPACE/10; move_ships ( ); } if ( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; violence_update ( ); } if ( --pulse_point <= 0 ) { pulse_point = number_range( PULSE_TICK * 0.75, PULSE_TICK * 1.25 ); /*auth_update ( );*/ /* Gorog */ 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( ); } if(in_start_arena || ppl_challenged) if( --pulse_start_arena <= 0) { pulse_start_arena = PULSE_ARENA; start_arena(); } if(ppl_in_arena) if(( --pulse_arena <= 0) || (num_in_arena()==1)) { pulse_arena = PULSE_ARENA; do_game(); } tele_update( ); aggr_update( ); obj_act_update ( ); room_act_update( ); clean_obj_queue(); /* dispose of extracted objects */ clean_char_queue(); /* dispose of dead mobs/quitting chars */ if ( timechar ) { gettimeofday(&etime, NULL); set_char_color(AT_PLAIN, timechar); send_to_char( "Update timing complete.\n\r", timechar ); subtract_times(&etime, &stime); ch_printf( timechar, "Timing took %d.%06d seconds.\n\r", etime.tv_sec, etime.tv_usec ); timechar = NULL; } tail_chain( ); return; } void remove_portal( OBJ_DATA *portal ) { ROOM_INDEX_DATA *fromRoom, *toRoom; CHAR_DATA *ch; EXIT_DATA *pexit; bool found; if ( !portal ) { bug( "remove_portal: portal is NULL", 0 ); return; } fromRoom = portal->in_room; found = FALSE; if ( !fromRoom ) { bug( "remove_portal: portal->in_room is NULL", 0 ); return; } for ( pexit = fromRoom->first_exit; pexit; pexit = pexit->next ) if ( IS_SET( pexit->exit_info, EX_PORTAL ) ) { found = TRUE; break; } if ( !found ) { bug( "remove_portal: portal not found in room %d!", fromRoom->vnum ); return; } if ( pexit->vdir != DIR_PORTAL ) bug( "remove_portal: exit in dir %d != DIR_PORTAL", pexit->vdir ); if ( ( toRoom = pexit->to_room ) == NULL ) bug( "remove_portal: toRoom is NULL", 0 ); extract_exit( fromRoom, pexit ); /* rendunancy */ /* send a message to fromRoom */ /* ch = fromRoom->first_person; */ /* if(ch!=NULL) */ /* act( AT_PLAIN, "A magical portal below winks from existence.", ch, NULL, NULL, TO_ROOM ); */ /* send a message to toRoom */ if ( toRoom && (ch = toRoom->first_person) != NULL ) act( AT_PLAIN, "A magical portal above winks from existence.", ch, NULL, NULL, TO_ROOM ); /* remove the portal obj: looks better to let update_obj do this */ /* extract_obj(portal); */ return; } void reboot_check( time_t reset ) { static char *tmsg[] = { "SYSTEM: Reboot in 10 seconds.", "SYSTEM: Reboot in 30 seconds.", "SYSTEM: Reboot in 1 minute.", "SYSTEM: Reboot in 2 minutes.", "SYSTEM: Reboot in 3 minutes.", "SYSTEM: Reboot in 4 minutes.", "SYSTEM: Reboot in 5 minutes.", "SYSTEM: Reboot in 10 minutes.", }; static const int times[] = { 10, 30, 60, 120, 180, 240, 300, 600 }; static const int timesize = UMIN(sizeof(times)/sizeof(*times), sizeof(tmsg)/sizeof(*tmsg)); char buf[MAX_STRING_LENGTH]; static int trun; static bool init; SHIP_DATA *ship; 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.\n\r", auction->buyer); } } echo_to_all(AT_YELLOW, "You are forced from these realms by a strong " "presence\n\ras life here is reconstructed.", ECHOTAR_ALL); for ( vch = first_char; vch; vch = vch->next ) if ( !IS_NPC(vch) ) save_char_obj(vch); for ( ship = first_ship; ship; ship = ship->next ) save_ship( ship ); mud_down = TRUE; return; } if ( trun != -1 && new_boot_time_t - current_time <= times[trun] ) { echo_to_all(AT_YELLOW, tmsg[trun], ECHOTAR_ALL); if ( trun <= 5 ) sysdata.DENY_NEW_PLAYERS = TRUE; --trun; return; } return; } #if 0 void reboot_check( char *arg ) { char buf[MAX_STRING_LENGTH]; extern bool mud_down; /*struct tm *timestruct; int timecheck;*/ CHAR_DATA *vch; /*Bools to show which pre-boot echoes we've done. */ static bool thirty = FALSE; static bool fifteen = FALSE; static bool ten = FALSE; static bool five = FALSE; static bool four = FALSE; static bool three = FALSE; static bool two = FALSE; static bool one = FALSE; /* This function can be called by do_setboot when the reboot time is being manually set to reset all the bools. */ if ( !str_cmp( arg, "reset" ) ) { thirty = FALSE; fifteen = FALSE; ten = FALSE; five = FALSE; four = FALSE; three = FALSE; two = FALSE; one = FALSE; return; } /* If the mud has been up less than 18 hours and the boot time wasn't set manually, forget it. */ /* Usage monitor */ if ((current_time % 1800) == 0) { sprintf(buf, "%s: %d players", ctime(¤t_time), num_descriptors); append_to_file(USAGE_FILE, buf); } /* Change by Scryn - if mud has not been up 18 hours at boot time - still * allow for warnings even if not up 18 hours */ if ( new_boot_time_t - boot_time < 60*60*18 && set_boot_time->manual == 0 ) { return; } /* timestruct = localtime( ¤t_time); if ( timestruct->tm_hour == set_boot_time->hour && timestruct->tm_min == set_boot_time->min )*/ if ( new_boot_time_t <= current_time ) { /* Return auction item to seller */ if (auction->item != NULL) { sprintf (buf,"Sale of %s has been stopped by mud.", auction->item->short_descr); talk_auction (buf); obj_to_char (auction->item, auction->seller); auction->item = NULL; if (auction->buyer != NULL && auction->seller != auction->buyer) /* return money to the buyer */ { auction->buyer->gold += auction->bet; send_to_char ("Your money has been returned.\n\r",auction->buyer); } } sprintf( buf, "You are forced from these realms by a strong magical presence" ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); sprintf( buf, "as life here is reconstructed." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); /* Save all characters before booting. */ for ( vch = first_char; vch; vch = vch->next ) { if ( !IS_NPC( vch ) ) save_char_obj( vch ); } mud_down = TRUE; } /* How many minutes to the scheduled boot? */ /* timecheck = ( set_boot_time->hour * 60 + set_boot_time->min ) - ( timestruct->tm_hour * 60 + timestruct->tm_min ); if ( timecheck > 30 || timecheck < 0 ) return; if ( timecheck <= 1 ) */ if ( new_boot_time_t - current_time <= 60 ) { if ( one == FALSE ) { sprintf( buf, "You feel the ground shake as the end comes near!" ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); one = TRUE; sysdata.DENY_NEW_PLAYERS = TRUE; } return; } /* if ( timecheck == 2 )*/ if ( new_boot_time_t - current_time <= 120 ) { if ( two == FALSE ) { sprintf( buf, "Lightning crackles in the sky above!" ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); two = TRUE; sysdata.DENY_NEW_PLAYERS = TRUE; } return; } /* if ( timecheck == 3 )*/ if (new_boot_time_t - current_time <= 180 ) { if ( three == FALSE ) { sprintf( buf, "Crashes of thunder sound across the land!" ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); three = TRUE; sysdata.DENY_NEW_PLAYERS = TRUE; } return; } /* if ( timecheck == 4 )*/ if( new_boot_time_t - current_time <= 240 ) { if ( four == FALSE ) { sprintf( buf, "The sky has suddenly turned midnight black." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); four = TRUE; sysdata.DENY_NEW_PLAYERS = TRUE; } return; } /* if ( timecheck == 5 )*/ if( new_boot_time_t - current_time <= 300 ) { if ( five == FALSE ) { sprintf( buf, "You notice the life forms around you slowly dwindling away." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); five = TRUE; sysdata.DENY_NEW_PLAYERS = TRUE; } return; } /* if ( timecheck == 10 )*/ if( new_boot_time_t - current_time <= 600 ) { if ( ten == FALSE ) { sprintf( buf, "The seas across the realm have turned frigid." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); ten = TRUE; } return; } /* if ( timecheck == 15 )*/ if( new_boot_time_t - current_time <= 900 ) { if ( fifteen == FALSE ) { sprintf( buf, "The aura of magic which once surrounded the realms seems slightly unstable." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); fifteen = TRUE; } return; } /* if ( timecheck == 30 )*/ if( new_boot_time_t - current_time <= 1800 ) { if ( thirty == FALSE ) { sprintf( buf, "You sense a change in the magical forces surrounding you." ); echo_to_all( AT_YELLOW, buf, ECHOTAR_ALL ); thirty = TRUE; } return; } return; } #endif /* the auction update*/ void auction_update (void) { int tax, pay; char buf[MAX_STRING_LENGTH]; switch (++auction->going) /* increase the going state */ { case 1 : /* going once */ case 2 : /* going twice */ if (auction->bet > auction->starting) sprintf (buf, "%s: 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; boost_economy( auction->seller->in_room->area, tax ); auction->seller->gold += pay; /* give him the money, tax 10 % */ sprintf(buf, "The auctioneer pays you %d gold, charging an auction fee of %d.\n\r", pay, tax); send_to_char(buf, auction->seller); auction->item = NULL; /* reset item */ if ( IS_SET( sysdata.save_flags, SV_AUCTION ) ) { save_char_obj( auction->buyer ); save_char_obj( auction->seller ); } } else /* not sold */ { sprintf (buf, "No bids received for %s - object has been removed from auction\n\r.",auction->item->short_descr); talk_auction(buf); act (AT_ACTION, "The auctioneer appears before you to return $p to you.", auction->seller,auction->item,NULL,TO_CHAR); act (AT_ACTION, "The auctioneer appears before $n to return $p to $m.", auction->seller,auction->item,NULL,TO_ROOM); if ( (auction->seller->carry_weight + get_obj_weight( auction->item )) > can_carry_w( auction->seller ) ) { act( AT_PLAIN, "You drop $p as it is just too much to carry" " with everything else you're carrying.", auction->seller, auction->item, NULL, TO_CHAR ); act( AT_PLAIN, "$n drops $p as it is too much extra weight" " for $m with everything else.", auction->seller, auction->item, NULL, TO_ROOM ); obj_to_room( auction->item, auction->seller->in_room ); } else obj_to_char (auction->item,auction->seller); tax = (int)auction->item->cost * 0.05; boost_economy( auction->seller->in_room->area, tax ); sprintf(buf, "The auctioneer charges you an auction fee of %d.\n\r", tax ); send_to_char(buf, auction->seller); if ((auction->seller->gold - tax) < 0) auction->seller->gold = 0; else auction->seller->gold -= tax; if ( IS_SET( sysdata.save_flags, SV_AUCTION ) ) save_char_obj( auction->seller ); } /* else */ auction->item = NULL; /* clear auction */ } /* switch */ } /* func */ void subtract_times(struct timeval *etime, struct timeval *stime) { etime->tv_sec -= stime->tv_sec; etime->tv_usec -= stime->tv_usec; while ( etime->tv_usec < 0 ) { etime->tv_usec += 1000000; etime->tv_sec--; } return; }