/***************************************************************************
* 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(WIN32)
#include <time.h>
#endif
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <math.h>
#include "merc.h"
extern bool can_use( CHAR_DATA * ch, long sn );
/* command procedures needed */
DECLARE_DO_FUN( do_quit );
DECLARE_DO_FUN( do_say ); /* added for AUTO_HATE */
/*
* 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 regen_update args( ( void ) );
void obj_update args( ( void ) );
void aggr_update args( ( void ) );
/* used for saving */
int save_number = 0;
/*
* Advancement stuff.
*/
void advance_level( CHAR_DATA * ch )
{
char buf[MAX_STRING_LENGTH];
int incarn;
int add_hp;
int add_mana;
int add_move;
int add_prac;
incarn = 0;
incarn = ch->incarnations;
ch->pcdata->last_level =
( ch->played + ( int ) ( current_time - ch->logon ) ) / 3600;
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;
#ifdef BONUS_INCARNATIONS
if ( ch->incarnations != 0 );
{
add_hp = add_hp * ( 1 + ( ch->incarnations / 10 ) );
add_mana = add_mana * ( 1 + ( ch->incarnations / 10 ) );
add_move = add_move * ( 1 + ( ch->incarnations / 10 ) );
}
#endif
add_hp = UMAX( 1, add_hp );
add_mana = UMAX( 1, add_mana );
add_move = UMAX( 6, add_move );
ch->exp -= exp_per_level( ch, ch->pcdata->points );
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 ( !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 );
log_string( buf );
send_to_char( buf, ch );
return;
}
void gain_exp( CHAR_DATA * ch, int gain )
{
if ( IS_NPC( ch ) || ch->level >= LEVEL_HERO )
return;
/* XP tuner here. Makes it easier for us to adjust how fast people are leveling. -Zane */
/* Commented out here. If we modify it here, they see their exp
awards in an unmodified amount, but gain the modified amount.
Players notice. Moved to part of the xp_compute sections
- Dorzak 11/28/2001 */
/* if ( gain > 0 ) */
/* gain = ( int ) ( gain * EXP_MULTIPLIER ); */
// If the gain would give ch more than MAX_EXP, just give them exactly MAX_EXP.
if ( gain > ( MAX_EXP - ch->exp ) )
{
ch->exp = MAX_EXP;
}
// If the gain would be negative (a loss) AND would be more
// negative than the player is currently positive (in other
// words, would give them negative xp), just give them 0 xp.
else if ( gain < 0 && abs( gain ) > ch->exp )
{
ch->exp = 0;
}
else
{
ch->exp += gain;
}
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA * ch )
{
int gain;
int number;
extern bool chaos;
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 = UMAX( 3, get_curr_stat( ch, STAT_CON ) - 3 + ch->level / 2 );
gain += class_table[ch->Class].hp_max - 10;
number = number_percent( );
if ( can_use( ch, gsn_fast_healing )
&& number < ch->pcdata->learned[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_FULL] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
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 ) )
gain /= 2;
if ( chaos )
gain /= 2;
return UMIN( gain, ch->max_hit - ch->hit );
}
int mana_gain( CHAR_DATA * ch )
{
int gain;
int number;
extern bool chaos;
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 < ch->pcdata->learned[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_FULL] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
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 ) )
gain /= 2;
if ( chaos )
gain /= 2;
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, 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_FULL] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
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 ) )
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_HERO )
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_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;
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 ) )
continue;
/* If who we're remembering is gone, forget them! */
if ( ch->memory && !get_char_world( ch, ch->memory->name ) )
ch->memory = NULL;
if ( ch->in_room == NULL || IS_AFFECTED( ch, AFF_CHARM ) )
continue;
if ( ch->in_room->area->empty && !IS_SET( ch->act, ACT_UPDATE_ALWAYS ) )
continue;
if ( ch->in_room->area->nplayer > 0
|| IS_SET( ch->act, ACT_UPDATE_ALWAYS ) )
{
mprog_random_trigger( ch );
/* If ch dies or changes
position due to it's random
trigger, continue - Kahn */
if ( ch->position < POS_STANDING )
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 );
}
}
#ifdef AUTO_HATE
/*Hate */
{
CHAR_DATA *rch;
for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
{
if ( is_hating( ch, rch )
&& ch->pIndexData->vnum != MOB_VNUM_SUPERMOB
&& ( can_see ( ch, rch ) )
&& ( ch != rch ) )
{
do_say( ch,
"Do you think you could just waltz back in here?\n\r" );
do_say( ch, "`RDie SCUM!`w" );
multi_hit( ch, rch, TYPE_UNDEFINED );
break;
}
}
}
#endif
/* Wander */
if ( !IS_SET( ch->act, ACT_SENTINEL )
&& number_bits( 4 ) == 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 ) )
{
move_char( ch, door, FALSE );
if ( ch->position < POS_STANDING )
continue;
}
}
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 )
#ifdef NO_OLC_WEATHER
&& d->pString == NULL
#endif
&& 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;
char buf[MAX_STRING_LENGTH];
extern bool chaos;
int blarg;
ch_quit = NULL;
/* update save counter */
save_number++;
if ( save_number > 30 )
save_number = 0;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
NEWAFFECT_DATA *npaf;
NEWAFFECT_DATA *npaf_next;
ch_next = ch->next;
if ( IS_SET( ch->act, PLR_JAILED ) && ch->jail_timer == 1 )
{
if ( IS_NPC( ch ) )
{
blarg = ch->was_in_room->vnum;
}
else
{
if ( JAIL_RELEASE_RECALL == 1 )
blarg = ch->pcdata->recall_room->vnum;
else
blarg = JAIL_RELEASE_VNUM;
}
if ( JAIL_NOSHOUT == 1 )
{
REMOVE_BIT( ch->comm, COMM_NOSHOUT );
}
if ( JAIL_NOEMOTE == 1 )
{
REMOVE_BIT( ch->comm, COMM_NOEMOTE );
}
if ( JAIL_NOTELL == 1 )
{
REMOVE_BIT( ch->comm, COMM_NOTELL );
}
if ( JAIL_NOCHANNEL == 1 )
{
REMOVE_BIT( ch->comm, COMM_NOCHANNELS );
}
REMOVE_BIT( ch->act, PLR_JAILED );
send_to_char( "`WYour `Rjail term`W has been `clifted\n\r", ch );
if ( !IS_NPC( ch ) && ( JAIL_RELEASE_RECALL == 1 ) )
{
send_to_char
( "`Wand you are being teleported back to `Grecall`W.`w\n",
ch );
char_from_room( ch );
ch->jail_timer = 0;
char_to_room( ch, get_room_index( blarg ) );
if ( IS_NPC( ch ) )
sprintf( buf,
"%s has served their time and has been freed jail.",
ch->short_descr );
else
sprintf( buf,
"%s has served their time and has been freed jail.",
ch->name );
do_sendinfo( ch, buf );
}
else
{
send_to_char
( "`Wand you are being teleported back to your room.\n",
ch );
char_from_room( ch );
ch->jail_timer = 0;
char_to_room( ch, get_room_index( blarg ) );
sprintf( buf,
"%s has served their time and has been freed jail.",
ch->short_descr );
do_sendinfo( ch, buf );
}
}
if ( IS_SET( ch->act, PLR_JAILED ) && ch->jail_timer > 0 )
{
--ch->jail_timer;
}
/* Check to see if the player wants to see "ticks" or not -Lancelight */
if ( !IS_NPC( ch ) && ch->pcdata->ticks == 0 )
{
if ( !IS_NPC( ch ) && ch->pcdata->tick == 1 && ch->desc->editor == 0
&& ch->desc->pString == NULL && ch->desc->connected == 0 )
{
send_to_char( "\n\r", ch );
}
}
if ( !IS_NPC( ch ) )
{
rprog_random_trigger( ch );
if ( ch->position == POS_DEAD )
continue;
}
if ( ( ch->timer > 30 ) && ch->level < LEVEL_IMMORTAL )
ch_quit = ch;
if ( ch->position >= POS_STUNNED )
{
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;
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 );
}
++ch->timer;
if ( IS_SET( ch->act, PLR_JAILED ) )
{
--ch->jail_timer;
}
if ( ch->timer >= 12 && ch->level < LEVEL_IMMORTAL )
{
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( "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the void.\n\r", ch );
if ( ch->level > 1 )
save_char_obj( ch );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
}
}
if ( ch->level < LEVEL_IMMORTAL )
{
gain_condition( ch, COND_DRUNK, -1 * time_info.hour % 2 );
gain_condition( ch, COND_FULL, -1 * time_info.hour % 2 );
gain_condition( ch, COND_THIRST, -1 * time_info.hour % 2 );
}
}
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
{
paf->duration--;
if ( number_range( 0, 4 ) == 0 && paf->level > 0 )
paf->level--; /* spell strength fades with time */
}
else if ( paf->duration < 0 )
;
else
{
if ( paf_next == NULL
|| paf_next->type != paf->type || paf_next->duration > 0 )
{
if ( paf->type > 0 && skill_table[paf->type].msg_off )
{
send_to_char( skill_table[paf->type].msg_off, ch );
send_to_char( "\n\r", ch );
}
}
affect_remove( ch, paf );
}
}
for ( npaf = ch->newaffected; npaf != NULL; npaf = npaf_next )
{
npaf_next = npaf->next;
if ( npaf->duration > 0 )
{
npaf->duration--;
if ( number_range( 0, 4 ) == 0 && npaf->level > 0 )
npaf->level--; /* spell strength fades with time */
}
else if ( npaf->duration < 0 )
;
else
{
if ( npaf_next == NULL
|| npaf_next->type != npaf->type
|| npaf_next->duration > 0 )
{
if ( npaf->type > 0 && skill_table[npaf->type].msg_off )
{
send_to_char( skill_table[npaf->type].msg_off, ch );
send_to_char( "\n\r", ch );
}
}
newaffect_remove( ch, npaf );
}
}
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken,
* as it may be lethal damage (on NPC).
*/
if ( is_affected( ch, gsn_plague ) && ch != NULL )
{
AFFECT_DATA *af, plague;
CHAR_DATA *vch;
int save, dam;
if ( ch->in_room == NULL )
return;
act( "$n writhes in agony as plague sores erupt from $s skin.",
ch, NULL, NULL, TO_ROOM );
send_to_char( "You writhe in agony from the plague.\n\r", ch );
for ( af = ch->affected; af != NULL; af = af->next )
{
if ( af->type == gsn_plague )
break;
}
if ( af == NULL )
{
REMOVE_BIT( ch->affected_by, AFF_PLAGUE );
return;
}
if ( af->level == 1 )
return;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range( 1, 2 * plague.level );
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for ( vch = ch->in_room->people; vch != NULL;
vch = vch->next_in_room )
{
switch ( check_immune( vch, DAM_DISEASE ) )
{
case ( IS_NORMAL ):
save = af->level - 4;
break;
case ( IS_IMMUNE ):
save = 0;
break;
case ( IS_RESISTANT ):
save = af->level - 8;
break;
case ( IS_VULNERABLE ):
save = af->level;
break;
default:
save = af->level - 4;
break;
}
if ( save != 0 && !saves_spell( save, vch )
&& !IS_IMMORTAL( vch ) && !IS_AFFECTED( vch, AFF_PLAGUE )
&& number_bits( 4 ) == 0 )
{
send_to_char( "You feel hot and feverish.\n\r", vch );
act( "$n shivers and looks very ill.", vch, NULL, NULL,
TO_ROOM );
affect_join( vch, &plague );
}
}
dam = UMIN( ch->level, 5 );
ch->mana -= dam;
ch->move -= dam;
damage( ch, ch, NULL, dam, gsn_plague, DAM_DISEASE );
}
else if ( IS_AFFECTED( ch, AFF_POISON ) && ch != NULL )
{
act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You shiver and suffer.\n\r", ch );
damage( ch, ch, NULL, 2, gsn_poison, DAM_POISON );
}
else if ( ch->position == POS_INCAP && number_range( 0, 1 ) == 0 )
{
damage( ch, ch, NULL, 1, TYPE_UNDEFINED, DAM_NONE );
}
else if ( ch->position == POS_MORTAL )
{
damage( ch, ch, NULL, 1, TYPE_UNDEFINED, DAM_NONE );
}
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
for ( ch = player_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next_player;
if ( ch->desc != NULL && save_number == 30 && !chaos )
save_char_obj( ch );
if ( ch == ch_quit )
do_quit( ch, "" );
}
return;
}
void regen_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ch->position >= POS_STUNNED
&& IS_AFFECTED( ch, AFF_REGENERATION ) )
{
if ( ch->hit < ch->max_hit )
ch->hit += hit_gain( ch );
else
ch->hit = ch->max_hit;
}
}
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;
if ( obj->carried_by
|| ( obj->in_room && obj->in_room->area->nplayer > 0 ) )
{
oprog_random_trigger( obj );
if ( !obj )
continue;
}
/* 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_off )
{
act_new( skill_table[paf->type].msg_off,
obj->carried_by, obj, NULL, POS_SLEEPING,
TO_CHAR );
}
}
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 = "$p has evaporated from disuse.";
case ITEM_PORTAL:
message = "$p flickers momentarily before fading away.";
break;
}
if ( obj->carried_by != NULL )
{
if ( IS_NPC( obj->carried_by )
&& obj->carried_by->pIndexData->pShop != NULL )
obj->carried_by->gold += obj->cost / 5;
else
act( message, obj->carried_by, obj, NULL, TO_CHAR );
}
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->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 );
if ( obj->carried_by ) /* carried */
obj_to_char( t_obj, obj->carried_by );
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
*/
/*
* Changed this a bit. Now instead of using char_list it uses player_list which is solely a list of
* players that are logged on. MUCH faster than using char_list since we don't have to pick a few
* players out of thousands of mobs.
*
* -Zane
*/
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;
int count, random;
for ( wch = player_list; wch; wch = wch_next )
{
wch_next = wch->next_player;
/* FIXME! Remove this code alltogether. Having delayed act-progs is a problem.
* What is someone triggers an act prog then runs out of the room? The TriggeredBy is then
* set and the mob/obj/room will try to act like that player is still in the room. If you want
* delayed triggers then maybe we should get a command queue system put in. - Zane */
/* if ( IS_NPC( wch ) && wch->mpactnum > 0
&& wch->in_room->area->nplayer > 0 )
{
MPROG_ACT_LIST * tmp_act, *tmp2_act;
for ( tmp_act = wch->mpact; tmp_act != NULL;
tmp_act = tmp_act->next )
{
mprog_wordlist_check( tmp_act->buf,wch, tmp_act->ch,
tmp_act->obj, tmp_act->vo, ACT_PROG, MOB_PROG );
free_string( &tmp_act->buf );
}
for ( tmp_act = wch->mpact; tmp_act != NULL; tmp_act =
tmp2_act )
{
tmp2_act = tmp_act->next;
free_mem( &tmp_act );
}
wch->mpactnum = 0;
wch->mpact = NULL;
}*/
if ( wch->level >= LEVEL_IMMORTAL || !wch->in_room
/* || wch->in_room->area->empty *//* How can the area be in it if this player is in that area? - Zane */
|| IS_SET( wch->in_room->room_flags, ROOM_SAFE ) )
continue;
for ( ch = wch->in_room->people; ch != NULL; ch = ch_next )
{
ch_next = ch->next_in_room;
if ( !IS_NPC( ch )
|| !IS_SET( ch->act, ACT_AGGRESSIVE )
|| ch->fighting
|| IS_AFFECTED( ch, AFF_CALM )
|| 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;
for ( vch = wch->in_room->people; vch != NULL; vch = vch->next )
{
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 ) )
count++;
}
random = number_range( 1, count );
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 ) && ++count == random )
{
victim = vch;
break;
}
}
if ( victim )
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_auction;
extern bool silentmode;
if ( silentmode )
{
bug( "Silentmode = TRUE in update.c", 0 );
silentmode = FALSE;
}
if ( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
update_last( "Update:", "area", "" );
area_update( );
}
/* Lets update the auction channel. -Lancelight */
if ( --pulse_auction <= 0 )
{
pulse_auction = PULSE_AUCTION;
auction_update( );
}
if ( --pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
update_last( "Update:", "mobile", "" );
mobile_update( );
}
if ( --pulse_violence <= 0 )
{
pulse_violence = PULSE_VIOLENCE;
update_last( "Update:", "violence", "" );
violence_update( );
}
if ( --pulse_point <= 0 )
{
#if defined(DEBUG)
sprintf( buf, "TICK!\r" );
log_string( buf );
#endif
pulse_point = PULSE_TICK;
/* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */
update_last( "Update:", "area", "" );
weather_update( );
update_last( "Update:", "char", "" );
char_update( );
update_last( "Update:", "obj", "" );
obj_update( );
}
else if ( pulse_point == PULSE_TICK / 2 )
{
update_last( "Update:", "regen", "" );
regen_update( );
}
update_last( "Update:", "aggr", "" );
aggr_update( );
update_last( "End update loop.", "", "" );
tail_chain( );
return;
}