/***************************************************************************
* 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 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Tartarus/doc/rom.license *
***************************************************************************/
/***************************************************************************
* Tartarus code is copyright (C) 1997-1998 by Daniel Graham *
* In using this code you agree to comply with the Tartarus license *
* found in the file /Tartarus/doc/tartarus.doc *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/* command procedures needed */
DECLARE_DO_FUN(do_quit );
DECLARE_DO_FUN(do_yell );
DECLARE_DO_FUN(do_follow );
/*
* 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 riot_update args( (void ) );
void age_update args( ( void ) );
/* used for saving */
int save_number = 0;
/*
* 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;
int int_mod;
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 );
int_mod = get_curr_stat(ch,STAT_INT) - 2;
if (!str_cmp(class_table[ch->class].name,"cleric") )
add_mana = UMIN(1 + number_range(int_mod/2, int_mod), 16);
else if (!str_cmp(class_table[ch->class].name,"channeler") )
add_mana = UMIN(1 + number_range(int_mod*2/3, int_mod), 22);
else if (!str_cmp(class_table[ch->class].name,"necromancer") )
add_mana = UMIN(1 + number_range(int_mod*2/3, int_mod), 20);
else if (!str_cmp(class_table[ch->class].name,"elementalist") )
add_mana = UMIN(1 + number_range(int_mod*2/3, int_mod), 19);
else if (!str_cmp(class_table[ch->class].name,"paladin") )
add_mana = UMIN(1 + number_range(int_mod/3, int_mod), 16);
else if (!str_cmp(class_table[ch->class].name,"nightwalker") )
add_mana = UMIN(1 + number_range(int_mod/3, int_mod*3/4), 15);
else if (!str_cmp(class_table[ch->class].name,"anti-paladin") )
add_mana = UMIN(1 + number_range(int_mod/3, int_mod*3/4), 15);
else add_mana = UMIN(1 + number_range(int_mod/3,int_mod/2), 11);
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;
if (!str_cmp(class_table[ch->class].name,"warrior"))
{
add_hp += number_range(1,4);
add_hp = UMIN(add_hp,24 );
}
else if (!str_cmp(class_table[ch->class].name,"paladin"))
add_hp = UMIN(add_hp,17 );
else if (!str_cmp(class_table[ch->class].name,"anti-paladin"))
add_hp = UMIN(add_hp, 17 );
else if (!str_cmp(class_table[ch->class].name,"cleric"))
add_hp = UMIN(add_hp, 15);
else if (!str_cmp(class_table[ch->class].name,"ranger"))
add_hp = UMIN(add_hp, 17);
else if (!str_cmp(class_table[ch->class].name,"necromancer"))
add_hp = UMIN(add_hp,12);
else if (!str_cmp(class_table[ch->class].name,"elementalist"))
add_hp = UMIN(add_hp,11);
else if (!str_cmp(class_table[ch->class].name,"channeler"))
add_hp = UMIN(add_hp,12);
else if (!str_cmp(class_table[ch->class].name,"monk"))
add_hp = UMIN(add_hp,16 );
else if (!str_cmp(class_table[ch->class].name,"thief"))
add_hp = UMIN(add_hp,15 );
else if (!str_cmp(class_table[ch->class].name,"nightwalker"))
add_hp = UMIN(add_hp, 17);
else
add_hp = UMIN(add_hp,15);
add_hp = UMAX( 2, add_hp );
add_mana = UMAX( 2, 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;
if (ch->level == 5 || ch->level == 10 || ch->level == 15 || ch->level == 20 ||
ch->level == 25 || ch->level == 30 || ch->level == 35 || ch->level == 40 ||
ch->level == 45 || ch->level == 50)
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/%d hp, %d/%d mana, %d/%d move, and %d/%d practices.\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);
}
return;
}
void gain_exp( CHAR_DATA *ch, int gain )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
return;
/*ch->exp = UMAX( exp_per_level(ch,ch->pcdata->points), ch->exp + gain );*/
if (ch->level < LEVEL_HERO)
ch->exp += gain;
if (ch->exp > ch->exp_total)
ch->exp_total = ch->exp;
while ( ch->level < LEVEL_HERO && ch->exp >=
exp_per_level(ch) * (ch->level) )
{
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);
}
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA *ch )
{
int gain;
int number;
if (ch->in_room == NULL)
return 0;
if (ch->in_room->vnum == ROOM_VNUM_NIGHTWALK
|| ch->in_room->vnum == 2901)
{
number = gsn_shadowplane;
damage_old(ch,ch,40,number,DAM_NEGATIVE,TRUE);
return 0;
}
if (is_affected(ch,gsn_atrophy) || is_affected(ch,gsn_prevent_healing))
return 0;
if (!IS_NPC(ch))
{
if (ch->pcdata->condition[COND_STARVING] > 6)
return 0;
if (ch->pcdata->condition[COND_DEHYDRATED] > 4)
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;
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;
}
if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
gain = (gain * 7/5);
if ( IS_AFFECTED(ch, AFF_POISON) )
gain /= 4;
if (IS_AFFECTED(ch, AFF_PLAGUE))
gain /= 8;
if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5)
{
if (number_percent() < get_skill(ch,gsn_dark_dream))
{
check_improve(ch,gsn_dark_dream,TRUE,7);
gain *=3;
gain /=2;
}
}
if (IS_AFFECTED(ch,AFF_HASTE) )
gain /=2;
if ( IS_AFFECTED(ch,AFF_SLOW))
{
gain *= 17;
gain /= 10 ;
}
if (is_affected(ch,gsn_camp))
{
if (number_percent() < ch->pcdata->learned[gsn_camp])
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_affected(ch,gsn_atrophy) || is_affected(ch,gsn_prevent_healing))
return 0;
if (!IS_NPC(ch))
{
if (ch->pcdata->condition[COND_STARVING] > 6)
return 0;
if (ch->pcdata->condition[COND_DEHYDRATED] > 4)
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)/2 - 9
+ get_curr_stat(ch,STAT_INT)*2 + ch->level);
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,4);
}
number = number_percent();
if (number < get_skill(ch,gsn_trance))
{
gain += number * gain / 100;
if (ch->mana < ch->max_mana)
check_improve(ch,gsn_trance,TRUE,4);
}
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;
}
if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
gain = gain * 7/5;
if ( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 4;
if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5)
{
if (number_percent() < get_skill(ch,gsn_dark_dream))
{
check_improve(ch,gsn_dark_dream,TRUE,5);
gain *= 3;
gain /= 2;
}
}
if (IS_AFFECTED(ch, AFF_PLAGUE))
gain /= 8;
if (IS_AFFECTED(ch,AFF_HASTE) )
gain /=2;
if ( IS_AFFECTED(ch,AFF_SLOW))
gain += (7*gain/10);
if (is_affected(ch,gsn_camp))
{
if (number_percent() < ch->pcdata->learned[gsn_camp])
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_affected(ch,gsn_atrophy) || is_affected(ch,gsn_prevent_healing))
return 0;
if (!IS_NPC(ch))
{
if (ch->pcdata->condition[COND_STARVING] > 6)
return 0;
if (ch->pcdata->condition[COND_DEHYDRATED] > 4)
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 * 6/5;
if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5)
{
if (number_percent() < get_skill(ch,gsn_dark_dream))
{
check_improve(ch,gsn_dark_dream,TRUE,8);
gain *=3;
gain /=2;
}
}
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 ;
if (is_affected(ch,gsn_camp))
{
if (number_percent() < ch->pcdata->learned[gsn_camp])
gain *= 2;
}
return UMIN(gain, ch->max_move - ch->move);
}
/* If you don't want starvation/dehydration in your mud then simply return
from function before the if (ch->level > 10) check...(Ceran)
*/
void gain_condition( CHAR_DATA *ch, int iCond, int value )
{
int condition;
int counter;
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->level > 10)
{
if (ch->pcdata->condition[iCond] == 0 && iCond == COND_HUNGER)
ch->pcdata->condition[COND_STARVING]++;
if (ch->pcdata->condition[iCond] == 0 && iCond == COND_THIRST)
ch->pcdata->condition[COND_DEHYDRATED]++;
}
else
{
ch->pcdata->condition[COND_STARVING] = 0;
ch->pcdata->condition[COND_DEHYDRATED] = 0;
}
if (iCond == COND_HUNGER && value > 0
&& ch->pcdata->condition[COND_STARVING] > 0)
{
counter = ch->pcdata->condition[COND_STARVING];
if (counter <= 4)
send_to_char("You are no longer famished.\n\r",ch);
else
send_to_char("You are no longer starving.\n\r",ch);
ch->pcdata->condition[COND_STARVING] = 0;
ch->pcdata->condition[COND_HUNGER] = 2;
}
if (iCond == COND_THIRST && value > 0
&& ch->pcdata->condition[COND_DEHYDRATED] > 0)
{
counter = ch->pcdata->condition[COND_DEHYDRATED];
if (counter <= 5)
send_to_char("You are no longer dehydrated.\n\r",ch);
else
send_to_char("You are no longer dying of thirst.\n\r",ch);
ch->pcdata->condition[COND_DEHYDRATED] = 0;
ch->pcdata->condition[COND_THIRST] = 2;
}
if (is_affected(ch,gsn_aura_of_sustenance))
{
ch->pcdata->condition[COND_HUNGER] = 48;
ch->pcdata->condition[COND_THIRST] = 48;
ch->pcdata->condition[COND_STARVING] = 0;
ch->pcdata->condition[COND_DEHYDRATED] = 0;
}
if ( ch->pcdata->condition[iCond] <= 4 )
{
switch ( iCond )
{
case COND_HUNGER:
if (ch->pcdata->condition[COND_STARVING] < 2)
send_to_char( "You are hungry.\n\r", ch );
break;
case COND_THIRST:
if (ch->pcdata->condition[COND_DEHYDRATED] < 2)
send_to_char( "You are thirsty.\n\r", ch );
break;
case COND_DRUNK:
if ( condition != 0 )
send_to_char( "{yYou are sober.{x\n\r", ch );
break;
}
}
if (ch->pcdata->condition[COND_STARVING] > 1
&& iCond == COND_HUNGER)
{
counter = ch->pcdata->condition[COND_STARVING];
if (counter <= 5)
send_to_char("{cYou are famished!{x\n\r",ch);
else if (counter <= 8)
send_to_char("{cYou are beginning to starve!{x\n\r",ch);
else
{
send_to_char("{cYou are starving!{x\n\r",ch);
if (ch->level > 10)
damage_old(ch,ch,number_range(counter - 3,2*(counter - 3)),gsn_starvation,DAM_OTHER,TRUE);
}
}
if (ch->pcdata->condition[COND_DEHYDRATED] > 1
&& iCond == COND_THIRST)
{
counter = ch->pcdata->condition[COND_DEHYDRATED];
if (counter <= 2)
send_to_char("{cYour mouth is parched!{x\n\r",ch);
else if (counter <= 5)
send_to_char("{cYou are beginning to dehydrate!{x\n\r",ch);
else
{
send_to_char("You are dying of thirst!\n\r",ch);
if (ch->level > 10)
damage_old(ch,ch,number_range(counter,2*counter),gsn_dehydrated,DAM_OTHER,TRUE);
}
}
return;
}
void spec_update( CHAR_DATA *ch )
{
CHAR_DATA *mob;
CHAR_DATA *mob_next;
for ( mob = ch->in_room->people; mob != NULL; mob = mob_next )
{
mob_next = mob->next;
if ( IS_NPC(mob) && mob->spec_fun != 0 )
{
if ( (*mob->spec_fun) ( mob ) )
return;
}
}
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_NPC(ch) && ch->pIndexData->vnum != MOB_VNUM_ENFORCER && 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;
}
/*
* 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;
}
}
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;
}
/* 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 )
{
/* get_obj(ch,obj,NULL);*/
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, "{WThe day has begun.{x\n\r" );
break;
case 6:
weather_info.sunlight = SUN_RISE;
strcat( buf, "The {Ys{Wu{Yn{x rises in the east.\n\r" );
break;
case 19:
weather_info.sunlight = SUN_SET;
strcat( buf, "The {Ys{Wu{Yn{x slowly disappears in the west.\n\r" );
break;
case 20:
weather_info.sunlight = SUN_DARK;
strcat( buf, "{DThe night has begun.{x\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 {Bc{Wl{Bo{Wu{Bd{Wy{x.\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, "{BIt starts to rain.{x\n\r" );
weather_info.sky = SKY_RAINING;
}
if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )
{
strcat( buf, "The {bclouds{x disappear.\n\r" );
weather_info.sky = SKY_CLOUDLESS;
}
break;
case SKY_RAINING:
if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 )
{
strcat( buf, "Lightning {Yf{Wl{Ya{Ws{Yh{We{Ys{x 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, "{BThe rain has stopped.{x\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 {Ylightning{x 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;
int noregen, hgain;
ROOM_INDEX_DATA *pRoomIndex;
int room;
char chbuf[MAX_STRING_LENGTH];
for (room = 0; room < 30000; room++)
{
pRoomIndex = get_room_index(room);
if (pRoomIndex == NULL)
continue;
if (IS_SET(pRoomIndex->extra_room_flags,ROOM_GLOBE_DARKNESS))
if (number_percent() < 16)
REMOVE_BIT(pRoomIndex->extra_room_flags,ROOM_GLOBE_DARKNESS);
}
ch_quit = NULL;
/* update save counter */
save_number++;
if (save_number > 29)
save_number = 0;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
CHAR_DATA *master;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
bool charm_gone;
ch_next = ch->next;
if ( ch->timer > 30 )
ch_quit = ch;
master = NULL;
if ( ch->pause > 0 )
ch->pause--;
if ( ch->ghost > 0 )
ch->ghost--;
if (ch->race == 3 || ch->race == 4 || ch->race == 5)
{
SET_BIT(ch->affected_by,AFF_SNEAK);
SET_BIT(ch->affected_by,AFF_INFRARED);
}
if (ch->race == 2)
{
SET_BIT(ch->affected_by,AFF_INFRARED);
}
if (ch->race == 10)
{
SET_BIT(ch->affected_by,AFF_FLYING);
}
if (ch->race == 11)
{
SET_BIT(ch->affected_by,AFF_PASS_DOOR);
SET_BIT(ch->affected_by,AFF_INFRARED);
SET_BIT(ch->affected_by,AFF_FLYING);
}
if ( ch->position >= POS_STUNNED )
{
if ( ch->hit < ch->max_hit ) /* Some regen stuff */
{
noregen = ch->noregen_dam;
hgain = hit_gain(ch);
ch->hit += hgain;
if (noregen > hgain)
ch->noregen_dam -= hgain;
else
ch->noregen_dam = 0;
}
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 -= 3;
act( "{y$p goes out.{x", ch, obj, NULL, TO_ROOM );
act( "{y$p flickers and goes out.{x", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
else if ( obj->value[2] <= 5 && ch->in_room != NULL)
act("{y$p flickers.{x",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( "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
send_to_char( "{gYou disappear into the void.{x\n\r", ch );
if (ch->level > 1)
save_char_obj( ch );
ch->pause = 0;
do_quit(ch, "");
}
}
gain_condition( ch, COND_DRUNK, -1 );
gain_condition( ch, COND_FULL, -3 );
gain_condition( ch, COND_THIRST, -1 );
gain_condition( ch, COND_HUNGER, -1);
}
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
charm_gone = FALSE;
if ( paf->duration > 0 )
{
paf->duration--;
if (number_range(0,4) == 0 && paf->level > 0)
paf->level--; /* spell strength fades with time */
}
else if ( paf->duration < 0 )
;
else
{
if ( paf_next == NULL
|| paf_next->type != paf->type
|| paf_next->duration > 0 )
{
if ( paf->type > 0 && skill_table[paf->type].msg_off )
{
send_to_char( skill_table[paf->type].msg_off, ch );
send_to_char( "\n\r", ch );
}
}
if (paf->type == skill_lookup("charm")
&& IS_NPC(ch))
charm_gone = TRUE;
affect_remove( ch, paf );
}
/* Next block makes charmed mobs attack charmer if they come out of charm
and the master fails a level check. Just remove this if you don't
want charmies to attack players when the charm wears off....(Ceran)
*/
if (charm_gone)
master = ch->master;
if (master == NULL)
continue;
if ((charm_gone) && ch->position != POS_FIGHTING
&& (number_percent() >= master->level)
&& (ch->in_room == master->in_room))
{
sprintf(chbuf,"{WHelp! {RI'm being attacked by %s!{x",
IS_NPC(ch) ? ch->short_descr : ch->name);
do_yell(master,chbuf);
multi_hit(ch,master,TYPE_UNDEFINED);
}
}
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken,
* as it may be lethal damage (on NPC).
*/
if (is_affected(ch, gsn_plague) && ch != NULL)
{
AFFECT_DATA *af, plague;
CHAR_DATA *vch;
int dam;
if (ch->in_room == NULL)
return;
act("{y$n writhes in agony as plague sores erupt from $s skin.{x",
ch,NULL,NULL,TO_ROOM);
send_to_char("{yYou writhe in agony from the plague.{x\n\r",ch);
for ( af = ch->affected; af != NULL; af = af->next )
{
if (af->type == gsn_plague)
break;
}
if (af == NULL)
{
REMOVE_BIT(ch->affected_by,AFF_PLAGUE);
return;
}
if (af->level == 1)
return;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range(1,2 * plague.level);
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (!saves_spell(plague.level - 2,vch,DAM_DISEASE)
&& !IS_IMMORTAL(vch)
&& !IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(4) == 0)
{
send_to_char("{rYou feel hot and feverish.{x\n\r",vch);
act("{r$n shivers and looks very ill.{x",vch,NULL,NULL,TO_ROOM);
affect_join(vch,&plague);
}
}
dam = UMIN(ch->level,af->level);
damage_old( ch, ch, dam, gsn_plague,DAM_DISEASE,TRUE);
}
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( "{y$n shivers and suffers.{x", ch, NULL, NULL, TO_ROOM );
send_to_char( "{yYou shiver and suffer.{x\n\r", ch );
damage_old(ch,ch,poison->level,gsn_poison,
DAM_POISON,TRUE);
}
}
else if ( ch->position == POS_INCAP && number_range(0,1) == 0)
{
damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE);
}
else if ( ch->position == POS_MORTAL )
{
damage( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE,FALSE);
}
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number)
save_char_obj(ch);
if ( ch == ch_quit )
do_quit( ch, "" );
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
AFFECT_DATA *paf, *paf_next;
for ( obj = object_list; obj != NULL; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
/* go through affects and decrement */
for ( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
{
paf->duration--;
if (number_range(0,4) == 0 && paf->level > 0)
paf->level--; /* spell strength fades with time */
}
else if ( paf->duration < 0 )
;
else
{
if ( paf_next == NULL
|| paf_next->type != paf->type
|| paf_next->duration > 0 )
{
if ( paf->type > 0 && skill_table[paf->type].msg_obj )
{
if (obj->carried_by != NULL)
{
rch = obj->carried_by;
act(skill_table[paf->type].msg_obj,
rch,obj,NULL,TO_CHAR);
}
if (obj->in_room != NULL
&& obj->in_room->people != NULL)
{
rch = obj->in_room->people;
act(skill_table[paf->type].msg_obj,
rch,obj,NULL,TO_ALL);
}
}
}
affect_remove_obj( obj, paf );
}
}
if ( obj->timer <= 0 || --obj->timer > 0 )
continue;
switch ( obj->item_type )
{
default: message = "$p crumbles into dust."; break;
case ITEM_FOUNTAIN: message = "$p dries up."; break;
case ITEM_CORPSE_NPC: message = "$p 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->contains)
{ /* objects go to pit */
OBJ_DATA *t_obj, *next_obj, *pit_obj;
/* Put items into the pit that the player recalls to */
if (obj->value[4] == TEMPLE_OFCOL)
pit_obj = get_obj_type(get_obj_index(PIT_OFCOL));
else if (obj->value[4] == TEMPLE_NEW_THALOS)
pit_obj = get_obj_type(get_obj_index(PIT_NEWTHALOS));
else if (obj->value[4] == TEMPLE_ARKHAM)
pit_obj = get_obj_type(get_obj_index(PIT_ARKHAM));
else
pit_obj = get_obj_type(get_obj_index(OBJ_VNUM_PIT));
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
{
next_obj = t_obj->next_content;
obj_from_obj(t_obj);
obj_to_obj(t_obj,pit_obj);
}
}
extract_obj( obj );
}
return;
}
/* Mobile tracking. I implemented the most stupid, basic mob tracking you
could possibly come up with, but it works ok from a player point of view.
If you want something more sophisticated just hack that into here
instead...(Ceran)
*/
void track_update( void )
{
CHAR_DATA *tch;
CHAR_DATA *tch_next;
char buf[MAX_STRING_LENGTH];
for (tch = char_list; tch != NULL; tch = tch_next)
{
tch_next = tch->next;
if (!IS_NPC(tch) || (tch->last_fought == NULL))
continue;
if (tch->fighting != NULL || (tch->position != POS_STANDING)
|| (is_affected(tch,gsn_power_word_stun)))
continue;
track_char(tch,tch->last_fought,tch->in_room->vnum);
if (tch->in_room == tch->last_fought->in_room)
{
if (can_see(tch,tch->last_fought))
{
sprintf(buf,"{W%s, {Rnow you die!{x",tch->last_fought->name);
do_yell(tch,buf);
multi_hit(tch,tch->last_fought,TYPE_UNDEFINED);
}
}
}
return;
}
/* This is for the riot skill used by outlaws. If you don't plan on using
riot in the mud it would be a good idea to juse remove this function to
speed up the update calls...(Ceran)
*/
void riot_update( void )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *rioter;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *rioter_next;
for (rioter = char_list; rioter != NULL; rioter = rioter_next)
{
rioter_next = rioter->next;
if (!is_affected(rioter,gsn_riot) || rioter->position != POS_STANDING)
continue;
for (vch = rioter->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,rioter))
continue;
sprintf(buf, "Help! %s is rioting!",(IS_NPC(rioter) ? rioter->short_descr : rioter->name));
do_yell(vch,buf);
multi_hit(rioter,vch,TYPE_UNDEFINED);
break;
}
}
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;
}
/* All this age stuff is for characters to die of old age. If you don't
like this idea (and old age death is a permenant death) then you should
remove this update code. If you don't like the time set just change the
values...(Ceran)
*/
int get_age(CHAR_DATA *ch) /* returns age in years. */
{
int age;
char *race;
if (IS_NPC(ch))
return 17;
age = ((ch->played + (int) (current_time - ch->logon) ) / 5000);
race = pc_race_table[ch->race].name;
if (!str_cmp(race,"human"))
{
age /= 6; age += 17;
}
else if ( !str_cmp(race,"elf") || !str_cmp(race,"grey-elf") || !str_cmp(race,"dark-elf") )
age += 70;
else if (!str_cmp(race,"gnome"))
age += 80;
else if (!str_cmp(race,"dwarf"))
age += 40;
else if (!str_cmp(race,"giant") || !str_cmp(race,"troll") || !str_cmp(race,"centaur") )
{
age /= 3; age += 30;
}
else if (!str_cmp(race,"draconian"))
{
age /= 6; age += 17;
}
else if (!str_cmp(race,"ethereal"))
{
age /= 6; age += 18;
}
else if (!str_cmp(race,"changeling"))
{
age /= 6; age += 15;
}
else
{
age /= 6; age += 17;
}
return age;
}
/* returns death age in years */
int get_death_age(CHAR_DATA *ch)
{
int age,con;
char *race;
if (IS_NPC(ch))
return 1000;
race = pc_race_table[ch->race].name;
con = ch->perm_stat[STAT_CON];
age = 1000;
if (!str_cmp(race,"human"))
age = (28 + 3*con);
else if ( !str_cmp(race,"elf") || !str_cmp(race,"grey-elf") || !str_cmp(race,"dark-elf") )
age = (320 + 25*con);
else if (!str_cmp(race,"gnome"))
age = (230 + 22*con);
else if (!str_cmp(race,"dwarf"))
age = (270 + 13*con);
else if (!str_cmp(race,"giant") || !str_cmp(race,"troll") || !str_cmp(race,"centaur") )
age = (80 + 6*con);
else if (!str_cmp(race,"draconian"))
age = (45 + 3*con);
else if (!str_cmp(race,"ethereal"))
age = (47 + 3*con);
else if (!str_cmp(race,"changeling"))
age = (53 + 3*con);
else
age = (40 + 3*con);
age -= ch->pcdata->age_mod;
return age;
}
/* returns the age name type */
char * get_age_name(CHAR_DATA *ch)
{
char *name;
char *race;
int age;
if (IS_NPC(ch))
return "young";
race = pc_race_table[ch->race].name;
age = get_age(ch);
if (!str_cmp(race,"human"))
{
if (age <= 20) name = "young";
else if (age <= 29) name = "mature";
else if (age <= 59) name = "middle aged";
else if (age <= 69) name = "old";
else name = "very old";
}
else if (!str_cmp(race,"elf") || !str_cmp(race,"dark-elf") || !str_cmp(race,"grey-elf") )
{
if (age <= 100) name = "young";
else if (age <= 240) name = "mature";
else if (age <= 550) name = "middle aged";
else if (age <= 650) name = "old";
else if (age <= 700) name = "very old";
else name = "ancient";
}
else if (!str_cmp(race,"dwarf"))
{
if (age <= 68) name = "young";
else if (age <= 120) name = "mature";
else if (age <= 400) name = "middle aged";
else if (age <= 500) name = "old";
else name = "very old";
}
else if (!str_cmp(race,"gnome"))
{
if (age <= 140) name = "mature";
else if (age <= 500) name = "middle aged";
else if (age <= 600) name = "old";
else if (age <= 700) name = "very old";
else name = "ancient";
}
else if (!str_cmp(race,"giant") || !str_cmp(race,"troll") || !str_cmp(race,"centaur"))
{
if (age <= 60) name = "young";
else if (age <= 75) name = "mature";
else if (age <= 150) name = "middle aged";
else if (age <= 1800) name = "old";
else name = "very old";
}
else
{
if (age <= 20) name = "young";
else if (age <= 29) name = "mature";
else if (age <= 49) name = "middle aged";
else if (age <= 69) name = "old";
else name = "very old";
}
return name;
}
void age_update(void)
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
int age, death_age;
int death_percent;
char strsave[MAX_STRING_LENGTH];
for (ch = char_list; ch != NULL; ch = ch_next)
{
ch_next = ch->next;
if (IS_NPC(ch))
continue;
if (IS_IMMORTAL(ch))
continue;
if (ch->pcdata->death_timer > 0
&& ch->pcdata->death_status == HAS_DIED)
continue;
if (ch->pcdata->death_status == HAS_DIED)
{
ch->pcdata->death_timer -= 1;
if (ch->pcdata->death_timer > 0)
continue;
else
{
act("$n slowly fades away as $s souls departs the mortal planes.",ch,0,0,TO_ROOM);
send_to_char("Your soul finally departs the mortal planes.\n\r",ch);
sprintf( strsave, "%s%s.plr", PLAYER_DIR, capitalize(ch->name ) );
wiznet("$ has finally died of old age..",ch,NULL,0,0,0);
ch->pause = 0;
stop_fighting(ch,TRUE);
do_quit(ch, "");
remove(strsave);
}
continue;
}
age = get_age(ch);
death_age = get_death_age(ch);
if (age < death_age)
continue;
death_percent = (age - death_age)*5;
if (number_percent() > death_percent)
continue;
act("$n's heart suddenly gives out and $s keels over dead!",
ch,0,0,TO_ROOM);
send_to_char("Your heart finally gives out from your hard life and you keel over dead!\n\r",ch);
age_death(ch);
ch->pcdata->death_timer = 150;
ch->pcdata->death_status = HAS_DIED;
}
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_track;
static int pulse_riot;
if ( --pulse_area <= 0 )
{
pulse_area = PULSE_AREA;
/* number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */
area_update ( );
}
if ( --pulse_track <= 0)
{
pulse_track = PULSE_TRACK;
track_update ( );
}
if ( --pulse_riot <= 0)
{
pulse_riot = PULSE_RIOT;
riot_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 ( );
age_update ( );
}
aggr_update( );
tail_chain( );
return;
}