/*************************************************************************** * 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; }