/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* God Wars Mud originally written by KaVir aka Richard Woolcock. *
* Changes done to the code done by Sage aka Walter Howard, this mud is *
* for the public, however if you run this code it means you agree *
* to the license.low, license.gw, and license.merc have fun. :) *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
/*
* Local functions.
*/
int hit_gain args( ( CHAR_DATA *ch ) );
int mana_gain args( ( CHAR_DATA *ch ) );
int move_gain args( ( CHAR_DATA *ch ) );
void mobile_update args( ( void ) );
void weather_update args( ( void ) );
void moon_update args((void));
void char_update args( ( void ) );
void obj_update args( ( void ) );
void aggr_update args( ( void ) );
void ww_update args( ( void ) );
void embrace_update args( ( void ) );
void gain_exp( CHAR_DATA *ch, int gain )
{
CHAR_DATA *mount = NULL;
CHAR_DATA *master = NULL;
if ( IS_NPC(ch) && (mount = ch->mount) != NULL && !IS_NPC(mount))
{
if ( (master = ch->master) == NULL || master != mount )
mount->exp += gain;
}
/*if ( (( get_age(ch) - 17) * 2 ) < 5 )
gain *= 3; NEWBIEEXP
*/
if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) )
ch->exp += gain;
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA *ch )
{
int gain;
int conamount;
if ( IS_NPC(ch) )
{
gain = ch->level;
}
/*
if (IS_NPC(ch) && POS_MORTAL)
{
gain = number_range( 1, 2 );
}
*/
else
{
if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0;
gain = number_range( 300, 500 );
if ((conamount = (get_curr_con(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING: gain *= conamount * 0.5; break;
case POS_SLEEPING: gain *= conamount; break;
case POS_RESTING: gain *= conamount * 0.5; break;
}
}
if ( ch->pcdata->condition[COND_FULL] == 0 && !IS_HERO(ch) )
gain *= 0.5;
if ( ch->pcdata->condition[COND_THIRST] == 0 && !IS_HERO(ch) )
gain *= 0.5;
}
if ( IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_FLAMING))
gain *= 0.25;
return UMIN(gain, ch->max_hit - ch->hit);
}
int mana_gain( CHAR_DATA *ch )
{
int gain;
int intamount;
if ( IS_NPC(ch) )
{
gain = ch->level;
}
else
{
if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0;
gain = number_range( 10, 20 );
if ((intamount = (get_curr_int(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING: gain *= intamount * 10.0; break;
case POS_SLEEPING: gain *= intamount; break;
case POS_RESTING: gain *= intamount * 0.5; break;
}
}
if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 )
gain *= 0.5;
}
if ( IS_AFFECTED( ch, AFF_POISON ) || IS_AFFECTED(ch, AFF_FLAMING) )
gain *= 0.25;
return UMIN(gain, ch->max_mana - ch->mana);
}
int move_gain( CHAR_DATA *ch )
{
int gain;
int dexamount;
if ( IS_NPC(ch) )
{
gain = ch->level;
}
else
{
if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0;
gain = number_range( 10, 20 );
if ((dexamount = (get_curr_dex(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING: gain *= dexamount * (ch->level * 10); break;
case POS_SLEEPING: gain *= dexamount; break;
case POS_RESTING: gain *= dexamount * 0.5; break;
}
}
if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 )
gain *= 0.5;
}
if ( IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_FLAMING) )
gain *= 0.25;
return UMIN(gain, ch->max_move - ch->move);
}
void gain_condition( CHAR_DATA *ch, int iCond, int value )
{
int condition;
if ( value == 0 || IS_NPC(ch) )
return;
if (!IS_NPC(ch) && IS_HERO(ch) && !IS_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
{
int chargen = ch->pcdata->stats[UNI_GEN];
int maxblood;
if (chargen > 12)
chargen = 12;
maxblood = (13 - chargen) * 100;
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, maxblood );
}
/*
if ( ch->pcdata->stats[UNI_GEN] == 2 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 1000 );
else if ( ch->pcdata->stats[UNI_GEN] == 3 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 666 );
else if ( ch->pcdata->stats[UNI_GEN] == 4 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 500 );
else if ( ch->pcdata->stats[UNI_GEN] >= 5 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 400 );
else if ( ch->pcdata->stats[UNI_GEN] == 6 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 333 );
else if ( ch->pcdata->stats[UNI_GEN] == 7 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 285 );
else if ( ch->pcdata->stats[UNI_GEN] == 8 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 250 );
else if ( ch->pcdata->stats[UNI_GEN] == 9 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 222 );
else if ( ch->pcdata->stats[UNI_GEN] == 10 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 200 );
else if ( ch->pcdata->stats[UNI_GEN] == 11 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 181 );
else if ( ch->pcdata->stats[UNI_GEN] == 12 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 166 );
else if ( ch->pcdata->stats[UNI_GEN] == 13 )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 153 );
}
*/
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 $s eyes.", ch, NULL, NULL, TO_ROOM );
ch->hit = ch->hit - number_range(2,5);
if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch);
if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
}
*/
break;
case COND_DRUNK:
if ( condition != 0 )
send_to_char( "You are sober.\n\r", ch );
break;
}
}
else if ( ch->pcdata->condition[iCond] < 10 )
{
switch ( iCond )
{
case COND_FULL:
if (!IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char( "You feel hungry.\n\r", ch );
break;
case COND_THIRST:
if (!IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char( "You feel thirsty.\n\r", ch );
else
{
send_to_char( "You crave blood.\n\r", ch );
if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch);
if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75)
&& !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
}
break;
}
}
return;
}
/*
* Mob autonomous action.
* This function takes 25% to 35% of ALL Merc cpu time.
* -- Furey
*/
void mobile_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
EXIT_DATA *pexit;
int door;
/* Examine all mobs. */
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ch->in_room == NULL ) continue;
if ( ch->hunting != NULL && ch->hunting != '\0' &&
strlen(ch->hunting) > 1 )
{
check_hunt( ch );
continue;
}
if ( !IS_NPC(ch) )
{
if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1)
{
send_to_char("You hiccup loudly.\n\r",ch);
act("$n hiccups.",ch,NULL,NULL,TO_ROOM);
}
if (ch->pcdata->stage[0] > 0 || ch->pcdata->stage[2] > 0)
{
CHAR_DATA *vch;
if (ch->pcdata->stage[1] > 0 && ch->pcdata->stage[2] >= 225)
{
ch->pcdata->stage[2] += 1;
if ( ( vch = ch->pcdata->partner ) != NULL &&
!IS_NPC(vch) && vch->pcdata->partner == ch &&
((vch->pcdata->stage[2] >= 200 && vch->sex == SEX_FEMALE) ||
(ch->pcdata->stage[2] >= 200 && ch->sex == SEX_FEMALE)))
{
if (ch->in_room != vch->in_room) continue;
if (vch->pcdata->stage[2] >= 225 &&
ch->pcdata->stage[2] >= 225 &&
vch->pcdata->stage[2] < 240 &&
ch->pcdata->stage[2] < 240)
{
ch->pcdata->stage[2] = 240;
vch->pcdata->stage[2] = 240;
}
if (ch->sex == SEX_MALE && vch->pcdata->stage[2] >= 240)
{
act("You thrust deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_CHAR);
act("$n thrusts deeply between your warm, damp thighs.",ch,NULL,vch,TO_VICT);
act("$n thrusts deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_NOTVICT);
if (vch->pcdata->stage[2] > ch->pcdata->stage[2])
ch->pcdata->stage[2] = vch->pcdata->stage[2];
}
else if (ch->sex == SEX_FEMALE && vch->pcdata->stage[2] >= 240)
{
act("You squeeze your legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_CHAR);
act("$n squeezes $s legs tightly around you, moaning loudly.",ch,NULL,vch,TO_VICT);
act("$n squeezes $s legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_NOTVICT);
if (vch->pcdata->stage[2] > ch->pcdata->stage[2])
ch->pcdata->stage[2] = vch->pcdata->stage[2];
}
}
if (ch->pcdata->stage[2] >= 250)
{
if ( ( vch = ch->pcdata->partner ) != NULL &&
!IS_NPC(vch) && vch->pcdata->partner == ch &&
ch->in_room == vch->in_room)
{
vch->pcdata->stage[2] = 250;
if (ch->sex == SEX_MALE)
{
stage_update(ch,vch,2);
stage_update(vch,ch,2);
}
else
{
stage_update(vch,ch,2);
stage_update(ch,vch,2);
}
ch->pcdata->stage[0] = 0;
vch->pcdata->stage[0] = 0;
if (!IS_EXTRA(ch, EXTRA_EXP))
{
send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 100000 exp!\n\r",ch);
SET_BIT(ch->extra, EXTRA_EXP);
ch->exp += 100000;
}
if (!IS_EXTRA(vch, EXTRA_EXP))
{
send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 100000 exp!\n\r",vch);
SET_BIT(vch->extra, EXTRA_EXP);
vch->exp += 100000;
}
}
}
}
else
{
if (ch->pcdata->stage[0] > 0 && ch->pcdata->stage[2] < 1 &&
ch->position != POS_RESTING)
{
if (ch->pcdata->stage[0] > 1)
ch->pcdata->stage[0] -= 1;
else
ch->pcdata->stage[0] = 0;
}
else if (ch->pcdata->stage[2]>0 && ch->pcdata->stage[0] < 1)
{
if (ch->pcdata->stage[2] > 10)
ch->pcdata->stage[2] -= 10;
else
ch->pcdata->stage[2] = 0;
if (ch->sex == SEX_MALE && ch->pcdata->stage[2] == 0)
send_to_char("You feel fully recovered.\n\r",ch);
}
}
}
/* Ninja Michi - Loki */
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && IS_HERO(ch))
{
if ( ch->position == POS_FIGHTING && ch->pcdata->stats[UNI_RAGE] > 0
&& ch->pcdata->stats[UNI_RAGE] < 200 && !IS_ITEMAFF(ch, ITEMA_RAGER) )
ch->pcdata->stats[UNI_RAGE] += 1;
else if ( ch->position == POS_MEDITATING && ch->pcdata->stats[UNI_RAGE] > 0
&& ch->pcdata->stats[UNI_RAGE] < 200 && !IS_ITEMAFF(ch, ITEMA_RAGER) )
ch->pcdata->stats[UNI_RAGE] -= 20;
else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
ch->pcdata->stats[UNI_RAGE] -= 1;
if (ch->pcdata->stats[UNI_RAGE] < 1) continue;
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_HERO(ch))
{
if ( ch->position == POS_FIGHTING && ch->pcdata->stats[UNI_RAGE] > 0
&& ch->pcdata->stats[UNI_RAGE] < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER))
ch->pcdata->stats[UNI_RAGE] += 1;
else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
{
if (number_percent() <= ch->beast)
beast_rage(ch);
else
ch->pcdata->stats[UNI_RAGE]--;
if (ch->pcdata->stats[UNI_RAGE] < 1)
send_to_char("You feel the beast release it's hold on you.\n\r",ch);
}
if (ch->pcdata->stats[UNI_RAGE] < 1) continue;
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +
ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)
reg_mend(ch);
}
}
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK) && IS_HERO(ch))
{
if ( ch->position != POS_FIGHTING )
{
if ( ch->chi[CURRENT] > 0 )
{
if ( number_range( 1,4 ) == 2 )
{
ch->chi[CURRENT]--;
stc("You feel more relaxed.\n\r",ch);
act("$n looks more relaxed.",ch,NULL,NULL,TO_ROOM);
}
}
}
}
else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && (IS_HERO(ch) ||
(IS_CLASS(ch, CLASS_DEMON) && (IS_SET(ch->warp, WARP_REGEN)))))
{
if (ch->position == POS_FIGHTING && (!IS_ITEMAFF(ch,
ITEMA_RAGER) || (IS_CLASS(ch, CLASS_DEMON) && (IS_SET(ch->warp,
WARP_REGEN)))))
{
if ( ch->gifts[AHROUN] >= 5 &&
(ch->pcdata->stats[UNI_RAGE] < 350 || (IS_CLASS(ch, CLASS_DEMON) &&
(IS_SET(ch->warp, WARP_REGEN)))))
ch->pcdata->stats[UNI_RAGE] += number_range(2,3);
if ( ch->gifts[SHADOWLORDS] >= 5 &&
(ch->pcdata->stats[UNI_RAGE] <= 350 || (IS_CLASS(ch, CLASS_DEMON) &&
(IS_SET(ch->warp, WARP_REGEN)))))
ch->pcdata->stats[UNI_RAGE] += number_range(2,4);
if (ch->pcdata->stats[UNI_RAGE] < 300)
ch->pcdata->stats[UNI_RAGE] += number_range(5,10);
if (!IS_SET(ch->special, SPC_WOLFMAN) &&
(ch->pcdata->stats[UNI_RAGE] >= 100 ||
(IS_CLASS(ch, CLASS_DEMON) && (IS_SET(ch->warp, WARP_REGEN)))))
do_werewolf(ch,"");
}
else if (ch->pcdata->stats[UNI_RAGE] > 0 &&
(!IS_ITEMAFF(ch, ITEMA_RAGER) || (IS_CLASS(ch, CLASS_DEMON) &&
(IS_SET(ch->warp, WARP_REGEN)))))
{
ch->pcdata->stats[UNI_RAGE] -= 1;
if (ch->pcdata->stats[UNI_RAGE] < 100)
do_unwerewolf(ch,"");
}
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if (IS_CLASS(ch,CLASS_WEREWOLF) && ch->position ==
POS_SLEEPING
&& ch->pcdata->powers[WPOWER_BEAR] > 3 && ch->hit > 0)
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana
||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana
||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana
||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana
||
ch->move < ch->max_move )
werewolf_regen(ch);
}
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +
ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) !=
0)
reg_mend(ch);
}
}
/* Paladins get wolf reg with holybless power - Loki */
else if (IS_PPOWER(ch, PALADIN_HOLYBLESS) && (!IS_NPC(ch) &&
IS_CLASS(ch, CLASS_PALADIN)) )
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +
ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)
reg_mend(ch);
}
}
//Tij
else if (IS_CLASS(ch,CLASS_DROW) && IS_SET(ch->pcdata->powers[1],DPOWER_REGEN))
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move )
werewolf_regen(ch);
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +
ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)
reg_mend(ch);
}
}
else if (((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special,
SPC_CHAMPION)) && IS_HERO(ch)
&& ch->in_room != NULL && ch->in_room->vnum == 30000) ||
(IS_CLASS(ch, CLASS_DROW) && IS_HERO(ch) && ch->in_room !=NULL &&
(ch->in_room->vnum == 26000 || ch->in_room->vnum == 26001)))
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if (ch->hit > 0)
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
}
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +
ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)
reg_mend(ch);
}
}
else if (IS_ITEMAFF(ch, ITEMA_REGENERATE) || (!IS_NPC(ch) &&
(IS_CLASS(ch, CLASS_HIGHLANDER) || IS_CLASS(ch, CLASS_MOOGLE))))
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana ||
ch->move < ch->max_move )
werewolf_regen(ch);
if (ch->loc_hp[6] > 0)
{
int sn = skill_lookup( "clot" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
else
{
if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] +
ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0)
reg_mend(ch);
}
}
continue;
}
if ( IS_AFFECTED(ch, AFF_CHARM) ) continue;
/* Examine call for special procedure */
if ( ch->spec_fun != 0 )
{
if ( (*ch->spec_fun) ( ch ) )
continue;
if (ch == NULL) continue;
}
/* That's all for sleeping / busy monster */
if ( ch->position != POS_STANDING )
continue;
/* Scavenge */
if ( IS_SET(ch->act, ACT_SCAVENGER)
&& ch->in_room->contents != NULL
&& number_bits( 2 ) == 0 )
{
OBJ_DATA *obj;
OBJ_DATA *obj_best;
int max;
max = 1;
obj_best = 0;
for ( obj = ch->in_room->contents; obj; obj = obj->next_content )
{
if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max )
{
obj_best = obj;
max = obj->cost;
}
}
if ( obj_best )
{
obj_from_room( obj_best );
obj_to_char( obj_best, ch );
act( "$n picks $p up.", ch, obj_best, NULL, TO_ROOM );
act( "You pick $p up.", ch, obj_best, NULL, TO_CHAR );
}
}
/* Wander */
if ( !IS_SET(ch->act, ACT_SENTINEL)
&& ( door = number_bits( 5 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->to_room != NULL
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)
&& ( ch->hunting == NULL || strlen(ch->hunting) < 2 )
&& ( (!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900)
|| pexit->to_room->area == ch->in_room->area ) )
{
move_char( ch, door );
}
/* Flee */
if ( ch->hit < ch->max_hit / 2
&& ( door = number_bits( 3 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->to_room != NULL
&& !IS_AFFECTED(ch, AFF_WEBBED)
&& ch->level < 900
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) )
{
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 moonphases
*/
void moon_update(void) {
switch (time_info.day) {
case 1: switch (time_info.hour) {
case 12: weather_info.moonphase = MOON_NEW;
break;
} break;
case 2: weather_info.moonphase = MOON_NEW; break;
case 3: weather_info.moonphase = MOON_NEW; break;
case 4: weather_info.moonphase = MOON_NEW; break;
case 5: weather_info.moonphase = MOON_NEW; break;
case 6: weather_info.moonphase = MOON_NEW; break;
case 7: weather_info.moonphase = MOON_NEW; break;
case 8: weather_info.moonphase = MOON_NEW; break;
case 9: weather_info.moonphase = MOON_NEW; break;
case 10: switch (time_info.hour) {
case 12: weather_info.moonphase = MOON_CRESCENT;
break;
} break;
case 11: weather_info.moonphase = MOON_CRESCENT; break;
case 12: weather_info.moonphase = MOON_CRESCENT; break;
case 13: weather_info.moonphase = MOON_CRESCENT; break;
case 14: weather_info.moonphase = MOON_CRESCENT; break;
case 15: weather_info.moonphase = MOON_CRESCENT; break;
case 16: switch (time_info.hour) {
case 12: weather_info.moonphase = MOON_HALF;
break;
} break;
case 17: switch (time_info.hour) {
case 12: weather_info.moonphase = MOON_GIBBOUS;
break;
} break;
case 18: weather_info.moonphase = MOON_GIBBOUS; break;
case 19: weather_info.moonphase = MOON_GIBBOUS; break;
case 20: weather_info.moonphase = MOON_GIBBOUS; break;
case 21: weather_info.moonphase = MOON_GIBBOUS; break;
case 22: weather_info.moonphase = MOON_GIBBOUS; break;
case 23: weather_info.moonphase = MOON_GIBBOUS; break;
case 24: weather_info.moonphase = MOON_GIBBOUS; break;
case 25: weather_info.moonphase = MOON_GIBBOUS; break;
case 26: weather_info.moonphase = MOON_GIBBOUS; break;
case 27: weather_info.moonphase = MOON_GIBBOUS; break;
case 28: weather_info.moonphase = MOON_GIBBOUS; break;
case 29: weather_info.moonphase = MOON_GIBBOUS; break;
case 30: weather_info.moonphase = MOON_GIBBOUS; break;
case 31: weather_info.moonphase = MOON_GIBBOUS; break;
case 32: switch (time_info.hour) {
case 12: weather_info.moonphase = MOON_FULL;
break;
} break;
case 33: switch (time_info.hour) {
case 12: weather_info.moonphase = MOON_WANING;
break;
} break;
case 34: weather_info.moonphase = MOON_WANING; break;
case 35: weather_info.moonphase = MOON_WANING; break;
}
}
/*
* Update the weather.
*/
void weather_update(void)
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
CHAR_DATA *ch = NULL;
int diff, recover;
bool char_up;
bool mes_all = FALSE;
strcpy(buf,"Bug - Please inform KaVir.\n\r");
for (d = descriptor_list; d != NULL; d = d->next) {
if (d->connected == CON_PLAYING
&& (ch = d->character) != NULL
&& !IS_NPC(ch)
&& !IS_EXTRA(ch, EXTRA_OSWITCH)
&& !IS_HEAD(ch, LOST_HEAD)) {
/*
if (IS_WEREWOLF(ch) && ch->pcdata->gnosis[0] < ch->pcdata->gnosis[1]) {
ch->pcdata->gnosis[0] += number_range(5,10);
if (ch->pcdata->gnosis[0] > ch->pcdata->gnosis[1])
ch->pcdata->gnosis[0] = ch->pcdata->gnosis[1];
}
recover = number_range(5,10) + (ch->pcdata->willpower[1] * 0.1);
if (ch->pcdata->willpower[0] < ch->pcdata->willpower[1])
ch->pcdata->willpower[0] += recover;
if (ch->pcdata->willpower[0] > ch->pcdata->willpower[1])
ch->pcdata->willpower[0] = ch->pcdata->willpower[1];
if (IS_MORE(ch, MORE_INFORM)) REMOVE_BIT(ch->more, MORE_INFORM);
*/
recover = number_range(5,10) + (ch->pcdata->willpower[1] * 0.1);
if (ch->pcdata->willpower[0] <
ch->pcdata->willpower[1])
ch->pcdata->willpower[0] += recover;
if (IS_SET(ch->newbits, NEW_COURAGE) && number_percent() < 50) {
send_to_char("You no longer feel quite so brave.\n\r",ch);
REMOVE_BIT(ch->newbits, NEW_COURAGE);
}
/*
if (IS_MORE(ch, MORE_CALM) && number_percent() <
50) {
send_to_char("You no longer feel so apathetic.\n\r",ch);
REMOVE_BIT(ch->more, MORE_CALM);
}
if (IS_MORE(ch, MORE_ANGER) && number_percent()<50 && ch->pcdata->wolf<1) {
send_to_char("You no longer feel so angry.\n\r",ch);
REMOVE_BIT(ch->more, MORE_ANGER);
*/
}
// }
// }
if (IS_SET(world_affects, WORLD_ECLIPSE)) {
strcpy(buf,"The sun emerges from behind the moon.\n\r");
REMOVE_BIT(world_affects, WORLD_ECLIPSE);
mes_all = TRUE;
} else if (IS_SET(world_affects, WORLD_FOG) && number_range(1,5) == 1) {
strcpy(buf,"The fog disperses.\n\r");
REMOVE_BIT(world_affects, WORLD_FOG);
mes_all = TRUE;
} else if (IS_SET(world_affects, WORLD_RAIN) && number_range(1,5) == 1) {
strcpy(buf,"It is no longer raining quite so heavily.\n\r");
REMOVE_BIT(world_affects, WORLD_RAIN);
mes_all = TRUE;
}
if (mes_all)
{
for (d = descriptor_list; d != NULL; d = d->next) {
if (d->connected == CON_PLAYING
&& (ch = d->character) != NULL
&& !IS_NPC(ch)
&& !IS_EXTRA(ch, EXTRA_OSWITCH)
&& !IS_HEAD(ch, LOST_HEAD)
&& ch->in_room != NULL
&& ch->in_room->sector_type != SECT_INSIDE
&& IS_OUTSIDE(ch))
send_to_char(buf,ch);
}
}
buf[0] = '\0';
switch (++time_info.hour) {
case 4:
weather_info.moonlight = MOON_SET;
strcat(buf, "The moon slowly slides below the horizon.\n\r");
break;
case 5:
weather_info.moonlight = MOON_DOWN;
weather_info.time_of_day = MORNING;
for (d = descriptor_list; d != NULL; d = d->next) {
if (d->connected == CON_PLAYING
&& (ch = d->character) != NULL
&& !IS_NPC(ch)
&& !IS_EXTRA(ch, EXTRA_OSWITCH)
&& !IS_HEAD(ch, LOST_HEAD)
&& IS_CLASS(ch, CLASS_VAMPIRE))
send_to_char("You feel weary as the night begins to come to an end.\n\r",ch);
}
break;
case 6:
weather_info.sunlight = SUN_RISE;
strcat(buf, "As eastern horizon begins brightening, it banishes the evil of the night.\n\r");
break;
case 10:
weather_info.time_of_day = DAY;
strcat(buf, "As the sun rises, a new day commences.\n\r");
break;
case 12:
strcat(buf, "You hear chimes in the distance announce the midday.\n\r");
break;
case 17:
weather_info.time_of_day = EVENING;
strcat(buf, "The sun begins its descent towards the western horizon, the evil of night starts to awake.\n\r");
break;
case 19:
weather_info.sunlight = SUN_SET;
strcat(buf, "The sun slowly disappears in the west, the evil of night has fully awakended, there is not a living soul to be seen.\n\r");
break;
case 20:
weather_info.sunlight = SUN_DARK;
strcat(buf, "The night has begun.\n\r");
break;
case 21:
weather_info.moonlight = MOON_RISE;
weather_info.time_of_day = NIGHT;
if (weather_info.moonphase == MOON_CRESCENT)
strcat(buf, "A crescent moon slowly rises above the horizon.\n\r");
if (weather_info.moonphase == MOON_HALF)
strcat(buf, "You see the moon, half tonight, slowly rising from the horizon.\n\r");
if (weather_info.moonphase == MOON_GIBBOUS)
strcat(buf, "The gibbous moon ascends, starting its nocturnal journey.\n\r");
if (weather_info.moonphase == MOON_FULL)
strcat(buf, "The full moon slowly ascends from its cradle, preparing to journey across the night sky.\n\r");
if (weather_info.moonphase == MOON_WANING)
strcat(buf, "The quickly waning moon slowly climbs to its nightly throne.\n\r");
if (weather_info.moonphase == MOON_NEW)
strcat(buf, "Hardly visible, the moon still ascends the horizon.\n\r");
break;
case 22:
weather_info.moonlight = MOON_UP;
break;
case 23:
strcat(buf, "The moon starts its slow journey across the night sky. Stars glinting like tears trailing behind it.\n\r");
break;
case 24:
time_info.hour = 0;
time_info.day++;
for ( d = descriptor_list; d != NULL; d = d->next )
{
char_up = FALSE;
if ( d->connected == CON_PLAYING
&& (ch = d->character) != NULL
&& !IS_NPC(ch))
{
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_SET(ch->flag2, AFF2_ROT) && !IS_SET(ch->warp, WARP_INFIRMITY))
{
send_to_char("Your flesh feels better.\n\r", ch);
REMOVE_BIT(ch->flag2, AFF2_ROT);
}
if ( IS_SET(ch->garou1, GAROU_PAWS) )
{
stc("You are no longer affected by paws of the newborn cub.\n\r",ch);
REMOVE_BIT(ch->garou1, GAROU_PAWS);
}
if(IS_SET(ch->garou1,WOLF_QUICKSAND))
{
stc("You lose your concentration on the land around you.\n\r",ch);
do_quicksand(ch,"");
}
if (IS_SET(ch->newbits, NEW_VISCERAL))
{
send_to_char("You feel the venom leave your body.\n\r", ch);
REMOVE_BIT(ch->newbits, NEW_VISCERAL);
}
if (IS_SET(ch->newbits, NEW_VIOLATION))
{
stc("Your emotions return to normal.\n\r", ch);
REMOVE_BIT(ch->newbits, NEW_VIOLATION);
}
if (IS_SET(ch->flag2, AFF2_BALOR))
{
stc("You no longer feel the pain of Balor's Gaze.\n\r", ch);
REMOVE_BIT(ch->flag2, AFF2_BALOR);
}
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_EXTRA(ch, EXTRA_POTENCY))
{
send_to_char("You feel your blood potency fade away.\n\r", ch);
ch->pcdata->stats[UNI_GEN]++;
REMOVE_BIT(ch->extra, EXTRA_POTENCY);
}
if (IS_SET(ch->newbits, NEW_TIDE))
{
REMOVE_BIT(ch->newbits, NEW_TIDE);
send_to_char("The tide of vitae leaves you.\n\r", ch);
}
}
}
break;
}
if ( time_info.day >= 35 )
{
time_info.day = 0;
time_info.month++;
}
if ( time_info.month >= 17 )
{
time_info.month = 0;
time_info.year++;
}
/*
* Weather change.
*/
if (time_info.month >= 9 && time_info.month <= 16)
diff = weather_info.mmhg > 985 ? -2 : 2;
else
diff = weather_info.mmhg > 1015 ? -2 : 2;
weather_info.change += diff * dice(1, 4) + dice(2, 6) - dice(2, 6);
weather_info.change = UMAX(weather_info.change, -12);
weather_info.change = UMIN(weather_info.change, 12);
weather_info.mmhg += weather_info.change;
weather_info.mmhg = UMAX(weather_info.mmhg, 960);
weather_info.mmhg = UMIN(weather_info.mmhg, 1040);
switch (weather_info.sky)
{
default:
bug("Weather_update: bad sky %d.", weather_info.sky);
weather_info.sky = SKY_CLOUDLESS;
break;
case SKY_CLOUDLESS:
if (weather_info.mmhg < 990
|| (weather_info.mmhg < 1010 && number_bits(2) == 0))
{
strcat(buf, "The sky is getting cloudy.\n\r");
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_CLOUDY:
if (weather_info.mmhg < 970
|| (weather_info.mmhg < 990 && number_bits(2) == 0))
{
strcat(buf, "It starts to rain.\n\r");
weather_info.sky = SKY_RAINING;
}
if (weather_info.mmhg > 1030 && number_bits(2) == 0)
{
strcat(buf, "The clouds disappear.\n\r");
weather_info.sky = SKY_CLOUDLESS;
}
break;
case SKY_RAINING:
if (IS_SET(world_affects, WORLD_RAIN))
{
if (weather_info.mmhg < 970)
weather_info.mmhg += 10;
else if (weather_info.mmhg > 1010)
weather_info.mmhg -= 10;
strcat(buf, "The rain pours down heavily from the sky.\n\r");
break;
}
if (weather_info.mmhg < 970 && number_bits(2) == 0)
{
strcat(buf, "Lightning flashes in the sky.\n\r");
weather_info.sky = SKY_LIGHTNING;
}
if (weather_info.mmhg > 1030
|| (weather_info.mmhg > 1010 && number_bits(2) == 0))
{
strcat(buf, "The rain stopped.\n\r");
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_LIGHTNING:
if (weather_info.mmhg > 1010
|| (weather_info.mmhg > 990 && number_bits(2) == 0))
{
strcat(buf, "The lightning has stopped.\n\r");
weather_info.sky = SKY_RAINING;
break;
}
break;
}
if (buf[0] != '\0')
{
for (d = descriptor_list; d != NULL; d = d->next)
{
if (d->connected == CON_PLAYING
&& IS_OUTSIDE(d->character)
&& IS_AWAKE(d->character))
send_to_char(buf, d->character);
}
}
return;
}
}
/*
void embrace_update( void )
{
DESCRIPTOR_DATA *d;
CHAR_DATA *ch;
CHAR_DATA *victim;
char buf[MAX_STRING_LENGTH];
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ((ch = d->character) == NULL
|| IS_NPC(ch)
|| ch->embracing==NULL)
{
continue;
}
if (!IS_CLASS(ch,CLASS_VAMPIRE))
stop_embrace(ch,NULL);
victim=ch->embracing;
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 (IS_NPC(victim) )
{
ch->pcdata->condition[COND_THIRST] += number_range(40,50);
act("$N falls to the ground lifeless.",ch,NULL,victim,TO_CHAR);
act("$N falls to the ground lifeless.",ch,NULL,victim,TO_ROOM);
stop_embrace(ch,victim);
raw_kill(victim, ch);
return;
}
if (victim->pcdata->condition[COND_THIRST] < 0)
victim->pcdata->condition[COND_THIRST] = 0;
ch->pcdata->condition[COND_THIRST] += number_range(30,40);
sprintf(buf,"%s shudders in ecstacy as he drinks blood from %s's neck.\n\r",ch->name,victim->name);
act(buf,ch,NULL,NULL,TO_ROOM);
sprintf(buf,"You shudder in ecstacy as you drink blood from %s's neck.\n\r",victim->name);
send_to_char(buf,ch);
sprintf(buf,"You feel some of your life slip away as %s drinks from your neck.\n\r",ch->name);
send_to_char(buf,victim);
ch->pcdata->condition[COND_THIRST] += number_range(35,40);
victim->pcdata->condition[COND_THIRST] -= number_range(40,42);
if (ch->pcdata->condition[COND_THIRST] > 2000/ch->pcdata->stats[UNI_GEN])
{ch->pcdata->condition[COND_THIRST]=2000/ch->pcdata->stats[UNI_GEN];
send_to_char("Your bloodlust is sated.\n\r",ch);}
if (victim->pcdata->condition[COND_THIRST] < 0)
victim->pcdata->condition[COND_THIRST]=0;
if (victim->pcdata->condition[COND_THIRST] ==0)
{
sprintf(buf,"You have been diablerized!\n\r");
send_to_char(buf,victim);
raw_kill(victim, ch);
sprintf(buf,"%s's body falls lifeless to the ground.\n\r",victim->name);
act(buf,ch,NULL,NULL,TO_ROOM);
send_to_char(buf,ch);
stop_embrace(ch,victim);
if (victim->pcdata->stats[UNI_GEN] < ch->pcdata->stats[UNI_GEN] && ch->pcdata->stats[UNI_GEN] > 3)
{
sprintf(buf,"%s has been diablerized by %s.",victim->name,ch->name);
ch->pcdata->stats[UNI_GEN] -= 1;
victim->pcdata->stats[UNI_GEN] += 1;
victim->pcdata->condition[COND_THIRST]=0;
do_info(ch,buf);
}
else
{
sprintf(buf,"%s has been diablerized by %s for no generation.", victim->name,ch->name);
victim->pcdata->condition[COND_THIRST]=0;
do_info(ch,buf);
}
}
continue;
}
return;
}
*/
/*
* Update all chars, including mobs.
* This function is performance sensitive.
*/
void char_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *ch_save;
CHAR_DATA *ch_quit;
bool is_obj;
bool drop_out = FALSE;
time_t save_time;
int i;
save_time = current_time;
ch_save = NULL;
ch_quit = NULL;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
ch_next = ch->next;
if (!IS_NPC(ch) && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH)))
is_obj = TRUE;
else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
{is_obj = TRUE;SET_BIT(ch->extra, EXTRA_OSWITCH);}
else
is_obj = FALSE;
/*
* Find dude with oldest save time.
*/
if ( !IS_NPC(ch)
&& ( ch->desc == NULL || ch->desc->connected == CON_PLAYING )
&& ch->level >= 2
&& ch->save_time < save_time )
{
ch_save = ch;
save_time = ch->save_time;
}
if (!IS_HERO(ch) && ch->hit < 1 && ch->position !=
POS_FIGHTING)
{
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
act("The healer makes a few gestures and $n appears in the room.",ch,NULL,NULL,TO_ROOM);
ch->hit = 1;
update_pos(ch);
send_to_char("You feel a little better.\n\r",ch);
act("The healer says 'Are you ok $n? Lucky I was here!'.",ch,NULL,NULL,TO_ROOM);
act("The healer says 'Are you ok $n? Lucky I was here!'.",ch,NULL,NULL,TO_CHAR);
}
/*
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && !is_obj &&
ch->pcdata->powers[WPOWER_BEAR] > 3 && ch->position == POS_SLEEPING)
{
if ( ch->hit < ch->max_hit ) ch->hit = ch->max_hit;
if ( ch->mana < ch->max_mana ) ch->mana = ch->max_mana;
if ( ch->move < ch->max_move ) ch->move = ch->max_move;
*/
if (!IS_NPC(ch)) (ch->exp = ch->exp + 1);
if ( is_garou(ch) && ch->gifts[UKTENA] >= 2 && !IS_AFFECTED(ch, AFF_FLYING) )
SET_BIT(ch->affected_by, AFF_FLYING);
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[HARA_KIRI] > 0 )
ch->pcdata->powers[HARA_KIRI]--;
if ( IS_SET(ch->garou1, GAROU_WHELP2) )
{
if ( number_range( 1, 3 ) == 2 )
{
REMOVE_BIT(ch->garou1, GAROU_WHELP2);
ch->max_hit += 1500;
stc("Your body feels slightly stronger.\n\r",ch);
SET_BIT(ch->garou1, GAROU_WHELP1);
}
}
if ( IS_SET(ch->garou1, GAROU_WHELP1) )
{
if (number_range(1,3) == 2 )
{
REMOVE_BIT(ch->garou1, GAROU_WHELP1);
ch->max_hit += 1500;
stc("You feel the Whelp's Curse leave your body.\n\r",ch);
}
}
if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF)
&& ch->gnosis[GMAXIMUM] > 0 && ch->gnosis[GMAXIMUM]
> ch->gnosis[GCURRENT] )
{
if ( ch->position == POS_SLEEPING )
ch->gnosis[GCURRENT] += number_range(1,10);
else if ( ch->position == POS_RESTING )
ch->gnosis[GCURRENT] += number_range(1,9);
else if ( ch->position == POS_FIGHTING )
ch->gnosis[GCURRENT] += 0;
else
ch->gnosis[GCURRENT] += number_range( 1, 8 );
}
if (ch->gnosis[GCURRENT] > ch->gnosis[GMAXIMUM])
{
(ch->gnosis[GCURRENT] = ch->gnosis[GMAXIMUM]);
}
if ( IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NINJAKI] < 200 )
{
if ( ch->position == POS_MEDITATING )
{
ch->pcdata->powers[NINJAKI] += number_range( 15, 30 );
if ( ch->pcdata->powers[NINJAKI] > 200 )
ch->pcdata->powers[NINJAKI] = 200;
}
}
if ( IS_SET(ch->mflags, MAGE_EMBRACED2) )
{
stc("The earth surrounding you starts to slowly crack.\n\r",ch);
SET_BIT(ch->mflags, MAGE_EMBRACED1);
REMOVE_BIT(ch->mflags, MAGE_EMBRACED2);
}
else if ( IS_SET(ch->mflags, MAGE_EMBRACED1) )
{
stc("The earth surrounding you falls away.\n\r",ch);
REMOVE_BIT(ch->mflags, MAGE_EMBRACED1);
}
if ( ch->quint[BODY] < (ch->spheres[MPRI]) )
ch->quint[BODY]++;
if ( ch->quint[AVATAR] < (ch->spheres[MPRI]) )
ch->quint[AVATAR]++;
if ( 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 $s fangs and screams in rage.",ch,NULL,NULL,TO_ROOM);
beast_rage(ch);
do_beastlike(ch,"");
}
/* Add tick messages here..
if ( TIMER(ch, TIMER_WHATEVER) == 1 )
stc("Your whatever timer has worn off.\n\r",ch);
*/
if ( !IS_NPC(ch) )
{
/* --> */
}
if ( !IS_NPC(ch) )
{
for ( i = 0; i < MAX_TIMER; i++ )
if ( ch->pcdata->tick_timer[i] > 0 ) ch->pcdata->tick_timer[i]--;
}
if ( ch->position > POS_STUNNED && !is_obj)
{
if ( ch->hit < ch->max_hit )
ch->hit += hit_gain(ch);
if ( ch->mana < ch->max_mana )
ch->mana += mana_gain(ch);
if ( ch->move < ch->max_move )
ch->move += move_gain(ch);
}
if ( ch->position == POS_STUNNED && !is_obj)
{
ch->hit = ch->hit + number_range(2,4);
update_pos( ch );
/*
if (ch->position > POS_STUNNED)
{
act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM );
act( "You clamber back to your feet.", ch, NULL, NULL, TO_CHAR );
}
*/
}
if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj)
{
OBJ_DATA *obj;
// int blood;
if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] > 0 )
|| ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] > 0 ) )
{
if ( --obj->value[2] == 0 && ch->in_room != NULL )
{
--ch->in_room->light;
act( "$p goes out.", ch, obj, NULL, TO_ROOM );
act( "$p goes out.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
}
if ( ++ch->timer >= 12)
{
if ( ch->was_in_room == NULL && ch->in_room != NULL )
{
ch->was_in_room = ch->in_room;
if ( ch->fighting != NULL )
stop_fighting( ch, TRUE );
act( "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the void.\n\r", ch );
save_char_obj( ch );
char_from_room( ch );
char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) );
}
}
if ( ch->timer > 30 ) ch_quit = ch;
gain_condition( ch, COND_DRUNK, -1 );
if (!IS_CLASS(ch, CLASS_VAMPIRE))
{
gain_condition( ch, COND_FULL, -1 );
gain_condition( ch, COND_THIRST, -1 );
}
else
{
if (ch->pcdata->condition[COND_THIRST] > 0) ch->pcdata->condition[COND_THIRST]--;
if (ch->hit > 0 && ch->pcdata->condition[COND_THIRST] < 1)
{
send_to_char( "You are DYING from lack of blood!\n\r", ch );
act( "$n gets a hungry look in $s eyes.", ch, NULL, NULL, TO_ROOM );
if (ch->hit > 0) ch->hit -= number_range(2,5);
update_pos(ch);
if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch);
if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
}
else if (ch->hit > 0 && ch->pcdata->condition[COND_THIRST] <= 20)
{
send_to_char( "You crave blood.\n\r", ch );
if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch);
if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75)
&& !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
}
/*
blood = -1;
if (IS_POLYAFF(ch, POLY_ZULO)) blood -= number_range(30,40);
if (ch->beast > 0)
{
if (IS_VAMPAFF(ch, VAM_CLAWS)) blood -= number_range(1,3);
if (IS_VAMPAFF(ch, VAM_FANGS)) blood -= 1;
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) blood -= 1;
if (IS_VAMPAFF(ch, AFF_SHADOWSIGHT)) blood -= number_range(1,3);
if (IS_SET(ch->act, PLR_HOLYLIGHT)) blood -= number_range(1,5);
if (IS_VAMPAFF(ch, VAM_DISGUISED)) blood -= number_range(5,10);
if (IS_VAMPAFF(ch, VAM_CHANGED)) blood -= number_range(5,10);
if (IS_VAMPAFF(ch, IMM_SHIELDED)) blood -= number_range(1,3);
if (IS_POLYAFF(ch, POLY_SERPENT)) blood -= number_range(1,3);
if (ch->beast == 100) blood *= 2;
}
gain_condition( ch, COND_THIRST, blood );
*/
}
}
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
paf->duration--;
else if ( paf->duration < 0 )
;
else
{
if ( paf_next == NULL
|| paf_next->type != paf->type
|| paf_next->duration > 0 )
{
if ( paf->type > 0 && skill_table[paf->type].msg_off && !is_obj)
{
send_to_char( skill_table[paf->type].msg_off, ch );
send_to_char( "\n\r", ch );
if (IS_SET(ch->in_room->room_flags,
ROOM_TOTAL_DARKNESS)) REMOVE_BIT(ch->in_room->room_flags,
ROOM_TOTAL_DARKNESS);
}
}
affect_remove( ch, paf );
}
}
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken,
* as it may be lethal damage (on NPC).
*/
if ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL )
{
int dam = 0;
int minhit = 0;
if (!IS_NPC(ch)) minhit = -11;
if (IS_BLEEDING(ch,BLEEDING_HEAD) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's neck.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your neck.\n\r", ch );
dam += number_range(20,50);
}
if (IS_BLEEDING(ch,BLEEDING_THROAT) && (ch->hit-dam) > minhit )
{
act( "Blood pours from the slash in $n's throat.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Blood pours from the slash in your throat.\n\r", ch );
dam += number_range(10,20);
}
if (IS_BLEEDING(ch,BLEEDING_ARM_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left arm.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left arm.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_HAND_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left wrist.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left wrist.\n\r", ch );
dam += number_range(5,10);
}
if (IS_BLEEDING(ch,BLEEDING_ARM_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right arm.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right arm.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_HAND_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right wrist.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right wrist.\n\r", ch );
dam += number_range(5,10);
}
if (IS_BLEEDING(ch,BLEEDING_LEG_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left leg.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left leg.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_FOOT_L) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's left ankle.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your left ankle.\n\r", ch );
dam += number_range(5,10);
}
if (IS_BLEEDING(ch,BLEEDING_LEG_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right leg.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right leg.\n\r", ch );
dam += number_range(10,20);
}
else if (IS_BLEEDING(ch,BLEEDING_FOOT_R) && (ch->hit-dam) > minhit )
{
act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch );
dam += number_range(5,10);
}
if (IS_HERO(ch)) { ch->hit = ch->hit - dam;
if (ch->hit < 1) ch->hit = 1; }
else ch->hit = ch->hit - dam;
update_pos(ch);
ch->in_room->blood += dam;
if (ch->in_room->blood > 1000) ch->in_room->blood = 1000;
if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1))
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
if (IS_SET(ch->newbits, NEW_VISCERAL) && !is_obj && !drop_out)
{
int dam;
if (IS_NPC(ch)) break;
act( "$n winces in pain.", ch, NULL, NULL, TO_ROOM);
send_to_char( "You wince in pain as venom spreads throughout your system.\n\r", ch);
dam = number_range(250,500);
ch->hit = ch->hit - dam;
update_pos(ch);
if (ch->hit < -10)
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
if (IS_SET(ch->flag2,AFF2_ROT) && !is_obj && !drop_out)
{
int dam;
if (IS_NPC(ch)) break;
act( "$n's flesh shrivels and tears.", ch, NULL, NULL, TO_ROOM);
send_to_char( "Your flesh shrivels and tears.\n\r", ch);
dam = number_range(250,500);
ch->hit = ch->hit - dam;
update_pos(ch);
if (ch->hit < -10)
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
if (IS_SET(ch->flag2,AFF2_BALOR) && !is_obj && !drop_out)
{
int dam;
if (IS_NPC(ch)) break;
act( "$n scream in pain as his body is torn apart from the inside out!", ch, NULL, NULL, TO_ROOM);
send_to_char( "You scream in pain as your body is torn apart from the inside out.\n\r", ch);
dam = number_range(250,500);
ch->hit = ch->hit - dam;
update_pos(ch);
if (ch->hit < -10)
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL )
{
int dam;
if (!IS_NPC(ch) && IS_HERO(ch)) break;
if (!IS_NPC(ch) && IS_IMMUNE(ch, IMM_HEAT) &&
!IS_CLASS(ch, CLASS_VAMPIRE)) break;
act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your flesh burns and crisps.\n\r", ch );
dam = number_range(10,20);
if (!IS_NPC(ch) && IS_IMMUNE(ch, IMM_HEAT)) dam /= 2;
if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)) dam *= 2;
ch->hit = ch->hit - dam;
update_pos(ch);
if (ch->hit <=-11)
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
else if ( IS_CLASS(ch, CLASS_VAMPIRE) && (!IS_AFFECTED(ch,AFF_SHADOWPLANE)) &&
(!IS_NPC(ch) && !IS_IMMUNE(ch,IMM_SUNLIGHT)) && ch->in_room != NULL &&
(!ch->in_room->sector_type == SECT_INSIDE) && !is_obj &&
(!room_is_dark(ch->in_room)) && (weather_info.sunlight != SUN_DARK) )
{
act( "$n's flesh smolders in the sunlight!", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your flesh smolders in the sunlight!\n\r", ch );
/* This one's to keep Zarkas quiet ;) */
if (IS_POLYAFF(ch, POLY_SERPENT))
ch->hit = ch->hit - number_range(2,4);
else
ch->hit = ch->hit - number_range(5,10);
update_pos(ch);
if (ch->hit <=-11)
{
do_killperson(ch,ch->name);
drop_out = TRUE;
}
}
else if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out )
{
act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You shiver and suffer.\n\r", ch );
damage( ch, ch, 2, gsn_poison );
}
else if ( !IS_NPC( ch ) && ch->paradox[1] > 0 )
{
if ( ch->paradox[1] > 2999 /* lower to 2 to add paradox - Vic */ ) paradox( ch );
else if ( ch->paradox[2] == 0 && ch->paradox[1] > 0 )
{
ch->paradox[1] --;
ch->paradox[2] = PARADOX_TICK;
}
else ch->paradox[3] --;
}
else if ( ch->position == POS_INCAP && !is_obj && !drop_out )
{
if (ch->level > 0)
ch->hit = ch->hit + number_range(2,4);
else
ch->hit = ch->hit - number_range(1,2);
update_pos( ch );
if (ch->position > POS_INCAP)
{
act( "$n's wounds stop bleeding and seal up.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your wounds stop bleeding and seal up.\n\r", ch );
}
if (ch->position > POS_STUNNED)
{
act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You clamber back to your feet.\n\r", ch );
}
}
else if ( ch->position == POS_MORTAL && !is_obj && !drop_out )
{
drop_out = FALSE;
if (ch->level > 0)//right here also
ch->hit = ch->hit + number_range(2,4);
//recommented by sage
else
{
ch->hit = ch->hit - number_range(1,2);
if (!IS_NPC(ch) && (ch->hit <=-11))
do_killperson(ch,ch->name);
drop_out = TRUE;
}
if (!drop_out)
{
update_pos( ch );
// lala
if (ch->position == POS_INCAP)
{
act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch );
}
}
}
else if ( ch->position == POS_DEAD && !is_obj && !drop_out )
{
update_pos(ch);
if (!IS_NPC(ch))
do_killperson(ch,ch->name);
}
drop_out = FALSE;
}
/*
//new regen shit hope it works? SAGE
else if ( ch->position == POS_INCAP && !is_obj && !drop_out )
{
if (IS_HERO(ch))
ch->hit = ch->hit + number_range(2,4);
else
ch->hit = ch->hit - number_range(1,2);
update_pos( ch );
if (ch->position > POS_INCAP)
{
act( "$n's wounds stop bleeding and seal up.", ch, NULL,
NULL, TO_ROOM );
send_to_char( "Your wounds stop bleeding and seal up.\n\r", ch );
}
if (ch->position > POS_STUNNED)
{
act( "$n clambers back to $s feet.", ch, NULL, NULL,
TO_ROOM );
send_to_char( "You clamber back to your feet.\n\r", ch );
}
}
else if ( ch->position == POS_MORTAL && !is_obj && !drop_out )
{
drop_out = FALSE;
if (IS_HERO(ch))
ch->hit = ch->hit + number_range(2,4);
else
{
ch->hit = ch->hit - number_range(1,2);
if ((!IS_NPC(ch) && ch->hit<-10) || (IS_NPC(ch) &&
ch->hit<0))
{
ch->fatal = 16;
killperson(ch,ch);
//do_killperson(ch,ch);
continue;
}
}
if (!drop_out)
{
update_pos( ch );
if (ch->position == POS_INCAP)
{
act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch );
}
}
}
else if ( ch->position == POS_DEAD && !is_obj && !drop_out )
{
if (!IS_NPC(ch))
{
// ch->form = 16;
killperson(ch,ch);
//do_killperson(ch,ch);
continue;
}
}
drop_out = FALSE;
}
*/
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
if ( ch_save != NULL || ch_quit != NULL )
{
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ch == ch_save )
save_char_obj( ch );
if ( ch == ch_quit )
do_quit( ch, "" );
}
}
return;
}
void quest( void )
{
static const sh_int rvnum[] =
{
109, 2210, 19192, 2396, 2429, 1477, 7900, 601,
9103, 25008, 931, 9326, 9236, 2103, 2350
};
static const sh_int ovnum[] =
{
200, 201, 202, 203, 204, 205, 206, 207, 208, 209,
210, 211
};
static const sh_int mvnum[] =
{
200, 201
};
OBJ_DATA *obj;
CHAR_DATA *ch;
int rrandom;
int orandom;
int mrandom;
rrandom = number_range(0,14);
orandom = number_range(0,11);
mrandom = number_range(0,1);
obj = create_object(get_obj_index(ovnum[orandom]),100);
ch = create_mobile(get_mob_index(mvnum[mrandom]));
obj_to_char(obj,ch);
char_to_room(ch,get_room_index(rvnum[rrandom]));
SET_BIT(ch->special,SPC_NOFIND);
SET_BIT(obj->quest,ITEM_EQUEST);
obj->cost = 15;
return;
}
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char buf[MSL];
for ( obj = object_list; obj != NULL; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
if ( obj->timer <= 0 || --obj->timer > 0 ){
if((obj->item_type == ITEM_CORPSE_NPC
|| obj->item_type == ITEM_CORPSE_PC) && obj->in_obj == 0 && obj!=NULL)
alter_corpse(obj);
continue;}
switch ( obj->item_type )
{
default: message = "$p vanishes."; break;
case ITEM_FOUNTAIN: message = "$p dries up."; break;
case ITEM_CORPSE_NPC:
case ITEM_CORPSE_PC: sprintf(buf,"%s is wholly consumed by maggots.",
obj->real_name);
message = buf; break;
case ITEM_FOOD: message = "$p decomposes."; break;
case ITEM_TRASH: message = "$p crumbles into dust."; break;
case ITEM_EGG: message = "$p cracks open."; break;
case ITEM_WEAPON: message = "The poison on $p melts through it."; break;
case ITEM_WALL: message = "$p flows back into the ground.";break;
}
if ( obj->carried_by != NULL )
{
act( message, obj->carried_by, obj, NULL, TO_CHAR );
}
else if ( obj->in_room != NULL
&& ( rch = obj->in_room->people ) != NULL )
{
act( message, rch, obj, NULL, TO_ROOM );
act( message, rch, obj, NULL, TO_CHAR );
}
/* If the item is an egg, we need to create a mob and shell!
* KaVir
*/
if ( obj->item_type == ITEM_EGG )
{
CHAR_DATA *creature;
OBJ_DATA *egg;
if ( get_mob_index( obj->value[0] ) != NULL )
{
if (obj->carried_by != NULL && obj->carried_by->in_room != NULL)
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,obj->carried_by->in_room);
}
else if (obj->in_room != NULL)
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,obj->in_room);
}
else
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,get_room_index(ROOM_VNUM_HELL));
/*
obj->timer = 1;
continue;
*/
}
egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 );
egg->timer = 2;
obj_to_room( egg, creature->in_room );
act( "$n clambers out of $p.", creature, obj, NULL, TO_ROOM );
}
else if (obj->in_room != NULL)
{
egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 );
egg->timer = 2;
obj_to_room( egg, obj->in_room );
}
}
if (obj != NULL) extract_obj( obj );
}
return;
}
/*
* Aggress.
*
* for each mortal PC
* for each mob in room
* aggress on some random PC
*
* This function takes 25% to 35% of ALL Merc cpu time.
* Unfortunately, checking on each PC move is too tricky,
* because we don't want the mob to just attack the first PC
* who leads the party into the room.
*
* -- Furey
*/
void aggr_update( void )
{
CHAR_DATA *wch;
CHAR_DATA *wch_next;
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *victim = NULL;
OBJ_DATA *obj = NULL;
OBJ_DATA *chobj = NULL;
ROOM_INDEX_DATA *objroom = NULL;
DESCRIPTOR_DATA *d;
for ( d = descriptor_list; d != NULL; d = d->next )
{
/*
if ( d->connected == CON_PLAYING
&& ( ch = d->character ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->stage[1] > 0
&& ( victim = ch->pcdata->partner ) != NULL
&& !IS_NPC(victim)
&& ch->in_room != NULL
&& victim->in_room != NULL
&& victim->in_room != ch->in_room )
{
ch->pcdata->stage[1] = 0;
victim->pcdata->stage[1] = 0;
}
*/
if ( d->connected == CON_PLAYING
&& ( ch = d->character ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata != NULL
&& ( obj = ch->pcdata->chobj ) != NULL )
{
if (obj->in_room != NULL)
objroom = obj->in_room;
else if (obj->in_obj != NULL)
objroom = get_room_index(ROOM_VNUM_IN_OBJECT);
else if (obj->carried_by != NULL)
{
if (obj->carried_by != ch && obj->carried_by->in_room != NULL)
objroom = obj->carried_by->in_room;
else continue;
}
else continue;
if (ch->in_room != objroom && objroom != NULL)
{
char_from_room(ch);
char_to_room(ch,objroom);
do_look(ch,"auto");
}
}
else if ( d->connected == CON_PLAYING
&& ( ch = d->character ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata != NULL
&& (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0) )
{
if (ch->pcdata->obj_vnum != 0)
{
bind_char(ch);
continue;
}
if (IS_HEAD(ch,LOST_HEAD))
{
REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
send_to_char("You are able to regain a body.\n\r",ch);
ch->position = POS_RESTING;
ch->hit = 1;
} else {
send_to_char("You return to your body.\n\r",ch);
REMOVE_BIT(ch->extra,EXTRA_OSWITCH);}
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup("");
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
if ( ( chobj = ch->pcdata->chobj ) != NULL )
chobj->chobj = NULL;
ch->pcdata->chobj = NULL;
do_look(ch,"auto");
}
continue;
}
for ( wch = char_list; wch != NULL; wch = wch_next )
{
wch_next = wch->next;
if ( IS_NPC(wch)
|| ( wch->desc != NULL && wch->desc->connected != CON_PLAYING )
|| wch->position <= POS_STUNNED
|| wch->level >= LEVEL_IMMORTAL
|| wch->pcdata == NULL
|| ( ( chobj = wch->pcdata->chobj ) != NULL )
|| wch->in_room == NULL )
continue;
if ( (IS_CLASS(wch, CLASS_WEREWOLF) && IS_HERO(wch)) ||
IS_ITEMAFF(wch, ITEMA_STALKER) )
{
if ( wch->hunting != NULL && wch->hunting != '\0' &&
strlen(wch->hunting) > 1 && wch->pcdata->powers[WPOWER_LYNX] > 1)
{
ROOM_INDEX_DATA *old_room = wch->in_room;
check_hunt( wch );
if (wch->in_room == old_room)
{
free_string(wch->hunting);
wch->hunting = str_dup( "" );
continue;
}
check_hunt( wch );
if (wch->in_room == old_room)
{
free_string(wch->hunting);
wch->hunting = str_dup( "" );
}
continue;
}
}
for ( ch = wch->in_room->people; ch != NULL; ch = ch_next )
{
int count;
ch_next = ch->next_in_room;
if ( !IS_NPC(ch)
|| !IS_SET(ch->act, ACT_AGGRESSIVE)
|| no_attack(ch, wch)
|| ch->fighting != NULL
|| IS_AFFECTED(ch, AFF_CHARM)
|| !IS_AWAKE(ch)
|| ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
|| !can_see( ch, wch ) )
continue;
/*
* Ok we have a 'wch' player character and a 'ch' npc aggressor.
* Now make the aggressor fight a RANDOM pc victim in the room,
* giving each 'vch' an equal chance of selection.
*/
count = 0;
victim = NULL;
for ( vch = wch->in_room->people; vch != NULL; vch = vch_next )
{
vch_next = vch->next_in_room;
if ( !IS_NPC(vch)
&& !no_attack(ch, vch)
&& vch->pcdata != NULL
&& ( ( chobj = vch->pcdata->chobj ) == NULL )
&& vch->level < LEVEL_IMMORTAL
&& vch->position > POS_STUNNED
&& ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) )
&& can_see( ch, vch ) )
{
if ( number_range( 0, count ) == 0 )
victim = vch;
count++;
}
}
if ( victim == NULL )
{
continue;
}
if ( is_garou(victim) && victim->gifts[PHILODOX] >= 2 )
continue;
multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
return;
}
/*added by sage for embrace*/
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];
int chargen;
int maxblood;
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) && IS_CLASS(ch, CLASS_MONK)
&& ch->focus[MAXIMUM] > 0 && ch->focus[MAXIMUM]
> ch->focus[CURRENT] )
{
if ( ch->position == POS_SLEEPING )
ch->focus[CURRENT] += number_range(1, 10);
else if ( ch->position == POS_MEDITATING )
ch->focus[CURRENT] += number_range( 4, 5 );
else if ( ch->position == POS_RESTING )
ch->focus[CURRENT] += number_range(1,9);
else if ( ch->position == POS_FIGHTING )
ch->focus[CURRENT] += 0;
else
ch->focus[CURRENT] += number_range( 1, 8 );
}
if ( IS_CLASS(ch, CLASS_MONK) && ch->focus[CURRENT] > ch->focus[MAXIMUM])
ch->focus[CURRENT] = ch->focus[MAXIMUM];
if ( IS_NPC(ch) || ch->embracing == NULL )
continue;
if (!IS_CLASS(ch,CLASS_VAMPIRE))
stop_embrace(ch,NULL);
victim=ch->embracing;
if (IS_NPC(victim) )
{
if (victim->level > 75 )
{
stop_embrace(ch,victim);
send_to_char("You cannot embrace someone so powerful!\n\r",ch);
return;
}
(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 ( ch->pcdata->condition[COND_THIRST] >
(2000 / ch->pcdata->stats[UNI_GEN]) )
{
stc("Your blood thirst is sated.\n\r",ch);
ch->pcdata->condition[COND_THIRST] = (2000/ch->pcdata->stats[UNI_GEN]);
}
*/
chargen = ch->pcdata->stats[UNI_GEN];
if (chargen > 12)
chargen = 12;
maxblood = (13 - chargen) * 100;
if (ch->pcdata->condition[COND_THIRST] >= maxblood)
send_to_char( "Your blood thirst is sated.\n\r", ch);
ch->pcdata->condition[COND_THIRST] = maxblood;
if (victim->practice < 0)
{
victim->practice = 0;
}
if (victim->practice == 0)
{
raw_kill(victim, ch);
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;
}
continue;
}
if (get_char_world(ch,victim->name) == NULL)
{stop_embrace(ch,NULL);continue;}
if (ch->in_room != victim->in_room)
stop_embrace(ch,victim);
if (victim->pcdata->condition[COND_THIRST] < 0)
victim->pcdata->condition[COND_THIRST] = 0;
ch->pcdata->condition[COND_THIRST] += number_range(30,40);
sprintf(buf, "%s shudders in ecstacy as he drinks blood from %s's neck.\n\r", ch->name,victim->name);
act(buf,ch,NULL,NULL,TO_ROOM);
sprintf(buf, "You shudder in ecstacy as you drink blood from %s's neck.\n\r",victim->name);
send_to_char(buf,ch);
sprintf(buf, "You feel some of your life slip away as %s drinks from your neck.\n\r", ch->name);
send_to_char(buf,victim);
ch->pcdata->condition[COND_THIRST] += number_range(35,40);
victim->pcdata->condition[COND_THIRST] -= number_range(40,42);
if (ch->pcdata->condition[COND_THIRST] > 2000/ch->pcdata->stats[UNI_GEN]);
{ch->pcdata->condition[COND_THIRST]=2000/ch->pcdata->stats[UNI_GEN];
send_to_char("Your bloodlust is sated.\n\r",ch);}
if (victim->pcdata->condition[COND_THIRST] < 0)
victim->pcdata->condition[COND_THIRST]=0;
if (victim->pcdata->condition[COND_THIRST] ==0)
{
sprintf(buf,"You have been diablerized!\n\r");
send_to_char(buf,victim);
raw_kill(victim, ch);
sprintf(buf,"%s's body falls lifeless to the ground.\n\r",victim->name);
act(buf,ch,NULL,NULL,TO_ROOM);
send_to_char(buf,ch);
stop_embrace(ch,victim);
if (victim->pcdata->stats[UNI_GEN] < ch->pcdata->stats[UNI_GEN] && ch->pcdata->stats[UNI_GEN] > 3)
{
sprintf(buf,"%s has been diablerized by %s.",victim->name,ch->name);
ch->pcdata->stats[UNI_GEN] -= 1;
victim->pcdata->stats[UNI_GEN] += 1;
victim->pcdata->condition[COND_THIRST] = 0;
do_info(ch,buf);
}
else
{
sprintf(buf,"%s has been diablerized by %s for no generation.", victim->name,ch->name);
victim->pcdata->condition[COND_THIRST] = 0;
do_info(ch,buf);
}
}
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;
DESCRIPTOR_DATA *d;
CHAR_DATA *ch = NULL;
CHAR_DATA *ch_next = NULL;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if (!IS_NPC(ch)) do_autosave(ch,"");
}
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected == CON_PLAYING
&& (ch = d->character) != NULL
&& !IS_NPC(ch))
{
if (ch->pcdata->resist[WILL_ANIMALISM] > 0)
{
ch->pcdata->resist[WILL_ANIMALISM]--;
if (ch->pcdata->resist[WILL_ANIMALISM] < 1)
{
send_to_char("You are no longer immune to Beast Within or Song of Serenity.\n\r",ch);
if (!IS_WILLPOWER(ch, RES_TOGGLE))
REMOVE_BIT(ch->pcdata->resist[0],
RES_ANIMALISM);
}
}
if (ch->pcdata->resist[WILL_AUSPEX] > 0)
{
ch->pcdata->resist[WILL_AUSPEX]--;
if (ch->pcdata->resist[WILL_AUSPEX] < 1)
{
send_to_char("You are no longer immune to having your mind Unveiled.\n\r",ch);
if (!IS_WILLPOWER(ch, RES_TOGGLE))
REMOVE_BIT(ch->pcdata->resist[0], RES_AUSPEX);
}
}
if (ch->pcdata->resist[WILL_DOMINATE] > 0)
{
ch->pcdata->resist[WILL_DOMINATE]--;
if (ch->pcdata->resist[WILL_DOMINATE] < 1)
{
send_to_char("You are no longer immune to being Dominated.\n\r",ch);
if (!IS_WILLPOWER(ch, RES_TOGGLE))
REMOVE_BIT(ch->pcdata->resist[0],
RES_DOMINATE);
}
}
if (ch->pcdata->resist[WILL_PRESENCE] > 0)
{
ch->pcdata->resist[WILL_PRESENCE]--;
if (ch->pcdata->resist[WILL_PRESENCE] < 1)
{
send_to_char("You are no longer immune to Dread Gaze and Entrancement.\n\r",ch);
if (!IS_WILLPOWER(ch, RES_TOGGLE))
REMOVE_BIT(ch->pcdata->resist[0],
RES_PRESENCE);
}
}
if ( --pulse_ww <= 0 )
{
pulse_ww = PULSE_WW;
ww_update ( );
}
if ( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2
);
area_update ( );
}
/*
if ( --pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
mobile_update ( );
}
*/
if ( --pulse_mobile <= (PULSE_MOBILE>>1) )
{
if ( pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
mobile_update ( );
obj_update ( );
}
else if ( pulse_mobile == (PULSE_MOBILE>>1) )
obj_update ( );
}
if ( --pulse_violence <= 0 )
{
pulse_violence = PULSE_VIOLENCE;
violence_update ( );
aggr_update( );
embrace_update();
}
if ( --pulse_point <= 0 )
{
pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2
);
weather_update ( );
moon_update ( );
char_update ( );
obj_update ( );
}
aggr_update( );
tail_chain( );
return;
}
}
}