/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, 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 <cstdio> #include <cstring> #include <ctime> */ #include <iostream> #include <vector> using namespace std; #include "merc.h" #include "interp.h" #include "music.h" #include "skill.h" /* * Local functions. */ int hit_gain args ((CHAR_DATA * ch)); int magic_gain args ((CHAR_DATA * ch, int mag_type)); 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; /**Add these just before event_update**/ void free_event args((EVENT *ev)); EVENT *events; /* * Handle events. */ void event_update(void) { EVENT *ev = NULL, *ev_next = NULL, *ev_last = NULL; for(ev = events; ev; ev = ev->next) { if (ev->type == EVENT_AFFHANDLE) { int paf_type = ev->event_args.affhandle.paf->type; CHAR_DATA *victim = ev->event_args.affhandle.victim; CHAR_DATA *caster = ev->event_args.affhandle.caster; //writelogf("Event type is AFFHANDLE", ev->type); //writelogf("caster: %s victim: %s paf_type: %d", caster, victim, paf_type); //Let's make damn well sure that paf_type is valid, otherwise //we will get a nasty segfault as we directly access the //SkillTable vector. if (paf_type < 0 || paf_type >= COMPILED_MAX_SKILL) continue; //JH below needs to be rewritten 6/30/2004 12:55PM ev->event_args.affhandle.paf->duration--; if (SkillTable[paf_type].pulse_code) { (*SkillTable[paf_type].pulse_code) (victim, ""); if (!SkillTable[paf_type].pulse_self.empty()) ch_printf(victim, "%s\n\r", SkillTable[paf_type].pulse_self.c_str()); } if (SkillTable[paf_type].upkeep_code && SkillTable[paf_type].upkeep > 0 && ++ev->event_args.affhandle.upkeep_timer % SkillTable[paf_type].upkeep == 0) { if (fail_upkeep_cost(caster, paf_type)) { ev->delay = 0; ch_printf(caster, "You have run out of mana to upkeep '%s' on %s.\n\r", SkillTable[paf_type].name.c_str(), caster == victim? "yourself" : victim->name); } else { (*SkillTable[paf_type].upkeep_code) (caster, ""); if (!SkillTable[paf_type].upkeep_self.empty()) ch_printf(caster, "%s\n\r", SkillTable[paf_type].upkeep_self.c_str()); } } } if(ev->delay-- <= 0) //Expired, kill it { ev->kill_event = TRUE; //Kill it next loop ev->fire(ev); ev->destroy(ev); } } for(ev = events; ev; ev = ev_next) { ev_next = ev->next; if (ev->kill_event) { if(ev_last) //We're past the first element of the list. ev_last->next = ev_next; else //First element. events = ev_next; free_event(ev); } else //Not ready yet; start from here. ev_last = ev; } } /* * Advancement stuff. */ void advance_level (CHAR_DATA * ch, bool hide) { int add_hp; int add_move; int add_magic; char buf[MSL]; char cbuf[MSL]; ch->pcdata->last_level = (ch->played + (int) (current_time - ch->logon)) / 3600; add_hp = con_app[get_curr_stat (ch, STAT_CON)].hitp; add_move = number_range (1, (get_curr_stat (ch, STAT_CON) + get_curr_stat (ch, STAT_DEX)) / 6); add_hp = add_hp * 9 / 10; add_move = add_move * 9 / 10; add_hp = UMAX (2, add_hp); add_move = UMAX (6, add_move); ch->max_hit += add_hp; ch->max_move += add_move; ch->pcdata->perm_hit += add_hp; ch->pcdata->perm_move += add_move; sprintf (buf, "{cYou gain {C%d{c hit point%s, {C%d{c move, ", add_hp, add_hp == 1 ? "" : "s", add_move); for (int i = 0; i < REAL_MAX_MAGIC_TYPE; i++) { add_magic = ch->magic_levels[MAX_MAGIC_TYPE] * 10 + number_range(1, get_curr_stat(ch, STAT_INT) / 3) + number_range(1, get_curr_stat(ch, STAT_CHA) / 2); add_magic = UMAX (0, add_magic); ch->max_magic_points[i] += add_magic; ch->pcdata->perm_magic_points[i] += add_magic; sprintf(cbuf, "{C%d{c %s energy", add_magic, magic_table[i].name); i == (REAL_MAX_MAGIC_TYPE - 1) ? strcat(cbuf, ".") : strcat(cbuf, ", "); strcat (buf, cbuf); } if (!hide) { 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; //19999 xp, gain 100 // level 1, level should be 2 ch->exp += UMIN(gain, EXP_PER_LEVEL/5); //just in case while (ch->level < LEVEL_HERO && ch->exp >= EXP_PER_LEVEL * (ch->level + 1)) { send_to_char ("{yYou raise a level.{x\n\r", 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); } 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); number = number_percent (); if (number < get_skill (ch, gsn_dummy)) { gain += number * gain / 100; if (ch->hit < ch->max_hit) check_improve (ch, gsn_dummy, 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 magic_gain (CHAR_DATA * ch, int mag_type) { int gain; 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_CHA) + get_curr_stat (ch, STAT_INT) + ch->level) / 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->mregen_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_magic_points[mag_type] - ch->magic_points[mag_type]); } 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; 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 * 10 + ch->silver) < ch->pIndexData->wealth) { ch->gold += ch->pIndexData->wealth * number_range (1, 20) / 500000; ch->silver += ch->pIndexData->wealth * number_range (1, 20) / 5000; } /* * Check triggers only if mobile still in default position */ if (ch->position == ch->pIndexData->default_pos) { /* Delay */ if (HAS_TRIGGER_MOB (ch, TRIG_DELAY) && ch->mprog_delay > 0) { if (--ch->mprog_delay <= 0) { p_percent_trigger (ch, NULL, NULL, NULL, NULL, NULL, TRIG_DELAY); continue; } } if (HAS_TRIGGER_MOB (ch, TRIG_RANDOM)) { if (p_percent_trigger (ch, NULL, NULL, 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; 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) && 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) { 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; for (int i = 0; i < MAX_MAGIC_TYPE; i++) { if (ch->magic_points[i] < ch->max_magic_points[i]) ch->magic_points[i] += magic_gain(ch, i); } 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); } /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ //plague shite 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) { /* * Edwin's fix for possible pet-induced problem * JR -- 10/15/00 */ if (!IS_VALID(ch)) { bug("update_char: Trying to work with an invalidated character.\n",0); break; } 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->in_room || (obj->carried_by && obj->carried_by->in_room)) { if ( HAS_TRIGGER_OBJ( obj, TRIG_DELAY ) && obj->oprog_delay > 0 ) { if ( --obj->oprog_delay <= 0 ) p_percent_trigger( NULL, obj, NULL, NULL, NULL, NULL, TRIG_DELAY ); } else if ( ((obj->in_room && !obj->in_room->area->empty) || obj->carried_by ) && HAS_TRIGGER_OBJ( obj, TRIG_RANDOM ) ) p_percent_trigger( NULL, obj, NULL, NULL, NULL, NULL, TRIG_RANDOM ); } /* Make sure the object is still there before proceeding */ if ( !obj ) continue; 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; case ITEM_PORTAL: message = "$p fades out of existence."; break; case ITEM_CONTAINER: if (CAN_WEAR (obj, ITEM_WEAR_FLOAT)) if (obj->contains) message = "$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) { wch_next = wch->next; 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) 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_event; static int pulse_area; static int pulse_mobile; static int pulse_violence; static int pulse_point; static int pulse_music; if ( --pulse_event <= 0 ) { pulse_event = PULSE_EVENT; event_update(); } 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 (); } aggr_update (); tail_chain (); return; } //Just for now. I promise I'll get rid of it soon, baby. // JH 3/28/2004 4:56PM void check_improve (CHAR_DATA * ch, int sn, bool success, int multiplier) { return; }