merc22/
merc22/log/
merc22/player/
/***************************************************************************
 *  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;
}