📄 update.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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