/*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Tartarus/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Tartarus code is copyright (C) 1997-1998 by Daniel Graham * * In using this code you agree to comply with the Tartarus license * * found in the file /Tartarus/doc/tartarus.doc * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" /* command procedures needed */ DECLARE_DO_FUN(do_quit ); DECLARE_DO_FUN(do_yell ); DECLARE_DO_FUN(do_follow ); /* * 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 riot_update args( (void ) ); void age_update args( ( void ) ); /* used for saving */ int save_number = 0; /* * Advancement stuff. */ void advance_level( CHAR_DATA *ch, bool hide ) { char buf[MAX_STRING_LENGTH]; int add_hp; int add_mana; int add_move; int add_prac; int int_mod; ch->pcdata->last_level = ( ch->played + (int) (current_time - ch->logon) ) / 3600; 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_stat(ch,STAT_CON)].hitp + number_range( class_table[ch->class].hp_min, class_table[ch->class].hp_max ); int_mod = get_curr_stat(ch,STAT_INT) - 2; if (!str_cmp(class_table[ch->class].name,"cleric") ) add_mana = UMIN(1 + number_range(int_mod/2, int_mod), 16); else if (!str_cmp(class_table[ch->class].name,"channeler") ) add_mana = UMIN(1 + number_range(int_mod*2/3, int_mod), 22); else if (!str_cmp(class_table[ch->class].name,"necromancer") ) add_mana = UMIN(1 + number_range(int_mod*2/3, int_mod), 20); else if (!str_cmp(class_table[ch->class].name,"elementalist") ) add_mana = UMIN(1 + number_range(int_mod*2/3, int_mod), 19); else if (!str_cmp(class_table[ch->class].name,"paladin") ) add_mana = UMIN(1 + number_range(int_mod/3, int_mod), 16); else if (!str_cmp(class_table[ch->class].name,"nightwalker") ) add_mana = UMIN(1 + number_range(int_mod/3, int_mod*3/4), 15); else if (!str_cmp(class_table[ch->class].name,"anti-paladin") ) add_mana = UMIN(1 + number_range(int_mod/3, int_mod*3/4), 15); else add_mana = UMIN(1 + number_range(int_mod/3,int_mod/2), 11); add_move = number_range( 1, (get_curr_stat(ch,STAT_CON) + get_curr_stat(ch,STAT_DEX))/6 ); add_prac = wis_app[get_curr_stat(ch,STAT_WIS)].practice; if (!str_cmp(class_table[ch->class].name,"warrior")) { add_hp += number_range(1,4); add_hp = UMIN(add_hp,24 ); } else if (!str_cmp(class_table[ch->class].name,"paladin")) add_hp = UMIN(add_hp,17 ); else if (!str_cmp(class_table[ch->class].name,"anti-paladin")) add_hp = UMIN(add_hp, 17 ); else if (!str_cmp(class_table[ch->class].name,"cleric")) add_hp = UMIN(add_hp, 15); else if (!str_cmp(class_table[ch->class].name,"ranger")) add_hp = UMIN(add_hp, 17); else if (!str_cmp(class_table[ch->class].name,"necromancer")) add_hp = UMIN(add_hp,12); else if (!str_cmp(class_table[ch->class].name,"elementalist")) add_hp = UMIN(add_hp,11); else if (!str_cmp(class_table[ch->class].name,"channeler")) add_hp = UMIN(add_hp,12); else if (!str_cmp(class_table[ch->class].name,"monk")) add_hp = UMIN(add_hp,16 ); else if (!str_cmp(class_table[ch->class].name,"thief")) add_hp = UMIN(add_hp,15 ); else if (!str_cmp(class_table[ch->class].name,"nightwalker")) add_hp = UMIN(add_hp, 17); else add_hp = UMIN(add_hp,15); add_hp = UMAX( 2, add_hp ); add_mana = UMAX( 2, add_mana ); add_move = UMAX( 6, add_move ); ch->max_hit += add_hp; ch->max_mana += add_mana; ch->max_move += add_move; ch->practice += add_prac; if (ch->level == 5 || ch->level == 10 || ch->level == 15 || ch->level == 20 || ch->level == 25 || ch->level == 30 || ch->level == 35 || ch->level == 40 || ch->level == 45 || ch->level == 50) ch->train += 1; ch->pcdata->perm_hit += add_hp; ch->pcdata->perm_mana += add_mana; ch->pcdata->perm_move += add_move; if (!hide) { sprintf(buf, "You gain %d/%d hp, %d/%d mana, %d/%d move, and %d/%d practices.\n\r", add_hp,ch->max_hit, add_mana, ch->max_mana, add_move, ch->max_move, add_prac,ch->practice); send_to_char(buf,ch); } return; } void gain_exp( CHAR_DATA *ch, int gain ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) return; /*ch->exp = UMAX( exp_per_level(ch,ch->pcdata->points), ch->exp + gain );*/ if (ch->level < LEVEL_HERO) ch->exp += gain; if (ch->exp > ch->exp_total) ch->exp_total = ch->exp; while ( ch->level < LEVEL_HERO && ch->exp >= exp_per_level(ch) * (ch->level) ) { send_to_char( "You raise a level!! ", ch ); ch->level += 1; sprintf(buf,"%s gained level %d",ch->name,ch->level); log_string(buf); sprintf(buf,"$N has attained level %d!",ch->level); wiznet(buf,ch,NULL,WIZ_LEVELS,0,0); advance_level(ch,FALSE); save_char_obj(ch); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; int number; if (ch->in_room == NULL) return 0; if (ch->in_room->vnum == ROOM_VNUM_NIGHTWALK || ch->in_room->vnum == 2901) { number = gsn_shadowplane; damage_old(ch,ch,40,number,DAM_NEGATIVE,TRUE); return 0; } if (is_affected(ch,gsn_atrophy) || is_affected(ch,gsn_prevent_healing)) return 0; if (!IS_NPC(ch)) { if (ch->pcdata->condition[COND_STARVING] > 6) return 0; if (ch->pcdata->condition[COND_DEHYDRATED] > 4) return 0; } if ( IS_NPC(ch) ) { gain = 5 + ch->level; if (IS_AFFECTED(ch,AFF_REGENERATION)) gain *= 2; switch(ch->position) { default : gain /= 2; break; case POS_SLEEPING: gain = 3 * gain/2; break; case POS_RESTING: break; case POS_FIGHTING: gain /= 3; break; } } else { gain = UMAX(3,get_curr_stat(ch,STAT_CON) -3 + ch->level/2); gain += class_table[ch->class].hp_max; number = number_percent(); if (number < get_skill(ch,gsn_fast_healing)) { gain += number * gain / 100; if (ch->hit < ch->max_hit) check_improve(ch,gsn_fast_healing,TRUE,8); } switch ( ch->position ) { default: gain /= 4; break; case POS_SLEEPING: break; case POS_RESTING: gain /= 2; break; case POS_FIGHTING: gain /= 6; break; } if ( ch->pcdata->condition[COND_HUNGER] == 0 ) gain /= 2; if ( ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; } if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE) gain = (gain * 7/5); if ( IS_AFFECTED(ch, AFF_POISON) ) gain /= 4; if (IS_AFFECTED(ch, AFF_PLAGUE)) gain /= 8; if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5) { if (number_percent() < get_skill(ch,gsn_dark_dream)) { check_improve(ch,gsn_dark_dream,TRUE,7); gain *=3; gain /=2; } } if (IS_AFFECTED(ch,AFF_HASTE) ) gain /=2; if ( IS_AFFECTED(ch,AFF_SLOW)) { gain *= 17; gain /= 10 ; } if (is_affected(ch,gsn_camp)) { if (number_percent() < ch->pcdata->learned[gsn_camp]) gain *=2; } return UMIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; int number; if (ch->in_room == NULL) return 0; if (is_affected(ch,gsn_atrophy) || is_affected(ch,gsn_prevent_healing)) return 0; if (!IS_NPC(ch)) { if (ch->pcdata->condition[COND_STARVING] > 6) return 0; if (ch->pcdata->condition[COND_DEHYDRATED] > 4) return 0; } if ( IS_NPC(ch) ) { gain = 5 + ch->level; switch (ch->position) { default: gain /= 2; break; case POS_SLEEPING: gain = 3 * gain/2; break; case POS_RESTING: break; case POS_FIGHTING: gain /= 3; break; } } else { gain = (get_curr_stat(ch,STAT_WIS)/2 - 9 + get_curr_stat(ch,STAT_INT)*2 + ch->level); number = number_percent(); if (number < get_skill(ch,gsn_meditation)) { gain += number * gain / 100; if (ch->mana < ch->max_mana) check_improve(ch,gsn_meditation,TRUE,4); } number = number_percent(); if (number < get_skill(ch,gsn_trance)) { gain += number * gain / 100; if (ch->mana < ch->max_mana) check_improve(ch,gsn_trance,TRUE,4); } switch ( ch->position ) { default: gain /= 4; break; case POS_SLEEPING: break; case POS_RESTING: gain /= 2; break; case POS_FIGHTING: gain /= 6; break; } if ( ch->pcdata->condition[COND_HUNGER] == 0 ) gain /= 2; if ( ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; } if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE) gain = gain * 7/5; if ( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5) { if (number_percent() < get_skill(ch,gsn_dark_dream)) { check_improve(ch,gsn_dark_dream,TRUE,5); gain *= 3; gain /= 2; } } if (IS_AFFECTED(ch, AFF_PLAGUE)) gain /= 8; if (IS_AFFECTED(ch,AFF_HASTE) ) gain /=2; if ( IS_AFFECTED(ch,AFF_SLOW)) gain += (7*gain/10); if (is_affected(ch,gsn_camp)) { if (number_percent() < ch->pcdata->learned[gsn_camp]) gain *=2; } return UMIN(gain, ch->max_mana - ch->mana); } int move_gain( CHAR_DATA *ch ) { int gain; if (ch->in_room == NULL) return 0; if (is_affected(ch,gsn_atrophy) || is_affected(ch,gsn_prevent_healing)) return 0; if (!IS_NPC(ch)) { if (ch->pcdata->condition[COND_STARVING] > 6) return 0; if (ch->pcdata->condition[COND_DEHYDRATED] > 4) return 0; } if ( IS_NPC(ch) ) { gain = ch->level; } else { gain = UMAX( 15, ch->level ); switch ( ch->position ) { case POS_SLEEPING: gain += get_curr_stat(ch,STAT_DEX); break; case POS_RESTING: gain += get_curr_stat(ch,STAT_DEX) / 2; break; } if ( ch->pcdata->condition[COND_HUNGER] == 0 ) gain /= 2; if ( ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; } gain = gain * ch->in_room->heal_rate/100; if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE) gain = gain * 6/5; if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5) { if (number_percent() < get_skill(ch,gsn_dark_dream)) { check_improve(ch,gsn_dark_dream,TRUE,8); gain *=3; gain /=2; } } if ( IS_AFFECTED(ch, AFF_POISON) ) gain /= 4; if (IS_AFFECTED(ch, AFF_PLAGUE)) gain /= 8; if (IS_AFFECTED(ch,AFF_HASTE) || IS_AFFECTED(ch,AFF_SLOW)) gain *=2 ; if (is_affected(ch,gsn_camp)) { if (number_percent() < ch->pcdata->learned[gsn_camp]) gain *= 2; } return UMIN(gain, ch->max_move - ch->move); } /* If you don't want starvation/dehydration in your mud then simply return from function before the if (ch->level > 10) check...(Ceran) */ void gain_condition( CHAR_DATA *ch, int iCond, int value ) { int condition; int counter; if ( value == 0 || IS_NPC(ch) || ch->level >= LEVEL_IMMORTAL) return; condition = ch->pcdata->condition[iCond]; if (condition == -1) return; ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); if (ch->level > 10) { if (ch->pcdata->condition[iCond] == 0 && iCond == COND_HUNGER) ch->pcdata->condition[COND_STARVING]++; if (ch->pcdata->condition[iCond] == 0 && iCond == COND_THIRST) ch->pcdata->condition[COND_DEHYDRATED]++; } else { ch->pcdata->condition[COND_STARVING] = 0; ch->pcdata->condition[COND_DEHYDRATED] = 0; } if (iCond == COND_HUNGER && value > 0 && ch->pcdata->condition[COND_STARVING] > 0) { counter = ch->pcdata->condition[COND_STARVING]; if (counter <= 4) send_to_char("You are no longer famished.\n\r",ch); else send_to_char("You are no longer starving.\n\r",ch); ch->pcdata->condition[COND_STARVING] = 0; ch->pcdata->condition[COND_HUNGER] = 2; } if (iCond == COND_THIRST && value > 0 && ch->pcdata->condition[COND_DEHYDRATED] > 0) { counter = ch->pcdata->condition[COND_DEHYDRATED]; if (counter <= 5) send_to_char("You are no longer dehydrated.\n\r",ch); else send_to_char("You are no longer dying of thirst.\n\r",ch); ch->pcdata->condition[COND_DEHYDRATED] = 0; ch->pcdata->condition[COND_THIRST] = 2; } if (is_affected(ch,gsn_aura_of_sustenance)) { ch->pcdata->condition[COND_HUNGER] = 48; ch->pcdata->condition[COND_THIRST] = 48; ch->pcdata->condition[COND_STARVING] = 0; ch->pcdata->condition[COND_DEHYDRATED] = 0; } if ( ch->pcdata->condition[iCond] <= 4 ) { switch ( iCond ) { case COND_HUNGER: if (ch->pcdata->condition[COND_STARVING] < 2) send_to_char( "You are hungry.\n\r", ch ); break; case COND_THIRST: if (ch->pcdata->condition[COND_DEHYDRATED] < 2) send_to_char( "You are thirsty.\n\r", ch ); break; case COND_DRUNK: if ( condition != 0 ) send_to_char( "You are sober.\n\r", ch ); break; } } if (ch->pcdata->condition[COND_STARVING] > 1 && iCond == COND_HUNGER) { counter = ch->pcdata->condition[COND_STARVING]; if (counter <= 5) send_to_char("You are famished!\n\r",ch); else if (counter <= 8) send_to_char("You are beginning to starve!\n\r",ch); else { send_to_char("You are starving!\n\r",ch); if (ch->level > 10) damage_old(ch,ch,number_range(counter - 3,2*(counter - 3)),gsn_starvation,DAM_OTHER,TRUE); } } if (ch->pcdata->condition[COND_DEHYDRATED] > 1 && iCond == COND_THIRST) { counter = ch->pcdata->condition[COND_DEHYDRATED]; if (counter <= 2) send_to_char("Your mouth is parched!\n\r",ch); else if (counter <= 5) send_to_char("You are beginning to dehydrate!\n\r",ch); else { send_to_char("You are dying of thirst!\n\r",ch); if (ch->level > 10) damage_old(ch,ch,number_range(counter,2*counter),gsn_dehydrated,DAM_OTHER,TRUE); } } return; } void spec_update( CHAR_DATA *ch ) { CHAR_DATA *mob; CHAR_DATA *mob_next; for ( mob = ch->in_room->people; mob != NULL; mob = mob_next ) { mob_next = mob->next; if ( IS_NPC(mob) && mob->spec_fun != 0 ) { if ( (*mob->spec_fun) ( mob ) ) return; } } return; } /* * Mob autonomous action. * This function takes 25% to 35% of ALL Merc cpu time. * -- Furey */ void mobile_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; EXIT_DATA *pexit; int door; /* Examine all mobs. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( !IS_NPC(ch) || ch->in_room == NULL || (IS_NPC(ch) && ch->pIndexData->vnum != MOB_VNUM_ENFORCER && IS_AFFECTED(ch,AFF_CHARM))) continue; if (ch->in_room->area->empty && !IS_SET(ch->act,ACT_UPDATE_ALWAYS)) continue; /* Examine call for special procedure */ if ( ch->spec_fun != 0 ) { if ( (*ch->spec_fun) ( ch ) ) continue; } /* * Check triggers only if mobile still in default position */ if ( ch->position == ch->pIndexData->default_pos ) { /* Delay */ if ( HAS_TRIGGER( ch, TRIG_DELAY) && ch->mprog_delay > 0 ) { if ( --ch->mprog_delay <= 0 ) { mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_DELAY ); continue; } } if ( HAS_TRIGGER( ch, TRIG_RANDOM) ) { if( mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_RANDOM ) ) continue; } } if (ch->pIndexData->pShop != NULL) /* give him some gold */ if ((ch->gold * 100 + ch->silver) < ch->pIndexData->wealth) { ch->gold += ch->pIndexData->wealth * number_range(1,20)/5000000; ch->silver += ch->pIndexData->wealth * number_range(1,20)/50000; } /* That's all for sleeping / busy monster, and empty zones */ if ( ch->position != POS_STANDING ) continue; /* Scavenge */ if ( IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->contents != NULL && number_bits( 6 ) == 0 ) { OBJ_DATA *obj; OBJ_DATA *obj_best; int max; max = 1; obj_best = 0; for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( CAN_WEAR(obj, ITEM_TAKE) && can_loot(ch, obj) && obj->cost > max && obj->cost > 0) { obj_best = obj; max = obj->cost; } } if ( obj_best ) { /* get_obj(ch,obj,NULL);*/ obj_from_room( obj_best ); obj_to_char( obj_best, ch ); act( "$n gets $p.", ch, obj_best, NULL, TO_ROOM ); } } /* Wander */ if ( !IS_SET(ch->act, ACT_SENTINEL) && number_bits(3) == 0 && ( door = number_bits( 5 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) && ( !IS_SET(ch->act, ACT_STAY_AREA) || pexit->u1.to_room->area == ch->in_room->area ) && ( !IS_SET(ch->act, ACT_OUTDOORS) || !IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS)) && ( !IS_SET(ch->act, ACT_INDOORS) || IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS))) { move_char( ch, door, FALSE ); } } return; } /* * Update the weather. */ void weather_update( void ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; int diff; buf[0] = '\0'; switch ( ++time_info.hour ) { case 5: weather_info.sunlight = SUN_LIGHT; strcat( buf, "The day has begun.\n\r" ); break; case 6: weather_info.sunlight = SUN_RISE; strcat( buf, "The sun rises in the east.\n\r" ); break; case 19: weather_info.sunlight = SUN_SET; strcat( buf, "The sun slowly disappears in the west.\n\r" ); break; case 20: weather_info.sunlight = SUN_DARK; strcat( buf, "The night has begun.\n\r" ); break; case 24: time_info.hour = 0; time_info.day++; 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 && IS_OUTSIDE(d->character) && IS_AWAKE(d->character) ) send_to_char( buf, d->character ); } } return; } /* * Update all chars, including mobs. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *ch_quit; int noregen, hgain; ROOM_INDEX_DATA *pRoomIndex; int room; char chbuf[MAX_STRING_LENGTH]; for (room = 0; room < 30000; room++) { pRoomIndex = get_room_index(room); if (pRoomIndex == NULL) continue; if (IS_SET(pRoomIndex->extra_room_flags,ROOM_GLOBE_DARKNESS)) if (number_percent() < 16) REMOVE_BIT(pRoomIndex->extra_room_flags,ROOM_GLOBE_DARKNESS); } ch_quit = NULL; /* update save counter */ save_number++; if (save_number > 29) save_number = 0; for ( ch = char_list; ch != NULL; ch = ch_next ) { CHAR_DATA *master; AFFECT_DATA *paf; AFFECT_DATA *paf_next; bool charm_gone; ch_next = ch->next; if ( ch->timer > 30 ) ch_quit = ch; master = NULL; if ( ch->pause > 0 ) ch->pause--; if ( ch->ghost > 0 ) ch->ghost--; if (ch->race == 3 || ch->race == 4 || ch->race == 5) { SET_BIT(ch->affected_by,AFF_SNEAK); SET_BIT(ch->affected_by,AFF_INFRARED); } if (ch->race == 2) { SET_BIT(ch->affected_by,AFF_INFRARED); } if (ch->race == 10) { SET_BIT(ch->affected_by,AFF_FLYING); } if (ch->race == 11) { SET_BIT(ch->affected_by,AFF_PASS_DOOR); SET_BIT(ch->affected_by,AFF_INFRARED); SET_BIT(ch->affected_by,AFF_FLYING); } if ( ch->position >= POS_STUNNED ) { if ( ch->hit < ch->max_hit ) /* Some regen stuff */ { noregen = ch->noregen_dam; hgain = hit_gain(ch); ch->hit += hgain; if (noregen > hgain) ch->noregen_dam -= hgain; else ch->noregen_dam = 0; } 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 -= 3; 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( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the void.\n\r", ch ); if (ch->level > 1) save_char_obj( ch ); ch->pause = 0; do_quit(ch, ""); } } gain_condition( ch, COND_DRUNK, -1 ); gain_condition( ch, COND_FULL, -3 ); gain_condition( ch, COND_THIRST, -1 ); gain_condition( ch, COND_HUNGER, -1); } for ( paf = ch->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; charm_gone = FALSE; if ( paf->duration > 0 ) { paf->duration--; if (number_range(0,4) == 0 && paf->level > 0) paf->level--; /* spell strength fades with time */ } else if ( paf->duration < 0 ) ; else { if ( paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_off ) { send_to_char( skill_table[paf->type].msg_off, ch ); send_to_char( "\n\r", ch ); } } if (paf->type == skill_lookup("charm") && IS_NPC(ch)) charm_gone = TRUE; affect_remove( ch, paf ); } /* Next block makes charmed mobs attack charmer if they come out of charm and the master fails a level check. Just remove this if you don't want charmies to attack players when the charm wears off....(Ceran) */ if (charm_gone) master = ch->master; if (master == NULL) continue; if ((charm_gone) && ch->position != POS_FIGHTING && (number_percent() >= master->level) && (ch->in_room == master->in_room)) { sprintf(chbuf,"Help! I'm being attacked by %s!", IS_NPC(ch) ? ch->short_descr : ch->name); do_yell(master,chbuf); multi_hit(ch,master,TYPE_UNDEFINED); } } /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ if (is_affected(ch, gsn_plague) && ch != NULL) { AFFECT_DATA *af, plague; CHAR_DATA *vch; int dam; if (ch->in_room == NULL) return; act("$n writhes in agony as plague sores erupt from $s skin.", ch,NULL,NULL,TO_ROOM); send_to_char("You writhe in agony from the plague.\n\r",ch); for ( af = ch->affected; af != NULL; af = af->next ) { if (af->type == gsn_plague) break; } if (af == NULL) { REMOVE_BIT(ch->affected_by,AFF_PLAGUE); return; } if (af->level == 1) return; plague.where = TO_AFFECTS; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range(1,2 * plague.level); plague.location = APPLY_STR; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(plague.level - 2,vch,DAM_DISEASE) && !IS_IMMORTAL(vch) && !IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(4) == 0) { send_to_char("You feel hot and feverish.\n\r",vch); act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM); affect_join(vch,&plague); } } dam = UMIN(ch->level,af->level); damage_old( ch, ch, dam, gsn_plague,DAM_DISEASE,TRUE); } 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( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); damage_old(ch,ch,poison->level,gsn_poison, DAM_POISON,TRUE); } } else if ( ch->position == POS_INCAP && number_range(0,1) == 0) { damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE); } else if ( ch->position == POS_MORTAL ) { damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE); } } /* * Autosave and autoquit. * Check that these chars still exist. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number) save_char_obj(ch); if ( ch == ch_quit ) do_quit( ch, "" ); } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; AFFECT_DATA *paf, *paf_next; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; /* go through affects and decrement */ for ( paf = obj->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) { paf->duration--; if (number_range(0,4) == 0 && paf->level > 0) paf->level--; /* spell strength fades with time */ } else if ( paf->duration < 0 ) ; else { if ( paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_obj ) { if (obj->carried_by != NULL) { rch = obj->carried_by; act(skill_table[paf->type].msg_obj, rch,obj,NULL,TO_CHAR); } if (obj->in_room != NULL && obj->in_room->people != NULL) { rch = obj->in_room->people; act(skill_table[paf->type].msg_obj, rch,obj,NULL,TO_ALL); } } } affect_remove_obj( obj, paf ); } } if ( obj->timer <= 0 || --obj->timer > 0 ) continue; switch ( obj->item_type ) { default: message = "$p crumbles into dust."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_POTION: message = "$p has evaporated from disuse."; break; case ITEM_PORTAL: message = "$p fades out of existence."; break; case ITEM_CONTAINER: if (CAN_WEAR(obj,ITEM_WEAR_FLOAT)) if (obj->contains) message = "$p flickers and vanishes, spilling its contents on the floor."; else message = "$p flickers and vanishes."; else message = "$p crumbles into dust."; break; } if ( obj->carried_by != NULL ) { if (IS_NPC(obj->carried_by) && obj->carried_by->pIndexData->pShop != NULL) obj->carried_by->silver += obj->cost/5; else { act( message, obj->carried_by, obj, NULL, TO_CHAR ); if ( obj->wear_loc == WEAR_FLOAT) act(message,obj->carried_by,obj,NULL,TO_ROOM); } } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { if (! (obj->in_obj && obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(obj->in_obj,ITEM_TAKE))) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } } if (obj->item_type == ITEM_CORPSE_PC && obj->contains) { /* objects go to pit */ OBJ_DATA *t_obj, *next_obj, *pit_obj; /* Put items into the pit that the player recalls to */ if (obj->value[4] == TEMPLE_OFCOL) pit_obj = get_obj_type(get_obj_index(PIT_OFCOL)); else if (obj->value[4] == TEMPLE_NEW_THALOS) pit_obj = get_obj_type(get_obj_index(PIT_NEWTHALOS)); else if (obj->value[4] == TEMPLE_ARKHAM) pit_obj = get_obj_type(get_obj_index(PIT_ARKHAM)); else pit_obj = get_obj_type(get_obj_index(OBJ_VNUM_PIT)); for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj(t_obj); obj_to_obj(t_obj,pit_obj); } } extract_obj( obj ); } return; } /* Mobile tracking. I implemented the most stupid, basic mob tracking you could possibly come up with, but it works ok from a player point of view. If you want something more sophisticated just hack that into here instead...(Ceran) */ void track_update( void ) { CHAR_DATA *tch; CHAR_DATA *tch_next; char buf[MAX_STRING_LENGTH]; for (tch = char_list; tch != NULL; tch = tch_next) { tch_next = tch->next; if (!IS_NPC(tch) || (tch->last_fought == NULL)) continue; if (tch->fighting != NULL || (tch->position != POS_STANDING) || (is_affected(tch,gsn_power_word_stun))) continue; track_char(tch,tch->last_fought,tch->in_room->vnum); if (tch->in_room == tch->last_fought->in_room) { if (can_see(tch,tch->last_fought)) { sprintf(buf,"%s, now you die!",tch->last_fought->name); do_yell(tch,buf); multi_hit(tch,tch->last_fought,TYPE_UNDEFINED); } } } return; } /* This is for the riot skill used by outlaws. If you don't plan on using riot in the mud it would be a good idea to juse remove this function to speed up the update calls...(Ceran) */ void riot_update( void ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *rioter; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *rioter_next; for (rioter = char_list; rioter != NULL; rioter = rioter_next) { rioter_next = rioter->next; if (!is_affected(rioter,gsn_riot) || rioter->position != POS_STANDING) continue; for (vch = rioter->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_same_group(vch,rioter)) continue; sprintf(buf, "Help! %s is rioting!",(IS_NPC(rioter) ? rioter->short_descr : rioter->name)); do_yell(vch,buf); multi_hit(rioter,vch,TYPE_UNDEFINED); break; } } return; } /* * Aggress. * * for each mortal PC * for each mob in room * aggress on some random PC * * This function takes 25% to 35% of ALL Merc cpu time. * Unfortunately, checking on each PC move is too tricky, * because we don't the mob to just attack the first PC * who leads the party into the room. * * -- Furey */ void aggr_update( void ) { CHAR_DATA *wch; CHAR_DATA *wch_next; CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *victim; for ( wch = char_list; wch != NULL; wch = wch_next ) { wch_next = wch->next; if ( IS_NPC(wch) || wch->level >= LEVEL_IMMORTAL || wch->in_room == NULL || wch->in_room->area->empty) continue; for ( ch = wch->in_room->people; ch != NULL; ch = ch_next ) { int count; ch_next = ch->next_in_room; if ( !IS_NPC(ch) || !IS_SET(ch->act, ACT_AGGRESSIVE) || IS_SET(ch->in_room->room_flags,ROOM_SAFE) || IS_AFFECTED(ch,AFF_CALM) || ch->fighting != NULL || IS_AFFECTED(ch, AFF_CHARM) || !IS_AWAKE(ch) || ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) ) || !can_see( ch, wch ) || number_bits(1) == 0) continue; /* * Ok we have a 'wch' player character and a 'ch' npc aggressor. * Now make the aggressor fight a RANDOM pc victim in the room, * giving each 'vch' an equal chance of selection. */ count = 0; victim = NULL; for ( vch = wch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !IS_NPC(vch) && vch->level < LEVEL_IMMORTAL && ch->level >= vch->level - 5 && ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) ) && can_see( ch, vch ) ) { if ( number_range( 0, count ) == 0 ) victim = vch; count++; } } if ( victim == NULL ) continue; multi_hit( ch, victim, TYPE_UNDEFINED ); } } return; } /* All this age stuff is for characters to die of old age. If you don't like this idea (and old age death is a permenant death) then you should remove this update code. If you don't like the time set just change the values...(Ceran) */ int get_age(CHAR_DATA *ch) /* returns age in years. */ { int age; char *race; if (IS_NPC(ch)) return 17; age = ((ch->played + (int) (current_time - ch->logon) ) / 5000); race = pc_race_table[ch->race].name; if (!str_cmp(race,"human")) { age /= 6; age += 17; } else if ( !str_cmp(race,"elf") || !str_cmp(race,"grey-elf") || !str_cmp(race,"dark-elf") ) age += 70; else if (!str_cmp(race,"gnome")) age += 80; else if (!str_cmp(race,"dwarf")) age += 40; else if (!str_cmp(race,"giant") || !str_cmp(race,"troll") || !str_cmp(race,"centaur") ) { age /= 3; age += 30; } else if (!str_cmp(race,"draconian")) { age /= 6; age += 17; } else if (!str_cmp(race,"ethereal")) { age /= 6; age += 18; } else if (!str_cmp(race,"changeling")) { age /= 6; age += 15; } else { age /= 6; age += 17; } return age; } /* returns death age in years */ int get_death_age(CHAR_DATA *ch) { int age,con; char *race; if (IS_NPC(ch)) return 1000; race = pc_race_table[ch->race].name; con = ch->perm_stat[STAT_CON]; age = 1000; if (!str_cmp(race,"human")) age = (28 + 3*con); else if ( !str_cmp(race,"elf") || !str_cmp(race,"grey-elf") || !str_cmp(race,"dark-elf") ) age = (320 + 25*con); else if (!str_cmp(race,"gnome")) age = (230 + 22*con); else if (!str_cmp(race,"dwarf")) age = (270 + 13*con); else if (!str_cmp(race,"giant") || !str_cmp(race,"troll") || !str_cmp(race,"centaur") ) age = (80 + 6*con); else if (!str_cmp(race,"draconian")) age = (45 + 3*con); else if (!str_cmp(race,"ethereal")) age = (47 + 3*con); else if (!str_cmp(race,"changeling")) age = (53 + 3*con); else age = (40 + 3*con); age -= ch->pcdata->age_mod; return age; } /* returns the age name type */ char * get_age_name(CHAR_DATA *ch) { char *name; char *race; int age; if (IS_NPC(ch)) return "young"; race = pc_race_table[ch->race].name; age = get_age(ch); if (!str_cmp(race,"human")) { if (age <= 20) name = "young"; else if (age <= 29) name = "mature"; else if (age <= 59) name = "middle aged"; else if (age <= 69) name = "old"; else name = "very old"; } else if (!str_cmp(race,"elf") || !str_cmp(race,"dark-elf") || !str_cmp(race,"grey-elf") ) { if (age <= 100) name = "young"; else if (age <= 240) name = "mature"; else if (age <= 550) name = "middle aged"; else if (age <= 650) name = "old"; else if (age <= 700) name = "very old"; else name = "ancient"; } else if (!str_cmp(race,"dwarf")) { if (age <= 68) name = "young"; else if (age <= 120) name = "mature"; else if (age <= 400) name = "middle aged"; else if (age <= 500) name = "old"; else name = "very old"; } else if (!str_cmp(race,"gnome")) { if (age <= 140) name = "mature"; else if (age <= 500) name = "middle aged"; else if (age <= 600) name = "old"; else if (age <= 700) name = "very old"; else name = "ancient"; } else if (!str_cmp(race,"giant") || !str_cmp(race,"troll") || !str_cmp(race,"centaur")) { if (age <= 60) name = "young"; else if (age <= 75) name = "mature"; else if (age <= 150) name = "middle aged"; else if (age <= 1800) name = "old"; else name = "very old"; } else { if (age <= 20) name = "young"; else if (age <= 29) name = "mature"; else if (age <= 49) name = "middle aged"; else if (age <= 69) name = "old"; else name = "very old"; } return name; } void age_update(void) { CHAR_DATA *ch; CHAR_DATA *ch_next; int age, death_age; int death_percent; char strsave[MAX_STRING_LENGTH]; for (ch = char_list; ch != NULL; ch = ch_next) { ch_next = ch->next; if (IS_NPC(ch)) continue; if (IS_IMMORTAL(ch)) continue; if (ch->pcdata->death_timer > 0 && ch->pcdata->death_status == HAS_DIED) continue; if (ch->pcdata->death_status == HAS_DIED) { ch->pcdata->death_timer -= 1; if (ch->pcdata->death_timer > 0) continue; else { act("$n slowly fades away as $s souls departs the mortal planes.",ch,0,0,TO_ROOM); send_to_char("Your soul finally departs the mortal planes.\n\r",ch); sprintf( strsave, "%s%s.plr", PLAYER_DIR, capitalize(ch->name ) ); wiznet("$ has finally died of old age..",ch,NULL,0,0,0); ch->pause = 0; stop_fighting(ch,TRUE); do_quit(ch, ""); remove(strsave); } continue; } age = get_age(ch); death_age = get_death_age(ch); if (age < death_age) continue; death_percent = (age - death_age)*5; if (number_percent() > death_percent) continue; act("$n's heart suddenly gives out and $s keels over dead!", ch,0,0,TO_ROOM); send_to_char("Your heart finally gives out from your hard life and you keel over dead!\n\r",ch); age_death(ch); ch->pcdata->death_timer = 150; ch->pcdata->death_status = HAS_DIED; } 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_track; static int pulse_riot; if ( --pulse_area <= 0 ) { pulse_area = PULSE_AREA; /* number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */ area_update ( ); } if ( --pulse_track <= 0) { pulse_track = PULSE_TRACK; track_update ( ); } if ( --pulse_riot <= 0) { pulse_riot = PULSE_RIOT; riot_update ( ); } if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); } if ( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; violence_update ( ); } if ( --pulse_point <= 0 ) { wiznet("TICK!",NULL,NULL,WIZ_TICKS,0,0); pulse_point = PULSE_TICK; /* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */ weather_update ( ); char_update ( ); obj_update ( ); age_update ( ); } aggr_update( ); tail_chain( ); return; }