/*************************************************************************** * 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; }