/************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvements 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 * * benefiting. 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 * *************************************************************************** * 1stMud ROM Derivative (c) 2001-2004 by Markanth * * http://www.firstmud.com/ <markanth@firstmud.com> * * By using this code you have agreed to follow the term of * * the 1stMud license in ../doc/1stMud/LICENSE * ***************************************************************************/ #include "merc.h" #include "interp.h" #include "magic.h" #include "vnums.h" #include "tables.h" Proto(int hit_gain, (CharData *)); Proto(int mana_gain, (CharData *)); Proto(int move_gain, (CharData *)); Proto(void mobile_update, (void)); Proto(void weather_update, (void)); Proto(void time_update, (void)); Proto(void char_update, (void)); Proto(void obj_update, (void)); Proto(void aggr_update, (void)); Proto(void quest_update, (void)); Proto(void sendstat_update, (void)); int save_number = 0; void advance_level(CharData * ch, bool hide) { int add_hp; int add_mana; int add_move; int add_prac; if (!IsNPC(ch)) ch->pcdata->last_level = (ch->pcdata->played + (int) (current_time - ch->logon)) / HOUR; add_hp = con_app[get_curr_stat(ch, STAT_CON)].hitp + get_hp_gain(ch); add_mana = number_range(2, (2 * get_curr_stat(ch, STAT_INT) + get_curr_stat(ch, STAT_WIS)) / 5); if (!has_spells(ch)) 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 = Max(2, add_hp); add_mana = Max(2, add_mana); add_move = Max(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; update_all_qobjs(ch); if (!hide) { chprintlnf(ch, "You gain %d hit point%s, %d mana, %d move, and %d practice%s.", add_hp, add_hp == 1 ? "" : "s", add_mana, add_move, add_prac, add_prac == 1 ? "" : "s"); if (!IsNPC(ch) && ch->level < LEVEL_IMMORTAL) { int sn; for (sn = 0; sn < top_skill; sn++) { if (skill_level(ch, sn) == ch->level) { if (ch->pcdata->learned[sn] == 1) chprintlnf(ch, "{MYou can now learn the {W%s {M%s.{x", skill_table[sn].name, skill_table[sn].spell_fun == spell_null ? "skill" : "spell"); else chprintlnf(ch, "{MYou can now use the {W%s {M%s.{x", skill_table[sn].name, skill_table[sn].spell_fun == spell_null ? "skill" : "spell"); } } } } return; } void gain_exp(CharData * ch, int gain) { int maxl; if (IsNPC(ch) || ch->level >= (maxl = calc_max_level(ch))) return; ch->exp = Max(exp_per_level(ch, ch->pcdata->points), ch->exp + gain); while (ch->level < maxl && ch->exp >= exp_per_level(ch, ch->pcdata->points) * (ch->level + 1)) { chprintln(ch, "You raise a level!!"); ch->level += 1; mud_info.stats.levels++; new_wiznet(ch, NULL, WIZ_LEVELS, true, 0, "$N has attained level %d!", ch->level); if (ch->level >= LEVEL_HERO) { chprintlnf(ch, "Congratulations, you are now a %s!", high_level_name(ch->level, true)); announce(ch, INFO_LEVEL, "$n is now a %s!", high_level_name(ch->level, true)); } else announce(ch, INFO_LEVEL, "$n has attained level %d!", ch->level); advance_level(ch, false); save_char_obj(ch); } return; } int hit_gain(CharData * ch) { int gain; int number; if (ch->in_room == NULL) return 0; if (IsNPC(ch)) { gain = 5 + ch->level; if (IsAffected(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 = Max(3, get_curr_stat(ch, STAT_CON) - 3 + ch->level / 2); gain += hp_max(ch) - 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 (IsAffected(ch, AFF_POISON)) gain /= 4; if (IsAffected(ch, AFF_PLAGUE)) gain /= 8; if (IsAffected(ch, AFF_HASTE) || IsAffected(ch, AFF_SLOW)) gain /= 2; return Min(gain, ch->max_hit - ch->hit); } int mana_gain(CharData * ch) { int gain; int number; if (ch->in_room == NULL) return 0; if (IsNPC(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 (!has_spells(ch)) 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 (IsAffected(ch, AFF_POISON)) gain /= 4; if (IsAffected(ch, AFF_PLAGUE)) gain /= 8; if (IsAffected(ch, AFF_HASTE) || IsAffected(ch, AFF_SLOW)) gain /= 2; return Min(gain, ch->max_mana - ch->mana); } int move_gain(CharData * ch) { int gain; if (ch->in_room == NULL) return 0; if (IsNPC(ch)) { gain = ch->level; } else { gain = Max(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; default: 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 (IsAffected(ch, AFF_POISON)) gain /= 4; if (IsAffected(ch, AFF_PLAGUE)) gain /= 8; if (IsAffected(ch, AFF_HASTE) || IsAffected(ch, AFF_SLOW)) gain /= 2; return Min(gain, ch->max_move - ch->move); } void gain_condition(CharData * ch, int iCond, int value) { int condition; if (value == 0 || IsNPC(ch) || ch->level >= LEVEL_IMMORTAL) return; condition = ch->pcdata->condition[iCond]; if (condition == -1) return; ch->pcdata->condition[iCond] = Range(0, condition + value, 48); if (ch->pcdata->condition[iCond] == 0) { switch (iCond) { case COND_HUNGER: chprintln(ch, "You are hungry."); break; case COND_THIRST: chprintln(ch, "You are thirsty."); break; case COND_DRUNK: if (condition != 0) chprintln(ch, "You are sober."); break; } } return; } void mobile_update(void) { CharData *ch; CharData *ch_next; ExitData *pexit; int door; for (ch = char_first; ch != NULL; ch = ch_next) { ch_next = ch->next; if (!IsNPC(ch) || ch->in_room == NULL || IsAffected(ch, AFF_CHARM)) continue; if (ch->hunting) hunt_victim(ch); if (ch->in_room->area->empty && !IsSet(ch->act, ACT_UPDATE_ALWAYS)) continue; if (ch->spec_fun != 0) { if ((*ch->spec_fun) (ch)) continue; } if (ch->pIndexData->pShop != NULL) 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; } if (ch->position == ch->pIndexData->default_pos) { if (HasTriggerMob(ch, TRIG_DELAY) && ch->mprog_delay > 0) { if (--ch->mprog_delay <= 0) { p_percent_trigger(ch, NULL, NULL, NULL, NULL, NULL, TRIG_DELAY); continue; } } if (HasTriggerMob(ch, TRIG_RANDOM)) { if (p_percent_trigger (ch, NULL, NULL, NULL, NULL, NULL, TRIG_RANDOM)) continue; } } if (ch->position != POS_STANDING) continue; if (IsSet(ch->act, ACT_SCAVENGER) && ch->in_room->content_first != NULL && number_bits(6) == 0) { ObjData *obj; ObjData *obj_best; money_t max; max = 1; obj_best = 0; for (obj = ch->in_room->content_first; obj; obj = obj->next_content) { if (CanWear(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 $p.", ch, obj_best, NULL, TO_ROOM); } } if (!IsSet(ch->act, ACT_SENTINEL) && number_bits(3) == 0 && (door = number_door()) < MAX_DIR && (pexit = ch->in_room->exit[door]) != NULL && pexit->u1.to_room != NULL && !IsSet(pexit->exit_info, EX_CLOSED) && !IsSet(pexit->u1.to_room->room_flags, ROOM_NO_MOB) && (!IsSet(ch->act, ACT_STAY_AREA) || pexit->u1.to_room->area == ch->in_room->area) && (!IsSet(ch->act, ACT_OUTDOORS) || !IsSet(pexit->u1.to_room->room_flags, ROOM_INDOORS)) && (!IsSet(ch->act, ACT_INDOORS) || IsSet(pexit->u1.to_room->room_flags, ROOM_INDOORS))) { move_char(ch, door, false); } } return; } void char_update(void) { CharData *ch; CharData *ch_next; CharData *ch_quit; ch_quit = NULL; save_number++; if (save_number > 29) save_number = 0; for (ch = char_first; ch != NULL; ch = ch_next) { AffectData *paf; AffectData *paf_next; ch_next = ch->next; if (ch->timer > 30) ch_quit = ch; if (ch->position >= POS_STUNNED) { if (IsNPC(ch) && ch->zone != NULL && ch->zone != ch->in_room->area && ch->desc == NULL && ch->war == NULL && ch->fighting == NULL && !IsAffected(ch, AFF_CHARM) && number_percent() < 5) { act("$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 (!IsNPC(ch)) { int i; for (i = 0; i < MAX_TIMER; i++) { int pos = timer_table[i].timer; if (HasTimer(ch, pos)) { if (timer_table[i].fTime ? (current_time >= GetTimer(ch, pos)) : UpdateTimer(ch, pos)) { ClearTimer(ch, pos); chprintln(ch, timer_table[i].off_msg); switch (pos) { case TIMER_PK: RemBit(ch->act, PLR_PK); break; default: break; } } } } if (ch->level < LEVEL_IMMORTAL) { ObjData *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("$p flickers.", ch, obj, NULL, TO_CHAR); } if (IsImmortal(ch)) ch->timer = 0; if (++ch->timer >= 12) { if (ch->was_in_room == NULL && ch->in_room != NULL) { ch->was_in_room = ch->in_room; if (ch->fighting != NULL) stop_fighting(ch, true); act("$n disappears into the void.", ch, NULL, NULL, TO_ROOM); chprintln(ch, "You disappear into the void."); 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->affect_first; 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--; } 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) { chprintln(ch, skill_table[paf->type].msg_off); } } affect_remove(ch, paf); } } if (is_affected(ch, gsn_plague) && ch != NULL) { AffectData *af, plague; CharData *vch; int dam; if (ch->in_room == NULL) continue; act("$n writhes in agony as plague sores erupt from $s skin.", ch, NULL, NULL, TO_ROOM); chprintln(ch, "You writhe in agony from the plague."); for (af = ch->affect_first; af != NULL; af = af->next) { if (af->type == gsn_plague) break; } if (af == NULL) { RemBit(ch->affected_by, AFF_PLAGUE); continue; } if (af->level == 1) continue; plague.where = TO_AFFECTS; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range(1, 2 * plague.level); plague.location = APPLY_STR; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for (vch = ch->in_room->person_first; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(plague.level - 2, vch, DAM_DISEASE) && !IsImmortal(vch) && !IsAffected(vch, AFF_PLAGUE) && number_bits(4) == 0) { chprintln(vch, "You feel hot and feverish."); act("$n shivers and looks very ill.", vch, NULL, NULL, TO_ROOM); affect_join(vch, &plague); } } dam = Min(ch->level, af->level / 5 + 1); ch->mana -= dam; ch->move -= dam; damage(ch, ch, dam, gsn_plague, DAM_DISEASE, false); } else if (IsAffected(ch, AFF_POISON) && ch != NULL && !IsAffected(ch, AFF_SLOW)) { AffectData *poison; poison = affect_find(ch->affect_first, gsn_poison); if (poison != NULL) { act("$n shivers and suffers.", ch, NULL, NULL, TO_ROOM); chprintln(ch, "You shiver and suffer."); 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); } } for (ch = player_first; ch != NULL; ch = ch_next) { ch_next = ch->next_player; if (ch->desc != NULL && (int) ch->desc->descriptor % 30 == save_number) { save_char_obj(ch); } if (ch == ch_quit) { do_function(ch, &do_quit, ""); } } return; } void obj_update(void) { ObjData *obj; ObjData *obj_next; AffectData *paf, *paf_next; for (obj = obj_first; obj != NULL; obj = obj_next) { CharData *rch; char *message; obj_next = obj->next; for (paf = obj->affect_first; 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--; } 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->person_first != NULL) { rch = obj->in_room->person_first; 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; if (obj->in_room || (obj->carried_by && obj->carried_by->in_room)) { if (HasTriggerObj(obj, TRIG_DELAY) && obj->oprog_delay > 0) { if (--obj->oprog_delay <= 0) p_percent_trigger(NULL, obj, NULL, NULL, NULL, NULL, TRIG_DELAY); } else if ( ((obj->in_room && !obj->in_room->area->empty) || obj->carried_by) && HasTriggerObj(obj, TRIG_RANDOM)) p_percent_trigger(NULL, obj, NULL, NULL, NULL, NULL, TRIG_RANDOM); } if (!obj) 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 (CanWear(obj, ITEM_WEAR_FLOAT)) if (obj->content_first) 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 (IsNPC(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->person_first) != NULL) { 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->content_first) { ObjData *t_obj, *next_obj; for (t_obj = obj->content_first; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj(t_obj); if (obj->in_obj) obj_to_obj(t_obj, obj->in_obj); else if (obj->carried_by) 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) extract_obj(t_obj); else obj_to_room(t_obj, obj->in_room); } } extract_obj(obj); } return; } void aggr_update(void) { CharData *wch; CharData *wch_next; CharData *ch; CharData *ch_next; CharData *vch; CharData *vch_next; CharData *victim; if (MudFlag(DISABLE_AGGRO_MOBS)) return; for (wch = player_first; wch != NULL; wch = wch_next) { if (wch->next == NULL) { return; } wch_next = wch->next_player; if (IsNPC(wch) || wch->level >= LEVEL_IMMORTAL || wch->in_room == NULL || wch->in_room->area->empty || IsSet(wch->in_room->room_flags, ROOM_SAFE)) continue; for (ch = wch->in_room->person_first; ch != NULL; ch = ch_next) { int count; ch_next = ch->next_in_room; if (!IsNPC(ch) || !IsSet(ch->act, ACT_AGGRESSIVE) || IsAffected(ch, AFF_CALM) || ch->fighting != NULL || IsAffected(ch, AFF_CHARM) || !IsAwake(ch) || (IsSet(ch->act, ACT_WIMPY) && IsAwake(wch)) || !can_see(ch, wch) || number_bits(1) == 0) continue; count = 0; victim = NULL; for (vch = wch->in_room->person_first; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (!IsNPC(vch) && vch->level < LEVEL_IMMORTAL && ch->level >= vch->level - 5 && (!IsSet(ch->act, ACT_WIMPY) || !IsAwake(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; } void bank_update(void) { int value = 0; if ((time_info.hour < 6) || (time_info.hour > 18)) return; value = number_range(0, 200); value -= 100; value /= 10; mud_info.share_value = Range(10, mud_info.share_value + value, 1000); } void bonus_update(void) { if (mud_info.bonus.status == BONUS_OFF) return; switch (mud_info.bonus.time) { case -1: mud_info.bonus.status = BONUS_OFF; break; case 0: announce(NULL, INFO_MISC, "%dx %s has now ended.", mud_info.bonus.mod, bonus_name(mud_info.bonus.status)); mud_info.bonus.status = BONUS_OFF; mud_info.bonus.mod = 0; replace_str(&mud_info.bonus.msg, ""); mud_info.bonus.time = -1; return; case 1: case 2: case 3: case 4: case 5: case 10: case 15: announce(NULL, INFO_MISC, "%s remaining of %dx %s.", intstr(mud_info.bonus.time, "minute"), mud_info.bonus.mod, bonus_name(mud_info.bonus.status)); default: mud_info.bonus.time--; break; } return; } void update_handler(void) { static int pulse_area; static int pulse_mobile; static int pulse_violence; static int pulse_point; static int pulse_music; static int pulse_sendstat; if (--pulse_area <= 0) { pulse_area = PULSE_AREA; strcpy(crash_info.logline, "pulse_area"); area_update(); bank_update(); } if (--pulse_music <= 0) { pulse_music = PULSE_MUSIC; strcpy(crash_info.logline, "pulse_music"); song_update(); } if (--pulse_mobile <= 0) { pulse_mobile = PULSE_MOBILE; strcpy(crash_info.logline, "pulse_mobile"); mobile_update(); } if (--pulse_violence <= 0) { pulse_violence = PULSE_VIOLENCE; strcpy(crash_info.logline, "pulse_violence"); violence_update(); } if (--pulse_point <= 0) { pulse_point = PULSE_TICK; strcpy(crash_info.logline, "pulse_point"); wiznet("TICK!", NULL, NULL, WIZ_TICKS, false, 0); weather_update(); time_update(); char_update(); obj_update(); quest_update(); gquest_update(); war_update(); bonus_update(); } if (--pulse_sendstat <= 0) { pulse_sendstat = 1; sendstat_update(); } strcpy(crash_info.logline, "auction_update"); auction_update(); strcpy(crash_info.logline, "crs_update"); crs_update(); strcpy(crash_info.logline, "aggr_update"); aggr_update(); strcpy(crash_info.logline, "N/A"); tail_chain(); return; }