mud/lua/
mud/player/
/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"



/*
 * Local functions.
 */
int	hit_gain	args( ( CHAR_DATA *ch ) );
int	mana_gain	args( ( CHAR_DATA *ch ) );
int	move_gain	args( ( CHAR_DATA *ch ) );
void	mobile_update	args( ( void ) );
void	weather_update	args( ( void ) );
void	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.\r\n",
             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( "{r## {wYou are hungry.\r\n",  ch );
            break;

        case COND_THIRST:
            send_to_char( "r## {wYou are thirsty.\r\n", ch );
            break;

        case COND_DRUNK:
            if ( condition != 0 )
                send_to_char( "You are sober.\r\n", ch );
            break;
        }
    }

    return;
}



/*
 * Mob autonomous action.
 * This function takes 25% to 35% of ALL Merc cpu time.
 * -- Furey
 */
void mobile_update( void )
{
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;
    EXIT_DATA *pexit;
    int door;

    /* Examine all mobs. */
    for ( ch = char_list; ch != NULL; ch = ch_next ) {
        ch_next = ch->next;

        if ( !IS_NPC(ch) || ch->in_room == NULL || 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 != NULL
                &&   number_bits( 2 ) == 0 ) {
            OBJ_DATA *obj;
            OBJ_DATA *obj_best;
            int max;

            max         = 1;
            obj_best    = 0;
            for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) {
                if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max ) {
                    obj_best    = obj;
                    max         = obj->cost;
                }
            }

            if ( obj_best ) {
                obj_from_room( obj_best );
                obj_to_char( obj_best, ch );
                act( "$n 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] ) != NULL
                &&   pexit->to_room != NULL
                &&   !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] ) != NULL
                &&   pexit->to_room != NULL
                &&   !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 != NULL;
                    rch  = rch->next_in_room ) {
                if ( !IS_NPC(rch) ) {
                    found = TRUE;
                    break;
                }
            }
            if ( !found )
                move_char( ch, door );
        }

    }

    return;
}



/*
 * Update the weather.
 */
void weather_update( void )
{
    char buf[MAX_STRING_LENGTH];
    DESCRIPTOR_DATA *d;
    int diff;

    buf[0] = '\0';

    switch ( ++time_info.hour ) {
    case  5:
        weather_info.sunlight = SUN_LIGHT;
        strcat( buf, "The day has begun.\r\n" );
        break;

    case  6:
        weather_info.sunlight = SUN_RISE;
        strcat( buf, "The sun rises in the east.\r\n" );
        break;

    case 19:
        weather_info.sunlight = SUN_SET;
        strcat( buf, "The sun slowly disappears in the west.\r\n" );
        break;

    case 20:
        weather_info.sunlight = SUN_DARK;
        strcat( buf, "The night has begun.\r\n" );
        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.\r\n" );
            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.\r\n" );
            weather_info.sky = SKY_RAINING;
        }

        if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 ) {
            strcat( buf, "The clouds disappear.\r\n" );
            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.\r\n" );
            weather_info.sky = SKY_LIGHTNING;
        }

        if ( weather_info.mmhg > 1030
                || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) ) {
            strcat( buf, "The rain stopped.\r\n" );
            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.\r\n" );
            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.
 * This function is performance sensitive.
 */
void char_update( void )
{
    CHAR_DATA *ch;
    CHAR_DATA *ch_next;
    CHAR_DATA *ch_save;
    CHAR_DATA *ch_quit;
    time_t save_time;

    save_time	= current_time;
    ch_save	= NULL;
    ch_quit	= NULL;
    for ( ch = char_list; ch != NULL; ch = ch_next ) {
        AFFECT_DATA *paf;
        AFFECT_DATA *paf_next;

        ch_next = ch->next;

        /*
         * Find dude with oldest save time.
         */
        if ( !IS_NPC(ch)
                && ( ch->desc == NULL || ch->desc->connected == CON_PLAYING )
                &&   ch->level >= 2
                &&   ch->save_time < save_time ) {
            ch_save	= ch;
            save_time	= ch->save_time;
        }

        if ( ch->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 ) {
            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 goes out.", ch, obj, NULL, TO_CHAR );
                    extract_obj( obj );
                }
            }

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

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

            gain_condition( ch, COND_DRUNK,  -1 );
            gain_condition( ch, COND_FULL,   -1 );
            gain_condition( ch, COND_THIRST, -1 );
        }

        for ( paf = ch->affected; paf != NULL; paf = paf_next ) {
            paf_next	= paf->next;
            if ( paf->duration > 0 )
                paf->duration--;
            else if ( paf->duration < 0 )
                ;
            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( "\r\n", 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) ) {
            act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
            send_to_char( "You shiver and suffer.\r\n", ch );
            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 != NULL || ch_quit != NULL ) {
        for ( ch = char_list; ch != NULL; ch = ch_next ) {
            ch_next = ch->next;
            if ( ch == ch_save )
                save_char_obj( ch );
            if ( ch == ch_quit )
                do_quit( ch, "" );
        }
    }

    return;
}



/*
 * Update all objs.
 * This function is performance sensitive.
 */
void obj_update( void )
{
    OBJ_DATA *obj;
    OBJ_DATA *obj_next;

    for ( obj = object_list; obj != NULL; obj = obj_next ) {
        CHAR_DATA *rch;
        char *message;

        obj_next = obj->next;

        if ( obj->timer <= 0 || --obj->timer > 0 )
            continue;

        switch ( obj->item_type ) {
        default:
            message = "$p vanishes.";
            break;
        case ITEM_FOUNTAIN:
            message = "$p dries up.";
            break;
        case ITEM_CORPSE_NPC:
            message = "$p decays into dust.";
            break;
        case ITEM_CORPSE_PC:
            message = "$p decays into dust.";
            break;
        case ITEM_FOOD:
            message = "$p decomposes.";
            break;
        }

        if ( obj->carried_by != NULL ) {
            act( message, obj->carried_by, obj, NULL, TO_CHAR );
        } else if ( obj->in_room != NULL
                    &&      ( rch = obj->in_room->people ) != NULL ) {
            act( message, rch, obj, NULL, TO_ROOM );
            act( message, rch, obj, NULL, TO_CHAR );
        }

        extract_obj( obj );
    }

    return;
}



/*
 * Aggress.
 *
 * for each mortal PC
 *     for each mob in room
 *         aggress on some random PC
 *
 * This function takes 25% to 35% of ALL Merc cpu time.
 * Unfortunately, checking on each PC move is too tricky,
 *   because we don't 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 )
            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)
                    ||   ch->fighting != NULL
                    ||   IS_AFFECTED(ch, AFF_CHARM)
                    ||   !IS_AWAKE(ch)
                    ||   ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
                    ||   !can_see( ch, wch ) )
                continue;

            /*
             * Ok we have a 'wch' player character and a 'ch' npc aggressor.
             * Now make the aggressor fight a RANDOM pc victim in the room,
             *   giving each 'vch' an equal chance of selection.
             */
            count	= 0;
            victim	= NULL;
            for ( vch = wch->in_room->people; vch != NULL; vch = vch_next ) {
                vch_next = vch->next_in_room;

                if ( !IS_NPC(vch)
                        &&   vch->level < LEVEL_IMMORTAL
                        &&   ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) )
                        &&   can_see( ch, vch ) ) {
                    if ( number_range( 0, count ) == 0 )
                        victim = vch;
                    count++;
                }
            }

            if ( victim == NULL ) {
                bug( "Aggr_update: null victim.", count );
                continue;
            }

            multi_hit( ch, victim, TYPE_UNDEFINED );
        }
    }

    return;
}



/*
 * Handle all kinds of updates.
 * Called once per pulse from game loop.
 * Random times to defeat tick-timing clients and players.
 */
void update_handler( void )
{
    static  int     pulse_area;
    static  int     pulse_mobile;
    static  int     pulse_violence;
    static  int     pulse_point;

    if ( --pulse_area     <= 0 ) {
        pulse_area	= number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
        area_update	( );
    }

    if ( --pulse_mobile   <= 0 ) {
        pulse_mobile	= PULSE_MOBILE;
        mobile_update	( );
    }

    if ( --pulse_violence <= 0 ) {
        pulse_violence	= PULSE_VIOLENCE;
        violence_update	( );
    }

    if ( --pulse_point    <= 0 ) {
        pulse_point     = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 );
        weather_update	( );
        char_update	( );
        obj_update	( );
    }

    aggr_update( );
    tail_chain( );
    return;
}