/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.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 room_update args( ( void ) ); void char_update args( ( void ) ); void obj_update args( ( void ) ); void aggr_update args( ( void ) ); void embrace_update args((void)); void send_newhelp_msg args((CHAR_DATA *ch)); void gain_exp( CHAR_DATA *ch, int gain ) { if ( IS_NPC(ch)) return; ch->exp += gain; if (ch->explevel < 1) ch->explevel =1 ; gain = gain/ch->explevel/2; ch->levelexp = UMAX( 1000, ch->levelexp + gain ); while ( ch->explevel < 100 && ch->levelexp >= 100000 * (ch->explevel+1)) { ch->explevel += 1; } while (ch->explevel > 1 && ch->levelexp < 100000 * (ch->explevel - 1) ) { ch->explevel -=1; } save_char_obj(ch); return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; int conamount; if( ch->hit >= ch->max_hit ) return 0; if ( IS_NPC(ch) ) { if( ch->hit < 0) ch->hit = 1; gain = ch->level; } else { gain = number_range( 50, 75 ); if ((conamount = (get_curr_con(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= conamount * 1.5; break; case POS_SLEEPING: gain *= conamount * 1.75; break; case POS_RESTING: gain *= conamount * 1.5; break; } } } return UMIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; int intamount; if( ch->mana >= ch->max_mana ) return 0; if ( IS_NPC(ch) ) { gain = ch->level; } else { gain = number_range( 50, 150 ); if ((intamount = (get_curr_int(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= intamount * 3; break; case POS_SLEEPING: gain *= intamount * 5; break; case POS_RESTING: gain *= intamount * 3; break; } } } /* if( IS_SET(ch->aff2, AFF2_REGEN)) gain *= 5; if( ch->stasis) gain *= 5;*/ return UMIN( gain, ch->max_mana - ch->mana); } int move_gain( CHAR_DATA *ch ) { int gain; int dexamount; if( ch->move >= ch->max_move ) return 0; if ( IS_NPC(ch) ) { gain = ch->level; } else { gain = number_range(50, 150 ); if ((dexamount = (get_curr_dex(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= dexamount * 3; break; case POS_SLEEPING: gain *= dexamount * 5; break; case POS_RESTING: gain *= dexamount * 3; break; } } } /*if( IS_SET(ch->aff2, AFF2_REGEN)) gain *= 5; if( ch->stasis) gain *= 5;*/ return UMIN(gain, ch->max_move - ch->move); } void gain_condition( CHAR_DATA *ch, int iCond, int value ) { int condition; if ( value == 0 || IS_NPC(ch) ) return; if (!IS_NPC(ch) && IS_HERO(ch) && iCond != COND_DRUNK) return; condition = ch->pcdata->condition[iCond]; if (!IS_NPC(ch) ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); else ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 100 ); /*if ( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { default: break; } } else if ( ch->pcdata->condition[iCond] < 10 ) { switch ( iCond ) { case COND_FULL: send_to_char( "You feel hungry.\n\r", ch ); break; case COND_THIRST: send_to_char( "You feel thirsty.\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 ( ch->in_room == NULL ) continue; if ( ch->hunting != NULL && ch->hunting != '\0' && strlen(ch->hunting) > 1 ) { check_hunt( ch ); continue; } if ( !IS_NPC(ch) ) { if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1) { send_to_char("You hiccup loudly.\n\r",ch); act("$n hiccups.",ch,NULL,NULL,TO_ROOM); } if (!IS_NPC(ch) && (ch->level > 2) && ch->pcdata->condition[COND_DRUNK] > 0) ch->pcdata->condition[COND_DRUNK] = 0; if (ch->level < 3) { mortal_regen(ch); } if (!IS_NPC(ch) && (ch->level > 2) && (ch->class == 0)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); } else if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } continue; } if ( IS_AFFECTED(ch, AFF_CHARM) ) continue; /* Examine call for special procedure */ if ( ch->spec_fun != 0 ) { if ( (*ch->spec_fun) ( ch ) ) continue; if (ch == NULL) continue; } /* That's all for sleeping / busy monster */ if ( ch->position != POS_STANDING ) continue; /* Scavenge */ if ( IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->contents != NULL && number_bits( 2 ) == 0 ) { OBJ_DATA *obj; OBJ_DATA *obj_best; int max; max = 1; obj_best = 0; for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max ) { obj_best = obj; max = obj->cost; } } if ( obj_best ) { obj_from_room( obj_best ); obj_to_char( obj_best, ch ); act( "$n picks $p up.", ch, obj_best, NULL, TO_ROOM ); act( "You pick $p up.", ch, obj_best, NULL, TO_CHAR ); } } /* Wander */ if ( !IS_SET(ch->act, ACT_SENTINEL) && ( door = number_bits( 5 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) != NULL && pexit->to_room != NULL && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) && ( ch->hunting == NULL || strlen(ch->hunting) < 2 ) && ( (!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900) || pexit->to_room->area == ch->in_room->area ) ) { move_char( ch, door ); } /* Flee */ if ( ch->hit < ch->max_hit / 4 && ( door = number_bits( 3 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) != NULL && pexit->to_room != NULL && !IS_AFFECTED(ch, AFF_WEBBED) && ch->level < 350 && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) && !IS_AFFECTED(ch, AFF_TENDRILS)) { CHAR_DATA *rch; bool found; found = FALSE; for ( rch = pexit->to_room->people; rch != NULL; rch = rch->next_in_room ) { if ( !IS_NPC(rch) ) { found = TRUE; break; } } if ( !found ) move_char( ch, door ); } } return; } /* * Update the weather. */ void weather_update( void ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; CHAR_DATA *ch = NULL; int diff; bool char_up; buf[0] = '\0'; switch ( ++time_info.hour ) { case 6: weather_info.sunlight = SUN_RISE; strcat( buf, "The sun rises in the east.\n\r" ); for ( d = descriptor_list; d != NULL; d = d->next ) { char_up = FALSE; if (( d->connected == CON_PLAYING || d->connected == CON_EDITING ) && (ch = d->character) != NULL && !IS_NPC(ch)) { if( IS_CLASS(ch,CLASS_VAMPIRE) ) { if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_POTENCE) ) { REM_BIT_POWERS(ch,VAMP_BITS,BIT_POTENCE); ch->generation++; } if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_FLASHING) ) { REM_BIT_POWERS(ch,VAMP_BITS,BIT_FLASHING); GET_POWERS(ch,DISC_CELERITY)--; } if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_BAAL) ) { REM_BIT_POWERS(ch,VAMP_BITS,BIT_BAAL); GET_POWERS(ch,DISC_CELERITY)--; GET_POWERS(ch,DISC_POTENCE)--; GET_POWERS(ch,DISC_FORTITUDE)--; } if( IS_SET(GET_POWERS(ch,VAMP_BITS),BIT_TIDE) ) REM_BIT_POWERS(ch,VAMP_BITS,BIT_TIDE); stc("You feel your blood powers fade away with the coming of day.\n\r",ch); } } } break; case 7: weather_info.sunlight = SUN_LIGHT; strcat( buf, "The day has begun.\n\r" ); break; case 18: weather_info.sunlight = SUN_SET; strcat( buf, "The sun slowly disappears in the west.\n\r" ); break; case 19: weather_info.sunlight = SUN_DARK; strcat( buf, "The night has begun.\n\r" ); break; case 24: time_info.hour = 0; time_info.day++; for ( d = descriptor_list; d != NULL; d = d->next ) { char_up = FALSE; if (( d->connected == CON_PLAYING || d->connected == CON_EDITING ) && (ch = d->character) != NULL && !IS_NPC(ch)) { send_to_char( "You hear a clock in the distance strike midnight.\n\r",ch); ch->pcdata->pulse_timer[PULSE_STASIS] = 60; ch->pcdata->pulse_timer[PULSE_SHADOWPLANE] = 60; ch->pcdata->pulse_timer[PULSE_DARKNESS] = 60; if (IS_SET(ch->in_room->room_flags,ROOM_TOTAL_DARKNESS) && !IS_SET(ch->newbits,NEW_DARKNESS)) { send_to_char("The darkness shrouding the room dissipates.\n\r",ch); act("The darkness shrouding the room dissipates.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->room_flags,ROOM_TOTAL_DARKNESS); } if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE)) { send_to_char("The silence leaves the room.\n\r",ch); act("The silence leaves the room.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->room_flags,ROOM_SILENCE); } if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING)) { send_to_char("The flames in the room die down.\n\r",ch); act("The flames in the room die down.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->room_flags,ROOM_FLAMING); } if (IS_EXTRA(ch, EXTRA_ROT)) { send_to_char("Your flesh feels better.\n\r", ch); REMOVE_BIT(ch->extra, EXTRA_ROT); } } } break; } if ( time_info.day >= 35 ) { time_info.day = 0; time_info.month++; } if ( time_info.month >= 17 ) { time_info.month = 0; time_info.year++; } /* * 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); switch ( weather_info.sky ) { default: bug( "Weather_update: bad sky %d.", weather_info.sky ); weather_info.sky = SKY_CLOUDLESS; break; case SKY_CLOUDLESS: if ( weather_info.mmhg < 990 || ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The sky is getting cloudy.\n\r" ); weather_info.sky = SKY_CLOUDY; } break; case SKY_CLOUDY: if ( weather_info.mmhg < 970 || ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) ) { strcat( buf, "It starts to rain.\n\r" ); weather_info.sky = SKY_RAINING; } if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 ) { strcat( buf, "The clouds disappear.\n\r" ); weather_info.sky = SKY_CLOUDLESS; } break; case SKY_RAINING: if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 ) { strcat( buf, "Lightning flashes in the sky.\n\r" ); weather_info.sky = SKY_LIGHTNING; } if ( weather_info.mmhg > 1030 || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The rain stopped.\n\r" ); weather_info.sky = SKY_CLOUDY; } break; case SKY_LIGHTNING: if ( weather_info.mmhg > 1010 || ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The lightning has stopped.\n\r" ); weather_info.sky = SKY_RAINING; break; } break; } if ( buf[0] != '\0' ) { for ( d = descriptor_list; d != NULL; d = d->next ) { if (( d->connected == CON_PLAYING || d->connected == CON_EDITING ) && IS_OUTSIDE(d->character) && IS_AWAKE(d->character) ) send_to_char( buf, d->character ); } } return; } int is_wall(EXIT_DATA *ex) { if (IS_SET(ex->exit_info, EX_ICE_WALL)) return 1; if (IS_SET(ex->exit_info, EX_FIRE_WALL)) return 2; if (IS_SET(ex->exit_info, EX_SWORD_WALL)) return 3; if (IS_SET(ex->exit_info, EX_PRISMATIC_WALL)) return 4; if (IS_SET(ex->exit_info, EX_IRON_WALL)) return 5; if (IS_SET(ex->exit_info, EX_MUSHROOM_WALL)) return 6; if (IS_SET(ex->exit_info, EX_CALTROP_WALL)) return 7; if (IS_SET(ex->exit_info, EX_ASH_WALL)) return 8; if (IS_SET(ex->exit_info, EX_ENERGYNET_WALL)) return 9; return 0; } const char * wall[MAX_WALL+1] = { "","wall of ice", "wall of fire", "wall of swords", "prismatic wall", "wall or iron", "wall of mushrooms", "wall of caltrops", "wall of ash", "wall of energy" }; /* * Update all rooooooms, like gore, poison clouds etc.... */ void room_update( void ) { int i; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *room; AFFECT_DATA *paf; AFFECT_DATA *paf_next; for ( room = room_list; room != NULL; room = room->next_room) { for ( paf = room->affected; paf != NULL; paf = paf_next ) { CHAR_DATA *rch; paf_next = paf->next; if( paf->duration > 0 ) paf->duration--; else if ( paf->duration < 0 ) continue; else { char *msg_off = NULL; if( ( paf->type > 0 ) && ( paf->type < MAX_SKILL ) ) { if ( paf_next == NULL ) msg_off = skill_table[paf->type].msg_off; else if ( (paf_next->type != paf->type) || (paf_next->duration>0)) msg_off = skill_table[paf->type].msg_off; } else if ( paf->type >= MAX_SKILL ) { bug("Invalid paf->type (%d)", paf->type); } if ( msg_off != NULL ) { if( paf->type > 0 && skill_table[paf->type].msg_off) { for( rch = room->people; rch != NULL; rch = rch->next_in_room) { send_to_char( skill_table[paf->type].msg_off, rch); send_to_char( "\n\r", rch ); } } } room_affect_remove( room, paf ); if( paf->type == skill_lookup("dart_trap") || paf->type == skill_lookup("poison_trap") || paf->type == skill_lookup("explosion_trap") || paf->type == skill_lookup("sleep_trap") ) room->trapped_by = NULL; if( paf->type == skill_lookup("drain_rune") ) room->rune_by = NULL; } } if (RTIMER(room, RTIMER_WALL_NORTH) == 1 && room->exit[DIR_NORTH] != NULL && is_wall(room->exit[DIR_NORTH])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_NORTH])]); room_message(room, buf); make_wall(room, DIR_NORTH, 0); } if (RTIMER(room, RTIMER_WALL_SOUTH) == 1 && room->exit[DIR_SOUTH] != NULL && is_wall(room->exit[DIR_SOUTH])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_SOUTH])]); room_message(room, buf); make_wall(room, DIR_SOUTH, 0); } if (RTIMER(room, RTIMER_WALL_EAST) == 1 && room->exit[DIR_EAST] != NULL && is_wall(room->exit[DIR_EAST])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_EAST])]); room_message(room, buf); make_wall(room, DIR_EAST, 0); } if (RTIMER(room, RTIMER_WALL_WEST) == 1 && room->exit[DIR_WEST] != NULL && is_wall(room->exit[DIR_WEST])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_WEST])]); room_message(room, buf); make_wall(room, DIR_WEST, 0); } if (RTIMER(room, RTIMER_WALL_UP) == 1 && room->exit[DIR_UP] != NULL && is_wall(room->exit[DIR_UP])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_UP])]); room_message(room, buf); make_wall(room, DIR_UP, 0); } if (RTIMER(room, RTIMER_WALL_DOWN) == 1 && room->exit[DIR_DOWN] != NULL && is_wall(room->exit[DIR_DOWN])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_DOWN])]); room_message(room, buf); make_wall(room, DIR_DOWN, 0); } if (RTIMER(room, RTIMER_SILENCE) == 1) room_message(room, "The silence disappates."); for (i = 0 ; i < MAX_RTIMER ; i++) room->tick_timer[i] = UMAX(room->tick_timer[i] - 1, 0); } return; } /* * Update all chars, including mobs. * This function is performance sensitive. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *ch_save; CHAR_DATA *ch_quit; bool is_obj; bool drop_out = FALSE; time_t save_time; save_time = current_time; ch_save = NULL; ch_quit = NULL; config_who_exp(); for ( ch = char_list; ch != NULL; ch = ch_next ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; int i; ch_next = ch->next; if (!IS_NPC(ch) && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH))) is_obj = TRUE; else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0) {is_obj = TRUE;SET_BIT(ch->extra, EXTRA_OSWITCH);} else is_obj = FALSE; /* * Find dude with oldest save time. */ if ( !IS_NPC(ch) && ( ch->desc == NULL || ch->desc->connected == CON_PLAYING ) && ch->level >= 2 && ch->save_time < save_time ) { ch_save = ch; save_time = ch->save_time; } if (ch->fighting == NULL && !IS_NPC(ch)) if( ch->hit > ch->max_hit ) ch->hit = ch->max_hit; if( ch->mana > ch->max_mana ) ch->mana = ch->max_mana; if( ch->move > ch->max_move ) ch->move = ch->max_move; if( !IS_NPC(ch) && IS_CLASS(ch,CLASS_JEDI) && GET_POWERS(ch,JEDI_RANK) < JEDI_RANK_LORD ) { if( number_percent() < ((GET_POWERS(ch,JEDI_ATTACK) + GET_POWERS(ch,JEDI_DEFENSE) + GET_POWERS(ch,JEDI_STANCE))/2) ) { stc("You feel yourself become more in tune with the force.\n\r",ch); INC_POWERS(ch,JEDI_RANK); } } if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_ALIEN)) { if( (GET_POWERS(ch, ALIEN_SIZE) < 10) && number_percent() == 5) { stc("You have grown in size.\n\r", ch); INC_POWERS(ch, ALIEN_SIZE); } if( GET_POWERS(ch, ALIEN_CLAWS) > 0) { if( GET_POWERS(ch, ALIEN_CLAWS) == 1) stc("Your claws have grown dull and fallen out.\n\r", ch); DEC_POWERS(ch, ALIEN_CLAWS); } if( GET_POWERS(ch, ALIEN_TAIL) > 0) { if( GET_POWERS(ch, ALIEN_TAIL) == 1) stc("Your tail grows brittle and falls off.\n\r", ch); DEC_POWERS(ch, ALIEN_TAIL); } } if( !IS_NPC(ch) && IS_SET(ch->act,PLR_NEW_HELP) ) send_newhelp_msg(ch); /* Character Tick Timers */ if( ch->tick_timer[TIMER_CAN_SUMMON] == 1) stc("You can summon the powers that be again.\n\r", ch); if( ch->tick_timer[TIMER_TASER] == 1) send_to_char("You can use your taser again.\n\r", ch); if( ch->tick_timer[TIMER_CAN_GUST] == 1) send_to_char("You can breathe a gust of wind again.\n\r", ch); for (i = 0; i < MAX_TIMER; i++) if (ch->tick_timer[i] > 0) ch->tick_timer[i] -= 1; if ( ch->position == POS_STUNNED && !is_obj) { ch->hit = ch->hit + number_range(2,4); update_pos( ch ); } if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj) { OBJ_DATA *obj; if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) || ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) ) { if ( --obj->value[2] == 0 && ch->in_room != NULL ) { --ch->in_room->light; act( "$p goes out.", ch, obj, NULL, TO_ROOM ); act( "$p goes out.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } } if ( ++ch->timer >= 12 ) { if ( ch->was_in_room == NULL && ch->in_room != NULL ) { ch->was_in_room = ch->in_room; if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the void.\n\r", ch ); save_char_obj( ch ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } if ( ch->timer > 30 ) ch_quit = ch; gain_condition( ch, COND_DRUNK, -1 ); gain_condition( ch, COND_FULL, -1 ); gain_condition( ch, COND_THIRST, -1 ); } for( paf = ch->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if( paf->duration > 0 ) paf->duration--; else if( paf->duration < 0 ) continue; else { char *msg_off = NULL; if( ( paf->type > 0 ) && ( paf->type < MAX_SKILL ) ) { if( paf_next == NULL ) msg_off = skill_table[paf->type].msg_off; else if ( (paf_next->type != paf->type) || (paf_next->duration > 0) ) msg_off = skill_table[paf->type].msg_off; } else if( paf->type >= MAX_SKILL ) bug("Invalid paf->type (%d)", paf->type); if( msg_off != NULL ) { if( paf->type > 0 && skill_table[paf->type].msg_off && !is_obj) { send_to_char( skill_table[paf->type].msg_off, ch ); send_to_char( "\n\r", ch ); } } if( paf->level == 0) affect_remove( ch, paf ); else if( paf->level == 1) affect_remove2( ch, paf, 1); else 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). */ if ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL ) { int dam = 0; int minhit = 0; if (!IS_NPC(ch)) minhit = -11; if (IS_BLEEDING(ch,BLEEDING_HEAD) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's neck.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your neck.\n\r", ch ); dam += number_range(20,50); } if (IS_BLEEDING(ch,BLEEDING_THROAT) && (ch->hit-dam) > minhit ) { act( "Blood pours from the slash in $n's throat.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Blood pours from the slash in your throat.\n\r", ch ); dam += number_range(10,20); } if (IS_BLEEDING(ch,BLEEDING_ARM_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left arm.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left arm.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_HAND_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left wrist.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_ARM_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right arm.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right arm.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_HAND_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right wrist.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_LEG_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left leg.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left leg.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left ankle.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_LEG_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right leg.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right leg.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch ); dam += number_range(5,10); } if (IS_HERO(ch)) { ch->hit = ch->hit - dam; if (ch->hit < 1) ch->hit = 1; } else ch->hit = ch->hit - dam; update_pos(ch); ch->in_room->blood += dam; if (ch->in_room->blood > 1000) ch->in_room->blood = 1000; if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1)) { do_killperson(ch,ch->name); drop_out = TRUE; } } if (IS_EXTRA(ch,EXTRA_ROT) && !is_obj && !drop_out) { int dam; if (IS_NPC(ch)) break; act( "$n's flesh shrivels and tears.", ch, NULL, NULL, TO_ROOM); send_to_char( "Your flesh shrivels and tears.\n\r", ch); dam = number_range(250,500); ch->hit = ch->hit - dam; update_pos(ch); if (ch->hit < -10) { do_killperson(ch,ch->name); drop_out = TRUE; } } if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL ) { int dam; if (IS_NPC(ch)) break; act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your flesh burns and crisps.\n\r", ch ); dam = number_range(500,750); ch->hit = ch->hit - dam; update_pos(ch); if (ch->hit <=-9) { update_pos(ch); drop_out = TRUE; } } else if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out ) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); damage( ch, ch, 2, gsn_poison ); if( IS_NPC(ch) && ch->hit <= 0 ) raw_kill(ch); } else if ( ch->position == POS_INCAP && !is_obj && !drop_out ) { if (ch->level > 0) ch->hit = ch->hit + number_range(2,4); else ch->hit = ch->hit - number_range(1,2); update_pos( ch ); if (ch->position > POS_INCAP) { act( "$n's wounds stop bleeding and seal up.\n\r", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your wounds stop bleeding and seal up.\n\r", ch ); } if (ch->position > POS_STUNNED) { act( "$n clambers back to $s feet.\n\r", ch, NULL, NULL, TO_ROOM ); send_to_char( "You clamber back to your feet.\n\r", ch ); } } else if ( ch->position == POS_MORTAL && !is_obj && !drop_out ) { drop_out = FALSE; /* if (ch->level > 0)*/ ch->hit = ch->hit + number_range(2,4); /* else { ch->hit = ch->hit - number_range(1,2); if (!IS_NPC(ch) && (ch->hit <=-11)) do_killperson(ch,ch->name); drop_out = TRUE; }*/ if (!drop_out) { update_pos( ch ); if (ch->position == POS_INCAP) { act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch ); } } } else if ( ch->position == POS_DEAD && !is_obj && !drop_out ) { update_pos(ch); if (!IS_NPC(ch)) do_killperson(ch,ch->name); } drop_out = FALSE; } /* * Autosave and autoquit. * Check that these chars still exist. */ if ( ch_save != NULL || ch_quit != NULL ) { for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ch == ch_save ) save_char_obj( ch ); if ( ch == ch_quit ) do_quit( ch, "" ); } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; if ( obj->timer <= 0 || --obj->timer > 0 ) continue; switch ( obj->item_type ) { default: message = "$p vanishes."; 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_TRASH: message = "$p crumbles into dust."; break; case ITEM_EGG: message = "$p cracks open."; break; case ITEM_WEAPON: message = "$p turns to fine dust and blows away."; break; case ITEM_WALL: message = "$p flows back into the ground.";break; case ITEM_BOMB: message = "$p is now inactive."; break; } if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } /* If the item is an egg, we need to create a mob and shell! * KaVir */ if ( obj->item_type == ITEM_EGG) { CHAR_DATA *creature; OBJ_DATA *egg; if ( get_mob_index( obj->value[0] ) != NULL ) { if (obj->carried_by != NULL && obj->carried_by->in_room != NULL) { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,obj->carried_by->in_room); } else if (obj->in_room != NULL) { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,obj->in_room); } else { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,get_room_index(ROOM_VNUM_HELL)); } egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 ); egg->timer = 2; obj_to_room( egg, creature->in_room ); act( "$n clambers out of $p.", creature, obj, NULL, TO_ROOM ); } else if (obj->in_room != NULL) { egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 ); egg->timer = 2; obj_to_room( egg, obj->in_room ); } } if (obj != NULL) 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 want the mob to just attack the first PC * who leads the party into the room. * * -- Furey */ void aggr_update( void ) { CHAR_DATA *wch; CHAR_DATA *wch_next; CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *chobj = NULL; ROOM_INDEX_DATA *objroom = NULL; DESCRIPTOR_DATA *d; for ( d = descriptor_list; d != NULL; d = d->next ) { /* if ( d->connected == CON_PLAYING && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata->stage[1] > 0 && ( victim = ch->pcdata->partner ) != NULL && !IS_NPC(victim) && ch->in_room != NULL && victim->in_room != NULL && victim->in_room != ch->in_room ) { ch->pcdata->stage[1] = 0; victim->pcdata->stage[1] = 0; } */ if (( d->connected == CON_PLAYING || d->connected == CON_EDITING ) && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata != NULL && ( obj = ch->pcdata->chobj ) != NULL ) { if (obj->in_room != NULL) objroom = obj->in_room; else if (obj->in_obj != NULL) objroom = get_room_index(ROOM_VNUM_IN_OBJECT); else if (obj->carried_by != NULL) { if (obj->carried_by != ch && obj->carried_by->in_room != NULL) objroom = obj->carried_by->in_room; else continue; } else continue; if (ch->in_room != objroom && objroom != NULL) { char_from_room(ch); char_to_room(ch,objroom); do_look(ch,"auto"); } } else if (( d->connected == CON_PLAYING || d->connected == CON_EDITING ) && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata != NULL && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0) ) { if (ch->pcdata->obj_vnum != 0) { bind_char(ch); continue; } if (IS_HEAD(ch,LOST_HEAD)) { REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); send_to_char("You are able to regain a body.\n\r",ch); ch->position = POS_RESTING; ch->hit = 1; } else { send_to_char("You return to your body.\n\r",ch); REMOVE_BIT(ch->extra,EXTRA_OSWITCH);} REMOVE_BIT(ch->affected_by,AFF_POLYMORPH); free_string(ch->morph); ch->morph = str_dup(""); char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); if ( ( chobj = ch->pcdata->chobj ) != NULL ) chobj->chobj = NULL; ch->pcdata->chobj = NULL; do_look(ch,"auto"); } continue; } for ( wch = char_list; wch != NULL; wch = wch_next ) { wch_next = wch->next; if ( IS_NPC(wch) || ( wch->desc != NULL && wch->desc->connected != CON_PLAYING && wch->desc->connected != CON_EDITING ) || wch->position <= POS_STUNNED || wch->level >= LEVEL_IMMORTAL || wch->pcdata == NULL || ( ( chobj = wch->pcdata->chobj ) != NULL ) || wch->in_room == NULL ) continue; if (!IS_NPC(wch) && IS_CLASS(wch, CLASS_SHADOW) ) { if ( wch->hunting != NULL && wch->hunting != '\0' && strlen(wch->hunting) > 1 && GET_POWERS(wch, SHADOW_TRACK) > 1) { ROOM_INDEX_DATA *old_room = wch->in_room; check_hunt( wch ); if (wch->in_room == old_room) { free_string(wch->hunting); wch->hunting = str_dup( "" ); continue; } continue; } if ( wch->hunting != NULL && wch->hunting != '\0' && strlen(wch->hunting) > 1 && GET_POWERS(wch, SHADOW_TRACK) > 3) { ROOM_INDEX_DATA *old_room = wch->in_room; check_hunt( wch ); if (wch->in_room == old_room) { free_string(wch->hunting); wch->hunting = str_dup( "" ); continue; } 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) || no_attack(ch, wch) || ch->fighting != NULL || IS_AFFECTED(ch, AFF_CHARM) || !IS_AWAKE(ch) || ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) ) || !can_see( ch, wch ) ) continue; /* * Ok we have a 'wch' player character and a 'ch' npc aggressor. * Now make the aggressor fight a RANDOM pc victim in the room, * giving each 'vch' an equal chance of selection. */ count = 0; victim = NULL; for ( vch = wch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !IS_NPC(vch) && !no_attack(ch, vch) && vch->pcdata != NULL && ( ( chobj = vch->pcdata->chobj ) == NULL ) && vch->level < LEVEL_IMMORTAL && vch->position > POS_STUNNED && ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) ) && can_see( ch, vch ) ) { if ( number_range( 0, count ) == 0 ) victim = vch; count++; } } if ( victim == NULL ) { /* bug( "Aggr_update: null victim attempt by mob %d.", ch->pIndexData->vnum ); */ continue; } multi_hit( ch, victim, TYPE_UNDEFINED ); } } return; } /* * Handle all kinds of updates. * Called once per pulse from game loop. * Random times to defeat tick-timing clients and players. */ void update_handler( void ) { static int pulse_area; static int pulse_mobile; static int pulse_violence; static int pulse_point; 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 / 2, 3 * PULSE_TICK / 2 ); weather_update ( ); char_update ( ); obj_update ( ); room_update ( ); } aggr_update( ); tail_chain( ); return; }