/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, 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 * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" #include "music.h" #include "stdarg.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)); void quest_update args( ( void ) ); /* Vassago - quest.c */ /* 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; 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); add_mana = number_range (2, (2 * get_curr_stat (ch, STAT_INT) + get_curr_stat (ch, STAT_WIS)) / 5); if (!class_table[ch->class].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) { sprintf (buf, "You gain %d hit point%s, %d mana, %d move, and %d practice%s.\n\r", add_hp, add_hp == 1 ? "" : "s", add_mana, add_move, add_prac, add_prac == 1 ? "" : "s"); send_to_char (buf, ch); } return; } void gain_exp (CHAR_DATA * ch, int gain) { char buf[MAX_STRING_LENGTH]; 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)) { send_to_char ("{GYou raise a level!! {x", ch); ch->level += 1; sprintf (buf, "%s gained level %d!", ch->name, ch->level); do_info(ch,buf); log_string (buf); sprintf (buf, "$N has attained level %d!", ch->level); wiznet (buf, ch, NULL, WIZ_LEVELS, 0, 0); advance_level (ch, FALSE); affect_strip(ch,gsn_plague); affect_strip(ch,gsn_poison); affect_strip(ch,gsn_blindness); affect_strip(ch,gsn_sleep); affect_strip(ch,gsn_curse); ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; update_pos( ch); send_to_char( "You have been restored. \n\r", ch ); 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 (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 - 10; 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; } 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; int number; 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 (number < get_skill (ch, gsn_meditation)) { gain += number * gain / 100; if (ch->mana < ch->max_mana) check_improve (ch, gsn_meditation, TRUE, 8); } if (!class_table[ch->class].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; 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; 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: 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% 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; 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; 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) { 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 cost; ch_quit = NULL; /* update save counter */ save_number++; if (save_number > 29) save_number = 0; for (ch = char_list; ch != NULL; ch = ch_next) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; ch_next = ch->next; if (ch->timer > 30) ch_quit = ch; if (ch->position >= POS_STUNNED) { /* check to see if we need to go home */ if (IS_NPC (ch) && ch->zone != NULL && ch->zone != ch->in_room->area && ch->desc == NULL && ch->fighting == NULL && !IS_AFFECTED (ch, AFF_CHARM) && number_percent () < 5) { act ("$n wanders on home.", ch, NULL, NULL, TO_ROOM); extract_char (ch, TRUE); continue; } if (ch->hit < ch->max_hit) ch->hit += hit_gain (ch); else ch->hit = ch->max_hit; if (ch->mana < ch->max_mana) ch->mana += mana_gain (ch); else ch->mana = ch->max_mana; if (ch->move < ch->max_move) ch->move += move_gain (ch); else ch->move = ch->max_move; } if (ch->position == POS_STUNNED) update_pos (ch); if (!IS_NPC (ch) && ch->level < LEVEL_IMMORTAL) { OBJ_DATA *obj; if ((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0) { if (--obj->value[2] == 0 && ch->in_room != NULL) { --ch->in_room->light; act ("$p goes out.", ch, obj, NULL, TO_ROOM); act ("$p flickers and goes out.", ch, obj, NULL, TO_CHAR); extract_obj (obj); } else if (obj->value[2] <= 5 && ch->in_room != NULL) act ("$p flickers.", ch, obj, NULL, TO_CHAR); } if (IS_SET(ch->in_room->room_flags, ROOM_RENTED) && is_room_owner(ch,ch->in_room) ) { cost = ch->level * 6; if (cost < 100) cost = 100; cost /= 10; if ( ch->silver > cost ) ch->silver -= cost; else { if (IS_SET(ch->in_room->room_flags, ROOM_SOLITARY)) REMOVE_BIT(ch->in_room->room_flags, ROOM_SOLITARY); if (IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)) REMOVE_BIT(ch->in_room->room_flags, ROOM_PRIVATE); REMOVE_BIT(ch->in_room->room_flags, ROOM_RENTED); ch->in_room->heal_rate = 100; ch->in_room->mana_rate = 100; free_string( ch->in_room->owner ); ch->in_room->owner = str_dup( "" ); send_to_char("You are kicked out of the room for insufficient funds!\r\n",ch); } } if (IS_IMMORTAL (ch)) ch->timer = 0; if (++ch->timer >= 12) { if (ch->was_in_room == NULL && ch->in_room != NULL) { ch->was_in_room = ch->in_room; if (ch->fighting != NULL) stop_fighting (ch, TRUE); act ("$n disappears into the void.", ch, NULL, NULL, TO_ROOM); send_to_char ("You disappear into the void.\n\r", ch); if (ch->level > 1) save_char_obj (ch); char_from_room (ch); char_to_room (ch, get_room_index (ROOM_VNUM_LIMBO)); } } gain_condition (ch, COND_DRUNK, -1); gain_condition (ch, COND_FULL, ch->size > SIZE_MEDIUM ? -4 : -2); gain_condition (ch, COND_THIRST, -1); gain_condition (ch, COND_HUNGER, ch->size > SIZE_MEDIUM ? -2 : -1); } for (paf = ch->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; if (paf->duration > 0) { paf->duration--; if (number_range (0, 4) == 0 && paf->level > 0) paf->level--; /* spell strength fades with time */ } else if (paf->duration < 0); else { if (paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0) { if (paf->type > 0 && skill_table[paf->type].msg_off) { send_to_char (skill_table[paf->type].msg_off, ch); send_to_char ("\n\r", ch); } } affect_remove (ch, paf); } } /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ if (is_affected (ch, gsn_plague) && ch != NULL) { AFFECT_DATA *af, plague; CHAR_DATA *vch; int dam; if (ch->in_room == NULL) continue; act ("$n writhes in agony as plague sores erupt from $s skin.", ch, NULL, NULL, TO_ROOM); send_to_char ("You writhe in agony from the plague.\n\r", ch); for (af = ch->affected; af != NULL; af = af->next) { if (af->type == gsn_plague) break; } if (af == NULL) { STR_REMOVE_BIT (ch->affected_by, AFF_PLAGUE); continue; } if (af->level == 1) continue; plague.where = TO_AFFECTS; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range (1, 2 * plague.level); plague.location = APPLY_STR; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell (plague.level - 2, vch, DAM_DISEASE) && !IS_IMMORTAL (vch) && !IS_AFFECTED (vch, AFF_PLAGUE) && number_bits (4) == 0) { send_to_char ("You feel hot and feverish.\n\r", vch); act ("$n shivers and looks very ill.", vch, NULL, NULL, TO_ROOM); affect_join (vch, &plague); } } dam = UMIN (ch->level, af->level / 5 + 1); ch->mana -= dam; ch->move -= dam; damage (ch, ch, dam, gsn_plague, DAM_DISEASE, FALSE); } else if (IS_AFFECTED (ch, AFF_POISON) && ch != NULL && !IS_AFFECTED (ch, AFF_SLOW)) { AFFECT_DATA *poison; poison = affect_find (ch->affected, gsn_poison); if (poison != NULL) { act ("$n shivers and suffers.", ch, NULL, NULL, TO_ROOM); send_to_char ("You shiver and suffer.\n\r", ch); damage (ch, ch, poison->level / 10 + 1, gsn_poison, DAM_POISON, FALSE); } } else if (ch->position == POS_INCAP && number_range (0, 1) == 0) { damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE); } else if (ch->position == POS_MORTAL) { damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE); } } /* * Autosave and autoquit. * Check that these chars still exist. */ for (ch = char_list; ch != NULL; ch = ch_next) { /* * Edwin's fix for possible pet-induced problem * JR -- 10/15/00 */ if (!IS_VALID(ch)) { bug("update_char: Trying to work with an invalidated character.\n",0); break; } ch_next = ch->next; if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number) { save_char_obj (ch); } if (ch == ch_quit) { do_function (ch, &do_quit, ""); } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update (void) { OBJ_DATA *obj; OBJ_DATA *obj_next; AFFECT_DATA *paf, *paf_next; for (obj = object_list; obj != NULL; obj = obj_next) { CHAR_DATA *rch; char *message; obj_next = obj->next; /* go through affects and decrement */ for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; if (paf->duration > 0) { paf->duration--; if (number_range (0, 4) == 0 && paf->level > 0) paf->level--; /* spell strength fades with time */ } else if (paf->duration < 0); else { if (paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0) { if (paf->type > 0 && skill_table[paf->type].msg_obj) { if (obj->carried_by != NULL) { rch = obj->carried_by; act (skill_table[paf->type].msg_obj, rch, obj, NULL, TO_CHAR); } if (obj->in_room != NULL && obj->in_room->people != NULL) { rch = obj->in_room->people; act (skill_table[paf->type].msg_obj, rch, obj, NULL, TO_ALL); } } } affect_remove_obj (obj, paf); } } if (obj->timer <= 0 || --obj->timer > 0) continue; switch (obj->item_type) { default: message = "$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->wear_loc == WEAR_FLOAT) && obj->contains) { /* save the contents */ OBJ_DATA *t_obj, *next_obj; 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; 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; } /* * 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_music; static int pulse_auction; static int count; if (--pulse_area <= 0) { pulse_area = PULSE_AREA; /* number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */ area_update (); quest_update ( ); } if (--pulse_music <= 0) { pulse_music = PULSE_MUSIC; song_update (); } if ( --pulse_auction <= 0 ) { pulse_auction = PULSE_AUCTION; auction_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); DESCRIPTOR_DATA *d; for (count = 0; tick_table[count]; count++); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && !IS_NPC (d->character)) send_to_char(tick_table[number_range(0, count - 1)], d->character ); send_to_char("\n\r", d->character); } pulse_point = PULSE_TICK; /* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */ weather_update (); char_update (); obj_update (); } aggr_update (); tail_chain (); return; }