#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"
/*
* Local functions.
*/
void char_update args( ( void ) );
void mobile_update args( ( void ) );
void weather_update args( ( void ) );
void room_update args( ( void ) );
void obj_update args( ( void ) );
void ww_update args( ( void ) );
void embrace_update args((void));
void werewolf_regen args ( ( CHAR_DATA *ch, int multiplier) );
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_drider args ((CHAR_DATA *ch));
void update_lich args ((CHAR_DATA *ch));
void update_lich_regen args ((CHAR_DATA *ch));
void update_angel args ((CHAR_DATA *ch));
void update_ninja args ((CHAR_DATA *ch));
void update_titan args ((CHAR_DATA *ch));
void update_wraith args ((CHAR_DATA *ch));
void update_werewolf args ((CHAR_DATA *ch));
void update_demon_regen args ((CHAR_DATA *ch));
void update_demon args ((CHAR_DATA *ch));
void update_tanarri args ((CHAR_DATA *ch));
void update_drow args ((CHAR_DATA *ch));
void update_highlander 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_arti_regen args ((CHAR_DATA *ch));
void regen_limb args ((CHAR_DATA *ch));
void update_safe_powers 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_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 )
{
if (gain > 0)
{
mount->exp += gain;
if (mount->exp >= 1000000000) {
mount->expmult += mount->exp/1000000000;
mount->exp -= (mount->exp/1000000000)*1000000000;}
}
else
{
mount->exp += gain;
if (mount->exp < 0) {
mount->expmult -= (-1*mount->exp/1000000000) + 1;
mount->exp += ((-1*mount->exp/1000000000)+1)*1000000000;}
}
}
}
if ( !IS_NPC(ch) )
{
// ch->exp += gain;
if (gain > 0)
{
ch->exp += gain;
if (ch->exp >= 1000000000) {
ch->expmult += ch->exp/1000000000;
ch->exp -= (ch->exp/1000000000)*1000000000;}
}
else
{
ch->exp += gain;
if (ch->exp < 0) {
ch->expmult -= (-1*ch->exp/1000000000) + 1;
ch->exp += ((-1*ch->exp/1000000000)+1)*1000000000;}
}
}
// if (ch->exp < 0) ch->exp = 2000000000;
return;
}
char * show_exp_str(CHAR_DATA *ch)
{
char buf[20];
char zeros[9] = "000000000";
int l = 0;
int t = ch->exp;
if (ch->expmult > 0)
{
while ((t /= 10) > 0)
l++;
zeros[8-l] = '\0';
sprintf(buf,"%d%s%d",ch->expmult,zeros,ch->exp);
}
else
{
sprintf(buf,"%d",ch->exp);
}
// return (buf[0] != '\0') ? buf+1 : "???";
return str_dup(buf);
}
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;
}
/*
* Update all chars, including mobs.
* This function is performance sensitive.
*/
void char_update( void )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
CHAR_DATA *ch_quit = NULL;
CHAR_DATA *ch_save = NULL;
CHAR_DATA *ch;
CHAR_DATA *ch_next;
bool is_obj;
time_t save_time;
char buf[MAX_STRING_LENGTH];
int count = 0, i;
int max_skl = 1300;
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;
/*
* Tick Timers and other PC only stuff
*/
if (!IS_NPC(ch))
{
if (ch->tick_timer[TIMER_ENTOMB] == 1)
send_to_char("You can use entomb again.\n\r", ch);
for (i = 0; i < MAX_TIMER; i++)
if (ch->tick_timer[i] > 0) ch->tick_timer[i] --;
if (!IS_NPC(ch) && (get_age(ch)-17 >= 2 ) && (!IS_SET(ch->extra,EXTRA_PKREADY)))
{
SET_BIT(ch->extra,EXTRA_PKREADY);
sprintf(buf, "#R%s#n has reached 4 hours and is now #Rpkable#n.\n\r",ch->name);
do_info(NULL,buf);
}
if (ch->level < 3) max_skl = 1300;
else if (IS_CLASS(ch, CLASS_DROW)) max_skl = 360;
else if (IS_CLASS(ch, CLASS_NINJA)) max_skl = 360;
else if (IS_CLASS(ch, CLASS_VAMPIRE)) max_skl = 480;
else if (IS_CLASS(ch, CLASS_WRAITH)) max_skl = 540;
else if (IS_CLASS(ch, CLASS_WEREWOLF)) max_skl = 420;
else if (IS_CLASS(ch, CLASS_MONK)) max_skl = 960;
else if (IS_CLASS(ch, CLASS_DEMON)) max_skl = 420;
else if (IS_CLASS(ch, CLASS_TITAN)) max_skl = 480;
else if (IS_CLASS(ch, CLASS_ANGEL)) max_skl = 600;
else if (IS_CLASS(ch, CLASS_MAGE)) max_skl = 240;
else if (IS_CLASS(ch, CLASS_LICH)) max_skl = 420;
else if (IS_CLASS(ch, CLASS_DROID)) max_skl = 540;
else if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) max_skl = 600;
else if (IS_CLASS(ch, CLASS_SAMURAI)) max_skl = 1300;
else if( IS_CLASS(ch, CLASS_SHAPESHIFTER) || IS_CLASS(ch, CLASS_TANARRI)) max_skl = 480;
for (i = 0;i<13;i++)
{
if ( ch->level >= 3)
{
if (ch->wpn[i] > max_skl) ch->wpn[i] = max_skl;
}
}
/*
* 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)
{
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 > 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 && 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 );
}
}
/*
* 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 (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 $s fangs and screams in rage.",ch,NULL,NULL,TO_ROOM);
do_beastlike(ch,"");
}
if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0)
{
if (ch->pcdata->powers[HARA_KIRI] == 1)
send_to_char("Your HaraKiri wears off.\n\r", ch );
ch->pcdata->powers[HARA_KIRI]--;
}
if (!IS_SET(ch->newbits, NEW_CLOAK) && !is_obj && ((IS_CLASS(ch, CLASS_MONK)
&& ch->pcdata->powers[PMONK] > 10) || (IS_CLASS(ch,CLASS_UNDEAD_KNIGHT) && ch->pcdata->powers[NECROMANCY] > 9)))
{
SET_BIT(ch->newbits, NEW_CLOAK);
if (IS_CLASS(ch, CLASS_MONK)) send_to_char("Your Cloak of Life is restored.\n\r",ch);
else send_to_char("Your cloak of death is restored.\n\r",ch);
}
}
/*
* Updating current position
*/
if ( ch->position == POS_MORTAL || ch->position == POS_STUNNED || ch->position == POS_INCAP )
{
update_pos(ch);
}
if ( ch->position > POS_STUNNED && !is_obj)
{
if ( ch->hit < ch->max_hit ) ch->hit = UMIN(ch->hit + number_range(3000,10000), ch->max_hit);
if ( ch->mana < ch->max_mana ) ch->mana = UMIN(ch->mana + number_range(3000,10000), ch->max_mana);
if ( ch->move < ch->max_move ) ch->move = UMIN(ch->move + number_range(3000,10000), ch->max_move);
}
else if ( ch->position <= POS_STUNNED && !is_obj)
{
ch->hit = ch->hit + number_range(2,4);
update_pos( ch );
if (ch->position > POS_STUNNED)
{
act( "$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(20,50);
}
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(10,20);
}
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( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your flesh burns and crisps.\n\r", ch );
dam = number_range(250,300);
ch->hit = ch->hit - dam;
if (ch->hit < 1) ch->hit = 1;
update_pos(ch);
}
/*
* Class special damage
*/
if (IS_CLASS(ch, CLASS_VAMPIRE) && (!IS_AFFECTED(ch,AFF_SHADOWPLANE)) &&
(!IS_NPC(ch) && !IS_IMMUNE(ch,IMM_SUNLIGHT)) && ch->in_room != NULL &&
(!ch->in_room->sector_type == SECT_INSIDE) && !is_obj &&
(!room_is_dark(ch->in_room)) && (weather_info.sunlight != SUN_DARK))
{
act( "$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( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You shiver and suffer.\n\r", ch );
ch->hit = ch->hit - number_range(100, 200);
if (ch->hit < 1) ch->hit = 1;
if (number_range(1,4)==1)
{
REMOVE_BIT(ch->affected_by, AFF_POISON);
send_to_char("You feel the poison leave your system.\n\r",ch);
}
}
/*
* and then we do some healing - messy ?
*/
if ( ch->position == POS_INCAP && !is_obj)
{
ch->hit = ch->hit + number_range(2,4);
update_pos( ch );
if (ch->position > POS_INCAP)
{
act( "$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 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 );
}
}
}
/*
* 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;
}
/*
* 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;
char buf[MAX_STRING_LENGTH];
int door;
/* Examine all mobs. */
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ch->in_room == NULL ) continue;
if ( ch->hunting != NULL && ch->hunting != '\0' && strlen(ch->hunting) > 1 )
{
check_hunt( ch );
continue;
}
if ( !IS_NPC(ch) )
{
update_morted_timer(ch);
update_sit_safe_counter(ch);
update_drunks(ch);
sex_update(ch);
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_drider(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_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_NPC(ch) && (get_age(ch)-17 >= 2) && (!IS_SET(ch->extra,EXTRA_PKREADY)))
{
SET_BIT(ch->extra,EXTRA_PKREADY);
sprintf(buf, "#R%s#n has reached 4 hours and is now #Rpkable#n.\n\r",ch->name);
do_info(NULL,buf);
}
if (IS_CLASS(ch, CLASS_WRAITH)) update_wraith(ch);
if (IS_CLASS(ch, CLASS_TITAN)) update_titan(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_WEREWOLF)) update_werewolf(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_highlander(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;
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_WEAR(obj, ITEM_TAKE) && obj->cost > max )
{
obj_best = obj;
max = obj->cost;
}
}
if ( obj_best && (!IS_SET(obj_best->quest, QUEST_ARTIFACT)))
{
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))
{
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 (ch->pcdata->followers > 0) ch->pcdata->followers=0;
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 (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 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 (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);
}
}
/*
* 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)
{
bug("obj_update: obj %d not in object_list. Terminating obj_update.", obj->pIndexData->vnum);
return;
}
extract_obj(obj);
obj_next = bugObj->next;
}
}
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_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;
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( ch->in_room->vnum == 3054 )
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( 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_embrace;
static int pulse_auction;
static int pulse_minute;
static int pulse_cloako;
/* need to do this each cycle - Jobo */
recycle_descriptors();
if (--pulse_auction <= 0)
{
pulse_auction = PULSE_AUCTION;
auction_update( );
}
if (--pulse_minute <= 0)
{
pulse_minute = PULSE_MINUTE;
update_ragnarok();
update_arena();
update_maze();
update_doubleexp();
update_doubleqps();
}
if ( --pulse_ww <= 0 )
{
pulse_ww = PULSE_WW;
ww_update ( );
}
if ( --pulse_cloako <= 0 )
{
pulse_cloako = PULSE_CLOAKO;
}
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 ( );
/*
* 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++;
}
}
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 )
{
ch->hit = 100;
update_pos(ch);
char_from_room(ch);
char_to_room(ch,get_room_index(3054));
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->shit[CAPTIMER]) ch->pcdata->shit[CAPTIMER]--;
if (IS_SET(ch->pcdata->shit[3],HIDE))
{
if ( ch->mana < 20000 )
{
REMOVE_BIT(ch->pcdata->shit[3],HIDE);
send_to_char("Not enough mana to sustain your cloakofdarkness",ch);
}
ch->mana -= 30000;
}
if (IS_SET(ch->pcdata->shit[3],PVISION))
{
if ( ch->mana < 20000 )
{
REMOVE_BIT(ch->pcdata->shit[3],PVISION);
send_to_char("Your have no power left, your eyes return to normal.",ch);
}
ch->mana -= 20000;
}
if(IS_SET(ch->in_room->room_flags, ROOM_SAFE) && ch->level > 2 && ch->level < MAX_LEVEL -5 && ch->max_hit > 15000)
{
if (!IS_SET(ch->extra,EXTRA_AFK)) ch->pcdata->sit_safe += number_range(5,10);
if( ch->hit != ch->max_hit )
ch->pcdata->sit_safe = 0;
if((ch->pcdata->sit_safe > 200 || ch->fight_timer != 0) && !ragnarok)
{
stc( "\nThe gods are tired of granting you refuge.\n\r",ch);
char_from_room(ch);
char_to_room(ch,get_room_index(3005));
}
}
else
{
if (ch->pcdata->sit_safe > 0) ch->pcdata->sit_safe -=10;
else ch->pcdata->sit_safe = 0;
}
}
void update_drunks(CHAR_DATA *ch)
{
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->condition[COND_DRUNK] > 0 && number_range(1,10) == 1)
{
ch->pcdata->condition[COND_DRUNK]--;
}
}
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);
gain_exp(ch, 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);
gain_exp(vch, 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 chaters getting it the hard way */
if (ch->in_room != NULL && (IS_SET(ch->in_room->room_flags, ROOM_ARENA) || IS_SET(ch->in_room->room_flags, ROOM_CHALLENGE)) && ch->level < 7)
{
if (IS_SET(ch->act, PLR_WIZINVIS)) cheating = TRUE;
if (IS_SET(ch->act, AFF_HIDE)) cheating = TRUE;
if (IS_SET(ch->newbits, NEW_DARKNESS)) cheating = TRUE;
if (IS_AFFECTED(ch, AFF_PEACE)) cheating = TRUE;
if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) cheating = TRUE;
if (IS_AFFECTED(ch,AFF_ETHEREAL)) cheating = TRUE;
if (!IS_HEAD(ch,LOST_HEAD) && IS_EXTRA(ch,EXTRA_OSWITCH)) cheating = TRUE;
if (cheating)
{
ch->hit = ch->hit/2; // Punish those bastards
sprintf(buf, "%s is cheating in the arena!!!", ch->name);
do_info(ch, buf);
}
}
if (ch->in_room != NULL && (IS_SET(ch->in_room->room_flags, ROOM_MAZE)) && ch->level <7)
{
if (IS_SET(ch->act, PLR_WIZINVIS)) cheating = TRUE;
if (IS_SET(ch->act, AFF_HIDE)) cheating = TRUE;
if (IS_SET(ch->newbits, NEW_DARKNESS)) cheating = TRUE;
if (IS_AFFECTED(ch, AFF_PEACE)) cheating = TRUE;
if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) cheating = TRUE;
if (IS_AFFECTED(ch,AFF_ETHEREAL)) cheating = TRUE;
if (!IS_HEAD(ch,LOST_HEAD) && IS_EXTRA(ch,EXTRA_OSWITCH)) cheating = TRUE;
if (cheating)
{
ch->hit = ch->hit/2; // Punish those bastards
sprintf(buf, "%s is cheating in the maze!!!", ch->name);
do_info(ch, buf);
}
}
if (ch->position != POS_STANDING && ch->position != POS_STUNNED)
{
cost *= 4;
}
if (IS_CLASS(ch, CLASS_WEREWOLF)) 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_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_cyborg (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_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_wraith (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_titan (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, 1);
}
return;
}
void update_drider(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_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_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( 1,4 ) == 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_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 (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);
}
return;
}
void update_highlander(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_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 )
{
char buf[MAX_STRING_LENGTH];
int min = 5;
int max = 10;
int hit_gain = 0;
int mana_gain = 0;
int move_gain = 0;
if (IS_NPC(ch)) return;
else 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)
{
min += 3000;
max += 5000;
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);
}
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 (!IS_NPC(ch) && (get_age(ch)-17 > 2) && (!IS_SET(ch->extra,EXTRA_PKREADY)))
{
SET_BIT(ch->extra,EXTRA_PKREADY);
sprintf(buf, "#R%s#n has reached 4 hours and is now #Rpkable#n.\n\r",ch->name);
do_info(NULL,buf);
}
/*
if (IS_SET(ch->pcdata->shit[3],HIDE))
{
if ( ch->mana < 20000 )
{
REMOVE_BIT(ch->pcdata->shit[3],HIDE);
send_to_char("Not enough mana to sustain your cloakofdarkness",ch);
}
ch->mana -= 12000;
}
*/
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;
}
/*
char * show_exp_str(CHAR_DATA *ch)
{
char buf[20];
char zeros[9] = "000000000";
int l = 0;
int t = ch->exp;
if (ch->explevel > 0)
{
while ((t /= 10) > 0)
l++;
zeros[8-l] = '\0';
sprintf(buf,"%d%s%d",ch->explevel,zeros,ch->exp);
}
else
{
sprintf(buf,"%d",ch->exp);
}
// return (buf[0] != '\0') ? buf+1 : "???";
return str_dup(buf);
}
*/