/*************************************************************************** * 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. * ***************************************************************************/ #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 bool merc_down; /* * 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 ) ); /* * 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; sprintf( buf, "the %s", title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] ); set_title( ch, buf ); add_hp = con_app[get_curr_con( ch )].hitp + number_range( class_table[ch->class].hp_min, class_table[ch->class].hp_max ); add_mana = class_table[ch->class].fMana ? number_range(2, ( 2 * get_curr_int( ch ) + get_curr_wis( ch ) ) / 8 ) : 0; add_move = number_range( 5, ( get_curr_con( ch ) + get_curr_dex( ch ) ) / 4 ); add_prac = wis_app[get_curr_wis( ch )].practice; add_hp = UMAX( 1, add_hp ); add_mana = UMAX( 0, add_mana ); add_move = UMAX( 10, add_move ); ch->max_hit += add_hp; ch->max_mana += add_mana; ch->max_move += add_move; ch->practice += add_prac; if ( !IS_NPC( ch ) ) REMOVE_BIT( ch->act, PLR_BOUGHT_PET ); sprintf( buf, "Your gain is: %d/%d hp, %d/%d m, %d/%d mv %d/%d prac.\n\r", add_hp, ch->max_hit, add_mana, ch->max_mana, add_move, ch->max_move, add_prac, ch->practice ); send_to_char( buf, ch ); return; } void gain_exp( CHAR_DATA *ch, int gain ) { if ( IS_NPC( ch ) || ch->level >= LEVEL_HERO ) return; ch->exp = UMAX( 1000, ch->exp + gain ); while ( ch->level < LEVEL_HERO && ch->exp >= 1000 * ( ch->level + 1 ) ) { send_to_char( "You raise a level!! ", ch ); ch->level += 1; advance_level( ch ); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC( ch ) ) { gain = ch->level * 3 / 2; } else { gain = UMIN( 5, ch->level ); switch ( ch->position ) { case POS_SLEEPING: gain += get_curr_con( ch ); break; case POS_RESTING: gain += get_curr_con( ch ) / 2; break; } if ( ch->pcdata->condition[COND_FULL ] == 0 ) gain /= 2; if ( ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; } if ( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; return UMIN( gain, ch->max_hit - ch->hit ); } int mana_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC( ch ) ) { gain = ch->level; } else { gain = UMIN( 5, ch->level / 2 ); switch ( ch->position ) { case POS_SLEEPING: gain += get_curr_int( ch ) * 2; break; case POS_RESTING: gain += get_curr_int( ch ); break; } if ( ch->pcdata->condition[COND_FULL ] == 0 ) gain /= 2; if ( ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; } if ( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; return UMIN( gain, ch->max_mana - ch->mana ); } int move_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC( ch ) ) { gain = ch->level; } else { gain = UMAX( 15, 2 * ch->level ); switch ( ch->position ) { case POS_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 ) gain /= 2; } if ( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; return UMIN( gain, ch->max_move - ch->move ); } void gain_condition( CHAR_DATA *ch, int iCond, int value ) { int condition; if ( value == 0 || IS_NPC( ch ) || ch->level >= LEVEL_HERO ) return; condition = ch->pcdata->condition[ iCond ]; ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); if ( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_FULL: send_to_char( "You are hungry.\n\r", ch ); break; case COND_THIRST: 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; } } 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->in_room || IS_AFFECTED( ch, AFF_CHARM ) ) 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; /* 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 ) { if ( CAN_WEAR( obj, ITEM_TAKE ) && obj->cost > max && can_see_obj( ch, obj ) ) { obj_best = obj; max = obj->cost; } } if ( obj_best ) { 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 ) && ( 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 ) && ( !IS_SET( ch->act, ACT_STAY_AREA ) || pexit->to_room->area == ch->in_room->area ) ) { move_char( ch, door ); } /* Flee */ if ( ch->hit < ( ch->max_hit / 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 ); } } return; } /* * Update the weather. */ void weather_update( void ) { DESCRIPTOR_DATA *d; char buf [ MAX_STRING_LENGTH ]; 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; 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. * This function is performance sensitive. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_save; CHAR_DATA *ch_quit; 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; 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 < ch->max_hit ) ch->hit += hit_gain( ch ); if ( ch->mana < ch->max_mana ) ch->mana += mana_gain( ch ); if ( ch->move < ch->max_move ) ch->move += move_gain( ch ); } if ( ch->position == POS_STUNNED ) update_pos( ch ); if ( !IS_NPC( ch ) && ( ch->level < LEVEL_IMMORTAL || ( !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( "$p goes out.", ch, obj, NULL, TO_ROOM ); act( "$p goes out.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } } if ( ++ch->timer >= 10 ) { if ( !ch->was_in_room && ch->in_room ) { ch->was_in_room = ch->in_room; if ( ch->fighting ) stop_fighting( ch, TRUE ); send_to_char( "You disappear into the void.\n\r", ch ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); save_char_obj( ch ); 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, -1 ); 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( 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, AFF_POISON ) ) { send_to_char( "You shiver and suffer.\n\r", ch ); act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); damage( ch, ch, 2, gsn_poison ); } else if ( ch->position == POS_INCAP ) { damage( ch, ch, 1, TYPE_UNDEFINED ); } else if ( ch->position == POS_MORTAL ) { damage( ch, ch, 2, TYPE_UNDEFINED ); } } /* * Autosave and autoquit. * Check that these chars still exist. */ if ( ch_save || ch_quit ) { for ( ch = char_list; ch; ch = ch->next ) { if ( ch->deleted ) continue; if ( ch == ch_save ) save_char_obj( ch ); if ( ch == ch_quit ) do_quit( ch, "" ); } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; for ( obj = object_list; obj; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; if ( obj->deleted ) continue; if ( obj->timer < -1 ) obj->timer = -1; if ( obj->timer < 0 ) continue; /* * Bug fix: used to shift to obj_free if an object whose * timer ran out contained obj->next. Bug was reported * only when the object(s) inside also had timer run out * during the same tick. --Thelonius (Monk) */ if ( --obj->timer == 0 ) { switch ( obj->item_type ) { default: message = "$p vanishes."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; break; case ITEM_FOOD: message = "$p decomposes."; break; } if ( obj->carried_by ) { act( message, obj->carried_by, obj, NULL, TO_CHAR ); } else if ( obj->in_room && ( rch = obj->in_room->people ) ) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } if ( obj == object_list ) { extract_obj( obj ); obj_next = object_list; } 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 ); extract_obj( obj ); obj_next = previous->next; } } } 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->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_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 ) ) 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 ); } /* 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\rShutdown at %s system time\n\r", down_time ); send_to_all_char( buf ); free_string( warning1 ); warning1 = str_dup( "*" ); } if ( !str_infix( warning2, curr_time ) ) { sprintf( buf, "Second Warning!\n\rShutdown at %s system time\n\r", down_time ); send_to_all_char( buf ); free_string( warning2 ); warning2 = str_dup( "*" ); } if ( !str_infix( down_time, curr_time ) ) { send_to_all_char( "Shutdown by system.\n\r" ); log_string( "Shutdown by system." ); end_of_game( ); fclose( fpReserve ); if ( !( fp = fopen( SHUTDOWN_FILE, "a" ) ) ) { perror( SHUTDOWN_FILE ); bug( "Could not open the Shutdown file!", NULL ); } 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 ); continue; } } paf->next = affect_free; affect_free = 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, NULL ); 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; } } 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; } } 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; } } 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; 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 ( ); } if ( --pulse_point <= 0 ) { pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); weather_update ( ); char_update ( ); obj_update ( ); list_update ( ); } time_update( ); aggr_update( ); tail_chain( ); return; }