/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* 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. *
* ------------------------------------------------------------------------ *
* All SWR:SQL additions/modifications added by Rojan *
* ------------------------------------------------------------------------ *
* 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 * sttime ) );
/*
* 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;
/*
* Advancement stuff.
*/
int max_level( CHAR_DATA * ch, int ability )
{
int level = 0;
if( IS_NPC( ch ) )
return 100;
if( IS_IMMORTAL( ch ) )
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->race == RACE_WOOKIEE )
level += 30;
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_DUINUOGWUIN )
level += 20;
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->race == RACE_HUTT )
level -= 10;
if( ch->race == RACE_GAMORREAN )
level -= 10;
if( ch->race == RACE_QUARREN )
level += 10;
if( ch->race == RACE_DUINUOGWUIN )
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_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;
level += ch->perm_int * 2;
}
if( ability == HUNTING_ABILITY )
{
if( ch->main_ability == ability )
level = 100;
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_ADARIAN )
level -= 30;
if( ch->race == RACE_TRANDOSHAN )
level += 30;
if( ch->race == RACE_CHADRA_FAN )
level -= 25;
}
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->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_DUINUOGWUIN )
level -= 10;
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_TWI_LEK )
level -= 25;
if( ch->race == RACE_RODIAN )
level -= 20;
if( ch->race == RACE_HUTT )
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;
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_WOOKIEE )
level -= 50;
if( ch->race == RACE_TWI_LEK )
level -= 25;
if( ch->race == RACE_RODIAN )
level -= 20;
if( ch->race == RACE_HUTT )
level -= 10;
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_DUINUOGWUIN )
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( get_age( ch ) > 800 )
{
send_to_char( "You are very old.\n\rYou are becoming weaker with every moment.\n\rSoon you will die.\n\r", ch );
return -10;
}
else if( get_age( ch ) > 500 )
gain /= 10;
else if( get_age( ch ) > 400 )
gain /= 5;
else if( get_age( ch ) > 300 )
gain /= 2;
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;
if( get_age( ch ) > 500 )
gain /= 10;
else if( get_age( ch ) > 300 )
gain /= 5;
else if( get_age( ch ) > 200 )
gain /= 2;
return UMIN( gain, ch->max_move - ch->move );
}
void gain_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, "$n bends over and vomits.\n\r", ch, NULL, NULL, TO_ROOM );
act( AT_POISON, "You vomit.\n\r", ch, NULL, NULL, TO_CHAR );
ch->pcdata->drug_level[drug] -= 10;
}
if( ch->pcdata->drug_level[drug] > 1 )
ch->pcdata->drug_level[drug] -= 2;
else if( ch->pcdata->drug_level[drug] > 0 )
ch->pcdata->drug_level[drug] -= 1;
else if( ch->pcdata->addiction[drug] > 0 && ch->pcdata->drug_level[drug] <= 0 )
ch->pcdata->addiction[drug]--;
}
}
void gain_condition( CHAR_DATA * ch, int iCond, int value )
{
int condition;
ch_ret retcode = rNONE;
if( value == 0 || IS_NPC( ch ) || get_trust( ch ) >= LEVEL_IMMORTAL || NOT_AUTHED( ch ) )
return;
condition = ch->pcdata->condition[iCond];
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );
if( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
case COND_FULL:
if( ch->top_level <= LEVEL_AVATAR )
{
set_char_color( AT_HUNGRY, ch );
send_to_char( "You are STARVING!\n\r", ch );
act( AT_HUNGRY, "$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;
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, CLANDATA_FUNDS );
}
clan->funds += get_taxes( planet ) / 1440;
save_clan( clan, CLANDATA_FUNDS );
}
else
{
clan->funds += get_taxes( planet ) / 720;
save_clan( clan, CLANDATA_FUNDS );
}
// save_planet( planet, PLANET_BASEVALUE );
}
}
}
/*
* Update the weather.
*/
void weather_update( void )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int diff;
short AT_TEMP = AT_PLAIN;
buf[0] = '\0';
switch ( ++time_info.hour )
{
case 5:
weather_info.sunlight = SUN_LIGHT;
strcat( buf, "The day has begun." );
AT_TEMP = AT_YELLOW;
break;
case 6:
weather_info.sunlight = SUN_RISE;
strcat( buf, "The sun rises in the east." );
AT_TEMP = AT_ORANGE;
break;
case 12:
weather_info.sunlight = SUN_LIGHT;
strcat( buf, "It's noon." );
AT_TEMP = AT_YELLOW;
break;
case 19:
weather_info.sunlight = SUN_SET;
strcat( buf, "The sun slowly disappears in the west." );
AT_TEMP = AT_BLOOD;
break;
case 20:
weather_info.sunlight = SUN_DARK;
strcat( buf, "The night has begun." );
AT_TEMP = AT_DGREY;
break;
case 24:
time_info.hour = 0;
time_info.day++;
break;
}
if( time_info.day >= 30 )
{
time_info.day = 0;
time_info.month++;
}
if( time_info.month >= 17 )
{
time_info.month = 0;
time_info.year++;
}
if( buf[0] != '\0' )
{
for( d = first_descriptor; d; d = d->next )
{
if( d->connected == CON_PLAYING
&& IS_OUTSIDE( d->character )
&& IS_AWAKE( d->character )
&& d->character->in_room
&& d->character->in_room->sector_type != SECT_UNDERWATER
&& d->character->in_room->sector_type != SECT_OCEANFLOOR
&& d->character->in_room->sector_type != SECT_UNDERGROUND )
act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR );
}
buf[0] = '\0';
}
/*
* Weather change.
*/
if( time_info.month >= 9 && time_info.month <= 16 )
diff = weather_info.mmhg > 985 ? -2 : 2;
else
diff = weather_info.mmhg > 1015 ? -2 : 2;
weather_info.change += diff * dice( 1, 4 ) + dice( 2, 6 ) - dice( 2, 6 );
weather_info.change = UMAX( weather_info.change, -12 );
weather_info.change = UMIN( weather_info.change, 12 );
weather_info.mmhg += weather_info.change;
weather_info.mmhg = UMAX( weather_info.mmhg, 960 );
weather_info.mmhg = UMIN( weather_info.mmhg, 1040 );
AT_TEMP = AT_GREY;
switch ( weather_info.sky )
{
default:
bug( "Weather_update: bad sky %d.", weather_info.sky );
weather_info.sky = SKY_CLOUDLESS;
break;
case SKY_CLOUDLESS:
if( weather_info.mmhg < 990 || ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The sky is getting cloudy." );
weather_info.sky = SKY_CLOUDY;
AT_TEMP = AT_GREY;
}
break;
case SKY_CLOUDY:
if( weather_info.mmhg < 970 || ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "It starts to rain." );
weather_info.sky = SKY_RAINING;
AT_TEMP = AT_BLUE;
}
if( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )
{
strcat( buf, "The clouds disappear." );
weather_info.sky = SKY_CLOUDLESS;
AT_TEMP = AT_WHITE;
}
break;
case SKY_RAINING:
if( weather_info.mmhg < 970 && number_bits( 2 ) == 0 )
{
strcat( buf, "Lightning flashes in the sky." );
weather_info.sky = SKY_LIGHTNING;
AT_TEMP = AT_YELLOW;
}
if( weather_info.mmhg > 1030 || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The rain stopped." );
weather_info.sky = SKY_CLOUDY;
AT_TEMP = AT_WHITE;
}
break;
case SKY_LIGHTNING:
if( weather_info.mmhg > 1010 || ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The lightning has stopped." );
weather_info.sky = SKY_RAINING;
AT_TEMP = AT_GREY;
break;
}
break;
}
if( buf[0] != '\0' )
{
for( d = first_descriptor; d; d = d->next )
{
if( d->connected == CON_PLAYING && IS_OUTSIDE( d->character ) && IS_AWAKE( d->character ) )
act( AT_TEMP, buf, d->character, 0, 0, TO_CHAR );
}
}
return;
}
/*
* Update all chars, including mobs.
* This function is performance sensitive.
*/
void char_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_save;
short save_count = 0;
ch_save = NULL;
for( ch = last_char; ch; ch = gch_prev )
{
if( ch == first_char && ch->prev )
{
bug( "char_update: first_char->prev != NULL... fixed", 0 );
ch->prev = NULL;
}
gch_prev = ch->prev;
set_cur_char( ch );
if( gch_prev && gch_prev->next != ch )
{
bug( "char_update: ch->prev->next != ch", 0 );
return;
}
/*
* Do a room_prog rand check right off the bat
* if ch disappears (rprog might wax npc's), continue
*/
if( !IS_NPC( ch ) )
rprog_random_trigger( ch );
if( char_died( ch ) )
continue;
if( IS_NPC( ch ) )
mprog_time_trigger( ch );
if( char_died( ch ) )
continue;
rprog_time_trigger( ch );
if( char_died( ch ) )
continue;
/*
* See if player should be auto-saved.
*/
if( !IS_NPC( ch ) && !NOT_AUTHED( ch ) && current_time - ch->save_time > ( sysdata.save_frequency * 60 ) )
ch_save = ch;
else
ch_save = NULL;
if( ch->position >= POS_STUNNED )
{
if( ch->hit < ch->max_hit )
ch->hit += hit_gain( ch );
if( ch->mana < ch->max_mana || ch->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;
short AT_TEMP = 0;
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 )
{
short timerfrac = UMAX( 1, obj->timer - 1 );
if( obj->item_type == ITEM_CORPSE_PC )
timerfrac = ( int )( obj->timer / 8 + 1 );
if( obj->timer > 0 && obj->value[2] > timerfrac )
{
char buf[MAX_STRING_LENGTH];
char name[MAX_STRING_LENGTH];
char *bufptr;
bufptr = one_argument( obj->short_descr, name );
bufptr = one_argument( bufptr, name );
bufptr = one_argument( bufptr, name );
separate_obj( obj );
obj->value[2] = timerfrac;
if( obj->item_type == ITEM_DROID_CORPSE )
sprintf( buf, d_corpse_descs[UMIN( timerfrac - 1, 4 )], bufptr );
else
sprintf( buf, corpse_descs[UMIN( timerfrac - 1, 4 )], capitalize( bufptr ) );
STRFREE( obj->description );
obj->description = STRALLOC( buf );
}
}
/*
* don't let inventory decay
*/
if( IS_OBJ_STAT( obj, ITEM_INVENTORY ) )
continue;
if( obj->timer > 0 && obj->timer < 5 && obj->item_type == ITEM_ARMOR )
{
if( obj->carried_by )
{
act( AT_TEMP, "$p is almost dead.", obj->carried_by, obj, NULL, TO_CHAR );
}
}
if( ( obj->timer <= 0 || --obj->timer > 0 ) )
continue;
/*
* if we get this far, object's timer has expired.
*/
AT_TEMP = AT_PLAIN;
switch ( obj->item_type )
{
default:
message = "$p has depleted itself.";
AT_TEMP = AT_PLAIN;
break;
case ITEM_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;
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;
if( char_died( wch ) || IS_NPC( wch ) || wch->top_level >= LEVEL_IMMORTAL || !wch->in_room )
continue;
for( ch = wch->in_room->first_person; ch; ch = ch_next )
{
int count = 0;
ch_next = ch->next_in_room;
if( !IS_NPC( ch )
|| ch->fighting
|| IS_AFFECTED( ch, AFF_CHARM ) || !IS_AWAKE( ch ) || ( IS_SET( ch->act, ACT_WIMPY ) ) || !can_see( ch, wch ) )
continue;
if( is_hating( ch, wch ) )
{
found_prey( ch, wch );
continue;
}
if( !IS_SET( ch->act, ACT_AGGRESSIVE )
|| IS_SET( ch->act, ACT_MOUNTED ) || IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
continue;
victim = wch;
if( !victim )
{
bug( "Aggr_update: null victim.", count );
continue;
}
if( get_timer( victim, TIMER_RECENTFIGHT ) > 0 )
continue;
if( IS_NPC( ch ) && IS_SET( ch->attacks, ATCK_BACKSTAB ) )
{
OBJ_DATA *obj;
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;
short drunk;
short position;
if( IS_NPC( ch ) || ch->pcdata->condition[COND_DRUNK] <= 0 )
return;
if( number_percent( ) < 30 )
return;
drunk = ch->pcdata->condition[COND_DRUNK];
position = ch->position;
ch->position = POS_STANDING;
if( number_percent( ) < ( 2 * drunk / 20 ) )
check_social( ch, "burp", "" );
else if( number_percent( ) < ( 2 * drunk / 20 ) )
check_social( ch, "hiccup", "" );
else if( number_percent( ) < ( 2 * drunk / 20 ) )
check_social( ch, "drool", "" );
else if( number_percent( ) < ( 2 * drunk / 20 ) )
check_social( ch, "fart", "" );
else if( drunk > ( 10 + ( get_curr_con( ch ) / 5 ) ) && number_percent( ) < ( 2 * drunk / 18 ) )
{
for( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
if( number_percent( ) < 10 )
rvch = vch;
check_social( ch, "puke", ( rvch ? rvch->name : "" ) );
}
ch->position = position;
return;
}
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 );
}
}
}
#if FALSE
/*
* Write all outstanding authorization requests to Log channel - Gorog
*/
void auth_update( void )
{
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
char log_buf[MAX_INPUT_LENGTH];
bool first_time = TRUE; /* so titles are only done once */
for( d = first_descriptor; d; d = d->next )
{
victim = d->character;
if( victim && IS_WAITING_FOR_AUTH( victim ) )
{
if( first_time )
{
first_time = FALSE;
strcpy( log_buf, "Pending authorizations:" );
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1 );
}
sprintf( log_buf, " %s@%s new %s", victim->name, victim->desc->host, race_table[victim->race].race_name );
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1 );
}
}
}
#endif
void auth_update( void )
{
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
char buf[MAX_INPUT_LENGTH];
bool found_hit = FALSE; /* was at least one found? */
strcpy( log_buf, "Pending authorizations:\n\r" );
for( d = first_descriptor; d; d = d->next )
{
if( ( victim = d->character ) && IS_WAITING_FOR_AUTH( victim ) )
{
found_hit = TRUE;
sprintf( buf, " %s@%s new %s\n\r", victim->name, victim->desc->host, race_table[victim->race].race_name );
strcat( log_buf, buf );
}
}
if( found_hit )
{
log_string( log_buf );
to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1 );
}
}
/*
* Handle all kinds of updates.
* Called once per pulse from game loop.
* Random times to defeat tick-timing clients and players.
*/
void update_handler( void )
{
static int pulse_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;
struct timeval sttime;
struct timeval etime;
if( timechar )
{
set_char_color( AT_PLAIN, timechar );
send_to_char( "Starting update timer.\n\r", timechar );
gettimeofday( &sttime, NULL );
}
if( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
area_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( );
}
tele_update( );
aggr_update( );
obj_act_update( );
room_act_update( );
clean_obj_queue( ); /* dispose of extracted objects */
clean_char_queue( ); /* dispose of dead mobs/quitting chars */
if( timechar )
{
gettimeofday( &etime, NULL );
set_char_color( AT_PLAIN, timechar );
send_to_char( "Update timing complete.\n\r", timechar );
subtract_times( &etime, &sttime );
ch_printf( timechar, "Timing took %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;
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;
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 );
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];
/*
* 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 *sttime )
{
etime->tv_sec -= sttime->tv_sec;
etime->tv_usec -= sttime->tv_usec;
while( etime->tv_usec < 0 )
{
etime->tv_usec += 1000000;
etime->tv_sec--;
}
return;
}