/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "warlock.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 room_update args( ( void ) ); void char_update args( ( void ) ); void obj_update args( ( void ) ); void aggr_update args( ( void ) ); void ww_update args( ( void ) ); void embrace_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) ) ch->exp += gain; return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; int conamount; update_pos(ch); if (ch->hit >= 1) { update_pos(ch); } if ( IS_NPC(ch) ) { gain = ch->level/100; } else { if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->position != POS_MEDITATING) return 0; gain = number_range( 10, 20 ); if ((conamount = (get_curr_con(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: if (IS_CLASS(ch, CLASS_VAMPIRE)) { gain *= conamount * 1.5; } else gain *= conamount * 3; 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)) gain *= 0.25; if ( IS_AFFECTED(ch, AFF_FLAMING)) gain *= 0.01; 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_CLASS(ch, CLASS_VAMPIRE) && ch->position != POS_MEDITATING) return 0; gain = number_range( 10, 20 ); if ((intamount = (get_curr_int(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: if (IS_CLASS(ch, CLASS_VAMPIRE)) gain *= intamount * 1.5; else gain *= intamount * ch->level; break; case POS_SLEEPING: gain *= intamount * 1.5;break; case POS_RESTING: gain *= intamount ; break; } } if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) gain *= 0.5; } if ( IS_AFFECTED( ch, AFF_POISON )) gain *= 0.25; if ( IS_AFFECTED( ch, AFF_FLAMING )) gain *= 0.01; 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_CLASS(ch, CLASS_VAMPIRE) && ch->position != POS_MEDITATING) return 0; gain = number_range( 10, 20 ); if ((dexamount = (get_curr_dex(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: if (IS_CLASS(ch, CLASS_MONK)) gain *= dexamount * 5; else if (IS_CLASS(ch, CLASS_VAMPIRE)) gain *= dexamount * 1.5; else gain *= dexamount * 3; 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)) gain *= 0.25; if ( IS_AFFECTED(ch, AFF_FLAMING)) gain *= 0.01; 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_CLASS(ch, CLASS_VAMPIRE) && iCond != COND_DRUNK && !IS_CLASS(ch, CLASS_DRAGON) ) return; condition = ch->pcdata->condition[iCond]; if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) ) { if( IS_CLASS(ch, CLASS_DRAGON) && iCond == COND_FULL ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 100 * ch->pcdata->dragonage ); else ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); } else ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 20000/ch->generation ); if ( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_FULL: if (!IS_CLASS(ch, CLASS_VAMPIRE)) { /* if( IS_CLASS(ch, CLASS_DRAGON) ) dragon_sleep( ch );/*these is the hibernation technique. darned if i know how to make it work */ send_to_char( "You are REALLY hungry.\n\r", ch ); act( "You hear $n's stomach rumbling.", ch, NULL, NULL, TO_ROOM ); } break; case COND_THIRST: if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DRAGON)) send_to_char( "You are REALLY thirsty.\n\r", ch ); else if (ch->hit > 0) { send_to_char( "You are DYING from lack of blood!\n\r", ch ); act( "$n gets a hungry look in $s eyes.", ch, NULL, NULL, TO_ROOM ); ch->hit = ch->hit - number_range(2,5); if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } break; case COND_DRUNK: if ( condition != 0 ) send_to_char( "You are sober.\n\r", ch ); break; } } else if ( ch->pcdata->condition[iCond] < 10 ) { switch ( iCond ) { case COND_FULL: if (!IS_CLASS(ch, CLASS_VAMPIRE)) send_to_char( "You feel hungry.\n\r", ch ); break; case COND_THIRST: if (!IS_CLASS(ch, CLASS_VAMPIRE) && !IS_CLASS(ch, CLASS_DRAGON)) send_to_char( "You feel thirsty.\n\r", ch ); else { send_to_char( "You crave blood.\n\r", ch ); if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch); if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75) && !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } break; } } return; } /* * Mob autonomous action. * This function takes 25% to 35% of ALL Merc cpu time. * -- Furey */ void mobile_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; EXIT_DATA *pexit; int door; char buf[MAX_STRING_LENGTH]; /* Examine all mobs. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ch->in_room == NULL ) continue; if ( ch->hunting != NULL && ch->hunting != '\0' && strlen(ch->hunting) > 1 ) { check_hunt( ch ); continue; } if ( !IS_NPC(ch) ) { if(IS_SET(ch->in_room->room_flags, ROOM_SAFE) && ch->level > 3 && ch->level < MAX_LEVEL -5) { ch->pcdata->sit_safe += 1; if( ch->pcdata->sit_safe > 10 ) { stc( "You have been in a safe room too long.\n\r",ch); char_from_room(ch); char_to_room(ch,get_room_index(3001)); } } if( ch->pcdata->sit_safe > 10 ) { ch->pcdata->sit_safe += 1; if( ch->pcdata->sit_safe > 30 ) ch->pcdata->sit_safe = 0; } if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1) { send_to_char("You hiccup loudly.\n\r",ch); act("$n hiccups.",ch,NULL,NULL,TO_ROOM); } if (ch->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] += 1; 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,"xm-thrust"); stage_update(vch,ch,2,"xf-squeeze"); } else { stage_update(vch,ch,2,"xm-thrust"); stage_update(ch,vch,2,"xf-squeeze"); } if( !str_cmp(ch->pcdata->switchname, "kitty") || !str_cmp(ch->pcdata->switchname, "mystyque") || !str_cmp(vch->pcdata->switchname, "kitty") || !str_cmp(vch->pcdata->switchname, "mystyque") ){ ch->pcdata->stage[0] += 50; vch->pcdata->stage[0] += 50; } else { 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); } } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_HERO(ch)) { if ( ch->position == POS_FIGHTING && ch->rage > 0 && ch->rage < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER) ) ch->rage += 1; else if (ch->rage > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) ch->rage -= 1; if (ch->rage < 1) continue; 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); } } if( !IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK) && IS_HERO(ch)) { if( ch->move < ch->max_move) ch->move += ch->pcdata->dragonage * 200; if( ch->move > ch->max_move) ch->move = ch->max_move; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK) && IS_HERO(ch)) { if ( ch->position != POS_FIGHTING ) { if ( ch->chi[CURRENT] > 0 ) { if ( number_range( 1,4 ) == 2 ) { ch->chi[CURRENT]--; stc("You feel more relaxed.\n\r",ch); act("$n looks more relaxed.",ch,NULL,NULL,TO_ROOM); } } } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && IS_HERO(ch)) { if ( ch->position == POS_FIGHTING && ch->rage > 0 && ch->rage < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER) ) ch->rage += 1; else if (ch->rage > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) ch->rage -= 1; if (ch->rage < 1) continue; 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); } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && IS_HERO(ch)) { if (ch->position == POS_FIGHTING && !IS_ITEMAFF(ch, ITEMA_RAGER)) { if (ch->rage < 200) ch->rage += number_range(5,10); if (ch->rage < 200 && ch->pcdata->powers[DISC_WERE_WOLF] > 3) ch->rage += number_range(5,10); if (!IS_SET(ch->special, SPC_WOLFMAN) && ch->rage >= 100) do_werewolf(ch,""); } else if (ch->rage > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) { ch->rage -= 1; if (ch->rage < 100) do_unwerewolf(ch,""); } if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (IS_CLASS(ch,CLASS_WEREWOLF) && ch->position == POS_SLEEPING && ch->power[DISC_WERE_BEAR] > 3 && 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); } } if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_OBFU] > 8) && ch->in_room != NULL && ch->in_room->vnum == 27000) { 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 > 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->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); } } if ( ( ( IS_CLASS(ch, CLASS_DEMON) && IS_HERO(ch) && ch->in_room != NULL && ( ch->in_room->vnum == 30000 || ch->in_room->vnum == 30001 || ch->in_room->vnum == 30002 || ch->in_room->vnum == 30003 || ch->in_room->vnum == 30004 || ch->in_room->vnum == 30005 || ch->in_room->vnum == 30006 || ch->in_room->vnum == 30007 || ch->in_room->vnum == 30008 || ch->in_room->vnum == 30009 || ch->in_room->vnum == 30010 || (ch->pcdata->kingdom != 0 && ch->in_room->vnum == king_table[ch->pcdata->kingdom].altar ) ) ) || ( IS_CLASS(ch, CLASS_DROW) && IS_HERO(ch) && ch->in_room != NULL && (ch->in_room->vnum == 26000 || ch->in_room->vnum == 26001) ) ) ) { if ( ch->hit < ch->max_hit) ch->hit += 300; if ( ch->mana < ch->max_mana) ch->mana += 300; if ( ch->move < ch->max_move) ch->move += 300; 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); } } if (IS_CLASS(ch, CLASS_MONK) && ch->position > POS_STUNNED) { int wpn = (ch->wpn[0]); if ( ch->hit < ch->max_hit) ch->hit += wpn/4; if ( ch->mana < ch->max_mana) ch->mana += wpn/4; if ( ch->move < ch->max_move) ch->move += wpn/4; update_pos(ch); 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->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); } } if (IS_CLASS(ch, CLASS_HIGHLANDER) && (get_eq_char(ch, WEAR_WIELD) != NULL)) { int wpn = (ch->wpn[1]/3); if ( ch->hit < ch->max_hit) ch->hit += wpn; if ( ch->mana < ch->max_mana) ch->mana += wpn; if ( ch->move < ch->max_move) ch->move += wpn; 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 > 0 ) { /* int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);*/ /* 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); } } if (!IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_REGENERATE)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); reg_mend(ch); } if( !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_REGENERATE) && IS_ITEMAFF(ch, ITEMA_ARTIFACT)){ 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); } continue; } if ( IS_AFFECTED(ch, AFF_CHARM) ) continue; /* Examine call for special procedure */ if ( ch->spec_fun != 0 ) { if ( (*ch->spec_fun) ( ch ) ) continue; if (ch == NULL) continue; } /* 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 ( 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) && !IS_AFFECTED(ch, AFF_TENDRILS)) { 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; bool char_up; buf[0] = '\0'; switch ( ++time_info.hour ) { case 5: weather_info.sunlight = SUN_LIGHT; strcat( buf, "The day has begun.\n\r" ); break; case 6: weather_info.sunlight = SUN_RISE; strcat( buf, "The sun rises in the east.\n\r" ); break; case 19: weather_info.sunlight = SUN_SET; strcat( buf, "The sun slowly disappears in the west.\n\r" ); break; case 20: weather_info.sunlight = SUN_DARK; strcat( buf, "The night has begun.\n\r" ); break; case 24: time_info.hour = 0; time_info.day++; for ( d = descriptor_list; d != NULL; d = d->next ) { char_up = FALSE; if (( d->connected == CON_PLAYING || d->connected == CON_EDITING ) && (ch = d->character) != NULL && !IS_NPC(ch)) { if (ch->fighting == NULL && !IS_SET(ch->newbits, NEW_NATURAL) && ch->monkab[SPIRIT] >= 2 ) SET_BIT(ch->newbits, NEW_NATURAL); send_to_char( "You hear a clock in the distance strike midnight.\n\r",ch); if (IS_EXTRA(ch, EXTRA_ROT)) { send_to_char("Your flesh feels better.\n\r", ch); REMOVE_BIT(ch->extra, EXTRA_ROT); } if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE)) { send_to_char("The silence leaves the room.\n\r",ch); act("The silence leaves the room.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->room_flags,ROOM_SILENCE); } if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING)) { send_to_char("The flames in the room die down.\n\r",ch); act("The flames in the room die down.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->room_flags,ROOM_FLAMING); } if ( IS_CLASS(ch, CLASS_VAMPIRE) ) { if (ch->hit < ch->max_hit) { ch->hit = ch->max_hit; char_up = TRUE; } if (ch->mana < ch->max_mana) { ch->mana = ch->max_mana; char_up = TRUE; } if (ch->move < ch->max_move) { ch->move = ch->max_move; char_up = TRUE; } if (char_up) send_to_char( "You feel the strength of the kindred flow through your veins!\n\r", ch ); ch->position = POS_STANDING; if (ch->pcdata->gentick < 23-ch->generation) ch->pcdata->gentick += 1; if (ch->pcdata->gentick == 23-ch->generation && ch->generation > 3 && ch->pcdata->lwrgen == FALSE ) { stc("Your blood boils and bubbles with power.\n\r",ch); send_to_char("You become one generation closer to Caine!\n\r",ch); ch->generation -=1; ch->pcdata->gentick=0; ch->pcdata->lwrgen=TRUE; } if (IS_EXTRA(ch, EXTRA_POTENCY)) { send_to_char("You feel your blood potency fade away.\n\r", ch); ch->generation =ch->generation +1; REMOVE_BIT(ch->extra, EXTRA_POTENCY); } if (IS_SET(ch->newbits, NEW_TIDE)) { REMOVE_BIT(ch->newbits, NEW_TIDE); send_to_char("The tide of vitae leaves you.\n\r", ch); } if (IS_SET(ch->extra, EXTRA_BAAL)) { send_to_char("The spirit of Baal escapes you.\n\r",ch); ch->power[DISC_VAMP_POTE] -= 2; ch->power[DISC_VAMP_CELE] -= 2; ch->power[DISC_VAMP_FORT] -= 2; REMOVE_BIT(ch->extra, EXTRA_BAAL); } if (IS_EXTRA(ch, EXTRA_FLASH)) { send_to_char("Your speed slows.\n\r",ch); ch->power[DISC_VAMP_CELE] -= 2; REMOVE_BIT(ch->extra, EXTRA_FLASH); } } } } break; } if ( time_info.day >= 35 ) { time_info.day = 0; time_info.month++; } if ( time_info.month >= 17 ) { time_info.month = 0; time_info.year++; } /* * Weather change. */ if ( time_info.month >= 9 && time_info.month <= 16 ) diff = weather_info.mmhg > 985 ? -2 : 2; else diff = weather_info.mmhg > 1015 ? -2 : 2; weather_info.change += diff * dice(1, 4) + dice(2, 6) - dice(2, 6); weather_info.change = UMAX(weather_info.change, -12); weather_info.change = UMIN(weather_info.change, 12); weather_info.mmhg += weather_info.change; weather_info.mmhg = UMAX(weather_info.mmhg, 960); weather_info.mmhg = UMIN(weather_info.mmhg, 1040); switch ( weather_info.sky ) { default: bug( "Weather_update: bad sky %d.", weather_info.sky ); weather_info.sky = SKY_CLOUDLESS; break; case SKY_CLOUDLESS: if ( weather_info.mmhg < 990 || ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The sky is getting cloudy.\n\r" ); weather_info.sky = SKY_CLOUDY; } break; case SKY_CLOUDY: if ( weather_info.mmhg < 970 || ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) ) { strcat( buf, "It starts to rain.\n\r" ); weather_info.sky = SKY_RAINING; } if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 ) { strcat( buf, "The clouds disappear.\n\r" ); weather_info.sky = SKY_CLOUDLESS; } break; case SKY_RAINING: if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 ) { strcat( buf, "Lightning flashes in the sky.\n\r" ); 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 || d->connected == CON_EDITING ) && IS_OUTSIDE(d->character) && IS_AWAKE(d->character) ) send_to_char( buf, d->character ); } } return; } int is_wall(EXIT_DATA *ex) { if (IS_SET(ex->exit_info, EX_ICE_WALL)) return 1; if (IS_SET(ex->exit_info, EX_FIRE_WALL)) return 2; if (IS_SET(ex->exit_info, EX_SWORD_WALL)) return 3; if (IS_SET(ex->exit_info, EX_PRISMATIC_WALL)) return 4; if (IS_SET(ex->exit_info, EX_IRON_WALL)) return 5; if (IS_SET(ex->exit_info, EX_MUSHROOM_WALL)) return 6; if (IS_SET(ex->exit_info, EX_CALTROP_WALL)) return 7; if (IS_SET(ex->exit_info, EX_ASH_WALL)) return 8; return 0; } const char * wall[MAX_WALL+1] = { "","wall of ice", "wall of fire", "wall of swords", "prismatic wall", "wall or iron", "wall of mushrooms", "wall of caltrops", "wall of ash" }; /* * Update all rooooooms, like gore, poison clouds etc.... */ void room_update( void ) { int i; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *room; for ( room = room_list; room != NULL; room = room->next_room) { if (RTIMER(room, RTIMER_WALL_NORTH) == 1 && room->exit[DIR_NORTH] != NULL && is_wall(room->exit[DIR_NORTH])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_NORTH])]); room_message(room, buf); make_wall(room, DIR_NORTH, 0); } if (RTIMER(room, RTIMER_WALL_SOUTH) == 1 && room->exit[DIR_SOUTH] != NULL && is_wall(room->exit[DIR_SOUTH])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_SOUTH])]); room_message(room, buf); make_wall(room, DIR_SOUTH, 0); } if (RTIMER(room, RTIMER_WALL_EAST) == 1 && room->exit[DIR_EAST] != NULL && is_wall(room->exit[DIR_EAST])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_EAST])]); room_message(room, buf); make_wall(room, DIR_EAST, 0); } if (RTIMER(room, RTIMER_WALL_WEST) == 1 && room->exit[DIR_WEST] != NULL && is_wall(room->exit[DIR_WEST])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_WEST])]); room_message(room, buf); make_wall(room, DIR_WEST, 0); } if (RTIMER(room, RTIMER_WALL_UP) == 1 && room->exit[DIR_UP] != NULL && is_wall(room->exit[DIR_UP])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_UP])]); room_message(room, buf); make_wall(room, DIR_UP, 0); } if (RTIMER(room, RTIMER_WALL_DOWN) == 1 && room->exit[DIR_DOWN] != NULL && is_wall(room->exit[DIR_DOWN])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_DOWN])]); room_message(room, buf); make_wall(room, DIR_DOWN, 0); } if (RTIMER(room, RTIMER_STINKING_CLOUD) == 1) room_message(room, "The poisonous vapours dissipate and clear."); if (RTIMER(room, RTIMER_HIDE_ROOM) == 1) room_message(room, "The shroud leaves the room."); if (RTIMER(room, RTIMER_GHOST_LIGHT) == 2) room_message(room, "The vapourous ghosts start howling insanely."); if (RTIMER(room, RTIMER_GHOST_LIGHT) == 3) room_message(room, "The vapourous ghosts start moaning."); if (RTIMER(room, RTIMER_GHOST_LIGHT) == 1) room_message(room, "The vapourous ghosts dissipate and vanish."); if (RTIMER(room, RTIMER_GLYPH_PROTECTION) == 1) room_message(room, "The glyph of protection flares and vanishes."); if (RTIMER(room, RTIMER_SWARM_BEES) == 1) room_message(room, "The bees fly away into the sky."); if (RTIMER(room, RTIMER_DISCORD) == 1) room_message(room, "The banging and crashing stops."); if (RTIMER(room, RTIMER_SWARM_BATS) == 1) room_message(room, "The bats flap away into the night."); if (RTIMER(room, RTIMER_SWARM_RATS) == 1) room_message(room, "The rats scurry away into the floorboards."); if( RTIMER(room, RTIMER_SILENCE) < 0) room->tick_timer[i] = UMAX(room->tick_timer[i], 0); if (RTIMER(room, RTIMER_SILENCE) == 1) room_message(room, "The silence disappates."); for (i = 0 ; i < MAX_RTIMER ; i++) room->tick_timer[i] = UMAX(room->tick_timer[i] - 1, 0); } 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; 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; int i; ch_next = ch->next; 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_CLASS(ch, CLASS_WEREWOLF) && !is_obj && ch->power[DISC_WERE_BEAR] > 3 && ch->position == POS_SLEEPING) { if ( ch->hit < ch->max_hit ) ch->hit = ch->max_hit; if ( ch->mana < ch->max_mana ) ch->mana = ch->max_mana; if ( ch->move < ch->max_move ) ch->move = ch->max_move; } */ if (ch->fighting == NULL && !IS_NPC(ch)) if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->gnosis[GMAXIMUM] > 0 && ch->gnosis[GMAXIMUM] > ch->gnosis[GCURRENT] ) { if ( ch->position == POS_SLEEPING ) ch->gnosis[GCURRENT] += number_range(2,3); else if ( ch->position == POS_RESTING ) ch->gnosis[GCURRENT] += number_range(1,3); else ch->gnosis[GCURRENT] += 0; if(ch->gnosis[GCURRENT] > ch->gnosis[GMAXIMUM] ) ch->gnosis[GCURRENT] = ch->gnosis[GMAXIMUM]; } if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast > 0 && ch->pcdata->condition[COND_THIRST] <= 15 ) { act("You bare your fangs and scream in rage from lack of blood.",ch,NULL,NULL,TO_CHAR); act("$n bares $s fangs and screams in rage.",ch,NULL,NULL,TO_ROOM); do_berserk(ch,""); do_beastlike(ch,""); } /* Character Tick Timers */ if (ch->tick_timer[TIMER_CAN_CALL_WAR_HORSE] == 1) send_to_char("You may now call your war horse again.\n\r", ch); if (ch->tick_timer[TIMER_CAN_POLYMORPH] == 1) send_to_char("You may now polymorph again.\n\r", ch); if (ch->tick_timer[TIMER_MAKE_SNOWMAN] == 1) send_to_char("You are ready to make another snowman now.\n\r", ch); if (ch->tick_timer[TIMER_CANMAJESTY] == 1) stc("You can once again use majesty.\n\r",ch); if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0) { if (ch->pcdata->powers[HARA_KIRI] == 1) send_to_char("Your HaraKiri wears off.\n\r", ch ); ch->pcdata->powers[HARA_KIRI]--; } if ( IS_SET(ch->mflags, MAGE_EMBRACED2) ) { stc("The earth surrounding you starts to slowly crack.\n\r",ch); SET_BIT(ch->mflags, MAGE_EMBRACED1); REMOVE_BIT(ch->mflags, MAGE_EMBRACED2); } else if ( IS_SET(ch->mflags, MAGE_EMBRACED1) ) { stc("The earth surrounding you falls away.\n\r",ch); REMOVE_BIT(ch->mflags, MAGE_EMBRACED1); } if ( ch->quint[BODY] < (ch->spheres[MPRI]) ) ch->quint[BODY]++; if ( ch->quint[AVATAR] < (ch->spheres[MPRI]) ) ch->quint[AVATAR]++; if (ch->tick_timer[TIMER_MAJESTY] == 1) { REMOVE_BIT(ch->affected_by, AFF_PEACE); stc("You feel less imposing.\n\r",ch); act("$n looks less imposing.",ch,NULL,NULL,TO_ROOM); } if (ch->tick_timer[TIMER_SPHINX_ROAR] == 1) send_to_char("You are ready to roar again.\n\r", ch); if (ch->tick_timer[TIMER_NEWBIE_IMM] == 1) send_to_char("You are no longer protected by the gods.\n\r", ch); if (ch->tick_timer[TIMER_CAN_DO_NEXUS] == 1) send_to_char("You may now create another nexus.\n\r", ch); if (ch->tick_timer[TIMER_INFERNO] == 1) stc("You are able to use Inferno again.\n\r",ch); if (ch->tick_timer[TIMER_CAN_SHRIEK] == 1) send_to_char("Your voice has recovered.\n\r", ch); if (ch->tick_timer[TIMER_CAN_CALL_ROCKS] == 1) send_to_char("You may now call the Bane.\n\r", ch); if (ch->tick_timer[TIMER_HELLFIRE_SUMMON] == 1) send_to_char("You may now summon hellfire once more.\n\r", ch); if (ch->tick_timer[TIMER_ENTOMB] == 1) send_to_char("You may now use the entomb ability again.\n\r", ch); if (ch->tick_timer[TIMER_CAN_BREATHE_FROST] == 1) send_to_char("You are ready to breathe frost again.\n\r", ch); if (ch->tick_timer[TIMER_CAN_FEATHER] == 1) send_to_char("You are ready to make another feather.\n\r", ch); if (ch->tick_timer[TIMER_THIRD_ARM_GROWING] == 1) { send_to_char("A third arm bursts out of your stomach.\n\r", ch); act("An arm bursts out of $n's stomach, spraying blood everywhere.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->newbits, THIRD_HAND); } if (ch->tick_timer[TIMER_FOURTH_ARM_GROWING] == 1) { send_to_char("Another arm bursts out of your stomach.\n\r", ch); act("An arm bursts out of $n's stomach, spraying blood everywhere.", ch, NULL, NULL, TO_ROOM); SET_BIT(ch->newbits, FOURTH_HAND); } /* if( ch->tick_timer[TIMER_DSLEEP] == 1) { stc( "You awaken from your deep sleep.\n\r",ch); do_stand(ch,""); ch->pcdata->condition[COND_FULL] = 100; } */ for (i = 0; i < MAX_TIMER; i++) if (ch->tick_timer[i] > 0) ch->tick_timer[i] -= 1; if (ch->fighting == NULL && !IS_SET(ch->newbits, NEW_CLOAK) && !IS_NPC(ch) && !is_obj && IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] > 10) { SET_BIT(ch->newbits, NEW_CLOAK); send_to_char("Your Cloak of Life is restored.\n\r",ch); } if ( ch->position == POS_MORTAL || ch->position == POS_STUNNED || ch->position == POS_INCAP ) { update_pos(ch); } if ( ch->position > POS_STUNNED && !is_obj) { if ( ch->hit < ch->max_hit ) ch->hit += hit_gain(ch); if ( ch->mana < ch->max_mana ) ch->mana += mana_gain(ch); if ( ch->move < ch->max_move ) ch->move += move_gain(ch); } if ( ch->position == POS_STUNNED && !is_obj) { ch->hit = ch->hit + number_range(2,4); update_pos( ch ); /* if (ch->position > POS_STUNNED) { act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM ); act( "You clamber back to your feet.", ch, NULL, NULL, TO_CHAR ); } */ } if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj) { OBJ_DATA *obj; int blood; if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) || ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) ) { if ( --obj->value[2] == 0 && ch->in_room != NULL ) { --ch->in_room->light; act( "$p goes out.", ch, obj, NULL, TO_ROOM ); act( "$p goes out.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } } if ( ++ch->timer >= 12 ) { if ( ch->was_in_room == NULL && ch->in_room != NULL ) { ch->was_in_room = ch->in_room; if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the void.\n\r", ch ); save_char_obj( ch ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } if ( ch->timer > 30 ) ch_quit = ch; gain_condition( ch, COND_DRUNK, -1 ); if (!IS_CLASS(ch, CLASS_VAMPIRE)) { gain_condition( ch, COND_FULL, -1 ); if( !IS_CLASS(ch, CLASS_DRAGON ) ) gain_condition( ch, COND_THIRST, -1 ); } else { 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); } ch->pcdata->condition[COND_THIRST] += blood; if (ch->pcdata->condition[COND_THIRST] <= 0) { ch->pcdata->condition[COND_THIRST] = 0; } } } 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] > 0 && !is_obj && ch->in_room != NULL ) { int dam = 0; int minhit = 0; if (!IS_NPC(ch)) minhit = -11; if (IS_BLEEDING(ch,BLEEDING_HEAD) && (ch->hit-dam) > minhit ) { 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 ); dam += number_range(20,50); } if (IS_BLEEDING(ch,BLEEDING_THROAT) && (ch->hit-dam) > minhit ) { 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 ); dam += number_range(10,20); } if (IS_BLEEDING(ch,BLEEDING_ARM_L) && (ch->hit-dam) > minhit ) { 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 ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_HAND_L) && (ch->hit-dam) > minhit ) { 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 ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_ARM_R) && (ch->hit-dam) > minhit ) { 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 ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_HAND_R) && (ch->hit-dam) > minhit ) { 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 ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_LEG_L) && (ch->hit-dam) > minhit ) { 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 ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_L) && (ch->hit-dam) > minhit ) { 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 ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_LEG_R) && (ch->hit-dam) > minhit ) { 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 ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch ); dam += number_range(5,10); } if (IS_HERO(ch)) { ch->hit = ch->hit - dam; if (ch->hit < 1) ch->hit = 1; } else ch->hit = ch->hit - dam; update_pos(ch); ch->in_room->blood += dam; if (ch->in_room->blood > 1000) ch->in_room->blood = 1000; if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1)) { do_killperson(ch,ch->name); drop_out = TRUE; } } if (IS_EXTRA(ch,EXTRA_ROT) && !is_obj && !drop_out) { int dam; if (IS_NPC(ch)) break; act( "$n's flesh shrivels and tears.", ch, NULL, NULL, TO_ROOM); send_to_char( "Your flesh shrivels and tears.\n\r", ch); dam = number_range(250,500); ch->hit = ch->hit - dam; update_pos(ch); if (ch->hit < -10) { do_killperson(ch,ch->name); drop_out = TRUE; } } /* if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING) && !IS_AFFECTED(ch,AFF_FLAMING)) { send_to_char("You catch on fire!\n\r",ch); SET_BIT(ch->affected_by, AFF_FLAMING); sprintf(buf,"%s catches on fire!\n\r",ch->name); act(buf,ch,NULL,NULL,TO_ROOM); } */ if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL ) { int dam; if (IS_NPC(ch)) break; act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your flesh burns and crisps.\n\r", ch ); dam = number_range(250,300); ch->hit = ch->hit - dam; update_pos(ch); if (ch->hit <=-9) { update_pos(ch); drop_out = TRUE; } } else if ( IS_CLASS(ch, CLASS_VAMPIRE) && (!IS_AFFECTED(ch,AFF_SHADOWPLANE)) && (!IS_NPC(ch) && !IS_IMMUNE(ch,IMM_SUNLIGHT)) && ch->in_room != NULL && (!ch->in_room->sector_type == SECT_INSIDE) && !is_obj && (!room_is_dark(ch->in_room)) && (weather_info.sunlight != SUN_DARK) ) { act( "$n's flesh smolders in the sunlight!", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your flesh smolders in the sunlight!\n\r", ch ); /* This one's to keep Zarkas quiet ;) */ if (IS_POLYAFF(ch, POLY_SERPENT)) ch->hit = ch->hit - number_range(2,4); else ch->hit = ch->hit - number_range(5,10); update_pos(ch); if (ch->hit <=-11) { do_killperson(ch,ch->name); drop_out = TRUE; } } else if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out ) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); damage( ch, ch, 2, gsn_poison ); }/* else if ( !IS_NPC( ch ) && ch->paradox[1] > 0 ) { if ( ch->paradox[1] > 50 ) paradox( ch ); else if ( ch->paradox[2] == 0 && ch->paradox[1] > 0 ) { ch->paradox[1] --; ch->paradox[2] = PARADOX_TICK; } else ch->paradox[3] --; }*/ else if ( ch->position == POS_INCAP && !is_obj && !drop_out ) { if (ch->level > 0) ch->hit = ch->hit + number_range(2,4); else ch->hit = ch->hit - number_range(1,2); update_pos( ch ); if (ch->position > POS_INCAP) { act( "$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 $s feet.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You clamber back to your feet.\n\r", ch ); } } else if ( ch->position == POS_MORTAL && !is_obj && !drop_out ) { drop_out = FALSE; /* if (ch->level > 0)*/ ch->hit = ch->hit + number_range(2,4); /* else { ch->hit = ch->hit - number_range(1,2); if (!IS_NPC(ch) && (ch->hit <=-11)) do_killperson(ch,ch->name); drop_out = TRUE; }*/ if (!drop_out) { update_pos( ch ); if (ch->position == POS_INCAP) { act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch ); } } } else if ( ch->position == POS_DEAD && !is_obj && !drop_out ) { update_pos(ch); if (!IS_NPC(ch)) do_killperson(ch,ch->name); } drop_out = FALSE; } /* * Autosave and autoquit. * Check that these chars still exist. */ if ( ch_save != NULL || ch_quit != NULL ) { for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ch == ch_save ) save_char_obj( ch ); if ( ch == ch_quit ) do_quit( ch, "" ); } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; if ( obj->timer <= 0 || --obj->timer > 0 ) continue; switch ( obj->item_type ) { default: message = "$p vanishes."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_TRASH: message = "$p crumbles into dust."; break; case ITEM_EGG: message = "$p cracks open."; break; case ITEM_WEAPON: message = "$p turns to fine dust and blows away."; break; case ITEM_WALL: message = "$p flows back into the ground.";break; } if ( obj->carried_by != NULL && !IS_OBJ_STAT2(obj, ITEM_DAEMONSEED) ) { act( message, obj->carried_by, obj, NULL, TO_CHAR ); } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL && !IS_OBJ_STAT2(obj, ITEM_DAEMONSEED) ) { 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 && !IS_OBJ_STAT2(obj, ITEM_DAEMONSEED)) { 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)); } 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 ); } } if (IS_OBJ_STAT2(obj, ITEM_DAEMONSEED) && obj != NULL && obj->in_obj == NULL && (locate_obj(obj))->people ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *vch; int wdam; sprintf(buf, "%s suddenly explodes in a ball of flame, incinerating you!\n\r",obj->short_descr); buf[0] = UPPER(buf[0]); if ((locate_obj(obj))->people == NULL) break; for ( vch = (locate_obj(obj))->people; vch != NULL;vch=vch->next_in_room ) { if (vch->class == 0 || (!IS_NPC(vch) && vch->level < 3)) continue; if ( IS_SET(vch->in_room->room_flags,ROOM_SAFE) ) { stc("You are unaffected by the blast.\n\r",vch); continue; } wdam = obj->level + dice(12,50); damage(vch,vch,obj->level+ dice(12, 50),gsn_inferno); send_to_char(buf, vch); sprintf(buf,"The flames strike you incredibly hard![%d]\n\r",wdam); stc(buf,vch); } } if (obj != NULL) 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 || d->connected == CON_EDITING ) && ( 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 || d->connected == CON_EDITING ) && ( 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->desc->connected != CON_EDITING ) || wch->position <= POS_STUNNED || wch->level >= LEVEL_IMMORTAL || wch->pcdata == NULL || ( ( chobj = wch->pcdata->chobj ) != NULL ) || wch->in_room == NULL ) continue; if ( (IS_CLASS(wch, CLASS_WEREWOLF) && wch->power[DISC_WERE_LYNX] > 1 &&IS_HERO(wch)) || IS_ITEMAFF(wch, ITEMA_STALKER) || (IS_CLASS(wch, CLASS_NINJA) && wch->pcdata->powers[NPOWER_CHIKYU] >= 4)) { if ( wch->hunting != NULL && wch->hunting != '\0' && strlen(wch->hunting) > 1 ) { 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) && !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; } void embrace_update( void ) { DESCRIPTOR_DATA *d; CHAR_DATA *ch; CHAR_DATA *victim; bool para = FALSE; int blpr; /* variable to check for amout of blood sucked. Shakti */ char buf[MAX_STRING_LENGTH]; for ( d = descriptor_list; d != NULL; d = d->next ) { if ( ( ch = d->character) == NULL ) continue; // Too lazy to make another update for monk stuff // So I'm cheating and using embrace for monks. flaf. if ( IS_CLASS(ch, CLASS_MONK) && ch->fighting == NULL ) ch->monkblock = 0; if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK) && ch->focus[MAXIMUM] > 0 && ch->focus[MAXIMUM] > ch->focus[CURRENT] ) { if ( ch->position == POS_SLEEPING ) ch->focus[CURRENT] += number_range(2,3); else if ( ch->position == POS_MEDITATING ) ch->focus[CURRENT] += number_range( 4, 5 ); else if ( ch->position == POS_RESTING ) ch->focus[CURRENT] += number_range(1,2); else if ( ch->position == POS_FIGHTING ) ch->focus[CURRENT] += 0; else ch->focus[CURRENT] += number_range( 1, 2 ); } if ( IS_NPC(ch) || ch->embracing == NULL ) continue; if (!IS_CLASS(ch,CLASS_VAMPIRE)) stop_embrace(ch,NULL); victim=ch->embracing; /* Fix for embracing mobs by Shakti. */ if (IS_NPC(victim) ) { if (victim->level > 75 * ch->spl[2] ) { stop_embrace(ch,victim); send_to_char("You cannot embrace someone so powerful!\n\r",ch); return; } /* To keep how much blood was sucked, and how much gained the same. Shakti */ (blpr =number_range(30,40)); victim->practice -=blpr; ch->pcdata->condition[COND_THIRST] +=blpr; sprintf(buf, "%s shudders in ecstacy as he drinks blood from %s's neck.\n\r", ch->name,victim->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "You shudder in ecstacy as you drink blood from %s's neck.\n\r",victim->short_descr); send_to_char(buf,ch); if (victim->practice < 0) { victim->practice = 0; } if (victim->practice == 0) { raw_kill(victim); sprintf(buf,"%s's body falls lifless to the ground!.\n\r",victim->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); stop_embrace(ch,victim); return; } if ( ch->pcdata->condition[COND_THIRST] > (3000 / ch->generation)) { ch->pcdata->condition[COND_THIRST] = (3000 / ch->generation); stc("Your bloodlust is sated.\n\r",ch); } continue; } if (get_char_world(ch,victim->name) == NULL) {stop_embrace(ch,NULL);continue;} if (ch->in_room != victim->in_room) stop_embrace(ch,victim); if (victim->pcdata->condition[COND_THIRST] < 0) victim->pcdata->condition[COND_THIRST] = 0; ch->pcdata->condition[COND_THIRST] += number_range(30,40); sprintf(buf, "%s shudders in ecstacy as he drinks blood from %s's neck.\n\r", ch->name,victim->name); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "You shudder in ecstacy as you drink blood from %s's neck.\n\r",victim->name); send_to_char(buf,ch); sprintf(buf, "You feel some of your life slip away as %s drinks from your neck.\n\r", ch->name); send_to_char(buf,victim); ch->pcdata->condition[COND_THIRST] += number_range(35,40); victim->pcdata->condition[COND_THIRST] -= number_range(40,42); if (ch->pcdata->condition[COND_THIRST] > 3000/ch->generation) {ch->pcdata->condition[COND_THIRST]=3000/ch->generation; send_to_char("Your bloodlust is sated.\n\r",ch);} if (victim->pcdata->condition[COND_THIRST] < 0) victim->pcdata->condition[COND_THIRST]=0; if (victim->pcdata->condition[COND_THIRST] ==0) { sprintf(buf,"You have been diablerized!\n\r"); send_to_char(buf,victim); raw_kill(victim); sprintf(buf,"%s's body falls lifeless to the ground.\n\r",victim->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); stop_embrace(ch,victim); if (!IS_NPC(ch) && !IS_NPC(victim) && victim->pcdata->bounty > 0) { sprintf(buf,"You recive a %d QP bounty, for killing %s.\n\r", victim->pcdata->bounty, victim->name); send_to_char(buf, ch); ch->pcdata->quest += victim->pcdata->bounty; victim->pcdata->bounty =0; } if( (ch->race - victim->race) > 10 || victim->race == 0 || (is_remort(ch) > 1 && victim->race < 11) ) { stc( "You diabed a vampire who was greatly weaker than you!\n\r", ch); para = TRUE; } else { if (ch->race - ((ch->race/100)*100) == 0) ch->race = ch->race + 1; else if (ch->race - ((ch->race/100)*100) < 45) ch->race = ch->race + 1; if (ch->race - ((ch->race/100)*100) == 0) victim->race = victim->race; else if (victim->race - ((victim->race/100)*100) > 0) victim->race = victim->race - 1; } ch->exp += victim->exp / 4; victim->exp -= victim->exp/4; if (victim->generation < 13 && ch->generation > 3 && victim->generation >3) { sprintf(buf,"%s has been diablerized by %s.",victim->name,ch->name); ch->generation -= 1; victim->generation += 1; victim->pcdata->condition[COND_THIRST] = 0; do_info(ch,buf); } else { sprintf(buf,"%s has been diablerized by %s for no generation.", victim->name,ch->name); victim->pcdata->condition[COND_THIRST] = 0; do_info(ch,buf); } if( para ){para=FALSE;do_paradox( ch, "self" );} } continue; } return; } void ww_update( void ) { DESCRIPTOR_DATA *d; CHAR_DATA *victim; float dam = 0; for ( d = descriptor_list; d != NULL; d = d->next ) { if (!IS_PLAYING(d) || (victim = d->character) == NULL || IS_NPC(victim) || IS_IMMORTAL(victim) || victim->in_room == NULL || victim->pcdata->chobj != NULL || IS_CLASS(victim,CLASS_WEREWOLF)) { continue; } if ( !IS_SET( d->character->in_room->room_flags, ROOM_BLADE_BARRIER ) ) continue; act( "The scattered blades on the ground fly up into the air ripping into you.", d->character, NULL, NULL, TO_CHAR ); act( "The scattered blades on the ground fly up into the air ripping into $n.", d->character, NULL, NULL, TO_ROOM ); act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_CHAR ); act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_ROOM ); dam = number_range( 7, 14 ); dam = dam / 100; dam = d->character->hit * dam; if ( dam < 100 ) dam = 100; d->character->hit = d->character->hit - dam; if ( d->character->hit < -10 ) d->character->hit = -10; update_pos( victim ); } 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_ww; static int pulse_embrace; static int pulse_db_dump; /* OLC 1.1b */ /* OLC 1.1b */ if ( --pulse_db_dump <= 0 ) { pulse_db_dump = PULSE_DB_DUMP; do_asave( NULL, "" ); } if ( --pulse_ww <= 0 ) { pulse_ww = PULSE_WW; ww_update ( ); } if ( --pulse_area <= 0 ) { pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); area_update ( ); } if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); } if ( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; violence_update ( ); } if ( --pulse_embrace <= 0) { pulse_embrace = PULSE_EMBRACE; embrace_update ( ); } if ( --pulse_point <= 0 ) { pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); weather_update ( ); char_update ( ); obj_update ( ); room_update ( ); } aggr_update( ); tail_chain( ); return; }