/*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * God Wars Mud improvements copyright (C) 1994, 1995, 1996 by Richard * * Woolcock. This mud is NOT to be copied in whole or in part, or to be * * run without the permission of Richard Woolcock. Nobody else has * * permission to authorise the use of this code. * ***************************************************************************/ #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 ) ); void moon_update args( ( void ) ); void gain_exp( CHAR_DATA *ch, int gain ) { CHAR_DATA *mount = NULL; CHAR_DATA *master = NULL; if ( IS_NPC(ch) && (mount = ch->mount) != NULL && !IS_NPC(mount)) { if ( (master = ch->master) == NULL || master != mount ) { mount->exp += gain; } } if ( (( get_age(ch) - 17) * 2 ) < 5 ) gain *= 3; if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) ) { ch->exp += gain; } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; int conamount; if ( IS_NPC(ch) ) { gain = ch->level; } else { if (IS_VAMPIRE(ch)) return 0; gain = number_range( 10, 20 ); if ((conamount = (get_curr_con(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= conamount * 0.5; break; case POS_SLEEPING: gain *= conamount; break; case POS_RESTING: gain *= conamount * 0.5; break; } } if ( ch->pcdata->condition[COND_FULL] == 0 && !IS_HERO(ch) ) gain *= 0.5; if ( ch->pcdata->condition[COND_THIRST] == 0 && !IS_HERO(ch) ) gain *= 0.5; } if ( IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_FLAMING) ) gain *= 0.25; return UMIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; int intamount; if ( IS_NPC(ch) ) { gain = ch->level; } else { if (IS_VAMPIRE(ch)) return 0; gain = number_range( 10, 20 ); if ((intamount = (get_curr_int(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= intamount * ch->level; break; case POS_SLEEPING: gain *= intamount; break; case POS_RESTING: gain *= intamount * 0.5; break; } } if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) gain *= 0.5; } if ( IS_AFFECTED( ch, AFF_POISON ) || IS_AFFECTED(ch, AFF_FLAMING) ) gain *= 0.25; return UMIN(gain, ch->max_mana - ch->mana); } int move_gain( CHAR_DATA *ch ) { int gain; int dexamount; if ( IS_NPC(ch) ) { gain = ch->level; } else { if (IS_VAMPIRE(ch)) return 0; gain = number_range( 10, 20 ); if ((dexamount = (get_curr_dex(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= dexamount * 0.5; break; case POS_SLEEPING: gain *= dexamount; break; case POS_RESTING: gain *= dexamount * 0.5; break; } } if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) gain *= 0.5; } if ( IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_FLAMING) ) gain *= 0.25; 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) ) return; if (!IS_NPC(ch) && IS_HERO(ch) && !IS_VAMPIRE(ch) && iCond != COND_DRUNK) return; condition = ch->pcdata->condition[iCond]; if (!IS_NPC(ch) && !IS_VAMPIRE(ch) ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); else ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 100 ); if ( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_FULL: if (!IS_VAMPIRE(ch)) { send_to_char( "You are REALLY hungry.\n\r", ch ); act( "You hear $n's stomach rumbling.", ch, NULL, NULL, TO_ROOM ); } break; case COND_THIRST: if (!IS_VAMPIRE(ch)) send_to_char( "You are REALLY thirsty.\n\r", ch ); /* else if (ch->hit > 0) { send_to_char( "You are DYING from lack of blood!\n\r", ch ); act( "$n gets a hungry look in $s eyes.", ch, NULL, NULL, TO_ROOM ); ch->hit -= number_range(2,5); if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } */ break; case COND_DRUNK: if ( condition != 0 ) send_to_char( "You are sober.\n\r", ch ); break; } } else if ( ch->pcdata->condition[iCond] < 10 ) { switch ( iCond ) { case COND_FULL: if (!IS_VAMPIRE(ch)) send_to_char( "You feel hungry.\n\r", ch ); break; case COND_THIRST: if (!IS_VAMPIRE(ch)) send_to_char( "You feel thirsty.\n\r", ch ); /* else { send_to_char( "You crave blood.\n\r", ch ); if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch); if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75) && !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } */ break; } } return; } /* * Mob autonomous action. * This function takes 25% to 35% of ALL Merc cpu time. * -- Furey */ void mobile_update( void ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *ch; CHAR_DATA *ch_next; OBJ_DATA *stake; EXIT_DATA *pexit; int door; /* Examine all mobs. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ch->in_room == NULL ) continue; /* if ( ch->hunting != NULL && ch->hunting != '\0' && strlen(ch->hunting) > 1 ) { check_hunt( ch ); continue; } */ if ( ch->sat != NULL ) { if (!CAN_SIT(ch) || ch->in_room == NULL || ch->sat->in_room == NULL || ch->sat->in_room != ch->in_room) { ch->sat->sat = NULL; ch->sat = NULL; } } if (IS_EXTRA(ch, EXTRA_DYING)) { act("$n falls to the ground and dies from $s wounds.",ch,NULL,NULL,TO_ROOM); send_to_char("You fall to the ground and die from your wounds.\n\r",ch); ch->form = 16; raw_kill(ch,ch); continue; } if ( !IS_NPC(ch) ) { if (ch->desc == NULL || !IS_PLAYING(ch->desc)) continue; if (IS_EXTRA(ch, EXTRA_OSWITCH) && IS_MORE(ch, MORE_STAKED) && ( stake = get_eq_char( ch, WEAR_STAKE ) ) == NULL) { OBJ_DATA *obj; REMOVE_BIT(ch->more, MORE_STAKED); ch->pcdata->obj_vnum = 0; REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); REMOVE_BIT(ch->extra, EXTRA_OSWITCH); free_string(ch->morph); ch->morph = str_dup(""); send_to_char( "You recover from torpor.\n\r", ch ); if ( ( obj = ch->pcdata->chobj ) != NULL ) { obj->chobj = NULL; if (obj->carried_by != NULL) { if (ch != obj->carried_by) { act("You drop $N onto the floor.", obj->carried_by, NULL, ch, TO_CHAR); act("$n drops $N onto the floor.", obj->carried_by, NULL, ch, TO_NOTVICT); act("$n drops you onto the floor.", obj->carried_by, NULL, ch, TO_VICT); } } } ch->pcdata->chobj = NULL; act("$n clambers to $s feet.",ch,NULL,NULL,TO_ROOM); act("You clamber back to your feet.",ch,NULL,NULL,TO_CHAR); extract_obj(obj); if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) { char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); } } if (ch->position < POS_SLEEPING && ch->pcdata->wolf > 0) { ch->pcdata->wolf = 0; if (IS_WEREWOLF(ch)) do_unwerewolf(ch,""); if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT) && !IS_POLYAFF(ch, POLY_ZULO)) do_nightsight(ch,""); if (IS_VAMPAFF(ch, VAM_FANGS) && !IS_POLYAFF(ch, POLY_ZULO)) do_fangs(ch,""); if (IS_VAMPAFF(ch, VAM_CLAWS) && !IS_POLYAFF(ch, POLY_ZULO)) do_claws(ch,""); send_to_char("You feel your beast release its hold.\n\r",ch); } else if (ch->pcdata->song > 0) { OBJ_DATA *obj; if ( ( obj = ch->pcdata->memorised ) == NULL ) { ch->pcdata->memorised = NULL; ch->pcdata->song = 0; } else sing_song(ch,obj); } else if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1) { send_to_char("You hiccup loudly.\n\r",ch); act("$n hiccups.",ch,NULL,NULL,TO_ROOM); } if (ch->embraced == ARE_EMBRACING) { CHAR_DATA *vch; int amount = number_range(5,15); if (ch->position < POS_STANDING) { if ( ( vch = ch->embrace ) != NULL ) { vch->embrace = NULL; vch->embraced = ARE_NONE; } ch->embrace = NULL; ch->embraced = ARE_NONE; } else if ( ( vch = ch->embrace ) == NULL ) ch->embraced = ARE_NONE; else if (vch->position == POS_FIGHTING) { vch->embrace = NULL; vch->embraced = ARE_NONE; ch->embrace = NULL; ch->embraced = ARE_NONE; } else if (vch->in_room == NULL || ch->in_room == NULL || ch->in_room != vch->in_room || is_safe(ch,vch)) { ch->embrace = NULL; ch->embraced = ARE_NONE; vch->embrace = NULL; vch->embraced = ARE_NONE; } else if ( vch->level > 100 && vch->position > POS_STUNNED) { if (vch->position < POS_FIGHTING) { act("You clamber to your feet.",vch,NULL,NULL,TO_CHAR); act("$n clambers to $s feet.",vch,NULL,NULL,TO_ROOM); vch->position = POS_STANDING; } act("$N rips your head away from $S throat and hurls you across the room.",ch,NULL,vch,TO_CHAR); act("You rip $n's head away from your throat and hurl $m across the room.",ch,NULL,vch,TO_VICT); act("$N rips $n's head away from $S throat and hurls $m across the room.",ch,NULL,vch,TO_NOTVICT); act("You crash to the ground, stunned.",ch,NULL,NULL,TO_CHAR); act("$n crashes to the ground, stunned.",ch,NULL,NULL,TO_ROOM); stop_fighting(ch, TRUE); ch->position = POS_STUNNED; ch->embrace = NULL; ch->embraced = ARE_NONE; vch->embrace = NULL; vch->embraced = ARE_NONE; } else { act("You shudder with ecstacy as you drain $N's lifeblood from $S throat.",ch,NULL,vch,TO_CHAR); act("The gentle motion of $n's lips on your throat sends electric shivers through your body.",ch,NULL,vch,TO_VICT); act("$n drinks deeply from $N's throat.",ch,NULL,vch,TO_NOTVICT); if (vch->position == POS_STUNNED) update_pos(vch); if (!IS_NPC(vch) && ((IS_WEREWOLF(vch) && get_tribe(vch, TRIBE_GET_OF_FENRIS) > 0) || IS_DEMON(vch))) { int dam = (number_range(25,50) * amount * vch->blood[BLOOD_POTENCY]); act("Your lips blister and burn as $N's blood enters your mouth!",ch,NULL,vch,TO_CHAR); ch->hit -= dam; ch->agg += dam * 0.005; if (ch->agg > 100) ch->agg = 100; if (ch->hit < -10) ch->hit = -10; update_pos(ch); if (ch->position <= POS_STUNNED) { act("$n keels over and collapses on the floor.",ch,NULL,NULL,TO_ROOM); ch->embrace = NULL; ch->embraced = ARE_NONE; vch->embrace = NULL; vch->embraced = ARE_NONE; } } if (IS_MORE(vch, MORE_BRISTLES)) { int dam = number_range(1000,5000); damage(vch, ch, dam, gsn_spines); stop_fighting(vch, TRUE); update_pos(ch); if (ch->position <= POS_STUNNED) { act("$n keels over and collapses on the floor.",ch,NULL,NULL,TO_ROOM); ch->embrace = NULL; ch->embraced = ARE_NONE; vch->embrace = NULL; vch->embraced = ARE_NONE; } } if (vch->blood[BLOOD_CURRENT] > amount && (vch->blood[BLOOD_CURRENT] - amount) <= 50) { ch->blood[BLOOD_CURRENT] += (amount * vch->blood[BLOOD_POTENCY]); vch->blood[BLOOD_CURRENT] -= amount; if (!IS_VAMPIRE(vch)) { act("$N sways weakly in your arms.",ch,NULL,vch,TO_CHAR); act("You sway weakly in $n's arms.",ch,NULL,vch,TO_VICT); act("$N sways weakly in $n's arms.",ch,NULL,vch,TO_NOTVICT); } if (vch->blood[BLOOD_CURRENT] <= 25) { if (IS_VAMPIRE(vch)) { act("You can feel that $N is very low on blood.",ch,NULL,vch,TO_CHAR); send_to_char("You are very low on blood.\n\r",vch); } else { act("You can feel that $N is on the verge of death.",ch,NULL,vch,TO_CHAR); send_to_char("You feel very faint.\n\r",vch); } } } else if (vch->blood[BLOOD_CURRENT] - amount <= 0) { ch->blood[BLOOD_CURRENT] += vch->blood[BLOOD_CURRENT]; vch->blood[BLOOD_CURRENT] = 0; act("Your body falls limply to the ground.",vch,NULL,NULL,TO_CHAR); act("$n's body falls limply to the ground.",vch,NULL,NULL,TO_ROOM); if (!IS_NPC(vch) && IS_VAMPIRE(vch)) { act("You suck $N's soul out of $S body.",ch,NULL,vch,TO_CHAR); act("$n sucks your soul out of your body.",ch,NULL,vch,TO_VICT); send_to_char("You have been Diablerised!\n\r",vch); sprintf( buf, "%s has been diablerised by %s.", vch->name, ch->name); do_info(ch, buf); if (ch->beast == 0) { send_to_char("You have lost Golconda!\n\r", ch); sprintf(buf, "%s has lost Golconda!", ch->name); do_info(ch,buf); if (IS_IMMUNE(ch, IMM_SUNLIGHT)) REMOVE_BIT(ch->immune, IMM_SUNLIGHT); ch->beast = 80; ch->truebeast = 90; } ch->pcdata->diableries[DIAB_TIME] += 10000; ch->pcdata->diableries[DIAB_EVER]++; ch->beast += 20; ch->truebeast += 10; if (ch->beast > 100) ch->beast = 100; if (ch->truebeast > 100) ch->truebeast = 100; if (is_affected(vch,gsn_potency)) affect_strip(vch, gsn_potency); ch->race++; vch->race--; if ( vch->exp > 0 ) { ch->exp += vch->exp; vch->exp = 0; } } ch->embrace = NULL; ch->embraced = ARE_NONE; vch->embrace = NULL; vch->embraced = ARE_NONE; group_gain(ch,vch); vch->form = 0; killperson(ch,vch); } else { ch->blood[BLOOD_CURRENT] += (amount * vch->blood[BLOOD_POTENCY]); vch->blood[BLOOD_CURRENT] -= amount; } if (ch->blood[BLOOD_CURRENT] >= ch->blood[BLOOD_POOL]) ch->blood[BLOOD_CURRENT] = ch->blood[BLOOD_POOL]; } } if (ch->pcdata->stage[0] > 0 || ch->pcdata->stage[2] > 0) { CHAR_DATA *vch; if (ch->pcdata->stage[1] > 0 && ch->pcdata->stage[2] >= 225) { ch->pcdata->stage[2]++; if ( ( vch = ch->pcdata->partner ) != NULL && !IS_NPC(vch) && vch->pcdata->partner == ch && ((vch->pcdata->stage[2] >= 200 && vch->sex == SEX_FEMALE) || (ch->pcdata->stage[2] >= 200 && ch->sex == SEX_FEMALE))) { if (ch->in_room != vch->in_room) continue; if (vch->pcdata->stage[2] >= 225 && ch->pcdata->stage[2] >= 225 && vch->pcdata->stage[2] < 240 && ch->pcdata->stage[2] < 240) { ch->pcdata->stage[2] = 240; vch->pcdata->stage[2] = 240; } if (ch->sex == SEX_MALE && vch->pcdata->stage[2] >= 240) { act("You thrust deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_CHAR); act("$n thrusts deeply between your warm, damp thighs.",ch,NULL,vch,TO_VICT); act("$n thrusts deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_NOTVICT); if (vch->pcdata->stage[2] > ch->pcdata->stage[2]) ch->pcdata->stage[2] = vch->pcdata->stage[2]; } else if (ch->sex == SEX_FEMALE && vch->pcdata->stage[2] >= 240) { act("You squeeze your legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_CHAR); act("$n squeezes $s legs tightly around you, moaning loudly.",ch,NULL,vch,TO_VICT); act("$n squeezes $s legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_NOTVICT); if (vch->pcdata->stage[2] > ch->pcdata->stage[2]) ch->pcdata->stage[2] = vch->pcdata->stage[2]; } } if (ch->pcdata->stage[2] >= 250) { if ( ( vch = ch->pcdata->partner ) != NULL && !IS_NPC(vch) && vch->pcdata->partner == ch && ch->in_room == vch->in_room) { vch->pcdata->stage[2] = 250; if (ch->sex == SEX_MALE) { stage_update(ch,vch,2); stage_update(vch,ch,2); } else { stage_update(vch,ch,2); stage_update(ch,vch,2); } ch->pcdata->stage[0] = 0; vch->pcdata->stage[0] = 0; if (!IS_EXTRA(ch, EXTRA_EXP)) { send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 100000 exp!\n\r",ch); SET_BIT(ch->extra, EXTRA_EXP); ch->exp += 100000; } if (!IS_EXTRA(vch, EXTRA_EXP)) { send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 100000 exp!\n\r",vch); SET_BIT(vch->extra, EXTRA_EXP); vch->exp += 100000; } } } } else { if (ch->pcdata->stage[0] > 0 && ch->pcdata->stage[2] < 1 && ch->position != POS_RESTING) { if (ch->pcdata->stage[0] > 1) ch->pcdata->stage[0] -= 1; else ch->pcdata->stage[0] = 0; } else if (ch->pcdata->stage[2]>0 && ch->pcdata->stage[0] < 1) { if (ch->pcdata->stage[2] > 10) ch->pcdata->stage[2] -= 10; else ch->pcdata->stage[2] = 0; if (ch->sex == SEX_MALE && ch->pcdata->stage[2] == 0) send_to_char("You feel fully recovered.\n\r",ch); } } } /* Fix for the long stuntimes - Morglum*/ if (ch->position == POS_STUNNED) { if (number_range(1,4) == 2) ch->position = POS_STANDING; } if (IS_ABOMINATION(ch)) { if (ch->position == POS_FIGHTING && !IS_ITEMAFF(ch, ITEMA_RAGER)) { if (ch->pcdata->wolf < 300) { if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 4) ch->pcdata->wolf += number_range(15,30); else ch->pcdata->wolf += number_range(5,10); } if (!IS_SET(ch->act, PLR_WOLFMAN) && ch->pcdata->wolf >= 100) do_werewolf(ch,""); } else if (ch->pcdata->wolf > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) { ch->pcdata->wolf--; if (ch->pcdata->wolf < 100 ) do_unwerewolf(ch,""); } if (IS_MORE(ch, MORE_ANGER)) beast_rage(ch); if (ch->pcdata->regenerate > 0) { if (ch->blood[BLOOD_CURRENT] < 10 && ch->hit > 0) { send_to_char("You have insufficient blood to regenerate any further.\n\r",ch); ch->pcdata->regenerate = 0; continue; } ch->pcdata->regenerate--; ch->blood[BLOOD_CURRENT] -= 10; werewolf_regen(ch); if (ch->loc_hp[6] > 0) ch->loc_hp[0] = 0; if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) part_reg(ch); } } else if (IS_VAMPIRE(ch)) { if ( ch->position == POS_FIGHTING && ch->pcdata->wolf > 0 && ch->pcdata->wolf < (ch->beast * 0.5) && !IS_ITEMAFF(ch, ITEMA_RAGER) ) ch->pcdata->wolf++; else if (ch->pcdata->wolf > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) { if (number_percent() <= ch->beast) beast_rage(ch); else ch->pcdata->wolf--; if (ch->pcdata->wolf < 1) send_to_char("You feel the beast release it's hold on you.\n\r",ch); } if (IS_MORE(ch, MORE_ANGER)) beast_rage(ch); if (ch->pcdata->wolf < 1) { if (ch->pcdata->regenerate > 0) { if (ch->blood[BLOOD_CURRENT] < 10 && ch->hit > 0) { send_to_char("You have insufficient blood to regenerate any further.\n\r",ch); continue; } ch->pcdata->regenerate--; ch->blood[BLOOD_CURRENT] -= 10; werewolf_regen(ch); if (ch->loc_hp[6] > 0) ch->loc_hp[0] = 0; if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) part_reg(ch); } continue; } if (ch->move > 1) ch->move--; } else if (IS_WEREWOLF(ch)) { if (ch->position == POS_FIGHTING && !IS_ITEMAFF(ch, ITEMA_RAGER)) { if (ch->pcdata->wolf < 300) { if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 4) ch->pcdata->wolf += number_range(15,30); else ch->pcdata->wolf += number_range(5,10); } if (!IS_SET(ch->act, PLR_WOLFMAN) && ch->pcdata->wolf >= 100 ) do_werewolf(ch,""); } else if (ch->pcdata->wolf > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) { ch->pcdata->wolf--; if (ch->pcdata->wolf < 100 ) do_unwerewolf(ch,""); } if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( number_percent( ) >= 75 && ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) ) werewolf_regen(ch); if ( number_percent( ) >= 90 && ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) ) werewolf_regen(ch); if ( IS_BLACK_SPIRAL_DANCER(ch) ) { if ( ch->in_room != NULL && ch->in_room->vnum == 30000 ) { if ( ch->hit > 0 ) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); } if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } else { if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) { int sn = skill_lookup( "mend" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } } continue; } if ( ch->blood[BLOOD_CURRENT] < ch->blood[BLOOD_POOL] ) { ch->blood[BLOOD_CURRENT] += number_range(5,10); if (ch->blood[BLOOD_CURRENT] > ch->blood[BLOOD_POOL]) ch->blood[BLOOD_CURRENT] = ch->blood[BLOOD_POOL]; } if (IS_WEREWOLF(ch) && ch->position == POS_SLEEPING && get_tribe(ch, TRIBE_SILVER_FANGS) > 0 && ch->hit > 0) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); } if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } else if (IS_DEMON(ch) && IS_HERO(ch)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->blood[BLOOD_CURRENT] < ch->blood[BLOOD_POOL] ) ch->blood[BLOOD_CURRENT] = ch->blood[BLOOD_POOL]; if ( ch->in_room != NULL && ch->in_room->vnum == 30000 ) { if ( ch->hit > 0 ) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); } if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } continue; } if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) { int sn = skill_lookup( "mend" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } } else if (IS_MAGE(ch) && ch->mana < ch->max_mana) { if (ch->position == POS_MEDITATING) ch->mana += number_range(100,500); else ch->mana += number_range(10,50); } if (IS_ITEMAFF(ch, ITEMA_REGENERATE) || (!IS_NPC(ch) && IS_HIGHLANDER(ch))) { if ( !IS_VAMPIRE(ch) && ch->blood[BLOOD_CURRENT] < ch->blood[BLOOD_POOL] ) { ch->blood[BLOOD_CURRENT] += number_range(5,10); if (ch->blood[BLOOD_CURRENT] > ch->blood[BLOOD_POOL]) ch->blood[BLOOD_CURRENT] = ch->blood[BLOOD_POOL]; } if ( ch->hit < ch->max_hit || ch->move < ch->max_move || ch->mana < ch->max_mana ) werewolf_regen(ch); if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } continue; } if ( IS_AFFECTED(ch, AFF_CHARM) || IS_EXTRA(ch, EXTRA_ILLUSION) || ch->wizard != NULL) continue; /* Examine call for special procedure */ if ( ch->spec_fun != 0 ) { if ( (*ch->spec_fun) ( ch ) ) continue; if (ch == NULL) continue; } if ( ch->position == POS_FIGHTING && IS_SET(ch->act, ACT_SKILLED) && ch->stance[0] < 1) { switch (number_range(1,5)) { default: case 1: do_stance(ch,"viper"); break; case 2: do_stance(ch,"crane"); break; case 3: do_stance(ch,"mongoose"); break; case 4: do_stance(ch,"bull"); break; case 5: do_stance(ch,"crab"); break; } } /* That's all for sleeping / busy monster */ 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 ( obj->item_type == ITEM_CORPSE_PC ) continue; 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 picks $p up.", ch, obj_best, NULL, TO_ROOM ); act( "You pick $p up.", ch, obj_best, NULL, TO_CHAR ); } } /* 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) && ( ch->hunting == NULL || strlen(ch->hunting) < 2 ) && ( (!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900) || pexit->to_room->area == ch->in_room->area ) ) { move_char( ch, door ); } /* 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_AFFECTED(ch, AFF_WEBBED) && ch->level < 900 && !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; CHAR_DATA *ch = NULL; int diff, recover; bool char_up; bool mes_all = FALSE; strcpy(buf,"Buf - Please inform Morglum.\n\r"); for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && ( ch = d->character) != NULL && !IS_NPC(ch) && !IS_EXTRA(ch, EXTRA_OSWITCH) && !IS_HEAD(ch, LOST_HEAD)) { if (IS_WEREWOLF(ch) && ch->pcdata->gnosis[0] < ch->pcdata->gnosis[1]) { ch->pcdata->gnosis[0] += number_range(5,10); if (ch->pcdata->gnosis[0] > ch->pcdata->gnosis[1]) ch->pcdata->gnosis[0] = ch->pcdata->gnosis[1]; } recover = number_range(5,10) + (ch->pcdata->willpower[1] * 0.1); if (ch->pcdata->willpower[0] < ch->pcdata->willpower[1]) ch->pcdata->willpower[0] += recover; if (ch->pcdata->willpower[0] > ch->pcdata->willpower[1]) ch->pcdata->willpower[0] = ch->pcdata->willpower[1]; if (IS_MORE(ch, MORE_INFORM)) REMOVE_BIT(ch->more, MORE_INFORM); if (IS_MORE(ch, MORE_COURAGE) && number_percent() < 50) { send_to_char("You no longer feel quite so brave.\n\r",ch); REMOVE_BIT(ch->more, MORE_COURAGE); } if (IS_MORE(ch, MORE_CALM) && number_percent() < 50) { send_to_char("You no longer feel so apathetic.\n\r",ch); REMOVE_BIT(ch->more, MORE_CALM); } if (IS_MORE(ch, MORE_ANGER) && number_percent() < 50 && ch->pcdata->wolf < 1) { send_to_char("You no longer feel so angry.\n\r",ch); REMOVE_BIT(ch->more, MORE_ANGER); } } } if (IS_SET(world_affects, WORLD_ECLIPSE)) { strcpy(buf,"The sun emerges from behind the moon.\n\r"); REMOVE_BIT(world_affects, WORLD_ECLIPSE); mes_all = TRUE; } else if (IS_SET(world_affects, WORLD_FOG) && number_range(1,5) == 1) { strcpy(buf,"The fog disperses.\n\r"); REMOVE_BIT(world_affects, WORLD_FOG); mes_all = TRUE; } else if (IS_SET(world_affects, WORLD_RAIN) && number_range(1,5) == 1) { strcpy(buf,"It is no longer raining quite so heavily.\n\r"); REMOVE_BIT(world_affects, WORLD_RAIN); mes_all = TRUE; } if (mes_all) { for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && ( ch = d->character) != NULL && !IS_NPC(ch) && !IS_EXTRA(ch, EXTRA_OSWITCH) && !IS_HEAD(ch, LOST_HEAD) && ch->in_room != NULL && ch->in_room->sector_type != SECT_INSIDE && IS_OUTSIDE(ch)) send_to_char(buf,ch); } } buf[0] = '\0'; switch (++time_info.hour) { case 4: weather_info.moonlight = MOON_SET; strcat(buf, "The moon slowly slides below the horizon.\n\r"); break; case 5: weather_info.moonlight = MOON_DOWN; weather_info.time_of_day = MORNING; for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && (ch = d->character) != NULL && !IS_NPC(ch) && !IS_EXTRA(ch, EXTRA_OSWITCH) && !IS_HEAD(ch, LOST_HEAD) && IS_VAMPIRE(ch)) send_to_char("You feel weary as the night begins to come to an end.\n\r",ch); } break; case 6: weather_info.sunlight = SUN_RISE; strcat(buf, "The eastern horizon begins brightening.\n\r"); break; case 9: weather_info.time_of_day = DAY; strcat(buf, "As the sun rises, a new day commences.\n\r"); break; case 12: strcat(buf, "You hear chimes in the distance announce the midday.\n\r"); break; case 17: weather_info.time_of_day = EVENING; strcat(buf, "The sun begins its descent towards the western horizon.\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 21: weather_info.moonlight = MOON_RISE; weather_info.time_of_day = NIGHT; if (weather_info.moonphase == MOON_CRESCENT) strcat(buf, "A crescent moon slowly rises above the horizon.\n\r"); if (weather_info.moonphase == MOON_HALF) strcat(buf, "You see the moon, half tonight, slowly rising from the horizon.\n\r"); if (weather_info.moonphase == MOON_GIBBOUS) strcat(buf, "The gibbous moon ascends, starting its nocturnal journey.\n\r"); if (weather_info.moonphase == MOON_FULL) strcat(buf, "The full moon slowly ascends from its cradle, preparing to journey across the night sky.\n\r"); if (weather_info.moonphase == MOON_WANING) strcat(buf, "The quickly waning moon slowly climbs to its nightly throne.\n\r"); if (weather_info.moonphase == MOON_NEW) strcat(buf, "Hardly visible, the moon still ascends the horizon.\n\r"); break; case 22: weather_info.moonlight = MOON_UP; break; case 23: strcat(buf, "The moon starts its slow journey across the night sky, stars glinting like tears in its wake.\n\r"); break; case 24: time_info.hour = 0; time_info.day++; for (d = descriptor_list; d != NULL; d = d->next) { char_up = FALSE; if (d->connected == CON_PLAYING && (ch = d->character) != NULL && !IS_NPC(ch) && !IS_EXTRA(ch, EXTRA_OSWITCH) && !IS_HEAD(ch, LOST_HEAD)) { send_to_char("You hear a clock in the distance strike midnight.\n\r",ch); if (IS_MORE(ch, MORE_NOPAIN)) { REMOVE_BIT(ch->more, MORE_NOPAIN); send_to_char("You no longer feel so oblivious to pain.\n\r",ch); } if ( IS_VAMPIRE(ch) ) { if (ch->beast > ch->truebeast && ch->beast > 0 && ch->beast < 100 && number_range(1,5) == 1) { if (--ch->beast == 0) { send_to_char("You have attained Golconda!\n\r", ch); if (!IS_IMMUNE(ch, IMM_SUNLIGHT)) SET_BIT(ch->immune, IMM_SUNLIGHT); ch->exp += 100000000; send_to_char("You recieve 100000000 experience points]\n\r",ch); } } if (ch->hit < ch->max_hit) { ch->hit = ch->max_hit; char_up = TRUE; } if (ch->move < ch->max_move) { ch->move = ch->max_move; char_up = TRUE; } ch->loc_hp[0] = 0; ch->loc_hp[1] = 0; ch->loc_hp[2] = 0; ch->loc_hp[3] = 0; ch->loc_hp[4] = 0; ch->loc_hp[5] = 0; ch->loc_hp[6] = 0; if (char_up) send_to_char( "You feel the strength of the kindred flow through your veins!\n\r", ch ); update_pos(ch); } } } 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 (IS_SET(world_affects, WORLD_RAIN)) { if ( weather_info.mmhg < 970 ) weather_info.mmhg += 10; else if ( weather_info.mmhg > 1010 ) weather_info.mmhg -= 10; strcat( buf, "The rain pours down heavily from the sky.\n\r" ); break; } if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 ) { strcat( buf, "Lightning flashes in the sky.\n\r" ); weather_info.sky = SKY_LIGHTNING; } if ( weather_info.mmhg > 1030 || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The rain stopped.\n\r" ); 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.\n\r" ); 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; bool is_obj; bool drop_out = FALSE; int sn; 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; drop_out = FALSE; if (!IS_NPC(ch) && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH))) is_obj = TRUE; else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0) {is_obj = TRUE;SET_BIT(ch->extra, EXTRA_OSWITCH);} else is_obj = FALSE; /* * 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 (!IS_NPC(ch) && IS_WEREWOLF(ch) && !is_obj && ch->pcdata->disc[TOTEM_BEAR] > 3 && ch->position == POS_SLEEPING) { if ( ch->hit < ch->max_hit ) ch->hit = ch->max_hit; if ( ch->move < ch->max_move ) ch->move = ch->max_move; } */ if ( ch->position > POS_STUNNED && !is_obj) { 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 && !is_obj) { ch->hit = ch->hit + number_range(2,4); update_pos( ch ); } if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj) { OBJ_DATA *obj; if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) || ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != 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( "$p goes out.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } } if ( ++ch->timer >= 12 ) { if ( ch->was_in_room == NULL && ch->in_room != NULL ) { ch->was_in_room = ch->in_room; if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); send_to_char( "You disappear into the void.\n\r", ch ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); if (!IS_NPC(ch) && ch->pcdata->chobj != NULL) { OBJ_DATA *chobj = ch->pcdata->chobj; if ( chobj->in_room != NULL ) obj_from_room( chobj ); else if ( chobj->carried_by != NULL ) obj_from_char( chobj ); else if ( chobj->in_obj != NULL ) obj_from_obj( chobj ); obj_to_room( chobj, get_room_index( ROOM_VNUM_LIMBO ) ); } do_autosave( 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 ); if (!IS_VAMPIRE(ch)) { gain_condition( ch, COND_FULL, -1 ); gain_condition( ch, COND_THIRST, -1 ); } else { if (ch->blood[BLOOD_CURRENT] > 0) ch->blood[BLOOD_CURRENT]--; if (ch->hit > 0 && ch->blood[BLOOD_CURRENT] < 1) { send_to_char( "You are DYING from lack of blood!\n\r", ch ); act( "$n gets a hungry look in $s eyes.", ch, NULL, NULL, TO_ROOM ); if (ch->hit > 0) ch->hit -= number_range(2,5); update_pos(ch); if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } else if (ch->hit > 0 && ch->blood[BLOOD_CURRENT] <= 20) { send_to_char( "You crave blood.\n\r", ch ); if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch); if (number_percent() > (ch->blood[BLOOD_CURRENT]+75) && !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } /* blood = -1; if (ch->beast > 0) { if (IS_VAMPAFF(ch, VAM_CLAWS)) blood -= number_range(1,3); if (IS_VAMPAFF(ch, VAM_FANGS)) blood -= 1; if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) blood -= 1; if (IS_VAMPAFF(ch, AFF_SHADOWSIGHT)) blood -= number_range(1,3); if (IS_SET(ch->act, PLR_HOLYLIGHT)) blood -= number_range(1,5); if (IS_VAMPAFF(ch, VAM_DISGUISED)) blood -= number_range(5,10); if (IS_VAMPAFF(ch, VAM_CHANGED)) blood -= number_range(5,10); if (IS_VAMPAFF(ch, IMM_SHIELDED)) blood -= number_range(1,3); if (IS_POLYAFF(ch, POLY_SERPENT)) blood -= number_range(1,3); if (ch->beast == 100) blood *= 2; } gain_condition( ch, COND_THIRST, blood ); */ } } 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 && !is_obj) { send_to_char( skill_table[paf->type].msg_off, ch ); send_to_char( "\n\r", 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 ( ch->loc_hp[6] < 1 && !is_obj && ch->in_room != NULL && !IS_VAMPIRE(ch)) { if (ch->blood[0] < 100) ch->blood[0]++; } if ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL && !IS_VAMPIRE(ch)) { if (IS_BLEEDING(ch,BLEEDING_HEAD)) { act( "A spray of blood shoots from the stump of $n's neck.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your neck.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 10) ch->blood[BLOOD_CURRENT] -= 10; else ch->blood[BLOOD_CURRENT] = 0; } if (IS_BLEEDING(ch,BLEEDING_THROAT)) { act( "Blood pours from the slash in $n's throat.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Blood pours from the slash in your throat.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 3) ch->blood[BLOOD_CURRENT] -= 3; else ch->blood[BLOOD_CURRENT] = 0; } if (IS_BLEEDING(ch,BLEEDING_CHEST)) { act( "Blood pours from the deep wound in $n's chest.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Blood pours from the deep wound in your chest.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 5) ch->blood[BLOOD_CURRENT] -= 5; else ch->blood[BLOOD_CURRENT] = 0; } if (IS_BLEEDING(ch,BLEEDING_STOMACH)) { act( "Blood pours from $n's torn-open stomach.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Blood pours from your torn-open stomach.\n\r", ch ); if (number_percent() > 50 && !IS_BODY(ch, LOST_ENTRAILS)) { act( "$n's entrails pour out onto the floor.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your entrails pour out onto the floor.\n\r", ch ); SET_BIT(ch->loc_hp[LOC_BODY], LOST_ENTRAILS); make_part(ch,"entrails"); if (!is_undying(ch)) { act("$n collapses weakly and dies from $s wounds.",ch,NULL,NULL,TO_ROOM); send_to_char("You collapse weakly from your wounds.",ch); ch->form = 12; killperson(ch,ch); drop_out = TRUE; continue; } } if (ch->blood[BLOOD_CURRENT] > 5) ch->blood[BLOOD_CURRENT] -= 5; else ch->blood[BLOOD_CURRENT] = 0; } if (IS_BLEEDING(ch,BLEEDING_ARM_L)) { act( "A spray of blood shoots from the stump of $n's left arm.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left arm.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 5) ch->blood[BLOOD_CURRENT] -= 5; else ch->blood[BLOOD_CURRENT] = 0; } else if (IS_BLEEDING(ch,BLEEDING_HAND_L)) { act( "A spray of blood shoots from the stump of $n's left wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left wrist.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 2) ch->blood[BLOOD_CURRENT] -= 2; else ch->blood[BLOOD_CURRENT] = 0; } else if (IS_BLEEDING(ch,BLEEDING_WRIST_L)) { act( "A spray of blood shoots from $n's slashed left wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from your slashed left wrist.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 2) ch->blood[BLOOD_CURRENT] -= 2; else ch->blood[BLOOD_CURRENT] = 0; } if (IS_BLEEDING(ch,BLEEDING_ARM_R)) { act( "A spray of blood shoots from the stump of $n's right arm.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right arm.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 5) ch->blood[BLOOD_CURRENT] -= 5; else ch->blood[BLOOD_CURRENT] = 0; } else if (IS_BLEEDING(ch,BLEEDING_HAND_R)) { act( "A spray of blood shoots from the stump of $n's right wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right wrist.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 2) ch->blood[BLOOD_CURRENT] -= 2; else ch->blood[BLOOD_CURRENT] = 0; } else if (IS_BLEEDING(ch,BLEEDING_WRIST_R)) { act( "A spray of blood shoots from $n's slashed right wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from your slashed right wrist.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 2) ch->blood[BLOOD_CURRENT] -= 2; else ch->blood[BLOOD_CURRENT] = 0; } if (IS_BLEEDING(ch,BLEEDING_LEG_L)) { act( "A spray of blood shoots from the stump of $n's left leg.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left leg.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 5) ch->blood[BLOOD_CURRENT] -= 5; else ch->blood[BLOOD_CURRENT] = 0; } else if (IS_BLEEDING(ch,BLEEDING_FOOT_L)) { act( "A spray of blood shoots from the stump of $n's left ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left ankle.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 2) ch->blood[BLOOD_CURRENT] -= 2; else ch->blood[BLOOD_CURRENT] = 0; } if (IS_BLEEDING(ch,BLEEDING_LEG_R)) { act( "A spray of blood shoots from the stump of $n's right leg.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right leg.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 5) ch->blood[BLOOD_CURRENT] -= 5; else ch->blood[BLOOD_CURRENT] = 0; } else if (IS_BLEEDING(ch,BLEEDING_FOOT_R)) { act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch ); if (ch->blood[BLOOD_CURRENT] > 2) ch->blood[BLOOD_CURRENT] -= 2; else ch->blood[BLOOD_CURRENT] = 0; } if (!is_undying(ch) && number_percent() > 90) { act("$n collapses weakly and dies from $s wounds.",ch,NULL,NULL,TO_ROOM); send_to_char("You collapse weakly to the floor from your wounds.",ch); ch->form = 13; killperson(ch,ch); drop_out = TRUE; continue; } if (ch->blood[BLOOD_CURRENT] == 0 && !is_undying(ch)) { act("$n collapses weakly and dies from blood loss.",ch,NULL,NULL,TO_ROOM); send_to_char("You collapse weakly to the floor from blood loss.",ch); ch->form = 13; killperson(ch,ch); drop_out = TRUE; continue; } else if (ch->blood[BLOOD_CURRENT] <= 20 && !IS_VAMPIRE(ch)) { act("$n sways weakly.",ch,NULL,NULL,TO_ROOM); send_to_char("You sway weakly from blood loss.\n\r",ch); } ch->in_room->blood += number_range(1,10); if (ch->in_room->blood > 1000) ch->in_room->blood = 1000; } if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL ) { int dam = number_range(250,500); if (IS_MORE(ch, MORE_FLAMES)) dam *= 2; if (IS_NPC(ch) || (!IS_IMMUNE(ch, IMM_HEAT) && get_disc(ch, DISC_DAIMOINON) < 6)) { act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your flesh burns and crisps.\n\r", ch ); if ( !IS_NPC(ch) && (IS_VAMPIRE(ch) || IS_GHOUL(ch)) && get_disc(ch,DISC_FORTITUDE) > 0) { int per_red = 0; switch( get_disc(ch,DISC_FORTITUDE) ) { default: per_red = 0; break; case 1: per_red = number_range(10,20); break; case 2: per_red = number_range(20,40); break; case 3: per_red = number_range(30,60); break; case 4: per_red = number_range(40,80); break; case 5: per_red = number_range(50,100);break; } ch->hit += (per_red * dam * 0.01); } ch->hit -= dam; update_pos(ch); if (ch == NULL) continue; if (ch->position == POS_DEAD) { ch->form = 14; killperson(ch,ch); drop_out = TRUE; continue; } } } // Morglum : Vampire sunlight damage else if ( IS_VAMPIRE(ch) && (!IS_AFFECTED(ch,AFF_SHADOWPLANE)) && (!IS_NPC(ch) && !IS_IMMUNE(ch,IMM_SUNLIGHT)) && ch->in_room != NULL && (!ch->in_room->sector_type == SECT_INSIDE) && !is_obj && (!room_is_dark(ch->in_room)) && (weather_info.sunlight != SUN_DARK) && !IS_SET( world_affects, WORLD_FOG ) && !IS_SET( world_affects, WORLD_RAIN ) && !IS_SET( world_affects, WORLD_ECLIPSE ) && weather_info.sky != SKY_LIGHTNING && weather_info.sky != SKY_RAINING && !IS_AFFECTED( ch, AFF_SHADOWPLANE )) { act( "$n's flesh smolders in the sunlight!", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your flesh smolders in the sunlight!\n\r", ch ); if ( number_percent( ) >= 65 && !IS_AFFECTED( ch, AFF_FLAMING ) ) { send_to_char( "You erupt into flames.\n\r", ch ); act("$n erupts into flames.\n\r",ch,NULL,NULL,TO_ROOM); SET_BIT( ch->affected_by, AFF_FLAMING ); } if (IS_POLYAFF(ch, POLY_SERPENT)) ch->hit = ch->hit - number_range(300,600); else ch->hit = ch->hit - number_range(800,2000); update_pos(ch); if ((!IS_NPC(ch) && ch->hit<-10) || (IS_NPC(ch) && ch->hit<0)) { ch->form = 15; killperson(ch,ch); drop_out = TRUE; continue; } } if ( IS_AFFECTED(ch, AFF_ROT) && !is_obj && !drop_out ) { act( "Pieces of rotting flesh fall from $n's body.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Pieces of rotting flesh fall from your body.\n\r", ch ); damage( ch, ch, number_range(10,100), gsn_rot ); if (ch == NULL || ch->position == POS_DEAD) continue; else if (get_curr_con(ch) > 0 && ( sn = skill_lookup( "rotting flesh" ) ) >= 0 ) { AFFECT_DATA af; af.type = sn; af.location = APPLY_CON; af.modifier = -1; af.duration = 0; af.bitvector = AFF_ROT; affect_join( ch, &af ); } } else if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out ) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); damage( ch, ch, 2, gsn_poison ); if (ch == NULL || ch->position == POS_DEAD) continue; } else if ( !IS_NPC( ch ) && ch->paradox[1] > 0 ) { if ( ch->paradox[1] > 50 ) paradox( ch ); else if ( ch->paradox[2] == 0 && ch->paradox[1] > 0 ) { ch->paradox[1] --; ch->paradox[2] = PARADOX_TICK; } else ch->paradox[3] --; } else if ( ch->position == POS_INCAP && !is_obj && !drop_out ) { if (IS_HERO(ch)) ch->hit = ch->hit + number_range(2,4); else ch->hit = ch->hit - number_range(1,2); update_pos( ch ); if (ch->position > POS_INCAP) { act( "$n's wounds stop bleeding and seal up.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your wounds stop bleeding and seal up.\n\r", ch ); } if (ch->position > POS_STUNNED) { act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You clamber back to your feet.\n\r", ch ); } } else if ( ch->position == POS_MORTAL && !is_obj && !drop_out ) { drop_out = FALSE; if (IS_HERO(ch)) ch->hit = ch->hit + number_range(2,4); else { ch->hit = ch->hit - number_range(1,2); if ((!IS_NPC(ch) && ch->hit<-10) || (IS_NPC(ch) && ch->hit<0)) { /* kavirp */ ch->form = 16; killperson(ch,ch); continue; } } if (!drop_out) { update_pos( ch ); if (ch->position == POS_INCAP) { act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch ); } } } else if ( ch->position == POS_DEAD && !is_obj && !drop_out ) { /* update_pos(ch); */ if (!IS_NPC(ch)) { ch->form = 16; killperson(ch,ch); continue; } } drop_out = FALSE; } /* * 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 ) do_autosave( 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->item_type != ITEM_PAGE && IS_SET(obj->quest, QUEST_FOLLOWING)) { if ( regenerate_part( obj ) ) continue; } if (obj->item_type != ITEM_PAGE && IS_SET(obj->spectype, SITEM_MESSAGE)) { if (strlen(obj->chpoweruse) > 1 && strlen(obj->victpoweruse) > 1 && number_range(1,30) == 1) { if ( obj->carried_by != NULL ) { act( obj->chpoweruse, obj->carried_by, obj, NULL, TO_CHAR ); act( obj->victpoweruse, obj->carried_by, obj, NULL, TO_ROOM ); } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { act( obj->chpoweruse, rch, obj, NULL, TO_ROOM ); act( obj->chpoweruse, rch, obj, NULL, TO_CHAR ); } if (IS_SET(obj->quest, QUEST_BLOODAGONY)) { if (--obj->specpower < 1) { free_string(obj->chpoweruse); obj->chpoweruse = str_dup( "" ); free_string(obj->victpoweruse); obj->victpoweruse = str_dup( "" ); obj->specpower = 0; REMOVE_BIT(obj->spectype, SITEM_MESSAGE); REMOVE_BIT(obj->quest, QUEST_BLOODAGONY); if ( ( rch = obj->carried_by ) != NULL ) { act("All the blood has dripped off $p.",rch,obj,NULL,TO_CHAR); if (obj->wear_loc == WEAR_WIELD) REMOVE_BIT(rch->itemaffect, ITEMA_RIGHT_AGG); else if (obj->wear_loc == WEAR_HOLD) REMOVE_BIT(rch->itemaffect, ITEMA_LEFT_AGG); } } } } } if ( obj->timer <= 0 || --obj->timer > 0 ) continue; if (IS_SET(obj->extra_flags, ITEM_VANISH)) message = "$p slowly fades away to nothing."; else if (IS_SET(obj->spectype, SITEM_DEMONIC)) message = "$p vanishes in a blast of flames."; else switch ( obj->item_type ) { default: message = "$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; case ITEM_TRASH: message = "$p crumbles into dust."; break; case ITEM_EGG: message = "$p cracks open."; break; case ITEM_WEAPON: message = "$p crumbles into dust."; break; case ITEM_WALL: message = "$p sinks back into the ground.";break; case ITEM_STAKE: message = "$p crumbles into dust."; break; } if ( obj->carried_by != NULL ) { act( message, obj->carried_by, obj, NULL, TO_CHAR ); } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } /* If the item is an egg, we need to create a mob and shell! * KaVir */ if ( obj->item_type == ITEM_EGG ) { CHAR_DATA *creature; OBJ_DATA *egg; if ( get_mob_index( obj->value[0] ) != NULL ) { if (obj->carried_by != NULL && obj->carried_by->in_room != NULL) { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,obj->carried_by->in_room); } else if (obj->in_room != NULL) { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,obj->in_room); } else { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,get_room_index(ROOM_VNUM_HELL || ROOM_VNUM_HEAVEN)); /* obj->timer = 1; continue; */ } egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 ); egg->timer = 2; obj_to_room( egg, creature->in_room ); act( "$n clambers out of $p.", creature, obj, NULL, TO_ROOM ); } else if (obj->in_room != NULL) { egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 ); egg->timer = 2; obj_to_room( egg, obj->in_room ); } } 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 want 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 = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *chobj = NULL; ROOM_INDEX_DATA *objroom = NULL; DESCRIPTOR_DATA *d; for ( d = descriptor_list; d != NULL; d = d->next ) { /* if ( d->connected == CON_PLAYING && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata->stage[1] > 0 && ( victim = ch->pcdata->partner ) != NULL && !IS_NPC(victim) && ch->in_room != NULL && victim->in_room != NULL && victim->in_room != ch->in_room ) { ch->pcdata->stage[1] = 0; victim->pcdata->stage[1] = 0; } */ if ( d->connected == CON_PLAYING && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata != NULL && ( obj = ch->pcdata->chobj ) != NULL ) { if (obj->in_room != NULL) objroom = obj->in_room; else if (obj->in_obj != NULL) objroom = get_room_index(ROOM_VNUM_IN_OBJECT); else if (obj->carried_by != NULL) { if (obj->carried_by != ch && obj->carried_by->in_room != NULL) objroom = obj->carried_by->in_room; else continue; } else continue; if (ch->in_room != objroom && objroom != NULL) { char_from_room(ch); char_to_room(ch,objroom); do_look(ch,"auto"); } } else if ( d->connected == CON_PLAYING && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata != NULL && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0) ) { if (ch->pcdata->obj_vnum != 0) { bind_char(ch); continue; } if (IS_HEAD(ch,LOST_HEAD)) { REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); send_to_char("You are able to regain a body.\n\r",ch); ch->position = POS_RESTING; ch->hit = 1; } else { send_to_char("You return to your body.\n\r",ch); REMOVE_BIT(ch->extra,EXTRA_OSWITCH);} REMOVE_BIT(ch->affected_by,AFF_POLYMORPH); free_string(ch->morph); ch->morph = str_dup(""); char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); if ( ( chobj = ch->pcdata->chobj ) != NULL ) chobj->chobj = NULL; ch->pcdata->chobj = NULL; do_look(ch,"auto"); } continue; } for ( wch = char_list; wch != NULL; wch = wch_next ) { wch_next = wch->next; if ( IS_NPC(wch) || ( wch->desc != NULL && wch->desc->connected != CON_PLAYING ) || wch->position <= POS_STUNNED || wch->level >= LEVEL_IMMORTAL || wch->pcdata == NULL || ( ( chobj = wch->pcdata->chobj ) != NULL ) || wch->in_room == NULL ) continue; if ( !IS_NPC(wch) && ( IS_WEREWOLF(wch) || IS_ITEMAFF(wch, ITEMA_STALKER) ) ) { if ( wch->hunting != NULL && wch->hunting != '\0' && strlen(wch->hunting) > 1 && get_auspice(wch, AUSPICE_RAGABASH) > 2) { ROOM_INDEX_DATA *old_room = wch->in_room; check_hunt( wch ); if (wch->in_room == old_room) { free_string(wch->hunting); wch->hunting = str_dup( "" ); continue; } check_hunt( wch ); if (wch->in_room == old_room) { free_string(wch->hunting); wch->hunting = str_dup( "" ); } 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) || no_attack(ch, wch) || 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->desc == NULL || IS_PLAYING(vch->desc) ) && !no_attack(ch, vch) && vch->pcdata != NULL && ( ( chobj = vch->pcdata->chobj ) == NULL ) && vch->level < LEVEL_IMMORTAL && vch->position > POS_STUNNED && ( !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 attempt by mob %d.", ch->pIndexData->vnum ); */ 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_gain_exp; static int pulse_area; static int pulse_mobile; static int pulse_violence; static int pulse_point; if ( --pulse_gain_exp <= 0 ) { char buf [MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; CHAR_DATA *ch = NULL; CHAR_DATA *ch_next = NULL; int sn; extern int bootcount; pulse_gain_exp = PULSE_GAIN_EXP; if (bootcount > 0) { bootcount--; switch (bootcount) { default: strcpy(buf," "); break; case 600: strcpy(buf,"#rReboot in #wten#r minutes#n"); break; case 300: strcpy(buf,"#rReboot in #wfive#r minutes#n"); break; case 120: strcpy(buf,"#rReboot in #wtwo#r minutes#n"); break; case 60: strcpy(buf,"#rReboot in #wone#r minute#n"); break; case 30: strcpy(buf,"#rReboot in #wthirty#r seconds#n"); break; case 10: strcpy(buf,"#rReboot in #w10#r seconds#n"); break; case 5: strcpy(buf,"#rReboot in #w5#r seconds#n"); break; case 4: strcpy(buf,"#rReboot in #w4#r seconds#n"); break; case 3: strcpy(buf,"#rReboot in #w3#r seconds#n"); break; case 2: strcpy(buf,"#rReboot in #w2#r seconds#n"); break; case 1: strcpy(buf,"#rReboot in #w1#r second#n"); break; case 0: strcpy(buf,"#rReboot #wNOW#n"); break; } if (strlen(buf) > 2) sysmes(buf); if (bootcount <= 0) { extern bool merc_down; for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if (!IS_NPC(ch)) do_autosave(ch,""); } sprintf(log_buf,"#rTimed reboot#n" ); log_string( log_buf ); merc_down = TRUE; } } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && (ch = d->character) != NULL && !IS_NPC(ch)) { ch->exp += ch->beast ? 1 : 10; if (ch->position == POS_FIGHTING && ch->move > 0 && !IS_HERO(ch)) ch->move--; if (ch->pcdata->bpoints > 0) { ch->pcdata->bpoints--; if (ch->pcdata->bpoints < 1) send_to_char("You are once more able to use Blood Agony.\n\r",ch); } if (ch->pcdata->dpoints > 0) { ch->pcdata->dpoints--; if (ch->pcdata->dpoints < 1) { if (IS_GHOUL(ch)) { bool lost_disc = FALSE; mortal_vamp(ch); for ( sn = 0; sn <= DISC_MAX; sn++ ) { if (ch->pcdata->powers[sn] > 0) lost_disc = TRUE; ch->pcdata->powers[sn] = 0; } if (lost_disc) send_to_char("You have lost your blood powers.\n\r",ch); } else send_to_char("You are once more able to sire a childe.\n\r",ch); } } if (ch->pcdata->silence > 0) { ch->pcdata->silence--; if (ch->pcdata->silence < 1) { if (IS_MORE(ch, MORE_SILENCE)) { act("The room is no longer silent.",ch,NULL,NULL,TO_CHAR); act("The room is no longer silent.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->added_flags, ROOM2_SILENCE); REMOVE_BIT(ch->more, MORE_SILENCE); ch->pcdata->silence = 60; } else send_to_char("Your ability to call the Silence of Death has returned.\n\r",ch); } } if (ch->pcdata->necromancy > 0) { ch->pcdata->necromancy--; if (ch->pcdata->necromancy < 1) send_to_char("Your powers of Necromancy have replenished themselves.\n\r",ch); } if (ch->pcdata->rpoints > 0) { ch->pcdata->rpoints--; if (ch->pcdata->rpoints < 1) send_to_char("You have regained sufficient strength to use another ritual.\n\r",ch); } if (ch->pcdata->wpoints > 0) { ch->pcdata->wpoints--; if (ch->pcdata->wpoints < 1) send_to_char("Your powers of weather control have replenished themselves.\n\r",ch); } if (ch->pcdata->spirit > 0) { ch->pcdata->spirit--; if (ch->pcdata->spirit < 1) send_to_char("Your powers over the spirits have replenished themselves.\n\r",ch); } if (ch->pcdata->conjure > 0) { ch->pcdata->conjure--; if (ch->pcdata->conjure < 1) send_to_char("Your powers of conjuration have replenished themselves.\n\r",ch); } if (ch->pcdata->celerity > 0) { ch->pcdata->celerity--; if (ch->pcdata->celerity < 1) { if (IS_WILLPOWER(ch, RES_CELERITY) && ch->position == POS_FIGHTING) { if (ch->blood[BLOOD_CURRENT] < 10) { send_to_char("Not enough blood to renew Celerity.\n\r",ch); send_to_char("Your movements slow down.\n\r",ch); act("$n is no longer moving with supernatural speed.", ch, NULL, NULL, TO_ROOM); } else { ch->blood[BLOOD_CURRENT] -= 10; ch->pcdata->celerity += 60; send_to_char("You burn blood to continue using your Celerity.\n\r",ch); } } else { send_to_char("Your movements slow down.\n\r",ch); act("$n is no longer moving with supernatural speed.", ch, NULL, NULL, TO_ROOM); } } } if (ch->pcdata->obeah > 0 && !IS_MORE(ch, MORE_NEUTRAL)) { ch->pcdata->obeah--; if (ch->pcdata->obeah < 1) { if (IS_WEREWOLF(ch)) send_to_char("Your healing powers have returned.\n\r",ch); else { send_to_char("Your third eye stops glowing.\n\r",ch); act("The eye in $n's forehead stops glowing.",ch,NULL,NULL,TO_ROOM); } } } if (ch->pcdata->darkness > 0) { ch->pcdata->darkness--; if (ch->pcdata->darkness < 1) { if (IS_MORE(ch, MORE_DARKNESS)) { act("The darkness in the room gradually fades away to nothing.",ch,NULL,NULL,TO_CHAR); act("The darkness in the room gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); REMOVE_BIT(ch->more, MORE_DARKNESS); ch->pcdata->darkness = 60; } else send_to_char("Your ability to call the Shroud of Night has returned.\n\r",ch); } } if (ch->pcdata->reina > 0) { ch->pcdata->reina--; if (ch->pcdata->reina < 1) { if (IS_MORE(ch, MORE_REINA)) { send_to_char("The peaceful harmony in the air gradually fades away to nothing.\n\r",ch); act("The peaceful harmony in the air gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->room_flags, ROOM_SAFE); REMOVE_BIT(ch->more, MORE_REINA); ch->pcdata->reina = 60; } else send_to_char("You have recovered your voice.\n\r",ch); } } if (ch->pcdata->majesty > 0) { ch->pcdata->majesty--; if (ch->pcdata->majesty < 1) { if (IS_WEREWOLF(ch)) send_to_char("You can now use your Icy Chill of Despair again if you wish.\n\r",ch); else send_to_char("You can now raise your Majesty again if you wish.\n\r",ch); } } if (ch->pcdata->temporis > 0) { ch->pcdata->temporis--; if (ch->pcdata->temporis < 1) send_to_char("Your powers of time control have replenished themselves.\n\r",ch); } if (ch->pcdata->firstaid > 0) ch->pcdata->firstaid--; if (ch->pcdata->repair > 0) ch->pcdata->repair--; if (ch->pcdata->evileye > 0) ch->pcdata->evileye--; if (ch->pcdata->diableries[DIAB_TIME] > 0) ch->pcdata->diableries[DIAB_TIME]--; if (ch->pcdata->resist[WILL_ANIMALISM] > 0) { ch->pcdata->resist[WILL_ANIMALISM]--; if (ch->pcdata->resist[WILL_ANIMALISM] < 1) { send_to_char("You are no longer immune to Beast Within or Song of Serenity.\n\r",ch); if (!IS_WILLPOWER(ch, RES_TOGGLE)) REMOVE_BIT(ch->pcdata->resist[0], RES_ANIMALISM); } } if (ch->pcdata->resist[WILL_AUSPEX] > 0) { ch->pcdata->resist[WILL_AUSPEX]--; if (ch->pcdata->resist[WILL_AUSPEX] < 1) { send_to_char("You are no longer immune to having your mind Unveiled.\n\r",ch); if (!IS_WILLPOWER(ch, RES_TOGGLE)) REMOVE_BIT(ch->pcdata->resist[0], RES_AUSPEX); } } if (ch->pcdata->resist[WILL_DOMINATE] > 0) { ch->pcdata->resist[WILL_DOMINATE]--; if (ch->pcdata->resist[WILL_DOMINATE] < 1) { send_to_char("You are no longer immune to being Dominated.\n\r",ch); if (!IS_WILLPOWER(ch, RES_TOGGLE)) REMOVE_BIT(ch->pcdata->resist[0], RES_DOMINATE); } } if (ch->pcdata->resist[WILL_PRESENCE] > 0) { ch->pcdata->resist[WILL_PRESENCE]--; if (ch->pcdata->resist[WILL_PRESENCE] < 1) { send_to_char("You are no longer immune to Dread Gaze and Entrancement.\n\r",ch); if (!IS_WILLPOWER(ch, RES_TOGGLE)) REMOVE_BIT(ch->pcdata->resist[0], RES_PRESENCE); } } if ( ch->pcdata->heart_twister > 0 ) { ch->pcdata->heart_twister--; if ( ch->pcdata->heart_twister < 1 ) send_to_char( "You can now use heart twister again.\n\r", ch ); } if ( ch->pcdata->minor_create > 0 ) { ch->pcdata->minor_create--; if ( ch->pcdata->minor_create < 1 ) send_to_char( "You can now use minor creation again.\n\r", ch ); } if ( ch->pcdata->earthquake > 0 ) { ch->pcdata->earthquake--; if ( ch->pcdata->earthquake < 1 ) send_to_char( "You can now use earthquake again.\n\r", ch ); } if ( ch->pcdata->circleattack > 0 ) { ch->pcdata->circleattack--; if ( ch->pcdata->circleattack < 1 ) send_to_char( "You can now use circleattack again.\n\r", ch ); } if ( ch->pcdata->umbra_timer > 0 ) { ch->pcdata->umbra_timer--; if ( ch->pcdata->umbra_timer < 1 ) send_to_char( "You can now use grab again.\n\r", ch ); } if ( ch->pcdata->umbra > 0 && ch->position != POS_FIGHTING ) { ch->pcdata->umbra--; if ( ch->pcdata->umbra < 1 && IS_AFFECTED( ch, AFF_SHADOWPLANE ) ) { REMOVE_BIT( ch->affected_by, AFF_SHADOWPLANE ); send_to_char( "You fade back into the real world.\n\r", ch ); act("$n slowly fades back into existance.",ch,NULL,NULL,TO_ROOM); do_look(ch,"auto"); } } if ( IS_WEREWOLF( ch ) && ch->pcdata->rage && number_bits( 2 ) == 0 ) do_rage( ch, "" ); if (!IS_HERO(ch) && ch->hit < 1 && ch->position != POS_FIGHTING) { char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); act("The healer makes a few gestures and $n appears in the room.",ch,NULL,NULL,TO_ROOM); ch->hit = 1; update_pos(ch); send_to_char("You feel a little better.\n\r",ch); act("The healer says 'Are you ok $n? Lucky I was here!'.",ch,NULL,NULL,TO_ROOM); act("The healer says 'Are you ok $n? Lucky I was here!'.",ch,NULL,NULL,TO_CHAR); } } } } if ( --pulse_area <= 0 ) { pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); area_update ( ); } if ( --pulse_mobile <= (PULSE_MOBILE>>1) ) { if ( pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); obj_update ( ); } else if ( pulse_mobile == (PULSE_MOBILE>>1) ) obj_update ( ); } if ( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; violence_update ( ); aggr_update( ); } if ( --pulse_point <= 0 ) { pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); weather_update ( ); moon_update ( ); char_update ( ); } tail_chain( ); return; } /* * Update the moonphases */ void moon_update(void) { switch (time_info.day) { case 1: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_NEW; break; } break; case 2: weather_info.moonphase = MOON_NEW; break; case 3: weather_info.moonphase = MOON_NEW; break; case 4: weather_info.moonphase = MOON_NEW; break; case 5: weather_info.moonphase = MOON_NEW; break; case 6: weather_info.moonphase = MOON_NEW; break; case 7: weather_info.moonphase = MOON_NEW; break; case 8: weather_info.moonphase = MOON_NEW; break; case 9: weather_info.moonphase = MOON_NEW; break; case 10: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_CRESCENT; break; } break; case 11: weather_info.moonphase = MOON_CRESCENT; break; case 12: weather_info.moonphase = MOON_CRESCENT; break; case 13: weather_info.moonphase = MOON_CRESCENT; break; case 14: weather_info.moonphase = MOON_CRESCENT; break; case 15: weather_info.moonphase = MOON_CRESCENT; break; case 16: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_HALF; break; } break; case 17: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_GIBBOUS; break; } break; case 18: weather_info.moonphase = MOON_GIBBOUS; break; case 19: weather_info.moonphase = MOON_GIBBOUS; break; case 20: weather_info.moonphase = MOON_GIBBOUS; break; case 21: weather_info.moonphase = MOON_GIBBOUS; break; case 22: weather_info.moonphase = MOON_GIBBOUS; break; case 23: weather_info.moonphase = MOON_GIBBOUS; break; case 24: weather_info.moonphase = MOON_GIBBOUS; break; case 25: weather_info.moonphase = MOON_GIBBOUS; break; case 26: weather_info.moonphase = MOON_GIBBOUS; break; case 27: weather_info.moonphase = MOON_GIBBOUS; break; case 28: weather_info.moonphase = MOON_GIBBOUS; break; case 29: weather_info.moonphase = MOON_GIBBOUS; break; case 30: weather_info.moonphase = MOON_GIBBOUS; break; case 31: weather_info.moonphase = MOON_GIBBOUS; break; case 32: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_FULL; break; } break; case 33: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_WANING; break; } break; case 34: weather_info.moonphase = MOON_WANING; break; case 35: weather_info.moonphase = MOON_WANING; break; } } void paradox( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; send_to_char("The sins of your past strike back!\n\r", ch); send_to_char("The paradox has come for your soul!\n\r", ch); sprintf( buf, "%s is struck by a paradox.\n\r", ch->name); do_info(ch, buf); ch->paradox[1] = 0; ch->paradox[2] = 0; ch->hit = -10; update_pos( ch ); do_escape(ch, ""); SET_BIT(ch->extra, TIED_UP); SET_BIT(ch->extra, GAGGED); SET_BIT(ch->extra, BLINDFOLDED); return; }