/***************************************************************************
* 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 improvements copyright (C) 1994, 1995, 1996 by Richard *
* Woolcock. This mud is NOT to be copied in whole or in part, or to be *
* run without the permission of Richard Woolcock. Nobody else has *
* permission to authorise the use of this code. *
***************************************************************************/
/**************************************************************
* Myth Mud improvements ALL by David Spink aka Morglum. *
* This mud is NOT to be copied in whole or in part! No one *
* has the permission to authorise the use of this code. *
* In order to use this code you MUST comply with the terms *
* and conditions in 'license.myth' (as shipped). *
**************************************************************/
#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 char_update args( ( void ) );
void obj_update args( ( void ) );
void aggr_update args( ( void ) );
void moon_update args( ( void ) );
void gain_exp( CHAR_DATA *ch, int gain )
{
CHAR_DATA *mount = NULL;
CHAR_DATA *master = NULL;
if ( IS_NPC(ch) && (mount = ch->mount) != NULL && !IS_NPC(mount))
{
if ( (master = ch->master) == NULL || master != mount )
{
mount->exp += gain;
}
}
if ( (( get_age(ch) - 17) * 2 ) < 5 )
gain *= 3;
if ( !IS_NPC(ch) && !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;
}
else
{
if (IS_VAMPIRE(ch)) return 0;
gain = number_range( 10, 20 );
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_VAMPIRE(ch)) return 0;
gain = number_range( 10, 20 );
if ((intamount = (get_curr_int(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING: gain *= intamount * ch->level; 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_VAMPIRE(ch)) return 0;
gain = number_range( 10, 20 );
if ((dexamount = (get_curr_dex(ch)+1)) > 1)
{
switch ( ch->position )
{
case POS_MEDITATING: gain *= dexamount * 0.5; 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_VAMPIRE(ch)
&& iCond != COND_DRUNK)
return;
condition = ch->pcdata->condition[iCond];
if (!IS_NPC(ch) && !IS_VAMPIRE(ch) )
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );
else
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 100 );
if ( ch->pcdata->condition[iCond] == 0 )
{
switch ( iCond )
{
case COND_FULL:
if (!IS_VAMPIRE(ch))
{
send_to_char( "You are REALLY hungry.\n\r", ch );
act( "You hear $n's stomach rumbling.", ch, NULL, NULL, TO_ROOM );
}
break;
case COND_THIRST:
if (!IS_VAMPIRE(ch))
send_to_char( "You are REALLY thirsty.\n\r", ch );
/*
else if (ch->hit > 0)
{
send_to_char( "You are DYING from lack of blood!\n\r", ch );
act( "$n gets a hungry look in $s eyes.", ch, NULL, NULL, TO_ROOM );
ch->hit -= number_range(2,5);
if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch);
if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
}
*/
break;
case COND_DRUNK:
if ( condition != 0 )
send_to_char( "You are sober.\n\r", ch );
break;
}
}
else if ( ch->pcdata->condition[iCond] < 10 )
{
switch ( iCond )
{
case COND_FULL:
if (!IS_VAMPIRE(ch))
send_to_char( "You feel hungry.\n\r", ch );
break;
case COND_THIRST:
if (!IS_VAMPIRE(ch))
send_to_char( "You feel thirsty.\n\r", ch );
/*
else
{
send_to_char( "You crave blood.\n\r", ch );
if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch);
if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75)
&& !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
}
*/
break;
}
}
return;
}
/*
* Mob autonomous action.
* This function takes 25% to 35% of ALL Merc cpu time.
* -- Furey
*/
void mobile_update( void )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *ch;
CHAR_DATA *ch_next;
OBJ_DATA *stake;
EXIT_DATA *pexit;
int door;
/* Examine all mobs. */
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if ( ch->in_room == NULL ) continue;
/*
if ( ch->hunting != NULL && ch->hunting != '\0' &&
strlen(ch->hunting) > 1 )
{
check_hunt( ch );
continue;
}
*/
if ( ch->sat != NULL )
{
if (!CAN_SIT(ch) || ch->in_room == NULL ||
ch->sat->in_room == NULL || ch->sat->in_room != ch->in_room)
{
ch->sat->sat = NULL;
ch->sat = NULL;
}
}
if (IS_EXTRA(ch, EXTRA_DYING))
{
act("$n falls to the ground and dies from $s wounds.",ch,NULL,NULL,TO_ROOM);
send_to_char("You fall to the ground and die from your wounds.\n\r",ch);
ch->form = 16;
raw_kill(ch,ch);
continue;
}
if ( !IS_NPC(ch) )
{
if (ch->desc == NULL || !IS_PLAYING(ch->desc)) continue;
if (IS_EXTRA(ch, EXTRA_OSWITCH) && IS_MORE(ch, MORE_STAKED) && ( stake = get_eq_char( ch, WEAR_STAKE ) ) == NULL)
{
OBJ_DATA *obj;
REMOVE_BIT(ch->more, MORE_STAKED);
ch->pcdata->obj_vnum = 0;
REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);
REMOVE_BIT(ch->extra, EXTRA_OSWITCH);
free_string(ch->morph);
ch->morph = str_dup("");
send_to_char( "You recover from torpor.\n\r", ch );
if ( ( obj = ch->pcdata->chobj ) != NULL )
{
obj->chobj = NULL;
if (obj->carried_by != NULL)
{
if (ch != obj->carried_by)
{
act("You drop $N onto the floor.", obj->carried_by, NULL, ch, TO_CHAR);
act("$n drops $N onto the floor.", obj->carried_by, NULL, ch, TO_NOTVICT);
act("$n drops you onto the floor.", obj->carried_by, NULL, ch, TO_VICT);
}
}
}
ch->pcdata->chobj = NULL;
act("$n clambers to $s feet.",ch,NULL,NULL,TO_ROOM);
act("You clamber back to your feet.",ch,NULL,NULL,TO_CHAR);
extract_obj(obj);
if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
{
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
}
}
if (ch->position < POS_SLEEPING && ch->pcdata->wolf > 0)
{
ch->pcdata->wolf = 0;
if (IS_WEREWOLF(ch)) do_unwerewolf(ch,"");
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT) && !IS_POLYAFF(ch, POLY_ZULO))
do_nightsight(ch,"");
if (IS_VAMPAFF(ch, VAM_FANGS) && !IS_POLYAFF(ch, POLY_ZULO))
do_fangs(ch,"");
if (IS_VAMPAFF(ch, VAM_CLAWS) && !IS_POLYAFF(ch, POLY_ZULO))
do_claws(ch,"");
send_to_char("You feel your beast release its hold.\n\r",ch);
}
else if (ch->pcdata->song > 0)
{
OBJ_DATA *obj;
if ( ( obj = ch->pcdata->memorised ) == NULL )
{
ch->pcdata->memorised = NULL;
ch->pcdata->song = 0;
}
else sing_song(ch,obj);
}
else if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1)
{
send_to_char("You hiccup loudly.\n\r",ch);
act("$n hiccups.",ch,NULL,NULL,TO_ROOM);
}
if (ch->embraced == ARE_EMBRACING)
{
CHAR_DATA *vch;
int amount = number_range(5,15);
if (ch->position < POS_STANDING)
{
if ( ( vch = ch->embrace ) != NULL )
{
vch->embrace = NULL;
vch->embraced = ARE_NONE;
}
ch->embrace = NULL;
ch->embraced = ARE_NONE;
}
else if ( ( vch = ch->embrace ) == NULL )
ch->embraced = ARE_NONE;
else if (vch->position == POS_FIGHTING)
{
vch->embrace = NULL;
vch->embraced = ARE_NONE;
ch->embrace = NULL;
ch->embraced = ARE_NONE;
}
else if (vch->in_room == NULL || ch->in_room == NULL ||
ch->in_room != vch->in_room || is_safe(ch,vch))
{
ch->embrace = NULL;
ch->embraced = ARE_NONE;
vch->embrace = NULL;
vch->embraced = ARE_NONE;
}
else if ( vch->level > 100 && vch->position > POS_STUNNED)
{
if (vch->position < POS_FIGHTING)
{
act("You clamber to your feet.",vch,NULL,NULL,TO_CHAR);
act("$n clambers to $s feet.",vch,NULL,NULL,TO_ROOM);
vch->position = POS_STANDING;
}
act("$N rips your head away from $S throat and hurls you across the room.",ch,NULL,vch,TO_CHAR);
act("You rip $n's head away from your throat and hurl $m across the room.",ch,NULL,vch,TO_VICT);
act("$N rips $n's head away from $S throat and hurls $m across the room.",ch,NULL,vch,TO_NOTVICT);
act("You crash to the ground, stunned.",ch,NULL,NULL,TO_CHAR);
act("$n crashes to the ground, stunned.",ch,NULL,NULL,TO_ROOM);
stop_fighting(ch, TRUE);
ch->position = POS_STUNNED;
ch->embrace = NULL;
ch->embraced = ARE_NONE;
vch->embrace = NULL;
vch->embraced = ARE_NONE;
}
else
{
act("You shudder with ecstacy as you drain $N's lifeblood from $S throat.",ch,NULL,vch,TO_CHAR);
act("The gentle motion of $n's lips on your throat sends electric shivers through your body.",ch,NULL,vch,TO_VICT);
act("$n drinks deeply from $N's throat.",ch,NULL,vch,TO_NOTVICT);
if (vch->position == POS_STUNNED) update_pos(vch);
if (!IS_NPC(vch) && ((IS_WEREWOLF(vch) &&
get_tribe(vch, TRIBE_GET_OF_FENRIS) > 0) ||
IS_DEMON(vch)))
{
int dam = (number_range(25,50) * amount * vch->blood[BLOOD_POTENCY]);
act("Your lips blister and burn as $N's blood enters your mouth!",ch,NULL,vch,TO_CHAR);
ch->hit -= dam;
ch->agg += dam * 0.005;
if (ch->agg > 100) ch->agg = 100;
if (ch->hit < -10) ch->hit = -10;
update_pos(ch);
if (ch->position <= POS_STUNNED)
{
act("$n keels over and collapses on the floor.",ch,NULL,NULL,TO_ROOM);
ch->embrace = NULL;
ch->embraced = ARE_NONE;
vch->embrace = NULL;
vch->embraced = ARE_NONE;
}
}
if (IS_MORE(vch, MORE_BRISTLES))
{
int dam = number_range(1000,5000);
damage(vch, ch, dam, gsn_spines);
stop_fighting(vch, TRUE);
update_pos(ch);
if (ch->position <= POS_STUNNED)
{
act("$n keels over and collapses on the floor.",ch,NULL,NULL,TO_ROOM);
ch->embrace = NULL;
ch->embraced = ARE_NONE;
vch->embrace = NULL;
vch->embraced = ARE_NONE;
}
}
if (vch->blood[BLOOD_CURRENT] > amount &&
(vch->blood[BLOOD_CURRENT] - amount) <= 50)
{
ch->blood[BLOOD_CURRENT] += (amount * vch->blood[BLOOD_POTENCY]);
vch->blood[BLOOD_CURRENT] -= amount;
if (!IS_VAMPIRE(vch))
{
act("$N sways weakly in your arms.",ch,NULL,vch,TO_CHAR);
act("You sway weakly in $n's arms.",ch,NULL,vch,TO_VICT);
act("$N sways weakly in $n's arms.",ch,NULL,vch,TO_NOTVICT);
}
if (vch->blood[BLOOD_CURRENT] <= 25)
{
if (IS_VAMPIRE(vch))
{
act("You can feel that $N is very low on blood.",ch,NULL,vch,TO_CHAR);
send_to_char("You are very low on blood.\n\r",vch);
}
else
{
act("You can feel that $N is on the verge of death.",ch,NULL,vch,TO_CHAR);
send_to_char("You feel very faint.\n\r",vch);
}
}
}
else if (vch->blood[BLOOD_CURRENT] - amount <= 0)
{
ch->blood[BLOOD_CURRENT] += vch->blood[BLOOD_CURRENT];
vch->blood[BLOOD_CURRENT] = 0;
act("Your body falls limply to the ground.",vch,NULL,NULL,TO_CHAR);
act("$n's body falls limply to the ground.",vch,NULL,NULL,TO_ROOM);
if (!IS_NPC(vch) && IS_VAMPIRE(vch))
{
act("You suck $N's soul out of $S body.",ch,NULL,vch,TO_CHAR);
act("$n sucks your soul out of your body.",ch,NULL,vch,TO_VICT);
send_to_char("You have been Diablerised!\n\r",vch);
sprintf( buf, "%s has been diablerised by %s.", vch->name, ch->name);
do_info(ch, buf);
if (ch->beast == 0)
{
send_to_char("You have lost Golconda!\n\r", ch);
sprintf(buf, "%s has lost Golconda!", ch->name);
do_info(ch,buf);
if (IS_IMMUNE(ch, IMM_SUNLIGHT))
REMOVE_BIT(ch->immune, IMM_SUNLIGHT);
ch->beast = 80;
ch->truebeast = 90;
}
ch->pcdata->diableries[DIAB_TIME] += 10000;
ch->pcdata->diableries[DIAB_EVER]++;
ch->beast += 20;
ch->truebeast += 10;
if (ch->beast > 100) ch->beast = 100;
if (ch->truebeast > 100) ch->truebeast = 100;
if (is_affected(vch,gsn_potency))
affect_strip(vch, gsn_potency);
ch->race++;
vch->race--;
if ( vch->exp > 0 )
{
ch->exp += vch->exp;
vch->exp = 0;
}
}
ch->embrace = NULL;
ch->embraced = ARE_NONE;
vch->embrace = NULL;
vch->embraced = ARE_NONE;
group_gain(ch,vch);
vch->form = 0;
killperson(ch,vch);
}
else
{
ch->blood[BLOOD_CURRENT] += (amount * vch->blood[BLOOD_POTENCY]);
vch->blood[BLOOD_CURRENT] -= amount;
}
if (ch->blood[BLOOD_CURRENT] >= ch->blood[BLOOD_POOL])
ch->blood[BLOOD_CURRENT] = ch->blood[BLOOD_POOL];
}
}
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]++;
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);
}
}
}
/* Fix for the long stuntimes - Morglum*/
if (ch->position == POS_STUNNED)
{
if (number_range(1,4) == 2) ch->position = POS_STANDING;
}
if (IS_ABOMINATION(ch))
{
if (ch->position == POS_FIGHTING && !IS_ITEMAFF(ch, ITEMA_RAGER))
{
if (ch->pcdata->wolf < 300)
{
if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 4)
ch->pcdata->wolf += number_range(15,30);
else
ch->pcdata->wolf += number_range(5,10);
}
if (!IS_SET(ch->act, PLR_WOLFMAN) &&
ch->pcdata->wolf >= 100)
do_werewolf(ch,"");
}
else if (ch->pcdata->wolf > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
{
ch->pcdata->wolf--;
if (ch->pcdata->wolf < 100 )
do_unwerewolf(ch,"");
}
if (IS_MORE(ch, MORE_ANGER)) beast_rage(ch);
if (ch->pcdata->regenerate > 0)
{
if (ch->blood[BLOOD_CURRENT] < 10 && ch->hit > 0)
{
send_to_char("You have insufficient blood to regenerate any further.\n\r",ch);
ch->pcdata->regenerate = 0;
continue;
}
ch->pcdata->regenerate--;
ch->blood[BLOOD_CURRENT] -= 10;
werewolf_regen(ch);
if (ch->loc_hp[6] > 0) ch->loc_hp[0] = 0;
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)
part_reg(ch);
}
}
else if (IS_VAMPIRE(ch))
{
if ( ch->position == POS_FIGHTING && ch->pcdata->wolf > 0
&& ch->pcdata->wolf < (ch->beast * 0.5)
&& !IS_ITEMAFF(ch, ITEMA_RAGER) )
ch->pcdata->wolf++;
else if (ch->pcdata->wolf > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
{
if (number_percent() <= ch->beast)
beast_rage(ch);
else
ch->pcdata->wolf--;
if (ch->pcdata->wolf < 1)
send_to_char("You feel the beast release it's hold on you.\n\r",ch);
}
if (IS_MORE(ch, MORE_ANGER)) beast_rage(ch);
if (ch->pcdata->wolf < 1)
{
if (ch->pcdata->regenerate > 0)
{
if (ch->blood[BLOOD_CURRENT] < 10 && ch->hit > 0)
{
send_to_char("You have insufficient blood to regenerate any further.\n\r",ch);
continue;
}
ch->pcdata->regenerate--;
ch->blood[BLOOD_CURRENT] -= 10;
werewolf_regen(ch);
if (ch->loc_hp[6] > 0) ch->loc_hp[0] = 0;
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)
part_reg(ch);
}
continue;
}
if (ch->move > 1) ch->move--;
}
else if (IS_WEREWOLF(ch))
{
if (ch->position == POS_FIGHTING && !IS_ITEMAFF(ch, ITEMA_RAGER))
{
if (ch->pcdata->wolf < 300)
{
if (get_tribe(ch,TRIBE_GET_OF_FENRIS) > 4)
ch->pcdata->wolf += number_range(15,30);
else
ch->pcdata->wolf += number_range(5,10);
}
if (!IS_SET(ch->act, PLR_WOLFMAN) &&
ch->pcdata->wolf >= 100 )
do_werewolf(ch,"");
}
else if (ch->pcdata->wolf > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER))
{
ch->pcdata->wolf--;
if (ch->pcdata->wolf < 100 )
do_unwerewolf(ch,"");
}
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move )
werewolf_regen(ch);
if ( number_percent( ) >= 75 && ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) )
werewolf_regen(ch);
if ( number_percent( ) >= 90 && ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) )
werewolf_regen(ch);
if ( IS_BLACK_SPIRAL_DANCER(ch) )
{
if ( ch->in_room != NULL && ch->in_room->vnum == 30000 )
{
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 (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)
{
int sn = skill_lookup( "mend" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
}
continue;
}
if ( ch->blood[BLOOD_CURRENT] < ch->blood[BLOOD_POOL] )
{
ch->blood[BLOOD_CURRENT] += number_range(5,10);
if (ch->blood[BLOOD_CURRENT] > ch->blood[BLOOD_POOL])
ch->blood[BLOOD_CURRENT] = ch->blood[BLOOD_POOL];
}
if (IS_WEREWOLF(ch) && ch->position == POS_SLEEPING
&& get_tribe(ch, TRIBE_SILVER_FANGS) > 0 && 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_DEMON(ch) && IS_HERO(ch))
{
if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move )
werewolf_regen(ch);
if ( ch->blood[BLOOD_CURRENT] < ch->blood[BLOOD_POOL] )
ch->blood[BLOOD_CURRENT] = ch->blood[BLOOD_POOL];
if ( ch->in_room != NULL && ch->in_room->vnum == 30000 )
{
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);
}
continue;
}
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)
{
int sn = skill_lookup( "mend" );
(*skill_table[sn].spell_fun) (sn,ch->level,ch,ch);
}
}
else if (IS_MAGE(ch) && ch->mana < ch->max_mana)
{
if (ch->position == POS_MEDITATING)
ch->mana += number_range(100,500);
else
ch->mana += number_range(50,150); /* was (10,50) */
}
if (IS_ITEMAFF(ch, ITEMA_REGENERATE) || (!IS_NPC(ch)))
{
if ( !IS_VAMPIRE(ch) && ch->blood[BLOOD_CURRENT] <
ch->blood[BLOOD_POOL] )
{
ch->blood[BLOOD_CURRENT] += number_range(5,10);
if (ch->blood[BLOOD_CURRENT] > ch->blood[BLOOD_POOL])
ch->blood[BLOOD_CURRENT] = ch->blood[BLOOD_POOL];
}
if ( ch->hit < ch->max_hit || ch->move < ch->max_move ||
ch->mana < ch->max_mana )
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) || IS_EXTRA(ch, EXTRA_ILLUSION) ||
ch->wizard != NULL)
continue;
/* Examine call for special procedure */
if ( ch->spec_fun != 0 )
{
if ( (*ch->spec_fun) ( ch ) )
continue;
if (ch == NULL) continue;
}
if ( ch->position == POS_FIGHTING && IS_SET(ch->act, ACT_SKILLED) &&
ch->stance[0] < 1)
{
switch (number_range(1,5))
{
default:
case 1: do_stance(ch,"viper"); break;
case 2: do_stance(ch,"crane"); break;
case 3: do_stance(ch,"mongoose"); break;
case 4: do_stance(ch,"bull"); break;
case 5: do_stance(ch,"crab"); break;
}
}
/* 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 ( obj->item_type == ITEM_CORPSE_PC ) continue;
if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max )
{
obj_best = obj;
max = obj->cost;
}
}
if ( obj_best )
{
obj_from_room( obj_best );
obj_to_char( obj_best, ch );
act( "$n picks $p up.", ch, obj_best, NULL, TO_ROOM );
act( "You pick $p up.", ch, obj_best, NULL, TO_CHAR );
}
}
/* 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 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,"Buf - Please inform Morglum.\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);
if (IS_MORE(ch, MORE_COURAGE) && number_percent() < 50)
{
send_to_char("You no longer feel quite so brave.\n\r",ch);
REMOVE_BIT(ch->more, MORE_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_VAMPIRE(ch))
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, "The eastern horizon begins brightening.\n\r");
break;
case 9:
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.\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 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 in its wake.\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)
&& !IS_EXTRA(ch, EXTRA_OSWITCH)
&& !IS_HEAD(ch, LOST_HEAD))
{
send_to_char("You hear a clock in the distance strike midnight.\n\r",ch);
if (IS_MORE(ch, MORE_NOPAIN))
{
REMOVE_BIT(ch->more, MORE_NOPAIN);
send_to_char("You no longer feel so oblivious to pain.\n\r",ch);
}
if ( IS_VAMPIRE(ch) )
{
if (ch->beast > ch->truebeast && ch->beast > 0 &&
ch->beast < 100 && number_range(1,5) == 1)
{
if (--ch->beast == 0)
{
send_to_char("You have attained Golconda!\n\r", ch);
if (!IS_IMMUNE(ch, IMM_SUNLIGHT))
SET_BIT(ch->immune, IMM_SUNLIGHT);
ch->exp += 100000000;
send_to_char("You recieve 100000000 experience points]\n\r",ch);
}
}
if (ch->hit < ch->max_hit)
{ ch->hit = ch->max_hit; char_up = TRUE; }
if (ch->move < ch->max_move)
{ ch->move = ch->max_move; char_up = TRUE; }
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
if (char_up) send_to_char( "You feel the strength of the kindred flow through your veins!\n\r", ch );
update_pos(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;
}
/*
* 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;
int sn;
time_t save_time;
save_time = current_time;
ch_save = NULL;
ch_quit = NULL;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
ch_next = ch->next;
drop_out = FALSE;
if (!IS_NPC(ch) && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH)))
is_obj = TRUE;
else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0)
{is_obj = TRUE;SET_BIT(ch->extra, EXTRA_OSWITCH);}
else
is_obj = FALSE;
/*
* Find dude with oldest save time.
*/
if ( !IS_NPC(ch)
&& ( ch->desc == NULL || ch->desc->connected == CON_PLAYING )
&& ch->level >= 2
&& ch->save_time < save_time )
{
ch_save = ch;
save_time = ch->save_time;
}
/*
if (!IS_NPC(ch) && IS_WEREWOLF(ch) && !is_obj &&
ch->pcdata->disc[TOTEM_BEAR] > 3 && ch->position == POS_SLEEPING)
{
if ( ch->hit < ch->max_hit ) ch->hit = ch->max_hit;
if ( ch->move < ch->max_move ) ch->move = ch->max_move;
}
*/
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 ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj)
{
OBJ_DATA *obj;
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( "$p goes out.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
}
if ( ++ch->timer >= 12 )
{
if ( ch->was_in_room == NULL && ch->in_room != NULL )
{
ch->was_in_room = ch->in_room;
if ( ch->fighting != NULL )
stop_fighting( ch, TRUE );
send_to_char( "You disappear into the void.\n\r", ch );
act( "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL)
{
OBJ_DATA *chobj = ch->pcdata->chobj;
if ( chobj->in_room != NULL )
obj_from_room( chobj );
else if ( chobj->carried_by != NULL )
obj_from_char( chobj );
else if ( chobj->in_obj != NULL )
obj_from_obj( chobj );
obj_to_room( chobj, get_room_index( ROOM_VNUM_LIMBO ) );
}
do_autosave( 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_VAMPIRE(ch))
{
gain_condition( ch, COND_FULL, -1 );
gain_condition( ch, COND_THIRST, -1 );
}
else
{
if (ch->blood[BLOOD_CURRENT] > 0) ch->blood[BLOOD_CURRENT]--;
if (ch->hit > 0 && ch->blood[BLOOD_CURRENT] < 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->blood[BLOOD_CURRENT] <= 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->blood[BLOOD_CURRENT]+75)
&& !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,"");
}
/*
blood = -1;
if (ch->beast > 0)
{
if (IS_VAMPAFF(ch, VAM_CLAWS)) blood -= number_range(1,3);
if (IS_VAMPAFF(ch, VAM_FANGS)) blood -= 1;
if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) blood -= 1;
if (IS_VAMPAFF(ch, AFF_SHADOWSIGHT)) blood -= number_range(1,3);
if (IS_SET(ch->act, PLR_HOLYLIGHT)) blood -= number_range(1,5);
if (IS_VAMPAFF(ch, VAM_DISGUISED)) blood -= number_range(5,10);
if (IS_VAMPAFF(ch, VAM_CHANGED)) blood -= number_range(5,10);
if (IS_VAMPAFF(ch, IMM_SHIELDED)) blood -= number_range(1,3);
if (IS_POLYAFF(ch, POLY_SERPENT)) blood -= number_range(1,3);
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 );
}
}
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] < 1 && !is_obj && ch->in_room != NULL && !IS_VAMPIRE(ch))
{ if (ch->blood[0] < 100) ch->blood[0]++; }
if ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL && !IS_VAMPIRE(ch))
{
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 );
if (ch->blood[BLOOD_CURRENT] > 10)
ch->blood[BLOOD_CURRENT] -= 10;
else
ch->blood[BLOOD_CURRENT] = 0;
}
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 );
if (ch->blood[BLOOD_CURRENT] > 3)
ch->blood[BLOOD_CURRENT] -= 3;
else
ch->blood[BLOOD_CURRENT] = 0;
}
if (IS_BLEEDING(ch,BLEEDING_CHEST))
{
act( "Blood pours from the deep wound in $n's chest.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Blood pours from the deep wound in your chest.\n\r", ch );
if (ch->blood[BLOOD_CURRENT] > 5)
ch->blood[BLOOD_CURRENT] -= 5;
else
ch->blood[BLOOD_CURRENT] = 0;
}
if (IS_BLEEDING(ch,BLEEDING_STOMACH))
{
act( "Blood pours from $n's torn-open stomach.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Blood pours from your torn-open stomach.\n\r", ch );
if (number_percent() > 50 && !IS_BODY(ch, LOST_ENTRAILS))
{
act( "$n's entrails pour out onto the floor.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your entrails pour out onto the floor.\n\r", ch );
SET_BIT(ch->loc_hp[LOC_BODY], LOST_ENTRAILS);
make_part(ch,"entrails");
if (!is_undying(ch))
{
act("$n collapses weakly and dies from $s wounds.",ch,NULL,NULL,TO_ROOM);
send_to_char("You collapse weakly from your wounds.",ch);
ch->form = 12;
killperson(ch,ch);
drop_out = TRUE;
continue;
}
}
if (ch->blood[BLOOD_CURRENT] > 5)
ch->blood[BLOOD_CURRENT] -= 5;
else
ch->blood[BLOOD_CURRENT] = 0;
}
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 );
if (ch->blood[BLOOD_CURRENT] > 5)
ch->blood[BLOOD_CURRENT] -= 5;
else
ch->blood[BLOOD_CURRENT] = 0;
}
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 );
if (ch->blood[BLOOD_CURRENT] > 2)
ch->blood[BLOOD_CURRENT] -= 2;
else
ch->blood[BLOOD_CURRENT] = 0;
}
else if (IS_BLEEDING(ch,BLEEDING_WRIST_L))
{
act( "A spray of blood shoots from $n's slashed left wrist.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from your slashed left wrist.\n\r", ch );
if (ch->blood[BLOOD_CURRENT] > 2)
ch->blood[BLOOD_CURRENT] -= 2;
else
ch->blood[BLOOD_CURRENT] = 0;
}
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 );
if (ch->blood[BLOOD_CURRENT] > 5)
ch->blood[BLOOD_CURRENT] -= 5;
else
ch->blood[BLOOD_CURRENT] = 0;
}
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 );
if (ch->blood[BLOOD_CURRENT] > 2)
ch->blood[BLOOD_CURRENT] -= 2;
else
ch->blood[BLOOD_CURRENT] = 0;
}
else if (IS_BLEEDING(ch,BLEEDING_WRIST_R))
{
act( "A spray of blood shoots from $n's slashed right wrist.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from your slashed right wrist.\n\r", ch );
if (ch->blood[BLOOD_CURRENT] > 2)
ch->blood[BLOOD_CURRENT] -= 2;
else
ch->blood[BLOOD_CURRENT] = 0;
}
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 );
if (ch->blood[BLOOD_CURRENT] > 5)
ch->blood[BLOOD_CURRENT] -= 5;
else
ch->blood[BLOOD_CURRENT] = 0;
}
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 );
if (ch->blood[BLOOD_CURRENT] > 2)
ch->blood[BLOOD_CURRENT] -= 2;
else
ch->blood[BLOOD_CURRENT] = 0;
}
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 );
if (ch->blood[BLOOD_CURRENT] > 5)
ch->blood[BLOOD_CURRENT] -= 5;
else
ch->blood[BLOOD_CURRENT] = 0;
}
else if (IS_BLEEDING(ch,BLEEDING_FOOT_R))
{
act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch );
if (ch->blood[BLOOD_CURRENT] > 2)
ch->blood[BLOOD_CURRENT] -= 2;
else
ch->blood[BLOOD_CURRENT] = 0;
}
if (!is_undying(ch) && number_percent() > 90)
{
act("$n collapses weakly and dies from $s wounds.",ch,NULL,NULL,TO_ROOM);
send_to_char("You collapse weakly to the floor from your wounds.",ch);
ch->form = 13;
killperson(ch,ch);
drop_out = TRUE;
continue;
}
if (ch->blood[BLOOD_CURRENT] == 0 && !is_undying(ch))
{
act("$n collapses weakly and dies from blood loss.",ch,NULL,NULL,TO_ROOM);
send_to_char("You collapse weakly to the floor from blood loss.",ch);
ch->form = 13;
killperson(ch,ch);
drop_out = TRUE;
continue;
}
else if (ch->blood[BLOOD_CURRENT] <= 20 && !IS_VAMPIRE(ch))
{
act("$n sways weakly.",ch,NULL,NULL,TO_ROOM);
send_to_char("You sway weakly from blood loss.\n\r",ch);
}
ch->in_room->blood += number_range(1,10);
if (ch->in_room->blood > 1000) ch->in_room->blood = 1000;
}
if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL )
{
int dam = number_range(250,500);
if (IS_MORE(ch, MORE_FLAMES)) dam *= 2;
if (IS_NPC(ch) || (!IS_IMMUNE(ch, IMM_HEAT) &&
get_disc(ch, DISC_DAIMOINON) < 6))
{
act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your flesh burns and crisps.\n\r", ch );
if ( !IS_NPC(ch) && (IS_VAMPIRE(ch) || IS_GHOUL(ch)) &&
get_disc(ch,DISC_FORTITUDE) > 0)
{
int per_red = 0;
switch( get_disc(ch,DISC_FORTITUDE) )
{
default: per_red = 0; break;
case 1: per_red = number_range(10,20); break;
case 2: per_red = number_range(20,40); break;
case 3: per_red = number_range(30,60); break;
case 4: per_red = number_range(40,80); break;
case 5: per_red = number_range(50,100);break;
}
ch->hit += (per_red * dam * 0.01);
}
ch->hit -= dam;
update_pos(ch);
if (ch == NULL) continue;
if (ch->position == POS_DEAD)
{
ch->form = 14;
killperson(ch,ch);
drop_out = TRUE;
continue;
}
}
}
/*
// Morglum : Vampire sunlight damage
else if ( IS_VAMPIRE(ch) && (!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)
&& !IS_SET( world_affects, WORLD_FOG )
&& !IS_SET( world_affects, WORLD_RAIN )
&& !IS_SET( world_affects, WORLD_ECLIPSE )
&& weather_info.sky != SKY_LIGHTNING
&& weather_info.sky != SKY_RAINING
&& !IS_AFFECTED( ch, AFF_SHADOWPLANE ))
{
act( "$n's flesh smolders in the sunlight!", ch, NULL, NULL, TO_ROOM );
send_to_char( "Your flesh smolders in the sunlight!\n\r", ch );
if ( number_percent( ) >= 65
&& !IS_AFFECTED( ch, AFF_FLAMING ) )
{
send_to_char( "You erupt into flames.\n\r", ch );
act("$n erupts into flames.\n\r",ch,NULL,NULL,TO_ROOM);
SET_BIT( ch->affected_by, AFF_FLAMING );
}
if (IS_POLYAFF(ch, POLY_SERPENT))
ch->hit = ch->hit - number_range(300,600);
else
ch->hit = ch->hit - number_range(800,2000);
update_pos(ch);
if ((!IS_NPC(ch) && ch->hit<-10) || (IS_NPC(ch) && ch->hit<0))
{
ch->form = 15;
killperson(ch,ch);
drop_out = TRUE;
continue;
}
}
*/
if ( IS_AFFECTED(ch, AFF_ROT) && !is_obj && !drop_out )
{
act( "Pieces of rotting flesh fall from $n's body.", ch, NULL, NULL, TO_ROOM );
send_to_char( "Pieces of rotting flesh fall from your body.\n\r", ch );
damage( ch, ch, number_range(10,100), gsn_rot );
if (ch == NULL || ch->position == POS_DEAD) continue;
else if (get_curr_con(ch) > 0 &&
( sn = skill_lookup( "rotting flesh" ) ) >= 0 )
{
AFFECT_DATA af;
af.type = sn;
af.location = APPLY_CON;
af.modifier = -1;
af.duration = 0;
af.bitvector = AFF_ROT;
affect_join( ch, &af );
}
}
else if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out )
{
act( "$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 );
if (ch == NULL || ch->position == POS_DEAD) continue;
}
else if ( !IS_NPC( ch ) && ch->paradox[1] > 0 )
{
if ( ch->paradox[1] > 50 ) paradox( ch );
else if ( ch->paradox[2] == 0 && ch->paradox[1] > 0 )
{
ch->paradox[1] --;
ch->paradox[2] = PARADOX_TICK;
}
else ch->paradox[3] --;
}
else if ( ch->position == POS_INCAP && !is_obj && !drop_out )
{
if (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 $s feet.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You clamber back to your feet.\n\r", ch );
}
}
else if ( ch->position == POS_MORTAL && !is_obj && !drop_out )
{
drop_out = FALSE;
if (IS_HERO(ch))
ch->hit = ch->hit + number_range(2,4);
else
{
ch->hit = ch->hit - number_range(1,2);
if ((!IS_NPC(ch) && ch->hit<-10) || (IS_NPC(ch) && ch->hit<0))
{
/* kavirp */
ch->form = 16;
killperson(ch,ch);
continue;
}
}
if (!drop_out)
{
update_pos( ch );
if (ch->position == POS_INCAP)
{
act( "$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 )
{
/*
update_pos(ch);
*/
if (!IS_NPC(ch))
{
ch->form = 16;
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 )
do_autosave( ch, "" );
if ( ch == ch_quit )
do_quit( ch, "" );
}
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
for ( obj = object_list; obj != NULL; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
if (obj->item_type != ITEM_PAGE && IS_SET(obj->quest, QUEST_FOLLOWING))
{
if ( regenerate_part( obj ) ) continue;
}
if (obj->item_type != ITEM_PAGE && IS_SET(obj->spectype, SITEM_MESSAGE))
{
if (strlen(obj->chpoweruse) > 1 && strlen(obj->victpoweruse) > 1 &&
number_range(1,30) == 1)
{
if ( obj->carried_by != NULL )
{
act( obj->chpoweruse, obj->carried_by, obj, NULL, TO_CHAR );
act( obj->victpoweruse, obj->carried_by, obj, NULL, TO_ROOM );
}
else if ( obj->in_room != NULL
&& ( rch = obj->in_room->people ) != NULL )
{
act( obj->chpoweruse, rch, obj, NULL, TO_ROOM );
act( obj->chpoweruse, rch, obj, NULL, TO_CHAR );
}
if (IS_SET(obj->quest, QUEST_BLOODAGONY))
{
if (--obj->specpower < 1)
{
free_string(obj->chpoweruse);
obj->chpoweruse = str_dup( "" );
free_string(obj->victpoweruse);
obj->victpoweruse = str_dup( "" );
obj->specpower = 0;
REMOVE_BIT(obj->spectype, SITEM_MESSAGE);
REMOVE_BIT(obj->quest, QUEST_BLOODAGONY);
if ( ( rch = obj->carried_by ) != NULL )
{
act("All the blood has dripped off $p.",rch,obj,NULL,TO_CHAR);
if (obj->wear_loc == WEAR_WIELD)
REMOVE_BIT(rch->itemaffect, ITEMA_RIGHT_AGG);
else if (obj->wear_loc == WEAR_HOLD)
REMOVE_BIT(rch->itemaffect, ITEMA_LEFT_AGG);
}
}
}
}
}
if ( obj->timer <= 0 || --obj->timer > 0 )
continue;
if (IS_SET(obj->extra_flags, ITEM_VANISH))
message = "$p slowly fades away to nothing.";
else if (IS_SET(obj->spectype, SITEM_DEMONIC))
message = "$p vanishes in a blast of flames.";
else switch ( obj->item_type )
{
default: message = "$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 = "$p crumbles into dust."; break;
case ITEM_WALL: message = "$p sinks back into the ground.";break;
case ITEM_STAKE: message = "$p crumbles into dust."; break;
}
if ( obj->carried_by != NULL )
{
act( message, obj->carried_by, obj, NULL, TO_CHAR );
}
else if ( obj->in_room != NULL
&& ( rch = obj->in_room->people ) != NULL )
{
act( message, rch, obj, NULL, TO_ROOM );
act( message, rch, obj, NULL, TO_CHAR );
}
/* If the item is an egg, we need to create a mob and shell!
* KaVir
*/
if ( obj->item_type == ITEM_EGG )
{
CHAR_DATA *creature;
OBJ_DATA *egg;
if ( get_mob_index( obj->value[0] ) != NULL )
{
if (obj->carried_by != NULL && obj->carried_by->in_room != NULL)
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,obj->carried_by->in_room);
}
else if (obj->in_room != NULL)
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,obj->in_room);
}
else
{
creature = create_mobile( get_mob_index( obj->value[0] ) );
char_to_room(creature,get_room_index(ROOM_VNUM_HELL || ROOM_VNUM_HEAVEN));
/*
obj->timer = 1;
continue;
*/
}
egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 );
egg->timer = 2;
obj_to_room( egg, creature->in_room );
act( "$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 );
}
}
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_NPC(wch) && ( IS_WEREWOLF(wch) ||
IS_ITEMAFF(wch, ITEMA_STALKER) ) )
{
if ( wch->hunting != NULL && wch->hunting != '\0' &&
strlen(wch->hunting) > 1 && get_auspice(wch, AUSPICE_RAGABASH) > 2)
{
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)
&& ( vch->desc == NULL || IS_PLAYING(vch->desc) )
&& !no_attack(ch, vch)
&& vch->pcdata != NULL
&& ( ( chobj = vch->pcdata->chobj ) == NULL )
&& vch->level < LEVEL_IMMORTAL
&& vch->position > POS_STUNNED
&& ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) )
&& can_see( ch, vch ) )
{
if ( number_range( 0, count ) == 0 )
victim = vch;
count++;
}
}
if ( victim == NULL )
{
/*
bug( "Aggr_update: null victim attempt by mob %d.", ch->pIndexData->vnum );
*/
continue;
}
multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
return;
}
/*
* 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_gain_exp;
static int pulse_area;
static int pulse_mobile;
static int pulse_violence;
static int pulse_point;
static int pulse_sun_damage;
if ( --pulse_gain_exp <= 0 )
{
char buf [MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
CHAR_DATA *ch = NULL;
CHAR_DATA *ch_next = NULL;
int sn;
extern int bootcount;
pulse_gain_exp = PULSE_GAIN_EXP;
if (bootcount > 0)
{
bootcount--;
switch (bootcount)
{
default: strcpy(buf," "); break;
case 600: strcpy(buf,"#rReboot in #wten#r minutes#n"); break;
case 300: strcpy(buf,"#rReboot in #wfive#r minutes#n"); break;
case 120: strcpy(buf,"#rReboot in #wtwo#r minutes#n"); break;
case 60: strcpy(buf,"#rReboot in #wone#r minute#n"); break;
case 30: strcpy(buf,"#rReboot in #wthirty#r seconds#n"); break;
case 10: strcpy(buf,"#rReboot in #w10#r seconds#n"); break;
case 5: strcpy(buf,"#rReboot in #w5#r seconds#n"); break;
case 4: strcpy(buf,"#rReboot in #w4#r seconds#n"); break;
case 3: strcpy(buf,"#rReboot in #w3#r seconds#n"); break;
case 2: strcpy(buf,"#rReboot in #w2#r seconds#n"); break;
case 1: strcpy(buf,"#rReboot in #w1#r second#n"); break;
case 0: strcpy(buf,"#rReboot #wNOW#n"); break;
}
if (strlen(buf) > 2) sysmes(buf);
if (bootcount <= 0)
{
extern bool merc_down;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if (!IS_NPC(ch)) do_autosave(ch,"");
}
sprintf(log_buf,"#rTimed reboot#n" );
log_string( log_buf );
merc_down = TRUE;
}
}
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected == CON_PLAYING
&& (ch = d->character) != NULL
&& !IS_NPC(ch))
{
ch->exp += ch->beast ? 1 : 10;
if (ch->position == POS_FIGHTING && ch->move > 0 && !IS_HERO(ch)) ch->move--;
if (ch->pcdata->bpoints > 0)
{
ch->pcdata->bpoints--;
if (ch->pcdata->bpoints < 1)
send_to_char("You are once more able to use Blood Agony.\n\r",ch);
}
if (ch->pcdata->dpoints > 0)
{
ch->pcdata->dpoints--;
if (ch->pcdata->dpoints < 1)
{
if (IS_GHOUL(ch))
{
bool lost_disc = FALSE;
mortal_vamp(ch);
for ( sn = 0; sn <= DISC_MAX; sn++ )
{
if (ch->pcdata->powers[sn] > 0)
lost_disc = TRUE;
ch->pcdata->powers[sn] = 0;
}
if (lost_disc) send_to_char("You have lost your blood powers.\n\r",ch);
}
else send_to_char("You are once more able to sire a childe.\n\r",ch);
}
}
// Morglum : Vampire sunlight damage V2
if ( pulse_sun_damage-- <= 0 && IS_VAMPIRE( ch )
&& !IS_IMMORTAL( ch )
&& IS_HERO( ch )
&& ch->beast > 0
&& !IS_SET( world_affects, WORLD_FOG )
&& !IS_SET( world_affects, WORLD_RAIN )
&& !IS_SET( world_affects, WORLD_ECLIPSE )
&& weather_info.sunlight != SUN_DARK
&& weather_info.sky != SKY_LIGHTNING
&& weather_info.sky != SKY_RAINING
&& !IS_AFFECTED( ch, AFF_SHADOWPLANE )
&& ch->in_room != NULL
&& ch->in_room->sector_type != SECT_INSIDE
&& !IS_SET( ch->in_room->room_flags, ROOM_INDOORS )
&& !IS_SET( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS )
&& !IS_VAMPAFF( ch, VAM_EARTHMELDED )
&& ch->pcdata->chobj == NULL
&& !room_is_dark(ch->in_room)
&& number_percent( ) <= 65 )
{
int sun_damage = 0;
int recov_perc = 0;
pulse_sun_damage = PULSE_SUN_DAMAGE;
if ( ch->class == CLASS_VAMPIRE )
sun_damage = ( ch->max_hit / 100 ) * number_range(10,20);
else
sun_damage = ( ch->max_hit / 100 ) * number_range(8,16);
/*
if ( LOST_GOLCONDA( ch ) )
sun_damage *= 5;
*/
switch ( get_disc( ch, DISC_FORTITUDE ) )
{
default : recov_perc = 0; break;
case 1 : recov_perc = number_range( 10, 20 ); break;
case 2 : recov_perc = number_range( 20, 40 ); break;
case 3 : recov_perc = number_range( 30, 60 ); break;
case 4 : recov_perc = number_range( 40, 80 ); break;
case 5 : recov_perc = number_range( 50, 100); break;
}
if ( sun_damage > 0 && recov_perc > 0 )
sun_damage -= ( sun_damage / 100 ) * recov_perc;
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 );
if ( number_percent( ) >= 85 && !IS_AFFECTED( ch, AFF_FLAMING ) )
{
send_to_char( "You erupt into flames.\n\r", ch );
act("$n erupts into flames.\n\r",ch,NULL,NULL,TO_ROOM);
SET_BIT( ch->affected_by, AFF_FLAMING );
}
ch->form = 14;
hurt_person( ch, ch, sun_damage, TRUE );
}
// end
if (ch->pcdata->silence > 0)
{
ch->pcdata->silence--;
if (ch->pcdata->silence < 1)
{
if (IS_MORE(ch, MORE_SILENCE))
{
act("The room is no longer silent.",ch,NULL,NULL,TO_CHAR);
act("The room is no longer silent.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->in_room->added_flags, ROOM2_SILENCE);
REMOVE_BIT(ch->more, MORE_SILENCE);
ch->pcdata->silence = 60;
}
else send_to_char("Your ability to call the Silence of Death has returned.\n\r",ch);
}
}
if (ch->pcdata->necromancy > 0)
{
ch->pcdata->necromancy--;
if (ch->pcdata->necromancy < 1)
send_to_char("Your powers of Necromancy have replenished themselves.\n\r",ch);
}
if (ch->pcdata->rpoints > 0)
{
ch->pcdata->rpoints--;
if (ch->pcdata->rpoints < 1)
send_to_char("You have regained sufficient strength to use another ritual.\n\r",ch);
}
if (ch->pcdata->wpoints > 0)
{
ch->pcdata->wpoints--;
if (ch->pcdata->wpoints < 1)
send_to_char("Your powers of weather control have replenished themselves.\n\r",ch);
}
if (ch->pcdata->spirit > 0)
{
ch->pcdata->spirit--;
if (ch->pcdata->spirit < 1)
send_to_char("Your powers over the spirits have replenished themselves.\n\r",ch);
}
if (ch->pcdata->conjure > 0)
{
ch->pcdata->conjure--;
if (ch->pcdata->conjure < 1)
send_to_char("Your powers of conjuration have replenished themselves.\n\r",ch);
}
if (ch->pcdata->celerity > 0)
{
ch->pcdata->celerity--;
if (ch->pcdata->celerity < 1)
{
if (IS_WILLPOWER(ch, RES_CELERITY) && ch->position == POS_FIGHTING)
{
if (ch->blood[BLOOD_CURRENT] < 10)
{
send_to_char("Not enough blood to renew Celerity.\n\r",ch);
send_to_char("Your movements slow down.\n\r",ch);
act("$n is no longer moving with supernatural speed.", ch, NULL, NULL, TO_ROOM);
}
else
{
ch->blood[BLOOD_CURRENT] -= 10;
ch->pcdata->celerity += 60;
send_to_char("You burn blood to continue using your Celerity.\n\r",ch);
}
}
else
{
send_to_char("Your movements slow down.\n\r",ch);
act("$n is no longer moving with supernatural speed.", ch, NULL, NULL, TO_ROOM);
}
}
}
if (ch->pcdata->obeah > 0 && !IS_MORE(ch, MORE_NEUTRAL))
{
ch->pcdata->obeah--;
if (ch->pcdata->obeah < 1)
{
if (IS_WEREWOLF(ch))
send_to_char("Your healing powers have returned.\n\r",ch);
else
{
send_to_char("Your third eye stops glowing.\n\r",ch);
act("The eye in $n's forehead stops glowing.",ch,NULL,NULL,TO_ROOM);
}
}
}
if (ch->pcdata->darkness > 0)
{
ch->pcdata->darkness--;
if (ch->pcdata->darkness < 1)
{
if (IS_MORE(ch, MORE_DARKNESS))
{
act("The darkness in the room gradually fades away to nothing.",ch,NULL,NULL,TO_CHAR);
act("The darkness in the room gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
REMOVE_BIT(ch->more, MORE_DARKNESS);
ch->pcdata->darkness = 60;
}
else send_to_char("Your ability to call the Shroud of Night has returned.\n\r",ch);
}
}
if (ch->pcdata->reina > 0)
{
ch->pcdata->reina--;
if (ch->pcdata->reina < 1)
{
if (IS_MORE(ch, MORE_REINA))
{
send_to_char("The peaceful harmony in the air gradually fades away to nothing.\n\r",ch);
act("The peaceful harmony in the air gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM);
REMOVE_BIT(ch->in_room->room_flags, ROOM_SAFE);
REMOVE_BIT(ch->more, MORE_REINA);
ch->pcdata->reina = 60;
}
else send_to_char("You have recovered your voice.\n\r",ch);
}
}
if (ch->pcdata->majesty > 0)
{
ch->pcdata->majesty--;
if (ch->pcdata->majesty < 1)
{
if (IS_WEREWOLF(ch))
send_to_char("You can now use your Icy Chill of Despair again if you wish.\n\r",ch);
else
send_to_char("You can now raise your Majesty again if you wish.\n\r",ch);
}
}
if (ch->pcdata->temporis > 0)
{
ch->pcdata->temporis--;
if (ch->pcdata->temporis < 1)
send_to_char("Your powers of time control have replenished themselves.\n\r",ch);
}
if (ch->pcdata->firstaid > 0) ch->pcdata->firstaid--;
if (ch->pcdata->repair > 0) ch->pcdata->repair--;
if (ch->pcdata->evileye > 0) ch->pcdata->evileye--;
if (ch->pcdata->diableries[DIAB_TIME] > 0)
ch->pcdata->diableries[DIAB_TIME]--;
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 ( ch->pcdata->heart_twister > 0 )
{
ch->pcdata->heart_twister--;
if ( ch->pcdata->heart_twister < 1 )
send_to_char( "You can now use heart twister again.\n\r", ch );
}
if ( ch->pcdata->minor_create > 0 )
{
ch->pcdata->minor_create--;
if ( ch->pcdata->minor_create < 1 )
send_to_char( "You can now use minor creation again.\n\r", ch );
}
if ( ch->pcdata->earthquake > 0 )
{
ch->pcdata->earthquake--;
if ( ch->pcdata->earthquake < 1 )
send_to_char( "You can now use earthquake again.\n\r", ch );
}
if ( ch->pcdata->circleattack > 0 )
{
ch->pcdata->circleattack--;
if ( ch->pcdata->circleattack < 1 )
send_to_char( "You can now use circleattack again.\n\r", ch );
}
if ( ch->pcdata->umbra_timer > 0 )
{
ch->pcdata->umbra_timer--;
if ( ch->pcdata->umbra_timer < 1 )
send_to_char( "You can now use grab again.\n\r", ch );
}
if ( ch->pcdata->umbra > 0 && ch->position != POS_FIGHTING )
{
ch->pcdata->umbra--;
if ( ch->pcdata->umbra < 1
&& IS_AFFECTED( ch, AFF_SHADOWPLANE ) )
{
REMOVE_BIT( ch->affected_by, AFF_SHADOWPLANE );
send_to_char( "You fade back into the real world.\n\r", ch );
act("$n slowly fades back into existance.",ch,NULL,NULL,TO_ROOM);
do_look(ch,"auto");
}
}
if ( IS_WEREWOLF( ch ) && ch->pcdata->rage
&& number_bits( 2 ) == 0 )
do_rage( ch, "" );
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 ( --pulse_area <= 0 )
{
pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 );
area_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( );
}
if ( --pulse_point <= 0 )
{
pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 );
weather_update ( );
moon_update ( );
char_update ( );
}
tail_chain( );
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;
}
}
void paradox( CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
send_to_char("The sins of your past strike back!\n\r", ch);
send_to_char("The paradox has come for your soul!\n\r", ch);
sprintf( buf, "%s is struck by a paradox.\n\r", ch->name);
do_info(ch, buf);
ch->paradox[1] = 0;
ch->paradox[2] = 0;
ch->hit = -10;
update_pos( ch );
do_escape(ch, "");
SET_BIT(ch->extra, TIED_UP);
SET_BIT(ch->extra, GAGGED);
SET_BIT(ch->extra, BLINDFOLDED);
return;
}