/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "music.h"
/*
* Local functions.
*/
int hit_gain args( ( CHAR_DATA *ch ) );
int mana_gain args( ( CHAR_DATA *ch ) );
int move_gain args( ( CHAR_DATA *ch ) );
void mobile_update args( ( void ) );
void weather_update args( ( void ) );
void char_update args( ( void ) );
void obj_update args( ( void ) );
void aggr_update args( ( void ) );
void update_handler2( bool forced );
int upd_share( int share_val, int stock );
/* used for saving */
int save_number = 0;
int share_value1, share_value2, share_value3, share_value4;
/*
* Advancement stuff.
*/
void advance_level( CHAR_DATA *ch, bool hide )
{
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;
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( 2, add_hp );
add_mana = UMAX( 2, add_mana );
add_move = UMAX( 6, add_move );
if (ch->pcdata->incarnations >= 2)
{
ch->max_hit += (add_hp + ((add_hp * ch->pcdata->incarnations) / 10));
ch->max_mana += (add_mana + ((add_mana * ch->pcdata->incarnations) / 10));
ch->max_move += (add_move + ((add_move * ch->pcdata->incarnations) / 10));
ch->practice += (add_prac * 2);
ch->train += 2;
ch->pcdata->perm_hit += (add_hp + ((add_hp * ch->pcdata->incarnations) / 10));
ch->pcdata->perm_mana += (add_mana + ((add_mana * ch->pcdata->incarnations) / 10));
ch->pcdata->perm_move += (add_move + ((add_move * ch->pcdata->incarnations) / 10));
}
else
{
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 (!hide)
{
sprintf(buf,
"You gain %d hit point%s, %d mana, %d move, and %d practice%s.\n\r",
add_hp, add_hp == 1 ? "" : "s", add_mana, add_move,
add_prac, add_prac == 1 ? "" : "s");
send_to_char( buf, ch );
}
return;
}
void gain_exp( CHAR_DATA *ch, int gain )
{
char buf[MAX_STRING_LENGTH];
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( "You raise a level!! ", ch );
ch->level += 1;
sprintf(buf,"%s gained level %d",ch->name,ch->level);
log_string(buf);
sprintf(buf,"$N has attained level %d!",ch->level);
wiznet(buf,ch,NULL,WIZ_LEVELS,0,0);
advance_level(ch,FALSE);
save_char_obj(ch);
/* TAKA GRATZ CHARACTER */
sprintf(buf, "{WThe immortals {Gcongradulate {Y%s {Gon level {Y%d{G!{x",
ch->name, ch->level);
do_echo(ch, buf);
/*
* Auto restore them at level
* - strip negative affects
* - restore hit points/mana/moves to full
* by TAKA
*/
affect_strip(ch,gsn_plague);
affect_strip(ch,gsn_poison);
affect_strip(ch,gsn_blindness);
affect_strip(ch,gsn_sleep);
affect_strip(ch,gsn_curse);
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
update_pos( ch);
}
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA *ch )
{
int gain;
int number;
if (ch->in_room == NULL)
return 0;
if ( IS_NPC(ch) )
{
gain = 5 + 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 < get_skill(ch,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_HUNGER] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
gain = gain * ch->in_room->heal_rate / 100;
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) || IS_AFFECTED(ch,AFF_SLOW))
gain /=2 ;
return UMIN(gain, ch->max_hit - ch->hit);
}
int mana_gain( CHAR_DATA *ch )
{
int gain;
int number;
if (ch->in_room == NULL)
return 0;
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 < get_skill(ch,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_HUNGER] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
gain = gain * ch->in_room->mana_rate / 100;
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) || IS_AFFECTED(ch,AFF_SLOW))
gain /=2 ;
return UMIN(gain, ch->max_mana - ch->mana);
}
int move_gain( CHAR_DATA *ch )
{
int gain;
if (ch->in_room == NULL)
return 0;
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_HUNGER] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
gain = gain * ch->in_room->heal_rate/100;
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) || IS_AFFECTED(ch,AFF_SLOW))
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_IMMORTAL)
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_HUNGER:
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;
/*
Why should you test for spec_* on a mob that is resting
or worse? All of my spec_* routines are on standing mobs.
-- TAKA
*/
if ( ch->position <= POS_SITTING )
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;
}
if (ch->pIndexData->pShop != NULL) /* give him some gold */
if ((ch->gold * 100 + ch->silver) < ch->pIndexData->wealth)
{
ch->gold += ch->pIndexData->wealth * number_range(1,20)/5000000;
ch->silver += ch->pIndexData->wealth * number_range(1,20)/50000;
}
/*
* Check triggers only if mobile still in default position
*/
if ( ch->position == ch->pIndexData->default_pos )
{
/* Delay */
if ( HAS_TRIGGER( ch, TRIG_DELAY)
&& ch->mprog_delay > 0 )
{
if ( --ch->mprog_delay <= 0 )
{
mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_DELAY );
continue;
}
}
if ( HAS_TRIGGER( ch, TRIG_RANDOM) )
{
if( mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_RANDOM ) )
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 );
}
}
/* 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 )
&& ( !IS_SET(ch->act, ACT_OUTDOORS)
|| !IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS))
&& ( !IS_SET(ch->act, ACT_INDOORS)
|| IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS)))
{
move_char( ch, door, FALSE );
}
}
return;
}
/*
* Update the weather.
*/
void weather_update( void )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int diff;
FILE *fp;
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++;
/*
This code replaced by TAKA to add mud time to a file for better
tracking :) Also for our own birthday code logic!
*/
if (!(fp = fopen (TIME_FILE,"w+")))
{
log_string ("creation of new time_file failed");
}
else
{
int total;
total = fprintf (fp, "%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(fp);
}
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)
&& 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;
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 )
{
/* check to see if we need to go home */
if (IS_NPC(ch) && ch->zone != NULL && ch->zone != ch->in_room->area
&& ch->desc == NULL && ch->fighting == NULL
&& !IS_AFFECTED(ch,AFF_CHARM) && number_percent() < 5)
{
act("$n wanders on home.",ch,NULL,NULL,TO_ROOM);
extract_char(ch,TRUE);
continue;
}
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) && 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, ch->size > SIZE_MEDIUM ? -4 : -2 );
gain_condition( ch, COND_THIRST, -1 );
gain_condition( ch, COND_HUNGER, ch->size > SIZE_MEDIUM ? -2 : -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 );
}
}
affect_remove( ch, paf );
}
}
/* reset daily limit for atm here */
if ((time_info.hour >= 9) && (!IS_NPC(ch)))
ch->pcdata->dailylimit = 0;
/*
* 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 dam;
if (ch->in_room == NULL)
continue;
act("$n writhes in agony as plague sores erupt from $s skin.",
ch,NULL,NULL,TO_ROOM);
send_to_char("You writhe in agony from the plague.\n\r",ch);
for ( af = ch->affected; af != NULL; af = af->next )
{
if (af->type == gsn_plague)
break;
}
if (af == NULL)
{
REMOVE_BIT(ch->affected_by,AFF_PLAGUE);
continue;
}
if (af->level == 1)
continue;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range(1,2 * plague.level);
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (!saves_spell(plague.level - 2,vch,DAM_DISEASE)
&& !IS_IMMORTAL(vch)
&& !IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(4) == 0)
{
send_to_char("You feel hot and feverish.\n\r",vch);
act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM);
affect_join(vch,&plague);
}
}
dam = UMIN(ch->level,af->level/5+1);
ch->mana -= dam;
ch->move -= dam;
damage( ch, ch, dam, gsn_plague,DAM_DISEASE,FALSE);
}
else if ( IS_AFFECTED(ch, AFF_POISON) && ch != NULL
&& !IS_AFFECTED(ch,AFF_SLOW))
{
AFFECT_DATA *poison;
poison = affect_find(ch->affected,gsn_poison);
if (poison != NULL)
{
act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You shiver and suffer.\n\r", ch );
damage(ch,ch,poison->level/10 + 1,gsn_poison,
DAM_POISON,FALSE);
}
}
else if ( ch->position == POS_INCAP && number_range(0,1) == 0)
{
damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE);
}
else if ( ch->position == POS_MORTAL )
{
damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE);
}
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number)
{
save_char_obj(ch);
}
if (ch == ch_quit)
{
do_function(ch, &do_quit, "" );
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
AFFECT_DATA *paf, *paf_next;
for ( obj = object_list; obj != NULL; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
/* go through affects and decrement */
for ( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
{
paf->duration--;
if (number_range(0,4) == 0 && paf->level > 0)
paf->level--; /* spell strength fades with time */
}
else if ( paf->duration < 0 )
;
else
{
if ( paf_next == NULL
|| paf_next->type != paf->type
|| paf_next->duration > 0 )
{
if ( paf->type > 0 && skill_table[paf->type].msg_obj )
{
if (obj->carried_by != NULL)
{
rch = obj->carried_by;
act(skill_table[paf->type].msg_obj,
rch,obj,NULL,TO_CHAR);
}
if (obj->in_room != NULL
&& obj->in_room->people != NULL)
{
rch = obj->in_room->people;
act(skill_table[paf->type].msg_obj,
rch,obj,NULL,TO_ALL);
}
}
}
affect_remove_obj( obj, paf );
}
}
if ( obj->timer <= 0 || --obj->timer > 0 )
continue;
switch ( obj->item_type )
{
default: message = "$p crumbles into dust."; break;
case ITEM_FOUNTAIN: message = "$p dries up."; break;
case ITEM_CORPSE_NPC: message = "$p is ripped apart by a pack of hungry wolves."; break;
case ITEM_CORPSE_PC: message = "$p is ripped apart by a hungry Gremlin."; break;
case ITEM_FOOD: message = "$p decomposes."; break;
case ITEM_POTION: message = "$p, what potion? I see no potion here!";
break;
case ITEM_PORTAL: message = "$p slams shut."; break;
case ITEM_CONTAINER:
if (CAN_WEAR(obj,ITEM_WEAR_FLOAT))
if (obj->contains)
message =
"$p flickers and vanishes, spilling its contents on the floor.";
else
message = "$p flickers and vanishes.";
else
message = "$p crumbles into dust.";
break;
}
if ( obj->carried_by != NULL )
{
if (IS_NPC(obj->carried_by)
&& obj->carried_by->pIndexData->pShop != NULL)
obj->carried_by->silver += obj->cost/5;
else
{
act( message, obj->carried_by, obj, NULL, TO_CHAR );
if ( obj->wear_loc == WEAR_FLOAT)
act(message,obj->carried_by,obj,NULL,TO_ROOM);
}
}
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->wear_loc == WEAR_FLOAT)
&& 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 */
if (obj->wear_loc == WEAR_FLOAT)
if (obj->carried_by->in_room == NULL)
extract_obj(t_obj);
else
obj_to_room(t_obj,obj->carried_by->in_room);
else
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
*/
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 )
{
/*
it makes sence to only update aggressive mobs when a playe is present
and the room is not a safe room! TAKA
*/
if (wch->next == NULL)
return;
wch_next = wch->next;
if ( IS_NPC(wch)
|| wch->level >= LEVEL_IMMORTAL
|| wch->in_room == NULL
|| wch->in_room->area->empty
/*
it makes sence to only update aggressive mobs when a playe is present
and the room is not a safe room! TAKA
*/
|| IS_SET(wch->in_room->room_flags,ROOM_SAFE))
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)
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_music;
if ( --pulse_area <= 0 )
{
pulse_area = PULSE_AREA;
/* number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */
area_update ( );
}
if ( --pulse_music <= 0 )
{
pulse_music = PULSE_MUSIC;
song_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 )
{
wiznet("TICK!",NULL,NULL,WIZ_TICKS,0,0);
pulse_point = PULSE_TICK;
/* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */
weather_update ( );
char_update ( );
obj_update ( );
bank_update ( );
}
aggr_update( );
tail_chain( );
return;
}
/*
* this is for forced tick
*/
void update_handler2( bool forced )
{
static int pulse_area;
static int pulse_mobile;
static int pulse_violence;
static int pulse_point;
static int pulse_music;
pulse_area = PULSE_AREA;
area_update ( );
pulse_music = PULSE_MUSIC;
song_update();
pulse_mobile = PULSE_MOBILE;
mobile_update ( );
pulse_violence = PULSE_VIOLENCE;
violence_update ( );
wiznet("TICK!",NULL,NULL,WIZ_TICKS,0,0);
pulse_point = PULSE_TICK;
weather_update ( );
char_update ( );
obj_update ( );
bank_update ( );
aggr_update( );
tail_chain( );
return;
}
/*
* Update the share values
* by TAKA of Ghost
* a_ghost_dancer@excite.com
* All rights reserved by the GHOST DANCER MUD PORJECT TEAM and TAKA
*
*/
void bank_update(void)
{
FILE *fp;
if ((time_info.hour < 9) || (time_info.hour > 17))
return;
share_value1 = upd_share( share_value1, 1 );
share_value2 = upd_share( share_value2, 2 );
share_value3 = upd_share( share_value3, 3 );
share_value4 = upd_share( share_value4, 4 );
if ( !( fp = fopen ( BANK_FILE, "w" ) ) )
{
bug( "bank_update: fopen of BANK_FILE failed", 0 );
return;
}
fprintf (fp, "SHARE_VALUE %d %d %d %d\n\r",
share_value1, share_value2, share_value3, share_value4);
fclose(fp);
}
/*
* Update the share values
* by TAKA of Ghost
* a_ghost_dancer@excite.com
* All rights reserved by the GHOST DANCER MUD PORJECT TEAM and TAKA
*
*/
void bank_update2(void)
{
FILE *fp;
if ( !( fp = fopen ( BANK_FILE, "w" ) ) )
{
bug( "bank_update: fopen of BANK_FILE failed", 0 );
return;
}
fprintf (fp, "SHARE_VALUE %d %d %d %d\n\r",
share_value1, share_value2, share_value3, share_value4);
fclose(fp);
}
/*
* Update the share values
* by TAKA of Ghost
* a_ghost_dancer@excite.com
* All rights reserved by the GHOST DANCER MUD PORJECT TEAM and TAKA
*
*/
int upd_share( int share_val, int stock )
{
int value = 0, range = 0, chance = 0;
char buf[MAX_STRING_LENGTH];
value = number_range ( 0, 200);
value -= 100;
value /= 10;
share_val += value;
chance = number_range ( 0, 201);
if (chance <= 50)
{
chance = number_range ( 0, 201);
/* serious stockmarket crash */
if (chance == 199)
{
if (share_val > (SHARE_MAX_VALUE / 2))
{
range = number_range ( 20, 50);
share_val -= (share_val * range) / 100;
}
else
{
range = number_range ( 10, 30);
share_val -= (share_val * range) / 100;
}
sprintf(buf, "{WSomeone {RFIRE {Wthe stock manager stock %d takes a nose dive!{x",
stock );
wiznet(buf, NULL, NULL, WIZ_STOCKS,0,0) ;
}
/* great earnings */
if (chance == 100)
{
range = number_range ( 8, 18);
share_val += (share_val * range) / 100;
sprintf(buf, "{WHigher than expected earnings as stock %d soars!{x",
stock );
wiznet(buf, NULL, NULL, WIZ_STOCKS,0,0) ;
}
}
if (share_val <= SHARE_MIN_VALUE)
share_val = SHARE_MIN_VALUE;
if (share_val >= SHARE_MAX_VALUE)
share_val = SHARE_MAX_VALUE;
return share_val;
}