/* * The unique portions of SunderMud code as well as the integration efforts * for code from other sources is based on the efforts of: * * Lotherius (elfren@aros.net) * * This code can only be used under the terms of the DikuMud, Merc, * and ROM licenses. The same requirements apply to the changes that * have been made. * * All other copyrights remain in place and in force. */ /*************************************************************************** * 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 "everything.h" /* command procedures needed */ DECLARE_DO_FUN(do_quit ); /* * 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 ) ); /* used for saving */ int save_number = 0; FILE *time_file; /* * 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; ch->pcdata->last_level = ( ch->played + (int) (current_time - ch->logon) ) / 3600; if (IS_SET (ch->act, PLR_AUTOTITLE)) { 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( 1, add_hp ); add_mana = UMAX( 1, 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 ( !IS_NPC(ch) ) REMOVE_BIT( ch->act, PLR_BOUGHT_PET ); sprintf( buf, "{WYour gain is: {Y%d/%d hp, %d/%d m, %d/%d mv %d/%d prac.{w\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 ); /* Zeran - notify_message */ notify_message (ch, NOTIFY_LEVEL, TO_ALL, NULL); return; } void gain_exp( CHAR_DATA *ch, int gain ) { if ( IS_NPC(ch) || ch->level >= LEVEL_HERO ) return; ch->exp = UMAX( exp_per_level(ch,ch->pcdata->points), ch->exp + gain ); while ( ch->level < LEVEL_HERO && ch->exp >= exp_per_level(ch,ch->pcdata->points) * (ch->level+1) ) { send_to_char( "{GYou raise a level!! {w ", ch ); ch->level += 1; advance_level( ch ); save_char_obj(ch); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; int number; if ( IS_NPC(ch) ) { gain = 6 + 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 < ch->pcdata->learned[gsn_fast_healing]) { gain += number * gain / 100; if (ch->hit < ch->max_hit) check_improve(ch,gsn_fast_healing,TRUE,8); } if (IS_AFFECTED(ch, AFF_REGENERATION)) gain *= 1.5; 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 (IS_SET(ch->in_room->room_flags, ROOM_FASTHEAL) ) { number = number_percent(); gain += number * gain / 100; /* elfren added for fast heal rooms */ } if ( IS_AFFECTED(ch, AFF_POISON) ) gain /= 4; if (IS_AFFECTED(ch, AFF_PLAGUE)) gain /= 8; if (IS_AFFECTED(ch,AFF_HASTE)) gain /=2 ; gain /=6; /* quick hack to provide for fact that gain is now 6 times more common */ return UMIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; int number; 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(); /* elfren added and for psionic meld */ if ( (number < ch->pcdata->learned[gsn_meditation]) && !IS_AFFECTED(ch, AFF_MELD) ) { 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 ( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; if (IS_AFFECTED(ch, AFF_PLAGUE)) gain /= 8; if (IS_AFFECTED(ch,AFF_HASTE)) gain /=2 ; gain /=6; /* quick hack to provide for fact that gain is now 6 times more common */ 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 ( IS_AFFECTED(ch, AFF_POISON) ) gain /= 4; if (IS_AFFECTED(ch, AFF_PLAGUE)) gain /= 8; if (IS_AFFECTED(ch,AFF_HASTE)) gain /=2 ; gain /=6; /* quick hack to provide for fact that gain is now 6 times more common */ 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) || 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; } /* That's all for sleeping / busy monster, and empty zones */ if ( ch->position != POS_STANDING ) continue; /* MOBprogram random trigger */ if ( ch->in_room->area->nplayer > 0 ) { mprog_random_trigger( ch ); /* If ch dies or changes position due to it's random trigger, continue - Kahn */ 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 ) ) { move_char( ch, door, FALSE ); /* If ch changes position due to it's or someother mob's movement via MOBProgs, continue - Kahn */ if ( ch->position < POS_STANDING ) continue; } /* Flee if ( ch->hit < ch->max_hit / 2 && ( door = number_bits( 3 ) ) <= 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) ) { CHAR_DATA *rch; bool found; found = FALSE; for ( rch = pexit->u1.to_room->people; rch != NULL; rch = rch->next_in_room ) { if ( !IS_NPC(rch) ) { found = TRUE; break; } } if ( !found ) 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; /* elfren - beginning realism code */ switch ( weather_info.sky ) { default: bug( "Weather Update: bad sky %d.", weather_info.sky ); weather_info.sky = SKY_CLOUDLESS; break; case SKY_CLOUDLESS: strcat( buf, "The sun comes over the horizon in the east, revealing a beautiful day.\n\r" ); break; case SKY_CLOUDY: strcat( buf, "Dimly, the sun begins to appear from behind the clouds.\n\r" ); break; case SKY_RAINING: if (weather_info.change >=0) { strcat( buf, "A glow begins to form in the east through the rain.\n\r"); } else { strcat( buf, "The world brightens somewhat as the sun shines through the snow.\n\r"); } break; case SKY_LIGHTNING: strcat( buf, "Through the storm you can see a dim glow to the east.\n\r" ); break; } break; case 19: weather_info.sunlight = SUN_SET; switch ( weather_info.sky ) { default: bug( "Weather Update: bad sky %d.", weather_info.sky ); weather_info.sky = SKY_CLOUDLESS; break; case SKY_CLOUDLESS: strcat( buf, "The evening sun lights the western sky red.\n\r" ); break; case SKY_CLOUDY: strcat( buf, "The sun sets in glorious colors through the clouds.\n\r" ); break; case SKY_RAINING: strcat ( buf, "The warmth of day begins to fade as the sun sets.\n\r"); break; case SKY_LIGHTNING: strcat( buf, "Lightning accents the now darkening sky.\n\r" ); break; } break; case 20: weather_info.sunlight = SUN_DARK; strcat( buf, "The night has begun.\n\r" ); break; case 24: /*roll day and update time_file*/ time_info.hour = 0; time_info.day++; if ((time_file = fopen (TIME_FILE,"w+")) == NULL) { log_string ("creation of new time_file failed"); } else { int total; total = fprintf (time_file, "%d %d %d %d", time_info.hour, time_info.day, time_info.month, time_info.year); if (total<4) log_string("failed fprintf to time_file"); fclose(time_file); } 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 ) ) { if (weather_info.change >=0) { strcat( buf, "It starts raining.\n\r"); } else { strcat( buf, "It starts to snow.\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 ) { if (weather_info.change >=0) { strcat( buf, "{BLightning and thunder fill the sky.{w\n\r"); } else { strcat( buf, "{WA blizzard has hit!{w\n\r"); } weather_info.sky = SKY_LIGHTNING; } if ( weather_info.mmhg > 1030 || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) ) { if (weather_info.change >=0) { strcat( buf, "The rain has stopped.\n\r"); } else { strcat( buf, "It stops snowing, leaving the world sparkly white.\n\r"); } weather_info.sky = SKY_CLOUDY; } break; case SKY_LIGHTNING: if ( weather_info.mmhg > 1010 || ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) ) { if (weather_info.change >=0) { strcat( buf, "The storm calms into a gentle rain.\n\r"); } else { strcat( buf, "The snow lessens, but does not stop.\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) && (IS_SET(d->character->notify, NOTIFY_WEATHER)) ) send_to_char( buf, d->character ); } } return; } /* * Short Char Update */ void char_update_short( 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 ) { 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; } } } /* * Update all chars, including mobs. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *ch_quit; 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 ) 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_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( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the void.\n\r", ch ); if (ch->level > 1) save_char_obj( ch ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } gain_condition( ch, COND_DRUNK, -1 ); gain_condition( ch, COND_FULL, -1 ); gain_condition( ch, COND_THIRST, -1 ); } for ( paf = ch->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) { paf->duration--; if (number_range(0,4) == 0 && paf->level > 0) paf->level--; /* spell strength fades with time */ } else if ( paf->duration < 0 ) ; else { if ( paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_off ) { send_to_char( skill_table[paf->type].msg_off, ch ); send_to_char( "\n\r", ch ); } } if (paf->bitvector == AFF_POLY) /* Zeran - undo masked descriptions*/ undo_mask (ch); affect_remove( ch, paf ); } } /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ if (is_affected(ch, gsn_plague) && ch != NULL) { AFFECT_DATA *af, plague; CHAR_DATA *vch; int save, dam; if (ch->in_room == NULL) return; act("$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, 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, 2, gsn_poison, DAM_POISON ); } else if ( ch->position == POS_INCAP && number_range(0,1) == 0) { damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE ); } else if ( ch->position == POS_MORTAL ) { damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE); } } /* * Autosave and autoquit. * Check that these chars still exist. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number) { save_char_obj(ch); if (IS_SET (ch->act, PLR_AUTOSAVE)) send_to_char ("Character autosaved.\n\r",ch); } if ( ch == ch_quit ) do_quit( ch, "" ); } return; } void lease_update( void ) { ROOM_INDEX_DATA *pRoomIndex; int iHash; for (iHash=0; iHash < MAX_KEY_HASH; iHash++ ) { for ( pRoomIndex = room_index_hash[iHash]; pRoomIndex; pRoomIndex = pRoomIndex->next ) { if (IS_SET(pRoomIndex->room_flags, ROOM_RENT) ) { /* check rent to see if it has expired */ int timeleft = 0; if (pRoomIndex->paid_year < time_info.year) timeleft = 0; else if (pRoomIndex->paid_year == time_info.year) timeleft = pRoomIndex->paid_month - time_info.month; else if (pRoomIndex->paid_year > time_info.year) { timeleft = pRoomIndex->paid_month - time_info.month; timeleft += 17; } if (timeleft <= 0) /* lease has expired */ { free_string(pRoomIndex->rented_by); pRoomIndex->rented_by = NULL; act( "The Lease on this room has Expired.", NULL, NULL, NULL, TO_ROOM ); /* not doing a save here is a small risk. If mud crashes before anything is saved, then rooms will be updated on first tick */ /* figure it's worth it to avoid an extra run through all the rooms and disk access at every tick */ } } /* end of rentable portion */ } /* check to see if rentable */ } /* end of total ihash */ } /* end of lease_update */ /* * 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_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."; 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); else if (obj->carried_by) /* carried */ 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 */ /* to speed this, check the subroutines it calls */ 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->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 ); 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, sizeof( MPROG_ACT_LIST ) ); } wch->mpactnum = 0; wch->mpact = NULL; } 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 || IS_AFFECTED(ch, AFF_FEAR) ) /* Zeran - add fear check*/ 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_chup; 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 ) { char buf[100]; sprintf(buf,"TICK!\n\r"); log_string(buf); pulse_point = PULSE_TICK; weather_update ( ); char_update ( ); obj_update ( ); lease_update ( ); } if ( --pulse_chup <=0 ) { #if defined (DEBUGINFO) log_string("DEBUG: Short Tick"); #endif pulse_chup = PULSE_TICKSHORT; char_update_short ( ); } aggr_update( ); tail_chain( ); return; } void undo_mask (CHAR_DATA *ch) { free_string(ch->description); free_string(ch->short_descr); free_string(ch->long_descr); free_string(ch->poly_name); if (!IS_NPC(ch)) { ch->description = str_dup (ch->description_orig); ch->short_descr = str_dup (ch->short_descr_orig); ch->long_descr = str_dup (ch->long_descr_orig); ch->start_pos = -1; ch->poly_name = str_dup (""); } else { ch->description = str_dup (ch->pIndexData->description); ch->short_descr = str_dup (ch->pIndexData->short_descr); ch->long_descr = str_dup (ch->pIndexData->long_descr); ch->poly_name = str_dup (""); } }