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📄 update.c

📁 MUD服务器程序
💻 C
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/***************************************************************************
 *  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.\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 )
{
    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.\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% 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 )
    {
//    SpinTheMessageLoop(); // @@@
	ch_next = ch->next;

   /* Had to add test for animated corpses so their spec-fun would get called */
	if ( !IS_NPC(ch) || ch->in_room == NULL ||
      IS_AFFECTED(ch, AFF_CHARM) /*&& ch->pIndexData->vnum != MOB_VNUM_WALKING_DEAD*/)
	    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 || IS_SWITCHED(ch)) // @@@ Added IS_SWITCHED
	    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.\n\r" );
	break;

    case  6:
	weather_info.sunlight = SUN_RISE;
	strcat( buf, "The sun rises in the east.\n\r" );
	break;

    case 19:
	weather_info.sunlight = SUN_SET;
	strcat( buf, "The sun slowly disappears in the west.\n\r" );
	break;

    case 20:
	weather_info.sunlight = SUN_DARK;
	strcat( buf, "The night has begun.\n\r" );
	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.\n\r" );
	    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.\n\r" );
	    weather_info.sky = SKY_RAINING;
	}

	if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )
	{
	    strcat( buf, "The clouds disappear.\n\r" );
	    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.\n\r" );

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