/* * RAM $Id: update.c 67 2009-01-05 00:39:32Z quixadhal $ */ /*************************************************************************** * 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 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "random.h" #include "db.h" #include "act.h" #include "interp.h" #include "magic.h" #include "tables.h" /* used for saving */ int save_number = 0; /* * Advancement stuff. */ void advance_level( CHAR_DATA *ch, bool hide ) { int add_hp = 0; int add_mana = 0; int add_move = 0; int add_prac = 0; ch->pcdata->last_level = ( ch->played + ( int ) ( current_time - ch->logon ) ) / 3600; set_title( ch, "the %s", title_table[ch->iclass][ch->level][ch->sex == SEX_FEMALE ? 1 : 0] ); add_hp = con_app[get_curr_stat( ch, STAT_CON )].hitp + number_range( class_table[ch->iclass].hp_min, class_table[ch->iclass].hp_max ); add_mana = number_range( 2, ( 2 * get_curr_stat( ch, STAT_INT ) + get_curr_stat( ch, STAT_WIS ) ) / 5 ); if ( !class_table[ch->iclass].fMana ) add_mana /= 2; 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; add_hp = add_hp * 9 / 10; add_mana = add_mana * 9 / 10; add_move = add_move * 9 / 10; 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; ch->train += 1; ch->pcdata->perm_hit += add_hp; ch->pcdata->perm_mana += add_mana; ch->pcdata->perm_move += add_move; if ( !hide ) { ch_printf( ch, "You gain %d hit point%s, %d mana, %d move, and %d practice%s.\r\n", add_hp, add_hp == 1 ? "" : "s", add_mana, add_move, add_prac, add_prac == 1 ? "" : "s" ); } return; } void gain_exp( CHAR_DATA *ch, int gain ) { if ( IS_NPC( ch ) || ch->level >= LEVEL_HERO ) return; ch->exp = UMAX( exp_per_level( ch, ch->pcdata->points ), ch->exp + gain ); while ( ch->level < LEVEL_HERO && ch->exp >= exp_per_level( ch, ch->pcdata->points ) * ( ch->level + 1 ) ) { ch_printf( ch, "You raise a level!! " ); ch->level += 1; log_balance( ch, "%s gained level %d", NAME( ch ), ch->level ); wiz_printf( ch, NULL, WIZ_LEVELS, 0, 0, "$N has attained level %d!", ch->level ); advance_level( ch, false ); save_char_obj( ch ); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain = 0; int number = 0; int sn = -1; if ( ch->in_room == NULL ) 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->iclass].hp_max - 10; number = number_percent( ); if ( ( sn = skill_lookup( "fast healing" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "fast healing", __FUNCTION__ ); } else if ( number < get_skill( ch, sn ) ) { gain += number * gain / 100; if ( ch->hit < ch->max_hit ) check_improve( ch, sn, 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; } gain = gain * ch->in_room->heal_rate / 100; if ( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE ) gain = gain * ch->on->value[3] / 100; 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; return UMIN( gain, ch->max_hit - ch->hit ); } int mana_gain( CHAR_DATA *ch ) { int gain = 0; int number = 0; int sn = -1; if ( ch->in_room == NULL ) 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 ) + get_curr_stat( ch, STAT_INT ) + ch->level ) / 2; number = number_percent( ); if ( ( sn = skill_lookup( "meditation" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "meditation", __FUNCTION__ ); } else if ( number < get_skill( ch, sn ) ) { gain += number * gain / 100; if ( ch->mana < ch->max_mana ) check_improve( ch, sn, true, 8 ); } if ( !class_table[ch->iclass].fMana ) gain /= 2; 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; } gain = gain * ch->in_room->mana_rate / 100; if ( ch->on != NULL && ch->on->item_type == ITEM_FURNITURE ) gain = gain * ch->on->value[4] / 100; 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; return UMIN( gain, ch->max_mana - ch->mana ); } int move_gain( CHAR_DATA *ch ) { int gain = 0; if ( ch->in_room == NULL ) 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 * ch->on->value[3] / 100; 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; return UMIN( gain, ch->max_move - ch->move ); } void gain_condition( CHAR_DATA *ch, int iCond, int value ) { int condition = 0; 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->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_HUNGER: ch_printf( ch, "You are hungry.\r\n" ); break; case COND_THIRST: ch_printf( ch, "You are thirsty.\r\n" ); break; case COND_DRUNK: if ( condition != 0 ) ch_printf( ch, "You are sober.\r\n" ); break; } } return; } /* * Mob autonomous action. * This function takes 25% to 35% of ALL Merc cpu time. * -- Furey */ void mobile_update( void ) { CHAR_DATA *ch = NULL; CHAR_DATA *ch_next = NULL; EXIT_DATA *pexit = NULL; int door = 0; /* * 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; 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; } 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; } /* * 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; } } /* * 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 = NULL; OBJ_DATA *obj_best = NULL; int max = 1; 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 ) { 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 ) ) < MAX_EXIT && ( 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] = "\0\0\0\0\0\0\0"; DESCRIPTOR_DATA *d = NULL; int diff = 0; switch ( ++time_info.hour ) { case 5: weather_info.sunlight = SUN_LIGHT; strcat( buf, "The sun rises in the east.\r\n" ); break; case 6: weather_info.sunlight = SUN_RISE; strcat( buf, "The day has begun.\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: log_reset( "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. */ void char_update( void ) { CHAR_DATA *ch = NULL; CHAR_DATA *ch_next = NULL; CHAR_DATA *ch_quit = NULL; int sn = -1; /* * update save counter */ save_number++; if ( save_number > 29 ) save_number = 0; for ( ch = char_list; ch != NULL; ch = ch_next ) { AFFECT_DATA *paf = NULL; AFFECT_DATA *paf_next = NULL; ch_next = ch->next; if ( ch->timer > 25 ) 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 ) ) { OBJ_DATA *obj = NULL; 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( "$p flickers.", ch, obj, NULL, TO_CHAR ); } if ( IS_IMMORTAL( ch ) && ( ch->desc != NULL ) ) ch->timer = 0; if ( ++ch->timer >= 12 ) { if ( ch->was_in_room == NULL && ch->in_room != NULL ) { ch->was_in_room = ch->in_room; if ( ch->fighting != NULL ) stop_fighting( ch, true ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You disappear into the void.\r\n" ); if ( ch->level > 1 ) save_char_obj( ch ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } if ( !IS_IMMORTAL( ch ) && !IS_NEWBIE( ch ) ) { 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 ) { ch_printf( ch, "%s\r\n", skill_table[paf->type].msg_off ); } } 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 ( ( sn = skill_lookup( "plague" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "plague", __FUNCTION__ ); return; } if ( is_affected( ch, sn ) && ch != NULL ) { AFFECT_DATA *af = NULL; AFFECT_DATA plague; CHAR_DATA *vch = NULL; int dam; if ( ch->in_room == NULL ) continue; act( "$n writhes in agony as plague sores erupt from $s skin.", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You writhe in agony from the plague.\r\n" ); for ( af = ch->affected; af != NULL; af = af->next ) { if ( af->type == sn ) break; } if ( af == NULL ) { REMOVE_BIT( ch->affected_by, AFF_PLAGUE ); continue; } if ( af->level == 1 ) continue; plague.where = TO_AFFECTS; plague.type = sn; plague.level = af->level - 1; plague.duration = number_range( 1, 2 * plague.level ); plague.location = APPLY_STR; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) { if ( !saves_spell( plague.level - 2, vch, DAM_DISEASE ) && !IS_IMMORTAL( vch ) && !IS_AFFECTED( vch, AFF_PLAGUE ) && number_bits( 4 ) == 0 ) { ch_printf( vch, "You feel hot and feverish.\r\n" ); act( "$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, sn, DAM_DISEASE, false ); } else if ( IS_AFFECTED( ch, AFF_POISON ) && ch != NULL && !IS_AFFECTED( ch, AFF_SLOW ) ) { AFFECT_DATA *poison = NULL; if ( ( sn = skill_lookup( "poison" ) ) == -1 ) { log_error( "Can't find the \"%s\" skill in %s?", "poison", __FUNCTION__ ); return; } poison = affect_find( ch->affected, sn ); if ( poison != NULL ) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You shiver and suffer.\r\n" ); damage( ch, ch, poison->level / 10 + 1, sn, DAM_POISON, false ); } } else if ( ch->position == POS_INCAP && number_range( 0, 1 ) == 0 ) { damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, false ); } else if ( ch->position == POS_MORTAL ) { damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, false ); } } /* * Autosave and autoquit. * Check that these chars still exist. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ch->desc != NULL && ch->desc->socket % 30 == save_number ) { save_char_obj( ch ); } if ( ch == ch_quit ) { do_function( ch, &do_quit, "" ); } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj = NULL; OBJ_DATA *obj_next = NULL; AFFECT_DATA *paf = NULL; AFFECT_DATA *paf_next = NULL; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch = NULL; const char *message = NULL; obj_next = obj->next; /* * go through affects and decrement */ for ( paf = obj->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) { paf->duration--; if ( number_range( 0, 4 ) == 0 && paf->level > 0 ) paf->level--; /* spell strength fades with time */ } else if ( paf->duration < 0 ) ; else { if ( paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_obj ) { if ( obj->carried_by != NULL ) { rch = obj->carried_by; act( skill_table[paf->type].msg_obj, rch, obj, NULL, TO_CHAR ); } if ( obj->in_room != NULL && obj->in_room->people != NULL ) { rch = obj->in_room->people; act( skill_table[paf->type].msg_obj, rch, obj, NULL, TO_ALL ); } } } affect_remove_obj( obj, paf ); } } if ( obj->timer <= 0 || --obj->timer > 0 ) continue; switch ( obj->item_type ) { default: message = "$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->wear_loc == WEAR_FLOAT ) && obj->contains ) { /* save the contents */ OBJ_DATA *t_obj = NULL; OBJ_DATA *next_obj = NULL; for ( t_obj = obj->contains; t_obj != NULL; t_obj = next_obj ) { next_obj = t_obj->next_content; obj_from_obj( t_obj ); if ( obj->in_obj ) /* in another object */ obj_to_obj( t_obj, obj->in_obj ); else if ( obj->carried_by ) /* carried */ if ( obj->wear_loc == WEAR_FLOAT ) if ( obj->carried_by->in_room == NULL ) extract_obj( t_obj ); else obj_to_room( t_obj, obj->carried_by->in_room ); else obj_to_char( t_obj, obj->carried_by ); else if ( obj->in_room == NULL ) /* destroy it */ extract_obj( t_obj ); else /* to a room */ obj_to_room( t_obj, obj->in_room ); } } 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 = NULL; CHAR_DATA *wch_next = NULL; CHAR_DATA *ch = NULL; CHAR_DATA *ch_next = NULL; CHAR_DATA *vch = NULL; CHAR_DATA *vch_next = NULL; CHAR_DATA *victim = NULL; 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 = 0; 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; } /* * 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 = 0; static int pulse_mobile = 0; static int pulse_violence = 0; static int pulse_point = 0; if ( --pulse_area <= 0 ) { pulse_area = 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 ) { 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( ); } aggr_update( ); tail_chain( ); return; }