/***************************************************************************
* 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. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
int hit_gain args( ( CHAR_DATA *ch ) );
int mana_gain args( ( CHAR_DATA *ch ) );
int move_gain args( ( CHAR_DATA *ch ) );
void mobile_update args( ( void ) );
void weather_update args( ( void ) );
void char_update args( ( void ) );
void obj_update args( ( void ) );
void aggr_update args( ( void ) );
/*
* Advancement stuff.
* Obselete -Ant
*/
void advance_level( CHAR_DATA *ch )
{
return;
}
void gain_exp( CHAR_DATA *ch, int gain )
{
if( IS_NPC( ch ) )
return;
ch->exp += gain;
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA *ch )
{
int gain;
if( IS_NPC( ch ) )
{
gain = ch->max_hit * 2 / 10; /* TODO */
}
else
{
gain = UMIN( 5, ( ch->max_hit * 2 / 10 ) );
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 /= 3;
if( ch->pcdata->condition[ COND_THIRST ] <= 0 )
gain /= 4;
}
if( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 8;
return UMIN( gain, ch->max_hit - ch->hit );
}
int mana_gain( CHAR_DATA *ch )
{
int gain;
if ( IS_NPC(ch) )
{
gain = ch->max_mana * 2 / 10;
}
else
{
gain = UMIN( 5, ( ch->max_mana * 2 / 10 ) /* TODO */ );
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 /= 3;
}
if ( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 10;
return UMIN( gain, ch->max_mana - ch->mana );
}
int move_gain( CHAR_DATA *ch )
{
int gain;
if ( IS_NPC(ch) )
{
gain = 50;
}
else
{
gain = UMAX( 15, ( ch->max_move / 5 ) /* TODO */ );
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 /= 4;
}
if( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 8;
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->wizbit )
return;
condition = ch->pcdata->condition[iCond];
ch->pcdata->condition[iCond] = URANGE( -48, condition + value, 48 );
if( ch->pcdata->condition[iCond] <= 0 )
{
switch ( iCond )
{
case COND_FULL:
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;
}
}
return;
}
/*
* Mob autonomous action.
* This function takes 25% to 35% of ALL Merc cpu time.
* -- Furey
* Or more.... -Ant
*/
void mobile_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
EXIT_DATA *pexit;
int door;
/*
* Examine all mobs.
*/
for( ch = char_list ; ch ; ch = ch_next )
{
ch_next = ch->next;
if( !IS_NPC( ch )
|| !ch->in_room
|| ch->in_room->area->nplayer == 0
|| 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;
/*
* Mob_prog Random Trigger
*/
if( ch->in_room->area->nplayer > 0 )
{
MPROG_DATA *mprg;
if( IS_SET( ch->pIndexData->progtypes, RAND_PROG )
&& ch->pIndexData->mobprogs )
{
for( mprg = ch->pIndexData->mobprogs ; mprg ; mprg = mprg->next )
{
if( ( mprg->type & RAND_PROG )
&& ( number_percent( ) < atoi( mprg->arglist ) ) )
{
mprog_driver( mprg->comlist, ch, NULL, NULL, NULL );
break;
}
}
}
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 )
{
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 );
/* If ch changes position due
to it's or someother mob's
movement via MOBProgs,
continue - Kahn */
if( ch->position < POS_STANDING )
continue;
}
/*
* 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( !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';
if( ( time_info.minute += 15 ) == 60 )
{
time_info.hour++;
time_info.minute = 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 >= 31 )
{
time_info.day = 0;
time_info.month++;
}
if( time_info.month >= 12 )
{
time_info.month = 0;
time_info.year++;
}
/*
* Weather change.
*/
if( time_info.month >= 3 && time_info.month <= 9 )
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 ; 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_next;
CHAR_DATA *ch_save;
CHAR_DATA *ch_quit;
time_t save_time;
save_time = current_time;
ch_save = NULL;
ch_quit = NULL;
for( ch = char_list ; ch ; ch = ch_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
ch_next = ch->next;
/*
* Find dude with oldest save time.
*/
if( !IS_NPC( ch )
&& ( !ch->desc || ch->desc->connected <= CON_PLAYING )
&& 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 ) )
{
OBJ_DATA *obj;
char buf[ MAX_STRING_LENGTH ];
if( ( obj = get_eq_char( ch, WEAR_LIGHT ) )
&& IS_SET( obj->item_type, ITEM_LIGHT )
&& obj->light->duration > 0 )
{
if( --obj->light->duration == 0 && ch->in_room )
{
ch->in_room->light -= obj->light->intensity;
if( ch->in_room->light < 0 )
ch->in_room->light = 0;
act( "$p goes out.", ch, obj, NULL, TO_ROOM );
act( "$p goes out.", ch, obj, NULL, TO_CHAR );
REMOVE_BIT( obj->item_type, ITEM_LIGHT );
unequip_char( ch, obj );
if( obj->item_type == 0 )
{
obj->extra_flags = 0;
SET_BIT( obj->item_type, ITEM_TRASH );
sprintf( buf, "%s (dead)", obj->short_descr );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
}
}
}
if( ++ch->timer >= 12 && !ch->wizbit )
{
if( !ch->was_in_room && ch->in_room )
{
ch->was_in_room = ch->in_room;
if( ch->fighting )
stop_fighting( ch, TRUE );
act( "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the void.\n\r", ch );
save_char_obj( ch );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
}
}
if( ch->timer > 30 && !ch->wizbit )
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 )
{
paf_next = paf->next;
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( "\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, AFF_POISON ) )
{
act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You shiver and suffer.\n\r", ch );
damage( ch, ch, 2, gsn_poison );
}
else if( ch->position == POS_INCAP )
{
damage( ch, ch, 1, TYPE_UNDEFINED );
}
else if( ch->position == POS_MORTAL )
{
damage( ch, ch, 2, TYPE_UNDEFINED );
}
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
if( ch_save || ch_quit )
{
for( ch = char_list ; ch ; ch = ch_next )
{
ch_next = ch->next;
if( ch == ch_save )
save_char_obj( ch );
if( ch == ch_quit )
do_quit( ch, "" );
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for( obj = object_list ; obj ; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
if( obj->timer <= 0 || --obj->timer > 0 )
continue;
if( IS_SET( obj->item_type, ITEM_FOUNTAIN ) )
{
message = "$p dries up.";
}
else if( IS_SET( obj->item_type, ITEM_CORPSE_NPC ) )
{
if( obj->condition == 100 )
{
free_string( obj->short_descr );
obj->short_descr = str_dup( "some decayed remains" );
free_string( obj->description );
obj->description = str_dup( "A decaying corpse rots here." );
obj->condition = 50;
obj->timer = number_range( 2, 4 );
continue;
}
else if( obj->condition == 50 )
{
free_string( obj->short_descr );
obj->short_descr = str_dup( "some old dusty bones" );
free_string( obj->description );
obj->description = str_dup( "A pile of bones lies here." );
obj->condition = 10;
obj->timer = number_range( 4, 8 );
continue;
}
else if( obj->condition == 10 )
{
free_string( obj->short_descr );
obj->short_descr = str_dup( "some dusty remains" );
free_string( obj->description );
obj->description = str_dup( "Some dusty remains lie here." );
obj->condition = 0;
obj->timer = number_range( 6, 12 );
continue;
}
message = "$p decay into dust.";
}
else if( IS_SET( obj->item_type, ITEM_CORPSE_PC ) )
{
if( obj->condition == 100 )
{
free_string( obj->short_descr );
obj->short_descr = str_dup( "some decayed remains" );
free_string( obj->description );
obj->description = str_dup( "A decaying corpse rots here." );
obj->condition = 50;
obj->timer = number_range( 10, 20 );
continue;
}
else if( obj->condition == 50 )
{
free_string( obj->short_descr );
obj->short_descr = str_dup( "some old dusty bones" );
free_string( obj->description );
obj->description = str_dup( "A pile of bones lies here." );
obj->condition = 10;
obj->timer = number_range( 10, 20 );
continue;
}
else if( obj->condition == 10 )
{
free_string( obj->short_descr );
obj->short_descr = str_dup( "some dusty remains" );
free_string( obj->description );
obj->description = str_dup( "Some dusty remains lie here." );
obj->condition = 0;
obj->timer = number_range( 10, 20 );
continue;
}
message = "$p decay into dust.";
}
else if( IS_SET( obj->item_type, ITEM_FOOD ) )
{
message = "$p decomposes.";
}
else
{
message = "$p vanishes.";
}
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( IS_SET( obj->item_type, ITEM_CORPSE_PC )
&& obj->contains ) /* save the contents */
{
OBJ_DATA *t_obj;
OBJ_DATA *next_obj;
for( t_obj = obj->contains ; t_obj ; 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 */
obj_to_char( t_obj, obj->carried_by );
else if( !obj->in_room ) /* 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 want the mob to just attack the first PC
* who leads the party into the room.
*
* -- Furey
*
* This really used to suck, examining ALL mobiles? I don't think so
* hows about we just examine active players instead?
*
* -- Ant
*/
void aggr_update( void )
{
DESCRIPTOR_DATA *d;
CHAR_DATA *ch;
CHAR_DATA *mch;
CHAR_DATA *vch;
CHAR_DATA *victim;
for( d = descriptor_list ; d ; d = d->next )
{
ch = d->character;
if( d->connected != CON_PLAYING /* TODO ignore immortals */
|| IS_SET( ch->in_room->room_flags, ROOM_SAFE )
|| !ch->in_room )
continue;
for( mch = ch->in_room->people ; mch ; mch = mch->next_in_room )
{
int count;
if( IS_NPC( mch )
&& mch->mpactnum > 0
&& mch->in_room->area->nplayer > 0 )
{
MPROG_ACT_LIST *tmp_act;
MPROG_ACT_LIST *tmp2_act;
for( tmp_act = mch->mpact ; tmp_act ; tmp_act = tmp_act->next )
{
mprog_wordlist_check(
tmp_act->buf,
mch,
tmp_act->ch,
tmp_act->obj,
tmp_act->vo,
ACT_PROG );
free_string( tmp_act->buf );
}
for( tmp_act = mch->mpact ; tmp_act ; tmp_act = tmp2_act )
{
tmp2_act = tmp_act->next;
free_mem( tmp_act, sizeof( MPROG_ACT_LIST ) );
}
mch->mpactnum = 0;
mch->mpact = NULL;
}
if( !IS_NPC( mch )
|| !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 )
|| ( number_bits( 1 ) == 0 ) )
continue;
count = 0;
victim = NULL;
for( vch = mch->in_room->people ; vch ; vch = vch->next_in_room )
{
if( IS_NPC( vch ) ) /* TODO ignore immortals and check for
power of player */
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 );
}
}
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;
static int pulse_db_dump; /* OLC 1.1b */
static int pulse_notes; /* -Ant */
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 ( );
}
/*
* OLC 1.1b
*/
if( --pulse_db_dump <= 0 )
{
pulse_db_dump = PULSE_DB_DUMP;
do_asave( NULL, "" );
}
if( --pulse_notes <= 0 )
{
NOTE_DATA *pnote = NULL;
NOTE_DATA *pnote_next = NULL;
pulse_notes = PULSE_NOTES;
for( pnote = note_list ; pnote ; pnote = pnote_next )
{
pnote_next = pnote->next;
if( pnote->date_stamp < ( current_time - NOTE_TIMEOUT ) )
{
note_delete( pnote );
}
}
}
aggr_update( );
return;
}