/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ // DragonBall Arena 2 has been written by: // Matt Brown (Antor), arkaine@sympatico.ca, 2000-2002 // Please follow all previous licenses. Enjoy! #include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include <math.h> #include <unistd.h> // For the 'system' call in update(), backup #include "merc.h" #include "recycle.h" #include "interp.h" /* * Local functions. */ long long hit_gain args ( ( CHAR_DATA * ch ) ); long long ki_gain args ( ( CHAR_DATA * ch ) ); void mobile_update args ( ( void ) ); void weather_update args ( ( void ) ); void underwater_update args( ( void ) ); void char_update args ( ( void ) ); void obj_update args ( ( void ) ); void aggr_update args ( ( void ) ); void wait_update args ( ( void ) ); /* used for saving */ int save_number = 0; /* * Regeneration stuff. */ long long hit_gain (CHAR_DATA * ch) { int gain; if (ch->in_room == NULL) return 0; gain = get_curr_stat (ch, STAT_STR) * HP_STR / 2 + get_curr_stat (ch, STAT_WIL) * HP_WIL / 2; if (get_skill(ch,gsn_fast_healing) != 0) { gain += 2*get_skill (ch, gsn_fast_healing); if (!IS_NPC(ch) && ch->hit < ch->max_hit) ImproveSkill (ch, gsn_fast_healing, TRUE, 10, ch->nDifficulty); } switch (ch->position) { default: gain /= 4; break; case POS_SLEEPING: break; case POS_RESTING: gain /= 2; break; case POS_FIGHTING: gain /= 8; break; } gain = gain * UMAX(0, ch->in_room->heal_rate) / 100; if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE) gain = gain * ch->on->value[3] / 100; if (IS_AFFECTED (ch, AFF_REGENERATION)) gain *= 2; if (IS_AFFECTED (ch, AFF_POISON)) gain /= 4; if (IS_AFFECTED (ch, AFF_PLAGUE)) gain /= 8; if (IS_AFFECTED (ch, AFF_SLOW)) gain /= 2; return UMAX(1, gain); } long long ki_gain (CHAR_DATA * ch) { int gain; if (ch->in_room == NULL) return 0; gain = get_curr_stat(ch, STAT_STR) * KI_STR / 2 + get_curr_stat(ch,STAT_WIL) * KI_WIL / 2; if (get_skill(ch,gsn_fast_healing) != 0) { gain += 2*get_skill (ch, gsn_fast_healing); if (!IS_NPC(ch) && ch->ki < ch->max_ki) ImproveSkill (ch, gsn_fast_healing, TRUE, 10, ch->nDifficulty); } switch (ch->position) { default: gain /= 4; break; case POS_SLEEPING: break; case POS_RESTING: gain /= 2; break; case POS_FIGHTING: gain /= 6; break; } gain = gain * UMAX(0, ch->in_room->ki_rate) / 100; if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE) gain = gain * ch->on->value[4] / 100; if (IS_AFFECTED (ch, AFF_POISON)) gain /= 4; if (IS_AFFECTED (ch, AFF_PLAGUE)) gain /= 8; if (IS_AFFECTED (ch, AFF_SLOW)) gain /= 2; // Reduce gain for higher powerlevels gain = (100 - ch->nCurPl) * gain / 100; return UMAX(1, gain); } void gain_condition (CHAR_DATA * ch, int iCond, int value) { int condition; if (value == 0 || IS_NPC (ch) || ch->level >= LEVEL_IMMORTAL) return; condition = ch->pcdata->condition[iCond]; if (condition == -1) return; ch->pcdata->condition[iCond] = URANGE (0, condition + value, 48); if (ch->pcdata->condition[iCond] == 0) { switch (iCond) { case COND_DRUNK: if (condition != 0) sendch ("You are sober.\n\r", ch); break; } } return; } /* * Mob autonomous action. * This function takes 25% to 35% of ALL Merc cpu time. * -- Furey */ void mobile_update (void) { CHAR_DATA *ch; CHAR_DATA *ch_next; EXIT_DATA *pexit; int door; /* Examine all mobs. */ for (ch = char_list; ch != NULL; ch = ch_next) { ch_next = ch->next; if (!IS_NPC (ch) || ch->in_room == NULL || IS_AFFECTED (ch, AFF_CHARM)) continue; if (ch->fighting == NULL && ch->nCurPl != 25) { do_function (ch, &do_power, "base"); continue; } if (ch->in_room->area->empty && !IS_SET (ch->act, ACT_UPDATE_ALWAYS)) continue; /* Examine call for special procedure */ if (ch->spec_fun != 0) { if ((*ch->spec_fun) (ch)) continue; } if (ch->pIndexData->pShop != NULL) /* give him some zenni */ if (ch->zenni * 10 < ch->pIndexData->wealth) ch->zenni += ch->pIndexData->wealth * number_range (1, 20) / 500000; /* * Check triggers only if mobile still in default position */ if (ch->position == ch->pIndexData->default_pos) { /* Delay */ if (HAS_TRIGGER_MOB (ch, TRIG_DELAY) && ch->mprog_delay > 0) { if (--ch->mprog_delay <= 0) { p_percent_trigger (ch, NULL, NULL, NULL, NULL, NULL, TRIG_DELAY); continue; } } if (HAS_TRIGGER_MOB (ch, TRIG_RANDOM)) { if (p_percent_trigger (ch, NULL, NULL, NULL, NULL, NULL, TRIG_RANDOM)) continue; } } /* That's all for sleeping / busy monster, and empty zones */ if (ch->position != POS_STANDING) continue; /* Scavenge */ if (IS_SET (ch->act, ACT_SCAVENGER) && ch->in_room->contents != NULL && number_bits (6) == 0) { OBJ_DATA *obj; OBJ_DATA *obj_best; int max; max = 1; obj_best = 0; for (obj = ch->in_room->contents; obj; obj = obj->next_content) { if (CAN_WEAR (obj, ITEM_TAKE) && can_loot (ch, obj) && obj->cost > max && obj->cost > 0) { obj_best = obj; max = obj->cost; } } if (obj_best) { obj_from_room (obj_best); obj_to_char (obj_best, ch); act ("$n gets $p.", ch, obj_best, NULL, TO_ROOM); } } /* Wander */ if (!IS_SET (ch->act, ACT_SENTINEL) && number_bits (3) == 0 && (door = number_bits (5)) <= 5 && (pexit = ch->in_room->exit[door]) != NULL && pexit->u1.to_room != NULL && !IS_SET (pexit->exit_info, EX_CLOSED) && !IS_SET (pexit->u1.to_room->room_flags, ROOM_NO_MOB) && (!IS_SET (ch->act, ACT_STAY_AREA) || pexit->u1.to_room->area == ch->in_room->area) && (!IS_SET (ch->act, ACT_OUTDOORS) || !IS_SET (pexit->u1.to_room->room_flags, ROOM_INDOORS)) && (!IS_SET (ch->act, ACT_INDOORS) || IS_SET (pexit->u1.to_room->room_flags, ROOM_INDOORS))) { move_char (ch, door, FALSE); } } return; } void underwater_update (void) { CHAR_DATA *ch; CHAR_DATA *ch_next; for (ch = char_list; ch != NULL; ch = ch_next) { ch_next = ch->next; if (!IS_NPC(ch) && !IS_IMMORTAL(ch) && ch->in_room->sector_type == SECT_UNDERWATER) { if (ch->hit > ch->max_hit / 15) { ch->position = POS_RESTING; ch->hit -= ch->max_hit / 15; sendch("{RYou're drowning!!!{x\n\r", ch); } else { ch->hit = 1; raw_kill(ch); sendch("{RYou are DEAD!!{x\n\r", ch ); } } } } /* * Update all chars, including mobs. */ void char_update (void) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *ch_quit; int i; ch_quit = NULL; /* update save counter */ save_number++; if (save_number > 29) save_number = 0; for (ch = char_list; ch != NULL; ch = ch_next) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; ch_next = ch->next; if (ch->timer > 30) ch_quit = ch; if (ch->fuse_count > 0) { if (--ch->fuse_count == 0) { unfuse (ch); continue; } } if (ch->position >= POS_STUNNED) { /* check to see if we need to go home */ if (IS_NPC (ch) && ch->zone != NULL && ch->zone != ch->in_room->area && ch->desc == NULL && ch->fighting == NULL && !IS_AFFECTED (ch, AFF_CHARM) && number_percent () < 5) { act ("$n wanders on home.", ch, NULL, NULL, TO_ROOM); extract_char (ch, TRUE); continue; } ch->hit = URANGE(0, ch->hit + hit_gain(ch), ch->max_hit); ch->ki = URANGE(0, ch->ki + ki_gain(ch), ch->max_ki); // If ki drops too low, start hitting current pl if (ch->ki < 1) { ch->nCurPl -= 10; sendch("Your ki is too low to maintain your current power level!\n\r", ch); } } if (ch->position == POS_RESTING || ch->position == POS_SLEEPING) { if (number_range(1,15) == 1) rage (ch, ch->trans_count - 1); for (i=0; i<MAX_TRANS; ++i) ch->trans_heal_count[i] = UMIN(ch->trans_heal_count[i]+1, 5); } if (ch->position == POS_STUNNED || ch->position == POS_UNCONSCIOUS) update_pos (ch); // Reward counter if (!IS_NPC (ch) && ch->pcdata->nReward > 0) --ch->pcdata->nReward; if (!IS_NPC (ch) && ch->pcdata->nTrainCount > 0) --ch->pcdata->nTrainCount; if (!IS_NPC (ch) && ch->pcdata->nTeachCount > 0) --ch->pcdata->nTeachCount; if (!IS_NPC (ch) && ch->pcdata->nChaosCount > 0) ch->pcdata->nChaosCount -= 8; if (!IS_NPC (ch) && get_skill(ch, gsn_sense) > 0) ImproveSkill (ch, gsn_sense, TRUE, 10, ch->nDifficulty); // Teaching if (!IS_NPC (ch) && ch->pcdata->nTeachSn > -1) { CHAR_DATA *pStudent; // Check validity if (ch->position < POS_RESTING || ch->position == POS_FIGHTING) { ch->pcdata->nTeachSn = -1; break; } for (pStudent = ch->in_room->people; pStudent; pStudent = pStudent->next_in_room) { if (!IS_NPC(pStudent) && pStudent->pcdata->pTeacher == ch) { ImproveSkill (ch, gsn_teaching, TRUE, UMIN(-3 + ch->pcdata->nTeachCount / 20, 0), ch->nDifficulty); ImproveStat (ch, STAT_INT, TRUE, UMIN(-3 + ch->pcdata->nTeachCount / 20, 0), ch->nDifficulty); break; } } ch->pcdata->nTeachCount += 2; act ("$n teaches the skill of $t.", ch, skill_table[ch->pcdata->nTeachSn].name, NULL, TO_ROOM); act ("You teach the skill of $t.", ch, skill_table[ch->pcdata->nTeachSn].name, NULL, TO_CHAR); } // Learning else if (!IS_NPC (ch) && ch->pcdata->pTeacher) { CHAR_DATA *pTeacher = ch->pcdata->pTeacher; // Check validity if (pTeacher->pcdata == NULL) { ch->pcdata->pTeacher = NULL; break; } else if (pTeacher->in_room != ch->in_room || ch->position < POS_RESTING || ch->position == POS_FIGHTING) { ch->pcdata->pTeacher = NULL; break; } if (get_skill(pTeacher, pTeacher->pcdata->nTeachSn) < get_skill(ch, pTeacher->pcdata->nTeachSn)) { act ("You are more skilled at $t than $N, and thus stop listening.", ch, skill_table[pTeacher->pcdata->nTeachSn].name, pTeacher, TO_CHAR); ch->pcdata->pTeacher = NULL; return; } ch->pcdata->nTeachCount += 2; ImproveSkill (ch, pTeacher->pcdata->nTeachSn, TRUE, UMIN(-3 + ch->pcdata->nTeachCount / 20, 0), pTeacher->nDifficulty); ImproveStat (ch, STAT_INT, TRUE, UMIN(-3 + ch->pcdata->nTeachCount / 20, 0), pTeacher->nDifficulty); } if (!IS_NPC (ch)) { int i; for (i = 0; i < MAX_SKILL; ++i) ch->pcdata->nSkillTick[i] = 0; for (i = 0; i < MAX_STATS; ++i) ch->pcdata->nStatTick[i] = 0; if (ch->level < LEVEL_IMMORTAL) { OBJ_DATA *obj; if ((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0) { if (--obj->value[2] == 0 && ch->in_room != NULL) { --ch->in_room->light; act ("$p goes out.", ch, obj, NULL, TO_ROOM); act ("$p flickers and goes out.", ch, obj, NULL, TO_CHAR); extract_obj (obj); } else if (obj->value[2] <= 5 && ch->in_room != NULL) act ("$p flickers.", ch, obj, NULL, TO_CHAR); } if (IS_IMMORTAL (ch)) ch->timer = 0; if (++ch->timer >= 12) { if (ch->was_in_room == NULL && ch->in_room != NULL) { ch->was_in_room = ch->in_room; if (ch->fighting != NULL) stop_fighting (ch, TRUE); act ("$n disappears into the void.", ch, NULL, NULL, TO_ROOM); sendch ("You disappear into the void.\n\r", ch); save_char_obj (ch); char_from_room (ch); char_to_room (ch, get_room_index (ROOM_VNUM_LIMBO)); } } gain_condition (ch, COND_DRUNK, -1); } } for (paf = ch->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; if (paf->duration > 0) { paf->duration--; //if (number_range (0, 4) == 0 && paf->skill_lvl > 0) // --paf->skill_lvl; /* spell strength fades with time */ } else if (paf->duration < 0); else { if (paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0) { if (paf->type > 0 && skill_table[paf->type].msg_off) { sendch (skill_table[paf->type].msg_off, ch); sendch ("\n\r", ch); } } affect_remove (ch, paf); } } /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ /* removed if (is_affected (ch, gsn_plague) && ch != NULL) { AFFECT_DATA *af, plague; CHAR_DATA *vch; int dam; if (ch->in_room == NULL) continue; act ("$n writhes in agony as plague sores erupt from $s skin.", ch, NULL, NULL, TO_ROOM); sendch ("You writhe in agony from the plague.\n\r", ch); for (af = ch->affected; af != NULL; af = af->next) { if (af->type == gsn_plague) break; } if (af == NULL) { REMOVE_BIT (ch->affected_by, AFF_PLAGUE); continue; } if (af->level == 1) continue; plague.where = TO_AFFECTS; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range (1, 2 * plague.level); plague.location = APPLY_STR; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell (plague.level - 2, vch, DAM_DISEASE) && !IS_IMMORTAL (vch) && !IS_AFFECTED (vch, AFF_PLAGUE) && number_bits (4) == 0) { sendch ("You feel hot and feverish.\n\r", vch); act ("$n shivers and looks very ill.", vch, NULL, NULL, TO_ROOM); affect_join (vch, &plague); } } dam = UMIN (ch->level, af->level / 5 + 1); ch->ki -= dam; damage (ch, ch, dam, gsn_plague, DAM_DISEASE, FALSE); } else if (IS_AFFECTED (ch, AFF_POISON) && ch != NULL && !IS_AFFECTED (ch, AFF_SLOW)) { AFFECT_DATA *poison; poison = affect_find (ch->affected, gsn_poison); if (poison != NULL) { act ("$n shivers and suffers.", ch, NULL, NULL, TO_ROOM); sendch ("You shiver and suffer.\n\r", ch); damage (ch, ch, poison->level / 10 + 1, gsn_poison, DAM_POISON, FALSE); } } */ if (ch->position == POS_INCAP && number_range (0, 1) == 0) damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE); else if (ch->position == POS_MORTAL) damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE); } /* * Autosave and autoquit. * Check that these chars still exist. */ for (ch = char_list; ch != NULL; ch = ch_next) { /* * Edwin's fix for possible pet-induced problem * JR -- 10/15/00 */ if (!IS_VALID(ch)) { logstr (LOG_BUG, "update_char: Trying to work with an invalidated character.\n",0); break; } ch_next = ch->next; if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number && !IS_FUSED(ch)) save_char_obj (ch); if (ch == ch_quit) { do_function (ch, &do_quit, ""); } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update (void) { OBJ_DATA *obj; OBJ_DATA *obj_next; AFFECT_DATA *paf, *paf_next; for (obj = object_list; obj != NULL; obj = obj_next) { CHAR_DATA *rch; char *message; obj_next = obj->next; /* go through affects and decrement */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; if (paf->duration > 0) { paf->duration--; if (number_range (0, 4) == 0 && paf->skill_lvl > 0) --paf->skill_lvl; /* spell strength fades with time */ } else if (paf->duration < 0); else { if (paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0) { if (paf->type > 0 && skill_table[paf->type].msg_obj) { if (obj->carried_by != NULL) { rch = obj->carried_by; act (skill_table[paf->type].msg_obj, rch, obj, NULL, TO_CHAR); } if (obj->in_room != NULL && obj->in_room->people != NULL) { rch = obj->in_room->people; act (skill_table[paf->type].msg_obj, rch, obj, NULL, TO_ALL); } } } affect_remove_obj (obj, paf); } } if (obj->timer <= 0 || --obj->timer > 0) continue; /* * Oprog triggers! */ if ( obj->in_room || (obj->carried_by && obj->carried_by->in_room)) { if ( HAS_TRIGGER_OBJ( obj, TRIG_DELAY ) && obj->oprog_delay > 0 ) { if ( --obj->oprog_delay <= 0 ) p_percent_trigger( NULL, obj, NULL, NULL, NULL, NULL, TRIG_DELAY ); } else if ( ((obj->in_room && !obj->in_room->area->empty) || obj->carried_by ) && HAS_TRIGGER_OBJ( obj, TRIG_RANDOM ) ) p_percent_trigger( NULL, obj, NULL, NULL, NULL, NULL, TRIG_RANDOM ); } /* Make sure the object is still there before proceeding */ if ( !obj ) continue; switch (obj->item_type) { default: message = "$p crumbles into dust."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_POTION: message = "$p has evaporated from disuse."; break; case ITEM_PORTAL: message = "$p fades out of existence."; break; case ITEM_CONTAINER: if (CAN_WEAR (obj, ITEM_WEAR_FLOAT)) if (obj->contains) message = "$p flickers and vanishes, spilling its contents on the floor."; else message = "$p flickers and vanishes."; else message = "$p crumbles into dust."; break; } if (obj->carried_by != NULL) { if (IS_NPC (obj->carried_by) && obj->carried_by->pIndexData->pShop != NULL) obj->carried_by->zenni += obj->cost / 5; else { act (message, obj->carried_by, obj, NULL, TO_CHAR); if (obj->wear_loc == WEAR_FLOAT) act (message, obj->carried_by, obj, NULL, TO_ROOM); } } else if (obj->in_room != NULL && (rch = obj->in_room->people) != NULL) { if (!(obj->in_obj && obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR (obj->in_obj, ITEM_TAKE))) { act (message, rch, obj, NULL, TO_ROOM); act (message, rch, obj, NULL, TO_CHAR); } } if ((obj->item_type == ITEM_CORPSE_PC || obj->wear_loc == WEAR_FLOAT) && obj->contains) { /* save the contents */ OBJ_DATA *t_obj, *next_obj; for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj (t_obj); if (obj->in_obj) /* in another object */ obj_to_obj (t_obj, obj->in_obj); else if (obj->carried_by) /* carried */ if (obj->wear_loc == WEAR_FLOAT) if (obj->carried_by->in_room == NULL) extract_obj (t_obj); else obj_to_room (t_obj, obj->carried_by->in_room); else obj_to_char (t_obj, obj->carried_by); else if (obj->in_room == NULL) /* destroy it */ extract_obj (t_obj); else /* to a room */ obj_to_room (t_obj, obj->in_room); } } extract_obj (obj); } return; } /* * Aggress. * * for each mortal PC * for each mob in room * aggress on some random PC * * This function takes 25% to 35% of ALL Merc cpu time. * Unfortunately, checking on each PC move is too tricky, * because we don't the mob to just attack the first PC * who leads the party into the room. * * -- Furey */ void aggr_update (void) { CHAR_DATA *wch; CHAR_DATA *wch_next; CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *victim; for (wch = char_list; wch != NULL; wch = wch_next) { wch_next = wch->next; if (IS_NPC (wch) || wch->level >= LEVEL_IMMORTAL || wch->in_room == NULL || wch->in_room->area->empty) continue; for (ch = wch->in_room->people; ch != NULL; ch = ch_next) { int count; ch_next = ch->next_in_room; if (!IS_NPC (ch) || !IS_SET (ch->act, ACT_AGGRESSIVE) || IS_SET (ch->in_room->room_flags, ROOM_SAFE) || IS_AFFECTED (ch, AFF_CALM) || ch->fighting != NULL || IS_AFFECTED (ch, AFF_CHARM) || !IS_AWAKE (ch) || (IS_SET (ch->act, ACT_WIMPY) && IS_AWAKE (wch)) || !can_see (ch, wch) || number_bits (1) == 0) continue; /* * Ok we have a 'wch' player character and a 'ch' npc aggressor. * Now make the aggressor fight a RANDOM pc victim in the room, * giving each 'vch' an equal chance of selection. */ count = 0; victim = NULL; for (vch = wch->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (!IS_NPC (vch) && vch->level < LEVEL_IMMORTAL && ch->level >= vch->level - 5 && (!IS_SET (ch->act, ACT_WIMPY) || !IS_AWAKE (vch)) && can_see (ch, vch)) { if (number_range (0, count) == 0) victim = vch; count++; } } if (victim == NULL) continue; begin_combat (ch, victim); } } return; } /* * Decrements the wait and skill wait on each character. Sets * the skill off if the wait is over */ void wait_update (void) { CHAR_DATA *ch; CHAR_DATA *ch_next; for (ch = char_list; ch != NULL; ch = ch_next) { ch_next = ch->next; // Decrement the wait if (ch->wait > 0) { --ch->wait; if (ch->wait == 0) { if (!ch->short_wait) sendch ("You are no longer waiting.\n\r", ch); if (IS_SET(ch->act, PLR_AUTOATTACK) && ch->fighting) { if (ch->cmd_buf[0] != '\0') { interpret (ch, ch->cmd_buf); ch->cmd_buf[0] = '\0'; } else do_function (ch, &do_attack, ""); } } } // Decrement wait for skills if (ch->wait_skill > 0) { if (--ch->wait_skill == 0) { if (ch->wait_skill_sn > 0 && skill_table[ch->wait_skill_sn].skill_fun) { // Delay over, fire the skill if (skill_table[ch->wait_skill_sn].msg_delay1) act(skill_table[ch->wait_skill_sn].msg_delay1,ch,NULL,NULL,TO_CHAR); if (skill_table[ch->wait_skill_sn].msg_delay2) act(skill_table[ch->wait_skill_sn].msg_delay2,ch,NULL,NULL,TO_ROOM); (*skill_table[ch->wait_skill_sn].skill_fun) (ch, ch->wait_skill_vo, ch->wait_skill_target); ch->wait_skill = 0; ch->wait_skill_vo = NULL; ch->wait_skill_target = TARGET_NONE; ch->wait_skill_sn = 0; } } else if (ch->wait_skill_sn > 0) { if (ch->wait_skill_target == TARGET_CHAR && ch->wait_skill_vo && !get_char_room(ch, NULL, ((CHAR_DATA*)ch->wait_skill_vo)->name)) { sendch("Your target has left the room.\n\r",ch); ch->wait_skill_sn = 0; ch->wait_skill_vo = NULL; ch->wait_skill_target = TARGET_NONE; ch->wait_skill = 0; } } } if (ch->charge > 0 && ch->wait_skill_sn > 0) { if (ch->wait_skill_target == TARGET_CHAR && ch->wait_skill_vo && !get_char_room(ch, NULL, ((CHAR_DATA*)ch->wait_skill_vo)->name)) { sendch("Your target has left the room.\n\r",ch); ch->charge = 0; ch->wait_skill_sn = 0; ch->wait_skill_vo = NULL; ch->wait_skill_target = 0; ch->wait_skill = 0; continue; } ++ch->charge; // Loss ki every second if (ch->charge % PULSE_SECOND == 0) ki_loss(ch, skill_table[ch->wait_skill_sn].ki_mod); // Check if player is exhausted if (IS_EXHAUSTED(ch)) { do_function (ch, &do_release, ""); continue; } if (ch->charge == skill_table[ch->wait_skill_sn].wait) sendch ("You may now release.\n\r", ch); // Every fifteen seconds, show charge message if (ch->charge % (15*PULSE_SECOND) == 0) { act("You continue to charge.",ch,NULL,NULL,TO_CHAR); act("$n continues to charge.",ch,NULL,NULL,TO_ROOM); } } } } int pulse_backup = 3600; /* * Handle all kinds of updates. * Called once per pulse from game loop. * Random times to defeat tick-timing clients and players. */ void update_handler (void) { static int pulse_area = 0; static int pulse_mobile = 0; static int pulse_violence = 0; static int pulse_point = 0; static int pulse_underwater = 0; if (--pulse_backup <= 0) { pulse_backup = 21600; // 21600 seconds = 6 hours. wiznet("Backing up...",NULL,NULL,WIZ_SECURE,0,IMMORTAL); system ("cd ../../ && tar -zcf dbz-`date -I`-auto.tar.gz dbz && mv dbz*auto.tar.gz backup"); wiznet("Backup complete",NULL,NULL,WIZ_SECURE,0,IMMORTAL); } if (--pulse_area <= 0) { pulse_area = PULSE_AREA; /* number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */ area_update (); } if (--pulse_underwater <= 0) { pulse_underwater = PULSE_UNDERWATER; underwater_update (); } if (--pulse_mobile <= 0) { pulse_mobile = PULSE_MOBILE; mobile_update (); } if (--pulse_violence <= 0) { pulse_violence = PULSE_VIOLENCE; violence_update (); } if (--pulse_point <= 0) { wiznet ("TICK!", NULL, NULL, WIZ_TICKS, 0, 0); pulse_point = PULSE_TICK; /* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */ weather_update (); char_update (); obj_update (); } aggr_update (); wait_update (); tail_chain (); return; }