/*************************************************************************** * 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. * * * * EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and * * Mitchell Tse. * * * * EnvyMud 2.2 improvements copyright (C) 1996, 1997 by Michael Quan. * * * * GreedMud 0.88 improvements copyright (C) 1997, 1998 by Vasco Costa. * * * * 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. * ***************************************************************************/ #if defined( macintosh ) #include <types.h> #else #include <sys/types.h> #endif #include <stdlib.h> #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 room_update args( ( void ) ); void mobile_update args( ( void ) ); void object_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", ch->class[0]->title[ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] ); set_title( ch, buf ); add_hp = con_app[get_curr_con( ch )].hitp + number_range( ch->class[0]->hp_min, ch->class[0]->hp_max ); add_mana = has_spells( ch ) ? 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, "{o{wYour gain is: %d/%d hp, %d/%d m, %d/%d mv %d/%d prac.{x\n\r", 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; } /* * Demote stuff. */ void demote_level( CHAR_DATA *ch ) { char buf [ MAX_STRING_LENGTH ]; int add_hp; int add_mana; int add_move; int add_prac; if ( ch->level == 1 ) return; sprintf( buf, "the %s", ch->class[0]->title[ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] ); set_title( ch, buf ); add_hp = con_app[get_curr_con( ch )].hitp + number_range( ch->class[0]->hp_min, ch->class[0]->hp_max ); add_mana = has_spells( ch ) ? 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 ); ch->level -= 1; sprintf( buf, "Your loss is: %d/%d hp, %d/%d m, %d/%d mv %d/%d prac.\n\r", 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 ) { char buf [ MAX_STRING_LENGTH ]; if ( IS_NPC( ch ) || ch->level >= LEVEL_HERO ) return; ch->exp = UMAX( EXP_PER_LEVEL, ch->exp + gain ); while ( ch->level < LEVEL_HERO && ch->exp >= EXP_PER_LEVEL * ( ch->level + 1 ) ) { send_to_char( "{o{wYou raise a level!! {x", ch ); ch->level += 1; advance_level( ch ); sprintf( buf, "%s has levelled and is now level %d.", ch->name, ch->level ); if ( !IS_SET( sysdata.act, MUD_NONEWS ) ) news_channel( ch, buf ); wiznet( ch, WIZ_LEVELS, L_JUN, buf ); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; int number; int racehpgainextra = ( ch->max_hit * race_table[ ch->race ].hp_gain ) / ch->max_hit; if ( IS_NPC( ch ) ) { gain = ch->level * 3 / 2; } else { gain = UMIN( 5, ch->level ); number = number_percent( ); if ( number < ch->pcdata->learned[gsn_fast_healing] ) { gain += number * gain / 100; if ( ch->hit < ch->max_hit ) learn( ch, gsn_fast_healing, TRUE ); } switch ( ch->position ) { case POS_SLEEPING: gain += get_curr_con( ch ) * 2; break; case POS_RESTING: gain += get_curr_con( ch ); break; } if ( ch->pcdata->condition[COND_FULL ] == 0 ) gain /= 2; if ( ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; } gain *= ch->in_room->heal_rate / 100; if ( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; gain += racehpgainextra; return UMIN( gain, ch->max_hit - ch->hit ); } int mana_gain( CHAR_DATA *ch ) { int gain; int number; int racemanaextra = ( ch->max_mana * race_table[ ch->race ].mana_gain ) / ch->max_mana; if ( IS_NPC( ch ) ) { gain = ch->level; } else { gain = UMIN( 5, ch->level / 2 ); number = number_percent( ); if ( number < ch->pcdata->learned[gsn_meditate] ) { gain += number * gain / 100; if ( ch->mana < ch->max_mana ) learn( ch, gsn_meditate, TRUE ); } 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; } gain *= ch->in_room->mana_rate / 100; if ( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; gain += racemanaextra; return UMIN( gain, ch->max_mana - ch->mana ); } int move_gain( CHAR_DATA *ch ) { int gain; int racemoveextra = ( ch->max_move * race_table[ ch->race ].move_gain ) / ch->max_move; 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 ) * 2; break; case POS_RESTING: gain += get_curr_dex( ch ); break; } if ( ch->pcdata->condition[COND_FULL ] == 0 ) gain /= 2; if ( ch->pcdata->condition[COND_THIRST] == 0 ) gain /= 2; } gain *= ch->in_room->heal_rate / 100; if ( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 4; gain += racemoveextra; 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.\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% of ALL Merc cpu time. * -- Furey */ void mobile_update( void ) { CHAR_DATA *ch; EXIT_DATA *pexit; int door; char buf [ MAX_STRING_LENGTH ]; /* Examine all mobs. */ for ( ch = char_list; ch; ch = ch->next ) { int rnum; if ( ch->deleted ) continue; if ( !ch->in_room ) continue; if ( !IS_NPC( ch ) || IS_AFFECTED( ch, AFF_CHARM ) ) continue; if ( !IS_SET( ch->act, ACT_SENTINEL ) && !ch->fighting && ch->hunting && ch->position == POS_STANDING ) { WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); hunt_victim( ch ); 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; if ( ch->rider ) { if ( IS_SET( ch->act, ACT_AGGRESSIVE ) ) do_emote( ch, "snarls and growls." ); continue; } if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) && IS_SET( ch->act, ACT_AGGRESSIVE ) ) do_emote( ch, "glares around and snarls." ); /* MOBprogram random trigger */ if ( ch->in_room->area->nplayer > 0 ) { mprog_random_trigger( ch ); /* If ch dies or changes position due to it's random trigger, continue - Kahn */ 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 $p.", ch, obj_best, NULL, TO_ROOM ); } } /* Wander or Flee - modifications by Jason Dinkel */ if ( ch->hit < ch->max_hit / 2 ) rnum = 3; else rnum = 5; if ( !IS_SET( ch->act, ACT_SENTINEL ) && ( door = number_bits( rnum ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) && pexit->to_room && !IS_SET( pexit->exit_info, EX_CLOSED ) && !IS_SET( pexit->to_room->room_flags, ROOM_NO_MOB ) && ( !IS_SET( ch->act, ACT_STAY_AREA ) || pexit->to_room->area == ch->in_room->area ) ) { /* Give message if hurt */ if ( rnum == 3 ) act( "$n wanders off terrified!", ch, NULL, NULL, TO_ROOM ); 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; } /* If people are in the room, then flee. */ if ( rnum == 3 && !IS_SET( ch->act, ACT_SENTINEL ) ) { CHAR_DATA *rch; for ( rch = ch->in_room->people; rch; rch = rch->next_in_room ) { if ( rch->deleted ) continue; /* If NPC can't see PC it shouldn't feel fear - Zen */ if ( !IS_NPC( rch ) && can_see( ch, rch ) ) { int direction; door = -1; /* SMAUG had this. It makes some nice FX - Zen */ if ( is_fearing( ch, rch ) ) { switch( number_bits( 2 ) ) { default: sprintf( buf, "May i have some peace %s?", rch->name ); break; case 0: sprintf( buf, "Get away from me, %s!", rch->name ); break; case 1: sprintf( buf, "Leave me be, %s!", rch->name ); break; case 2: sprintf( buf, "%s is trying to kill me! Help!", rch->name ); break; case 3: sprintf( buf, "Someone save me from %s!", rch->name ); break; } do_yell( ch, buf ); } act( "$n flees in terror!", ch, NULL, NULL, TO_ROOM ); /* Find an exit giving each one an equal chance */ for ( direction = 0; direction < MAX_DIR; direction++ ) { if ( ch->in_room->exit[direction] && number_range( 0, direction ) == 0 ) door = direction; } /* If no exit, attack. Else flee! */ if ( door == -1 ) multi_hit( ch, rch, TYPE_UNDEFINED ); else move_char( ch, door ); break; } } } } 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 4: weather_info.sunlight = MOON_SET; strcat( buf, "{dThe moon sets.{x\n\r" ); break; case 6: weather_info.sunlight = SUN_RISE; strcat( buf, "{yThe sun rises in the east.{x\n\r" ); weather_info.temperature += number_fuzzy( 10 ); break; case 7: weather_info.sunlight = SUN_LIGHT; strcat( buf, "{o{yThe day has begun.{x\n\r" ); if ( time_info.month <= 4 || time_info.month >= 15 ) weather_info.temperature = number_fuzzy( 20 ); else weather_info.temperature = number_fuzzy( 50 ); break; case 12: strcat( buf, "{o{yIt is noon.{x\n\r" ); weather_info.temperature += number_fuzzy( 20 ); break; case 19: weather_info.sunlight = SUN_SET; strcat( buf, "{rThe sun slowly disappears in the west.{x\n\r" ); weather_info.temperature -= number_fuzzy( 20 ); break; case 20: weather_info.sunlight = SUN_DARK; strcat( buf, "{dThe night has begun.{x\n\r" ); weather_info.temperature -= number_fuzzy( 10 ); break; case 24: weather_info.sunlight = MOON_RISE; strcat( buf, "{wThe moon rises, casting a silver glow over the night.{x\n\r" ); weather_info.temperature -= number_fuzzy( 10 ); 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. */ weather_info.winddir += number_range( 0, 2 ) - 1; 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 ) ) { if ( time_info.month <= 4 || time_info.month >= 15 ) { strcat( buf, "{wA few flakes of snow are falling.{x\n\r" ); weather_info.temperature -= 10; } else strcat( buf, "{dThe sky is getting cloudy.{x\n\r" ); weather_info.sky = SKY_CLOUDY; weather_info.windspeed += 10; } break; case SKY_CLOUDY: if ( weather_info.mmhg < 970 || ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) ) { if ( time_info.month <= 4 || time_info.month >= 15 ) { strcat( buf, "{o{wIt starts to snow.{x\n\r" ); weather_info.temperature -= 10; } else strcat( buf, "{o{bIt starts to rain.{x\n\r" ); weather_info.sky = SKY_RAINING; weather_info.windspeed += 10; } if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 ) { if ( time_info.month <= 4 || time_info.month >= 15 ) { strcat( buf, "{o{wThe snow lets up.{x\n\r" ); weather_info.temperature += 10; } else strcat( buf, "{o{wThe clouds disappear.{x\n\r" ); weather_info.sky = SKY_CLOUDLESS; weather_info.windspeed -= 10; } break; case SKY_RAINING: if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 ) { if ( time_info.month <= 4 || time_info.month >= 15 ) { strcat( buf, "{dYou are caught in a blizzard.{x\n\r" ); weather_info.temperature -= 30; } else strcat( buf, "{o{yLightning flashes in the sky.{x\n\r" ); weather_info.sky = SKY_LIGHTNING; weather_info.windspeed += 10; } if ( weather_info.mmhg > 1030 || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) ) { if ( time_info.month <= 4 || time_info.month >= 15 ) { strcat( buf, "{o{wThe snow is letting up.{x\n\r" ); weather_info.temperature += 30; } else strcat( buf, "{o{wThe rain stopped.{x\n\r" ); weather_info.sky = SKY_CLOUDY; weather_info.windspeed -= 10; } break; case SKY_LIGHTNING: if ( weather_info.mmhg > 1010 || ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) ) { if ( time_info.month <= 4 || time_info.month >= 15 ) { strcat( buf, "{dThe blizzard subsides.{x\n\r" ); weather_info.temperature += 10; } else strcat( buf, "{dThe lightning has stopped.{x\n\r" ); weather_info.sky = SKY_RAINING; weather_info.windspeed -= 10; 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; 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 ); 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( "\n\r", ch ); } } if ( paf->type == gsn_vampiric_bite ) ch->race = race_lookup( "Vampire" ); 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 ) ) { AFFECT_DATA *af; CHAR_DATA *vch; AFFECT_DATA plague; int save; int dam; act( "$n writhes in agony as plague sores erupt from $s skin.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You writhe in agony from the plague.\n\r", ch ); for ( af = ch->affected; af; af = af->next ) if ( af->type == gsn_plague ) break; if ( !af ) { remove_bit( ch->affected_by, AFF_PLAGUE ); continue; } if ( af->level == 1 ) continue; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range( 1, 2 * plague.level ); plague.location = APPLY_STR; plague.modifier = -5; vzero( plague.bitvector ); set_bit( plague.bitvector, AFF_PLAGUE ); save = plague.level; for ( vch = ch->in_room->people; vch; vch = vch->next_in_room ) { if ( vch->deleted ) continue; if ( save && !saves_spell( save, vch, DAM_DISEASE ) && !IS_IMMORTAL( vch ) && !IS_AFFECTED( vch, AFF_PLAGUE ) && number_bits( 4 ) == 0 ) { send_to_char( "You feel hot and feverish.\n\r", vch ); act( "$n shivers and looks very ill.", vch, NULL, NULL, TO_ROOM ); affect_join( vch, &plague ); } } dam = UMIN( ch->level, 5 ); ch->mana -= dam; ch->move -= dam; damage( ch, ch, dam, gsn_plague, WEAR_NONE, DAM_DISEASE ); } if ( ( time_info.hour > 5 && time_info.hour < 21 ) && CHECK_SUS( ch, RIS_LIGHT ) && !IS_SET( ch->in_room->room_flags, ROOM_DARK ) && !IS_SET( ch->in_room->room_flags, ROOM_UNDERGROUND ) ) { int dmg = 0; if ( ch->in_room->sector_type == SECT_INSIDE ) { dmg = 10; } else { if ( ch->in_room->sector_type == SECT_FOREST ) { dmg = 25; } else { dmg = 50; } } if ( weather_info.sky == SKY_CLOUDY ) dmg /= 2; if ( weather_info.sky == SKY_RAINING ) { dmg /= 4; dmg *= 3; } damage( ch, ch, dmg, gsn_poison, WEAR_NONE, DAM_LIGHT ); } else if ( ( ch->in_room->sector_type == SECT_UNDERWATER && ( !IS_IMMORTAL( ch ) && !IS_AFFECTED( ch, AFF_GILLS ) && !IS_SET( race_table[ ch->race ].race_abilities, RACE_WATERBREATH ) ) ) || ( ( ch->in_room->sector_type != SECT_UNDERWATER && ch->in_room->sector_type != SECT_WATER_NOSWIM && ch->in_room->sector_type != SECT_WATER_SWIM ) && IS_SET( race_table[ ch->race ].race_abilities, RACE_WATERBREATH ) && ( str_cmp( race_table[ch->race].name, "Object" ) && str_cmp( race_table[ch->race].name, "God" ) ) ) ) { send_to_char( "You can't breathe!\n\r", ch ); act( "$n sputters and chokes!", ch, NULL, NULL, TO_ROOM ); damage( ch, ch, 5, gsn_breathe_water, WEAR_NONE, DAM_DROWNING ); } else if ( IS_AFFECTED( ch, AFF_POISON ) ) { send_to_char( "You shiver and suffer.\n\r", ch ); act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); damage( ch, ch, 2, gsn_poison, WEAR_NONE, DAM_POISON ); } else if ( ch->position == POS_INCAP ) { damage( ch, ch, 1, TYPE_UNDEFINED, WEAR_NONE, DAM_NONE ); } else if ( ch->position == POS_MORTAL ) { damage( ch, ch, 2, TYPE_UNDEFINED, WEAR_NONE, DAM_NONE ); } /* Thats all for mobs */ if ( IS_NPC( ch ) ) continue; /* * Find dude with oldest save time. */ if ( ( !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->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.\n\r", ch ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); save_char_obj( ch ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } if ( ch->timer > 20 && !IS_SWITCHED( ch ) ) ch_quit = ch; gain_condition( ch, COND_DRUNK, -1 ); gain_condition( ch, COND_FULL, ( -1 - race_table[ch->race].hunger_mod ) ); gain_condition( ch, COND_THIRST, ( -1 - race_table[ch->race].thirst_mod ) ); } } /* * Autosave and autoquit. * Check that these chars still exist. */ if ( ch_save || ch_quit ) { for ( ch = char_list; ch; ch = ch->next ) { if ( ch->deleted ) continue; if ( ch == ch_save ) save_char_obj( ch ); if ( ch == ch_quit ) do_quit( ch, "" ); } } return; } /* * Update all rooms. * This function is performance sensitive. */ void room_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; CHAR_DATA *rch; CHAR_DATA *rch_next; ROOM_INDEX_DATA *new_room; ROOM_INDEX_DATA *pRoomIndex; int iHash; for ( iHash = 0; iHash < MAX_KEY_HASH; iHash++ ) { for ( pRoomIndex = room_index_hash[iHash]; pRoomIndex; pRoomIndex = pRoomIndex->next ) { if ( pRoomIndex->spec_fun != 0 ) { if ( ( *pRoomIndex->spec_fun ) ( pRoomIndex ) ) continue; } if ( pRoomIndex->sector_type != SECT_AIR || !pRoomIndex->exit[5] || !( new_room = pRoomIndex->exit[5]->to_room ) ) continue; for ( obj = pRoomIndex->contents; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->deleted ) continue; if ( !IS_SET( obj->wear_flags, ITEM_TAKE ) ) continue; if ( ( rch = obj->in_room->people ) ) { act( "$p falls away.", rch, obj, NULL, TO_ROOM ); act( "$p falls away.", rch, obj, NULL, TO_CHAR ); } obj_from_room( obj ); obj_to_room( obj, new_room ); if ( ( rch = obj->in_room->people ) ) { act( "$p falls by.", rch, obj, NULL, TO_ROOM ); act( "$p falls by.", rch, obj, NULL, TO_CHAR ); } } for ( rch = pRoomIndex->people; rch; rch = rch_next ) { rch_next = rch->next_in_room; if ( rch->deleted ) continue; if ( IS_AFFECTED( rch, AFF_FLYING ) || IS_SET( race_table[rch->race].race_abilities, RACE_FLY ) ) continue; if ( rch->in_room->people ) { act( "You are falling down!", rch, NULL, NULL, TO_CHAR ); act( "$n falls away.", rch, NULL, NULL, TO_ROOM ); } char_from_room( rch ); char_to_room( rch, new_room ); if ( rch->in_room->people ) act( "$n falls by.", rch, NULL, NULL, TO_ROOM ); } } } return; } /* * Update all objects. * This function is performance sensitive. */ void object_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; for ( obj = object_list; obj; obj = obj_next ) { obj_next = obj->next; if ( obj->deleted ) continue; /* Examine call for special procedure */ if ( obj->spec_fun != 0 ) { if ( ( *obj->spec_fun ) ( obj, obj->carried_by ) ) continue; } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *obj_prev; CHAR_DATA *rch; char *message; for ( obj = object_list, obj_prev = NULL; obj; obj = obj_next ) { obj_next = obj->next; if ( obj->deleted ) { obj_prev = obj; continue; } if ( obj->timer < -1 ) obj->timer = -1; if ( obj->timer < 0 ) { obj_prev = obj; continue; } /* * Bug fix: used to shift to obj_free if an object whose * timer ran out contained obj->next. Bug was reported * only when the object(s) inside also had timer run out * during the same tick. --Thelonius (Monk) */ if ( --obj->timer == 0 ) { switch ( obj->item_type ) { default: message = "$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; case ITEM_PORTAL: message = "$p fades out of existence."; 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; obj_prev = NULL; continue; } /* (obj != object_list) */ if ( !obj_prev ) /* Can't see how, but... */ bug( "Obj_update: obj %d no longer in object_list", obj->pIndexData->vnum ); extract_obj( obj ); obj_next = obj_prev->next; } obj_prev = obj; } 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; ACT_PROG_DATA *apdtmp; while ( ( apdtmp = mob_act_list ) ) { mch = mob_act_list->vo; if ( !mch->deleted && mch->mpactnum > 0 ) { MPROG_ACT_LIST *tmp_act; while ( ( tmp_act = mch->mpact ) ) { if ( tmp_act->obj && tmp_act->obj->deleted ) tmp_act->obj = NULL; if ( tmp_act->ch && !tmp_act->ch->deleted ) mprog_wordlist_check( tmp_act->buf, mch, tmp_act->ch, tmp_act->obj, tmp_act->vo, ACT_PROG ); mch->mpact = tmp_act->next; free_string( tmp_act->buf ); tmp_act->buf = NULL; free_mem( tmp_act, sizeof( MPROG_ACT_LIST ) ); } mch->mpactnum = 0; mch->mpact = NULL; } mob_act_list = apdtmp->next; free_mem( apdtmp, sizeof( ACT_PROG_DATA ) ); } /* * 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; bool hate = FALSE; if ( !IS_NPC( mch ) || mch->deleted || mch->fighting || IS_AFFECTED( mch, AFF_CHARM ) || !IS_AWAKE( mch ) || ( IS_SET( mch->act, ACT_WIMPY ) && IS_AWAKE( ch ) ) || !can_see( mch, ch ) || ( !IS_SET( mch->act, ACT_AGGRESSIVE ) && ( str_infix( race_table[ch->race].name, race_table[mch->race].hate ) || ( !str_infix( race_table[ch->race].name, race_table[mch->race].hate ) && abs( mch->level - ch->level ) > 4 ) ) ) ) continue; if ( !str_infix( race_table[ch->race].name, race_table[mch->race].hate ) ) hate = TRUE; if ( is_hating( mch, ch ) ) { found_prey( 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 ( !hate || ( hate && !str_infix( race_table[vch->race].name, race_table[mch->race].hate ) ) ) { 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 buf [ MAX_STRING_LENGTH ]; if ( down_time <= 0 ) return; if ( current_time > warning1 && warning1 > 0 ) { sprintf( buf, "First Warning!\n\r%s in %d minutes or %d seconds.\n\r", Reboot ? "Reboot" : "Shutdown", (int) ( down_time - current_time ) / 60, (int) ( down_time - current_time ) ); send_to_all_char( buf ); warning1 = 0; } if ( current_time > warning2 && warning2 > 0 ) { sprintf( buf, "Second Warning!\n\r%s in %d minutes or %d seconds.\n\r", Reboot ? "Reboot" : "Shutdown", (int) ( down_time - current_time ) / 60, (int) ( down_time - current_time ) ); send_to_all_char( buf ); warning2 = 0; } if ( current_time + 10 > down_time && warning2 == 0 ) { sprintf( buf, "Final Warning!\n\r%s in 10 seconds.\n\r", Reboot ? "Reboot" : "Shutdown" ); send_to_all_char( buf ); warning2--; } if ( current_time > down_time ) { if ( IS_SET( sysdata.act, MUD_AUTOSAVE_DB ) ) do_asave( NULL, "" ); sprintf( buf, "%s by system.\n\r", Reboot ? "Reboot" : "Shutdown" ); send_to_all_char( buf ); log_string( buf ); end_of_game( ); if ( !Reboot ) { 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 ) { EXTRA_DESCR_DATA *ed; EXTRA_DESCR_DATA *ed_next; AFFECT_DATA *paf; AFFECT_DATA *paf_next; AFFECT_DATA *paf_prev; CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *ch_prev; OBJ_DATA *obj; OBJ_DATA *obj_next; OBJ_DATA *obj_prev; extern bool delete_obj; extern bool delete_char; if ( delete_char ) for ( ch = char_list, ch_prev = NULL; ch; ch = ch_next ) { ch_next = ch->next; for ( paf = ch->affected, paf_prev = NULL; paf; paf = paf_next ) { paf_next = paf->next; if ( !paf->deleted && !ch->deleted ) { paf_prev = paf; continue; } if ( ch->affected == paf ) { ch->affected = paf->next; } else { paf_prev->next = paf->next; if ( !paf_prev ) { bug( "List_update: cannot find paf on ch.", 0 ); paf_prev = paf; continue; } } paf->next = affect_free; affect_free = paf; } if ( !ch->deleted ) { ch_prev = ch; continue; } if ( ch == char_list ) { char_list = ch->next; } else { ch_prev->next = ch->next; if ( !ch_prev ) { char buf [ MAX_STRING_LENGTH ]; sprintf( buf, "List_update: char %s not found.", ch->name ); bug( buf, 0 ); ch_prev = ch; continue; } } free_char( ch ); } if ( delete_obj ) for ( obj = object_list, obj_prev = NULL; obj; obj = obj_next ) { obj_next = obj->next; for ( ed = obj->extra_descr; ed; ed = ed_next ) { ed_next = ed->next; if ( !obj->deleted ) continue; free_string( ed->description ); free_string( ed->keyword ); ed->next = extra_descr_free; extra_descr_free = ed; } for ( paf = obj->affected, paf_prev = NULL; paf; paf = paf_next ) { paf_next = paf->next; if ( !obj->deleted ) { paf_prev = paf; continue; } if ( obj->affected == paf ) { obj->affected = paf->next; } else { paf_prev->next = paf->next; if ( !paf_prev ) { bug( "List_update: cannot find paf on obj.", 0 ); paf_prev = paf; continue; } } paf->next = affect_free; affect_free = paf; } if ( !obj->deleted ) { obj_prev = obj; continue; } if ( obj == object_list ) { object_list = obj->next; } else { obj_prev->next = obj->next; if ( !obj_prev ) { bug( "List_update: obj %d not found.", obj->pIndexData->vnum ); obj_prev = obj; 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; } /* * Update the ban file upon call. * Written by Tre of EnvyMud and modified by Kahn */ void ban_update( void ) { FILE *fp; BAN_DATA *pban; char strsave [ MAX_INPUT_LENGTH ]; fclose( fpReserve ); sprintf( strsave, "%s%s", SYSTEM_DIR, BAN_FILE ); if ( !( fp = fopen ( strsave, "w" ) ) ) { bug( "Ban_update: fopen of BAN_FILE failed", 0 ); } else { for ( pban = ban_list; pban; pban = pban->next ) fprintf( fp, "%s~\n", pban->name ); fclose( fp ); } fpReserve = fopen( NULL_FILE, "r" ); 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_fast; static int pulse_violence; static int pulse_point; static int pulse_db_dump = PULSE_DB_DUMP; if ( IS_SET( sysdata.act, MUD_AUTOSAVE_DB ) && --pulse_db_dump <= 0 ) { wiznet( NULL, WIZ_TICKS, L_DIR, "Dump Area pulse [OLC]" ); pulse_db_dump = PULSE_DB_DUMP; do_asave( NULL, "" ); /* Maniac, added this warning so it can be delayed on time... */ switch ( pulse_db_dump ) { case 5: wiznet( NULL, WIZ_TICKS, L_JUN, "Dump Area pulse coming soon... beware of lag" ); case 100: wiznet( NULL, WIZ_TICKS, L_SEN, "Dump Area Pulse in 100 pulses..." ); } } if ( --pulse_area <= 0 ) { wiznet( NULL, WIZ_TICKS, L_JUN, "Area update pulse" ); 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_fast <= 0 ) { pulse_fast = number_range( PULSE_FAST / 2, 3 * PULSE_FAST / 2 ); room_update ( ); object_update ( ); mobile_update ( ); } if ( --pulse_point <= 0 ) { wiznet( NULL, WIZ_TICKS, L_JUN, "Pulse point" ); 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; }