/**************************************************************************
* 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) 2001-2004 by Markanth *
* http://www.firstmud.com/ <markanth@firstmud.com> *
* By using this code you have agreed to follow the term of *
* the 1stMud license in ../doc/1stMud/LICENSE *
***************************************************************************/
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "vnums.h"
Proto (int hit_gain, (CharData *));
Proto (int mana_gain, (CharData *));
Proto (int move_gain, (CharData *));
Proto (void mobile_update, (void));
Proto (void weather_update, (void));
Proto (void time_update, (void));
Proto (void char_update, (void));
Proto (void obj_update, (void));
Proto (void aggr_update, (void));
Proto (void quest_update, (void));
Proto (void sendstat_update, (void));
int save_number = 0;
void
advance_level (CharData * ch, bool hide)
{
int add_hp;
int add_mana;
int add_move;
int add_prac;
if (!IsNPC (ch))
ch->pcdata->last_level =
(ch->pcdata->played + (int) (current_time - ch->logon)) / HOUR;
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 = Max (2, add_hp);
add_mana = Max (2, add_mana);
add_move = Max (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");
if (!IsNPC (ch) && ch->level < LEVEL_IMMORTAL)
{
int sn;
for (sn = 0; sn < top_skill; sn++)
{
if (skill_level (ch, sn) == ch->level)
{
if (ch->pcdata->learned[sn] == 1)
chprintlnf (ch,
"{MYou can now learn the {W%s {M%s.{x",
skill_table[sn].name,
skill_table[sn].spell_fun ==
spell_null ? "skill" : "spell");
else
chprintlnf (ch,
"{MYou can now use the {W%s {M%s.{x",
skill_table[sn].name,
skill_table[sn].spell_fun ==
spell_null ? "skill" : "spell");
}
}
}
}
return;
}
void
gain_exp (CharData * ch, int gain)
{
int maxl;
if (IsNPC (ch) || ch->level >= (maxl = calc_max_level (ch)))
return;
ch->exp = Max (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;
mud_info.stats.levels++;
new_wiznet (ch, NULL, WIZ_LEVELS, true, 0,
"$N has attained level %d!", ch->level);
if (ch->level >= LEVEL_HERO)
{
chprintlnf (ch, "Congratulations, you are now a %s!",
high_level_name (ch->level, true));
announce (ch, INFO_LEVEL, "$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;
}
int
hit_gain (CharData * ch)
{
int gain;
int number;
if (ch->in_room == NULL)
return 0;
if (IsNPC (ch))
{
gain = 5 + ch->level;
if (IsAffected (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 = Max (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 (IsAffected (ch, AFF_POISON))
gain /= 4;
if (IsAffected (ch, AFF_PLAGUE))
gain /= 8;
if (IsAffected (ch, AFF_HASTE) || IsAffected (ch, AFF_SLOW))
gain /= 2;
return Min (gain, ch->max_hit - ch->hit);
}
int
mana_gain (CharData * ch)
{
int gain;
int number;
if (ch->in_room == NULL)
return 0;
if (IsNPC (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 (IsAffected (ch, AFF_POISON))
gain /= 4;
if (IsAffected (ch, AFF_PLAGUE))
gain /= 8;
if (IsAffected (ch, AFF_HASTE) || IsAffected (ch, AFF_SLOW))
gain /= 2;
return Min (gain, ch->max_mana - ch->mana);
}
int
move_gain (CharData * ch)
{
int gain;
if (ch->in_room == NULL)
return 0;
if (IsNPC (ch))
{
gain = ch->level;
}
else
{
gain = Max (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;
default:
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 (IsAffected (ch, AFF_POISON))
gain /= 4;
if (IsAffected (ch, AFF_PLAGUE))
gain /= 8;
if (IsAffected (ch, AFF_HASTE) || IsAffected (ch, AFF_SLOW))
gain /= 2;
return Min (gain, ch->max_move - ch->move);
}
void
gain_condition (CharData * ch, int iCond, int value)
{
int condition;
if (value == 0 || IsNPC (ch) || ch->level >= LEVEL_IMMORTAL)
return;
condition = ch->pcdata->condition[iCond];
if (condition == -1)
return;
ch->pcdata->condition[iCond] = Range (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;
}
void
mobile_update (void)
{
CharData *ch;
CharData *ch_next;
ExitData *pexit;
int door;
for (ch = char_first; ch != NULL; ch = ch_next)
{
ch_next = ch->next;
if (!IsNPC (ch) || ch->in_room == NULL || IsAffected (ch, AFF_CHARM))
continue;
if (ch->hunting)
hunt_victim (ch);
if (ch->in_room->area->empty && !IsSet (ch->act, ACT_UPDATE_ALWAYS))
continue;
if (ch->spec_fun != 0)
{
if ((*ch->spec_fun) (ch))
continue;
}
if (ch->pIndexData->pShop != NULL)
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;
}
if (ch->position == ch->pIndexData->default_pos)
{
if (HasTriggerMob (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 (HasTriggerMob (ch, TRIG_RANDOM))
{
if (p_percent_trigger
(ch, NULL, NULL, NULL, NULL, NULL, TRIG_RANDOM))
continue;
}
}
if (ch->position != POS_STANDING)
continue;
if (IsSet (ch->act, ACT_SCAVENGER) &&
ch->in_room->content_first != NULL && number_bits (6) == 0)
{
ObjData *obj;
ObjData *obj_best;
money_t max;
max = 1;
obj_best = 0;
for (obj = ch->in_room->content_first; obj; obj = obj->next_content)
{
if (CanWear (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 $p.", ch, obj_best, NULL, TO_ROOM);
}
}
if (!IsSet (ch->act, ACT_SENTINEL) && number_bits (3) == 0 &&
(door = number_door ()) < MAX_DIR &&
(pexit = ch->in_room->exit[door]) != NULL &&
pexit->u1.to_room != NULL &&
!IsSet (pexit->exit_info, EX_CLOSED) &&
!IsSet (pexit->u1.to_room->room_flags, ROOM_NO_MOB) &&
(!IsSet (ch->act, ACT_STAY_AREA) ||
pexit->u1.to_room->area == ch->in_room->area) &&
(!IsSet (ch->act, ACT_OUTDOORS) ||
!IsSet (pexit->u1.to_room->room_flags, ROOM_INDOORS)) &&
(!IsSet (ch->act, ACT_INDOORS) ||
IsSet (pexit->u1.to_room->room_flags, ROOM_INDOORS)))
{
move_char (ch, door, false);
}
}
return;
}
void
char_update (void)
{
CharData *ch;
CharData *ch_next;
CharData *ch_quit;
ch_quit = NULL;
save_number++;
if (save_number > 29)
save_number = 0;
for (ch = char_first; ch != NULL; ch = ch_next)
{
AffectData *paf;
AffectData *paf_next;
ch_next = ch->next;
if (ch->timer > 30)
ch_quit = ch;
if (ch->position >= POS_STUNNED)
{
if (IsNPC (ch) && ch->zone != NULL &&
ch->zone != ch->in_room->area && ch->desc == NULL &&
ch->war == NULL &&
ch->fighting == NULL && !IsAffected (ch, AFF_CHARM)
&& number_percent () < 5)
{
act ("$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 (!IsNPC (ch) && ch->level < LEVEL_IMMORTAL)
{
ObjData *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 ("$p flickers.", ch, obj, NULL, TO_CHAR);
}
if (IsImmortal (ch))
ch->timer = 0;
if (++ch->timer >= 12)
{
if (ch->was_in_room == NULL && ch->in_room != NULL)
{
ch->was_in_room = ch->in_room;
if (ch->fighting != NULL)
stop_fighting (ch, true);
act ("$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->affect_first; 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--;
}
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);
}
}
if (is_affected (ch, gsn_plague) && ch != NULL)
{
AffectData *af, plague;
CharData *vch;
int dam;
if (ch->in_room == NULL)
continue;
act ("$n writhes in agony as plague sores erupt from $s skin.",
ch, NULL, NULL, TO_ROOM);
chprintln (ch, "You writhe in agony from the plague.");
for (af = ch->affect_first; af != NULL; af = af->next)
{
if (af->type == gsn_plague)
break;
}
if (af == NULL)
{
RemBit (ch->affected_by, AFF_PLAGUE);
continue;
}
if (af->level == 1)
continue;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range (1, 2 * plague.level);
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for (vch = ch->in_room->person_first; vch != NULL;
vch = vch->next_in_room)
{
if (!saves_spell (plague.level - 2, vch, DAM_DISEASE)
&& !IsImmortal (vch)
&& !IsAffected (vch, AFF_PLAGUE) && number_bits (4) == 0)
{
chprintln (vch, "You feel hot and feverish.");
act ("$n shivers and looks very ill.",
vch, NULL, NULL, TO_ROOM);
affect_join (vch, &plague);
}
}
dam = Min (ch->level, af->level / 5 + 1);
ch->mana -= dam;
ch->move -= dam;
damage (ch, ch, dam, gsn_plague, DAM_DISEASE, false);
}
else if (IsAffected (ch, AFF_POISON) && ch != NULL &&
!IsAffected (ch, AFF_SLOW))
{
AffectData *poison;
poison = affect_find (ch->affect_first, 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);
}
}
for (ch = player_first; ch != NULL; ch = ch_next)
{
ch_next = ch->next_player;
if (ch->desc != NULL && (int) ch->desc->descriptor % 30 == save_number)
{
save_char_obj (ch);
}
if (ch == ch_quit)
{
do_function (ch, &do_quit, "");
}
}
return;
}
void
obj_update (void)
{
ObjData *obj;
ObjData *obj_next;
AffectData *paf, *paf_next;
for (obj = obj_first; obj != NULL; obj = obj_next)
{
CharData *rch;
char *message;
obj_next = obj->next;
for (paf = obj->affect_first; 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--;
}
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->person_first != NULL)
{
rch = obj->in_room->person_first;
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;
if (obj->in_room || (obj->carried_by && obj->carried_by->in_room))
{
if (HasTriggerObj (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) && HasTriggerObj (obj, TRIG_RANDOM))
p_percent_trigger (NULL, obj, NULL, NULL, NULL, NULL,
TRIG_RANDOM);
}
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 (CanWear (obj, ITEM_WEAR_FLOAT))
if (obj->content_first)
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 (IsNPC (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->person_first) != NULL)
{
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->content_first)
{
ObjData *t_obj, *next_obj;
for (t_obj = obj->content_first; t_obj != NULL; t_obj = next_obj)
{
next_obj = t_obj->next_content;
obj_from_obj (t_obj);
if (obj->in_obj)
obj_to_obj (t_obj, obj->in_obj);
else if (obj->carried_by)
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)
extract_obj (t_obj);
else
obj_to_room (t_obj, obj->in_room);
}
}
extract_obj (obj);
}
return;
}
void
aggr_update (void)
{
CharData *wch;
CharData *wch_next;
CharData *ch;
CharData *ch_next;
CharData *vch;
CharData *vch_next;
CharData *victim;
for (wch = player_first; wch != NULL; wch = wch_next)
{
if (wch->next == NULL)
{
return;
}
wch_next = wch->next_player;
if (IsNPC (wch) || wch->level >= LEVEL_IMMORTAL ||
wch->in_room == NULL || wch->in_room->area->empty ||
IsSet (wch->in_room->room_flags, ROOM_SAFE))
continue;
for (ch = wch->in_room->person_first; ch != NULL; ch = ch_next)
{
int count;
ch_next = ch->next_in_room;
if (!IsNPC (ch) || !IsSet (ch->act, ACT_AGGRESSIVE) ||
IsAffected (ch, AFF_CALM) || ch->fighting != NULL ||
IsAffected (ch, AFF_CHARM) || !IsAwake (ch) ||
(IsSet (ch->act, ACT_WIMPY) && IsAwake (wch)) ||
!can_see (ch, wch) || number_bits (1) == 0)
continue;
count = 0;
victim = NULL;
for (vch = wch->in_room->person_first; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (!IsNPC (vch) && vch->level < LEVEL_IMMORTAL
&& ch->level >= vch->level - 5
&& (!IsSet (ch->act, ACT_WIMPY)
|| !IsAwake (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)
{
int value = 0;
if ((time_info.hour < 6) || (time_info.hour > 18))
return;
value = number_range (0, 200);
value -= 100;
value /= 10;
mud_info.share_value = Range (10, mud_info.share_value + value, 1000);
}
void
bonus_update (void)
{
if (mud_info.bonus.status == BONUS_OFF)
return;
switch (mud_info.bonus.time)
{
case -1:
mud_info.bonus.status = BONUS_OFF;
break;
case 0:
announce (NULL, INFO_MISC, "%dx %s has now ended.",
mud_info.bonus.mod, bonus_name (mud_info.bonus.status));
mud_info.bonus.status = BONUS_OFF;
mud_info.bonus.mod = 0;
replace_str (&mud_info.bonus.msg, "");
mud_info.bonus.time = -1;
return;
case 1:
case 2:
case 3:
case 4:
case 5:
case 10:
case 15:
announce (NULL, INFO_MISC, "%s remaining of %dx %s.",
intstr (mud_info.bonus.time, "minute"),
mud_info.bonus.mod, bonus_name (mud_info.bonus.status));
default:
mud_info.bonus.time--;
break;
}
return;
}
void
update_handler (void)
{
static int pulse_area;
static int pulse_mobile;
static int pulse_violence;
static int pulse_point;
static int pulse_music;
static int pulse_sendstat;
crash_info.status = CRASH_UPDATING;
if (--pulse_area <= 0)
{
pulse_area = PULSE_AREA;
strcpy (crash_info.shrt_cmd, "pulse_area");
area_update ();
bank_update ();
}
if (--pulse_music <= 0)
{
pulse_music = PULSE_MUSIC;
strcpy (crash_info.shrt_cmd, "pulse_music");
song_update ();
}
if (--pulse_mobile <= 0)
{
pulse_mobile = PULSE_MOBILE;
strcpy (crash_info.shrt_cmd, "pulse_mobile");
mobile_update ();
}
if (--pulse_violence <= 0)
{
pulse_violence = PULSE_VIOLENCE;
strcpy (crash_info.shrt_cmd, "pulse_violence");
violence_update ();
}
if (--pulse_point <= 0)
{
pulse_point = PULSE_TICK;
strcpy (crash_info.shrt_cmd, "pulse_point");
wiznet ("TICK!", NULL, NULL, WIZ_TICKS, false, 0);
weather_update ();
time_update ();
char_update ();
obj_update ();
quest_update ();
gquest_update ();
war_update ();
bonus_update ();
}
if (--pulse_sendstat <= 0)
{
pulse_sendstat = 1;
sendstat_update ();
}
strcpy (crash_info.shrt_cmd, "auction_update");
auction_update ();
strcpy (crash_info.shrt_cmd, "crs_update");
crs_update ();
strcpy (crash_info.shrt_cmd, "aggr_update");
aggr_update ();
strcpy (crash_info.shrt_cmd, "N/A");
crash_info.status = CRASH_UNKNOWN;
tail_chain ();
return;
}