/***************************************************************************
* 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 *
***************************************************************************/
#include <sys/types.h>
#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 ) );
/* 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;
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 );
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" );
chsend ( 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 ) )
{
chsend ( "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 ( 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:
chsend ( "You are hungry.\n\r", ch );
break;
case COND_THIRST:
chsend ( "You are thirsty.\n\r", ch );
break;
case COND_DRUNK:
if ( condition != 0 )
chsend ( "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 * 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;
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 ) )
chsend ( 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 );
chsend ( "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 )
{
chsend ( skill_table[paf->type].msg_off, ch );
chsend ( "\n\r", ch );
}
}
affect_remove ( ch, paf );
}
}
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken,
* as it may be lethal damage (on NPC).
*/
if ( is_affected ( ch, gsn_plague ) && ch != NULL )
{
AFFECT_DATA *af, plague;
CHAR_DATA *vch;
int dam;
if ( ch->in_room == NULL )
continue;
act ( "$n writhes in agony as plague sores erupt from $s skin.",
ch, NULL, NULL, TO_ROOM );
chsend ( "You writhe in agony from the plague.\n\r", ch );
for ( af = ch->affected; af != NULL; af = af->next )
{
if ( af->type == gsn_plague )
break;
}
if ( af == NULL )
{
REMOVE_BIT ( ch->affected_by, AFF_PLAGUE );
continue;
}
if ( af->level == 1 )
continue;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range ( 1, 2 * plague.level );
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for ( vch = ch->in_room->people; vch != NULL;
vch = vch->next_in_room )
{
if ( !saves_spell ( plague.level - 2, vch, DAM_DISEASE ) &&
!IS_IMMORTAL ( vch ) && !IS_AFFECTED ( vch, AFF_PLAGUE )
&& number_bits ( 4 ) == 0 )
{
chsend ( "You feel hot and feverish.\n\r", vch );
act ( "$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 ( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
chsend ( "You shiver and suffer.\n\r", ch );
damage ( ch, ch, poison->level / 10 + 1, gsn_poison,
DAM_POISON, FALSE );
}
}
else if ( ch->position == POS_INCAP && number_range ( 0, 1 ) == 0 )
{
damage ( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE );
}
else if ( ch->position == POS_MORTAL )
{
damage ( ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE );
}
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ch->desc != NULL && ch->desc->descriptor % 30 == save_number )
{
save_char_obj ( ch );
}
if ( ch == ch_quit )
{
do_function ( ch, &do_quit, "" );
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update ( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
AFFECT_DATA *paf, *paf_next;
for ( obj = object_list; obj != NULL; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
/* go through affects and decrement */
for ( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
{
paf->duration--;
if ( number_range ( 0, 4 ) == 0 && paf->level > 0 )
paf->level--; /* spell strength fades with time */
}
else if ( paf->duration < 0 )
;
else
{
if ( paf_next == NULL || paf_next->type != paf->type ||
paf_next->duration > 0 )
{
if ( paf->type > 0 && skill_table[paf->type].msg_obj )
{
if ( obj->carried_by != NULL )
{
rch = obj->carried_by;
act ( skill_table[paf->type].msg_obj, rch, obj,
NULL, TO_CHAR );
}
if ( obj->in_room != NULL &&
obj->in_room->people != NULL )
{
rch = obj->in_room->people;
act ( skill_table[paf->type].msg_obj, rch, obj,
NULL, TO_ALL );
}
}
}
affect_remove_obj ( obj, paf );
}
}
if ( obj->timer <= 0 || --obj->timer > 0 )
continue;
switch ( obj->item_type )
{
default:
message = "$p crumbles into dust.";
break;
case ITEM_FOUNTAIN:
message = "$p dries up.";
break;
case ITEM_CORPSE_NPC:
message = "$p 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 ||
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_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 ( );
}
aggr_update ( );
tail_chain ( );
return;
}