/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* 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. *
***************************************************************************/
#define unix 1
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Externals
*/
extern char * const month_name[];
extern char * const day_name[];
extern bool merc_down;
extern int auc_count;
extern void auc_channel( char *auction );
extern void chat_update( void );
extern int port;
/*
* Globals
*/
bool delete_obj;
bool delete_char;
/*
* 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 comb_update args( ( void ) ); /* XOR */
void auc_update args( ( void ) ); /* Altrag */
void rdam_update args( ( void ) ); /* Altrag */
/*void vamdam_update args( ( void ) );*/ /* Decklarean */
void arena_update args( ( void ) ); /* Altrag */
void strew_corpse args( ( OBJ_DATA *obj, AREA_DATA *inarea ) );
/*
void wind_update args( ( void ) ); */ /* Altrag & TRI */
void orprog_update args( ( void ) );
void trap_update args( ( void ) );
void rtime_update args( ( void ) ); /* Timed room progs */
void quest_update args( ( void ) ); /* quest.c */
/*
* 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;
add_hp = con_app[get_curr_con( ch )].hitp + number_range(
class_table[prime_class(ch)].hp_min,
class_table[prime_class(ch)].hp_max );
add_mana = has_spells( ch )
? number_range(2, ( 2 * get_curr_int( ch ) + get_curr_wis( ch ) ) / 6 )
: 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 );
ch->perm_hit += add_hp;
if ( !is_class( ch, CLASS_VAMPIRE ) )
ch->perm_mana += add_mana;
else
{
add_mana -= add_mana / 2;
ch->perm_bp += add_mana;
}
ch->perm_move += add_move;
ch->practice += add_prac;
if ( !IS_NPC( ch ) )
REMOVE_BIT( ch->act, PLR_BOUGHT_PET );
sprintf( buf,
"Your gain is: %d/%d hp, %d/%d %s, %d/%d mv %d/%d prac.\n\r",
add_hp, MAX_HIT( ch ),
add_mana, MT_MAX( ch ),
is_class( ch, CLASS_VAMPIRE ) ? "bp" : "m",
add_move, MAX_MOVE( ch ),
add_prac, ch->practice );
/*
if ( !is_class( ch, CLASS_VAMPIRE ) )
sprintf( buf,
"Your gain is: %d/%d hp, %d/%d m, %d/%d mv %d/%d prac.\n\r",
add_hp, ch->perm_hit,
add_mana, ch->perm_mana,
add_move, ch->perm_move,
add_prac, ch->practice );
else
sprintf( buf,
"Your gain is: %d/%d hp, %d/%d bp, %d/%d mv %d/%d prac.\n\r",
add_hp, ch->perm_hit,
add_mana, ch->perm_bp,
add_move, ch->perm_move,
add_prac, ch->practice );
*/
send_to_char(AT_WHITE, buf, ch );
save_char_obj( ch, FALSE );
return;
}
void gain_exp( CHAR_DATA *ch, int gain )
{
char buf [ MAX_STRING_LENGTH ];
if ( IS_NPC( ch ) || ch->level >= L_CHAMP3 )
return;
ch->exp = UMAX( 1000, ch->exp + gain );
/*
while ( ( ch->level < LEVEL_HERO && ch->exp >= 1000 * ( ch->level + 1 ) )
|| ( ch->level < L_CHAMP1 && ch->exp >= 400000 )
|| ( ch->level < L_CHAMP2 && ch->exp >= 1000000 )
|| ( ch->level < L_CHAMP3 && ch->exp >= 2000000 ) ) */
while ( ch->exp >= xp_tolvl( ch ) )
{
send_to_char(AT_BLUE, "You raise a level!! ", ch );
ch->level += 1;
sprintf( buf, "%s just made level %d!", ch->name, ch->level);
wiznet(buf,ch,NULL,WIZ_LEVELS,0,0);
info("%s advances to level %d!", (int)ch->name, 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 );
/*
if ( ch->level < LEVEL_IMMORTAL && ch->class == CLASS_VAMPIRE )
if ( !IS_SET( ch->in_room->room_flags, ROOM_INDOORS ) )
{
if ( time_info.hour > 6 && time_info.hour < 18 )
{
send_to_char(AT_RED, "The harsh rays of the sun prevent you from healing.\n\r", ch );
return 0;
}
}
*/
switch ( ch->position )
{
case POS_SLEEPING: gain += ( ch->pcdata->learned[gsn_fastheal] > 0
&& ch->pcdata->learned[gsn_fastheal] > number_percent( ) ) ?
get_curr_con( ch ) * 2 :
get_curr_con( ch ); break;
case POS_RESTING: gain += ( ch->pcdata->learned[gsn_fastheal] > 0
&& ch->pcdata->learned[gsn_fastheal] > number_percent( ) ) ?
get_curr_con( ch ) :
get_curr_con( ch ) / 2; break;
default: gain += ( ch->pcdata->learned[gsn_fastheal] > 0
&& ch->pcdata->learned[gsn_fastheal] > number_percent( ) ) ?
get_curr_con( ch ) : 0;
}
if ( ch->pcdata->condition[COND_FULL ] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0
&& !is_class( ch, CLASS_VAMPIRE ) )
gain /= 2;
}
/*
if ( ch->class == CLASS_VAMPIRE )
if ( !IS_SET( ch->in_room->room_flags, ROOM_INDOORS ) )
{
if ( time_info.hour > 23 || time_info.hour < 1 )
{
gain *= 4;
}
}
*/
if ( IS_AFFECTED( ch, AFF_POISON ) && gain > 0 )
gain /= 10;
/* Trolls gain twice as much hp per tick */
if ( ch->race == RACE_TROLL )
gain *= 5;
/* Ward of Healing */
if ( is_raffected( ch->in_room, gsn_ward_heal ) )
{
send_to_char(AT_WHITE, "The wards of healing soothe your wounds.\n\r", ch );
gain += 100;
}
return UMIN( gain, MAX_HIT(ch) - ch->hit );
}
int mana_gain( CHAR_DATA *ch )
{
int gain;
if ( IS_NPC( ch ) )
{
gain = ch->level;
}
else
{
gain = UMIN( 5, ch->level / 2 );
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
&& !is_class( ch, CLASS_VAMPIRE ) )
gain /= 2;
if ( ch->race == RACE_ELF || ch->race == RACE_ELDER )
gain *= 2;
}
if ( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 10;
return UMIN( gain, MAX_MOVE(ch) - 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_SLEEPING: gain += get_curr_dex( ch ); break;
case POS_RESTING: gain += get_curr_dex( ch ) / 2; break;
}
if ( ch->pcdata->condition[COND_FULL ] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0
&& !is_class( ch, CLASS_VAMPIRE ) )
gain /= 2;
}
if ( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 10;
return UMIN( gain, MAX_MOVE(ch) - ch->move );
}
void gain_condition( CHAR_DATA *ch, int iCond, int value )
{
int condition;
int hploss = 1;
if ( value == 0 || IS_NPC( ch ) || ch->level >= L_APP )
return;
if ( ch->level >= LEVEL_HERO && iCond != COND_DRUNK )
return;
condition = ch->pcdata->condition[ iCond ];
/* Used to be 48 */
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 58 );
hploss = (ch->level < 10) ? 1 : (ch->level < 20) ? 2 : 3;
if ( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
case COND_FULL:
send_to_char(AT_ORANGE, "You are hungry.\n\r", ch );
break;
case COND_THIRST:
if ( !is_class( ch, CLASS_VAMPIRE ) )
send_to_char(AT_BLUE, "You are thirsty.\n\r", ch );
break;
case COND_DRUNK:
if ( condition != 0 )
send_to_char(AT_BLUE, "You are sober.\n\r", ch );
break;
}
if ( (iCond != COND_DRUNK) && (ch->hit - hploss) > 5 )
ch->hit = (ch->hit - hploss);
}
return;
}
/*
* Mob autonomous action.
* This function takes 25% of ALL Merc cpu time.
* -- Furey
*/
void mobile_update( void )
{
CHAR_DATA *ch;
EXIT_DATA *pexit;
int door;
/* Examine all mobs. */
for ( ch = char_list; ch; ch = ch->next )
{
if ( ch->deleted )
continue;
if ( IS_NPC(ch) && (ch->wait -= PULSE_MOBILE) < 0 )
ch->wait = 0;
if ( !IS_NPC( ch )
|| !ch->in_room
|| IS_AFFECTED( ch, AFF_STUN )
|| IS_AFFECTED( ch, AFF_CHARM )
|| ch->wait > 0 )
continue;
/* Examine call for special procedure */
if ( ch->spec_fun != 0 )
{
if ( ( *ch->spec_fun ) ( ch ) )
continue;
}
/* That's all for sleeping / busy monster */
if ( ch->position < POS_STANDING )
continue;
if ( ch->in_room->area->nplayer > 0 )
{
mprog_random_trigger( ch );
if ( ch->position < POS_STANDING )
continue;
}
/* Scavenge */
if ( IS_SET( ch->act, ACT_SCAVENGER )
&& ch->in_room->contents
&& 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 )
{
#ifdef NEW_MONEY
if ( CAN_WEAR( obj, ITEM_TAKE ) &&
( ( (obj->cost.gold*C_PER_G) + (obj->cost.silver*S_PER_G) +
(obj->cost.copper) ) > max ) && can_see_obj(ch, obj) )
{
obj_best = obj;
max = ( (obj->cost.gold*C_PER_G) + (obj->cost.silver*S_PER_G) +
(obj->cost.copper) );
}
#else
if ( CAN_WEAR( obj, ITEM_TAKE )
&& obj->cost > max
&& can_see_obj( ch, obj ) )
{
obj_best = obj;
max = obj->cost;
}
#endif
}
if ( obj_best )
{
obj_from_room( obj_best );
obj_to_char( obj_best, ch );
act(AT_GREY, "$n gets $p.", ch, obj_best, NULL, TO_ROOM );
}
}
/* Wander */
if ( !IS_SET( ch->act, ACT_SENTINEL )
&& ( door = number_bits( 5 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] )
&& pexit->to_room
&& !IS_SET( pexit->exit_info, EX_CLOSED )
&& !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
&& !ch->hunting
&& ( !IS_SET( ch->act, ACT_STAY_AREA )
|| pexit->to_room->area == ch->in_room->area ) )
{
move_char( ch, door, FALSE );
if ( ch->position < POS_STANDING )
continue;
}
/* Flee */
if ( ch->hit < ( MAX_HIT(ch) / 2 )
&& ( door = number_bits( 3 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] )
&& 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 = pexit->to_room->people;
rch;
rch = rch->next_in_room )
{
if ( rch->deleted )
continue;
if ( !IS_NPC( rch ) )
{
found = TRUE;
break;
}
}
if ( !found )
move_char( ch, door, FALSE );
}
if ( ch->hunting )
hunt_victim( ch );
}
MOBtrigger = TRUE;
return;
}
/*
* Update the weather.
*/
void weather_update( void )
{
DESCRIPTOR_DATA *d;
char buf [ MAX_STRING_LENGTH ];
int diff;
char *suf;
int day;
buf[0] = '\0';
switch ( ++time_info.hour )
{
case 1:
weather_info.sunlight = SUN_DARK;
strcat( buf, "&cThe witching hour has passed.\n\r" );
break;
case 5:
weather_info.sunlight = SUN_DAWN;
strcat( buf, "&cThe darkness begins to lift.\n\r" );
break;
case 6:
weather_info.sunlight = SUN_MORNING;
strcat( buf, "The &Ysun&B rises triumphantly in the east.\n\r" );
break;
case 11:
weather_info.sunlight = SUN_NOON;
strcat( buf, "&YThe sun sits high in its heavenly cradle.&w\n\r" );
break;
case 13:
weather_info.sunlight = SUN_AFTERNOON;
strcat( buf, "&YThe afternoon sun bakes the land.&w\n\r" );
break;
case 18:
weather_info.sunlight = SUN_DUSK;
strcat( buf, "&cThe sun begins its slow descent in the west.&w\n\r" );
break;
case 19:
weather_info.sunlight = SUN_DARK;
strcat( buf, "&cDarkness spreads its embrace about the land.&w\n\r" );
break;
case 24:
weather_info.sunlight = SUN_MIDNIGHT;
strcat( buf, "&rThe witching hour has come.&w\n\r" );
time_info.hour = 0;
time_info.day++;
day = time_info.day + 1;
if ( day > 4 && day < 20 ) suf = "th";
else if ( day % 10 == 1 ) suf = "st";
else if ( day % 10 == 2 ) suf = "nd";
else if ( day % 10 == 3 ) suf = "rd";
else suf = "th";
sprintf( buf,
"The day of %s, %d%s of the Month of %s has begun.",
day_name[day % 7],
day, suf,
month_name[time_info.month] );
info( buf, 0, 0 );
buf[0] = '\0';
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 &zcloudy.\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 &zclouds&B disappear.\n\r" );
weather_info.sky = SKY_CLOUDLESS;
}
break;
case SKY_RAINING:
if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 )
{
strcat( buf, "&WLightning&B 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 &Wlightning&B has stopped.\n\r" );
weather_info.sky = SKY_RAINING;
break;
}
break;
}
if ( buf[0] != '\0' )
{
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected == CON_PLAYING
&& IS_OUTSIDE( d->character )
&& IS_AWAKE ( d->character )
&& !IS_SET( d->character->in_room->room_flags, ROOM_INDOORS ) )
send_to_char(AT_BLUE, buf, d->character );
}
}
return;
}
/*
* Update all chars, including mobs.
* This function is performance sensitive.
*/
void char_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_save;
CHAR_DATA *ch_quit;
CHAR_DATA *ch_next; /* XOR */
time_t save_time;
ch_save = NULL;
ch_quit = NULL;
save_time = current_time;
for ( ch = char_list; ch; ch = ch->next )
{
AFFECT_DATA *paf;
ROOM_AFFECT_DATA *raf;
POWERED_DATA *pd, *pd_next;
if ( ch->deleted )
continue;
/*
* Find dude with oldest save time.
*/
if ( !IS_NPC( ch )
&& ( !ch->desc || ch->desc->connected == CON_PLAYING )
&& ch->level >= 2
&& ch->save_time < save_time )
{
ch_save = ch;
save_time = ch->save_time;
}
if ( ch->position >= POS_STUNNED )
{
if ( ch->hit < MAX_HIT(ch) )
ch->hit += hit_gain( ch );
if ( ch->mana < MAX_MANA(ch) )
ch->mana += mana_gain( ch );
if ( ch->move < MAX_MOVE(ch) )
ch->move += move_gain( ch );
if ( ch->position == POS_STUNNED )
{
ch->position = POS_STANDING;
update_pos( ch );
}
}
if (is_affected(ch, gsn_berserk)
&& !ch->fighting )
{
affect_strip( ch, gsn_berserk );
}
if (IS_AFFECTED2(ch, AFF_BERSERK)
&& !ch->fighting )
{
if (is_affected( ch, gsn_frenzy ) )
send_to_char(AT_WHITE, "You feel less frenzied.\n\r", ch );
else
send_to_char(AT_WHITE, "The rage leaves you.\n\r", ch );
REMOVE_BIT( ch->affected_by2, AFF_BERSERK );
}
if ( ch->position == POS_STUNNED )
update_pos( ch );
if ( !IS_NPC( ch ) && ( ch->level < LEVEL_IMMORTAL
|| ( !ch->desc && !IS_SWITCHED( ch ) ) ) )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) )
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] > 0 )
{
if ( --obj->value[2] == 0 && ch->in_room )
{
--ch->in_room->light;
act(C_DEFAULT, "$p goes out.", ch, obj, NULL, TO_ROOM );
act(C_DEFAULT, "$p goes out.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
}
if ( ++ch->timer >= 10 )
{
if ( !ch->was_in_room && ch->in_room )
{
ch->was_in_room = ch->in_room;
if ( ch->fighting )
stop_fighting( ch, TRUE );
send_to_char(AT_GREEN, "You disappear into the void.\n\r", ch );
act(AT_GREEN, "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
save_char_obj( ch, FALSE );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
}
}
if ( ch->timer > 20 && !IS_SWITCHED( ch ) )
ch_quit = ch;
gain_condition( ch, COND_DRUNK, -8 );
gain_condition( ch, COND_FULL, -1 );
gain_condition( ch, COND_THIRST, -1 );
}
for ( paf = ch->affected; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( paf->duration > 0 )
paf->duration--;
else if ( paf->duration < 0 )
;
else
{
if ( !paf->next
|| paf->next->type != paf->type
|| paf->next->duration > 0 )
{
if ( paf->type > 0 && skill_table[paf->type].msg_off )
{
send_to_char(C_DEFAULT, skill_table[paf->type].msg_off, ch );
send_to_char(C_DEFAULT, "\n\r", ch );
if ( skill_table[paf->type].room_msg_off )
{
act(C_DEFAULT,skill_table[paf->type].room_msg_off,
ch, NULL, NULL, TO_ROOM );
}
}
}
affect_remove( ch, paf );
/* if ( paf->bitvector == AFF_FLYING )
check_nofloor( ch ); --Angi */
}
}
for ( paf = ch->affected2; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( paf->duration > 0 )
paf->duration--;
else if ( paf->duration < 0 )
;
else
{
if ( !paf->next
|| paf->next->type != paf->type
|| paf->next->duration > 0 )
{
if ( paf->type > 0 && skill_table[paf->type].msg_off )
{
send_to_char(C_DEFAULT, skill_table[paf->type].msg_off, ch );
send_to_char(C_DEFAULT, "\n\r", ch );
if ( skill_table[paf->type].room_msg_off )
{
act(C_DEFAULT,skill_table[paf->type].room_msg_off,
ch, NULL, NULL, TO_ROOM );
}
}
}
affect_remove2( ch, paf );
}
}
for ( pd = ch->powered; pd; pd = pd_next )
{
if ( !pd )
break;
pd_next = pd->next;
raf = pd->raf;
if ( MT( ch ) < pd->cost )
raffect_remove( raf->room, ch, raf );
else
MT( ch ) -= pd->cost;
}
if ( ch->gspell && --ch->gspell->timer <= 0 )
{
send_to_char(AT_BLUE, "You slowly lose your concentration.\n\r",ch);
end_gspell( ch );
}
if ( ch->ctimer > 0 )
ch->ctimer--;
/*
* 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 ) )
{
send_to_char(AT_GREEN, "You shiver and suffer.\n\r", ch );
act(AT_GREEN, "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
damage( ch, ch, 10, gsn_poison );
}
if ( is_affected( ch, gsn_drowfire ) )
{
send_to_char(AT_RED, "The drow fire burns your skin.\n\r", ch );
damage( ch, ch, 25, gsn_drowfire );
}
if ( IS_AFFECTED( ch, AFF_FLAMING ) )
{
send_to_char(AT_RED, "Your skin blisters and burns.\n\r", ch );
act(AT_RED, "$n's body blisters and burns as it is licked in flames.", ch, NULL, NULL, TO_ROOM );
damage( ch, ch, ch->level/4, gsn_incinerate );
}
else if ( ch->position == POS_INCAP )
{
damage( ch, ch, 1, TYPE_UNDEFINED );
}
else if ( ch->position == POS_MORTAL )
{
damage( ch, ch, 2, TYPE_UNDEFINED );
}
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
if ( ch_save || ch_quit )
{
for ( ch = char_list; ch; ch = ch->next )
{
if ( ch->deleted )
continue;
if ( ch == ch_save )
{
/* send_to_char( AT_ORANGE, "Autosaved.\n\r", ch ); */
save_char_obj( ch, FALSE );
}
if ( ch == ch_quit )
do_quit( ch, "" );
}
}
/* XOR */
for(ch = char_list;ch != NULL;ch = ch_next)
{
ch_next = ch->next;
if(ch->summon_timer <= 0)
;
else
ch->summon_timer--;
if(IS_NPC(ch) && ch->summon_timer == 0)
{
act(AT_BLUE, "$n is consumed by a swirling vortex.",
ch, NULL, NULL, TO_ROOM);
extract_char(ch, TRUE);
}
}
/* END */
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for ( obj = object_list; obj; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
if ( obj->deleted )
continue;
if ( obj->timer < -1 )
obj->timer = -1;
if ( obj->timer < 0 )
continue;
/*
* Bug fix: used to shift to obj_free if an object whose
* timer ran out contained obj->next. Bug was reported
* only when the object(s) inside also had timer run out
* during the same tick. --Thelonius (Monk)
*/
if ( --obj->timer == 0 )
{
AREA_DATA *inarea = NULL;
bool pccorpse = FALSE;
switch ( obj->item_type )
{
default: message = "$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 = "$p decays into dust.";
pccorpse = TRUE; break;
case ITEM_FOOD: message = "$p decomposes."; break;
case ITEM_BLOOD: message = "$p soaks into the ground."; break;
case ITEM_PORTAL: message = "$p shimmers and is gone."; break;
case ITEM_VODOO: message = "$p slowly fades out of existance."; break;
case ITEM_BERRY: message = "$p rots away."; break;
}
if ( obj->carried_by )
{
act(C_DEFAULT, message, obj->carried_by, obj, NULL, TO_CHAR );
}
else
if ( obj->in_room
&& ( rch = obj->in_room->people ) )
{
act(C_DEFAULT, message, rch, obj, NULL, TO_ROOM );
act(C_DEFAULT, message, rch, obj, NULL, TO_CHAR );
}
if ( obj->in_room )
inarea = obj->in_room->area;
if ( obj == object_list )
{
if ( !pccorpse || !inarea )
{
extract_obj( obj );
obj_next = object_list;
}
else
strew_corpse( obj, inarea );
}
else /* (obj != object_list) */
{
OBJ_DATA *previous;
for ( previous = object_list; previous;
previous = previous->next )
{
if ( previous->next == obj )
break;
}
if ( !previous ) /* Can't see how, but... */
bug( "Obj_update: obj %d no longer in object_list",
obj->pIndexData->vnum );
if ( !pccorpse || !inarea )
{
extract_obj( obj );
obj_next = previous->next;
}
else
strew_corpse( obj, inarea );
}
}
}
return;
}
/*
* Aggress.
*
* for each mortal PC
* for each mob in room
* aggress on some random PC
*
* This function takes .2% of total CPU time.
*
* -Kahn
*/
void aggr_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *mch;
CHAR_DATA *vch;
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
/*
* Let's not worry about link dead characters. -Kahn
*/
for ( d = descriptor_list; d; d = d->next )
{
ch = d->character;
if ( d->connected != CON_PLAYING
|| !ch
/* || ch->level >= LEVEL_IMMORTAL*/
|| !ch->in_room )
continue;
/* mch wont get hurt */
for ( mch = ch->in_room->people; mch; mch = mch->next_in_room )
{
int count;
if ( !IS_NPC( mch )
|| mch->deleted
|| IS_AFFECTED( mch, AFF_STUN )
/* || !IS_SET( mch->act, ACT_AGGRESSIVE )*/
|| mch->fighting
|| IS_AFFECTED( mch, AFF_CHARM )
|| !IS_AWAKE( mch )
/* || ( IS_SET( mch->act, ACT_WIMPY ) && IS_AWAKE( ch ) )*/
|| !can_see( mch, ch )
/* || IS_AFFECTED( ch, AFF_PEACE )*/
|| mch->wait > 0
|| ch->wait > 0 )
continue;
if ( IS_NPC( mch ) && mch->mpactnum > 0
&& mch->in_room->area->nplayer > 0 )
{
MPROG_ACT_LIST * tmp_act, *tmp2_act;
for ( tmp_act = mch->mpact; tmp_act != NULL;
tmp_act = tmp_act->next )
{
mprog_wordlist_check( tmp_act->buf,mch, tmp_act->ch,
tmp_act->obj, tmp_act->vo, ACT_PROG );
free_string( tmp_act->buf );
}
for ( tmp_act = mch->mpact; tmp_act != NULL; tmp_act = tmp2_act )
{
tmp2_act = tmp_act->next;
free_mem( tmp_act, sizeof( MPROG_ACT_LIST ) );
}
mch->mpactnum = 0;
mch->mpact = NULL;
}
if ( !IS_SET( mch->act, ACT_AGGRESSIVE )
|| (IS_SET( mch->act, ACT_WIMPY ) && IS_AWAKE( ch ) )
|| IS_AFFECTED( ch, AFF_PEACE ) )
continue;
/*
* Ok we have a 'ch' player character and a 'mch' 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 = mch->in_room->people; vch; vch = vch->next_in_room )
{
if ( IS_NPC( vch )
|| vch->deleted
|| vch->level >= LEVEL_IMMORTAL )
continue;
if ( ( !IS_SET( mch->act, ACT_WIMPY ) || !IS_AWAKE( vch ) )
&& can_see( mch, vch ) )
{
if ( number_range( 0, count ) == 0 )
victim = vch;
count++;
}
}
if ( !victim )
continue;
multi_hit( mch, victim, TYPE_UNDEFINED );
/* if ( IS_NPC( mch ) && mch->mpactnum > 0
&& mch->in_room->area->nplayer > 0 )
{
MPROG_ACT_LIST * tmp_act, *tmp2_act;
for ( tmp_act = mch->mpact; tmp_act != NULL;
tmp_act = tmp_act->next )
{
mprog_wordlist_check( tmp_act->buf,mch, tmp_act->ch,
tmp_act->obj, tmp_act->vo, ACT_PROG );
free_string( tmp_act->buf );
}
for ( tmp_act = mch->mpact; tmp_act != NULL; tmp_act = tmp2_act )
{
tmp2_act = tmp_act->next;
free_mem( tmp_act, sizeof( MPROG_ACT_LIST ) );
}
mch->mpactnum = 0;
mch->mpact = NULL;
}*/
} /* mch loop */
} /* descriptor loop */
return;
}
/* Update the check on time for autoshutdown */
void time_update( void )
{
FILE *fp;
char *curr_time;
char buf [ MAX_STRING_LENGTH ];
if ( down_time == "*" )
return;
curr_time = ctime( ¤t_time );
if ( !str_infix( warning1, curr_time ) )
{
sprintf( buf, "First Warning!\n\r%s at %s system time\n\r"
"Current time is %s\n\r",
(stype == 0 ? "Reboot" : "Shutdown"),
down_time,
curr_time );
send_to_all_char( buf );
free_string( warning1 );
warning1 = str_dup( "*" );
}
if ( !str_infix( warning2, curr_time ) )
{
sprintf( buf, "Second Warning!\n\r%s at %s system time\n\r"
"Current time is %s\n\r",
(stype == 0 ? "Reboot" : "Shutdown"),
down_time,
curr_time );
send_to_all_char( buf );
free_string( warning2 );
warning2 = str_dup( "*" );
}
if ( !str_infix( down_time, curr_time ) )
{
/* OLC 1.1b */
do_asave( NULL, "" );
if ( stype == 1 )
{
send_to_all_char( "Shutdown by system.\n\r" );
log_string( "Shutdown by system.", CHANNEL_GOD, -1 );
end_of_game( );
}
else
{
send_to_all_char( "Reboot by system.\n\r" );
log_string( "Reboot by system.", CHANNEL_GOD, -1 );
end_of_game( );
merc_down = TRUE;
return;
}
fclose( fpReserve );
if ( !( fp = fopen( SHUTDOWN_FILE, "a" ) ) )
{
perror( SHUTDOWN_FILE );
bug( "Could not open the Shutdown file!", 0 );
}
else
{
fprintf( fp, "Shutdown by System\n" );
fclose ( fp );
}
fpReserve = fopen ( NULL_FILE, "r" );
merc_down = TRUE;
}
return;
}
/*
* Remove deleted EXTRA_DESCR_DATA from objects.
* Remove deleted AFFECT_DATA from chars and objects.
* Remove deleted CHAR_DATA and OBJ_DATA from char_list and object_list.
*/
void list_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
extern bool delete_obj;
extern bool delete_char;
if ( delete_char )
for ( ch = char_list; ch; ch = ch_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( paf = ch->affected; paf; paf = paf_next )
{
paf_next = paf->next;
if ( paf->deleted || ch->deleted )
{
if ( ch->affected == paf )
{
ch->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = ch->affected; prev; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( !prev )
{
bug( "List_update: cannot find paf on ch.", 0 );
sprintf( log_buf, "Char: %s", ch->name );
bug( log_buf, 0 );
continue;
}
}
/* paf->next = affect_free;
affect_free = paf;*/
/* free_mem( paf, sizeof( *paf ) );*/
free_affect( paf );
}
}
for ( paf = ch->affected2; paf; paf = paf_next )
{
paf_next = paf->next;
if ( paf->deleted || ch->deleted )
{
if ( ch->affected2 == paf )
{
ch->affected2 = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = ch->affected2; prev; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( !prev )
{
bug( "List_update2: cannot find paf on ch.", 0 );
sprintf( log_buf, "Char: %s", ch->name ? ch->name
: "(Unknown)" );
bug( log_buf, 0 );
continue;
}
}
/* paf->next = affect_free;
affect_free = paf;*/
/* free_mem( paf, sizeof( *paf ) ); */
free_affect ( paf );
}
}
ch_next = ch->next;
if ( ch->deleted )
{
if ( ch == char_list )
{
char_list = ch->next;
}
else
{
CHAR_DATA *prev;
for ( prev = char_list; prev; prev = prev->next )
{
if ( prev->next == ch )
{
prev->next = ch->next;
break;
}
}
if ( !prev )
{
char buf [ MAX_STRING_LENGTH ];
sprintf( buf, "List_update: char %s not found.",
ch->name );
bug( buf, 0 );
continue;
}
}
free_char( ch );
}
}
if ( delete_obj )
for ( obj = object_list; obj; obj = obj_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
EXTRA_DESCR_DATA *ed;
EXTRA_DESCR_DATA *ed_next;
for ( ed = obj->extra_descr; ed; ed = ed_next )
{
ed_next = ed->next;
if ( obj->deleted )
{
/* free_string( ed->description );
free_string( ed->keyword ); */
/* ed->next = extra_descr_free;
extra_descr_free = ed;*/
/* free_mem( ed, sizeof( *ed ) );*/
free_extra_descr( ed );
}
}
for ( paf = obj->affected; paf; paf = paf_next )
{
paf_next = paf->next;
if ( obj->deleted )
{
if ( obj->affected == paf )
{
obj->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = obj->affected; prev; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( !prev )
{
bug( "List_update: cannot find paf on obj.", 0 );
continue;
}
}
/* paf->next = affect_free;
affect_free = paf;*/
/* free_mem( paf, sizeof( *paf ) ); */
free_affect ( paf );
}
}
obj_next = obj->next;
if ( obj->deleted )
{
if ( obj == object_list )
{
object_list = obj->next;
}
else
{
OBJ_DATA *prev;
for ( prev = object_list; prev; prev = prev->next )
{
if ( prev->next == obj )
{
prev->next = obj->next;
break;
}
}
if ( !prev )
{
bug( "List_update: obj %d not found.",
obj->pIndexData->vnum );
continue;
}
}
free_string( obj->name );
free_string( obj->description );
free_string( obj->short_descr );
--obj->pIndexData->count;
/* obj->next = obj_free;
obj_free = obj;*/
free_mem( obj, sizeof( *obj ) );
}
}
delete_obj = FALSE;
delete_char = FALSE;
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;
static int pulse_db_dump; /* OLC 1.1b */
static int pulse_combat; /* XOR pkill */
/* OLC 1.1b */
if ( --pulse_db_dump <= 0 && port != 4000 )
{
pulse_db_dump = PULSE_DB_DUMP;
do_asave( NULL, "" );
/*save_player_list(); */
}
if ( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
area_update ( );
}
if ( --pulse_violence <= 0 )
{
pulse_violence = PULSE_VIOLENCE;
violence_update ( );
}
if ( --pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
mobile_update ( );
rdam_update ( );
orprog_update( );
}
if ( --pulse_point <= 0 )
{
wiznet("TICK! ;p",NULL,NULL,WIZ_TICKS,0,0);
pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 );
weather_update ( );
rtime_update ( );
/* vamdam_update ( );
wind_update ( ); */
quest_update ( );
char_update ( );
obj_update ( );
list_update ( );
}
/* XOR causing alot of lag */
/* yeah yeah, see if its fixed now =) */
if(--pulse_combat <= 0)
{
pulse_combat = PULSE_PER_SECOND;
comb_update();
}
/* END */
/* Auction timer update -- Altrag */
if ( auc_count >= 0 && ++auc_count % (8 * PULSE_PER_SECOND) == 0 )
auc_update ( );
if ( arena.cch && ++arena.count % (5 * PULSE_PER_SECOND) == 0 )
arena_update ( );
chat_update( );
// time_update( );
aggr_update( );
tail_chain( );
return;
}
/* X combat timer update */
void comb_update()
{
CHAR_DATA *ch;
for ( ch = char_list; ch != NULL; ch = ch->next )
{
if ( ch->deleted )
continue;
if(--ch->combat_timer < 0)
ch->combat_timer = 0;
}
}
void arena_update()
{
if ( !arena.cch )
return;
switch ( arena.count / (5 * PULSE_PER_SECOND) )
{
case 1:
case 2:
case 3:
if ( arena.och )
{
char buf[MAX_INPUT_LENGTH];
sprintf(buf, "&C%s &coffering &C%s &ca challenge for &W%d &ccoins.",
arena.cch->name, arena.och->name, arena.award);
challenge(buf, 0, 0);
}
else
challenge("&C%s &coffering challenge for &W%d &ccoins.",
(int)(arena.cch->name), arena.award);
return;
}
if ( arena.och )
challenge("&C%s &cwimps out and refuses &C%s&c's challenge.",
(int)(arena.och->name), (int)(arena.cch->name) );
else
challenge("&C%s&c's challenge not accepted. Opening arena for new challenger.",
(int)(arena.cch->name), 0);
send_to_char( C_DEFAULT, "Your challenge was not accepted. Refunding "
"award money.\n\r", arena.cch );
/* Arena master takes 1/5.. *wink */
#ifdef NEW_MONEY
arena.cch->money.gold += ((arena.award*4)/5);
#else
arena.cch->gold += ((arena.award*4)/5);
#endif
arena.cch = NULL;
arena.och = NULL;
arena.award = 0;
return;
}
/* Auctioneer timer update -- Altrag */
void auc_update()
{
extern OBJ_DATA *auc_obj;
extern CHAR_DATA *auc_held;
extern CHAR_DATA *auc_bid;
#ifdef NEW_MONEY
extern MONEY_DATA auc_cost;
#else
extern int auc_cost;
#endif
char buf[MAX_STRING_LENGTH];
if ( !auc_obj )
return;
if ( !auc_held )
{
bug( "Auc_update: auc_obj found without auc_held.",0);
return;
}
switch ( auc_count / (8 * PULSE_PER_SECOND) )
{
case 1:
#ifdef NEW_MONEY
sprintf( buf, "%s for %s (going ONCE)", auc_obj->short_descr, money_string( &auc_cost ) );
#else
sprintf( buf, "%s for %d gold coins (going ONCE).", auc_obj->short_descr, auc_cost );
#endif
auc_channel( buf );
sprintf( buf, "%s auctioning %s.", auc_held->name, auc_obj->name );
log_string( buf, CHANNEL_GOD, -1 );
return;
case 2:
#ifdef NEW_MONEY
sprintf( buf, "%s for %s (going TWICE)", auc_obj->short_descr, money_string( &auc_cost ) );
#else
sprintf( buf, "%s for %d gold coins (going TWICE).", auc_obj->short_descr, auc_cost );
#endif
auc_channel( buf );
sprintf( buf, "%s auctioning %s.", auc_held->name, auc_obj->name );
log_string( buf, CHANNEL_GOD, -1 );
return;
case 3:
#ifdef NEW_MONEY
sprintf( buf, "%s for %s (going THRICE)", auc_obj->short_descr, money_string(&auc_cost) );
#else
sprintf( buf, "%s for %d gold coins (going THRICE).", auc_obj->short_descr, auc_cost );
#endif
auc_channel( buf );
sprintf( buf, "%s auctioning %s.", auc_held->name, auc_obj->name );
log_string( buf, CHANNEL_GOD, -1 );
return;
}
#ifdef NEW_MONEY
if ( auc_bid && ( ( (auc_bid->money.gold*C_PER_G) + (auc_bid->money.silver*S_PER_G) +
(auc_bid->money.copper) ) > ( (auc_cost.gold*C_PER_G) + (auc_cost.silver*S_PER_G) +
(auc_cost.copper) ) ) )
{
sprintf( buf, "%s SOLD! to %s for %s", auc_obj->short_descr, auc_bid->name,
money_string( &auc_cost ) );
add_money( &auc_held->money, &auc_cost );
spend_money( &auc_bid->money, &auc_cost );
#else
if ( auc_bid && auc_bid->gold >= auc_cost )
{
sprintf( buf, "%s for %d gold coins SOLD! to %s.", auc_obj->short_descr, auc_cost,
auc_bid->name );
auc_bid->gold -= auc_cost;
auc_held->gold += auc_cost;
#endif
obj_to_char( auc_obj, auc_bid );
act( AT_DGREEN, "$p appears in your hands.", auc_bid, auc_obj, NULL, TO_CHAR );
act( AT_DGREEN, "$p appears in the hands of $n.", auc_bid, auc_obj, NULL,
TO_ROOM );
}
else if ( auc_bid )
{
#ifdef NEW_MONEY
sprintf( buf, "Amount not carried for %s, ending auction.", auc_obj->short_descr );
#else
sprintf( buf, "%d gold coins not carried for %s, ending auction.", auc_cost, auc_obj->short_descr );
#endif
obj_to_char( auc_obj, auc_held );
act( AT_DGREEN, "$p appears in your hands.", auc_held, auc_obj, NULL, TO_CHAR );
act( AT_DGREEN, "$p appears in the hands of $n.", auc_held, auc_obj, NULL, TO_ROOM );
}
else
{
sprintf( buf, "%s not sold, ending auction.", auc_obj->short_descr );
obj_to_char( auc_obj, auc_held );
act( AT_DGREEN, "$p appears in your hands.", auc_held, auc_obj, NULL, TO_CHAR );
act( AT_DGREEN, "$p appears in the hands of $n.", auc_held, auc_obj, NULL,
TO_ROOM );
}
auc_channel( buf );
auc_count = -1;
#ifdef NEW_MONEY
auc_cost.gold = auc_cost.silver = auc_cost.copper = 0;
#else
auc_cost = 0;
#endif
auc_obj = NULL;
auc_held = NULL;
auc_bid = NULL;
return;
}
void rdam_update( )
{
DESCRIPTOR_DATA *d;
CHAR_DATA *ch;
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected != CON_PLAYING )
continue;
ch = d->original ? d->original : d->character;
if ( !( ch->in_room ) )
continue;
if ( ch->level < L_APP )
if ( IS_SET( ch->in_room->room_flags, ROOM_DAMAGE ) )
{
/* if ( ch->hit <= ch->in_room->rd ) */
{
send_to_char( AT_RED, "Pain shoots through your body.\n\r", ch );
}
damage( ch, ch, ch->in_room->rd, TYPE_UNDEFINED );
}
}
return;
}
/* This does the damage for vampiers when there out during the day
basicaly a rip off of rdam_update. -Decklarean*/
/*
void vamdam_update( )
{
DESCRIPTOR_DATA *d;
CHAR_DATA *ch;
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected != CON_PLAYING )
continue;
ch = d->original ? d->original : d->character;
if ( !( ch->in_room ) )
continue;
if ( ch->level < L_APP && is_class( ch, CLASS_VAMPIRE ) )
if ( !IS_SET( ch->in_room->room_flags, ROOM_INDOORS ) )
{
if ( time_info.hour > 5 && time_info.hour < 18 )
{
send_to_char( AT_RED,
"Intense pain washes through your body under the light of the sun.\n\r", ch );
act( AT_RED, "Smoke rises from $n under the glarying light of the sun.", ch,
NULL, NULL, TO_ROOM );
damage( ch, ch, (ch->level / 2) , TYPE_UNDEFINED );
ch->bp -= ch->bp / 6;
}
}
}
return;
}
*/
/* Wind timer routines.. needs updates for weather stuff.. -- Altrag */
const char *dir_wind [] = {"north", "northeast", "east", "southeast",
"south", "southwest", "west", "northwest"};
/*
const char *wind_str [] = {"almost no", "a little bit of", "a strong"};
void wind_update( void )
{
AREA_DATA *pArea;
DESCRIPTOR_DATA *d;
for ( pArea = area_first; pArea; pArea = pArea->next )
{
pArea->windstr += number_range( UMIN(pArea->windstr - 5, -15),
UMAX(pArea->windstr + 5, 15) );
if ( pArea->windstr < 0 )
{
pArea->windstr = -pArea->windstr;
pArea->winddir = number_fuzzy(pArea->winddir);
if (pArea->winddir < 0 )
pArea->winddir = 7;
if (pArea->winddir > 7 )
pArea->winddir = 0;
}
}
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected == CON_PLAYING
&& IS_OUTSIDE( d->character )
&& IS_AWAKE( d->character )
&& !IS_SET(d->character->in_room->room_flags, ROOM_INDOORS ) )
{
char buf[MAX_STRING_LENGTH];
pArea = d->character->in_room->area;
if ( pArea->windstr > 0 )
sprintf(buf, "There is %s wind blowing from the %s.\n\r",
wind_str[pArea->windstr / 5], dir_wind[pArea->winddir]);
else
strcpy(buf, "There is no wind at all.\n\r");
send_to_char(C_DEFAULT, buf, d->character);
}
}
return;
}
*/
/* END */
void strew_corpse( OBJ_DATA *obj, AREA_DATA *inarea )
{
OBJ_DATA *currobj;
ROOM_INDEX_DATA *newroom;
OBJ_DATA *cobj_next;
for ( currobj = obj->contains; currobj; currobj = cobj_next )
{
cobj_next = currobj->next_content;
switch( currobj->item_type )
{
case ITEM_FOOD:
case ITEM_DRINK_CON:
currobj->value[3] = 1;
break;
case ITEM_POTION:
if ( number_percent( ) < 20 )
{
extract_obj( currobj );
continue;
}
break;
default: break;
}
if ( number_percent( ) < 2 )
{
extract_obj( currobj );
continue;
}
if ( number_percent( ) < 30 )
{
obj_from_obj( currobj );
obj_to_room( currobj, obj->in_room );
}
else
{
obj_from_obj( currobj );
newroom = get_room_index( number_range( inarea->lvnum, inarea->uvnum ) );
for ( ; !newroom; )
newroom = get_room_index( number_range( inarea->lvnum, inarea->uvnum ) );
obj_to_room( currobj, newroom );
}
}
extract_obj( obj );
return;
}
void orprog_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
AREA_DATA *pArea;
for ( obj = object_list; obj; obj = obj_next )
{
obj_next = obj->next;
if ( obj->deleted )
continue;
/* ie: carried or in room */
if ( !obj->in_obj && !obj->stored_by &&
((obj->in_room && obj->in_room->area->nplayer) ||
(obj->carried_by && obj->carried_by->in_room &&
obj->carried_by->in_room->area->nplayer)) )
oprog_random_trigger( obj );
}
for ( pArea = area_first; pArea; pArea = pArea->next )
if ( pArea->nplayer > 0 )
{
int room;
ROOM_INDEX_DATA *pRoom;
for ( room = pArea->lvnum; room <= pArea->uvnum; room++ )
if ( (pRoom = get_room_index( room )) )
rprog_random_trigger( pRoom );
}
return;
}
void trap_update( void )
{
TRAP_DATA *pTrap;
for ( pTrap = trap_list; pTrap; pTrap = pTrap->next )
if ( --pTrap->disarm_dur <= 0 )
{
pTrap->disarm_dur = 0;
pTrap->disarmed = FALSE;
}
return;
}
void rtime_update( void )
{
AREA_DATA *pArea;
for ( pArea = area_first; pArea; pArea = pArea->next )
if ( pArea->nplayer )
{
int room;
ROOM_INDEX_DATA *pRoom;
for ( room = pArea->lvnum; room <= pArea->uvnum; room++ )
if ( (pRoom = get_room_index( room )) )
rprog_time_trigger( pRoom, time_info.hour );
}
return;
}