/*************************************************************************** * 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. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <string.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] ); free_mem( ch->title ); ch->title = str_dup( 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 = MAX( 1, add_hp ); add_mana = MAX( 0, add_mana ); add_move = MAX( 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 >= MAX_LEVEL-4 ) return; ch->exp = MAX( 1000, ch->exp + gain ); while ( ch->level < MAX_LEVEL-4 && 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 = MIN( 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 MIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC(ch) ) { gain = ch->level; } else { gain = MIN( 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 MIN(gain, ch->max_mana - ch->mana); } int move_gain( CHAR_DATA *ch ) { int gain; if ( IS_NPC(ch) ) { gain = ch->level; } else { gain = MAX( 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 MIN(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 >= MAX_LEVEL-4 ) return; condition = ch->pcdata->condition[iCond]; ch->pcdata->condition[iCond] = MAX( 0, MIN(48, condition + value) ); 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% to 35% of ALL Merc cpu time. * -- Furey */ void mobile_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; int door; int iexit; /* Examine all mobs. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( !IS_NPC(ch) ) continue; /* Examine call for special procedure */ if ( mob_index[ch->rnum].spec_fun != NULL && !IS_AFFECTED(ch, AFF_CHARM) ) { if ( (*mob_index[ch->rnum].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) && room_index[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 = room_index[ch->in_room].contents; obj != NULL; 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 && ( iexit = room_index[ch->in_room].exit[door] ) != 0 && exit_index[iexit].to_room != NOWHERE && !IS_SET(exit_index[iexit].exit_info, EX_CLOSED) && !IS_SET(room_index[exit_index[iexit].to_room].room_flags, ROOM_NO_MOB) && ( !IS_SET(ch->act, ACT_STAY_AREA) || room_index[exit_index[iexit].to_room].area == room_index[ch->in_room].area ) ) { move_char( ch, door ); } /* Flee */ if ( ch->hit < ch->max_hit / 2 && ( door = number_bits( 3 ) ) <= 5 && ( iexit = room_index[ch->in_room].exit[door] ) != 0 && exit_index[iexit].to_room != NOWHERE && !IS_SET(room_index[exit_index[iexit].to_room].room_flags, ROOM_NO_MOB) && !IS_SET(exit_index[iexit].exit_info, EX_CLOSED) ) { CHAR_DATA *rch; bool found; found = FALSE; for ( rch = room_index[exit_index[iexit].to_room].people; rch; 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.hours ) { 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.hours = 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 = MAX(weather_info.change, -12); weather_info.change = MIN(weather_info.change, 12); weather_info.mmhg += weather_info.change; weather_info.mmhg = MAX(weather_info.mmhg, 960); weather_info.mmhg = MIN(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. * This function is performance sensitive. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *ch_save; long save_time; save_time = current_time; ch_save = 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 < MAX_LEVEL-3 ) { 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 != NOWHERE ) { if ( ch->in_room != NOWHERE ) --room_index[ch->in_room].light; act( "$p goes out.", ch, obj, NULL, TO_ROOM ); act( "$p goes out.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } } if ( ++ch->timer >= 12 ) { if ( ch->was_in_room == NOWHERE && ch->in_room != NOWHERE ) { ch->was_in_room = ch->in_room; if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the void.\n\r", ch ); save_char_obj( ch ); char_from_room( ch ); char_to_room( ch, real_room( ROOM_VNUM_LIMBO ) ); } } if ( ch->timer > 30 ) do_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( "\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) ) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); damage( ch, ch, 2, gsn_poison ); } else if ( ch->position == POS_INCAP ) { damage( ch, ch, 1, TYPE_UNDEFINED ); } else if ( ch->position == POS_MORTAL ) { damage( ch, ch, 2, TYPE_UNDEFINED ); } } if ( ch_save != NULL ) save_char_obj( ch_save ); return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; if ( obj->timer <= 0 || --obj->timer > 0 ) continue; switch ( obj->item_type ) { default: message = "$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 != NOWHERE && ( rch = room_index[obj->in_room].people ) != NULL ) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } extract_obj( obj ); } return; } /* * Aggress. * This function takes 25% to 35% of ALL Merc cpu time. * -- 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 >= MAX_LEVEL-3 || wch->in_room == NOWHERE ) continue; for ( ch = room_index[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 = room_index[wch->in_room].people; vch; vch = vch_next ) { vch_next = vch->next_in_room; if ( !IS_NPC(vch) && vch->level < MAX_LEVEL-3 && ( !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; }