/*************************************************************************** * 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; }