/* ************************************************************************
* File: limits.c Part of CircleMUD *
* Usage: limits & gain funcs for HMV, exp, hunger/thirst, idle time *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "spells.h"
#include "comm.h"
#include "db.h"
#include "handler.h"
#include "dg_scripts.h"
extern struct char_data *character_list;
extern struct obj_data *object_list;
extern struct room_data *world;
extern int max_exp_gain;
extern int max_exp_loss;
extern int idle_rent_time;
extern int idle_max_level;
extern int idle_void;
extern int use_autowiz;
extern long long min_wizlist_lev;
extern int free_rent;
/* local functions */
int graf(int age, int p0, int p1, int p2, int p3, int p4, int p5, int p6);
void check_autowiz(struct char_data * ch);
void Crash_rentsave(struct char_data *ch, int cost);
int level_exp(int chclass, int level);
char *title_male(int chclass, int level);
char *title_female(int chclass, int level);
void update_char_objects(struct char_data * ch); /* handler.c */
/* When age < 15 return the value p0 */
/* When age in 15..29 calculate the line between p1 & p2 */
/* When age in 30..44 calculate the line between p2 & p3 */
/* When age in 45..59 calculate the line between p3 & p4 */
/* When age in 60..79 calculate the line between p4 & p5 */
/* When age >= 80 return the value p6 */
int graf(int age, int p0, int p1, int p2, int p3, int p4, int p5, int p6)
{
if (age < 15)
return (p0); /* < 15 */
else if (age <= 29)
return (int) (p1 + (((age - 15) * (p2 - p1)) / 15)); /* 15..29 */
else if (age <= 44)
return (int) (p2 + (((age - 30) * (p3 - p2)) / 15)); /* 30..44 */
else if (age <= 59)
return (int) (p3 + (((age - 45) * (p4 - p3)) / 15)); /* 45..59 */
else if (age <= 79)
return (int) (p4 + (((age - 60) * (p5 - p4)) / 20)); /* 60..79 */
else
return (p6); /* >= 80 */
}
/*
* The hit_limit, mana_limit, and move_limit functions are gone. They
* added an unnecessary level of complexity to the internal structure,
* weren't particularly useful, and led to some annoying bugs. From the
* players' point of view, the only difference the removal of these
* functions will make is that a character's age will now only affect
* the HMV gain per tick, and _not_ the HMV maximums.
*/
/* manapoint gain pr. game hour */
int mana_gain(struct char_data * ch)
{
int gain;
if (IS_NPC(ch)) {
/* Neat and fast */
gain = GET_LEVEL(ch);
} else {
gain = graf(age(ch)->year, 4, 8, 12, 16, 12, 10, 8);
/* Class calculations */
/* Skill/Spell calculations */
/* Position calculations */
switch (GET_POS(ch)) {
case POS_SLEEPING:
gain *= 2;
break;
case POS_RESTING:
gain += (gain / 2); /* Divide by 2 */
break;
case POS_SITTING:
gain += (gain / 4); /* Divide by 4 */
break;
}
if (IS_Human(ch) || IS_Namek(ch))
gain *= 2;
if ((GET_COND(ch, FULL) == 0) || (GET_COND(ch, THIRST) == 0))
gain /= 4;
}
if (AFF_FLAGGED(ch, AFF_POISON))
gain /= 4;
if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GOOD_REGEN))
gain += (gain * 2);
if (PRF_FLAGGED(ch, PRF_CAMP))
gain += (gain * 10);
return (gain);
}
/* Hitpoint gain pr. game hour */
int hit_gain(struct char_data * ch)
{
int gain;
if (IS_NPC(ch)) {
/* Neat and fast */
gain = GET_LEVEL(ch);
} else {
gain = graf(age(ch)->year, 8, 12, 20, 32, 16, 10, 4);
/* Class/Level calculations */
/* Skill/Spell calculations */
/* Position calculations */
switch (GET_POS(ch)) {
case POS_SLEEPING:
gain += (gain / 2); /* Divide by 2 */
break;
case POS_RESTING:
gain += (gain / 4); /* Divide by 4 */
break;
case POS_SITTING:
gain += (gain / 8); /* Divide by 8 */
break;
}
if (IS_Human(ch) || IS_Namek(ch))
gain /= 2; /* Ouch. */
if ((GET_COND(ch, FULL) == 0) || (GET_COND(ch, THIRST) == 0))
gain /= 4;
}
if (AFF_FLAGGED(ch, AFF_POISON))
gain /= 4;
if (PRF_FLAGGED(ch, PRF_CAMP))
gain += (gain * 10);
return (gain);
}
/* move gain pr. game hour */
int move_gain(struct char_data * ch)
{
int gain;
if (IS_NPC(ch)) {
/* Neat and fast */
gain = GET_LEVEL(ch);
} else {
gain = graf(age(ch)->year, 16, 20, 24, 20, 16, 12, 10);
/* Class/Level calculations */
/* Skill/Spell calculations */
/* Position calculations */
switch (GET_POS(ch)) {
case POS_SLEEPING:
gain += (gain / 2); /* Divide by 2 */
break;
case POS_RESTING:
gain += (gain / 4); /* Divide by 4 */
break;
case POS_SITTING:
gain += (gain / 8); /* Divide by 8 */
break;
}
if ((GET_COND(ch, FULL) == 0) || (GET_COND(ch, THIRST) == 0))
gain /= 4;
}
if (AFF_FLAGGED(ch, AFF_POISON))
gain /= 4;
if (PRF_FLAGGED(ch, PRF_CAMP))
gain += (gain * 10);
return gain;
}
void set_title(struct char_data * ch, char *title)
{
if (title == NULL) {
if (GET_SEX(ch) == SEX_FEMALE)
title = title_female(GET_CLASS(ch), GET_LEVEL(ch));
else
title = title_male(GET_CLASS(ch), GET_LEVEL(ch));
}
if (strlen(title) > MAX_TITLE_LENGTH)
title[MAX_TITLE_LENGTH] = '\0';
if (GET_TITLE(ch) != NULL)
free(GET_TITLE(ch));
GET_TITLE(ch) = str_dup(title);
}
void check_autowiz(struct char_data * ch)
{
#ifndef CIRCLE_UNIX
return;
#else
char buf[100];
if (use_autowiz && GET_LEVEL(ch) >= LVL_IMMORT) {
sprintf(buf, "nice ../bin/autowiz %Ld %s %Ld %s %d &", min_wizlist_lev,
WIZLIST_FILE, LVL_IMMORT, IMMLIST_FILE, (int) getpid());
mudlog("Initiating autowiz.", CMP, LVL_IMMORT, FALSE);
system(buf);
}
#endif /* CIRCLE_UNIX */
}
void gain_exp(struct char_data * ch, int gain)
{
int is_altered = FALSE;
int num_levels = 0;
char buf[128];
if (!IS_NPC(ch) && ((GET_LEVEL(ch) < 1 || GET_LEVEL(ch) >= LVL_IMMORT)))
return;
if (IS_NPC(ch)) {
GET_EXP(ch) += gain;
return;
}
if (gain > 0) {
gain = MIN(max_exp_gain, gain); /* put a cap on the max gain per kill */
GET_EXP(ch) += gain;
if (GET_EXP(ch) >= GET_LEVEL(ch)*2000) {
GET_LEVEL(ch) = GET_LEVEL(ch) + 1;
GET_EXP(ch) = 1;
advance_level(ch);
is_altered = TRUE;
num_levels = 1;
}
if (is_altered) {
if (num_levels == 1)
send_to_char("&10You feel your power increase substantially.&00\r\n", ch);
else {
sprintf(buf, "You rise %d levels!\r\n", num_levels);
send_to_char(buf, ch);
}
set_title(ch, NULL);
check_autowiz(ch);
}
} else if (gain < 0) {
gain = MAX(-max_exp_loss, gain); /* Cap max exp lost per death */
GET_EXP(ch) += gain;
if (GET_EXP(ch) < 0)
GET_EXP(ch) = 0;
}
}
void gain_exp_regardless(struct char_data * ch, int gain)
{
int is_altered = FALSE;
int num_levels = 0;
GET_EXP(ch) += gain;
if (GET_EXP(ch) < 0)
GET_EXP(ch) = 0;
if (!IS_NPC(ch) && GET_LEVEL(ch) < LVL_IMMORT && GET_EXP(ch) >= GET_LEVEL(ch)*2000) {
GET_LEVEL(ch) += 1;
GET_EXP(ch) = 1;
num_levels++;
advance_level(ch);
is_altered = TRUE;
}
if (is_altered) {
if (num_levels == 1)
send_to_char("&10You feel your power increase substantially.&00\r\n", ch);
else {
sprintf(buf, "You rise %d levels!\r\n", num_levels);
send_to_char(buf, ch);
}
set_title(ch, NULL);
check_autowiz(ch);
}
}
void gain_condition(struct char_data * ch, int condition, int value)
{
bool intoxicated;
if (IS_NPC(ch) || GET_COND(ch, condition) == -1) /* No change */
return;
intoxicated = (GET_COND(ch, DRUNK) > 0);
GET_COND(ch, condition) += value;
GET_COND(ch, condition) = MAX(0, GET_COND(ch, condition));
GET_COND(ch, condition) = MIN(24, GET_COND(ch, condition));
if (GET_COND(ch, condition) || PLR_FLAGGED(ch, PLR_WRITING))
return;
switch (condition) {
case FULL:
send_to_char("You are hungry.\r\n", ch);
return;
case THIRST:
send_to_char("You are thirsty.\r\n", ch);
return;
case DRUNK:
if (intoxicated)
send_to_char("You are now sober.\r\n", ch);
return;
default:
break;
}
}
void check_idling(struct char_data * ch)
{
if (++(ch->char_specials.timer) > idle_void) {
if (GET_WAS_IN(ch) == NOWHERE && ch->in_room != NOWHERE) {
GET_WAS_IN(ch) = ch->in_room;
if (FIGHTING(ch)) {
stop_fighting(FIGHTING(ch));
stop_fighting(ch);
}
act("$n disappears into the void.", TRUE, ch, 0, 0, TO_ROOM);
send_to_char("You have been idle, and are pulled into a void.\r\n", ch);
save_char(ch, NOWHERE);
Crash_crashsave(ch);
char_from_room(ch);
char_to_room(ch, 1);
} else if (ch->char_specials.timer > idle_rent_time) {
if (ch->in_room != NOWHERE)
char_from_room(ch);
char_to_room(ch, 3);
if (ch->desc) {
STATE(ch->desc) = CON_DISCONNECT;
/*
* For the 'if (d->character)' test in close_socket().
* -gg 3/1/98 (Happy anniversary.)
*/
ch->desc->character = NULL;
ch->desc = NULL;
}
if (free_rent)
Crash_rentsave(ch, 0);
else
Crash_idlesave(ch);
sprintf(buf, "%s force-rented and extracted (idle).", GET_NAME(ch));
mudlog(buf, CMP, LVL_GOD, TRUE);
extract_char(ch);
}
}
}
/* Update PCs, NPCs, and objects */
void point_update(void)
{
struct char_data *i, *next_char;
struct obj_data *j, *next_thing, *jj, *next_thing2;
/* characters */
for (i = character_list; i; i = next_char) {
next_char = i->next;
gain_condition(i, FULL, -1);
gain_condition(i, DRUNK, -1);
gain_condition(i, THIRST, -1);
if (GET_POS(i) >= POS_STUNNED) {
GET_HIT(i) = MIN(GET_HIT(i) + hit_gain(i), GET_MAX_HIT(i));
GET_MANA(i) = MIN(GET_MANA(i) + mana_gain(i), GET_MAX_MANA(i));
GET_MOVE(i) = MIN(GET_MOVE(i) + move_gain(i), GET_MAX_MOVE(i));
if (AFF_FLAGGED(i, AFF_POISON))
if (damage(i, i, 2, SPELL_POISON) == -1)
continue; /* Oops, they died. -gg 6/24/98 */
if (GET_POS(i) <= POS_STUNNED)
update_pos(i);
} else if (GET_POS(i) == POS_INCAP) {
if (damage(i, i, 1, TYPE_SUFFERING) == -1)
continue;
} else if (GET_POS(i) == POS_MORTALLYW) {
if (damage(i, i, 2, TYPE_SUFFERING) == -1)
continue;
}
if (!IS_NPC(i)) {
update_char_objects(i);
if (GET_LEVEL(i) < idle_max_level)
check_idling(i);
}
}
/* objects */
for (j = object_list; j; j = next_thing) {
next_thing = j->next; /* Next in object list */
/* If this is a corpse */
if (IS_CORPSE(j)) {
/* timer count down */
if (GET_OBJ_TIMER(j) > 0)
GET_OBJ_TIMER(j)--;
if (!GET_OBJ_TIMER(j)) {
if (j->carried_by)
act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR);
else if ((j->in_room != NOWHERE) && (world[j->in_room].people)) {
act("A quivering horde of maggots consumes $p.",
TRUE, world[j->in_room].people, j, 0, TO_ROOM);
act("A quivering horde of maggots consumes $p.",
TRUE, world[j->in_room].people, j, 0, TO_CHAR);
}
for (jj = j->contains; jj; jj = next_thing2) {
next_thing2 = jj->next_content; /* Next in inventory */
obj_from_obj(jj);
if (j->in_obj)
obj_to_obj(jj, j->in_obj);
else if (j->carried_by)
obj_to_room(jj, j->carried_by->in_room);
else if (j->in_room != NOWHERE)
obj_to_room(jj, j->in_room);
else
core_dump();
}
extract_obj(j);
}
}
/* If the timer is set, count it down and at 0, try the trigger */
/* note to .rej hand-patchers: make this last in your point-update() */
else if (GET_OBJ_TIMER(j)>0) {
GET_OBJ_TIMER(j)--;
if (!GET_OBJ_TIMER(j))
timer_otrigger(j);
}
}
}