/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* 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. *
***************************************************************************/
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Externals
*/
extern bool merc_down;
/*
* Globals
*/
bool delete_obj;
bool delete_char;
/*
* 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 ) );
/*
* Advancement stuff.
*/
void advance_level( CHAR_DATA *ch )
{
char buf [ MAX_STRING_LENGTH ];
int add_hp;
int add_mana;
int add_move;
int add_prac;
sprintf( buf, "the %s",
title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] );
set_title( ch, buf );
add_hp = con_app[get_curr_con( ch )].hitp + number_range(
class_table[ch->class].hp_min,
class_table[ch->class].hp_max );
add_mana = class_table[ch->class].fMana
? number_range(2, ( 2 * get_curr_int( ch ) + get_curr_wis( ch ) ) / 8 )
: 0;
add_move =
number_range( 5, ( get_curr_con( ch ) + get_curr_dex( ch ) ) / 4 );
add_prac = wis_app[get_curr_wis( ch )].practice;
add_hp = UMAX( 1, add_hp );
add_mana = UMAX( 0, add_mana );
add_move = UMAX( 10, add_move );
ch->max_hit += add_hp;
ch->max_mana += add_mana;
ch->max_move += add_move;
ch->practice += add_prac;
if ( !IS_NPC( ch ) )
REMOVE_BIT( ch->act, PLR_BOUGHT_PET );
sprintf( buf,
"Your gain is: %d/%d hp, %d/%d m, %d/%d mv %d/%d prac.\r\n",
add_hp, ch->max_hit,
add_mana, ch->max_mana,
add_move, ch->max_move,
add_prac, ch->practice );
send_to_char( buf, ch );
return;
}
void gain_exp( CHAR_DATA *ch, int gain )
{
if ( IS_NPC( ch ) || ch->level >= LEVEL_HERO )
return;
ch->exp = UMAX( 1000, ch->exp + gain );
while ( ch->level < LEVEL_HERO && ch->exp >= 1000 * ( ch->level + 1 ) )
{
send_to_char( "You raise a level!! ", ch );
ch->level += 1;
advance_level( ch );
}
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA *ch )
{
int gain;
if ( IS_NPC( ch ) )
{
gain = ch->level * 3 / 2;
}
else
{
gain = UMIN( 5, ch->level );
switch ( ch->position )
{
case POS_SLEEPING: gain += get_curr_con( ch ); break;
case POS_RESTING: gain += get_curr_con( ch ) / 2; break;
}
if ( ch->pcdata->condition[COND_FULL ] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if ( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 4;
return UMIN( gain, ch->max_hit - ch->hit );
}
int mana_gain( CHAR_DATA *ch )
{
int gain;
if ( IS_NPC( ch ) )
{
gain = ch->level;
}
else
{
gain = UMIN( 5, ch->level / 2 );
switch ( ch->position )
{
case POS_SLEEPING: gain += get_curr_int( ch ) * 2; break;
case POS_RESTING: gain += get_curr_int( ch ); break;
}
if ( ch->pcdata->condition[COND_FULL ] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if ( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 4;
return UMIN( gain, ch->max_mana - ch->mana );
}
int move_gain( CHAR_DATA *ch )
{
int gain;
if ( IS_NPC( ch ) )
{
gain = ch->level;
}
else
{
gain = UMAX( 15, 2 * ch->level );
switch ( ch->position )
{
case POS_SLEEPING: gain += get_curr_dex( ch ); break;
case POS_RESTING: gain += get_curr_dex( ch ) / 2; break;
}
if ( ch->pcdata->condition[COND_FULL ] == 0 )
gain /= 2;
if ( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if ( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 4;
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_HERO )
return;
condition = ch->pcdata->condition[ iCond ];
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );
if ( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
case COND_FULL:
send_to_char( "You are hungry.\r\n", ch );
break;
case COND_THIRST:
send_to_char( "You are thirsty.\r\n", ch );
break;
case COND_DRUNK:
if ( condition != 0 )
send_to_char( "You are sober.\r\n", ch );
break;
}
}
return;
}
/*
* Mob autonomous action.
* This function takes 25% of ALL Merc cpu time.
* -- Furey
*/
void mobile_update( void )
{
CHAR_DATA *ch;
EXIT_DATA *pexit;
int door;
/* Examine all mobs. */
for ( ch = char_list; ch; ch = ch->next )
{
if ( ch->deleted )
continue;
if ( !IS_NPC( ch )
|| !ch->in_room
|| IS_AFFECTED( ch, AFF_CHARM ) )
continue;
/* Examine call for special procedure */
if ( ch->spec_fun != 0 )
{
if ( ( *ch->spec_fun ) ( ch ) )
continue;
}
/* That's all for sleeping / busy monster */
if ( ch->position < POS_STANDING )
continue;
/* Scavenge */
if ( IS_SET( ch->act, ACT_SCAVENGER )
&& ch->in_room->contents
&& number_bits( 2 ) == 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 )
&& obj->cost > max
&& can_see_obj( ch, obj ) )
{
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 )
&& ( door = number_bits( 5 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] )
&& pexit->to_room
&& !IS_SET( pexit->exit_info, EX_CLOSED )
&& !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB )
&& ( !IS_SET( ch->act, ACT_STAY_AREA )
|| pexit->to_room->area == ch->in_room->area ) )
{
move_char( ch, door );
}
/* Flee */
if ( ch->hit < ( ch->max_hit / 2 )
&& ( door = number_bits( 3 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] )
&& pexit->to_room
&& !IS_SET( pexit->exit_info, EX_CLOSED )
&& !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB ) )
{
CHAR_DATA *rch;
bool found;
found = FALSE;
for ( rch = pexit->to_room->people;
rch;
rch = rch->next_in_room )
{
if ( rch->deleted )
continue;
if ( !IS_NPC( rch ) )
{
found = TRUE;
break;
}
}
if ( !found )
move_char( ch, door );
}
}
return;
}
/*
* Update the weather.
*/
void weather_update( void )
{
DESCRIPTOR_DATA *d;
char buf [ MAX_STRING_LENGTH ];
int diff;
buf[0] = '\0';
switch ( ++time_info.hour )
{
case 5:
weather_info.sunlight = SUN_LIGHT;
strcat( buf, "The day has begun.\r\n" );
break;
case 6:
weather_info.sunlight = SUN_RISE;
strcat( buf, "The sun rises in the east.\r\n" );
break;
case 19:
weather_info.sunlight = SUN_SET;
strcat( buf, "The sun slowly disappears in the west.\r\n" );
break;
case 20:
weather_info.sunlight = SUN_DARK;
strcat( buf, "The night has begun.\r\n" );
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.\r\n" );
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.\r\n" );
weather_info.sky = SKY_RAINING;
}
if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )
{
strcat( buf, "The clouds disappear.\r\n" );
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.\r\n" );
weather_info.sky = SKY_LIGHTNING;
}
if ( weather_info.mmhg > 1030
|| ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The rain stopped.\r\n" );
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.\r\n" );
weather_info.sky = SKY_RAINING;
break;
}
break;
}
if ( buf[0] != '\0' )
{
for ( d = descriptor_list; d; 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.
* This function is performance sensitive.
*/
void char_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_save;
CHAR_DATA *ch_quit;
time_t save_time;
ch_save = NULL;
ch_quit = NULL;
save_time = current_time;
for ( ch = char_list; ch; ch = ch->next )
{
AFFECT_DATA *paf;
if ( ch->deleted )
continue;
/*
* Find dude with oldest save time.
*/
if ( !IS_NPC( ch )
&& ( !ch->desc || ch->desc->connected == CON_PLAYING )
&& ch->level >= 2
&& ch->save_time < save_time )
{
ch_save = ch;
save_time = ch->save_time;
}
if ( ch->position >= POS_STUNNED )
{
if ( ch->hit < ch->max_hit )
ch->hit += hit_gain( ch );
if ( ch->mana < ch->max_mana )
ch->mana += mana_gain( ch );
if ( ch->move < ch->max_move )
ch->move += move_gain( ch );
}
if ( ch->position == POS_STUNNED )
update_pos( ch );
if ( !IS_NPC( ch ) && ( ch->level < LEVEL_IMMORTAL
|| ( !ch->desc && !IS_SWITCHED( ch ) ) ) )
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) )
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] > 0 )
{
if ( --obj->value[2] == 0 && ch->in_room )
{
--ch->in_room->light;
act( "$p goes out.", ch, obj, NULL, TO_ROOM );
act( "$p goes out.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
}
if ( ++ch->timer >= 10 )
{
if ( !ch->was_in_room && ch->in_room )
{
ch->was_in_room = ch->in_room;
if ( ch->fighting )
stop_fighting( ch, TRUE );
send_to_char( "You disappear into the void.\r\n", ch );
act( "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
save_char_obj( ch );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
}
}
if ( ch->timer > 20 && !IS_SWITCHED( ch ) )
ch_quit = ch;
gain_condition( ch, COND_DRUNK, -1 );
gain_condition( ch, COND_FULL, -1 );
gain_condition( ch, COND_THIRST, -1 );
}
for ( paf = ch->affected; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( paf->duration > 0 )
paf->duration--;
else if ( paf->duration < 0 )
;
else
{
if ( !paf->next
|| 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( "\r\n", 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, AFF_POISON ) )
{
send_to_char( "You shiver and suffer.\r\n", ch );
act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
damage( ch, ch, 2, gsn_poison );
}
else if ( ch->position == POS_INCAP )
{
damage( ch, ch, 1, TYPE_UNDEFINED );
}
else if ( ch->position == POS_MORTAL )
{
damage( ch, ch, 2, TYPE_UNDEFINED );
}
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
if ( ch_save || ch_quit )
{
for ( ch = char_list; ch; ch = ch->next )
{
if ( ch->deleted )
continue;
if ( ch == ch_save )
save_char_obj( ch );
if ( ch == ch_quit )
do_quit( ch, "" );
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for ( obj = object_list; obj; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
if ( obj->deleted )
continue;
if ( obj->timer < -1 )
obj->timer = -1;
if ( obj->timer < 0 )
continue;
/*
* Bug fix: used to shift to obj_free if an object whose
* timer ran out contained obj->next. Bug was reported
* only when the object(s) inside also had timer run out
* during the same tick. --Thelonius (Monk)
*/
if ( --obj->timer == 0 )
{
switch ( obj->item_type )
{
default: message = "$p vanishes."; 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;
}
if ( obj->carried_by )
{
act( message, obj->carried_by, obj, NULL, TO_CHAR );
}
else
if ( obj->in_room
&& ( rch = obj->in_room->people ) )
{
act( message, rch, obj, NULL, TO_ROOM );
act( message, rch, obj, NULL, TO_CHAR );
}
if ( obj == object_list )
{
extract_obj( obj );
obj_next = object_list;
}
else /* (obj != object_list) */
{
OBJ_DATA *previous;
for ( previous = object_list; previous;
previous = previous->next )
{
if ( previous->next == obj )
break;
}
if ( !previous ) /* Can't see how, but... */
bug( "Obj_update: obj %d no longer in object_list",
obj->pIndexData->vnum );
extract_obj( obj );
obj_next = previous->next;
}
}
}
return;
}
/*
* Aggress.
*
* for each mortal PC
* for each mob in room
* aggress on some random PC
*
* This function takes .2% of total CPU time.
*
* -Kahn
*/
void aggr_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *mch;
CHAR_DATA *vch;
CHAR_DATA *victim;
DESCRIPTOR_DATA *d;
/*
* Let's not worry about link dead characters. -Kahn
*/
for ( d = descriptor_list; d; d = d->next )
{
ch = d->character;
if ( d->connected != CON_PLAYING
|| ch->level >= LEVEL_IMMORTAL
|| !ch->in_room )
continue;
/* mch wont get hurt */
for ( mch = ch->in_room->people; mch; mch = mch->next_in_room )
{
int count;
if ( !IS_NPC( mch )
|| mch->deleted
|| !IS_SET( mch->act, ACT_AGGRESSIVE )
|| mch->fighting
|| IS_AFFECTED( mch, AFF_CHARM )
|| !IS_AWAKE( mch )
|| ( IS_SET( mch->act, ACT_WIMPY ) && IS_AWAKE( ch ) )
|| !can_see( mch, ch ) )
continue;
/*
* Ok we have a 'ch' player character and a 'mch' 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 = mch->in_room->people; vch; vch = vch->next_in_room )
{
if ( IS_NPC( vch )
|| vch->deleted
|| vch->level >= LEVEL_IMMORTAL )
continue;
if ( ( !IS_SET( mch->act, ACT_WIMPY ) || !IS_AWAKE( vch ) )
&& can_see( mch, vch ) )
{
if ( number_range( 0, count ) == 0 )
victim = vch;
count++;
}
}
if ( !victim )
continue;
multi_hit( mch, victim, TYPE_UNDEFINED );
} /* mch loop */
} /* descriptor loop */
return;
}
/* Update the check on time for autoshutdown */
void time_update( void )
{
FILE *fp;
char *curr_time;
char buf [ MAX_STRING_LENGTH ];
if ( down_time == "*" )
return;
curr_time = ctime( ¤t_time );
if ( !str_infix( warning1, curr_time ) )
{
sprintf( buf, "First Warning!\r\nShutdown at %s system time\r\n",
down_time );
send_to_all_char( buf );
free_string( warning1 );
warning1 = str_dup( "*" );
}
if ( !str_infix( warning2, curr_time ) )
{
sprintf( buf, "Second Warning!\r\nShutdown at %s system time\r\n",
down_time );
send_to_all_char( buf );
free_string( warning2 );
warning2 = str_dup( "*" );
}
if ( !str_infix( down_time, curr_time ) )
{
send_to_all_char( "Shutdown by system.\r\n" );
log_string( "Shutdown by system." );
end_of_game( );
fclose( fpReserve );
if ( !( fp = fopen( SHUTDOWN_FILE, "a" ) ) )
{
perror( SHUTDOWN_FILE );
bug( "Could not open the Shutdown file!", 0 );
}
else
{
fprintf( fp, "Shutdown by System\n" );
fclose ( fp );
}
fpReserve = fopen ( NULL_FILE, "r" );
merc_down = TRUE;
}
return;
}
/*
* Remove deleted EXTRA_DESCR_DATA from objects.
* Remove deleted AFFECT_DATA from chars and objects.
* Remove deleted CHAR_DATA and OBJ_DATA from char_list and object_list.
*/
void list_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
extern bool delete_obj;
extern bool delete_char;
if ( delete_char )
for ( ch = char_list; ch; ch = ch_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( paf = ch->affected; paf; paf = paf_next )
{
paf_next = paf->next;
if ( paf->deleted || ch->deleted )
{
if ( ch->affected == paf )
{
ch->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = ch->affected; prev; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( !prev )
{
bug( "List_update: cannot find paf on ch.", 0 );
continue;
}
}
paf->next = affect_free;
affect_free = paf;
}
}
ch_next = ch->next;
if ( ch->deleted )
{
if ( ch == char_list )
{
char_list = ch->next;
}
else
{
CHAR_DATA *prev;
for ( prev = char_list; prev; prev = prev->next )
{
if ( prev->next == ch )
{
prev->next = ch->next;
break;
}
}
if ( !prev )
{
char buf [ MAX_STRING_LENGTH ];
sprintf( buf, "List_update: char %s not found.",
ch->name );
bug( buf, 0 );
continue;
}
}
free_char( ch );
}
}
if ( delete_obj )
for ( obj = object_list; obj; obj = obj_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
EXTRA_DESCR_DATA *ed;
EXTRA_DESCR_DATA *ed_next;
for ( ed = obj->extra_descr; ed; ed = ed_next )
{
ed_next = ed->next;
if ( obj->deleted )
{
free_string( ed->description );
free_string( ed->keyword );
ed->next = extra_descr_free;
extra_descr_free = ed;
}
}
for ( paf = obj->affected; paf; paf = paf_next )
{
paf_next = paf->next;
if ( obj->deleted )
{
if ( obj->affected == paf )
{
obj->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = obj->affected; prev; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( !prev )
{
bug( "List_update: cannot find paf on obj.", 0 );
continue;
}
}
paf->next = affect_free;
affect_free = paf;
}
}
obj_next = obj->next;
if ( obj->deleted )
{
if ( obj == object_list )
{
object_list = obj->next;
}
else
{
OBJ_DATA *prev;
for ( prev = object_list; prev; prev = prev->next )
{
if ( prev->next == obj )
{
prev->next = obj->next;
break;
}
}
if ( !prev )
{
bug( "List_update: obj %d not found.",
obj->pIndexData->vnum );
continue;
}
}
free_string( obj->name );
free_string( obj->description );
free_string( obj->short_descr );
--obj->pIndexData->count;
obj->next = obj_free;
obj_free = obj;
}
}
delete_obj = FALSE;
delete_char = FALSE;
return;
}
/*
* Handle all kinds of updates.
* Called once per pulse from game loop.
* Random times to defeat tick-timing clients and players.
*/
void update_handler( void )
{
static int pulse_area;
static int pulse_mobile;
static int pulse_violence;
static int pulse_point;
if ( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
area_update ( );
}
if ( --pulse_violence <= 0 )
{
pulse_violence = PULSE_VIOLENCE;
violence_update ( );
}
if ( --pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
mobile_update ( );
}
if ( --pulse_point <= 0 )
{
pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 );
weather_update ( );
char_update ( );
obj_update ( );
list_update ( );
}
time_update( );
aggr_update( );
tail_chain( );
return;
}