/***************************************************************************
* 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@efn.org) *
* Gabrielle Taylor *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "utils.h"
#include "music.h"
/* command procedures needed */
DECLARE_DO_FUN(do_flee);
DECLARE_DO_FUN(do_quit);
DECLARE_DO_FUN(do_asave);
DECLARE_DO_FUN(do_say);
/*
* Local functions.
*/
int hit_gain args((CHAR_DATA * ch));
int mana_gain args((CHAR_DATA * ch));
int move_gain args((CHAR_DATA * ch));
void blood_loss 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;
/* used for blood loss */
bool lower_blood = FALSE;
/*
* 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;
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;
if (get_curr_stat(ch, STAT_INT) >= 20 && class_table[ch->class].fMana)
add_mana += get_curr_stat(ch, STAT_INT) - 18;
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 (ch->remorts > 0) {
add_hp = ((add_hp * 9 / 10) * (ch->remorts + 1));
add_mana = ((add_mana * 9 / 10) * (ch->remorts + 1));
add_move = ((add_move * 9 / 10) * (ch->remorts + 1));
} else {
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);
if(ch->clan) {
if (ch->in_room->turf_clan && (ch->in_room->turf_clan == ch->clan)) {
send_to_char( "{yClan turf bonus in effect.{x\r\n", ch);
add_hp++;
add_mana++;
add_move++;
} else
if (ch->in_room->turf_clan && (ch->in_room->turf_clan != ch->clan)) {
send_to_char( "{yClan turf detriment in effect.{x\r\n", ch);
add_hp--;
add_mana--;
add_move--;
}
}
ch->max_hit += add_hp;
ch->hit = ch->max_hit;
ch->max_mana += add_mana;
ch->mana = ch->max_mana;
ch->max_move += add_move;
ch->move = ch->max_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;
ch->blood += 1;
ch->max_blood += 1;
ch->pcdata->perm_blood += 1;
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");
send_to_char(buf, ch);
}
return;
}
void gain_exp(CHAR_DATA * ch, int gain)
{
char buf[MAX_STRING_LENGTH];
if (IS_NPC(ch) || ch->level >= LEVEL_HERO)
return;
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)) {
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);
sprintf(buf, "{c[{RANNOUNCE{c] $n just made level %d!{x",
ch->level);
announce(buf, ch);
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;
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)) {
if ((!IS_VAMPIRE(ch) || (IS_VAMPIRE(ch) && (DAYTIME)))) {
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 (IS_AFFECTED(ch, AFF_REGENERATION))
gain *= 2;
if (IS_AFFECTED(ch, AFF_LETHARGY))
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))
gain /= 2;
if (!IS_NPC(ch))
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))
gain /= 2;
if (IS_AFFECTED(ch, AFF_LETHARGY))
gain *= 2;
if (!IS_NPC(ch))
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))
gain /= 2;
if (!IS_NPC(ch))
gain *= 2;
return UMIN(gain, ch->max_move - ch->move);
}
void blood_loss(CHAR_DATA * ch)
{
if (ch->blood <= -1)
return;
if (ch->blood > ch->max_blood)
ch->blood = ch->max_blood;
if (!lower_blood || IS_IMMORTAL(ch))
return;
if (IS_DWARF(ch)) {
ch->blood = (UMAX(0, (ch->blood - 1)));
return;
}
if (DAYTIME) {
ch->blood -= 2;
}
if (ch->blood < 1) {
send_to_char("You have lost too much blood!\n\r", ch);
act ("$n, looking very pale and weak, falls to the ground and dies.",
ch, NULL, NULL, TO_ROOM);
/* Exp loss */
if (ch->exp > exp_per_level(ch, ch->pcdata->points) * ch->level)
gain_exp(ch, (2 * (exp_per_level(ch, ch->pcdata->points)
* ch->level - ch->exp) / 3) + 50);
kill_self(ch);
} else if (ch->blood == 1)
send_to_char("You need blood NOW, or you will surely perish!\n\r", ch);
else if (ch->blood <= 3)
send_to_char("Your body desperately needs blood!\n\r", ch);
else if (ch->blood <= 5)
send_to_char("You need to find some blood, quickly.\n\r", ch);
}
void gain_condition(CHAR_DATA * ch, int iCond, int value)
{
int condition;
if (value == 0 || IS_NPC(ch) || ch->level > ( LEVEL_HERO))
return;
condition = ch->pcdata->condition[iCond];
//dwarves used drunk to increase BP
if (iCond == COND_DRUNK) {
if (IS_DWARF(ch))
ch->blood += value;
if (ch->blood > ch->max_blood)
ch->blood = ch->max_blood;
}
if (condition == -1)
return;
if(condition + value > 100)
ch->pcdata->condition[iCond] = 100;
else
ch->pcdata->condition[iCond] = condition + value;
/*
//ch->pcdata->condition[iCond] = condition + value;
ch->pcdata->condition[iCond] = URANGE(0, condition + value, ch->level);
printf("update.c: ch->drunk = %d\r\n", ch->pcdata->condition[iCond]);
*/
if (ch->pcdata->condition[iCond] == 0) {
switch (iCond) {
case COND_HUNGER:
send_to_char("You are hungry.\n\r", ch);
break;
case COND_THIRST:
send_to_char("You are thirsty.\n\r", ch);
break;
case COND_DRUNK:
if (condition != 0)
send_to_char("You are sober.\n\r", ch);
break;
case COND_QUICK:
if (condition != 0) {
send_to_char("Your no longer ill. \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, seed;
/* 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 < ch->pIndexData->wealth) {
ch->gold += ch->pIndexData->wealth * number_range(1, 20) / 5000;
}
/*
* Check triggers only if mobile still in default position
*/
if (ch->position == ch->pIndexData->default_pos) {
/* Delay */
if (HAS_TRIGGER(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, FALSE);
}
seed = number_range(1, 50);
switch (seed) {
case 10:
// interpret( ch, social_table[number_range(0, MAX_SOCIALS)].name);
break;
}
}
return;
}
/*
* Update the weather.
*/
void weather_update(void)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int diff;
buf[0] = '\0';
switch (++time_info.hour) {
case 5:
weather_info.sunlight = SUN_LIGHT;
strcat(buf, "The day has begun.\n\r");
break;
case 6:
weather_info.sunlight = SUN_RISE;
strcat(buf, "The sun rises in the east.\n\r");
break;
case 19:
weather_info.sunlight = SUN_SET;
strcat(buf, "The sun slowly disappears in the west.\n\r");
break;
case 20:
weather_info.sunlight = SUN_DARK;
strcat(buf, "The night has begun.\n\r");
break;
case 24:
time_info.hour = 0;
time_info.day++;
break;
}
if (time_info.day >= 35) {
time_info.day = 0;
time_info.month++;
}
if (time_info.month >= 17) {
time_info.month = 0;
time_info.year++;
}
/*
* Weather change.
*/
if (time_info.month >= 9 && time_info.month <= 16)
diff = weather_info.mmhg > 985 ? -2 : 2;
else
diff = weather_info.mmhg > 1015 ? -2 : 2;
weather_info.change += diff * dice(1, 4) + dice(2, 6) - dice(2, 6);
weather_info.change = UMAX(weather_info.change, -12);
weather_info.change = UMIN(weather_info.change, 12);
weather_info.mmhg += weather_info.change;
weather_info.mmhg = UMAX(weather_info.mmhg, 960);
weather_info.mmhg = UMIN(weather_info.mmhg, 1040);
switch (weather_info.sky) {
default:
bug("Weather_update: bad sky %d.", weather_info.sky);
weather_info.sky = SKY_CLOUDLESS;
break;
case SKY_CLOUDLESS:
if (weather_info.mmhg < 990
|| (weather_info.mmhg < 1010 && number_bits(2) == 0)) {
strcat(buf, "The sky is getting cloudy.\n\r");
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_CLOUDY:
if (weather_info.mmhg < 970
|| (weather_info.mmhg < 990 && number_bits(2) == 0)) {
strcat(buf, "It starts to rain.\n\r");
weather_info.sky = SKY_RAINING;
}
if (weather_info.mmhg > 1030 && number_bits(2) == 0) {
strcat(buf, "The clouds disappear.\n\r");
weather_info.sky = SKY_CLOUDLESS;
}
break;
case SKY_RAINING:
if (weather_info.mmhg < 970 && number_bits(2) == 0) {
strcat(buf, "Lightning flashes in the sky.\n\r");
weather_info.sky = SKY_LIGHTNING;
}
if (weather_info.mmhg > 1030
|| (weather_info.mmhg > 1010 && number_bits(2) == 0)) {
strcat(buf, "The rain stopped.\n\r");
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_LIGHTNING:
if (weather_info.mmhg > 1010
|| (weather_info.mmhg > 990 && number_bits(2) == 0)) {
strcat(buf, "The lightning has stopped.\n\r");
weather_info.sky = SKY_RAINING;
break;
}
break;
}
if (buf[0] != '\0') {
for (d = descriptor_list; d != NULL; d = d->next) {
if (d->connected == CON_PLAYING && IS_OUTSIDE(d->character)
&& IS_AWAKE(d->character))
send_to_char(buf, d->character);
}
}
return;
}
/*
* Update all chars, including mobs.
*/
void char_update(void)
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *ch_quit;
ch_quit = NULL;
/* update save counter */
save_number++;
if (save_number > 29)
save_number = 0;
/* update blood counter by toggling true/false */
lower_blood = !lower_blood;
for (ch = char_list; ch != NULL; ch = ch_next) {
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
ch_next = ch->next;
if (ch->timer > 10)
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 ( IS_VAMPIRE(ch) || IS_DWARF(ch) )
blood_loss(ch);
else if (ch->blood < ch->max_blood)
ch->blood += 1;
else
ch->blood = ch->max_blood;
}
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("$p flickers.", ch, obj, NULL, TO_CHAR);
}
if (IS_IMMORTAL(ch))
ch->timer = 0;
if (ch->position == POS_MORPHED)
ch->timer = 0;
if (++ch->timer >= 12) {
if (ch->was_in_room == NULL && ch->in_room != NULL) {
ch->was_in_room = ch->in_room;
if (ch->fighting != NULL)
stop_fighting(ch, TRUE);
act("$n disappears into the void.",
ch, NULL, NULL, TO_ROOM);
send_to_char("You disappear into the void.\n\r", ch);
if (ch->level > 1)
save_char_obj(ch);
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_LIMBO));
}
}
update_condition(ch);
}
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) {
send_to_char(skill_table[paf->type].msg_off, ch);
send_to_char("\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)
return;
if (ch->in_room->name == NULL)
return;
act
("{G$n writhes in agony as plague sores erupt from $s skin.{x",
ch, NULL, NULL, TO_ROOM);
send_to_char("{GYou writhe in agony from the plague.\n\r{x",
ch);
for (af = ch->affected; af != NULL; af = af->next) {
if (af->type == gsn_plague)
break;
}
if (af == NULL) {
REMOVE_BIT(ch->affected_by, AFF_PLAGUE);
return;
}
if (af->level == 1)
return;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range(1, 2 * plague.level);
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for (vch = ch->in_room->people; vch != NULL;
vch = vch->next_in_room) {
if (!saves_spell(plague.level - 2, vch, DAM_DISEASE)
&& !IS_IMMORTAL(vch)
&& !IS_AFFECTED(vch, AFF_PLAGUE)
&& number_bits(4) == 0) {
send_to_char("You feel hot and feverish.\n\r", vch);
act("$n shivers and looks very ill.", vch, NULL, NULL,
TO_ROOM);
affect_join(vch, &plague);
}
}
if (ch->in_room->name == NULL)
return;
if (ch->in_room->vnum < 1)
return;
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) {
AFFECT_DATA *poison;
poison = affect_find(ch->affected, gsn_poison);
if (poison != NULL) {
act("$n shivers and suffers.", ch, NULL, NULL, TO_ROOM);
send_to_char("You shiver and suffer.\n\r", ch);
damage(ch, ch, poison->level / 5 + 10, 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_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);
}
}
/*
* this is a long way of saying 'if object timer equals
* or is gonna equal zero this tick..
*/
if (obj->timer <= 0 || --obj->timer > 0) {
/*
* special case it immediately: if obj isn't going to be
* destroyed, we drop it thru the air
*/
if (obj->in_room &&
obj->in_room->sector_type == SECT_AIR &&
(obj->wear_flags & ITEM_TAKE) &&
obj->in_room->exit[5] && obj->in_room->exit[5]->u1.to_room) {
ROOM_INDEX_DATA *new_room =
obj->in_room->exit[5]->u1.to_room;
if ((rch = obj->in_room->people) != NULL) {
act("$p falls away.", rch, obj, NULL, TO_ROOM);
act("$p falls away.", rch, obj, NULL, TO_CHAR);
}
obj_from_room(obj);
obj_to_room(obj, new_room);
if ((rch = obj->in_room->people) != NULL) {
act("$p floats by.", rch, obj, NULL, TO_ROOM);
act("$p floats by.", rch, obj, NULL, TO_CHAR);
}
}
continue;
}
switch (obj->item_type) {
default:
message = "$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_BLOOD_POOL:
message = "$p seeps into a crack in the ground.";
break;
case ITEM_POTION:
message = "$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->gold += 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_MISC_PIT
|| obj->in_obj->pIndexData->vnum == OBJ_VNUM_MISC_PIT
|| obj->in_obj->pIndexData->vnum == OBJ_VNUM_MISC_PIT)
&& !CAN_WEAR(obj->in_obj, ITEM_TAKE))) {
act(message, rch, obj, NULL, TO_ROOM);
act(message, rch, obj, NULL, TO_CHAR);
}
}
if (
(obj->item_type == ITEM_CORPSE_PC
|| obj->wear_loc == WEAR_FLOAT) && obj->contains) { /* save the contents */
OBJ_DATA *t_obj, *next_obj;
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) {
next_obj = t_obj->next_content;
obj_from_obj(t_obj);
if (obj->in_obj) /* in another object */
obj_to_obj(t_obj, obj->in_obj);
else if (obj->carried_by) /* carried */
if (obj->wear_loc == WEAR_FLOAT)
if (obj->carried_by->in_room == NULL)
extract_obj(t_obj);
else
obj_to_room(t_obj, obj->carried_by->in_room);
else
obj_to_char(t_obj, obj->carried_by);
else if (obj->in_room == NULL) /* destroy it */
extract_obj(t_obj);
else /* to a room */
obj_to_room(t_obj, obj->in_room);
}
}
extract_obj(obj);
}
return;
}
/*
* Aggress.
*
* for each mortal PC
* for each mob in room
* aggress on some random PC
*
* This function takes 25% to 35% of ALL Merc cpu time.
* Unfortunately, checking on each PC move is too tricky,
* because we don't the mob to just attack the first PC
* who leads the party into the room.
*
* -- Furey
*/
void aggr_update(void)
{
CHAR_DATA *wch;
CHAR_DATA *wch_next;
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *victim;
for (wch = char_list; wch != NULL; wch = wch_next) {
wch_next = wch->next;
if (IS_NPC(wch)
|| wch->level >= LEVEL_IMMORTAL
|| wch->in_room == NULL || wch->in_room->area->empty) continue;
for (ch = wch->in_room->people; ch != NULL; ch = ch_next) {
int count;
ch_next = ch->next_in_room;
if (!IS_NPC(ch)
|| !IS_SET(ch->act, ACT_AGGRESSIVE)
|| IS_SET(ch->in_room->room_flags, ROOM_SAFE)
|| IS_AFFECTED(ch, AFF_CALM)
|| ch->fighting != NULL || IS_AFFECTED(ch, AFF_CHARM)
|| !IS_AWAKE(ch)
|| (IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch))
|| !can_see(ch, wch)
|| number_bits(1) == 0)
continue;
if (IS_NPC(ch) && can_see(ch, wch)) {
MEM_DATA *remember;
if ((remember = get_mem_data(ch, wch)) != NULL) {
if (IS_SET(remember->reaction, MEM_AFRAID)
&& IS_SET(ch->act, ACT_WIMPY)
&& ch->wait < PULSE_VIOLENCE / 2
&& number_bits(2) == 1)
do_flee(ch, "self");
if (IS_SET(remember->reaction, MEM_HOSTILE)
&& ch->fighting == NULL)
multi_hit(ch, wch, TYPE_UNDEFINED);
}
}
/*
* 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_turf;
static int pulse_mobile;
static int pulse_violence;
static int pulse_point;
static int pulse_music;
static int pulse_arena;
if (--pulse_turf <= 0) {
pulse_turf = PULSE_TURF;
turf_save();
}
if (--pulse_area <= 0) {
pulse_area = number_range(PULSE_AREA / 2, 3 * PULSE_AREA / 2);
area_update();
turf_save();
cbank_save();
}
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;
weather_update();
char_update();
obj_update();
do_asave(NULL, "races"); /* OLC */
do_asave(NULL, "changed"); /* OLC */
}
if (--pulse_arena <= 0) {
pulse_arena = PULSE_ARENA;
arena_update();
}
aggr_update();
tail_chain();
return;
}