/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik Strfeldt, 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 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#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 "interp.h"
#include "music.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));
/* used for saving */
int save_number = 0;
/*
* 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;
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_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;
add_move = number_range (1, (get_curr_stat (ch, STAT_CON)
+ get_curr_stat (ch, STAT_DEX)) / 6);
add_prac = wis_app[get_curr_stat (ch, STAT_WIS)].practice;
add_hp = add_hp * 9 / 10;
add_mana = add_mana * 9 / 10;
add_move = add_move * 9 / 10;
add_hp = UMAX (2, add_hp);
add_mana = UMAX (2, add_mana);
add_move = UMAX (6, add_move);
ch->max_hit += add_hp;
ch->max_mana += add_mana;
ch->max_move += add_move;
ch->practice += add_prac;
ch->train += 1;
ch->pcdata->perm_hit += add_hp;
ch->pcdata->perm_mana += add_mana;
ch->pcdata->perm_move += add_move;
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 ("{GYou raise a level!! {x", 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);
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;
if (IS_AFFECTED (ch, AFF_REGENERATION))
gain *= 2;
switch (ch->position)
{
default:
gain /= 2;
break;
case POS_SLEEPING:
gain = 3 * gain / 2;
break;
case POS_RESTING:
break;
case POS_FIGHTING:
gain /= 3;
break;
}
}
else
{
gain = 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))
{
gain += number * gain / 100;
if (ch->hit < ch->max_hit)
check_improve (ch, gsn_fast_healing, TRUE, 8);
}
switch (ch->position)
{
default:
gain /= 4;
break;
case POS_SLEEPING:
break;
case POS_RESTING:
gain /= 2;
break;
case POS_FIGHTING:
gain /= 6;
break;
}
if (ch->pcdata->condition[COND_HUNGER] == 0)
gain /= 2;
if (ch->pcdata->condition[COND_THIRST] == 0)
gain /= 2;
}
gain = gain * ch->in_room->heal_rate / 100;
if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
gain = gain * ch->on->value[3] / 100;
if (IS_AFFECTED (ch, AFF_POISON))
gain /= 4;
if (IS_AFFECTED (ch, AFF_PLAGUE))
gain /= 8;
if (IS_AFFECTED (ch, AFF_HASTE) || IS_AFFECTED (ch, AFF_SLOW))
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) || IS_AFFECTED (ch, AFF_SLOW))
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) || IS_AFFECTED (ch, AFF_SLOW))
gain /= 2;
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_IMMORTAL)
return;
condition = ch->pcdata->condition[iCond];
if (condition == -1)
return;
ch->pcdata->condition[iCond] = URANGE (0, condition + value, 48);
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;
}
}
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;
/* 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 * 100 + ch->silver) < ch->pIndexData->wealth)
{
ch->gold +=
ch->pIndexData->wealth * number_range (1, 20) / 5000000;
ch->silver +=
ch->pIndexData->wealth * number_range (1, 20) / 50000;
}
/*
* 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);
}
}
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;
for (ch = char_list; ch != NULL; ch = ch_next)
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
ch_next = ch->next;
if (ch->timer > 30)
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 (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 ("$p flickers.", ch, obj, NULL, TO_CHAR);
}
if (IS_IMMORTAL (ch))
ch->timer = 0;
if (++ch->timer >= 12)
{
if (ch->was_in_room == NULL && ch->in_room != NULL)
{
ch->was_in_room = ch->in_room;
if (ch->fighting != NULL)
stop_fighting (ch, TRUE);
act ("$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));
}
}
gain_condition (ch, COND_DRUNK, -1);
gain_condition (ch, COND_FULL, ch->size > SIZE_MEDIUM ? -4 : -2);
gain_condition (ch, COND_THIRST, -1);
gain_condition (ch, COND_HUNGER,
ch->size > SIZE_MEDIUM ? -2 : -1);
}
for (paf = ch->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)
continue;
act ("$n writhes in agony as plague sores erupt from $s skin.",
ch, NULL, NULL, TO_ROOM);
send_to_char ("You writhe in agony from the plague.\n\r", ch);
for (af = ch->affected; af != NULL; af = af->next)
{
if (af->type == gsn_plague)
break;
}
if (af == NULL)
{
REMOVE_BIT (ch->affected_by, AFF_PLAGUE);
continue;
}
if (af->level == 1)
continue;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range (1, 2 * plague.level);
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for (vch = ch->in_room->people; vch != NULL;
vch = vch->next_in_room)
{
if (!saves_spell (plague.level - 2, vch, DAM_DISEASE)
&& !IS_IMMORTAL (vch)
&& !IS_AFFECTED (vch, AFF_PLAGUE) && number_bits (4) == 0)
{
send_to_char ("You feel hot and feverish.\n\r", vch);
act ("$n shivers and looks very ill.", vch, NULL, NULL,
TO_ROOM);
affect_join (vch, &plague);
}
}
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
&& !IS_AFFECTED (ch, AFF_SLOW))
{
AFFECT_DATA *poison;
poison = affect_find (ch->affected, gsn_poison);
if (poison != NULL)
{
act ("$n shivers and suffers.", ch, NULL, NULL, TO_ROOM);
send_to_char ("You shiver and suffer.\n\r", ch);
damage (ch, ch, poison->level / 10 + 1, gsn_poison,
DAM_POISON, FALSE);
}
}
else if (ch->position == POS_INCAP && number_range (0, 1) == 0)
{
damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE);
}
else if (ch->position == POS_MORTAL)
{
damage (ch, ch, 1, TYPE_UNDEFINED, DAM_NONE, FALSE);
}
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
for (ch = char_list; ch != NULL; ch = ch_next)
{
/*
* Edwin's fix for possible pet-induced problem
* JR -- 10/15/00
*/
if (!IS_VALID(ch))
{
bug("update_char: Trying to work with an invalidated character.\n",0);
break;
}
ch_next = ch->next;
if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number)
{
save_char_obj (ch);
}
if (ch == ch_quit)
{
do_function (ch, &do_quit, "");
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update (void)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
AFFECT_DATA *paf, *paf_next;
for (obj = object_list; obj != NULL; obj = obj_next)
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
/* go through affects and decrement */
for (paf = obj->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
if (paf->duration > 0)
{
paf->duration--;
if (number_range (0, 4) == 0 && paf->level > 0)
paf->level--; /* spell strength fades with time */
}
else if (paf->duration < 0);
else
{
if (paf_next == NULL
|| paf_next->type != paf->type || paf_next->duration > 0)
{
if (paf->type > 0 && skill_table[paf->type].msg_obj)
{
if (obj->carried_by != NULL)
{
rch = obj->carried_by;
act (skill_table[paf->type].msg_obj,
rch, obj, NULL, TO_CHAR);
}
if (obj->in_room != NULL
&& obj->in_room->people != NULL)
{
rch = obj->in_room->people;
act (skill_table[paf->type].msg_obj,
rch, obj, NULL, TO_ALL);
}
}
}
affect_remove_obj (obj, paf);
}
}
if (obj->timer <= 0 || --obj->timer > 0)
continue;
switch (obj->item_type)
{
default:
message = "$p crumbles into dust.";
break;
case ITEM_FOUNTAIN:
message = "$p dries up.";
break;
case ITEM_CORPSE_NPC:
message = "$p decays into dust.";
break;
case ITEM_CORPSE_PC:
message = "$p decays into dust.";
break;
case ITEM_FOOD:
message = "$p decomposes.";
break;
case ITEM_POTION:
message = "$p has evaporated from disuse.";
break;
case ITEM_PORTAL:
message = "$p fades out of existence.";
break;
case ITEM_CONTAINER:
if (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->silver += obj->cost / 5;
else
{
act (message, obj->carried_by, obj, NULL, TO_CHAR);
if (obj->wear_loc == WEAR_FLOAT)
act (message, obj->carried_by, obj, NULL, TO_ROOM);
}
}
else if (obj->in_room != NULL && (rch = obj->in_room->people) != NULL)
{
if (!(obj->in_obj && obj->in_obj->pIndexData->vnum == OBJ_VNUM_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;
/*
* 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_mobile;
static int pulse_violence;
static int pulse_point;
static int pulse_music;
if (--pulse_area <= 0)
{
pulse_area = PULSE_AREA;
/* number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); */
area_update ();
}
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;
/* number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); */
weather_update ();
char_update ();
obj_update ();
}
aggr_update ();
tail_chain ();
return;
}