/***************************************************************************
* 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 <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.
*/
void advance_level( CHAR_DATA * ch )
{
char buf[MAX_STRING_LENGTH];
int add_hp;
int add_mana;
int add_move;
int add_prac;
sprintf( buf, "the %s", title_table[ch->class][ch->level][ch->sex == SEX_FEMALE ? 1 : 0] );
set_title( ch, buf );
add_hp = con_app[get_curr_con( ch )].hitp + number_range( class_table[ch->class].hp_min, class_table[ch->class].hp_max );
add_mana = class_table[ch->class].fMana ? number_range( 2, ( 2 * get_curr_int( ch ) + get_curr_wis( ch ) ) / 8 ) : 0;
add_move = number_range( 5, ( get_curr_con( ch ) + get_curr_dex( ch ) ) / 4 );
add_prac = wis_app[get_curr_wis( ch )].practice;
add_hp = UMAX( 1, add_hp );
add_mana = UMAX( 0, add_mana );
add_move = UMAX( 10, add_move );
ch->max_hit += add_hp;
ch->max_mana += add_mana;
ch->max_move += add_move;
ch->practice += add_prac;
if( !IS_NPC( ch ) )
REMOVE_BIT( ch->act, PLR_BOUGHT_PET );
sprintf( buf,
"Your gain is: %d/%d hp, %d/%d m, %d/%d mv %d/%d prac.\r\n",
add_hp, ch->max_hit, add_mana, ch->max_mana, add_move, ch->max_move, add_prac, ch->practice );
send_to_char( buf, ch );
return;
}
void gain_exp( CHAR_DATA * ch, int gain )
{
if( IS_NPC( ch ) || ch->level >= LEVEL_HERO )
return;
ch->exp = UMAX( 1000, ch->exp + gain );
while( ch->level < LEVEL_HERO && ch->exp >= 1000 * ( ch->level + 1 ) )
{
send_to_char( "You raise a level!! ", ch );
ch->level += 1;
advance_level( ch );
}
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA * ch )
{
int gain;
if( IS_NPC( ch ) )
{
gain = ch->level * 3 / 2;
}
else
{
gain = UMIN( 5, ch->level );
switch ( ch->position )
{
case POS_SLEEPING:
gain += get_curr_con( ch );
break;
case POS_RESTING:
gain += get_curr_con( ch ) / 2;
break;
}
if( ch->pcdata->condition[COND_FULL] == 0 )
gain /= 2;
if( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 4;
return UMIN( gain, ch->max_hit - ch->hit );
}
int mana_gain( CHAR_DATA * ch )
{
int gain;
if( IS_NPC( ch ) )
{
gain = ch->level;
}
else
{
gain = UMIN( 5, ch->level / 2 );
switch ( ch->position )
{
case POS_SLEEPING:
gain += get_curr_int( ch ) * 2;
break;
case POS_RESTING:
gain += get_curr_int( ch );
break;
}
if( ch->pcdata->condition[COND_FULL] == 0 )
gain /= 2;
if( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 4;
return UMIN( gain, ch->max_mana - ch->mana );
}
int move_gain( CHAR_DATA * ch )
{
int gain;
if( IS_NPC( ch ) )
{
gain = ch->level;
}
else
{
gain = UMAX( 15, 2 * ch->level );
switch ( ch->position )
{
case POS_SLEEPING:
gain += get_curr_dex( ch );
break;
case POS_RESTING:
gain += get_curr_dex( ch ) / 2;
break;
}
if( ch->pcdata->condition[COND_FULL] == 0 )
gain /= 2;
if( ch->pcdata->condition[COND_THIRST] == 0 )
gain /= 2;
}
if( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 4;
return UMIN( gain, ch->max_move - ch->move );
}
void gain_condition( CHAR_DATA * ch, int iCond, int value )
{
int condition;
if( value == 0 || IS_NPC( ch ) || ch->level >= LEVEL_HERO )
return;
condition = ch->pcdata->condition[iCond];
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );
if( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
case COND_FULL:
send_to_char( "You are hungry.\r\n", ch );
break;
case COND_THIRST:
send_to_char( "You are thirsty.\r\n", ch );
break;
case COND_DRUNK:
if( condition != 0 )
send_to_char( "You are sober.\r\n", ch );
break;
}
}
return;
}
/*
* Mob autonomous action.
* This function takes 25% 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;
/*
* 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;
/*
* 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 != NULL && 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] ) != NULL
&& pexit->to_room != NULL
&& !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] ) != NULL
&& pexit->to_room != NULL
&& !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 != NULL; 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 )
{
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.\r\n" );
break;
case 6:
weather_info.sunlight = SUN_RISE;
strcat( buf, "The sun rises in the east.\r\n" );
break;
case 19:
weather_info.sunlight = SUN_SET;
strcat( buf, "The sun slowly disappears in the west.\r\n" );
break;
case 20:
weather_info.sunlight = SUN_DARK;
strcat( buf, "The night has begun.\r\n" );
break;
case 24:
time_info.hour = 0;
time_info.day++;
break;
}
if( time_info.day >= 35 )
{
time_info.day = 0;
time_info.month++;
}
if( time_info.month >= 17 )
{
time_info.month = 0;
time_info.year++;
}
/*
* Weather change.
*/
if( time_info.month >= 9 && time_info.month <= 16 )
diff = weather_info.mmhg > 985 ? -2 : 2;
else
diff = weather_info.mmhg > 1015 ? -2 : 2;
weather_info.change += diff * dice( 1, 4 ) + dice( 2, 6 ) - dice( 2, 6 );
weather_info.change = UMAX( weather_info.change, -12 );
weather_info.change = UMIN( weather_info.change, 12 );
weather_info.mmhg += weather_info.change;
weather_info.mmhg = UMAX( weather_info.mmhg, 960 );
weather_info.mmhg = UMIN( weather_info.mmhg, 1040 );
switch ( weather_info.sky )
{
default:
bug( "Weather_update: bad sky %d.", weather_info.sky );
weather_info.sky = SKY_CLOUDLESS;
break;
case SKY_CLOUDLESS:
if( weather_info.mmhg < 990 || ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The sky is getting cloudy.\r\n" );
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_CLOUDY:
if( weather_info.mmhg < 970 || ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "It starts to rain.\r\n" );
weather_info.sky = SKY_RAINING;
}
if( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )
{
strcat( buf, "The clouds disappear.\r\n" );
weather_info.sky = SKY_CLOUDLESS;
}
break;
case SKY_RAINING:
if( weather_info.mmhg < 970 && number_bits( 2 ) == 0 )
{
strcat( buf, "Lightning flashes in the sky.\r\n" );
weather_info.sky = SKY_LIGHTNING;
}
if( weather_info.mmhg > 1030 || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The rain stopped.\r\n" );
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_LIGHTNING:
if( weather_info.mmhg > 1010 || ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The lightning has stopped.\r\n" );
weather_info.sky = SKY_RAINING;
break;
}
break;
}
if( buf[0] != '\0' )
{
for( d = descriptor_list; d != 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.
* 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 != NULL; 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 == NULL || ch->desc->connected == CON_PLAYING ) && ch->level >= 2 && ch->save_time < save_time )
{
ch_save = ch;
save_time = ch->save_time;
}
if( ch->position >= POS_STUNNED )
{
if( ch->hit < ch->max_hit )
ch->hit += hit_gain( ch );
if( ch->mana < ch->max_mana )
ch->mana += mana_gain( ch );
if( ch->move < ch->max_move )
ch->move += move_gain( ch );
}
if( ch->position == POS_STUNNED )
update_pos( ch );
if( !IS_NPC( ch ) && ch->level < LEVEL_IMMORTAL )
{
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( "$p goes out.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
}
if( ++ch->timer >= 12 )
{
if( ch->was_in_room == NULL && ch->in_room != NULL )
{
ch->was_in_room = ch->in_room;
if( ch->fighting != NULL )
stop_fighting( ch, TRUE );
act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the void.\r\n", ch );
save_char_obj( ch );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
}
}
if( ch->timer > 30 )
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 != NULL; paf = paf_next )
{
paf_next = paf->next;
if( paf->duration > 0 )
paf->duration--;
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( "\r\n", ch );
}
}
affect_remove( ch, paf );
}
}
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken,
* as it may be lethal damage (on NPC).
*/
if( IS_AFFECTED( ch, AFF_POISON ) )
{
act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You shiver and suffer.\r\n", ch );
damage( ch, ch, 2, gsn_poison );
}
else if( ch->position == POS_INCAP )
{
damage( ch, ch, 1, TYPE_UNDEFINED );
}
else if( ch->position == POS_MORTAL )
{
damage( ch, ch, 2, TYPE_UNDEFINED );
}
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
if( ch_save != NULL || ch_quit != NULL )
{
for( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if( ch == ch_save )
save_char_obj( ch );
if( ch == ch_quit )
do_quit( ch, "" );
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for( obj = object_list; obj != NULL; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
if( obj->timer <= 0 || --obj->timer > 0 )
continue;
switch ( obj->item_type )
{
default:
message = "$p vanishes.";
break;
case ITEM_FOUNTAIN:
message = "$p dries up.";
break;
case ITEM_CORPSE_NPC:
message = "$p decays into dust.";
break;
case ITEM_CORPSE_PC:
message = "$p decays into dust.";
break;
case ITEM_FOOD:
message = "$p decomposes.";
break;
}
if( obj->carried_by != NULL )
{
act( message, obj->carried_by, obj, NULL, TO_CHAR );
}
else if( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL )
{
act( message, rch, obj, NULL, TO_ROOM );
act( message, rch, obj, NULL, TO_CHAR );
}
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;
/*
* MOBProgram ACT_PROG trigger
*/
if( IS_NPC( wch ) && wch->mpactnum > 0 && wch->in_room->area->nplayer > 0 )
{
MPROG_ACT_LIST *tmp_act, *tmp2_act;
for( tmp_act = wch->mpact; tmp_act != NULL; tmp_act = tmp_act->next )
{
mprog_wordlist_check( tmp_act->buf, wch, tmp_act->ch, tmp_act->obj, tmp_act->vo, ACT_PROG );
free_string( tmp_act->buf );
}
for( tmp_act = wch->mpact; tmp_act != NULL; tmp_act = tmp2_act )
{
tmp2_act = tmp_act->next;
free_mem( tmp_act, sizeof( MPROG_ACT_LIST ) );
}
wch->mpactnum = 0;
wch->mpact = NULL;
}
if( IS_NPC( wch ) || wch->level >= LEVEL_IMMORTAL || wch->in_room == NULL )
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 )
|| ch->fighting != NULL
|| IS_AFFECTED( ch, AFF_CHARM )
|| !IS_AWAKE( ch ) || ( IS_SET( ch->act, ACT_WIMPY ) && IS_AWAKE( wch ) ) || !can_see( ch, wch ) )
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
&& ( !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 )
{
bug( "Aggr_update: null victim.", count );
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;
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( );
}
aggr_update( );
tail_chain( );
return;
}