/**************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvements 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 *
* benefiting. 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 *
***************************************************************************
* 1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings *
* http://1stmud.dlmud.com/ <r-jenn@shaw.ca> *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "music.h"
#include "webserver.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 quest_update args((void));
/* used for saving */
int save_number = 0;
/*
* Advancement stuff.
*/
void advance_level(CHAR_DATA * ch, bool hide)
{
int add_hp;
int add_mana;
int add_move;
int add_prac;
ch->pcdata->last_level =
(ch->played + (int) (current_time - ch->logon)) / 3600;
add_hp = con_app[get_curr_stat(ch, STAT_CON)].hitp + get_hp_gain(ch);
add_mana =
number_range(2,
(2 * get_curr_stat(ch, STAT_INT) +
get_curr_stat(ch, STAT_WIS)) / 5);
if (!has_spells(ch))
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;
update_all_qobjs(ch);
if (!hide)
{
chprintlnf(ch,
"You gain %d hit point%s, %d mana, %d move, and %d practice%s.",
add_hp, add_hp == 1 ? "" : "s", add_mana, add_move,
add_prac, add_prac == 1 ? "" : "s");
}
return;
}
void gain_exp(CHAR_DATA * ch, int gain)
{
char buf[MAX_STRING_LENGTH];
int maxl;
if (IS_NPC(ch) || ch->level >= (maxl = calc_max_level(ch)))
return;
ch->exp = UMAX(exp_per_level(ch, ch->pcdata->points), ch->exp + gain);
while (ch->level < maxl &&
ch->exp >= exp_per_level(ch, ch->pcdata->points) * (ch->level + 1))
{
chprintln(ch, "You raise a level!!");
ch->level += 1;
sprintf(buf, "%s gained level %d", ch->name, ch->level);
log_string(buf);
sprintf(buf, "$N has attained level %d!", ch->level);
wiznet(buf, ch, NULL, WIZ_LEVELS, 0, 0);
if (ch->level >= LEVEL_HERO)
{
chprintlnf(ch, "Congratulations, you are now a %s!",
high_level_name(ch->level, TRUE));
announce(ch, INFO_LEVEL, "$n is now a %s!",
high_level_name(ch->level, TRUE));
}
else
announce(ch, INFO_LEVEL, "$n has attained level %d!", ch->level);
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 += hp_max(ch) - 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 (!has_spells(ch))
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:
chprintln(ch, "You are hungry.");
break;
case COND_THIRST:
chprintln(ch, "You are thirsty.");
break;
case COND_DRUNK:
if (condition != 0)
chprintln(ch, "You are sober.");
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_first; 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->hunting)
hunt_victim(ch);
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_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->first_content != NULL && number_bits(6) == 0)
{
OBJ_DATA *obj;
OBJ_DATA *obj_best;
int max;
max = 1;
obj_best = 0;
for (obj = ch->in_room->first_content; 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_first; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING
&& IS_OUTSIDE(d->character) && IS_AWAKE(d->character))
chprint(d->character, buf);
}
}
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_first; 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->war == 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);
chprintln(ch, "You disappear into the void.");
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->first_affect; 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)
{
chprintln(ch, skill_table[paf->type].msg_off);
}
}
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 $s skin.",
ch, NULL, NULL, TO_ROOM);
chprintln(ch, "You writhe in agony from the plague.");
for (af = ch->first_affect; af != NULL; af = af->next)
{
if (af->type == gsn_plague)
break;
}
if (af == NULL)
{
REMOVE_BIT(ch->affected_by, AFF_PLAGUE);
continue;
}
if (af->level == 1)
continue;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range(1, 2 * plague.level);
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for (vch = ch->in_room->first_person; vch != NULL;
vch = vch->next_in_room)
{
if (!saves_spell
(plague.level - 2, vch, DAM_DISEASE)
&& !IS_IMMORTAL(vch)
&& !IS_AFFECTED(vch, AFF_PLAGUE) && number_bits(4) == 0)
{
chprintln(vch, "You feel hot and feverish.");
act("$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->first_affect, gsn_poison);
if (poison != NULL)
{
act("$n shivers and suffers.", ch, NULL, NULL, TO_ROOM);
chprintln(ch, "You shiver and suffer.");
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_first; 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_first; obj != NULL; obj = obj_next)
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
/* go through affects and decrement */
for (paf = obj->first_affect; 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->first_person != NULL)
{
rch = obj->in_room->first_person;
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;
/*
* Oprog triggers!
*/
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;
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->first_content)
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->first_person) != 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->first_content)
{ /* save the contents */
OBJ_DATA *t_obj, *next_obj;
for (t_obj = obj->first_content; 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 = player_first; wch != NULL; wch = wch_next)
{
if (wch->next == NULL)
{
return;
}
wch_next = wch->next_player;
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->first_person; 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->first_person; 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;
}
void bank_update(void)
{
FILE *fp;
int value = 0;
extern int share_value;
if ((time_info.hour < 6) || (time_info.hour > 18))
return;
value = number_range(0, 200);
value -= 100;
value /= 10;
share_value = URANGE(10, share_value + value, 1000);
if ((fp = file_open(BANK_FILE, "w")) != NULL)
{
fprintf(fp, "%d\n", share_value);
}
file_close(fp);
}
/*
* 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 ); */
update_last_func(NULL, "pulse_area", "");
area_update();
bank_update();
#if !defined(NO_WEB)
if (!WebUP)
WebUP = init_web_server();
#endif
}
if (--pulse_music <= 0)
{
pulse_music = PULSE_MUSIC;
update_last_func(NULL, "pulse_music", "");
song_update();
}
if (--pulse_mobile <= 0)
{
pulse_mobile = PULSE_MOBILE;
update_last_func(NULL, "pulse_mobile", "");
mobile_update();
}
if (--pulse_violence <= 0)
{
pulse_violence = PULSE_VIOLENCE;
update_last_func(NULL, "pulse_violence", "");
violence_update();
}
if (--pulse_point <= 0)
{
pulse_point = PULSE_TICK;
/* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */
update_last_func(NULL, "pulse_point", "");
wiznet("TICK!", NULL, NULL, WIZ_TICKS, 0, 0);
weather_update();
char_update();
obj_update();
quest_update();
gquest_update();
war_update();
}
update_last_func(NULL, "auction_update", "");
auction_update();
update_last_func(NULL, "aggr_update", "");
aggr_update();
update_last_func(NULL, "N/A", "");
tail_chain();
return;
}