Пример #1
0
/* Update PCs, NPCs, and objects */
void point_update(void)
{
  struct char_data *i, *next_char;
  struct obj_data *j, *next_thing, *jj, *next_thing2;

  /* characters */
  for (i = character_list; i; i = next_char) {
    next_char = i->next;
	
    gain_condition(i, FULL, -1);
    gain_condition(i, DRUNK, -1);
    gain_condition(i, THIRST, -1);
	
    if (GET_POS(i) >= POS_STUNNED) {
      GET_HIT(i) = MIN(GET_HIT(i) + hit_gain(i), GET_MAX_HIT(i));
      GET_MANA(i) = MIN(GET_MANA(i) + mana_gain(i), GET_MAX_MANA(i));
      GET_MOVE(i) = MIN(GET_MOVE(i) + move_gain(i), GET_MAX_MOVE(i));
      if (AFF_FLAGGED(i, AFF_POISON))
	if (damage(i, i, 2, SPELL_POISON) == -1)
	  continue;	/* Oops, they died. -gg 6/24/98 */
      if (GET_POS(i) <= POS_STUNNED)
	update_pos(i);
    } else if (GET_POS(i) == POS_INCAP) {
      if (damage(i, i, 1, TYPE_SUFFERING) == -1)
	continue;
    } else if (GET_POS(i) == POS_MORTALLYW) {
      if (damage(i, i, 2, TYPE_SUFFERING) == -1)
	continue;
    }
    if (!IS_NPC(i)) {
      update_char_objects(i);
      if (GET_LEVEL(i) < idle_max_level)
	check_idling(i);
    }
  }

  /* objects */
  for (j = object_list; j; j = next_thing) {
    next_thing = j->next;	/* Next in object list */

    /* If this is a corpse */
    if (IS_CORPSE(j)) {
      /* timer count down */
      if (GET_OBJ_TIMER(j) > 0)
	GET_OBJ_TIMER(j)--;

      if (!GET_OBJ_TIMER(j)) {

	if (j->carried_by)
	  act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR);
	else if ((IN_ROOM(j) != NOWHERE) && (world[IN_ROOM(j)].people)) {
	  act("A quivering horde of maggots consumes $p.",
	      TRUE, world[IN_ROOM(j)].people, j, 0, TO_ROOM);
	  act("A quivering horde of maggots consumes $p.",
	      TRUE, world[IN_ROOM(j)].people, j, 0, TO_CHAR);
	}
	for (jj = j->contains; jj; jj = next_thing2) {
	  next_thing2 = jj->next_content;	/* Next in inventory */
	  obj_from_obj(jj);

	  if (j->in_obj)
	    obj_to_obj(jj, j->in_obj);
	  else if (j->carried_by)
	    obj_to_room(jj, IN_ROOM(j->carried_by));
	  else if (IN_ROOM(j) != NOWHERE)
	    obj_to_room(jj, IN_ROOM(j));
	  else
	    core_dump();
	}
	extract_obj(j);
      }
    }
    /* If the timer is set, count it down and at 0, try the trigger */
    /* note to .rej hand-patchers: make this last in your point-update() */
    else if (GET_OBJ_TIMER(j)>0) {
      GET_OBJ_TIMER(j)--; 
      if (!GET_OBJ_TIMER(j))
        timer_otrigger(j);
    }
  }
}
Пример #2
0
/*
 * Update all chars, including mobs.
*/
void char_update( void )
{   
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;
    CHAR_DATA *ch_quit;

    ch_quit	= NULL;

    /* update save counter */
    save_number++;

    if (save_number > 29)
	save_number = 0;

    for ( ch = char_list; ch != NULL; ch = ch_next )
    {
	AFFECT_DATA *paf;
	AFFECT_DATA *paf_next;

	ch_next = ch->next;

        if ( ch->timer > 30 )
            ch_quit = ch;

	if ( ch->position >= POS_STUNNED )
	{
            /* check to see if we need to go home */
            if (IS_NPC(ch) && ch->zone != NULL && ch->zone != ch->in_room->area
            && ch->desc == NULL &&  ch->fighting == NULL 
	    && !IS_AFFECTED(ch,AFF_CHARM) && number_percent() < 5)
            {
            	act("$n wanders on home.",ch,NULL,NULL,TO_ROOM);
            	extract_char(ch,TRUE);
            	continue;
            }

	    if ( ch->hit  < ch->max_hit )
		ch->hit  += hit_gain(ch);
	    else
		ch->hit = ch->max_hit;

	    if ( ch->mana < ch->max_mana )
		ch->mana += mana_gain(ch);
	    else
		ch->mana = ch->max_mana;

	    if ( ch->move < ch->max_move )
		ch->move += move_gain(ch);
	    else
		ch->move = ch->max_move;
	}

	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 != NULL )
		{
		    --ch->in_room->light;
		    act( "$p goes out.", ch, obj, NULL, TO_ROOM );
		    act( "$p flickers and goes out.", ch, obj, NULL, TO_CHAR );
		    extract_obj( obj );
		}
	 	else if ( obj->value[2] <= 5 && ch->in_room != NULL)
		    act("$p flickers.",ch,obj,NULL,TO_CHAR);
	    }

	    if (IS_IMMORTAL(ch))
		ch->timer = 0;

	    if ( ++ch->timer >= 12 )
	    {
		if ( ch->was_in_room == NULL && ch->in_room != NULL )
		{
		    ch->was_in_room = ch->in_room;
		    if ( ch->fighting != NULL )
			stop_fighting( ch, TRUE );
		    act( "$n disappears into the void.",
			ch, NULL, NULL, TO_ROOM );
		    send_to_char( "You disappear into the void.\n\r", ch );
		    if (ch->level > 1)
		        save_char_obj( ch );
		    char_from_room( ch );
		    char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
		}
	    }

	    gain_condition( ch, COND_DRUNK,  -1 );
	    gain_condition( ch, COND_FULL, ch->size > SIZE_MEDIUM ? -4 : -2 );
	    gain_condition( ch, COND_THIRST, -1 );
	    gain_condition( ch, COND_HUNGER, ch->size > SIZE_MEDIUM ? -2 : -1);
	}

	for ( paf = ch->affected; paf != NULL; paf = paf_next )
	{
	    paf_next	= paf->next;
	    if ( paf->duration > 0 )
	    {
		paf->duration--;
		if (number_range(0,4) == 0 && paf->level > 0)
		  paf->level--;  /* spell strength fades with time */
            }
	    else if ( paf->duration < 0 )
		;
	    else
	    {
		if ( paf_next == NULL
		||   paf_next->type != paf->type
		||   paf_next->duration > 0 )
		{
		    if ( paf->type > 0 && skill_table[paf->type].msg_off )
		    {
			send_to_char( skill_table[paf->type].msg_off, ch );
			send_to_char( "\n\r", ch );
		    }
		}
	  
		affect_remove( ch, paf );
	    }
	}

	/*
	 * Careful with the damages here,
	 *   MUST NOT refer to ch after damage taken,
	 *   as it may be lethal damage (on NPC).
	 */

        if (is_affected(ch, gsn_plague) && ch != NULL)
        {
            AFFECT_DATA *af, plague;
            CHAR_DATA *vch;
            int dam;

	    if (ch->in_room == NULL)
		continue;
            
	    act("$n writhes in agony as plague sores erupt from $s skin.",
		ch,NULL,NULL,TO_ROOM);
	    send_to_char("You writhe in agony from the plague.\n\r",ch);
            for ( af = ch->affected; af != NULL; af = af->next )
            {
            	if (af->type == gsn_plague)
                    break;
            }
        
            if (af == NULL)
            {
            	REMOVE_BIT(ch->affected_by,AFF_PLAGUE);
            	continue;
            }
        
            if (af->level == 1)
            	continue;
        
	    plague.where		= TO_AFFECTS;
            plague.type 		= gsn_plague;
            plague.level 		= af->level - 1; 
            plague.duration 	= number_range(1,2 * plague.level);
            plague.location		= APPLY_STR;
            plague.modifier 	= -5;
            plague.bitvector 	= AFF_PLAGUE;
        
            for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
            {
                if (!saves_spell(plague.level - 2,vch,DAM_DISEASE) 
		&&  !IS_IMMORTAL(vch)
            	&&  !IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(4) == 0)
            	{
            	    send_to_char("You feel hot and feverish.\n\r",vch);
            	    act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM);
            	    affect_join(vch,&plague);
            	}
            }

	    dam = UMIN(ch->level,af->level/5+1);
	    ch->mana -= dam;
	    ch->move -= dam;
	    damage( ch, ch, dam, gsn_plague,DAM_DISEASE,FALSE);
        }
	else if ( IS_AFFECTED(ch, AFF_POISON) && ch != NULL
	     &&   !IS_AFFECTED(ch,AFF_SLOW))

	{
	    AFFECT_DATA *poison;

	    poison = affect_find(ch->affected,gsn_poison);

	    if (poison != NULL)
	    {
	        act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
	        send_to_char( "You shiver and suffer.\n\r", ch );
	        damage(ch,ch,poison->level/10 + 1,gsn_poison,
		    DAM_POISON,FALSE);
	    }
	}

	else if ( ch->position == POS_INCAP && number_range(0,1) == 0)
	{
	    damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE);
	}
	else if ( ch->position == POS_MORTAL )
	{
	    damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE);
	}
    }

    /*
     * Autosave and autoquit.
     * Check that these chars still exist.
     */
    for ( ch = char_list; ch != NULL; ch = ch_next )
    {
        ch_next = ch->next;

	if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number)
	{
	    save_char_obj(ch);
	}

        if (ch == ch_quit)
	{
            do_function(ch, &do_quit, "" );
	}
    }

    return;
}
Пример #3
0
void regen_update( void ) {
    CharData *i, *next_char;
    int hit, mana, move;
    int vivify_level;

    for( i = character_list; i; i = next_char )
    {
        next_char = i->next;

        if(affected_by_spell(i, SKILL_EMACIATED) && (GET_COND(i, HUNGER) != 0 || IS_VAMPIRE(i)) && GET_COND(i, THIRST) != 0) {
            if(!affected_by_spell(i, SKILL_EMACIATED_MANA) && !affected_by_spell(i, SKILL_EMACIATED_HIT))
                affect_from_char(i, SKILL_EMACIATED);
            else if(percentSuccess(4)) {
                affect_from_char(i, SKILL_EMACIATED_MANA);
                affect_from_char(i, SKILL_EMACIATED_HIT);
            }
        }

        // Dwarves sober up 3x faster than most races (unless they drink more...)
        if(IS_DWARF(i) && !number(0, 35))
            gain_condition(i, DRUNK, -1);

        vivify_level = spell_level(i, SPELL_VIVIFY);
        affect_from_char(i, SPELL_VIVIFY);
        if(GET_POS(i) <= POS_MEDITATING) {
            add_affect(i, i, SPELL_VIVIFY, MIN(vivify_level + 1, 100), APPLY_NONE, 0, -1,
                    0, FALSE, FALSE, FALSE, FALSE);
        }

        if(GET_POS(i) >= POS_MORTALLYW)
        {
            hit = hit_gain(i);
            mana = mana_gain(i);
            move = move_gain(i);

            if(affected_by_spell(i, SPELL_VIVIFY)) {
                if(hit > 0)
                    hit += spell_level(i, SPELL_VIVIFY) * GET_MAX_HIT(i)/600;
                if(mana > 0)
                    mana += spell_level(i, SPELL_VIVIFY) * GET_MAX_MANA(i)/600;
                if(move > 0)
                    move += spell_level(i, SPELL_VIVIFY) * GET_MAX_MOVE(i)/600;
            }

            // Regeneration is increased on pvp holidays.  If you're incapactitated, you will
            // eventually recover.
            if(pvpHoliday(i)) {
                if (GET_POS(i) < POS_SLEEPING)
                    hit = 20;
                else {
                    hit  = (hit  > 0) ? hit *3 : 20;
                    mana = (mana > 0) ? mana*2 : 40;
                    move = (move > 0) ? move*2 : 40;
                }
            }
                

            // 72 seconds per tick...
            if(hit < 0 || GET_HIT(i) < GET_MAX_HIT(i)) {
                if(hit>0)
                    GET_HIT(i) += hit/72 + (hit % 72 > number(0, 71)? 1:0);
                else
                    GET_HIT(i)  = MAX(GET_HIT(i) + hit/72 + (-hit % 72 > number(0, 71)?-1:0), -9);
            }
            else {
                int surplus = (GET_HIT(i) - GET_MAX_HIT(i));
                GET_HIT(i) -= surplus / 72 + (surplus % 72 > number(0, 71)? 1:0);
            }


            if(mana>0)
                GET_MANA(i) = MAX(MIN(GET_MANA(i) + mana/72 + (mana % 72 > number(0, 71)?1:0), GET_MAX_MANA(i)), 0);
            else
                GET_MANA(i) = MIN(GET_MANA(i) + mana/72 + (-mana % 72 > number(0, 71)?-1:0), GET_MAX_MANA(i));

            if(move>0)
                GET_MOVE(i) = MIN(GET_MOVE(i) + move/72 + (move % 72 > number(0, 71)?1:0), GET_MAX_MOVE(i));
            else
                GET_MOVE(i) = MAX(MIN(GET_MOVE(i) + move/72 + (-move % 72 > number(0, 71)?-1:0), GET_MAX_MOVE(i)), 0);

            update_pos(i);
        }
    }
}
Пример #4
0
void beat_points_update(int pulse)
{
	CHAR_DATA *i, *next_char;
	int restore;

	if (!UPDATE_PC_ON_BEAT)
		return;

	// only for PC's
	for (i = character_list; i; i = next_char)
	{
		next_char = i->next;
		if (IS_NPC(i))
			continue;

		if (IN_ROOM(i) == NOWHERE)
		{
			log("SYSERR: Pulse character in NOWHERE.");
			continue;
		}

		if (RENTABLE(i) <= time(NULL))
		{
			RENTABLE(i) = 0;
			AGRESSOR(i) = 0;
			AGRO(i) = 0;
			i->agrobd = false;
		}
		if (AGRO(i) < time(NULL))
			AGRO(i) = 0;
		beat_punish(i);

// This line is used only to control all situations when someone is
// dead (POS_DEAD). You can comment it to minimize heartbeat function
// working time, if you're sure, that you control these situations
// everywhere. To the time of this code revision I've fix some of them
// and haven't seen any other.
//             if (GET_POS(i) == POS_DEAD)
//                     die(i, NULL);

		if (GET_POS(i) < POS_STUNNED)
			continue;

		// Restore hitpoints
		restore = hit_gain(i);
		restore = interpolate(restore, pulse);

		if (AFF_FLAGGED(i, AFF_BANDAGE))
		{
			AFFECT_DATA* aff;
			for(aff = i->affected; aff; aff = aff->next)
			{
				if (aff->type == SPELL_BANDAGE)
				{
					restore += MIN(GET_REAL_MAX_HIT(i) / 10, aff->modifier);
					break;
				}
			}
		}

		if (GET_HIT(i) < GET_REAL_MAX_HIT(i))
			GET_HIT(i) = MIN(GET_HIT(i) + restore, GET_REAL_MAX_HIT(i));

		// Проверка аффекта !исступление!. Поместил именно здесь,
		// но если кто найдет более подходящее место переносите =)
		//Gorrah: перенес в handler::affect_total
		//check_berserk(i);

		// Restore PC caster mem
		if (!IS_MANA_CASTER(i) && !MEMQUEUE_EMPTY(i))
		{
			restore = mana_gain(i);
			restore = interpolate(restore, pulse);
			GET_MEM_COMPLETED(i) += restore;

	if (AFF_FLAGGED(i, AFF_RECALL_SPELLS))
		handle_recall_spells(i);

			while (GET_MEM_COMPLETED(i) > GET_MEM_CURRENT(i)
					&& !MEMQUEUE_EMPTY(i))
			{
				int spellnum;
				spellnum = MemQ_learn(i);
				GET_SPELL_MEM(i, spellnum)++;
				GET_CASTER(i) += spell_info[spellnum].danger;
			}

			if (MEMQUEUE_EMPTY(i))
			{
				if (GET_RELIGION(i) == RELIGION_MONO)
				{
					send_to_char
					("Наконец ваши занятия окончены. Вы с улыбкой захлопнули свой часослов.\r\n",
					 i);
					act("Окончив занятия, $n с улыбкой захлопнул$g часослов.",
						FALSE, i, 0, 0, TO_ROOM);
				}
				else
				{
					send_to_char
					("Наконец ваши занятия окончены. Вы с улыбкой убрали свои резы.\r\n", i);
					act("Окончив занятия, $n с улыбкой убрал$g резы.", FALSE, i, 0, 0, TO_ROOM);
				}
			}
		}

		if (!IS_MANA_CASTER(i) && MEMQUEUE_EMPTY(i))
		{
			GET_MEM_TOTAL(i) = 0;
			GET_MEM_COMPLETED(i) = 0;
		}

		// Гейн маны у волхвов
		if (IS_MANA_CASTER(i) && GET_MANA_STORED(i) < GET_MAX_MANA(i))
		{
			GET_MANA_STORED(i) += mana_gain(i);
			if (GET_MANA_STORED(i) >= GET_MAX_MANA(i))
			{
				GET_MANA_STORED(i) = GET_MAX_MANA(i);
				send_to_char("Ваша магическая энергия полностью восстановилась\r\n", i);
			}
		}
		if (IS_MANA_CASTER(i) && GET_MANA_STORED(i) > GET_MAX_MANA(i))
		{
			GET_MANA_STORED(i) = GET_MAX_MANA(i);
		}
		// Restore moves
		restore = move_gain(i);
		restore = interpolate(restore, pulse);
//		GET_MOVE(i) = MIN(GET_MOVE(i) + restore, GET_REAL_MAX_MOVE(i));
//MZ.overflow_fix
		if (GET_MOVE(i) < GET_REAL_MAX_MOVE(i))
			GET_MOVE(i) = MIN(GET_MOVE(i) + restore, GET_REAL_MAX_MOVE(i));
//-MZ.overflow_fix
	}
}