/**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops |~'~.VxvxV.~'~* * ------------------------------------------------------------------------ * * 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 "mud.h" /* * Local functions. */ int hit_gain args( ( CHAR_DATA *ch ) ); int mana_gain args( ( CHAR_DATA *ch ) ); int move_gain args( ( CHAR_DATA *ch ) ); void mobile_update args( ( void ) ); void weather_update 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 is in the last stages of decay.", "The corpse of %s is crawling with vermin.", "The corpse of %s fills the air with a foul stench.", "The corpse of %s is buzzing with flies.", "The corpse of %s lies here." }; extern int top_exit; /* * Advancement stuff. */ void advance_level( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; int add_hp; int add_mana; int add_move; int add_prac; /* save_char_obj( ch );*/ sprintf( buf, "the %s", title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] ); set_title( ch, buf ); add_hp = con_app[get_curr_con(ch)].hitp + number_range( class_table[ch->class]->hp_min, class_table[ch->class]->hp_max ); add_mana = class_table[ch->class]->fMana ? number_range(2, (2*get_curr_int(ch)+get_curr_wis(ch))/8) : 0; add_move = number_range( 5, (get_curr_con(ch)+get_curr_dex(ch))/4 ); add_prac = wis_app[get_curr_wis(ch)].practice; add_hp = UMAX( 1, add_hp ); add_mana = UMAX( 0, add_mana ); add_move = UMAX( 10, add_move ); /* bonus for deadlies */ if(IS_PKILL(ch)){ add_mana = add_mana + add_mana*.3; add_move = add_move + add_move*.3; add_hp +=1; /* bitch at blod if you don't like this :) */ sprintf(buf,"Gravoc's Pandect steels your sinews.\n\r"); } ch->max_hit += add_hp; ch->max_mana += add_mana; ch->max_move += add_move; ch->practice += add_prac; if ( !IS_NPC(ch) ) REMOVE_BIT( ch->act, PLR_BOUGHT_PET ); if ( ch->level == LEVEL_AVATAR ) { DESCRIPTOR_DATA *d; sprintf( buf, "%s has just achieved Avatarhood!", ch->name ); for ( d = first_descriptor; d; d = d->next ) if ( d->connected == CON_PLAYING && d->character != ch ) { set_char_color( AT_IMMORT, d->character ); send_to_char( buf, d->character ); send_to_char( "\n\r", d->character ); } set_char_color( AT_WHITE, ch ); do_help( ch, "M_ADVHERO_" ); } if ( ch->level < LEVEL_IMMORTAL ) { if ( IS_VAMPIRE(ch) ) sprintf( buf, "Your gain is: %d/%d hp, %d/%d bp, %d/%d mv %d/%d prac.\n\r", add_hp, ch->max_hit, 1, ch->level + 10, add_move, ch->max_move, add_prac, ch->practice ); else sprintf( buf, "Your gain is: %d/%d hp, %d/%d mana, %d/%d mv %d/%d prac.\n\r", add_hp, ch->max_hit, add_mana, ch->max_mana, add_move, ch->max_move, add_prac, ch->practice ); set_char_color( AT_WHITE, ch ); send_to_char( buf, ch ); } return; } void gain_exp( CHAR_DATA *ch, int gain ) { int modgain; char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) || ch->level >= LEVEL_AVATAR ) return; /* Bonus for deadly lowbies */ modgain = gain; if(modgain>0 && IS_PKILL(ch) && ch->level<17){ if(ch->level<=6){ sprintf(buf,"The Favor of Gravoc fosters your learning.\n\r"); modgain*=2; } if(ch->level<=10 && ch->level>=7){ sprintf(buf,"The Hand of Gravoc hastens your learning.\n\r"); modgain*=1.75; } if(ch->level<=13 && ch->level>=11){ sprintf(buf,"The Cunning of Gravoc succors your learning.\n\r"); modgain*=1.5; } if(ch->level<=16 && ch->level>=14){ sprintf(buf,"The Patronage of Gravoc reinforces your learning.\n\r"); modgain*=1.25; } send_to_char(buf, ch); } /* Deadly exp loss floor is exp floor of level */ if(IS_PKILL(ch)&& modgain<0){ if( ch->exp + modgain < exp_level(ch, ch->level)){ modgain = exp_level(ch, ch->level) - ch->exp; sprintf(buf,"Gravoc's Pandect protects your insight.\n\r"); } } ch->exp = UMAX( 0, ch->exp + modgain ); if (NOT_AUTHED(ch) && ch->exp >= exp_level(ch, ch->level+1)) { send_to_char("You can not ascend to a higher level until you are authorized.\n\r", ch); ch->exp = (exp_level(ch, (ch->level+1)) - 1); return; } while ( ch->level < LEVEL_AVATAR && ch->exp >= exp_level(ch, ch->level+1)) { set_char_color( AT_WHITE + AT_BLINK, ch ); ch_printf( ch, "You have now obtained experience level %d!\n\r", ++ch->level ); advance_level( ch ); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC(ch) ) { gain = ch->level * 3 / 2; } else { gain = UMIN( 5, ch->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_con(ch); break; case POS_RESTING: gain += get_curr_con(ch) / 2; break; } if ( IS_VAMPIRE(ch) ) { if ( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 ) gain /= 2; else if ( ch->pcdata->condition[COND_BLOODTHIRST] >= (8 + ch->level) ) gain *= 2; if ( IS_OUTSIDE( ch ) ) { switch(weather_info.sunlight) { case SUN_RISE: case SUN_SET: gain /= 2; break; case SUN_LIGHT: gain /= 4; 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_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC(ch) ) { gain = ch->level; } else { gain = UMIN( 5, ch->level / 2 ); if ( ch->position < POS_SLEEPING ) return 0; switch ( ch->position ) { case POS_SLEEPING: gain += get_curr_int(ch) * 2; break; case POS_RESTING: gain += get_curr_int(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_mana - ch->mana); } int move_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC(ch) ) { gain = ch->level; } else { gain = UMAX( 15, 2 * ch->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); break; case POS_RESTING: gain += get_curr_dex(ch) / 2; break; } if ( IS_VAMPIRE(ch) ) { if ( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 ) gain /= 2; else if ( ch->pcdata->condition[COND_BLOODTHIRST] >= (8 + ch->level) ) gain *= 2; if ( IS_OUTSIDE( ch ) ) { switch(weather_info.sunlight) { case SUN_RISE: case SUN_SET: gain /= 2; break; case SUN_LIGHT: gain /= 4; 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_condition( CHAR_DATA *ch, int iCond, int value ) { int condition; ch_ret retcode; if ( value == 0 || IS_NPC(ch) || ch->level >= LEVEL_IMMORTAL || NOT_AUTHED(ch)) return; condition = ch->pcdata->condition[iCond]; if ( iCond == COND_BLOODTHIRST ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 10 + ch->level ); else ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); if ( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_FULL: if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are STARVING!\n\r", ch ); act( AT_HUNGRY, "$n is starved half to death!", ch, NULL, NULL, TO_ROOM); if ( !IS_PKILL(ch) || number_bits(1) == 0 ) worsen_mental_state( ch, 1 ); retcode = damage(ch, ch, 1, TYPE_UNDEFINED); } break; case COND_THIRST: if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are DYING of THIRST!\n\r", ch ); act( AT_THIRSTY, "$n is dying of thirst!", ch, NULL, NULL, TO_ROOM); worsen_mental_state( ch, IS_PKILL(ch) ? 1: 2 ); retcode = damage(ch, ch, 2, TYPE_UNDEFINED); } break; case COND_BLOODTHIRST: if ( ch->level < LEVEL_AVATAR ) { set_char_color( AT_BLOOD, ch ); send_to_char( "You are starved to feast on blood!\n\r", ch ); act( AT_BLOOD, "$n is suffering from lack of blood!", ch, NULL, NULL, TO_ROOM); worsen_mental_state( ch, 2 ); retcode = damage(ch, ch, ch->max_hit / 20, 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->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are really hungry.\n\r", ch ); act( AT_HUNGRY, "You can hear $n's stomach growling.", ch, NULL, NULL, TO_ROOM); if ( number_bits(1) == 0 ) worsen_mental_state( ch, 1 ); } break; case COND_THIRST: if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are really thirsty.\n\r", ch ); worsen_mental_state( ch, 1 ); act( AT_THIRSTY, "$n looks a little parched.", ch, NULL, NULL, TO_ROOM); } break; case COND_BLOODTHIRST: if ( ch->level < LEVEL_AVATAR ) { set_char_color( AT_BLOOD, ch ); send_to_char( "You have a growing need to feast on blood!\n\r", ch ); act( AT_BLOOD, "$n gets a strange look in $s eyes...", ch, NULL, NULL, TO_ROOM); worsen_mental_state( ch, 1 ); } 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->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are hungry.\n\r", ch ); } break; case COND_THIRST: if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You are thirsty.\n\r", ch ); } break; case COND_BLOODTHIRST: if ( ch->level < LEVEL_AVATAR ) { set_char_color( AT_BLOOD, ch ); send_to_char( "You feel an urgent need for blood.\n\r", ch ); } break; } } if ( ch->pcdata->condition[iCond] == 3 ) { switch ( iCond ) { case COND_FULL: if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE ) { set_char_color( AT_HUNGRY, ch ); send_to_char( "You are a mite peckish.\n\r", ch ); } break; case COND_THIRST: if ( ch->level < LEVEL_AVATAR && ch->class != CLASS_VAMPIRE ) { set_char_color( AT_THIRSTY, ch ); send_to_char( "You could use a sip of something refreshing.\n\r", ch ); } break; case COND_BLOODTHIRST: if ( ch->level < LEVEL_AVATAR ) { set_char_color( AT_BLOOD, ch ); send_to_char( "You feel an aching in your fangs.\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 ) { WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); /* Commented out temporarily to avoid spam - Scryn sprintf( buf, "%s hunting %s from %s.", ch->name, ch->hunting->name, ch->in_room->name ); log_string( buf ); */ hunt_victim( ch ); continue; } /* 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; } /* 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(pexit->to_room->room_flags, ROOM_DEATH) && ( !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; } /* * 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) ) 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; 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) && ( !ch->desc || ch->desc->connected == CON_PLAYING ) && ch->level >= 2 && 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->mana += mana_gain(ch); if ( ch->move < ch->max_move ) ch->move += move_gain(ch); } if ( ch->position == POS_STUNNED ) update_pos( ch ); if ( !IS_NPC(ch) && 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 ) { ch->in_room->light -= obj->count; act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "$p goes out.", ch, obj, NULL, TO_CHAR ); if ( obj->serial == cur_obj ) global_objcode = rOBJ_EXPIRED; extract_obj( obj ); } } if ( ++ch->timer >= 12 ) { if ( !ch->was_in_room && ch->in_room ) { ch->was_in_room = ch->in_room; if ( ch->fighting ) stop_fighting( ch, TRUE ); act( AT_ACTION, "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the void.\n\r", ch ); if ( IS_SET( sysdata.save_flags, SV_IDLE ) ) save_char_obj( ch ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } 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->class == CLASS_VAMPIRE && ch->level >= 10 ) gain_condition( ch, COND_BLOODTHIRST, -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, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You shiver and suffer.", ch, NULL, NULL, TO_CHAR ); ch->mental_state = URANGE( 20, ch->mental_state + (IS_PKILL(ch) ? 3 : 4), 100 ); damage( ch, ch, 2, gsn_poison ); } else if ( ch->position == POS_INCAP ) damage( ch, ch, 1, TYPE_UNDEFINED ); else if ( ch->position == POS_MORTAL ) damage( ch, ch, 2, TYPE_UNDEFINED ); if ( char_died(ch) ) continue; if ( ch->mental_state >= 30 ) switch( (ch->mental_state+5) / 10 ) { case 3: send_to_char( "You feel feverish.\n\r", ch ); act( AT_ACTION, "$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 he 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->timer > 24 ) 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; 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_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 ) { 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; 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 > 0 ) ) continue; /* if we get this far, object's timer has expired. */ AT_TEMP = AT_PLAIN; switch ( obj->item_type ) { default: message = "$p mysteriously vanishes."; AT_TEMP = AT_PLAIN; 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 = "$p decays into dust and blows away."; AT_TEMP = AT_OBJECT; break; case ITEM_CORPSE_PC: message = "$p is sucked into a swirling vortex of colors..."; 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; OBJ_DATA *obj; 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 ( !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(pexit->to_room->room_flags, ROOM_DEATH) && ( !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 ( ch->level < LEVEL_IMMORTAL ) { int dam; /* Changed level of damage at Brittany's request. -- Narn */ dam = number_range( ch->max_hit / 100, ch->max_hit / 50 ); dam = UMAX( 1, 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 ) { for ( obj = ch->first_carrying; obj; obj = obj->next_content ) if ( obj->item_type == ITEM_BOAT ) break; if ( !obj ) { if ( ch->level < LEVEL_IMMORTAL ) { int mov; int dam; if ( ch->move > 0 ) { mov = number_range( ch->max_move / 20, ch->max_move / 5 ); mov = UMAX( 1, mov ); if ( ch->move - mov < 0 ) ch->move = 0; else ch->move -= mov; } else { dam = number_range( ch->max_hit / 20, ch->max_hit / 5 ); dam = UMAX( 1, 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 ); } } } } } /* beat up on link dead players */ if ( !ch->desc ) { CHAR_DATA *wch, *wch_next; for ( wch = ch->in_room->first_person; wch; wch = wch_next ) { wch_next = wch->next_in_room; if (!IS_NPC(wch) || wch->fighting || IS_AFFECTED(wch, AFF_CHARM) || !IS_AWAKE(wch) || ( IS_SET(wch->act, ACT_WIMPY) && IS_AWAKE(ch) ) || !can_see( wch, ch ) ) continue; if ( is_hating( wch, ch ) ) { found_prey( wch, ch ); continue; } if ( !IS_SET(wch->act, ACT_AGGRESSIVE) || IS_SET(wch->act, ACT_MOUNTED) || IS_SET(wch->in_room->room_flags, ROOM_SAFE ) ) continue; global_retcode = multi_hit( wch, ch, 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 *vch; CHAR_DATA *vch_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->level >= LEVEL_IMMORTAL || !wch->in_room ) continue; for ( ch = wch->in_room->first_person; ch; ch = ch_next ) { int count; 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) && IS_AWAKE(wch) ) || !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; /* * 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->first_person; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( !IS_NPC(vch) && vch->level < LEVEL_IMMORTAL && ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) ) && can_see( ch, vch ) ) { if ( number_range( 0, count ) == 0 ) victim = vch; count++; } } if ( !victim ) { bug( "Aggr_update: null victim.", count ); 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 ) { check_attacker( ch, victim ); WAIT_STATE( ch, skill_table[gsn_backstab]->beats ); if ( !IS_AWAKE(victim) || number_percent( )+5 < ch->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 ( 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 ) { if ( IS_SET( tele->room->room_flags, ROOM_TELESHOWDESC ) ) teleport( tele->room->first_person, tele->room->tele_vnum, TELE_SHOWDESC | TELE_TRANSALL ); else 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:" ); log_string( log_buf ); to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1); } sprintf( log_buf, " %s@%s new %s %s", victim->name, victim->desc->host, race_table[victim->race].race_name, class_table[victim->class]->who_name ); log_string( log_buf ); to_channel( log_buf, CHANNEL_MONITOR, "Monitor", 1); } } } #endif void auth_update( void ) { CHAR_DATA *victim; DESCRIPTOR_DATA *d; char buf [MAX_INPUT_LENGTH], log_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 %s\n\r", victim->name, victim->desc->host, race_table[victim->race].race_name, class_table[victim->class]->who_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_area; static int pulse_mobile; static int pulse_violence; static int pulse_point; static int pulse_second; 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 ( ); } if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); } 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*/ } 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, &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( 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; } /* 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; }