/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <unistd.h> /* unlink */
#include "merc.h"
#include "interp.h"
#include "psycho.h"
#include "olc.h"
#include "recycle.h"
/*
* Local functions.
*/
void embrace_update args((void));
void werewolf_regen args((CHAR_DATA * ch, int multiplier));
extern void vote_update(void);
void quest_update args((void));
void update_active_counters args((CHAR_DATA * ch));
void update_morted_timer args((CHAR_DATA * ch));
void update_sit_safe_counter args((CHAR_DATA * ch));
void update_drunks args((CHAR_DATA * ch));
void sex_update args((CHAR_DATA * ch));
void update_vampire args((CHAR_DATA * ch));
void update_vampire_regen args((CHAR_DATA * ch));
void update_cyborg args((CHAR_DATA * ch));
void update_monk args((CHAR_DATA * ch));
void update_lich args((CHAR_DATA * ch));
void update_hobbit args((CHAR_DATA * ch));
void update_lich_regen args((CHAR_DATA * ch));
void update_angel args((CHAR_DATA * ch));
void update_draconian args((CHAR_DATA * ch));
void update_ninja args((CHAR_DATA * ch));
void update_priest args((CHAR_DATA * ch));
void update_fae args((CHAR_DATA * ch));
void update_werewolf args((CHAR_DATA * ch));
void update_demon_regen args((CHAR_DATA * ch));
void update_sorcerer args((CHAR_DATA * ch));
void update_thief args((CHAR_DATA * ch));
void update_jedi args((CHAR_DATA * ch));
void update_ghoul args((CHAR_DATA * ch));
void update_wizard args((CHAR_DATA * ch));
void update_skyblade args((CHAR_DATA * ch));
void update_demon args((CHAR_DATA * ch));
void update_tanarri args((CHAR_DATA * ch));
void update_shadow args((CHAR_DATA * ch));
void update_drow args((CHAR_DATA * ch));
void update_samurai args((CHAR_DATA * ch));
void update_mage args((CHAR_DATA * ch));
void update_knight args((CHAR_DATA * ch));
void update_shapeshifter args((CHAR_DATA * ch));
void update_garou args((CHAR_DATA * ch));
void update_arti_regen args((CHAR_DATA * ch));
void regen_limb args((CHAR_DATA * ch));
void update_safe_powers args((CHAR_DATA * ch));
void hint_update args((void));
void save_area_list args((void));
void save_area args((AREA_DATA * pArea));
void hint_channel args((char *msg));
void update_elemental args((CHAR_DATA * ch));
void update_paladin args((CHAR_DATA * ch));
void update_blade args((CHAR_DATA * ch));
void update_shinobi args ((CHAR_DATA *ch));
void update_zombie args ((CHAR_DATA *ch));
void update_dragon args ((CHAR_DATA *ch));
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 (!IS_NPC(ch))
ch->exp += gain;
return;
}
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)
return;
condition = ch->pcdata->condition[iCond];
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE))
{
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))
{
send_to_char("You are REALLY hungry.\n\r",
ch);
act("You hear $n's stomach rumbling.", ch,
NULL, NULL, TO_ROOM);
}
break;
case COND_THIRST:
if (!IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char("You are REALLY thirsty.\n\r",
ch);
else if (ch->hit > 0)
{
send_to_char
("You are DYING from lack of blood!\n\r",
ch);
act("$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))
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 % 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 (ch->in_room == NULL)
continue;
if (ch->in_room->area->empty)
continue;
if (!IS_NPC(ch) && ch->hunting != NULL && ch->hunting != '\0'
&& strlen(ch->hunting) > 1)
{
check_hunt(ch);
continue;
}
if (!IS_NPC(ch))
{
update_morted_timer(ch);
update_sit_safe_counter(ch);
update_drunks(ch);
sex_update(ch);
if (ch->position != POS_FIGHTING
&& IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD))
{
send_to_char("Reality returns to normal.\n\r",
ch);
REMOVE_BIT(ch->pcdata->jflags,
JFLAG_DRONEWORLD);
}
if (ch->level < 7 && IS_HERO(ch))
update_safe_powers(ch);
if (IS_HERO(ch) && ch->hit > 0
&& !IS_SET(ch->extra, EXTRA_AFK))
{
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if (ch->rage > 0)
update_vampire_regen(ch);
else if (IS_ITEMAFF
(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
update_vampire(ch);
}
if (IS_CLASS(ch, CLASS_DROID))
{
update_cyborg(ch);
if (IS_SET
(ch->pcdata->
powers[DROID_IMPLANTS],
IMPLANT_REGROWTH))
update_cyborg(ch);
else if (IS_ITEMAFF
(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
}
if (IS_CLASS(ch, CLASS_CYBORG))
{
update_cyborg(ch);
if (ch->pcdata->powers[CYBORG_BODY] >
5)
update_cyborg(ch);
else if (IS_ITEMAFF
(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
}
if (IS_CLASS(ch, CLASS_ANGEL))
{
if (IS_ITEMAFF(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
update_angel(ch);
}
if (IS_CLASS(ch, CLASS_ELEMENTAL))
{
if (IS_ITEMAFF(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
update_elemental(ch);
}
if (IS_CLASS(ch, CLASS_PALADIN))
{
if (IS_ITEMAFF(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
update_paladin(ch);
}
if (IS_CLASS(ch, CLASS_BLADE_MASTER))
{
if (IS_ITEMAFF(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
update_blade(ch);
}
if(IS_CLASS(ch,CLASS_SHINOBI)){
update_shinobi(ch);
if(IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch);
}
if(IS_CLASS(ch,CLASS_ZOMBIE)){
update_zombie(ch);
if(IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch);
}
if (IS_CLASS(ch, CLASS_DRAGON))
{
update_dragon(ch);
if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch);
}
if (IS_CLASS(ch, CLASS_TANARRI))
{
if (IS_ITEMAFF(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
update_tanarri(ch);
}
if (IS_CLASS(ch, CLASS_LICH))
{
if (ch->pcdata->powers[LIFE_LORE] > 0)
update_lich_regen(ch);
else if (IS_ITEMAFF
(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
update_lich(ch);
}
if (IS_CLASS(ch, CLASS_HOBBIT))
{
if (ch->pcdata->
powers[HOBBIT_DISHES] > 15)
update_hobbit(ch);
else if (IS_ITEMAFF
(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
}
if (IS_CLASS(ch, CLASS_GIANT))
{
if (IS_ITEMAFF(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
}
if (IS_CLASS(ch, CLASS_DRONE))
{
if (IS_ITEMAFF(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
}
if (IS_CLASS(ch, CLASS_FAE))
update_fae(ch);
if (IS_CLASS(ch, CLASS_MONK))
update_monk(ch);
if (IS_CLASS(ch, CLASS_NINJA))
update_ninja(ch);
if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT))
update_knight(ch);
if (IS_CLASS(ch, CLASS_SKYBLADE))
update_skyblade(ch);
if (IS_CLASS(ch, CLASS_PRIEST))
update_priest(ch);
if (IS_CLASS(ch, CLASS_THIEF))
update_thief(ch);
if (IS_CLASS(ch, CLASS_GHOUL))
update_ghoul(ch);
if (IS_CLASS(ch, CLASS_DRACONIAN))
update_draconian(ch);
if (IS_CLASS(ch, CLASS_WEREWOLF))
update_werewolf(ch);
if (IS_CLASS(ch, CLASS_SHADOW))
update_shadow(ch);
if (IS_CLASS(ch, CLASS_JEDI))
update_jedi(ch);
if (IS_CLASS(ch, CLASS_CYBORG))
update_cyborg(ch);
if (IS_CLASS(ch, CLASS_DEMON))
{
update_demon(ch);
if (IS_SET(ch->warp, WARP_REGENERATE))
update_demon_regen(ch);
else if (IS_ITEMAFF
(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
}
if (IS_CLASS(ch, CLASS_SHAPESHIFTER))
update_shapeshifter(ch);
if (IS_CLASS(ch, CLASS_DROW))
{
update_drow(ch);
if (IS_ITEMAFF(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
}
if (IS_CLASS(ch, CLASS_SAMURAI))
update_samurai(ch);
if (IS_CLASS(ch, CLASS_MAGE))
{
update_mage(ch);
if (IS_ITEMAFF(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
}
if (ch->class == 0
&& IS_ITEMAFF(ch, ITEMA_REGENERATE))
update_arti_regen(ch);
}
else
{
ch->hit += number_range(1, 5);
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
update_pos(ch);
if (IS_ITEMAFF(ch, ITEMA_REGENERATE)
&& ch->hit > 0)
update_arti_regen(ch);
}
}
else // This is for the mobs
{
if (IS_AFFECTED(ch, AFF_CHARM))
continue;
/*
* Check triggers only if mobile still in default position
*/
/*
* Check triggers only if mobile still in default position
*/
if (ch->position == ch->pIndexData->default_pos)
{
/*
* Delay
*/
if (HAS_TRIGGER_MOB(ch, TRIG_DELAY)
&& ch->mprog_delay > 0)
{
if (--ch->mprog_delay <= 0)
{
p_percent_trigger(ch, NULL,
NULL, NULL,
NULL, NULL,
TRIG_DELAY);
continue;
}
}
if (HAS_TRIGGER_MOB(ch, TRIG_RANDOM))
{
if (p_percent_trigger
(ch, NULL, NULL, NULL, NULL, NULL,
TRIG_RANDOM))
continue;
}
}
if (ch->spec_fun != 0)
{
if ((*ch->spec_fun) (ch))
continue;
if (ch == NULL)
continue;
}
if (ch->position != POS_STANDING)
{
do_stand(ch, "");
continue;
}
if (IS_SET(ch->act, ACT_SCAVENGER)
&& ch->in_room->contents != NULL
&& number_bits(2) == 0)
{
OBJ_DATA *obj;
OBJ_DATA *obj_best = 0;
int max = 1;
for (obj = ch->in_room->contents; obj;
obj = obj->next_content)
{
if (!can_see_obj(ch, obj))
continue;
if (IS_SET
(obj->quest, QUEST_ARTIFACT))
continue;
if (CAN_WEAR(obj, ITEM_TAKE)
&& obj->cost > max)
{
obj_best = obj;
max = obj->cost;
}
}
if (obj_best)
{
obj_from_room(obj_best);
obj_to_char(obj_best, ch);
act("$n picks $p up.", ch, obj_best,
NULL, TO_ROOM);
act("You pick $p up.", ch, obj_best,
NULL, TO_CHAR);
}
}
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);
}
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_SET(ch->act, ACT_SENTINEL))
{
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;
}
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 = 0;
char buf[MAX_STRING_LENGTH];
ROOM_INDEX_DATA *room;
int count = 0;
if(update_room_list == NULL) return;
for (room = update_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)
{
xprintf(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)
{
xprintf(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)
{
xprintf(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)
{
xprintf(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)
{
xprintf(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)
{
xprintf(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_FIRE) == 1) {REMOVE_BIT(room->shinobi, ROOM_SFIRE);
room_message(room,"The lava in the room vanishes.");}
if (RTIMER(room, RTIMER_WATER) == 1) {REMOVE_BIT(room->shinobi, ROOM_SWATER);
room_message(room,"The storm in the room vanishes.");}
if (RTIMER(room, RTIMER_EARTH) == 1) {REMOVE_BIT(room->shinobi, ROOM_SEARTH);
room_message(room,"The barren waste in the room vanishes.");}
if (RTIMER(room, RTIMER_HOLY) == 1) {REMOVE_BIT(room->shinobi, ROOM_SHOLY);
room_message(room,"The holy aura in the room vanishes.");}
if (RTIMER(room, RTIMER_WIND) == 1) {REMOVE_BIT(room->shinobi, ROOM_SWIND);
room_message(room,"The tornado in the room vanishes.");}
if (RTIMER(room, RTIMER_SAFE) == 1) {REMOVE_BIT(room->shinobi, ROOM_SSAFE);
room_message(room,"The safe aura in the room vanishes.");}
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);
if(count == MAX_RTIMER){
if ( room == update_room_list )
{
update_room_list = room->next_update;
room->next_update = NULL;
}
else
{
ROOM_INDEX_DATA *prev;
for ( prev = update_room_list; prev != NULL; prev = prev->next_update )
{
if ( prev->next_update == room )
{
prev->next_update = room->next_update;
room->next_update = NULL;
break;
}
}
if ( prev == NULL )
{
log_string(LOG_BUG, "Extract_Room_Update: Room not found.", 0 );
return;
}
}
}
}
return;
}
/*
* Update all chars, including mobs.
* This function is performance sensitive.
*/
void char_update(void)
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
AFFECT2_DATA *paf2;
AFFECT2_DATA *paf2_next;
QUEST_DATA *quest;
QUEST_DATA *quest_next;
CHAR_DATA *ch_quit = NULL;
CHAR_DATA *ch_save = NULL;
CHAR_DATA *ch;
CHAR_DATA *ch_next;
char buf[MAX_STRING_LENGTH];
bool is_obj;
time_t save_time;
int count = 0, i;
save_time = current_time;
for (ch = char_list; ch != NULL; ch = ch_next)
{
ch_next = ch->next;
count++;
/*
* Is the player an object ?
*/
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;
if (IS_NPC(ch))
{
if (ch->decay_pulse > 0)
{
if (--ch->decay_pulse <= 0)
{
act("$n vanishes in a puff of smoke.",
ch, NULL, NULL, TO_ROOM);
extract_char(ch, TRUE);
continue;
}
}
}
/*
* Tick Timers and other PC only stuff
*/
if (!IS_NPC(ch))
{
if (ch->tick_timer[TIMER_ACCURACY] == 1)
{
send_to_char
("#gThe #Ggreen aura #gabout you fades.#n\n\r",
ch);
REMOVE_BIT(ch->sohbits, SOH_ACCURACY);
act("#gThe #Ggreen aura #gabout #G$n #gfades.#n", ch, NULL, NULL, TO_ROOM);
ch->hitroll -= 200;
}
if (ch->tick_timer[TIMER_HASTE] == 1)
{
send_to_char
("#LYour movements slow down.#n\n\r",
ch);
act("#l$n's #Lmovements slow down.#n", ch,
NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->sohbits, SOH_HASTE);
}
if (ch->tick_timer[TIMER_MIGHT] == 1)
{
send_to_char
("#rThe #Rred #yglow #raround you fades.#n\n\r",
ch);
act("#rThe #Rred #yglow #raround #R$n #rfades.#n", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->sohbits, SOH_MIGHT);
}
if (ch->tick_timer[TIMER_REGEN] == 1)
{
send_to_char
("#gThe soft #gg#Gree#gn #yglow #garound you fades.#n\n\r",
ch);
act("#gThe soft #gg#Gree#gn #yglow #garound #G$n #gfades.#n", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->sohbits, SOH_REGEN);
}
if (ch->tick_timer[TIMER_SHARDS] == 1)
{
send_to_char
("#CThe cr#7ys#Cta#7ll#Cine #cshield #Cabout you #cs#Ch#7a#Ct#ct#Ce#7r#Cs!#n\n\r",
ch);
act("#CThe cr#7ys#Cta#7ll#Cine #cshield #Cabout #c$n #cs#Ch#7a#Ct#ct#Ce#7r#Cs!#n", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->sohbits, SOH_SHARDS);
ch->armor += 200;
}
if (IS_SET(ch->sohbits, SOH_REGEN) && !IS_NPC(ch)
&& ch->hit < ch->max_hit)
{
stc("#CYour body #gg#Gl#Yo#Gw#gs #CsoftlY#n\n\r", ch);
ch->hit += number_range(1000, 2000);
if (ch->hit > ch->max_hit)
{
ch->hit = ch->max_hit;
}
}
if (ch->tick_timer[TIMER_CHALLENGE] == 1)
send_to_char
("You can use challenge again.\n\r",
ch);
if (ch->tick_timer[TIMER_DAMN] == 1)
send_to_char
("You can damn someone again.\n\r",
ch);
if (ch->tick_timer[TIMER_DRONE_DISTORT] == 1)
send_to_char("You can use distort again.\n\r",
ch);
if (ch->tick_timer[TIMER_GFURY] == 1)
send_to_char
("You can invoke your godly fury again.\n\r",
ch);
if (ch->tick_timer[TIMER_DEJAVU] == 1)
send_to_char
("You can invoke deja-vu again.\n\r",
ch);
if (ch->tick_timer[TIMER_MADNESS] == 1)
send_to_char
("You can induce madness again.\n\r",
ch);
if (ch->tick_timer[TIMER_PESTILENCE] == 1)
send_to_char
("You can lay the Pestilence enchantment again.\n\r",
ch);
if (ch->tick_timer[TIMER_HDESIRE] == 1)
send_to_char
("You can invoke the hearts desires again.\n\r",
ch);
if (ch->tick_timer[TIMER_CALLGOLEMS] == 1)
send_to_char
("You can call on your golems again.\n\r",
ch);
if (ch->tick_timer[TIMER_DJINN] == 1)
send_to_char
("You can call upon the djinn of the seven ages again.\n\r",
ch);
if (ch->tick_timer[TIMER_SUPERNOVA] == 1)
send_to_char
("You can create another supernova.\n\r",
ch);
if (ch->tick_timer[TIMER_HUNTER] == 1)
send_to_char
("You can call upon the dark hunter again.\n\r",
ch);
if (ch->tick_timer[TIMER_GENIE] == 1)
send_to_char
("You can call upon the services of the mighty genie again.\n\r",
ch);
if (ch->tick_timer[TIMER_BADMOON] == 1)
send_to_char
("You can lay the badmoon enchantment again.\n\r",
ch);
if (ch->tick_timer[TIMER_EXPERIENCE] == 1)
send_to_char
("Your brain slows down and you don't learn as fast.\n\r",
ch);
if (ch->tick_timer[TIMER_ENTOMB] == 1)
send_to_char("You can use entomb again.\n\r",
ch);
if (ch->tick_timer[TIMER_WOD] == 1)
send_to_char("You can use wod again.\n\r",
ch);
if (ch->tick_timer[TIMER_WYRM_ROAR] == 1)
send_to_char
("You are ready to roar like a wyrm again.\n\r",
ch);
if (ch->tick_timer[TIMER_PUMMEL] == 1)
send_to_char("You can use pummel again.\n\r",
ch);
for (i = 0; i < MAX_TIMER; i++)
if (ch->tick_timer[i] > 0)
ch->tick_timer[i]--;
/*
* update active quests
*/
for (quest = ch->pcdata->quests; quest;
quest = quest_next)
{
quest_next = quest->next;
if (--quest->time > 0)
continue;
quest_from_char(ch, quest);
send_to_char
("You have failed to complete a quest.\n\r",
ch);
}
/*
* void, autosave, time bonus, etc
*/
if ((ch->level < LEVEL_IMMORTAL || !ch->desc)
&& !is_obj && !IS_SET(ch->extra, EXTRA_AFK))
{
if ((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 (++ch->timer >= 12 && !in_fortress(ch))
{
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));
}
}
update_active_counters(ch);
if (ch->timer > 20)
ch_quit = ch;
}
}
/*
* updating spells on all mobs and players
*/
for (paf = ch->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
if (paf->duration > 0)
paf->duration--;
else
{
if (paf_next == NULL
|| paf_next->type != paf->type
|| paf_next->duration > 0)
{
if (paf->type > 0
&& paf->type < MAX_SKILL
&& skill_table[paf->type].msg_off
&& !is_obj)
{
send_to_char(skill_table
[paf->type].
msg_off, ch);
send_to_char("\n\r", ch);
}
else if (paf->type >= MAX_SKILL)
{
xprintf(buf,
"Update : Bad affect on %s.",
ch->name);
bug(buf, 0);
}
}
affect_remove(ch, paf);
}
}
/*
* updating spells on all mobs and players AFFECT 2
*/
for (paf2 = ch->affected2; paf2 != NULL; paf2 = paf2_next)
{
paf2_next = paf2->next;
if (paf2->duration > 0)
paf2->duration--;
else
{
if (paf2_next == NULL
|| paf2_next->type != paf2->type
|| paf2_next->duration > 0)
{
if (paf2->type > 0
&& paf2->type < MAX_SKILL
&& skill_table[paf2->type].msg_off
&& !is_obj)
{
send_to_char(skill_table
[paf2->type].
msg_off, ch);
send_to_char("\n\r", ch);
}
else if (paf2->type >= MAX_SKILL)
{
xprintf(buf,
"Update : Bad affect2 on %s.",
ch->name);
bug(buf, 0);
}
}
affect2_remove(ch, paf2);
}
}
/*
* Update class stuff
*/
if (ch->fighting == NULL && !IS_NPC(ch))
{
if (IS_CLASS(ch, CLASS_WEREWOLF)
&& 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);
if (ch->gnosis[GCURRENT] >
ch->gnosis[GMAXIMUM])
ch->gnosis[GCURRENT] =
ch->gnosis[GMAXIMUM];
}
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 $s fangs and screams in rage.",
ch, NULL, NULL, TO_ROOM);
do_beastlike(ch, "");
}
if (IS_CLASS(ch, CLASS_NINJA)
&& ch->pcdata->powers[NPOWER_CHIKYU] >= 6
&& ch->pcdata->powers[HARA_KIRI] > 0)
{
if (ch->pcdata->powers[HARA_KIRI] == 1)
send_to_char
("Your HaraKiri wears off.\n\r",
ch);
ch->pcdata->powers[HARA_KIRI]--;
}
if (!IS_SET(ch->newbits, NEW_CLOAK) && !is_obj
&&
((IS_CLASS(ch, CLASS_MONK)
&& ch->pcdata->powers[PMONK] > 10)
|| (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)
&& ch->pcdata->powers[NECROMANCY] > 9)))
{
SET_BIT(ch->newbits, NEW_CLOAK);
if (IS_CLASS(ch, CLASS_MONK))
send_to_char
("Your Cloak of Life is restored.\n\r",
ch);
else
send_to_char
("Your cloak of death is restored.\n\r",
ch);
}
if (IS_CLASS(ch, CLASS_GIANT))
{
if (ch->pcdata->powers[GIANT_FRENZY] == 1)
{
ch->pcdata->powers[GIANT_FRENZY] = 0;
send_to_char
("You can enter the deathfrenzy again.\n\r",
ch);
}
}
}
/*
* Updating current position
*/
if (ch->position == POS_MORTAL || ch->position == POS_STUNNED
|| ch->position == POS_INCAP)
{
update_pos(ch);
}
if (ch->position > POS_STUNNED && !is_obj)
{
if (ch->hit < ch->max_hit)
ch->hit =
UMIN(ch->hit + number_range(5, 10),
ch->max_hit);
if (ch->mana < ch->max_mana)
ch->mana =
UMIN(ch->mana + number_range(5, 10),
ch->max_mana);
if (ch->move < ch->max_move)
ch->move =
UMIN(ch->move + number_range(5, 10),
ch->max_move);
}
else if (ch->position <= POS_STUNNED && !is_obj)
{
ch->hit = ch->hit + number_range(2, 4);
update_pos(ch);
if (ch->position > POS_STUNNED)
{
act("$n clambers back to $s feet.", ch, NULL,
NULL, TO_ROOM);
act("You clamber back to your feet.", ch,
NULL, NULL, TO_CHAR);
}
}
/*
* Dealing damage due to missling limbs, etc.
*/
if (ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL)
{
int dam = 0;
if (IS_BLEEDING(ch, BLEEDING_HEAD))
{
act("A spray of blood shoots from the stump of $n's neck.", ch, NULL, NULL, TO_ROOM);
send_to_char
("A spray of blood shoots from the stump of your neck.\n\r",
ch);
dam += number_range(20, 90);
}
if (IS_BLEEDING(ch, BLEEDING_THROAT))
{
act("Blood pours from the slash in $n's throat.", ch, NULL, NULL, TO_ROOM);
send_to_char
("Blood pours from the slash in your throat.\n\r",
ch);
dam += number_range(10, 30);
}
if (IS_BLEEDING(ch, BLEEDING_ARM_L))
{
act("A spray of blood shoots from the stump of $n's left arm.", ch, NULL, NULL, TO_ROOM);
send_to_char
("A spray of blood shoots from the stump of your left arm.\n\r",
ch);
dam += number_range(10, 20);
}
else if (IS_BLEEDING(ch, BLEEDING_HAND_L))
{
act("A spray of blood shoots from the stump of $n's left wrist.", ch, NULL, NULL, TO_ROOM);
send_to_char
("A spray of blood shoots from the stump of your left wrist.\n\r",
ch);
dam += number_range(5, 10);
}
if (IS_BLEEDING(ch, BLEEDING_ARM_R))
{
act("A spray of blood shoots from the stump of $n's right arm.", ch, NULL, NULL, TO_ROOM);
send_to_char
("A spray of blood shoots from the stump of your right arm.\n\r",
ch);
dam += number_range(10, 20);
}
else if (IS_BLEEDING(ch, BLEEDING_HAND_R))
{
act("A spray of blood shoots from the stump of $n's right wrist.", ch, NULL, NULL, TO_ROOM);
send_to_char
("A spray of blood shoots from the stump of your right wrist.\n\r",
ch);
dam += number_range(5, 10);
}
if (IS_BLEEDING(ch, BLEEDING_LEG_L))
{
act("A spray of blood shoots from the stump of $n's left leg.", ch, NULL, NULL, TO_ROOM);
send_to_char
("A spray of blood shoots from the stump of your left leg.\n\r",
ch);
dam += number_range(10, 20);
}
else if (IS_BLEEDING(ch, BLEEDING_FOOT_L))
{
act("A spray of blood shoots from the stump of $n's left ankle.", ch, NULL, NULL, TO_ROOM);
send_to_char
("A spray of blood shoots from the stump of your left ankle.\n\r",
ch);
dam += number_range(5, 10);
}
if (IS_BLEEDING(ch, BLEEDING_LEG_R))
{
act("A spray of blood shoots from the stump of $n's right leg.", ch, NULL, NULL, TO_ROOM);
send_to_char
("A spray of blood shoots from the stump of your right leg.\n\r",
ch);
dam += number_range(10, 20);
}
else if (IS_BLEEDING(ch, BLEEDING_FOOT_R))
{
act("A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM);
send_to_char
("A spray of blood shoots from the stump of your right ankle.\n\r",
ch);
dam += number_range(5, 10);
}
ch->hit = ch->hit - dam;
if (ch->hit < 1)
ch->hit = 1;
update_pos(ch);
ch->in_room->blood += dam;
if (ch->in_room->blood > 1000)
ch->in_room->blood = 1000;
}
if (IS_EXTRA(ch, EXTRA_ROT) && !is_obj)
{
int dam;
act("$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;
if (ch->hit < 1)
ch->hit = 1;
update_pos(ch);
}
if (IS_AFFECTED(ch, AFF_FLAMING) && !is_obj)
{
int dam;
act("$n's flesh burns and crisps.", ch, NULL, NULL,
TO_ROOM);
send_to_char("Your flesh burns and crisps.\n\r", ch);
dam = number_range(300, 1500);
ch->hit = ch->hit - dam;
if (ch->hit < 1)
ch->hit = 1;
update_pos(ch);
}
/*
* Class special damage
*/
if (IS_CLASS(ch, CLASS_VAMPIRE)
&& (!IS_AFFECTED(ch, AFF_SHADOWPLANE)) && (!IS_NPC(ch)
&&
!IS_IMMUNE(ch,
IMM_SUNLIGHT))
&& ch->in_room != NULL
&& (!ch->in_room->sector_type == SECT_INSIDE) && !is_obj
&& (!room_is_dark(ch->in_room))
&& (weather_info.sunlight != SUN_DARK))
{
act("$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);
}
/*
* More damage stuff
*/
if (IS_AFFECTED(ch, AFF_POISON) && !is_obj)
{
act("$n shivers and suffers.", ch, NULL, NULL,
TO_ROOM);
send_to_char("You shiver and suffer.\n\r", ch);
ch->hit = ch->hit - number_range(400, 1200);
if (ch->hit < 1)
ch->hit = 1;
if (number_range(1, 4) == 1)
{
REMOVE_BIT(ch->affected_by, AFF_POISON);
send_to_char
("You feel the poison leave your system.\n\r",
ch);
}
}
/*
* and then we do some healing - messy ?
*/
if (ch->position == POS_INCAP && !is_obj)
{
ch->hit = ch->hit + number_range(2, 4);
update_pos(ch);
if (ch->position > POS_INCAP)
{
act("$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 $s feet.", ch, NULL,
NULL, TO_ROOM);
send_to_char
("You clamber back to your feet.\n\r",
ch);
}
}
else if (ch->position == POS_MORTAL && !is_obj)
{
ch->hit = ch->hit + number_range(2, 4);
update_pos(ch);
if (ch->position == POS_INCAP)
{
act("$n's wounds begin to close, and $s bones fuse back into place.", ch, NULL, NULL, TO_ROOM);
send_to_char
("Your wounds begin to close, and your bones fuse back into place.\n\r",
ch);
}
}
}
/*
* Autosave, Autoquit checks
*/
if (ch_save != NULL || ch_quit != NULL)
{
for (ch = char_list; ch != NULL; ch = ch_next)
{
ch_next = ch->next;
if (ch == ch_save)
save_char_obj(ch);
if (ch == ch_quit)
do_quit(ch, "");
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update(void)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for (obj = object_list; obj != NULL; obj = obj_next)
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
if (obj->timer <= 0 || --obj->timer > 0)
{
if (obj->in_room &&
obj->in_room->sector_type == SECT_AIR &&
(obj->wear_flags & ITEM_TAKE) &&
obj->in_room->exit[5] &&
obj->in_room->exit[5]->to_room)
{
ROOM_INDEX_DATA *new_room =
obj->in_room->exit[5]->to_room;
if ((rch = obj->in_room->people) != NULL)
{
act("$p falls away.", rch, obj, NULL,
TO_ROOM);
act("$p falls away.", rch, obj, NULL,
TO_CHAR);
}
obj_from_room(obj);
obj_to_room(obj, new_room);
if ((rch = obj->in_room->people) != NULL)
{
act("$p falls from above.", rch, obj,
NULL, TO_ROOM);
act("$p falls from above.", rch, obj,
NULL, TO_CHAR);
}
}
continue;
}
if (IS_SET(obj->quest, QUEST_PLATING))
{
REMOVE_BIT(obj->quest, QUEST_PLATING);
obj->timer = 0;
if (obj->carried_by != NULL)
{
act("#0The plating encasing your armour #Rshatters!#n", obj->carried_by, NULL, NULL, TO_CHAR);
act("#0The plating encasing #P$n's #0armour #Rshatters!#n", obj->carried_by, NULL, NULL, TO_ROOM);
}
continue;
}
if (IS_SET(obj->extra_flags, ITEM_FIREENCHANT))
{
REMOVE_BIT(obj->extra_flags, ITEM_FIREENCHANT);
obj->timer = 0;
if (obj->carried_by != NULL)
{
act("#0Your Weapon Enchant fades away and dies!#n", obj->carried_by, NULL, NULL, TO_CHAR);
act("#0$n's Weapon Enchant fades away and dies!#n", obj->carried_by, NULL, NULL, TO_ROOM);
}
continue;
}
if (IS_SET(obj->extra_flags, ITEM_ELECENCHANT))
{
REMOVE_BIT(obj->extra_flags, ITEM_ELECENCHANT);
obj->timer = 0;
if (obj->carried_by != NULL)
{
act("#0Your Weapon Enchant fades away and dies#n", obj->carried_by, NULL, NULL, TO_CHAR);
act("#0$n's Weapon Enchant fades away and dies#n", obj->carried_by, NULL, NULL, TO_ROOM);
}
continue;
}
if (IS_SET(obj->extra_flags, ITEM_ICEENCHANT))
{
REMOVE_BIT(obj->extra_flags, ITEM_ICEENCHANT);
obj->timer = 0;
if (obj->carried_by != NULL)
{
act("#0Your Weapon Enchant fades away and dies#n", obj->carried_by, NULL, NULL, TO_CHAR);
act("#0$n's Weapon Enchant fades away and dies#n", obj->carried_by, NULL, NULL, TO_ROOM);
}
continue;
}
if (IS_SET(obj->quest, QUEST_WWPOISON))
{
obj->timer = 0;
REMOVE_BIT(obj->quest, QUEST_WWPOISON);
if (obj->carried_by != NULL)
{
stc("#0The #gp#Goiso#gn #0drips completely off your weapon.#n", obj->carried_by);
}
continue;
}
/*
* Oprog triggers!
*/
if (obj->in_room
|| (obj->carried_by && obj->carried_by->in_room))
{
if (HAS_TRIGGER_OBJ(obj, TRIG_DELAY)
&& obj->oprog_delay > 0)
{
if (--obj->oprog_delay <= 0)
p_percent_trigger(NULL, obj, NULL,
NULL, NULL, NULL,
TRIG_DELAY);
}
else if (((obj->in_room && !obj->in_room->area->empty)
|| obj->carried_by)
&& HAS_TRIGGER_OBJ(obj, TRIG_RANDOM))
p_percent_trigger(NULL, obj, NULL, NULL, NULL,
NULL, TRIG_RANDOM);
}
switch (obj->item_type)
{
default:
message = "$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_MONEY:
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;
case ITEM_GRENADE:
message = "$p explodes in a shower of flames.";
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 (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;
xprintf(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);
xprintf(buf,
"The flames strike you incredibly hard![%d]\n\r",
wdam);
stc(buf, vch);
}
}
/*
* grenade code.
*/
if (obj->item_type == ITEM_GRENADE
&& (locate_obj(obj))->people)
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *vch;
int wdam;
for (vch = (locate_obj(obj))->people; vch != NULL;
vch = vch->next_in_room)
{
wdam = number_range(100,
1000) * obj->value[2];
wdam = UMIN(vch->hit - 1, wdam);
if (wdam < 1)
continue;
if (wdam > 5000)
wdam = 5000;
if (IS_AFFECTED(vch, AFF_SANCTUARY))
wdam *= 0.5;
vch->hit -= wdam;
xprintf(buf,
"The flames strike you incredibly hard![%d]\n\r",
wdam);
send_to_char(buf, vch);
send_detonate(vch);
xprintf(buf,
"The flames strikes $n incredibly hard![%d]",
wdam);
act(buf, vch, NULL, NULL, TO_ROOM);
}
}
/*
* BUGFIX : The famous extract_obj bug....
* basicly we just make sure that we don't skip into the obj_free list
* by accident. (That's what caused it).
*/
if (obj == object_list)
{
extract_obj(obj);
obj_next = object_list;
}
else
{
OBJ_DATA *bugObj;
for (bugObj = object_list; bugObj;
bugObj = bugObj->next)
{
if (bugObj->next == obj)
break;
}
/*
* This shouldn't happen, but if it does, I want to make sure we never see that object again,
* so we let extract_obj() try and handle it, terminating to avoid further corruption.
*/
if (!bugObj)
{
//xprintf(buf,"obj_update: obj %d in room %d not in object_list. Terminating obj_update.", obj->pIndexData->vnum, obj->in_room->vnum);
//bug("obj_update: obj %d not in object_list. Terminating obj_update.", obj->pIndexData->vnum);
//bug(buf, 0);
return;
}
extract_obj(obj);
obj_next = bugObj->next;
}
/*
* The old simple line that caused the bug... It's a long story, just rejoice.
* Keeping the line - always nice to scare people with.
*/
// if (obj != NULL) extract_obj( obj );
}
return;
}
void embrace_update(void)
{
DESCRIPTOR_DATA *d;
CHAR_DATA *ch;
CHAR_DATA *victim;
int blpr; /* variable to check for amout of blood sucked. Shakti */
char buf[MAX_STRING_LENGTH];
for (d = descriptor_list; d != NULL; d = d->next)
{
if ((ch = d->character) == NULL)
continue;
if (IS_CLASS(ch, CLASS_DRONE)
&& IS_SET(ch->pcdata->jflags, JFLAG_DRONE_DISTORT))
{
send_to_char
("Your weave of distorted reality fades.\n\r",
ch);
REMOVE_BIT(ch->pcdata->jflags, JFLAG_DRONE_DISTORT);
}
if (IS_SET(ch->pcdata->jflags, JFLAG_MADNESS))
{
if (ch->hit < 0)
break;
switch (number_range(1, 6))
{
default:
break;
case 1:
ch->fight_timer++;
do_say(ch,
"Arrgh, get it off me, get it off me!");
do_cast(ch, "'dispel magic' self");
break;
case 2:
ch->fight_timer++;
act("$n screams out in anger, attacking everything wildly.", ch, NULL, NULL, TO_ROOM);
send_to_char
("You feel a need to kill everyone.\n\r",
ch);
do_berserk2(ch, "");
break;
case 3:
ch->fight_timer++;
send_to_char
("The horror, the horror, you must flee this place instantly.\n\r",
ch);
do_flee(ch, "");
break;
case 4:
case 5:
act("$n get's a sane look in $s eyes for a second.", ch, NULL, NULL, TO_ROOM);
send_to_char
("You regain control over your body for a short while.\n\r",
ch);
break;
case 6:
act("$n returns to normal, the madness fleeing.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->jflags, JFLAG_MADNESS);
send_to_char
("Your world returns to normal.\n\r",
ch);
break;
}
}
if (IS_SET(ch->pcdata->jflags, JFLAG_DRONE_HORRID))
{
int dam;
if (ch->hit < 0)
break;
switch (number_range(1, 8))
{
default:
break;
case 1:
case 2:
ch->fight_timer++;
act("A tentacle appears from out of nowhere and slashes at you.", ch, NULL, NULL, TO_CHAR);
act("$n screams out in fear, eyes locked on some distant nightmare that only $e can see.", ch, NULL, NULL, TO_ROOM);
dam = UMIN(ch->hit - 1,
number_range(500, 1500));
ch->hit -= dam;
break;
case 3:
case 4:
ch->fight_timer++;
act("Flames burst from your chest, you try to put it out, but fail.", ch, NULL, NULL, TO_CHAR);
act("$n clutches $s chest, trying to prevent some damage, that only $e can see.", ch, NULL, NULL, TO_ROOM);
if (!IS_SET(ch->affected_by, AFF_FLAMING))
SET_BIT(ch->affected_by, AFF_FLAMING);
dam = UMIN(ch->hit - 1,
number_range(400, 800));
ch->hit -= dam;
break;
case 5:
ch->fight_timer++;
act("Giants spiders suddenly appear on your body, spinning a spidery web around your body.", ch, NULL, NULL, TO_CHAR);
act("$n looks with panic at $s own body, staring in disbelief.", ch, NULL, NULL, TO_ROOM);
if (!IS_SET(ch->affected_by, AFF_WEBBED))
SET_BIT(ch->affected_by, AFF_WEBBED);
dam = UMIN(ch->hit - 1,
number_range(500, 1300));
ch->hit -= dam;
break;
case 6:
case 7:
ch->fight_timer++;
act("You roar in pain as sharp thorns sprout from your body.", ch, NULL, NULL, TO_CHAR);
act("$n screams out in pain, staring at $s his body.", ch, NULL, NULL, TO_ROOM);
dam = UMIN(ch->hit - 1,
number_range(300, 1000));
ch->hit -= dam;
break;
case 8:
act("$n looks relieved, as if awakening from a long nightmare.", ch, NULL, NULL, TO_ROOM);
REMOVE_BIT(ch->pcdata->jflags,
JFLAG_DRONE_HORRID);
send_to_char("Your nightmare fades.\n\r", ch);
break;
}
}
if (IS_CLASS(ch, CLASS_MONK) && ch->fighting == NULL)
ch->monkblock = 0;
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;
xprintf(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);
xprintf(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, ch);
xprintf(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 (ch->in_room->vnum == ROOM_VNUM_ALTAR)
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);
xprintf(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);
xprintf(buf,
"You shudder in ecstacy as you drink blood from %s's neck.\n\r",
victim->name);
send_to_char(buf, ch);
xprintf(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 (victim->pcdata->condition[COND_THIRST] > 0)
victim->pcdata->condition[COND_THIRST] = 0;
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 (!IS_NPC(victim)
&& victim->pcdata->condition[COND_THIRST] != 0)
victim->pcdata->condition[COND_THIRST] = 0;
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_mudinfo;
static int pulse_track;
static int pulse_embrace;
static int pulse_auction;
static int pulse_hint;
static int pulse_vote;
static int pulse_minute;
static int pulse_copyover;
static int pulse_day;
recycle_descriptors();
if (--pulse_day == 0)
{
pulse_copyover = PULSE_PER_SECOND * 20;
do_info(NULL, "#RWarning:#WThere is only #C20#W seconds left until automated copyover!#n");
}
if (--pulse_copyover == 0)
{
copyover_update();
pulse_day = PULSE_DAY;
}
if (--pulse_track <= 0)
{
pulse_track = 2;
update_trackers();
}
if (--pulse_vote <= 0)
{
pulse_vote = PULSE_PER_SECOND * 5;
vote_update();
}
if (--pulse_auction <= 0)
{
pulse_auction = PULSE_AUCTION;
auction_update();
}
if (++ragnarok_timer > PULSE_RAGNAROK && ragnarok)
{
ragnarok_stop();
ragnarok_timer = 0;
}
if (--pulse_minute <= 0)
{
pulse_minute = PULSE_MINUTE;
update_exp();
update_cp();
update_dt();
update_cp();
}
if (--pulse_ww <= 0)
{
pulse_ww = PULSE_WW;
ww_update();
}
if (arenaopen == TRUE)
{
if (pulse_arena > 0)
{
pulse_arena--;
}
if (pulse_arena == 0)
{
close_arena();
}
}
if (--pulse_area <= 0)
{
pulse_area = number_range(PULSE_AREA / 2, 3 * PULSE_AREA / 2);
area_update();
}
if (--pulse_mudinfo <= 0)
{
pulse_mudinfo = PULSE_THIRTY;
update_mudinfo();
recycle_dummys(); // every 30 secs is enough
}
if (--pulse_mobile <= 0)
{
pulse_mobile = PULSE_MOBILE;
mobile_update();
}
if (--pulse_violence <= 0)
{
pulse_violence = PULSE_VIOLENCE;
violence_update();
}
if (--pulse_hint <= 0)
{
pulse_hint = PULSE_HINT;
hint_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);
wiznet("TICK!", NULL, NULL, WIZ_TICKS, 0, 0);\
time_update();
psycho_update();
char_update();
obj_update();
room_update();
quest_update();
/*
* The following is some excessive force.
* If the mud crashes again within a pulse from last crash,
* let it go down to avoid crashloops.
*/
if (iDelete == 0)
iDelete++;
else if (iDelete == 1)
{
unlink(CRASH_TEMP_FILE);
iDelete++;
}
}
sleep_update();
tail_chain();
return;
}
void update_morted_timer(CHAR_DATA * ch)
{
if (ch->hit > 0 && ch->pcdata->mortal > 0)
ch->pcdata->mortal = 0;
else
{
ch->pcdata->mortal += 1;
if (ch->pcdata->mortal > 10 && !in_fortress(ch))
{
ch->hit = 100;
update_pos(ch);
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_ALTAR));
stc("You recieve a heal from the gods.\n\r", ch);
ch->pcdata->mortal = 0;
ch->fight_timer = 0;
}
}
}
void update_sit_safe_counter(CHAR_DATA * ch)
{
if (IS_NPC(ch))
return;
if (ch->pcdata->safe_counter > 0)
{
ch->pcdata->safe_counter--;
if (ch->pcdata->safe_counter == 0)
send_to_char("You can now pk again.\n\r", ch);
}
if (ch->pcdata->logout_counter > 0)
{
ch->pcdata->logout_counter--;
if (ch->pcdata->logout_counter == 0)
send_to_char("You can now logout, thanks.\n\r", ch);
}
if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)
&& ch->pcdata->logout_counter > 0)
{
stc("\nThe gods can't grant you refuge yet, run!\n\r", ch);
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
}
if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && ch->level > 2
&& ch->level < 7)
{
if (!IS_SET(ch->extra, EXTRA_AFK))
ch->pcdata->sit_safe += number_range(5, 10);
if ((ch->pcdata->sit_safe > 200 || ch->fight_timer != 0 )
&& !IS_SET(ch->in_room->room_flags, ROOM_ARENA)
&& !ragnarok && !ch->fighting)
{
stc("\nThe gods are tired of granting you refuge.\n\r", ch);
char_from_room(ch);
char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE));
}
}
else
{
if (ch->pcdata->sit_safe > 0)
ch->pcdata->sit_safe -= 10;
else
ch->pcdata->sit_safe = 0;
}
}
void update_drunks(CHAR_DATA * ch)
{
// I strongly suggest adding more stuff to drunks -xiphias *grin*
if (ch->pcdata->condition[COND_DRUNK] > 10
&& number_range(1, 10) == 1)
{
send_to_char("You hiccup loudly and yak.\n\r", ch);
act("$n hiccups and yaks on the ground.", ch, NULL, NULL,
TO_ROOM);
interpret(ch, "puke");
}
if (ch->pcdata->condition[COND_DRUNK] > 0 && number_range(1, 10) == 5)
{
ch->pcdata->condition[COND_DRUNK]--;
if (ch->pcdata->condition[COND_DRUNK] == 0)
{
send_to_char("You sobered up, you lush.\n\r", ch);
interpret(ch, "fart");
}
}
}
void sex_update(CHAR_DATA * ch)
{
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)
return;
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");
}
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);
}
}
}
}
void update_safe_powers(CHAR_DATA * ch)
{
int cost = 800;
bool cheating = FALSE;
char buf[MAX_STRING_LENGTH];
/*
* Arene cheaters getting it the hard way
*/
if (ch->in_room != NULL && IS_SET(ch->in_room->room_flags, ROOM_ARENA)
&& ch->level < 7)
{
if (IS_SET(ch->act, PLR_WIZINVIS))
{
dropinvis(ch);
cheating = TRUE;
}
if (IS_SET(ch->act, AFF_HIDE))
{
dropinvis(ch);
cheating = TRUE;
}
if (IS_SET(ch->newbits, NEW_DARKNESS))
{
dropinvis(ch);
cheating = TRUE;
}
if (IS_AFFECTED(ch, AFF_PEACE))
{
REMOVE_BIT(ch->affected_by, AFF_PEACE);
cheating = TRUE;
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
cheating = TRUE;
}
if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
cheating = TRUE;
}
if (!IS_HEAD(ch, LOST_HEAD) && IS_EXTRA(ch, EXTRA_OSWITCH))
{
do_humanform(ch, "");
cheating = TRUE;
}
if (cheating)
{
ch->hit = ch->hit / 2; // Punish those bastards
xprintf(buf, "%s is cheating in the arena!!!",
ch->name);
do_info(ch, buf);
}
}
if (ch->position != POS_STANDING && ch->position != POS_STUNNED)
{
cost *= 4;
}
if (IS_CLASS(ch, CLASS_WEREWOLF) || IS_CLASS(ch, CLASS_HOBBIT))
cost *= 1.5;
if (!IS_HEAD(ch, LOST_HEAD) && IS_EXTRA(ch, EXTRA_OSWITCH))
{
if (ch->move >= cost)
ch->move -= cost;
else
do_humanform(ch, "");
}
if (IS_SET(ch->act, PLR_WIZINVIS))
{
if (ch->move >= cost)
ch->move -= cost;
else
{
REMOVE_BIT(ch->act, PLR_WIZINVIS);
act("$n slowly fades into existence.", ch, NULL, NULL,
TO_ROOM);
send_to_char
("You slowly fade back into existence.\n\r",
ch);
}
}
if (IS_SET(ch->act, AFF_HIDE))
{
if (ch->move >= cost)
ch->move -= cost;
else
{
REMOVE_BIT(ch->act, AFF_HIDE);
act("$n slowly fades into existence.", ch, NULL, NULL,
TO_ROOM);
send_to_char
("You slowly fade back into existence.\n\r",
ch);
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL))
{
if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE))
{
if (ch->move < cost * 2 || ch->mana < cost * 2)
{
REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS],
ANGEL_EYE);
send_to_char
("The sinners have payed for their sins, time to rest.\n\r",
ch);
}
else
{
ch->move -= cost * 2;
ch->mana -= cost * 2;
}
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ELEMENTAL))
{
if (IS_SET(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME))
{
if (ch->move < cost * 2 || ch->mana < cost * 2)
{
REMOVE_BIT(ch->pcdata->powers[ELEMENTAL_POWERS],
ELEMENTAL_ENFLAME);
send_to_char
("Your flames die down.\n\r",
ch);
}
else
{
ch->move -= cost * 2;
ch->mana -= cost * 2;
}
}
}
if (IS_SET(ch->newbits, NEW_DARKNESS))
{
if (ch->mana >= cost)
ch->mana -= cost;
else
{
REMOVE_BIT(ch->newbits, NEW_DARKNESS);
REMOVE_BIT(ch->in_room->room_flags,
ROOM_TOTAL_DARKNESS);
send_to_char
("You cannot pay the upkeep and banish your globe of darkness.\n\r",
ch);
act("The globe of darkness around $n disappears.", ch,
NULL, NULL, TO_ROOM);
}
}
if (IS_AFFECTED(ch, AFF_PEACE))
{
if (ch->mana >= cost)
ch->mana -= cost;
else if (!IS_CLASS(ch, CLASS_ANGEL))
{
REMOVE_BIT(ch->affected_by, AFF_PEACE);
act("You lower your majesty.", ch, NULL, NULL,
TO_CHAR);
act("$n looks less imposing.", ch, NULL, NULL,
TO_NOTVICT);
}
else
{
REMOVE_BIT(ch->affected_by, AFF_PEACE);
act("God protects you no longer.", ch, NULL, NULL,
TO_CHAR);
act("$n looks wicked.", ch, NULL, NULL, TO_NOTVICT);
}
}
if (IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
if (ch->mana >= cost)
ch->mana -= cost;
else
{
REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE);
send_to_char("You fade back into the real world.\n\r",
ch);
act("The shadows flicker and $n fades into existance.", ch, NULL, NULL, TO_ROOM);
}
}
if (IS_AFFECTED(ch, AFF_ETHEREAL))
{
if (ch->mana >= cost)
ch->mana -= cost;
else
{
REMOVE_BIT(ch->affected_by, AFF_ETHEREAL);
send_to_char("Your body becomes firm again.\n\r", ch);
act("$n becomes sold again.", ch, NULL, NULL,
TO_ROOM);
}
}
/*
* Has nothing to do with safe powers, just needed it somewhere, so here it is
*/
if (IS_SET(ch->newbits, NEW_VISION))
{
if (number_percent() < 15
&& IS_SET(ch->itemaffect, ITEMA_VISION))
{
send_to_char
("#pYour superior sight fades away.#n\n\r",
ch);
REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
REMOVE_BIT(ch->newbits, NEW_VISION);
}
}
return;
}
void update_vampire_regen(CHAR_DATA * 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 == 0)
return;
if ((ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move) && ch->rage > 0)
{
werewolf_regen(ch, 2);
regen_limb(ch);
}
return;
}
void update_vampire(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93350 && ch->in_room->vnum <= 93359))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
return;
}
void update_droid(CHAR_DATA * ch)
{
if (!IS_ITEMAFF(ch, ITEMA_DROIDSPEED))
{
if (ch->position != POS_FIGHTING
&& ch->pcdata->powers[DROID_SPEED] > 0
&& number_range(1, 4) == 2)
{
ch->pcdata->powers[DROID_SPEED]--;
stc("You feel the rush of speed subside.\n\r", ch);
}
}
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
return;
}
void update_skyblade(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
{
werewolf_regen(ch, 2);
}
regen_limb(ch);
if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 7)
{
if (ch->pcdata->powers[SKYBLADE_DTIMER] < 10
&& ch->position == POS_FIGHTING)
{
ch->pcdata->powers[SKYBLADE_DTIMER]++;
if (ch->pcdata->powers[SKYBLADE_DTIMER] >= 10)
stc("#BYou may now unleash the power of the dragon once more skyblade!\n\r", ch);
}
}
return;
}
void update_knight(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93300 && ch->in_room->vnum <= 93309))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
if (ch->pcdata->powers[POWER_TICK] > 0)
ch->pcdata->powers[POWER_TICK]--;
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
return;
}
void update_shapeshifter(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93310 && ch->in_room->vnum <= 93319))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
if (ch->pcdata->powers[PHASE_COUNTER] > 0)
ch->pcdata->powers[PHASE_COUNTER]--;
if (ch->pcdata->powers[SHAPE_COUNTER] > 0)
ch->pcdata->powers[SHAPE_COUNTER]--;
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
return;
}
void update_tanarri(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93330 && ch->in_room->vnum <= 93339))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
}
regen_limb(ch);
return;
}
void update_draconian(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
{
werewolf_regen(ch, 1);
}
regen_limb(ch);
return;
}
void update_hobbit(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93470 && ch->in_room->vnum <= 93479))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 3);
regen_limb(ch);
return;
}
void update_cyborg(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
regen_limb(ch);
if (IS_SET(ch->newbits, NEW_DARKNESS))
{
ch->mana -= 500;
if (ch->mana < 500) REMOVE_BIT(ch->newbits, NEW_DARKNESS);
}
}
void update_shadow(CHAR_DATA * ch)
{
if (ch->position != POS_FIGHTING)
{
if (++ch->pcdata->powers[SHADOW_COMBATTICK] > 3)
{
/*
* reset counters and any active combos
*/
ch->pcdata->powers[SHADOW_COMBO] = 0;
ch->pcdata->powers[SHADOW_COMBATTICK] = 0;
/*
* let any active powers fade
*/
if (IS_SET
(ch->pcdata->powers[SHADOW_BITS],
NPOWER_KNIFESHIELD))
{
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
NPOWER_KNIFESHIELD);
send_to_char
("Your knife barrier fades from lack of use.\n\r",
ch);
}
if (IS_SET
(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR))
{
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
NPOWER_BLUR);
send_to_char
("The shroud of shadows fade for lack of combat.\n\r",
ch);
}
if (IS_SET
(ch->pcdata->powers[SHADOW_BITS],
NPOWER_BLOODRAGE))
{
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
NPOWER_BLOODRAGE);
send_to_char("Your bloodrage subsides.\n\r",
ch);
}
if (IS_SET
(ch->pcdata->powers[SHADOW_BITS],
NPOWER_SHADOWFORM))
{
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
NPOWER_SHADOWFORM);
send_to_char
("You regain your normal form.\n\r",
ch);
}
}
}
else
{
/*
* reset non-fighting counter
*/
ch->pcdata->powers[SHADOW_COMBATTICK] = 0;
/*
* pay upkeep cost for all powers
*/
if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR))
{
if (ch->pcdata->powers[SHADOW_POWER] < 100)
{
send_to_char
("Your blurring magic fades due to lack of shadow points.\n\r",
ch);
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
NPOWER_BLUR);
}
else
ch->pcdata->powers[SHADOW_POWER] -= 100;
}
if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE))
{
if (ch->pcdata->powers[SHADOW_POWER] < 200)
{
send_to_char
("Your bloodrage fades due to lack of shadow points.\n\r",
ch);
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
NPOWER_BLOODRAGE);
}
else
ch->pcdata->powers[SHADOW_POWER] -= 200;
}
if (IS_SET
(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM))
{
if (ch->pcdata->powers[SHADOW_POWER] < 200)
{
send_to_char
("Your shadowform fades due to lack of shadow points.\n\r",
ch);
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
NPOWER_SHADOWFORM);
}
else
ch->pcdata->powers[SHADOW_POWER] -= 200;
}
if (IS_SET
(ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD))
{
if (ch->pcdata->powers[SHADOW_POWER] < 50)
{
send_to_char
("Your knifeshield fades due to lack of shadow points.\n\r",
ch);
REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS],
NPOWER_KNIFESHIELD);
}
else
ch->pcdata->powers[SHADOW_POWER] -= 50;
}
}
/*
* count down on any soulammo (for soultarget)
*/
if (ch->pcdata->powers[SHADOW_SOULAMMO] > 0)
ch->pcdata->powers[SHADOW_SOULAMMO]--;
/*
* regenerate body and limbs
*/
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
}
void update_lich_regen(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
return;
}
void update_lich(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93360 && ch->in_room->vnum <= 93369))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
if (ch->position == POS_MEDITATING && ch->mana < ch->max_mana)
{
ch->mana += number_range(1000, 2000);
if (ch->mana > ch->max_mana)
ch->mana = ch->max_mana;
}
if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE)
&& number_range(1, 50) == 4)
{
send_to_char("You can summon another fire golem.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON],
HAS_SUMMONED_FIRE);
}
if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON)
&& number_range(1, 50) == 4)
{
send_to_char("You can summon another iron golem.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON],
HAS_SUMMONED_IRON);
}
if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY)
&& number_range(1, 50) == 4)
{
send_to_char("You can summon another clay golem.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON],
HAS_SUMMONED_CLAY);
}
if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_STONE)
&& number_range(1, 50) == 4)
{
send_to_char("You can summon another stone golem.\n\r", ch);
REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON],
HAS_SUMMONED_STONE);
}
return;
}
void update_angel(CHAR_DATA * ch)
{
if (ch->pcdata->powers[ANGEL_LOVE] > 3)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
}
if (ch->pcdata->powers[ANGEL_PEACE_COUNTER] > 0)
ch->pcdata->powers[ANGEL_PEACE_COUNTER]--;
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93340 && ch->in_room->vnum <= 93349))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
return;
}
void update_elemental(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
{
werewolf_regen(ch, 2);
regen_limb(ch);
}
return;
}
void update_paladin(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
{
werewolf_regen(ch, 2);
regen_limb(ch);
}
return;
}
void update_blade(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
{
werewolf_regen(ch, 2);
regen_limb(ch);
}
return;
}
void update_dragon (CHAR_DATA *ch)
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
werewolf_regen(ch, 3);
return;
}
void update_zombie(CHAR_DATA *ch)
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
werewolf_regen(ch, 6);
if (ch->position == POS_MEDITATING)
{
werewolf_regen(ch,10);
werewolf_regen(ch,4);
regen_limb(ch);
regen_limb(ch);
}
return;
}
void update_shinobi(CHAR_DATA *ch)
{
if(ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
werewolf_regen(ch,5);
if(ch->pcdata->powers[S_TIMER] > 0){
ch->pcdata->powers[S_TIMER] -= 1;
}
if(ch->pcdata->powers[S_VTIMER] > 0){
ch->pcdata->powers[S_VTIMER] -= 1;
}
if(ch->pcdata->powers[S_CLONETIMER] > 0){
ch->pcdata->powers[S_CLONETIMER] -= 1;
}
if(IS_SET(ch->in_room->shinobi, ROOM_SHOLY) && ch->pcdata->powers[S_ELEMENT] !=
S_SHADOW){
werewolf_regen(ch,5);
werewolf_regen(ch,5);
regen_limb(ch);
}
if(ch->position == POS_MEDITATING && ch->chakra < 10000 &&
!IS_SET(ch->extra,EXTRA_AFK)){
ch->chakra += 5;
if(ch->chakra > 10000) ch->chakra = 10000;
}
}
void update_thief(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
{
werewolf_regen(ch, 2);
regen_limb(ch);
}
return;
}
void update_monk(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93410 && ch->in_room->vnum <= 93419))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
if (!IS_ITEMAFF(ch, ITEMA_MONKCHI))
{
if (ch->position != POS_FIGHTING && ch->chi[CURRENT] > 0
&& number_range(1, 20) == 2)
{
ch->chi[CURRENT]--;
stc("You feel more relaxed.\n\r", ch);
act("$n looks more relaxed.", ch, NULL, NULL,
TO_ROOM);
}
}
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
return;
}
void update_fae(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93370 && ch->in_room->vnum <= 93379))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
{
if (ch->position == POS_MEDITATING && ch->fight_timer < 1
&& !IS_SET(ch->act, AFF_HIDE))
werewolf_regen(ch, 10);
else
werewolf_regen(ch, 2);
}
regen_limb(ch);
return;
}
void update_ninja(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93460 && ch->in_room->vnum <= 93469))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
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)
return;
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
{
if (ch->position == POS_MEDITATING)
werewolf_regen(ch, 3);
else
werewolf_regen(ch, 2);
}
regen_limb(ch);
return;
}
void update_werewolf(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93430 && ch->in_room->vnum <= 93439))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
if (!IS_ITEMAFF(ch, ITEMA_RAGER))
{
if (ch->position == POS_FIGHTING)
{
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)
{
ch->rage -= 1;
if (ch->rage < 100)
do_unwerewolf(ch, "");
}
}
if (IS_SET(ch->special, SPC_WOLFMAN) && 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, 2);
regen_limb(ch);
return;
}
void update_demon(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93420 && ch->in_room->vnum <= 93426))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
}
regen_limb(ch);
}
void update_demon_regen(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
return;
}
void update_drow(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93440 && ch->in_room->vnum <= 93446))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
if (IS_SET(ch->newbits, NEW_DARKNESS))
{
ch->mana -= 500;
if (ch->mana < 500) REMOVE_BIT(ch->newbits, NEW_DARKNESS);
}
return;
}
void update_jedi(CHAR_DATA * ch)
{
//if (ch->in_room != NULL && ( ch->in_room->vnum >= 93360 && ch->in_room->vnum <= 93369))
//{
// if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move)
// werewolf_regen(ch, 1);
//}
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
if (ch->position != POS_FIGHTING && ch->fight_timer == 0
&& (IS_SET(ch->special, SPC_JEDI_QUICKEN))
&& number_range(1, 10) == 5)
{
REMOVE_BIT(ch->special, SPC_JEDI_QUICKEN);
stc("You feel the heat of the battle leave you.\n\r", ch);
act("$n looks calmer as the fight is over", ch, NULL, NULL,
TO_ROOM);
}
if(ch->pcdata->powers[J_TIMER] > 0)
{
ch->pcdata->powers[J_TIMER] -= 1;
}
if (ch->position != POS_FIGHTING && ch->fight_timer == 0
&& ch->pcdata->powers[JEDI_STATE] > 0 && number_range(1, 8) == 4)
{
ch->pcdata->powers[JEDI_STATE]--;
stc("You feel a jedi state leave you.\n\r", ch);
act("$n looks weaker as a jedi state leaves $s body.", ch,
NULL, NULL, TO_ROOM);
}
if (ch->position == POS_MEDITATING
&& ch->pcdata->powers[JEDI_FOCUS] <
ch->pcdata->powers[JEDI_FOCUS_MAX])
{
ch->pcdata->powers[JEDI_FOCUS] += number_range(3, 7);
if (ch->pcdata->powers[JEDI_FOCUS] >
ch->pcdata->powers[JEDI_FOCUS_MAX])
ch->pcdata->powers[JEDI_FOCUS] =
ch->pcdata->powers[JEDI_FOCUS_MAX];
}
if (ch->position == POS_FIGHTING)
{
ch->pcdata->powers[JEDI_FOCUS] += number_range(0, 0);
if (ch->pcdata->powers[JEDI_FOCUS] >
ch->pcdata->powers[JEDI_FOCUS_MAX])
ch->pcdata->powers[JEDI_FOCUS] =
ch->pcdata->powers[JEDI_FOCUS_MAX];
}
if ((ch->position == POS_STANDING) || (ch->position == POS_RESTING)
|| (ch->position == POS_SLEEPING))
{
if (ch->position == POS_SLEEPING)
ch->pcdata->powers[JEDI_FOCUS] += number_range(2, 6);
else
ch->pcdata->powers[JEDI_FOCUS] += number_range(1, 3);
if (ch->pcdata->powers[JEDI_FOCUS] >
ch->pcdata->powers[JEDI_FOCUS_MAX])
ch->pcdata->powers[JEDI_FOCUS] =
ch->pcdata->powers[JEDI_FOCUS_MAX];
}
return;
}
void update_samurai(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93320 && ch->in_room->vnum <= 93326))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
if (get_eq_char(ch, WEAR_WIELD) != NULL)
{
int wpn = (ch->wpn[1] / 3);
if (ch->hit < ch->max_hit)
{
ch->hit += wpn;
if (ch->hit > ch->max_hit)
ch->hit = ch->max_hit;
}
if (ch->mana < ch->max_mana)
{
ch->mana += wpn;
if (ch->mana > ch->max_mana)
ch->mana = ch->max_mana;
}
if (ch->move < ch->max_move)
{
ch->move += wpn;
if (ch->move > ch->max_move)
ch->move = ch->max_move;
}
}
if (ch->fighting == NULL && ch->pcdata->powers[SAMURAI_FOCUS] > 0)
ch->pcdata->powers[SAMURAI_FOCUS]--;
if (ch->fighting == NULL && ch->pcdata->powers[SAMURAI_LAST] > 0)
ch->pcdata->powers[SAMURAI_LAST] = 0;
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
return;
}
void update_ghoul(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
{
werewolf_regen(ch, 2);
}
regen_limb(ch);
return;
}
void update_priest(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
{
werewolf_regen(ch, 2);
}
regen_limb(ch);
return;
}
void update_mage(CHAR_DATA * ch)
{
if (ch->in_room != NULL
&& (ch->in_room->vnum >= 93400 && ch->in_room->vnum <= 93406))
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 1);
}
if (ch->position == POS_MEDITATING && ch->mana < ch->max_mana)
{
ch->mana += number_range(1000, 2000);
if (ch->mana > ch->max_mana)
ch->mana = ch->max_mana;
}
return;
}
void update_arti_regen(CHAR_DATA * ch)
{
if (ch->hit < ch->max_hit || ch->mana < ch->max_mana
|| ch->move < ch->max_move)
werewolf_regen(ch, 2);
regen_limb(ch);
return;
}
void regen_limb(CHAR_DATA * 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);
return;
}
void werewolf_regen(CHAR_DATA * ch, int multiplier)
{
bool pestilence = FALSE;
bool gaia = FALSE;
int min = 5;
int max = 10;
int hit_gain = 0;
int mana_gain = 0;
int move_gain = 0;
if (IS_NPC(ch))
return;
if (ch->in_room)
{
/*
* first see if the pestilence is there
*/
if (has_area_affect
(ch->in_room->area, AREA_AFF_PESTILENCE, 0))
{
/*
* then check if the player is of the same religion
*/
if (has_area_affect
(ch->in_room->area, AREA_AFF_PESTILENCE,
ch->pcdata->religion))
pestilence = FALSE;
/*
* if they aren't, then half the regen rate
*/
else
pestilence = TRUE;
}
/*
* see if the gaia blessing is there
*/
if (has_area_affect
(ch->in_room->area, AREA_AFF_GAIA, ch->pcdata->religion))
{
gaia = TRUE;
}
}
if (IS_CLASS(ch, CLASS_WEREWOLF)
&& (ch->position == POS_SLEEPING || ch->position == POS_FIGHTING))
{
if (ch->position == POS_SLEEPING
&& ch->power[DISC_WERE_BEAR] > 3)
{
min += 1200;
max += 1700;
hit_gain += number_range(min, max);
mana_gain += number_range(min / 2, max / 2);
move_gain += number_range(min, max);
}
else if (ch->position == POS_FIGHTING
&& ch->power[DISC_WERE_BEAR] > 3)
{
min += 275;
max += 475;
hit_gain += number_range(min, max);
mana_gain += number_range(min / 2, max / 2);
move_gain += number_range(min, max);
}
}
else if (ch->position == POS_SLEEPING)
{
if (IS_CLASS(ch, CLASS_JEDI))
{
min += 600;
max += 1000;
}
else
{
min += 300;
max += 500;
}
hit_gain += number_range(min, max);
mana_gain += number_range(min, max);
move_gain += number_range(min, max);
}
else
{
min += 100;
max += 200;
hit_gain += number_range(min, max);
mana_gain += number_range(min, max);
move_gain += number_range(min, max);
}
if (pestilence)
{
hit_gain /= 2;
mana_gain /= 2;
move_gain /= 2;
}
if (gaia)
{
hit_gain *= 1.5;
mana_gain *= 1.5;
move_gain *= 1.5;
}
if (ch->position == POS_MEDITATING)
{
mana_gain *= 2;
hit_gain = 0;
move_gain *= 1.25;
}
if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
{
hit_gain = hit_gain * ch->on->value[3] / 90;
mana_gain = hit_gain * ch->on->value[3] / 90;
move_gain = hit_gain * ch->on->value[3] / 90;
}
ch->hit = UMIN(ch->hit + (hit_gain * multiplier), ch->max_hit);
ch->mana = UMIN(ch->mana + (mana_gain * multiplier), ch->max_mana);
ch->move = UMIN(ch->move + (move_gain * multiplier), ch->max_move);
update_pos(ch);
if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana
&& ch->move >= ch->max_move)
send_to_char
("Your body has completely regenerated itself.\n\r",
ch);
return;
}
void update_active_counters(CHAR_DATA * ch)
{
/*
* we do not update idle players
*/
if (ch->timer >= 6)
return;
if (ch->pcdata->time_tick < 250)
ch->pcdata->time_tick++;
if (ch->pcdata->bully_counter > 0)
{
ch->pcdata->bully_counter--;
if (ch->pcdata->bully_counter == 0)
{
send_to_char("Bully flag removed, now be nice.\n\r",
ch);
REMOVE_BIT(ch->pcdata->jflags, JFLAG_BULLY);
}
}
if (ch->pcdata->bully_points > 0)
ch->pcdata->bully_points--;
}
void hint_update(void)
{
char buf[MSL];
switch (number_range(0, 15))
{
default:
xprintf(buf, "To turn of hints type CHANNELS -HINT");
break;
case 0:
xprintf(buf, "Use CONFIG to change options");
break;
case 1:
xprintf(buf, "use HELP to find a help topic when in doubt");
break;
case 2:
xprintf(buf,
"To get exp after newbie hours you must accept policy HELP POLICY");
break;
case 3:
xprintf(buf, "type CHANNELS to set communication channels");
break;
case 4:
xprintf(buf, "Feel free to post suggestions to the boards");
break;
case 5:
xprintf(buf,
"type HISTORY to see a history of tells and replys");
break;
case 6:
xprintf(buf, "use AUCTION to make some extra money.");
break;
case 7:
xprintf(buf, "To turn of hints type CHAN -HINT");
break;
case 8:
xprintf(buf, "Don't ask for restores or double exp/qp ;)");
break;
case 9:
xprintf(buf, "Don't eat #YYellow#n #WSnow#n");
break;
case 10:
xprintf(buf, "look at '#BHELP TIER#n' for tier information");
break;
case 11:
xprintf(buf, "make sure you have read HELP POLICY");
break;
case 12:
xprintf(buf, "Tell your friends to stop by");
break;
case 13:
xprintf(buf, "Type AUTOALL to set all your autos at once");
break;
case 14:
xprintf(buf, "Type #RAUTO#n to see your auto settings.");
break;
case 15:
xprintf(buf,
"Type #RCRECALL#n to go to your racial hideaway and buy class items.");
break;
}
hint_channel(buf);
}
void quest_update()
{
extern bool auto_quest;
extern bool quest;
extern CHAR_DATA *quest_mob;
extern OBJ_DATA *aquest_object;
extern int quest_timer;
extern int quest_wait;
if (!quest && !auto_quest)
return;
if (quest)
{
/*
* Make sure the mobile and obj still exist!
*/
if (quest_mob == NULL || aquest_object == NULL)
{
quest_cancel();
return;
}
quest_inform();
if (quest_timer > 15)
quest_cancel();
return;
}
if (!quest)
{
if (quest_wait > 0)
{
quest_wait--;
return;
}
if (auto_quest)
generate_auto_quest();
}
}
void sleep_update(void)
{
SLEEP_DATA *temp = first_sleep, *temp_next;
for (; temp != NULL; temp = temp_next)
{
bool delete = FALSE;
temp_next = temp->next;
/*
* checks to make sure the mob still exists
*/
if (!temp->mob)
delete = TRUE;
/*
* checks to make sure the character is still in the same room as the mob
*/
else if (temp->mob && temp->ch
&& temp->mob->in_room != temp->ch->in_room)
delete = TRUE;
if (delete)
{
/*
* some slick linked list manipulation
*/
if (temp->prev)
temp->prev->next = temp->next;
if (temp->next)
temp->next->prev = temp->prev;
if (temp == first_sleep
&& (temp->next == NULL || temp->prev == NULL))
first_sleep = temp->next;
free_sleep_data(temp);
continue;
}
if (--temp->timer <= 0)
{
program_flow(temp->vnum, temp->prog->code, temp->mob,
NULL, NULL, temp->ch, NULL, NULL,
temp->line);
/*
* more slick linked list manipulation
*/
if (temp->prev)
temp->prev->next = temp->next;
if (temp->next)
temp->next->prev = temp->prev;
if (temp == first_sleep
&& (temp->next == NULL || temp->prev == NULL))
first_sleep = temp->next;
free_sleep_data(temp);
}
}
}