/*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Tartarus/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Tartarus code is copyright (C) 1997-1998 by Daniel Graham * * In using this code you agree to comply with the Tartarus license * * found in the file /Tartarus/doc/tartarus.doc * ***************************************************************************/ #include "include.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 prelag_skills args( ( void ) ); 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 riot_update args( (void ) ); void age_update args( ( void ) ); void room_update args( ( void ) ); void room_affect_update args( ( void ) ); void iprog_pulse_update args(( bool isTick )); void healing_sleep_wakeup args( (CHAR_DATA *ch) ); void updateRaceAff args( (CHAR_DATA *ch) ); bool arena; /* used for saving */ int reverse_d args((int dir)); int save_number = 0; CHAR_DATA *affectowner; CHAR_DATA *affect_owner; /* * Advancement stuff. */ void advance_level( CHAR_DATA *ch, bool hide ) { char buf[MAX_STRING_LENGTH]; ch->pcdata->last_level = ( ch->played + (int) (current_time - ch->logon) ) / 3600; sprintf( buf, "the %s", title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] ); set_title( ch, buf ); return; } void gain_quest_credits ( CHAR_DATA *ch, int gain) { if ( IS_NPC(ch) ) return; ch->quest_credits += gain; if (ch->quest_credits < 0) ch->quest_credits = 0; save_char_obj(ch); return; } void gain_exp( CHAR_DATA *ch, int gain ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) return; if (ch->level < LEVEL_HERO) ch->exp += gain; if (ch->exp > ch->exp_total) ch->exp_total = ch->exp; while ( ch->level < LEVEL_HERO && ch->exp >= exp_per_level(ch) * (ch->level) ) { send_to_char( "You raise a level!! ", ch ); ch->level += 1; sprintf(buf,"%s gained level %d",ch->name,ch->level); log_string(buf); sprintf(buf,"$N has attained level %d!",ch->level); wiznet(buf,ch,NULL,WIZ_LEVELS,0,0); advance_level(ch,FALSE); save_char_obj(ch); } return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; int number; if (ch->in_room == NULL) return 0; if (ch->in_room->vnum == ROOM_VNUM_NIGHTWALK || ch->in_room->vnum == 2901) { number = gsn_shadowplane; damage_old(ch,ch,40,number,DAM_NEGATIVE,TRUE); return 0; } if (is_affected(ch,gsn_prevent_healing)) return 0; if ( IS_NPC(ch) ) { gain = 5 + (ch->level); if (IS_AFFECTED(ch,AFF_REGENERATION)) gain *= 2; switch(ch->position) { default : gain /= 2; break; case POS_SLEEPING: gain = 3 * gain/2; break; case POS_RESTING: break; case POS_FIGHTING: gain /= 3; break; } } else { gain = UMAX(3,get_curr_stat(ch,STAT_CON) -3 + (ch->level*(9.5/10))); gain += class_table[ch->class].hp_max; number = number_percent(); if (number < get_skill(ch,gsn_fast_healing)) { gain += number * gain / 100; if (ch->hit < ch->max_hit) check_improve(ch,gsn_fast_healing,TRUE,8); } switch ( ch->position ) { default: gain /= 4; break; case POS_SLEEPING: break; case POS_RESTING: gain /= 2; break; case POS_FIGHTING: gain /= 6; break; } } if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE) gain = (gain * 7/5); /*if ( IS_AFFECTED(ch, AFF_f ( IS_A) gain /= 4;*/ if (IS_AFFECTED(ch, AFF_PLAGUE)) gain /= 2; if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5) { if (number_percent() < get_skill(ch,gsn_dark_dream)) { check_improve(ch,gsn_dark_dream,TRUE,7); gain *=3; gain /=2; } } if (IS_AFFECTED(ch,AFF_HASTE) ) gain /=2; if ( IS_AFFECTED(ch,AFF_SLOW)) { gain *= 17; gain /= 10 ; } if (is_affected(ch,gsn_camp)) { if (number_percent() < ch->pcdata->learned[gsn_camp]) gain *=2; } gain *= 2; return UMIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; int number; if (ch->in_room == NULL) return 0; if (is_affected(ch,gsn_prevent_healing)) return 0; if ( IS_NPC(ch) ) { gain = 5 + ch->level; switch (get_curr_stat(ch,STAT_WIS)) { case 25: gain += 7 * gain / 20; break; case 24: gain += 6 * gain / 20; break; case 23: gain += 5 * gain / 20; break; case 22: gain += 4 * gain / 20; break; case 21: gain += 3 * gain / 20; break; case 20: gain += 2 * gain / 20; break; case 19: gain += 1 * gain / 20; break; default: gain += 0; break; } switch (ch->position) { default: gain /= 2; break; case POS_SLEEPING: gain = 3 * gain/2; break; case POS_RESTING: break; case POS_FIGHTING: gain /= 3; break; } } else { gain = (get_curr_stat(ch,STAT_WIS)/2 - 9 + get_curr_stat(ch,STAT_INT)*2 + ch->level); number = number_percent(); if (number < get_skill(ch,gsn_meditation)) { gain += number * gain / 100; if (ch->mana < ch->max_mana) check_improve(ch,gsn_meditation,TRUE,4); } number = number_percent(); if (number < get_skill(ch,gsn_trance)) { gain += number * gain / 100; if (ch->mana < ch->max_mana) check_improve(ch,gsn_trance,TRUE,4); } switch ( ch->position ) { default: gain /= 4; break; case POS_SLEEPING: break; case POS_RESTING: gain /= 2; break; case POS_FIGHTING: gain /= 6; break; } } if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE) gain = gain * 7/5; if ( IS_AFFECTED( ch, AFF_POISON ) ) gain /= 2; if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5) { if (number_percent() < get_skill(ch,gsn_dark_dream)) { check_improve(ch,gsn_dark_dream,TRUE,5); gain *= 3; gain /= 2; } } if (IS_AFFECTED(ch, AFF_PLAGUE)) gain /= 2; if (IS_AFFECTED(ch,AFF_HASTE) ) gain /=2; if ( IS_AFFECTED(ch,AFF_SLOW)) gain += (7*gain/10); if (is_affected(ch,gsn_camp)) { if (number_percent() < ch->pcdata->learned[gsn_camp]) gain *=2; } gain *= 2; if (get_skill(ch,skill_lookup("mana conduit")) > 75) gain *= 1.75; gain = gain * ch->in_room->mana_rate/100; return UMIN(gain, ch->max_mana - ch->mana); } int move_gain( CHAR_DATA *ch ) { int gain; if (ch->in_room == NULL) return 0; if (is_affected(ch,gsn_atrophy) || is_affected(ch,gsn_prevent_healing)) return 0; /* if (!IS_NPC(ch)) { if (ch->pcdata->condition[COND_STARVING] > 6) return 0; if (ch->pcdata->condition[COND_DEHYDRATED] > 4) return 0; } */ if ( IS_NPC(ch) ) { gain = ch->level; } else { gain = UMAX( 15, ch->level ); switch ( ch->position ) { case POS_SLEEPING: gain += get_curr_stat(ch,STAT_DEX); break; case POS_RESTING: gain += get_curr_stat(ch,STAT_DEX) / 2; break; } } gain = gain * ch->in_room->heal_rate/100; if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE) gain = gain * 6/5; if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5) { if (number_percent() < get_skill(ch,gsn_dark_dream)) { check_improve(ch,gsn_dark_dream,TRUE,8); gain *=3; gain /=2; } } if ( IS_AFFECTED(ch, AFF_POISON) ) gain /= 2; if (IS_AFFECTED(ch, AFF_PLAGUE)) gain /= 2; if (IS_AFFECTED(ch,AFF_HASTE) || IS_AFFECTED(ch,AFF_SLOW)) gain *=2 ; if (is_affected(ch,gsn_camp)) { if (number_percent() < ch->pcdata->learned[gsn_camp]) gain *= 2; } gain *= 2; return UMIN(gain, ch->max_move - ch->move); } /* If you don't want starvation/dehydration in your mud then simply return from function before the if (ch->level > 10) check...(Ceran) */ void gain_condition( CHAR_DATA *ch, int iCond, int value ) { int condition; int counter; if ( value == 0 || IS_NPC(ch) || ch->level >= LEVEL_IMMORTAL) return; condition = ch->pcdata->condition[iCond]; if (condition == -1) return; ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); return; if (ch->level > 10) { if (ch->pcdata->condition[iCond] == 0 && iCond == COND_HUNGER) ch->pcdata->condition[COND_STARVING]++; if (ch->pcdata->condition[iCond] == 0 && iCond == COND_THIRST) ch->pcdata->condition[COND_DEHYDRATED]++; } else { ch->pcdata->condition[COND_STARVING] = 0; ch->pcdata->condition[COND_DEHYDRATED] = 0; } if (iCond == COND_HUNGER && value > 0 && ch->pcdata->condition[COND_STARVING] > 0) { counter = ch->pcdata->condition[COND_STARVING]; if (counter <= 4) send_to_char("You are no longer famished.\n\r",ch); else send_to_char("You are no longer starving.\n\r",ch); ch->pcdata->condition[COND_STARVING] = 0; ch->pcdata->condition[COND_HUNGER] = 2; } if (iCond == COND_THIRST && value > 0 && ch->pcdata->condition[COND_DEHYDRATED] > 0) { counter = ch->pcdata->condition[COND_DEHYDRATED]; if (counter <= 5) send_to_char("You are no longer dehydrated.\n\r",ch); else send_to_char("You are no longer dying of thirst.\n\r",ch); ch->pcdata->condition[COND_DEHYDRATED] = 0; ch->pcdata->condition[COND_THIRST] = 2; } if ( ch->pcdata->condition[iCond] <= 4 ) { switch ( iCond ) { case COND_HUNGER: if (ch->pcdata->condition[COND_STARVING] < 2) send_to_char( "You are hungry.\n\r", ch ); break; case COND_THIRST: if (ch->pcdata->condition[COND_DEHYDRATED] < 2) 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; } } if (ch->pcdata->condition[COND_STARVING] > 1 && iCond == COND_HUNGER) { counter = ch->pcdata->condition[COND_STARVING]; if (counter <= 5) send_to_char("You are famished!\n\r",ch); else if (counter <= 8) send_to_char("You are beginning to starve!\n\r",ch); else { send_to_char("You are starving!\n\r",ch); if (ch->level > 10) damage_old(ch,ch,number_range(counter - 3,2*(counter - 3)),gsn_starvation,DAM_OTHER,TRUE); } } if (ch->pcdata->condition[COND_DEHYDRATED] > 1 && iCond == COND_THIRST) { counter = ch->pcdata->condition[COND_DEHYDRATED]; if (counter <= 2) send_to_char("Your mouth is parched!\n\r",ch); else if (counter <= 5) send_to_char("You are beginning to dehydrate!\n\r",ch); else { send_to_char("You are dying of thirst!\n\r",ch); if (ch->level > 10) damage_old(ch,ch,number_range(counter,2*counter),gsn_dehydrated,DAM_OTHER,TRUE); } } return; } void spec_update( CHAR_DATA *ch ) { CHAR_DATA *mob; CHAR_DATA *mob_next; for ( mob = ch->in_room->people; mob != NULL; mob = mob_next ) { mob_next = mob->next; if ( IS_NPC(mob) && mob->spec_fun != 0 ) { if ( (*mob->spec_fun) ( mob ) ) return; } } 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_NPC(ch) && ch->pIndexData->vnum != MOB_VNUM_ENFORCER && IS_AFFECTED(ch,AFF_CHARM) && ch->pIndexData->vnum != MOB_VNUM_SHAMAN_MERCENARY && ch->pIndexData->vnum != MOB_VNUM_SPITTING_SNAKE)) continue; if(ch->position==POS_FIGHTING && ch->extended_flags>3 && number_percent()>50) { do_mob_spec(ch); } if (ch->in_room->area->empty && !IS_SET(ch->act,ACT_UPDATE_ALWAYS)) continue; /* Examine call for special procedure */ if ( ch->spec_fun != 0 ) { if ( (*ch->spec_fun) ( ch ) ) continue; } /* * Check triggers only if mobile still in default position */ if (ch->pIndexData->pShop != NULL) /* give him some gold */ if (ch->gold < ch->pIndexData->wealth) { ch->gold += ch->pIndexData->wealth * number_range(1,20)/5000000; } /* That's all for sleeping / busy monster, and empty zones */ if ( ch->position != POS_STANDING ) continue; if ( IS_SET(ch->progtypes,MPROG_PULSE) && (ch->in_room->area->nplayer > 0 || IS_SET(ch->act,ACT_UPDATE_ALWAYS))) (ch->pIndexData->mprogs->pulse_prog) (ch); /* Scavenge */ if ( IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->contents != NULL && number_bits( 6 ) == 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) && can_loot(ch, obj) && obj->cost > max && obj->cost > 0) { obj_best = obj; max = obj->cost; } } if ( obj_best ) { /* get_obj(ch,obj,NULL);*/ 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) && number_bits(3) == 0 && ( door = number_bits( 5 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) && ( !IS_SET(ch->act, ACT_STAY_AREA) || pexit->u1.to_room->area == ch->in_room->area ) && ( !IS_SET(ch->act, ACT_OUTDOORS) || !IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS)) && ( !IS_SET(ch->act, ACT_INDOORS) || IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS))) { move_char( ch, door, FALSE ); } } return; } 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 18: weather_info.sunlight = SUN_SET; strcat( buf, "The sun slowly disappears in the west.\n\r" ); break; case 19: weather_info.sunlight = SUN_DARK; strcat( buf, "The night has begun.\n\r" ); break; case 20: if((time_info.day+1) == 1) strcat(buf,"A new moon rises in the night sky.\n\r"); else if((time_info.day+1) >=2 && (time_info.day+1) <= 7) strcat(buf,"A waxing half moon rises in the night sky.\n\r"); else if((time_info.day+1) == 8) strcat(buf,"A half moon rises in the night sky.\n\r"); else if((time_info.day+1) >= 9 && (time_info.day+1) <= 14) strcat(buf,"A waxing full moon rises in the night sky.\n\r"); else if((time_info.day+1) == 15) strcat(buf,"A full moon rises in the night sky.\n\r"); else if((time_info.day+1) >= 16 && (time_info.day+1) <= 21) strcat(buf,"A waning full moon rises in the night sky.\n\r"); else if((time_info.day+1) == 22) strcat(buf,"A half moon rises in the night sky.\n\r"); else if((time_info.day+1) >=23 && (time_info.day+1) <= 28) strcat(buf,"A waning half moon rises in the night sky.\n\r"); break; case 24: time_info.hour = 0; time_info.day++; break; } /* Time/Date counters */ if ( time_info.day >= 28 ) { 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" ); 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)) { if(IS_AWAKE(d->character)) send_to_char( buf, d->character ); } } } return; } /* * Update all chars, including mobs. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *ch_quit; int noregen, hgain; char chbuf[MAX_STRING_LENGTH]; ch_quit = NULL; /* update save counter */ save_number++; if (save_number > 29) save_number = 0; for ( ch = char_list; ch != NULL; ch = ch_next ) { CHAR_DATA *master; AFFECT_DATA *paf; AFFECT_DATA *paf_next; bool charm_gone; ch_next = ch->next; if ( ch->timer > 30 ) ch_quit = ch; master = NULL; if ( ch->pause > 0 ) ch->pause--; if ( ch->ghost > 0 ) { if (ch->ghost == 5) send_to_char("{RYou start to regain your material form.{x\n\r", ch); ch->ghost--; if (ch->ghost == 0) send_to_char("{RYour body regains it's material form.{x\n\r", ch); } updateRaceAff(ch); AFFECT_DATA applyAffect; int drownLevel = 0; bool deadFromDrown = FALSE; if(ch->in_room->sector_type != SECT_UNDERWATER && is_affected(ch,gsn_drowning)) affect_strip(ch,gsn_drowning); if (ch->in_room->sector_type == SECT_UNDERWATER && !IS_AFFECTED(ch,AFF_WATERBREATHING) && !IS_IMMORTAL(ch) && ch->ghost==0 && !IS_NPC(ch)) { for (paf = ch->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; if (paf->type == gsn_drowning) { drownLevel = paf->level; if (paf->level == 3) { act("$n finds $mself lacking air!",ch,0,0,TO_ROOM); send_to_char("You find yourself lacking air!\n\r",ch); } else if (paf->level == 4) { act("$n struggles to keep $s air under the water!",ch,0,0,TO_ROOM); send_to_char("You struggle to keep your air under the water!\n\r",ch); } else if (paf->level == 5) { act("$n clutches $s chest as $s lungs begin filling with water!",ch,0,0,TO_ROOM); send_to_char("Your lungs begin filling with water!\n\r",ch); } else if (paf->level > 5 && paf->level < 9) { act("$n chokes and coughs as $s lungs fill with water!",ch,0,0,TO_ROOM); send_to_char("You choke as your lungs fill with water!\n\r",ch); } else if (paf->level == 9) { act("$n appears severely weakened as the water floods $s lungs!",ch,0,0,TO_ROOM); send_to_char("Your heartbeat slows as your remaining oxygen is used up.\n\r",ch); } else if (paf->level == 10) { act("$n's body floats limply in the water, devoid of life.",ch,0,0,TO_ROOM); send_to_char("Peace fills your mind as the struggle to breathe ends...\n\r",ch); raw_kill_new(ch,ch, FALSE, TRUE); affect_strip(ch,gsn_drowning); deadFromDrown = TRUE; } } } if (drownLevel != 0 && drownLevel < 11 && is_affected(ch,gsn_drowning)) { if (drownLevel > 3) damage_new(ch,ch,drownLevel * 40,TYPE_UNDEFINED,DAM_DROWNING,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"drowning"); affect_strip(ch,gsn_drowning); init_affect(&applyAffect); applyAffect.aftype = AFT_INVIS; applyAffect.where = TO_AFFECTS; applyAffect.type = gsn_drowning; applyAffect.level = drownLevel + 1; applyAffect.duration = -1; affect_to_char(ch,&applyAffect); } if (drownLevel == 0 && !deadFromDrown) { init_affect(&applyAffect); applyAffect.aftype = AFT_INVIS; applyAffect.where = TO_AFFECTS; applyAffect.type = gsn_drowning; applyAffect.level = 1; applyAffect.duration = -1; affect_to_char(ch,&applyAffect); } } if ( ch->position >= POS_STUNNED ) { if ( ch->hit < ch->max_hit ) /* Some regen stuff */ { noregen = ch->noregen_dam; hgain = hit_gain(ch); if (is_affected(ch, gsn_bloodlust)) { hgain += number_range(90, 120); hgain = UMIN(hgain, ch->max_hit - ch->hit); } ch->hit += hgain; if (noregen > hgain) ch->noregen_dam -= hgain; else ch->noregen_dam = 0; } else ch->hit = ch->max_hit; if ( ch->mana < ch->max_mana ) ch->mana += mana_gain(ch); else ch->mana = ch->max_mana; if ( ch->move < ch->max_move ) ch->move += move_gain(ch); else ch->move = ch->max_move; } if ( ch->position == POS_STUNNED ) update_pos( ch ); if (!IS_NPC(ch) && ch->pcdata->save_timer) ch->pcdata->save_timer--; if (!IS_NPC(ch)) { 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 -= 3; act( "$p goes out.", ch, obj, NULL, TO_ROOM ); act( "$p flickers and goes out.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } else if ( obj->value[2] <= 5 && ch->in_room != NULL) act("$p flickers.",ch,obj,NULL,TO_CHAR); } if (IS_IMMORTAL(ch)) ch->timer = 0; if ( ++ch->timer >= 12 ) { if ( ch->was_in_room == NULL && ch->in_room != NULL ) { ch->was_in_room = ch->in_room; if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the void.\n\r", ch ); if (ch->level > 1) save_char_obj( ch ); ch->pause = 0; do_quit_new(ch, "",TRUE); } } } for ( paf = ch->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; charm_gone = FALSE; 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( "\n\r", ch ); } } if (paf->type == skill_lookup("charm") && IS_NPC(ch)) charm_gone = TRUE; if(paf->type == skill_lookup("healing sleep")) healing_sleep_wakeup(ch); if (paf->type == skill_lookup("resurrect")) { resurrect(ch, paf); } affect_remove( ch, paf ); } if (charm_gone) master = ch->master; if (master == NULL) continue; if ((charm_gone) && ch->position != POS_FIGHTING && (number_percent() >= master->level) && (ch->in_room == master->in_room)) { sprintf(chbuf,"Help! I'm being attacked by %s!", IS_NPC(ch) ? ch->short_descr : ch->name); do_myell(master,chbuf); multi_hit(ch,master,TYPE_UNDEFINED); } } /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ CHAR_DATA *af_owner; if (is_affected(ch, gsn_plague) && ch != NULL) { AFFECT_DATA *af, plague; CHAR_DATA *vch; int dam; if (ch->race==race_lookup("lich")) act("You ignore the plague completely.",ch,0,0,TO_CHAR); else { if (ch->in_room == NULL) return; act("$n writhes in agony as plague sores erupt from $s skin.",ch,NULL,NULL,TO_ROOM); send_to_char("You writhe in agony from the plague.\n\r",ch); for ( af = ch->affected; af != NULL; af = af->next ) { if (af->type == gsn_plague) break; } if (af == NULL) { REMOVE_BIT(ch->affected_by,AFF_PLAGUE); return; } if (af->level == 1) return; init_affect(&plague); plague.where = TO_AFFECTS; plague.aftype = AFT_MALADY; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range(1,2 * plague.level); plague.location = APPLY_STR; plague.modifier = -3; plague.owner_name = af->owner_name ? str_dup(af->owner_name) : NULL; plague.bitvector = AFF_PLAGUE; for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell(plague.level - 2,vch,DAM_DISEASE) && !IS_IMMORTAL(vch) && !IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(4) == 0) { send_to_char("You feel hot and feverish.\n\r",vch); act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM); affect_join(vch,&plague); } } dam = UMIN(ch->level,af->level); if ((af_owner = find_char_by_name(af->owner_name)) != NULL) damage_newer( af_owner, ch, dam, gsn_plague,DAM_DISEASE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"sickness",PLURAL,DAM_POSSESSIVE,af, FALSE); else damage_newer( ch, ch, dam, gsn_plague,DAM_DISEASE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"sickness",PLURAL,DAM_POSSESSIVE,NULL, FALSE); ch->mana = (ch->mana - dice(af->level,1)); ch->move = (ch->move - dice(af->level,1)); } } if ( IS_AFFECTED(ch, AFF_POISON) && ch != NULL && !IS_AFFECTED(ch,AFF_SLOW)) { AFFECT_DATA *poison; poison = affect_find(ch->affected,gsn_poison); if (poison != NULL && ch->race!=race_lookup("lich")) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); if ((af_owner = find_char_by_name(poison->owner_name)) != NULL) damage_newer( af_owner, ch, poison->level, gsn_poison,DAM_POISON,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"poison",PLURAL,DAM_POSSESSIVE,poison, FALSE); else damage_newer( ch, ch, poison->level, gsn_poison,DAM_POISON,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"poison",PLURAL,DAM_POSSESSIVE,NULL, FALSE); } else if (poison != NULL && ch->race==race_lookup("lich")) send_to_char( "Your undead body ignores the poison.\n\r", ch ); } if ( is_affected(ch,gsn_haunting) && ch != NULL) { AFFECT_DATA *haunting = affect_find(ch->affected,gsn_haunting); act( "$n flinches as haunting images flash through their mind!", ch, NULL, NULL, TO_ROOM ); send_to_char( "You flinch as haunting images flash through your mind!\n\r", ch ); if ((af_owner = find_char_by_name(haunting->owner_name)) != NULL) damage_newer( af_owner, ch, number_range(50,150), gsn_haunting,DAM_MENTAL,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"haunting thoughts",SINGULAR,DAM_POSSESSIVE,haunting, FALSE); else damage_newer( ch, ch, number_range(50,150), gsn_haunting,DAM_MENTAL,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"haunting thoughts",SINGULAR,DAM_POSSESSIVE,NULL, FALSE); ch->mana -= 50; } if ( is_affected(ch,skill_lookup("critical strike"))) { AFFECT_DATA *criticalStrike = affect_find(ch->affected,skill_lookup("critical strike")); if (criticalStrike->level > 1) { act("You cough as blood pours from your gaping wound.",ch,0,0,TO_CHAR); act("$n coughs as blood pours from $s gaping wound.",ch,0,0,TO_ROOM); if ((af_owner = find_char_by_name(criticalStrike->owner_name)) != NULL) damage_newer(af_owner,ch,criticalStrike->level * number_range(17,23),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the uncontrollable bleeding",PLURAL,DAM_NOT_POSSESSIVE,criticalStrike, FALSE); else damage_newer(ch,ch,criticalStrike->level * number_range(17,23),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the uncontrollable bleeding",PLURAL,DAM_NOT_POSSESSIVE,NULL, FALSE); } } if ( is_affected(ch,skill_lookup("assassinate"))) { AFFECT_DATA *assassinate = affect_find(ch->affected,skill_lookup("assassinate")); act("You cough as blood pours from your assassination wounds.",ch,0,0,TO_CHAR); act("$n coughs as blood pours from $s assassination wounds.",ch,0,0,TO_ROOM); if ((af_owner = find_char_by_name(assassinate->owner_name)) != NULL) damage_newer(af_owner,ch,2 * number_range(17,23),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"assassination wounds",SINGULAR,DAM_POSSESSIVE,assassinate, FALSE); else damage_newer(ch,ch,2 * number_range(17,23),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"assassination wounds",SINGULAR,DAM_POSSESSIVE,NULL, FALSE); } if ( is_affected(ch,skill_lookup("dicing wounds"))) { AFFECT_DATA *dicing_wounds = affect_find(ch->affected,skill_lookup("dicing wounds")); act("Blood continues to ooze from your diced flesh.",ch,0,0,TO_CHAR); act("Blood continues to ooze from $n's diced flesh.",ch,0,0,TO_ROOM); if ((af_owner = find_char_by_name(dicing_wounds->owner_name)) != NULL) damage_newer(af_owner,ch,dicing_wounds->level + number_range(1,6),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"diced, bleeding flesh",PLURAL,DAM_POSSESSIVE,dicing_wounds, FALSE); else damage_newer(ch,ch,dicing_wounds->level + number_range(1,6),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"diced, bleeding flesh",PLURAL,DAM_POSSESSIVE,NULL, FALSE); } if ( is_affected(ch,gsn_icelance) && ch != NULL ) { AFFECT_DATA *icelance = affect_find(ch->affected,skill_lookup("icelance wound")); if (check_immune(ch, DAM_COLD) != IS_IMMUNE) { act( "$n shivers as the melting icelance mingles with his blood.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A chill runs through your body as the icelance freezes your blood.\n\r", ch ); if ((af_owner = find_char_by_name(icelance->owner_name)) != NULL) damage_newer(af_owner,ch,ch->level*(number_range(3,5) / 3),TYPE_UNDEFINED,DAM_COLD,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT, "icelance wound",PLURAL,DAM_POSSESSIVE,icelance, FALSE); else damage_newer(ch,ch,ch->level*(number_range(3,5) / 3),TYPE_UNDEFINED,DAM_COLD,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT, "icelance wound",PLURAL,DAM_POSSESSIVE,NULL, FALSE); } } if ( is_affected(ch,gsn_bobbit) && ch != NULL ) { AFFECT_DATA *bobbit = affect_find(ch->affected,skill_lookup("bobbit")); act( "$n screams in agony as $s wound continues to bleed!", ch, NULL, NULL, TO_ROOM ); send_to_char( "You scream in agony as your wound continues to bleed!\n\r", ch ); if ((af_owner = find_char_by_name(bobbit->owner_name)) != NULL) damage_newer(af_owner,ch,51,TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"wound",PLURAL,DAM_NOT_POSSESSIVE,bobbit, FALSE); else damage_newer(ch,ch,51,TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"wound",PLURAL,DAM_NOT_POSSESSIVE,NULL, FALSE); } if ( is_affected(ch,skill_lookup("vorpal bolt chest")) && ch != NULL ) { AFFECT_DATA *vorpal = affect_find(ch->affected,skill_lookup("vorpal bolt chest")); act( "The burns on $n's chest pulse painfully.", ch, NULL, NULL, TO_ROOM ); send_to_char( "The electrical burns on your chest pulse painfully.\n\r", ch ); if ((af_owner = find_char_by_name(vorpal->owner_name)) != NULL) damage_newer(af_owner,ch,ch->level + number_range(5,15),TYPE_UNDEFINED,DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"severe burns",SINGULAR,DAM_POSSESSIVE,vorpal, FALSE); else damage_newer(ch,ch,ch->level + number_range(5,15),TYPE_UNDEFINED,DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"severe burns",SINGULAR,DAM_POSSESSIVE,NULL, FALSE); } if ( is_affected(ch,gsn_impale) && ch != NULL ) { AFFECT_DATA *impale = affect_find(ch->affected, gsn_impale); act("$n chokes out blood as $s wound continues to bleed.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You choke blood as your wound continues to bleed.\n\r", ch ); if ((af_owner = find_char_by_name(impale->owner_name)) != NULL) damage_newer(af_owner,ch,ch->level*number_range(1,3),gsn_impale,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"impalement wound",PLURAL,DAM_POSSESSIVE,impale, FALSE); else damage_newer(ch,ch,ch->level*number_range(1,3),gsn_impale,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"impalement wound",PLURAL,DAM_POSSESSIVE,NULL, FALSE); } if (is_affected(ch,gsn_cross_slice) && ch != NULL) { AFFECT_DATA *bleed = affect_find(ch->affected,gsn_cross_slice); send_to_char( "Your gashed stomach continues to bleed.\n\r", ch ); if ((af_owner = find_char_by_name(bleed->owner_name)) != NULL) damage_newer(af_owner,ch,number_range(bleed->level*2,bleed->level),gsn_bleed,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"bleeding",PLURAL,DAM_POSSESSIVE,bleed, FALSE); else damage_newer(ch,ch,number_range(bleed->level*2,bleed->level),gsn_bleed,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"bleeding",PLURAL,DAM_POSSESSIVE,NULL, FALSE); } if (is_affected(ch,gsn_pathfinding)) { check_improve(ch,gsn_pathfinding,TRUE,4); } // Ends bloodthirst and adds fatigue at 0 hours left on thirst. - Ceial if ( is_affected(ch,gsn_bloodthirst)) { AFFECT_DATA af; AFFECT_DATA *paf; AFFECT_DATA *paf_next; int sn = skill_lookup("fatigue"); for ( paf = ch->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if (( paf->type == gsn_bloodthirst) && (paf->duration == 0)) { if (!is_affected(ch,sn)) { send_to_char("Your thirst for blood has ended. You feel extremely tired.\n\r",ch); affect_strip(ch,gsn_bloodthirst); init_affect(&af); af.where = TO_AFFECTS; af.aftype = AFT_SKILL; af.type = sn; af.level = 51; af.duration = 5; af.location = APPLY_DEX; af.modifier = -4; af.bitvector = AFF_SLOW; affect_to_char(ch,&af); } } } } // rot code if(!ch->in_room) continue; if (is_affected(ch,gsn_rot) && ch) { AFFECT_DATA *rot = affect_find(ch->affected,gsn_rot); if(!saves_spell(URANGE(52,rot->level+2,56),ch,DAM_DISEASE)) { rot->modifier--; ch->mod_stat[STAT_CON]--; } if ((af_owner = find_char_by_name(rot->owner_name)) != NULL) damage_newer(af_owner,ch,URANGE(1, (-rot->modifier)*10, 110),gsn_rot,DAM_DISEASE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"decomposition",PLURAL,DAM_POSSESSIVE,rot, FALSE); else { af_owner = ch; damage_newer(ch,ch,URANGE(1, (-rot->modifier)*10, 110),gsn_rot,DAM_DISEASE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"decomposition",PLURAL,DAM_POSSESSIVE,NULL, FALSE); } if(get_curr_stat(ch,STAT_CON)<=3) { act("$n's decomposing body gives out on $m.",ch,0,0,TO_ROOM); send_to_char("Your decomposing body gives out on you.\n\r",ch); if ((af_owner = find_char_by_name(rot->owner_name)) != NULL) raw_kill(af_owner,ch); else raw_kill(ch,ch); continue; } } if (affect_find(ch->affected,gsn_insect_swarm) != NULL) { AFFECT_DATA *insect_swarm = affect_find(ch->affected,gsn_insect_swarm); act( "$n waves his arms trying to swat away insects.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You wave your arms frantically trying to kill all the stinging insects.\n\r", ch ); if ((af_owner = find_char_by_name(insect_swarm->owner_name)) != NULL) damage_newer(af_owner,ch,number_range(25,70),gsn_insect_swarm,DAM_PIERCE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the insect swarm",PLURAL,DAM_NOT_POSSESSIVE,insect_swarm, FALSE); else damage_newer(ch,ch,number_range(25,70),gsn_insect_swarm,DAM_PIERCE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the insect swarm",PLURAL,DAM_NOT_POSSESSIVE,NULL, FALSE); } if ( is_affected(ch,gsn_self_immolation) && ch != NULL && !IS_SET(ch->off_flags,IMM_FIRE) ) { AFFECT_DATA *self_immo = affect_find(ch->affected,gsn_self_immolation); act("$n screams in agony as he continues to burn.", ch, NULL, NULL,TO_ROOM); send_to_char("You scream in agony as you continue to burn.\n\r", ch); if ((af_owner = find_char_by_name(self_immo->owner_name)) != NULL) damage_newer(af_owner,ch,number_range(50,150),gsn_self_immolation,DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"self-immolation",PLURAL,DAM_POSSESSIVE,self_immo, FALSE); else damage_newer(ch,ch,number_range(50,150),gsn_self_immolation,DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"self-immolation",PLURAL,DAM_POSSESSIVE,NULL, FALSE); } if ( is_affected(ch,skill_lookup("hellfire")) && ch != NULL ) { AFFECT_DATA *hellfire = affect_find(ch->affected,skill_lookup("hellfire")); act("$n screams in agony as flames consumes $s body!", ch, NULL, NULL, TO_ROOM ); send_to_char("You scream in agony as the hellfire continues to burn you!\n\r", ch ); if ((af_owner = find_char_by_name(hellfire->owner_name)) != NULL) damage_newer(af_owner,ch,number_range(25,75),skill_lookup("hellfire"),DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the hellfire",PLURAL,DAM_NOT_POSSESSIVE,hellfire, FALSE); else damage_newer(ch,ch,number_range(25,75),skill_lookup("hellfire"),DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the hellfire",PLURAL,DAM_NOT_POSSESSIVE,NULL, FALSE); } else if ( ch->position == POS_INCAP && number_range(0,1) == 0) { damage( ch, ch, 5, TYPE_UNDEFINED, DAM_NONE,FALSE); } else if ( ch->position == POS_MORTAL ) { damage( ch, ch, 5, TYPE_UNDEFINED, DAM_NONE,FALSE); } if(ch!=NULL && !IS_NPC(ch) && ch->pcdata->newbie==TRUE) { if(((ch->played + (current_time - ch->logon)) / 3600) > 2 || ch->cabal!=0 || ch->pcdata->empire>=EMPIRE_BLOOD) { ch->pcdata->newbie=FALSE; send_to_char("You are no longer a newbie.\n\r",ch); ch->ghost=0; } } if (ch->mana < -400) ch->mana = -400; if (ch->move < -400) ch->move = -400; } /* * Autosave and autoquit. * Check that these chars still exist. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number) save_char_obj(ch); if ( ch == ch_quit ) do_quit_new( ch, "", TRUE); } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; AFFECT_DATA *paf, *paf_next; CHAR_DATA *cguard, *owner; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; /* go through affects and decrement */ for ( paf = obj->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) { paf->duration--; if (number_range(0,4) == 0 && paf->level > 0) paf->level--; /* spell strength fades with time */ } 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_obj ) { if (obj->carried_by != NULL) { rch = obj->carried_by; act(skill_table[paf->type].msg_obj, rch,obj,NULL,TO_CHAR); } if (obj->in_room != NULL && obj->in_room->people != NULL) { rch = obj->in_room->people; act(skill_table[paf->type].msg_obj, rch,obj,NULL,TO_ALL); } } } affect_remove_obj( obj, paf ); } } if ((obj->pIndexData->vnum == 77) && (obj->carried_by->fighting == NULL)) { obj->timer = 0; } if ( obj->timer <= 0 || --obj->timer > 0 ) continue; if ( obj->pIndexData->vnum == OBJ_VNUM_THIEF_PLANT_EXPLOSIVE && obj->carried_by != NULL) { char explosivebuf[MSL]; sprintf(explosivebuf, "%s suddenly ignites and explodes into a million fragments!\n\r",obj->short_descr); send_to_char(explosivebuf, obj->carried_by); sprintf(explosivebuf, "%s's %s suddenly ignites and explodes into a million fragments!\n\r",obj->carried_by->name, obj->short_descr); act("$n's $p suddenly ignites and explodes into a million fragments!",obj->carried_by,obj,0,TO_ROOM); if (!isNewbie(obj->carried_by) && obj->carried_by->ghost == 0) { CHAR_DATA *af_owner; if (number_percent() <= 20) { AFFECT_DATA af; init_affect(&af); af.type = skill_lookup("critical strike"); af.name = str_dup("fragmentation wounds"); af.affect_list_msg = str_dup("induces uncontrollable bleeding"); af.duration = 5; af.level = 5; af.aftype = AFT_SKILL; affect_to_char(obj->carried_by,&af); send_to_char("Fragments of the explosive pierce deep into your flesh!\n\r",obj->carried_by); } if (number_percent() <= 20) { AFFECT_DATA af; init_affect(&af); af.type = skill_lookup("deafen"); af.name = str_dup("explosive deafening"); af.affect_list_msg = str_dup("prevents casting and induces a deafened state"); af.duration = 2; af.level = 50; af.aftype = AFT_SKILL; affect_to_char(obj->carried_by,&af); send_to_char("Everything goes silent as the loud explosion consumes your hearing.\n\r",obj->carried_by); } if ((af_owner = find_char_by_name(obj->owner)) != NULL) damage_newer(af_owner,obj->carried_by,((obj->level * (obj->level / 2) + 3) * 19),TYPE_UNDEFINED,DAM_NONE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"A sudden explosion",PLURAL,DAM_NOT_POSSESSIVE, NULL, TRUE); else damage_newer(obj->carried_by,obj->carried_by,((obj->level * (obj->level / 2) + 3) * 19),TYPE_UNDEFINED,DAM_NONE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"A sudden explosion",PLURAL,DAM_NOT_POSSESSIVE, NULL, FALSE); } else send_to_char("The gods protect you from harm.\n\r",obj->carried_by); } else if( obj->pIndexData->vnum == OBJ_VNUM_THIEF_PLANT_EXPLOSIVE && obj->in_room != NULL) { act("$p suddenly ruptures and explodes, but harms no one.",0,0,obj,TO_ROOM); } switch ( obj->item_type ) { default: message = "$p crumbles into dust."; break; case ITEM_FOUNTAIN: message = "$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 = "$p decomposes."; break; case ITEM_POTION: message = "$p has evaporated from disuse."; break; case ITEM_PORTAL: message = "$p fades out of existence."; break; case ITEM_CONTAINER: message = "$p crumbles into dust."; break; } if(isCabalItem(obj) && obj->carried_by != NULL && IS_NPC(obj->carried_by)) { obj->timer=0; continue; } if(isCabalItem(obj)) { cguard=get_cabal_guardian(obj->pIndexData->cabal); if(!cguard) { obj->timer=15; continue; } act( message, obj->carried_by, obj, NULL, TO_CHAR ); obj_from_char(obj); obj_to_char(obj,cguard); obj->timer=0; continue; } if ( obj->carried_by != NULL ) { if (IS_NPC(obj->carried_by) && obj->carried_by->pIndexData->pShop != NULL) obj->carried_by->gold += obj->cost/5; else { act( message, obj->carried_by, obj, NULL, TO_CHAR ); } } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { if (! (obj->in_obj && obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(obj->in_obj,ITEM_TAKE))) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } } if (obj->item_type == ITEM_CORPSE_NPC && obj->contains) { OBJ_DATA *t_obj, *next_obj; if (obj->contains) { if (obj->in_room) { CHAR_DATA *rch; for (rch = obj->in_room->people; rch != NULL; rch = rch->next_in_room) { act("The contents of $p spill onto the ground as it decays.",rch,obj,0,TO_CHAR); } } else act("The contents of $p spill from your hands onto the ground as it decays.",obj->carried_by,obj,0,TO_CHAR); for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj(t_obj); if (obj->in_room) obj_to_room(t_obj,obj->in_room); else { obj_to_room(t_obj,obj->carried_by->in_room); } } } } if (obj->item_type == ITEM_CORPSE_PC && obj->contains) { /* objects go to pit */ OBJ_DATA *t_obj, *next_obj, *pit_obj; /* Put items into the pit that the player recalls to */ if(IS_EXPLORE(obj->in_room)) { //Gear to char for(owner=char_list;owner!=NULL;owner=owner->next) { if(!IS_NPC(owner) && (!str_cmp(owner->name,obj->owner) || (is_affected(owner,gsn_cloak_form) && !str_cmp(owner->original_name,obj->owner)))) { if(obj->contains) { send_to_char("Your corpse decays.\n\r",owner); //It's their corpse. for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; act_new("$p returns to you.",owner,t_obj,0,TO_CHAR,POS_DEAD); if(t_obj->item_type==ITEM_MONEY) { owner->gold += t_obj->value[0]; extract_obj(t_obj); continue; } obj_from_obj(t_obj); obj_to_char(t_obj,owner); } } extract_obj(obj); break; } } continue; } if (obj->value[4]) pit_obj = get_obj_type(get_obj_index(hometown_table[obj->value[4]].pit)); else pit_obj = get_obj_type(get_obj_index(OBJ_VNUM_PIT)); for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj(t_obj); obj_to_obj(t_obj,pit_obj); } } extract_obj( obj ); } return; } /* Mobile tracking. I implemented the most stupid, basic mob tracking you could possibly come up with, but it works ok from a player point of view. If you want something more sophisticated just hack that into here instead...(Ceran) */ void track_update( void ) { CHAR_DATA *tch; CHAR_DATA *tch_next; char buf[MAX_STRING_LENGTH]; for (tch = char_list; tch != NULL; tch = tch_next) { tch_next = tch->next; if (!IS_NPC(tch) || (tch->last_fought == NULL)) continue; if (tch->fighting != NULL || (tch->position != POS_STANDING) || (is_affected(tch,gsn_power_word_stun))) continue; track_char(tch,tch->last_fought,tch->in_room->vnum); if (tch->pIndexData->vnum == MOB_VNUM_STALKER && MOB_VNUM_PHANTOM) { if (tch->in_room->area != tch->last_fought->in_room->area) { if (number_percent() < 50) { do_goto(tch,tch->last_fought->name); char_from_room(tch); char_to_room(tch,tch->last_fought->in_room); } } else { track_char(tch,tch->last_fought,tch->in_room->vnum); track_char(tch,tch->last_fought,tch->in_room->vnum); track_char(tch,tch->last_fought,tch->in_room->vnum); } } if (tch->in_room == tch->last_fought->in_room) { if (can_see(tch,tch->last_fought)) { sprintf(buf,"%s, now you die!",tch->last_fought->name); do_myell(tch,buf); multi_hit(tch,tch->last_fought,TYPE_UNDEFINED); } } } return; } /* This is for the riot skill used by outlaws. If you don't plan on using riot in the mud it would be a good idea to juse remove this function to speed up the update calls...(Ceran) */ void riot_update( void ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *rioter; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *rioter_next; return; for (rioter = char_list; rioter != NULL; rioter = rioter_next) { rioter_next = rioter->next; if (!is_affected(rioter,gsn_riot) || rioter->position != POS_STANDING) continue; for (vch = rioter->in_room->people; vch != NULL; vch = vch_next) { vch_next = vch->next_in_room; if (is_same_group(vch,rioter)) continue; sprintf(buf, "Help! %s is rioting!",(IS_NPC(rioter) ? rioter->short_descr : rioter->name)); do_myell(vch,buf); multi_hit(rioter,vch,TYPE_UNDEFINED); break; } } 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; char buf[MAX_STRING_LENGTH]; for ( wch = char_list; wch != NULL; wch = wch_next ) { wch_next = wch->next; if (IS_AWAKE(wch) && is_affected(wch,gsn_bloodthirst) && wch->fighting == NULL) { for ( vch = wch->in_room->people; vch != NULL && wch->fighting == NULL; vch = vch_next) { vch_next = vch->next_in_room; if ( wch != vch && can_see(wch,vch) && ( (arena) || (!arena && vch->cabal != CABAL_RAGER) )) { if(IS_NPC(vch)) { if(vch->pIndexData->vnum == 5701 || vch->pIndexData->vnum == 5702 || vch->pIndexData->vnum == 2906 || vch->pIndexData->vnum == 2907 || vch->pIndexData->vnum == 2908 || vch->pIndexData->vnum == 2909) { continue; } if(is_same_group(vch,wch)) { continue; } } if ((wch->ghost > 0) || (vch->ghost > 0)) { continue; } if (IS_IMMORTAL(vch)) continue; sprintf(buf, "{RMORE BLOOD! MORE BLOOD! MOOORE BLOOOOOOD!!!{x\n\r"); send_to_char(buf,wch); do_murder(wch,vch->name); } } } if (IS_AWAKE(wch) && check_darkshout(wch) == DARKSHOUT_BAAL && wch->fighting == NULL) { for ( vch = wch->in_room->people; vch != NULL && wch->fighting == NULL; vch = vch_next) { vch_next = vch->next_in_room; if ( wch != vch && can_see(wch,vch)) { if ((wch->ghost > 0) || (vch->ghost > 0)) { continue; } if (IS_NPC(vch)) continue; if (IS_IMMORTAL(vch)) continue; if (!IS_GOOD(vch)) continue; printf_to_char(wch, "The unholy will of Baal reaches out and attacks %s!\n\r", vch->name); do_murder(wch,vch->name); } } } if ( IS_NPC(wch) || wch->level >= LEVEL_IMMORTAL || wch->in_room == NULL || wch->in_room->area->empty) 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) || IS_SET(ch->in_room->room_flags,ROOM_SAFE) || IS_AFFECTED(ch,AFF_CALM) || ch->fighting != NULL || IS_AFFECTED(ch, AFF_CHARM) || !IS_AWAKE(ch) || ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) ) || !can_see( ch, wch ) || number_bits(1) == 0) 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 && ch->level >= vch->level - 5 && ( !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 ) continue; check_chargeset(ch,victim); multi_hit( ch, victim, TYPE_UNDEFINED ); } } return; } int get_age(CHAR_DATA *ch) /* returns age in years. */ { return get_age_new((ch->played + (int) (current_time - ch->logon) ),ch->race); } int get_age_new(int age, int racenumber) { char *race; race = pc_race_table[racenumber].name; /* convert to hours */ age /= 3600; if (!str_cmp(race,"human")) { age /= 7; age += 18; } else if (!str_cmp(race,"elf") || !str_cmp(race,"dark-elf")) { age /= 1.25; age += 70; } else if (!str_cmp(race,"dwarf") || !str_cmp(race,"duergar")) { age /= 1.25; age += 40; } else if (!str_cmp(race,"cloud") || !str_cmp(race,"fire") || !str_cmp(race,"storm")) { age /= 4.75; age += 75; } else if (!str_cmp(race,"draconian")) { age /= 5.75; age += 20; } else if (!str_cmp(race,"ethereal")) { age /= 7; age += 20; } else if (!str_cmp(race,"troll")) { age /= 7; age += 18; } else if (!str_cmp(race,"lich")) { age /= 7; age += 18; } else { age /= 7; age += 18; } return age; } int get_death_age(CHAR_DATA *ch) { if (!IS_NPC(ch)) { return get_death_age_new(ch->race,ch->perm_stat[STAT_CON],ch->pcdata->age_mod); } else { return 1000; } } int get_death_age_new(int racenumber,int con,int age_mod) { int age; char *race; race = pc_race_table[racenumber].name; age = 1000; if (!str_cmp(race,"human")) { age = (70 + con); } else if (!str_cmp(race,"elf") || !str_cmp(race,"dark-elf")) { age = (320 + 20*con); } else if (!str_cmp(race,"dwarf") || !str_cmp(race,"duergar")) { age = (270 + 10*con); } else if (!str_cmp(race,"cloud") || !str_cmp(race,"fire") || !str_cmp(race,"storm")) { age = (175 + 6*con); } else if (!str_cmp(race,"draconian")) { age = (80 + 2*con); } else if (!str_cmp(race,"ethereal")) { age = (80 + con); } else if (!str_cmp(race,"troll")) { age = (65 + con); } else if (!str_cmp(race,"lich")) { age = (1000 + 25*con); } else { age = (60 + 3*con); } age -= age_mod; return age; } int reverse_d(int dir) { if(dir == DIR_NORTH) return DIR_SOUTH; if(dir == DIR_SOUTH) return DIR_NORTH; if(dir == DIR_WEST) return DIR_EAST; if(dir == DIR_EAST) return DIR_WEST; if(dir == DIR_UP) return DIR_DOWN; if(dir == DIR_DOWN) return DIR_UP; return 0; } /* returns the age name type */ char * get_age_name_new(int age,int racenumber) { char *name; age /= 3600; /* 0 - 20: young 21 - 120: mature 121 - 220: middle aged 221 - 300: old 301 - 350: very old 351 - 1000: ancient 1001 - ~ : worm-food */ if (age <= 20) { name = "young"; } else if (age <= 120) { name = "mature"; } else if (age <= 220) { name = "middle aged"; } else if (age <= 300) { name = "old"; } else if (age <= 350) { name = "very old"; } else if (age <= 1000) { name = "ancient"; } else { name = "worm-food"; } return name; } char * get_age_name(CHAR_DATA *ch) { if (IS_NPC(ch)) return "young"; return get_age_name_new((ch->played + (int) (current_time - ch->logon)),ch->race); } void age_update(void) { 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; static int pulse_track; static int pulse_raffect; static int pulse_iprog_pulse; int pepe; if ( --pulse_iprog_pulse <= 0) { pepe=pulse_point; pulse_iprog_pulse = PULSE_IPROG_PULSE; if(--pepe<=0) iprog_pulse_update(TRUE); else iprog_pulse_update(FALSE); } if ( --pulse_area <= 0 ) { pulse_area = PULSE_AREA; area_update ( ); room_update ( ); } if ( --pulse_track <= 0) { pulse_track = PULSE_TRACK; track_update ( ); } if ( --pulse_raffect <= 0 ) { pulse_raffect = PULSE_RAFFECT; room_affect_update( ); } if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); } if ( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; prelag_skills ( ); violence_update ( ); } if ( --pulse_point <= 0 ) { wiznet("TICK!",NULL,NULL,WIZ_TICKS,0,0); pulse_point = PULSE_TICK; weather_update ( ); char_update ( ); obj_update ( ); age_update ( ); } aggr_update( ); tail_chain( ); return; } void do_forcetick(CHAR_DATA *ch, char *argument) { wiznet("TICK!",NULL,NULL,WIZ_TICKS,0,0); weather_update ( ); char_update ( ); obj_update ( ); age_update ( ); room_update ( ); return; } void room_update( void ) { ROOM_INDEX_DATA *room, *room_next; for ( room = top_affected_room; room ; room = room_next ) { ROOM_AFFECT_DATA *paf, *paf_next; room_next = room->aff_next; for ( paf = room->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) { if(paf->tick_fun) (*paf->tick_fun) (room, paf); paf->duration--; } else if ( paf->duration < 0 ) { // bug("Room_update: paf->duration is negative!", 0); char bugbuf[MSL]; sprintf(bugbuf, "Room_update: raf duration is negative: %s (%d)", paf->name, paf->type); bug(bugbuf, 0); } else { affect_remove_room( room, paf ); } } } return; } void room_affect_update( void ) { return; } void iprog_pulse_update(bool isTick) { OBJ_DATA *obj; OBJ_DATA *obj_next, *t_obj; for ( obj = object_list; obj != NULL; obj = obj_next ) { obj_next = obj->next; for(t_obj = obj; t_obj->in_obj; t_obj = t_obj->in_obj); if (IS_SET(obj->progtypes,IPROG_PULSE)) if ((t_obj->in_room != NULL && (t_obj->in_room->area->nplayer > 0)) || (t_obj->carried_by && t_obj->carried_by->in_room && t_obj->carried_by->in_room->area->nplayer > 0)) (obj->pIndexData->iprogs->pulse_prog) (obj,isTick); } } void healing_sleep_wakeup(CHAR_DATA *ch) { if (ch->position != POS_SLEEPING) return; if (is_affected(ch,skill_lookup("blindness"))) { send_to_char( skill_table[skill_lookup("blindness")].msg_off, ch ); affect_strip(ch,skill_lookup("blindness")); } if (is_affected(ch,skill_lookup("hex"))) { send_to_char( skill_table[skill_lookup("hex")].msg_off, ch ); affect_strip(ch,skill_lookup("hex")); } if (is_affected(ch,skill_lookup("rot"))) { send_to_char( skill_table[skill_lookup("rot")].msg_off, ch ); affect_strip(ch,skill_lookup("rot")); } if (is_affected(ch,skill_lookup("poison"))) { send_to_char( skill_table[skill_lookup("poison")].msg_off, ch ); affect_strip(ch,skill_lookup("poison")); } if (is_affected(ch,skill_lookup("plague"))) { send_to_char( skill_table[skill_lookup("plague")].msg_off, ch ); affect_strip(ch,skill_lookup("plague")); } if (is_affected(ch,skill_lookup("deafen"))) { send_to_char( skill_table[skill_lookup("deafen")].msg_off, ch ); affect_strip(ch,skill_lookup("deafen")); } if (is_affected(ch,skill_lookup("curse"))) { send_to_char( skill_table[skill_lookup("curse")].msg_off, ch ); affect_strip(ch,skill_lookup("curse")); } if (is_affected(ch,skill_lookup("wither"))) { send_to_char( skill_table[skill_lookup("wither")].msg_off, ch ); affect_strip(ch,skill_lookup("wither")); } if (is_affected(ch,skill_lookup("atrophy"))) { send_to_char( skill_table[skill_lookup("atrophy")].msg_off, ch ); affect_strip(ch,skill_lookup("atrophy")); } if (is_affected(ch,skill_lookup("weaken"))) { send_to_char( skill_table[skill_lookup("weaken")].msg_off, ch ); affect_strip(ch,skill_lookup("weaken")); } if (is_affected(ch,skill_lookup("impale"))) { send_to_char( skill_table[skill_lookup("impale")].msg_off, ch ); affect_strip(ch,skill_lookup("impale")); } if (is_affected(ch,skill_lookup("boneshatter"))) { send_to_char( skill_table[skill_lookup("boneshatter")].msg_off, ch ); affect_strip(ch,skill_lookup("boneshatter")); } if (is_affected(ch,skill_lookup("gouge"))) { send_to_char( skill_table[skill_lookup("gouge")].msg_off, ch ); affect_strip(ch,skill_lookup("gouge")); } if (is_affected(ch,skill_lookup("hellfire"))) send_to_char( skill_table[skill_lookup("hellfire")].msg_off, ch ); affect_strip(ch,skill_lookup("hellfire")); if (is_affected(ch,skill_lookup("confuse"))) { send_to_char( skill_table[skill_lookup("confuse")].msg_off, ch ); affect_strip(ch,skill_lookup("confuse")); } if (is_affected(ch,skill_lookup("crossslice"))) { send_to_char( skill_table[skill_lookup("crossslice")].msg_off, ch ); affect_strip(ch,skill_lookup("crossslice")); } ch->hit = ch->max_hit; ch->mana = ch->max_mana; ch->move = ch->max_move; ch->position = POS_STANDING; update_pos( ch ); return; } void do_mob_spec(CHAR_DATA *ch) { OBJ_DATA *wield = get_eq_char(ch,WEAR_WIELD); sh_int gn = 0, cmd = 0; sh_int rng; if(!IS_NPC(ch) || !ch->fighting) return; if(IS_SET(ch->extended_flags,OFF_SWORD_SPEC)) gn = GROUP_SWORD; if(IS_SET(ch->extended_flags,OFF_AXE_SPEC)) gn = GROUP_AXE; if(IS_SET(ch->extended_flags,OFF_HTH_SPEC)) gn = GROUP_HTH; if(IS_SET(ch->extended_flags,OFF_DAGGER_SPEC)) gn = GROUP_DAGGER; if(IS_SET(ch->extended_flags,OFF_SPEAR_SPEC)) gn = GROUP_SPEAR; if(IS_SET(ch->extended_flags,OFF_MACE_SPEC)) gn = GROUP_MACE; if(IS_SET(ch->extended_flags,OFF_POLEARM_SPEC)) gn = GROUP_POLEARM; if(IS_SET(ch->extended_flags,OFF_WHIP_SPEC)) gn = GROUP_WHIP; if(!gn) { log_string("gn not found"); return; } if(!wield && gn != GROUP_HTH) return; for(;;) { rng = number_range(0,4); if(str_cmp(group_table[gn].spells[rng],"")) break; } for ( cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++ ) { if(!str_cmp(group_table[gn].spells[rng], cmd_table[cmd].name)) break; } if(cmd_table[cmd].name[0]!='\0') { (*cmd_table[cmd].do_fun) ( ch, ""); } } void updateRaceAff(CHAR_DATA *ch) { // Detect Invis if (ch->race == race_lookup("svirfnebli")) SET_BIT(ch->affected_by, AFF_DETECT_INVIS); // Flight if (ch->race == race_lookup("cloud") || ch->race == race_lookup("draconian") || ch->race == race_lookup("ethereal") || ch->race == race_lookup("arial") || ch->race == race_lookup("illithid")) { if (!is_affected(ch, gsn_earthbind)) SET_BIT(ch->affected_by, AFF_FLYING); } // Pass Door if (ch->race == race_lookup("ethereal")) SET_BIT(ch->affected_by, AFF_PASS_DOOR); // Waterbreathing if (ch->race == race_lookup("storm")) SET_BIT(ch->affected_by, AFF_WATERBREATHING); return; } void resurrect(CHAR_DATA *ch, AFFECT_DATA *paf) { OBJ_DATA *corpse = NULL, *obj, *content, *next_content; CHAR_DATA *victim; AFFECT_DATA *af, *af_next; char buf[MSL]; if ( ch->position < skill_table[paf->type].minimum_position ) return send_to_char("Your resurrection has been interrupted!\n\r",ch); if ( is_affected(ch,skill_lookup("power word stun")) || is_affected(ch,skill_lookup("timestop")) || is_affected(ch,skill_lookup("hold person"))) return send_to_char("You are in no position to complete the resurrection ritual!\n\r",ch); //Find owner of corpse for ( obj = ch->in_room->contents; obj != NULL; obj = obj->next_content ) { if ( obj->pIndexData->vnum == OBJ_VNUM_CORPSE_PC ) { if (!str_cmp(obj->owner,paf->owner_name)) { corpse = obj; break; } } } if (!corpse) return send_to_char("The corpse is no longer here. You cannot resurrect it.\n\r",ch); if ((victim = find_char_by_name(corpse->owner)) == NULL) return send_to_char("They no longer seem to exist.\n\r",ch); if (victim->ghost == 0) return send_to_char("They are already living, it seems.\n\r",ch); //Transfer player back if ( victim->fighting != NULL ) stop_fighting( victim, TRUE ); //Pretty things. act( "The ghost of $n slowly fades away into nothing.", victim, NULL, NULL, TO_ROOM ); act( "{WYou see the world fade around you. You are left standing alone in a black void.{x",victim,0,0,TO_CHAR); act( "{WYou feel sudden sharp pains as the void around you grows brighter and more familiar.{x",victim,0,0,TO_CHAR); act( "{WAs it blurs into view, you float above a familiar scene... your death. Your body, on the ground, calls longingly for your soul to return.{x",victim,0,0,TO_CHAR); act( "{WSuddenly, you are violently pulled into your lifeless corpse. Pain fills every orifice of your existence as your body and soul are rejoined.{x",victim,0,0,TO_CHAR); act( "{RIn a final burst of pain, you open your eyes and gasp deeply for air. You have been resurrected by $N!{x",victim,0,ch,TO_CHAR); act( "{YYou throw your arms to the sky and plead for divine assistance!{x", ch, NULL, NULL, TO_CHAR ); act( "{Y$n throws $s arms to the sky and pleads for divine assistance!{x", ch, NULL, NULL, TO_ROOM ); sprintf(buf,"Gods, I beseech you, hear my plea! Return to us the life of %s!",victim->original_name); do_yell(ch,buf); act( "{WColor returns to the corpse of $n as $e returns to life!{x", victim, NULL, NULL, TO_ROOM ); char_from_room( victim ); char_to_room( victim, ch->in_room ); victim->ghost = 0; //Remove all affects acquired after death for ( af = victim->affected; af != NULL; af = af_next ) { af_next=af->next; if (!af->strippable) continue; affect_remove(victim,af); } //Return corpse contents for (content = corpse->contains; content != NULL; content = next_content) { next_content = content->next_content; obj_from_obj(content); obj_to_char(content, victim); } //Cripple em a little bit victim->hit = victim->max_hit / 4; victim->mana = victim->max_mana / 4; victim->move = victim->max_move / 4; //Remove corpse extract_obj( corpse ); do_look( victim, "auto" ); }