/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Tartarus/doc/rom.license *
***************************************************************************/
/***************************************************************************
* Tartarus code is copyright (C) 1997-1998 by Daniel Graham *
* In using this code you agree to comply with the Tartarus license *
* found in the file /Tartarus/doc/tartarus.doc *
***************************************************************************/
#include "include.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 prelag_skills args( ( void ) );
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 riot_update args( (void ) );
void age_update args( ( void ) );
void room_update args( ( void ) );
void room_affect_update args( ( void ) );
void iprog_pulse_update args(( bool isTick ));
void healing_sleep_wakeup args( (CHAR_DATA *ch) );
void updateRaceAff args( (CHAR_DATA *ch) );
bool arena;
/* used for saving */
int reverse_d args((int dir));
int save_number = 0;
CHAR_DATA *affectowner;
CHAR_DATA *affect_owner;
/*
* Advancement stuff.
*/
void advance_level( CHAR_DATA *ch, bool hide )
{
char buf[MAX_STRING_LENGTH];
ch->pcdata->last_level = ( ch->played + (int) (current_time - ch->logon) ) / 3600;
sprintf( buf, "the %s",
title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] );
set_title( ch, buf );
return;
}
void gain_quest_credits ( CHAR_DATA *ch, int gain)
{
if ( IS_NPC(ch) )
return;
ch->quest_credits += gain;
if (ch->quest_credits < 0)
ch->quest_credits = 0;
save_char_obj(ch);
return;
}
void gain_exp( CHAR_DATA *ch, int gain )
{
char buf[MAX_STRING_LENGTH];
if ( IS_NPC(ch) )
return;
if (ch->level < LEVEL_HERO)
ch->exp += gain;
if (ch->exp > ch->exp_total)
ch->exp_total = ch->exp;
while ( ch->level < LEVEL_HERO && ch->exp >=
exp_per_level(ch) * (ch->level) )
{
send_to_char( "You raise a level!! ", ch );
ch->level += 1;
sprintf(buf,"%s gained level %d",ch->name,ch->level);
log_string(buf);
sprintf(buf,"$N has attained level %d!",ch->level);
wiznet(buf,ch,NULL,WIZ_LEVELS,0,0);
advance_level(ch,FALSE);
save_char_obj(ch);
}
return;
}
/*
* Regeneration stuff.
*/
int hit_gain( CHAR_DATA *ch )
{
int gain;
int number;
if (ch->in_room == NULL)
return 0;
if (ch->in_room->vnum == ROOM_VNUM_NIGHTWALK
|| ch->in_room->vnum == 2901)
{
number = gsn_shadowplane;
damage_old(ch,ch,40,number,DAM_NEGATIVE,TRUE);
return 0;
}
if (is_affected(ch,gsn_prevent_healing))
return 0;
if ( IS_NPC(ch) )
{
gain = 5 + (ch->level);
if (IS_AFFECTED(ch,AFF_REGENERATION))
gain *= 2;
switch(ch->position)
{
default : gain /= 2; break;
case POS_SLEEPING: gain = 3 * gain/2; break;
case POS_RESTING: break;
case POS_FIGHTING: gain /= 3; break;
}
}
else
{
gain = UMAX(3,get_curr_stat(ch,STAT_CON) -3 + (ch->level*(9.5/10)));
gain += class_table[ch->class].hp_max;
number = number_percent();
if (number < get_skill(ch,gsn_fast_healing))
{
gain += number * gain / 100;
if (ch->hit < ch->max_hit)
check_improve(ch,gsn_fast_healing,TRUE,8);
}
switch ( ch->position )
{
default: gain /= 4; break;
case POS_SLEEPING: break;
case POS_RESTING: gain /= 2; break;
case POS_FIGHTING: gain /= 6; break;
}
}
if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
gain = (gain * 7/5);
/*if ( IS_AFFECTED(ch, AFF_f ( IS_A)
gain /= 4;*/
if (IS_AFFECTED(ch, AFF_PLAGUE))
gain /= 2;
if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5)
{
if (number_percent() < get_skill(ch,gsn_dark_dream))
{
check_improve(ch,gsn_dark_dream,TRUE,7);
gain *=3;
gain /=2;
}
}
if (IS_AFFECTED(ch,AFF_HASTE) )
gain /=2;
if ( IS_AFFECTED(ch,AFF_SLOW))
{
gain *= 17;
gain /= 10 ;
}
if (is_affected(ch,gsn_camp))
{
if (number_percent() < ch->pcdata->learned[gsn_camp])
gain *=2;
}
gain *= 2;
return UMIN(gain, ch->max_hit - ch->hit);
}
int mana_gain( CHAR_DATA *ch )
{
int gain;
int number;
if (ch->in_room == NULL)
return 0;
if (is_affected(ch,gsn_prevent_healing))
return 0;
if ( IS_NPC(ch) )
{
gain = 5 + ch->level;
switch (get_curr_stat(ch,STAT_WIS)) {
case 25: gain += 7 * gain / 20; break;
case 24: gain += 6 * gain / 20; break;
case 23: gain += 5 * gain / 20; break;
case 22: gain += 4 * gain / 20; break;
case 21: gain += 3 * gain / 20; break;
case 20: gain += 2 * gain / 20; break;
case 19: gain += 1 * gain / 20; break;
default: gain += 0; break;
}
switch (ch->position)
{
default: gain /= 2; break;
case POS_SLEEPING: gain = 3 * gain/2; break;
case POS_RESTING: break;
case POS_FIGHTING: gain /= 3; break;
}
}
else
{
gain = (get_curr_stat(ch,STAT_WIS)/2 - 9
+ get_curr_stat(ch,STAT_INT)*2 + ch->level);
number = number_percent();
if (number < get_skill(ch,gsn_meditation))
{
gain += number * gain / 100;
if (ch->mana < ch->max_mana)
check_improve(ch,gsn_meditation,TRUE,4);
}
number = number_percent();
if (number < get_skill(ch,gsn_trance))
{
gain += number * gain / 100;
if (ch->mana < ch->max_mana)
check_improve(ch,gsn_trance,TRUE,4);
}
switch ( ch->position )
{
default: gain /= 4; break;
case POS_SLEEPING: break;
case POS_RESTING: gain /= 2; break;
case POS_FIGHTING: gain /= 6; break;
}
}
if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
gain = gain * 7/5;
if ( IS_AFFECTED( ch, AFF_POISON ) )
gain /= 2;
if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5)
{
if (number_percent() < get_skill(ch,gsn_dark_dream))
{
check_improve(ch,gsn_dark_dream,TRUE,5);
gain *= 3;
gain /= 2;
}
}
if (IS_AFFECTED(ch, AFF_PLAGUE))
gain /= 2;
if (IS_AFFECTED(ch,AFF_HASTE) )
gain /=2;
if ( IS_AFFECTED(ch,AFF_SLOW))
gain += (7*gain/10);
if (is_affected(ch,gsn_camp))
{
if (number_percent() < ch->pcdata->learned[gsn_camp])
gain *=2;
}
gain *= 2;
if (get_skill(ch,skill_lookup("mana conduit")) > 75)
gain *= 1.75;
gain = gain * ch->in_room->mana_rate/100;
return UMIN(gain, ch->max_mana - ch->mana);
}
int move_gain( CHAR_DATA *ch )
{
int gain;
if (ch->in_room == NULL)
return 0;
if (is_affected(ch,gsn_atrophy) || is_affected(ch,gsn_prevent_healing))
return 0;
/*
if (!IS_NPC(ch))
{
if (ch->pcdata->condition[COND_STARVING] > 6)
return 0;
if (ch->pcdata->condition[COND_DEHYDRATED] > 4)
return 0;
}
*/
if ( IS_NPC(ch) )
{
gain = ch->level;
}
else
{
gain = UMAX( 15, ch->level );
switch ( ch->position )
{
case POS_SLEEPING: gain += get_curr_stat(ch,STAT_DEX); break;
case POS_RESTING: gain += get_curr_stat(ch,STAT_DEX) / 2; break;
}
}
gain = gain * ch->in_room->heal_rate/100;
if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE)
gain = gain * 6/5;
if (ch->position == POS_SLEEPING && get_skill(ch,gsn_dark_dream) > 5)
{
if (number_percent() < get_skill(ch,gsn_dark_dream))
{
check_improve(ch,gsn_dark_dream,TRUE,8);
gain *=3;
gain /=2;
}
}
if ( IS_AFFECTED(ch, AFF_POISON) )
gain /= 2;
if (IS_AFFECTED(ch, AFF_PLAGUE))
gain /= 2;
if (IS_AFFECTED(ch,AFF_HASTE) || IS_AFFECTED(ch,AFF_SLOW))
gain *=2 ;
if (is_affected(ch,gsn_camp))
{
if (number_percent() < ch->pcdata->learned[gsn_camp])
gain *= 2;
}
gain *= 2;
return UMIN(gain, ch->max_move - ch->move);
}
/* If you don't want starvation/dehydration in your mud then simply return
from function before the if (ch->level > 10) check...(Ceran)
*/
void gain_condition( CHAR_DATA *ch, int iCond, int value )
{
int condition;
int counter;
if ( value == 0 || IS_NPC(ch) || ch->level >= LEVEL_IMMORTAL)
return;
condition = ch->pcdata->condition[iCond];
if (condition == -1)
return;
ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 );
return;
if (ch->level > 10)
{
if (ch->pcdata->condition[iCond] == 0 && iCond == COND_HUNGER)
ch->pcdata->condition[COND_STARVING]++;
if (ch->pcdata->condition[iCond] == 0 && iCond == COND_THIRST)
ch->pcdata->condition[COND_DEHYDRATED]++;
}
else
{
ch->pcdata->condition[COND_STARVING] = 0;
ch->pcdata->condition[COND_DEHYDRATED] = 0;
}
if (iCond == COND_HUNGER && value > 0
&& ch->pcdata->condition[COND_STARVING] > 0)
{
counter = ch->pcdata->condition[COND_STARVING];
if (counter <= 4)
send_to_char("You are no longer famished.\n\r",ch);
else
send_to_char("You are no longer starving.\n\r",ch);
ch->pcdata->condition[COND_STARVING] = 0;
ch->pcdata->condition[COND_HUNGER] = 2;
}
if (iCond == COND_THIRST && value > 0
&& ch->pcdata->condition[COND_DEHYDRATED] > 0)
{
counter = ch->pcdata->condition[COND_DEHYDRATED];
if (counter <= 5)
send_to_char("You are no longer dehydrated.\n\r",ch);
else
send_to_char("You are no longer dying of thirst.\n\r",ch);
ch->pcdata->condition[COND_DEHYDRATED] = 0;
ch->pcdata->condition[COND_THIRST] = 2;
}
if ( ch->pcdata->condition[iCond] <= 4 )
{
switch ( iCond )
{
case COND_HUNGER:
if (ch->pcdata->condition[COND_STARVING] < 2)
send_to_char( "You are hungry.\n\r", ch );
break;
case COND_THIRST:
if (ch->pcdata->condition[COND_DEHYDRATED] < 2)
send_to_char( "You are thirsty.\n\r", ch );
break;
case COND_DRUNK:
if ( condition != 0 )
send_to_char( "You are sober.\n\r", ch );
break;
}
}
if (ch->pcdata->condition[COND_STARVING] > 1
&& iCond == COND_HUNGER)
{
counter = ch->pcdata->condition[COND_STARVING];
if (counter <= 5)
send_to_char("You are famished!\n\r",ch);
else if (counter <= 8)
send_to_char("You are beginning to starve!\n\r",ch);
else
{
send_to_char("You are starving!\n\r",ch);
if (ch->level > 10)
damage_old(ch,ch,number_range(counter - 3,2*(counter - 3)),gsn_starvation,DAM_OTHER,TRUE);
}
}
if (ch->pcdata->condition[COND_DEHYDRATED] > 1
&& iCond == COND_THIRST)
{
counter = ch->pcdata->condition[COND_DEHYDRATED];
if (counter <= 2)
send_to_char("Your mouth is parched!\n\r",ch);
else if (counter <= 5)
send_to_char("You are beginning to dehydrate!\n\r",ch);
else
{
send_to_char("You are dying of thirst!\n\r",ch);
if (ch->level > 10)
damage_old(ch,ch,number_range(counter,2*counter),gsn_dehydrated,DAM_OTHER,TRUE);
}
}
return;
}
void spec_update( CHAR_DATA *ch )
{
CHAR_DATA *mob;
CHAR_DATA *mob_next;
for ( mob = ch->in_room->people; mob != NULL; mob = mob_next )
{
mob_next = mob->next;
if ( IS_NPC(mob) && mob->spec_fun != 0 )
{
if ( (*mob->spec_fun) ( mob ) )
return;
}
}
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 ( !IS_NPC(ch) || ch->in_room == NULL
|| (IS_NPC(ch) && ch->pIndexData->vnum != MOB_VNUM_ENFORCER && IS_AFFECTED(ch,AFF_CHARM)
&& ch->pIndexData->vnum != MOB_VNUM_SHAMAN_MERCENARY && ch->pIndexData->vnum != MOB_VNUM_SPITTING_SNAKE))
continue;
if(ch->position==POS_FIGHTING && ch->extended_flags>3 && number_percent()>50)
{
do_mob_spec(ch);
}
if (ch->in_room->area->empty && !IS_SET(ch->act,ACT_UPDATE_ALWAYS))
continue;
/* Examine call for special procedure */
if ( ch->spec_fun != 0 )
{
if ( (*ch->spec_fun) ( ch ) )
continue;
}
/*
* Check triggers only if mobile still in default position
*/
if (ch->pIndexData->pShop != NULL) /* give him some gold */
if (ch->gold < ch->pIndexData->wealth)
{
ch->gold += ch->pIndexData->wealth * number_range(1,20)/5000000;
}
/* That's all for sleeping / busy monster, and empty zones */
if ( ch->position != POS_STANDING )
continue;
if ( IS_SET(ch->progtypes,MPROG_PULSE) && (ch->in_room->area->nplayer > 0 || IS_SET(ch->act,ACT_UPDATE_ALWAYS)))
(ch->pIndexData->mprogs->pulse_prog) (ch);
/* Scavenge */
if ( IS_SET(ch->act, ACT_SCAVENGER)
&& ch->in_room->contents != NULL
&& number_bits( 6 ) == 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) && can_loot(ch, obj)
&& obj->cost > max && obj->cost > 0)
{
obj_best = obj;
max = obj->cost;
}
}
if ( obj_best )
{
/* get_obj(ch,obj,NULL);*/
obj_from_room( obj_best );
obj_to_char( obj_best, ch );
act( "$n gets $p.", ch, obj_best, NULL, TO_ROOM );
}
}
/* Wander */
if ( !IS_SET(ch->act, ACT_SENTINEL)
&& number_bits(3) == 0
&& ( door = number_bits( 5 ) ) <= 5
&& ( pexit = ch->in_room->exit[door] ) != NULL
&& pexit->u1.to_room != NULL
&& !IS_SET(pexit->exit_info, EX_CLOSED)
&& !IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB)
&& ( !IS_SET(ch->act, ACT_STAY_AREA)
|| pexit->u1.to_room->area == ch->in_room->area )
&& ( !IS_SET(ch->act, ACT_OUTDOORS)
|| !IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS))
&& ( !IS_SET(ch->act, ACT_INDOORS)
|| IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS)))
{
move_char( ch, door, FALSE );
}
}
return;
}
void weather_update( void )
{
char buf[MAX_STRING_LENGTH];
DESCRIPTOR_DATA *d;
int diff;
buf[0] = '\0';
switch ( ++time_info.hour )
{
case 5:
weather_info.sunlight = SUN_LIGHT;
strcat( buf, "The day has begun.\n\r" );
break;
case 6:
weather_info.sunlight = SUN_RISE;
strcat( buf, "The sun rises in the east.\n\r" );
break;
case 18:
weather_info.sunlight = SUN_SET;
strcat( buf, "The sun slowly disappears in the west.\n\r" );
break;
case 19:
weather_info.sunlight = SUN_DARK;
strcat( buf, "The night has begun.\n\r" );
break;
case 20:
if((time_info.day+1) == 1)
strcat(buf,"A new moon rises in the night sky.\n\r");
else if((time_info.day+1) >=2 && (time_info.day+1) <= 7)
strcat(buf,"A waxing half moon rises in the night sky.\n\r");
else if((time_info.day+1) == 8)
strcat(buf,"A half moon rises in the night sky.\n\r");
else if((time_info.day+1) >= 9 && (time_info.day+1) <= 14)
strcat(buf,"A waxing full moon rises in the night sky.\n\r");
else if((time_info.day+1) == 15)
strcat(buf,"A full moon rises in the night sky.\n\r");
else if((time_info.day+1) >= 16 && (time_info.day+1) <= 21)
strcat(buf,"A waning full moon rises in the night sky.\n\r");
else if((time_info.day+1) == 22)
strcat(buf,"A half moon rises in the night sky.\n\r");
else if((time_info.day+1) >=23 && (time_info.day+1) <= 28)
strcat(buf,"A waning half moon rises in the night sky.\n\r");
break;
case 24:
time_info.hour = 0;
time_info.day++;
break;
}
/* Time/Date counters */
if ( time_info.day >= 28 )
{
time_info.day = 0;
time_info.month++;
}
if ( time_info.month >= 17 )
{
time_info.month = 0;
time_info.year++;
}
/*
* Weather change.
*/
if ( time_info.month >= 9 && time_info.month <= 16 )
diff = weather_info.mmhg > 985 ? -2 : 2;
else
diff = weather_info.mmhg > 1015 ? -2 : 2;
weather_info.change += diff * dice(1, 4) + dice(2, 6) - dice(2, 6);
weather_info.change = UMAX(weather_info.change, -12);
weather_info.change = UMIN(weather_info.change, 12);
weather_info.mmhg += weather_info.change;
weather_info.mmhg = UMAX(weather_info.mmhg, 960);
weather_info.mmhg = UMIN(weather_info.mmhg, 1040);
switch ( weather_info.sky )
{
default:
bug( "Weather_update: bad sky %d.", weather_info.sky );
weather_info.sky = SKY_CLOUDLESS;
break;
case SKY_CLOUDLESS:
if ( weather_info.mmhg < 990
|| ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The sky is getting cloudy.\n\r" );
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_CLOUDY:
if ( weather_info.mmhg < 970
|| ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "It starts to rain.\n\r" );
weather_info.sky = SKY_RAINING;
}
if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 )
{
strcat( buf, "The clouds disappear.\n\r" );
weather_info.sky = SKY_CLOUDLESS;
}
break;
case SKY_RAINING:
if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 )
{
strcat( buf, "Lightning flashes in the sky.\n\r" );
weather_info.sky = SKY_LIGHTNING;
}
if ( weather_info.mmhg > 1030
|| ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The rain stopped.\n\r" );
weather_info.sky = SKY_CLOUDY;
}
break;
case SKY_LIGHTNING:
if ( weather_info.mmhg > 1010
|| ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) )
{
strcat( buf, "The lightning has stopped.\n\r" );
weather_info.sky = SKY_RAINING;
break;
}
break;
}
if ( buf[0] != '\0' )
{
for ( d = descriptor_list; d != NULL; d = d->next )
{
if ( d->connected == CON_PLAYING
&& IS_OUTSIDE(d->character))
{
if(IS_AWAKE(d->character))
send_to_char( buf, d->character );
}
}
}
return;
}
/*
* Update all chars, including mobs.
*/
void char_update( void )
{
CHAR_DATA *ch;
CHAR_DATA *ch_next;
CHAR_DATA *ch_quit;
int noregen, hgain;
char chbuf[MAX_STRING_LENGTH];
ch_quit = NULL;
/* update save counter */
save_number++;
if (save_number > 29)
save_number = 0;
for ( ch = char_list; ch != NULL; ch = ch_next )
{
CHAR_DATA *master;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
bool charm_gone;
ch_next = ch->next;
if ( ch->timer > 30 )
ch_quit = ch;
master = NULL;
if ( ch->pause > 0 )
ch->pause--;
if ( ch->ghost > 0 )
{
if (ch->ghost == 5)
send_to_char("{RYou start to regain your material form.{x\n\r", ch);
ch->ghost--;
if (ch->ghost == 0)
send_to_char("{RYour body regains it's material form.{x\n\r", ch);
}
updateRaceAff(ch);
AFFECT_DATA applyAffect;
int drownLevel = 0;
bool deadFromDrown = FALSE;
if(ch->in_room->sector_type != SECT_UNDERWATER && is_affected(ch,gsn_drowning))
affect_strip(ch,gsn_drowning);
if (ch->in_room->sector_type == SECT_UNDERWATER && !IS_AFFECTED(ch,AFF_WATERBREATHING) && !IS_IMMORTAL(ch) && ch->ghost==0 && !IS_NPC(ch))
{
for (paf = ch->affected; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
if (paf->type == gsn_drowning)
{
drownLevel = paf->level;
if (paf->level == 3)
{
act("$n finds $mself lacking air!",ch,0,0,TO_ROOM);
send_to_char("You find yourself lacking air!\n\r",ch);
}
else if (paf->level == 4)
{
act("$n struggles to keep $s air under the water!",ch,0,0,TO_ROOM);
send_to_char("You struggle to keep your air under the water!\n\r",ch);
}
else if (paf->level == 5)
{
act("$n clutches $s chest as $s lungs begin filling with water!",ch,0,0,TO_ROOM);
send_to_char("Your lungs begin filling with water!\n\r",ch);
}
else if (paf->level > 5 && paf->level < 9)
{
act("$n chokes and coughs as $s lungs fill with water!",ch,0,0,TO_ROOM);
send_to_char("You choke as your lungs fill with water!\n\r",ch);
}
else if (paf->level == 9)
{
act("$n appears severely weakened as the water floods $s lungs!",ch,0,0,TO_ROOM);
send_to_char("Your heartbeat slows as your remaining oxygen is used up.\n\r",ch);
}
else if (paf->level == 10)
{
act("$n's body floats limply in the water, devoid of life.",ch,0,0,TO_ROOM);
send_to_char("Peace fills your mind as the struggle to breathe ends...\n\r",ch);
raw_kill_new(ch,ch, FALSE, TRUE);
affect_strip(ch,gsn_drowning);
deadFromDrown = TRUE;
}
}
}
if (drownLevel != 0 && drownLevel < 11 && is_affected(ch,gsn_drowning))
{
if (drownLevel > 3)
damage_new(ch,ch,drownLevel * 40,TYPE_UNDEFINED,DAM_DROWNING,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"drowning");
affect_strip(ch,gsn_drowning);
init_affect(&applyAffect);
applyAffect.aftype = AFT_INVIS;
applyAffect.where = TO_AFFECTS;
applyAffect.type = gsn_drowning;
applyAffect.level = drownLevel + 1;
applyAffect.duration = -1;
affect_to_char(ch,&applyAffect);
}
if (drownLevel == 0 && !deadFromDrown)
{
init_affect(&applyAffect);
applyAffect.aftype = AFT_INVIS;
applyAffect.where = TO_AFFECTS;
applyAffect.type = gsn_drowning;
applyAffect.level = 1;
applyAffect.duration = -1;
affect_to_char(ch,&applyAffect);
}
}
if ( ch->position >= POS_STUNNED )
{
if ( ch->hit < ch->max_hit ) /* Some regen stuff */
{
noregen = ch->noregen_dam;
hgain = hit_gain(ch);
if (is_affected(ch, gsn_bloodlust))
{
hgain += number_range(90, 120);
hgain = UMIN(hgain, ch->max_hit - ch->hit);
}
ch->hit += hgain;
if (noregen > hgain)
ch->noregen_dam -= hgain;
else
ch->noregen_dam = 0;
}
else
ch->hit = ch->max_hit;
if ( ch->mana < ch->max_mana )
ch->mana += mana_gain(ch);
else
ch->mana = ch->max_mana;
if ( ch->move < ch->max_move )
ch->move += move_gain(ch);
else
ch->move = ch->max_move;
}
if ( ch->position == POS_STUNNED )
update_pos( ch );
if (!IS_NPC(ch) && ch->pcdata->save_timer)
ch->pcdata->save_timer--;
if (!IS_NPC(ch))
{
OBJ_DATA *obj;
if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] > 0 )
{
if ( --obj->value[2] == 0 && ch->in_room != NULL )
{
ch->in_room->light -= 3;
act( "$p goes out.", ch, obj, NULL, TO_ROOM );
act( "$p flickers and goes out.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
else if ( obj->value[2] <= 5 && ch->in_room != NULL)
act("$p flickers.",ch,obj,NULL,TO_CHAR);
}
if (IS_IMMORTAL(ch))
ch->timer = 0;
if ( ++ch->timer >= 12 )
{
if ( ch->was_in_room == NULL && ch->in_room != NULL )
{
ch->was_in_room = ch->in_room;
if ( ch->fighting != NULL )
stop_fighting( ch, TRUE );
act( "$n disappears into the void.",
ch, NULL, NULL, TO_ROOM );
send_to_char( "You disappear into the void.\n\r", ch );
if (ch->level > 1)
save_char_obj( ch );
ch->pause = 0;
do_quit_new(ch, "",TRUE);
}
}
}
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
charm_gone = FALSE;
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 )
{
send_to_char( skill_table[paf->type].msg_off, ch );
send_to_char( "\n\r", ch );
}
}
if (paf->type == skill_lookup("charm") && IS_NPC(ch))
charm_gone = TRUE;
if(paf->type == skill_lookup("healing sleep"))
healing_sleep_wakeup(ch);
if (paf->type == skill_lookup("resurrect")) {
resurrect(ch, paf);
}
affect_remove( ch, paf );
}
if (charm_gone)
master = ch->master;
if (master == NULL)
continue;
if ((charm_gone) && ch->position != POS_FIGHTING
&& (number_percent() >= master->level)
&& (ch->in_room == master->in_room))
{
sprintf(chbuf,"Help! I'm being attacked by %s!",
IS_NPC(ch) ? ch->short_descr : ch->name);
do_myell(master,chbuf);
multi_hit(ch,master,TYPE_UNDEFINED);
}
}
/*
* Careful with the damages here,
* MUST NOT refer to ch after damage taken,
* as it may be lethal damage (on NPC).
*/
CHAR_DATA *af_owner;
if (is_affected(ch, gsn_plague) && ch != NULL)
{
AFFECT_DATA *af, plague;
CHAR_DATA *vch;
int dam;
if (ch->race==race_lookup("lich"))
act("You ignore the plague completely.",ch,0,0,TO_CHAR);
else
{
if (ch->in_room == NULL)
return;
act("$n writhes in agony as plague sores erupt from $s skin.",ch,NULL,NULL,TO_ROOM);
send_to_char("You writhe in agony from the plague.\n\r",ch);
for ( af = ch->affected; af != NULL; af = af->next )
{
if (af->type == gsn_plague)
break;
}
if (af == NULL)
{
REMOVE_BIT(ch->affected_by,AFF_PLAGUE);
return;
}
if (af->level == 1)
return;
init_affect(&plague);
plague.where = TO_AFFECTS;
plague.aftype = AFT_MALADY;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range(1,2 * plague.level);
plague.location = APPLY_STR;
plague.modifier = -3;
plague.owner_name = af->owner_name ? str_dup(af->owner_name) : NULL;
plague.bitvector = AFF_PLAGUE;
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (!saves_spell(plague.level - 2,vch,DAM_DISEASE)
&& !IS_IMMORTAL(vch)
&& !IS_AFFECTED(vch,AFF_PLAGUE)
&& number_bits(4) == 0)
{
send_to_char("You feel hot and feverish.\n\r",vch);
act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM);
affect_join(vch,&plague);
}
}
dam = UMIN(ch->level,af->level);
if ((af_owner = find_char_by_name(af->owner_name)) != NULL)
damage_newer( af_owner, ch, dam, gsn_plague,DAM_DISEASE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"sickness",PLURAL,DAM_POSSESSIVE,af, FALSE);
else
damage_newer( ch, ch, dam, gsn_plague,DAM_DISEASE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"sickness",PLURAL,DAM_POSSESSIVE,NULL, FALSE);
ch->mana = (ch->mana - dice(af->level,1));
ch->move = (ch->move - dice(af->level,1));
}
}
if ( IS_AFFECTED(ch, AFF_POISON) && ch != NULL
&& !IS_AFFECTED(ch,AFF_SLOW))
{
AFFECT_DATA *poison;
poison = affect_find(ch->affected,gsn_poison);
if (poison != NULL && ch->race!=race_lookup("lich"))
{
act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You shiver and suffer.\n\r", ch );
if ((af_owner = find_char_by_name(poison->owner_name)) != NULL)
damage_newer( af_owner, ch, poison->level, gsn_poison,DAM_POISON,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"poison",PLURAL,DAM_POSSESSIVE,poison, FALSE);
else
damage_newer( ch, ch, poison->level, gsn_poison,DAM_POISON,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"poison",PLURAL,DAM_POSSESSIVE,NULL, FALSE);
}
else if (poison != NULL && ch->race==race_lookup("lich"))
send_to_char( "Your undead body ignores the poison.\n\r", ch );
}
if ( is_affected(ch,gsn_haunting) && ch != NULL)
{
AFFECT_DATA *haunting = affect_find(ch->affected,gsn_haunting);
act( "$n flinches as haunting images flash through their mind!", ch, NULL, NULL, TO_ROOM );
send_to_char( "You flinch as haunting images flash through your mind!\n\r", ch );
if ((af_owner = find_char_by_name(haunting->owner_name)) != NULL)
damage_newer( af_owner, ch, number_range(50,150), gsn_haunting,DAM_MENTAL,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"haunting thoughts",SINGULAR,DAM_POSSESSIVE,haunting, FALSE);
else
damage_newer( ch, ch, number_range(50,150), gsn_haunting,DAM_MENTAL,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"haunting thoughts",SINGULAR,DAM_POSSESSIVE,NULL, FALSE);
ch->mana -= 50;
}
if ( is_affected(ch,skill_lookup("critical strike")))
{
AFFECT_DATA *criticalStrike = affect_find(ch->affected,skill_lookup("critical strike"));
if (criticalStrike->level > 1)
{
act("You cough as blood pours from your gaping wound.",ch,0,0,TO_CHAR);
act("$n coughs as blood pours from $s gaping wound.",ch,0,0,TO_ROOM);
if ((af_owner = find_char_by_name(criticalStrike->owner_name)) != NULL)
damage_newer(af_owner,ch,criticalStrike->level * number_range(17,23),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the uncontrollable bleeding",PLURAL,DAM_NOT_POSSESSIVE,criticalStrike, FALSE);
else
damage_newer(ch,ch,criticalStrike->level * number_range(17,23),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the uncontrollable bleeding",PLURAL,DAM_NOT_POSSESSIVE,NULL, FALSE);
}
}
if ( is_affected(ch,skill_lookup("assassinate")))
{
AFFECT_DATA *assassinate = affect_find(ch->affected,skill_lookup("assassinate"));
act("You cough as blood pours from your assassination wounds.",ch,0,0,TO_CHAR);
act("$n coughs as blood pours from $s assassination wounds.",ch,0,0,TO_ROOM);
if ((af_owner = find_char_by_name(assassinate->owner_name)) != NULL)
damage_newer(af_owner,ch,2 * number_range(17,23),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"assassination wounds",SINGULAR,DAM_POSSESSIVE,assassinate, FALSE);
else
damage_newer(ch,ch,2 * number_range(17,23),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"assassination wounds",SINGULAR,DAM_POSSESSIVE,NULL, FALSE);
}
if ( is_affected(ch,skill_lookup("dicing wounds")))
{
AFFECT_DATA *dicing_wounds = affect_find(ch->affected,skill_lookup("dicing wounds"));
act("Blood continues to ooze from your diced flesh.",ch,0,0,TO_CHAR);
act("Blood continues to ooze from $n's diced flesh.",ch,0,0,TO_ROOM);
if ((af_owner = find_char_by_name(dicing_wounds->owner_name)) != NULL)
damage_newer(af_owner,ch,dicing_wounds->level + number_range(1,6),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"diced, bleeding flesh",PLURAL,DAM_POSSESSIVE,dicing_wounds, FALSE);
else
damage_newer(ch,ch,dicing_wounds->level + number_range(1,6),TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"diced, bleeding flesh",PLURAL,DAM_POSSESSIVE,NULL, FALSE);
}
if ( is_affected(ch,gsn_icelance) && ch != NULL )
{
AFFECT_DATA *icelance = affect_find(ch->affected,skill_lookup("icelance wound"));
if (check_immune(ch, DAM_COLD) != IS_IMMUNE)
{
act( "$n shivers as the melting icelance mingles with his blood.", ch, NULL, NULL, TO_ROOM );
send_to_char( "A chill runs through your body as the icelance freezes your blood.\n\r", ch );
if ((af_owner = find_char_by_name(icelance->owner_name)) != NULL)
damage_newer(af_owner,ch,ch->level*(number_range(3,5) / 3),TYPE_UNDEFINED,DAM_COLD,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT, "icelance wound",PLURAL,DAM_POSSESSIVE,icelance, FALSE);
else
damage_newer(ch,ch,ch->level*(number_range(3,5) / 3),TYPE_UNDEFINED,DAM_COLD,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT, "icelance wound",PLURAL,DAM_POSSESSIVE,NULL, FALSE);
}
}
if ( is_affected(ch,gsn_bobbit) && ch != NULL )
{
AFFECT_DATA *bobbit = affect_find(ch->affected,skill_lookup("bobbit"));
act( "$n screams in agony as $s wound continues to bleed!", ch, NULL, NULL, TO_ROOM );
send_to_char( "You scream in agony as your wound continues to bleed!\n\r", ch );
if ((af_owner = find_char_by_name(bobbit->owner_name)) != NULL)
damage_newer(af_owner,ch,51,TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"wound",PLURAL,DAM_NOT_POSSESSIVE,bobbit, FALSE);
else
damage_newer(ch,ch,51,TYPE_UNDEFINED,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"wound",PLURAL,DAM_NOT_POSSESSIVE,NULL, FALSE);
}
if ( is_affected(ch,skill_lookup("vorpal bolt chest")) && ch != NULL )
{
AFFECT_DATA *vorpal = affect_find(ch->affected,skill_lookup("vorpal bolt chest"));
act( "The burns on $n's chest pulse painfully.", ch, NULL, NULL, TO_ROOM );
send_to_char( "The electrical burns on your chest pulse painfully.\n\r", ch );
if ((af_owner = find_char_by_name(vorpal->owner_name)) != NULL)
damage_newer(af_owner,ch,ch->level + number_range(5,15),TYPE_UNDEFINED,DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"severe burns",SINGULAR,DAM_POSSESSIVE,vorpal, FALSE);
else
damage_newer(ch,ch,ch->level + number_range(5,15),TYPE_UNDEFINED,DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"severe burns",SINGULAR,DAM_POSSESSIVE,NULL, FALSE);
}
if ( is_affected(ch,gsn_impale) && ch != NULL )
{
AFFECT_DATA *impale = affect_find(ch->affected, gsn_impale);
act("$n chokes out blood as $s wound continues to bleed.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You choke blood as your wound continues to bleed.\n\r", ch );
if ((af_owner = find_char_by_name(impale->owner_name)) != NULL)
damage_newer(af_owner,ch,ch->level*number_range(1,3),gsn_impale,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"impalement wound",PLURAL,DAM_POSSESSIVE,impale, FALSE);
else
damage_newer(ch,ch,ch->level*number_range(1,3),gsn_impale,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"impalement wound",PLURAL,DAM_POSSESSIVE,NULL, FALSE);
}
if (is_affected(ch,gsn_cross_slice) && ch != NULL)
{
AFFECT_DATA *bleed = affect_find(ch->affected,gsn_cross_slice);
send_to_char( "Your gashed stomach continues to bleed.\n\r", ch );
if ((af_owner = find_char_by_name(bleed->owner_name)) != NULL)
damage_newer(af_owner,ch,number_range(bleed->level*2,bleed->level),gsn_bleed,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"bleeding",PLURAL,DAM_POSSESSIVE,bleed, FALSE);
else
damage_newer(ch,ch,number_range(bleed->level*2,bleed->level),gsn_bleed,DAM_OTHER,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"bleeding",PLURAL,DAM_POSSESSIVE,NULL, FALSE);
}
if (is_affected(ch,gsn_pathfinding))
{
check_improve(ch,gsn_pathfinding,TRUE,4);
}
// Ends bloodthirst and adds fatigue at 0 hours left on thirst. - Ceial
if ( is_affected(ch,gsn_bloodthirst))
{
AFFECT_DATA af;
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
int sn = skill_lookup("fatigue");
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if (( paf->type == gsn_bloodthirst) && (paf->duration == 0))
{
if (!is_affected(ch,sn))
{
send_to_char("Your thirst for blood has ended. You feel extremely tired.\n\r",ch);
affect_strip(ch,gsn_bloodthirst);
init_affect(&af);
af.where = TO_AFFECTS;
af.aftype = AFT_SKILL;
af.type = sn;
af.level = 51;
af.duration = 5;
af.location = APPLY_DEX;
af.modifier = -4;
af.bitvector = AFF_SLOW;
affect_to_char(ch,&af);
}
}
}
}
// rot code
if(!ch->in_room)
continue;
if (is_affected(ch,gsn_rot) && ch)
{
AFFECT_DATA *rot = affect_find(ch->affected,gsn_rot);
if(!saves_spell(URANGE(52,rot->level+2,56),ch,DAM_DISEASE))
{
rot->modifier--;
ch->mod_stat[STAT_CON]--;
}
if ((af_owner = find_char_by_name(rot->owner_name)) != NULL)
damage_newer(af_owner,ch,URANGE(1, (-rot->modifier)*10, 110),gsn_rot,DAM_DISEASE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"decomposition",PLURAL,DAM_POSSESSIVE,rot, FALSE);
else {
af_owner = ch;
damage_newer(ch,ch,URANGE(1, (-rot->modifier)*10, 110),gsn_rot,DAM_DISEASE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"decomposition",PLURAL,DAM_POSSESSIVE,NULL, FALSE);
}
if(get_curr_stat(ch,STAT_CON)<=3)
{
act("$n's decomposing body gives out on $m.",ch,0,0,TO_ROOM);
send_to_char("Your decomposing body gives out on you.\n\r",ch);
if ((af_owner = find_char_by_name(rot->owner_name)) != NULL)
raw_kill(af_owner,ch);
else
raw_kill(ch,ch);
continue;
}
}
if (affect_find(ch->affected,gsn_insect_swarm) != NULL)
{
AFFECT_DATA *insect_swarm = affect_find(ch->affected,gsn_insect_swarm);
act( "$n waves his arms trying to swat away insects.", ch, NULL, NULL, TO_ROOM );
send_to_char( "You wave your arms frantically trying to kill all the stinging insects.\n\r", ch );
if ((af_owner = find_char_by_name(insect_swarm->owner_name)) != NULL)
damage_newer(af_owner,ch,number_range(25,70),gsn_insect_swarm,DAM_PIERCE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the insect swarm",PLURAL,DAM_NOT_POSSESSIVE,insect_swarm, FALSE);
else
damage_newer(ch,ch,number_range(25,70),gsn_insect_swarm,DAM_PIERCE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the insect swarm",PLURAL,DAM_NOT_POSSESSIVE,NULL, FALSE);
}
if ( is_affected(ch,gsn_self_immolation) && ch != NULL && !IS_SET(ch->off_flags,IMM_FIRE) )
{
AFFECT_DATA *self_immo = affect_find(ch->affected,gsn_self_immolation);
act("$n screams in agony as he continues to burn.", ch, NULL, NULL,TO_ROOM);
send_to_char("You scream in agony as you continue to burn.\n\r", ch);
if ((af_owner = find_char_by_name(self_immo->owner_name)) != NULL)
damage_newer(af_owner,ch,number_range(50,150),gsn_self_immolation,DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"self-immolation",PLURAL,DAM_POSSESSIVE,self_immo, FALSE);
else
damage_newer(ch,ch,number_range(50,150),gsn_self_immolation,DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"self-immolation",PLURAL,DAM_POSSESSIVE,NULL, FALSE);
}
if ( is_affected(ch,skill_lookup("hellfire")) && ch != NULL )
{
AFFECT_DATA *hellfire = affect_find(ch->affected,skill_lookup("hellfire"));
act("$n screams in agony as flames consumes $s body!", ch, NULL, NULL, TO_ROOM );
send_to_char("You scream in agony as the hellfire continues to burn you!\n\r", ch );
if ((af_owner = find_char_by_name(hellfire->owner_name)) != NULL)
damage_newer(af_owner,ch,number_range(25,75),skill_lookup("hellfire"),DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the hellfire",PLURAL,DAM_NOT_POSSESSIVE,hellfire, FALSE);
else
damage_newer(ch,ch,number_range(25,75),skill_lookup("hellfire"),DAM_FIRE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"the hellfire",PLURAL,DAM_NOT_POSSESSIVE,NULL, FALSE);
}
else if ( ch->position == POS_INCAP && number_range(0,1) == 0)
{
damage( ch, ch, 5, TYPE_UNDEFINED, DAM_NONE,FALSE);
}
else if ( ch->position == POS_MORTAL )
{
damage( ch, ch, 5, TYPE_UNDEFINED, DAM_NONE,FALSE);
}
if(ch!=NULL && !IS_NPC(ch) && ch->pcdata->newbie==TRUE)
{
if(((ch->played + (current_time - ch->logon)) / 3600) > 2 || ch->cabal!=0 || ch->pcdata->empire>=EMPIRE_BLOOD)
{
ch->pcdata->newbie=FALSE;
send_to_char("You are no longer a newbie.\n\r",ch);
ch->ghost=0;
}
}
if (ch->mana < -400)
ch->mana = -400;
if (ch->move < -400)
ch->move = -400;
}
/*
* Autosave and autoquit.
* Check that these chars still exist.
*/
for ( ch = char_list; ch != NULL; ch = ch_next )
{
ch_next = ch->next;
if (ch->desc != NULL && ch->desc->descriptor % 30 == save_number)
save_char_obj(ch);
if ( ch == ch_quit )
do_quit_new( ch, "", TRUE);
}
return;
}
/*
* Update all objs.
* This function is performance sensitive.
*/
void obj_update( void )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
AFFECT_DATA *paf, *paf_next;
CHAR_DATA *cguard, *owner;
for ( obj = object_list; obj != NULL; obj = obj_next )
{
CHAR_DATA *rch;
char *message;
obj_next = obj->next;
/* go through affects and decrement */
for ( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
{
paf->duration--;
if (number_range(0,4) == 0 && paf->level > 0)
paf->level--; /* spell strength fades with time */
}
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_obj )
{
if (obj->carried_by != NULL)
{
rch = obj->carried_by;
act(skill_table[paf->type].msg_obj,
rch,obj,NULL,TO_CHAR);
}
if (obj->in_room != NULL
&& obj->in_room->people != NULL)
{
rch = obj->in_room->people;
act(skill_table[paf->type].msg_obj,
rch,obj,NULL,TO_ALL);
}
}
}
affect_remove_obj( obj, paf );
}
}
if ((obj->pIndexData->vnum == 77) && (obj->carried_by->fighting == NULL))
{
obj->timer = 0;
}
if ( obj->timer <= 0 || --obj->timer > 0 )
continue;
if ( obj->pIndexData->vnum == OBJ_VNUM_THIEF_PLANT_EXPLOSIVE && obj->carried_by != NULL)
{
char explosivebuf[MSL];
sprintf(explosivebuf, "%s suddenly ignites and explodes into a million fragments!\n\r",obj->short_descr);
send_to_char(explosivebuf, obj->carried_by);
sprintf(explosivebuf, "%s's %s suddenly ignites and explodes into a million fragments!\n\r",obj->carried_by->name, obj->short_descr);
act("$n's $p suddenly ignites and explodes into a million fragments!",obj->carried_by,obj,0,TO_ROOM);
if (!isNewbie(obj->carried_by) && obj->carried_by->ghost == 0)
{
CHAR_DATA *af_owner;
if (number_percent() <= 20)
{
AFFECT_DATA af;
init_affect(&af);
af.type = skill_lookup("critical strike");
af.name = str_dup("fragmentation wounds");
af.affect_list_msg = str_dup("induces uncontrollable bleeding");
af.duration = 5;
af.level = 5;
af.aftype = AFT_SKILL;
affect_to_char(obj->carried_by,&af);
send_to_char("Fragments of the explosive pierce deep into your flesh!\n\r",obj->carried_by);
}
if (number_percent() <= 20)
{
AFFECT_DATA af;
init_affect(&af);
af.type = skill_lookup("deafen");
af.name = str_dup("explosive deafening");
af.affect_list_msg = str_dup("prevents casting and induces a deafened state");
af.duration = 2;
af.level = 50;
af.aftype = AFT_SKILL;
affect_to_char(obj->carried_by,&af);
send_to_char("Everything goes silent as the loud explosion consumes your hearing.\n\r",obj->carried_by);
}
if ((af_owner = find_char_by_name(obj->owner)) != NULL)
damage_newer(af_owner,obj->carried_by,((obj->level * (obj->level / 2) + 3) * 19),TYPE_UNDEFINED,DAM_NONE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"A sudden explosion",PLURAL,DAM_NOT_POSSESSIVE, NULL, TRUE);
else
damage_newer(obj->carried_by,obj->carried_by,((obj->level * (obj->level / 2) + 3) * 19),TYPE_UNDEFINED,DAM_NONE,TRUE,HIT_UNBLOCKABLE,HIT_NOADD,HIT_NOMULT,"A sudden explosion",PLURAL,DAM_NOT_POSSESSIVE, NULL, FALSE);
}
else
send_to_char("The gods protect you from harm.\n\r",obj->carried_by);
}
else if( obj->pIndexData->vnum == OBJ_VNUM_THIEF_PLANT_EXPLOSIVE && obj->in_room != NULL)
{
act("$p suddenly ruptures and explodes, but harms no one.",0,0,obj,TO_ROOM);
}
switch ( obj->item_type )
{
default: message = "$p crumbles into dust."; break;
case ITEM_FOUNTAIN: message = "$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 = "$p decomposes."; break;
case ITEM_POTION: message = "$p has evaporated from disuse.";
break;
case ITEM_PORTAL: message = "$p fades out of existence."; break;
case ITEM_CONTAINER:
message = "$p crumbles into dust.";
break;
}
if(isCabalItem(obj) && obj->carried_by != NULL && IS_NPC(obj->carried_by))
{
obj->timer=0;
continue;
}
if(isCabalItem(obj))
{
cguard=get_cabal_guardian(obj->pIndexData->cabal);
if(!cguard)
{
obj->timer=15;
continue;
}
act( message, obj->carried_by, obj, NULL, TO_CHAR );
obj_from_char(obj);
obj_to_char(obj,cguard);
obj->timer=0;
continue;
}
if ( obj->carried_by != NULL )
{
if (IS_NPC(obj->carried_by)
&& obj->carried_by->pIndexData->pShop != NULL)
obj->carried_by->gold += obj->cost/5;
else
{
act( message, obj->carried_by, obj, NULL, TO_CHAR );
}
}
else if ( obj->in_room != NULL
&& ( rch = obj->in_room->people ) != NULL )
{
if (! (obj->in_obj && obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT
&& !CAN_WEAR(obj->in_obj,ITEM_TAKE)))
{
act( message, rch, obj, NULL, TO_ROOM );
act( message, rch, obj, NULL, TO_CHAR );
}
}
if (obj->item_type == ITEM_CORPSE_NPC && obj->contains) {
OBJ_DATA *t_obj, *next_obj;
if (obj->contains) {
if (obj->in_room) {
CHAR_DATA *rch;
for (rch = obj->in_room->people; rch != NULL; rch = rch->next_in_room) {
act("The contents of $p spill onto the ground as it decays.",rch,obj,0,TO_CHAR);
}
}
else act("The contents of $p spill from your hands onto the ground as it decays.",obj->carried_by,obj,0,TO_CHAR);
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) {
next_obj = t_obj->next_content;
obj_from_obj(t_obj);
if (obj->in_room)
obj_to_room(t_obj,obj->in_room);
else {
obj_to_room(t_obj,obj->carried_by->in_room);
}
}
}
}
if (obj->item_type == ITEM_CORPSE_PC && obj->contains)
{ /* objects go to pit */
OBJ_DATA *t_obj, *next_obj, *pit_obj;
/* Put items into the pit that the player recalls to */
if(IS_EXPLORE(obj->in_room))
{ //Gear to char
for(owner=char_list;owner!=NULL;owner=owner->next)
{
if(!IS_NPC(owner) && (!str_cmp(owner->name,obj->owner) || (is_affected(owner,gsn_cloak_form) &&
!str_cmp(owner->original_name,obj->owner))))
{
if(obj->contains)
{
send_to_char("Your corpse decays.\n\r",owner);
//It's their corpse.
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
{
next_obj = t_obj->next_content;
act_new("$p returns to you.",owner,t_obj,0,TO_CHAR,POS_DEAD);
if(t_obj->item_type==ITEM_MONEY)
{
owner->gold += t_obj->value[0];
extract_obj(t_obj);
continue;
}
obj_from_obj(t_obj);
obj_to_char(t_obj,owner);
}
}
extract_obj(obj);
break;
}
}
continue;
}
if (obj->value[4])
pit_obj = get_obj_type(get_obj_index(hometown_table[obj->value[4]].pit));
else
pit_obj = get_obj_type(get_obj_index(OBJ_VNUM_PIT));
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
{
next_obj = t_obj->next_content;
obj_from_obj(t_obj);
obj_to_obj(t_obj,pit_obj);
}
}
extract_obj( obj );
}
return;
}
/* Mobile tracking. I implemented the most stupid, basic mob tracking you
could possibly come up with, but it works ok from a player point of view.
If you want something more sophisticated just hack that into here
instead...(Ceran)
*/
void track_update( void )
{
CHAR_DATA *tch;
CHAR_DATA *tch_next;
char buf[MAX_STRING_LENGTH];
for (tch = char_list; tch != NULL; tch = tch_next)
{
tch_next = tch->next;
if (!IS_NPC(tch) || (tch->last_fought == NULL))
continue;
if (tch->fighting != NULL || (tch->position != POS_STANDING)
|| (is_affected(tch,gsn_power_word_stun)))
continue;
track_char(tch,tch->last_fought,tch->in_room->vnum);
if (tch->pIndexData->vnum == MOB_VNUM_STALKER && MOB_VNUM_PHANTOM)
{
if (tch->in_room->area != tch->last_fought->in_room->area) {
if (number_percent() < 50) {
do_goto(tch,tch->last_fought->name);
char_from_room(tch);
char_to_room(tch,tch->last_fought->in_room);
}
} else {
track_char(tch,tch->last_fought,tch->in_room->vnum);
track_char(tch,tch->last_fought,tch->in_room->vnum);
track_char(tch,tch->last_fought,tch->in_room->vnum);
}
}
if (tch->in_room == tch->last_fought->in_room)
{
if (can_see(tch,tch->last_fought))
{
sprintf(buf,"%s, now you die!",tch->last_fought->name);
do_myell(tch,buf);
multi_hit(tch,tch->last_fought,TYPE_UNDEFINED);
}
}
}
return;
}
/* This is for the riot skill used by outlaws. If you don't plan on using
riot in the mud it would be a good idea to juse remove this function to
speed up the update calls...(Ceran)
*/
void riot_update( void )
{
char buf[MAX_STRING_LENGTH];
CHAR_DATA *rioter;
CHAR_DATA *vch;
CHAR_DATA *vch_next;
CHAR_DATA *rioter_next;
return;
for (rioter = char_list; rioter != NULL; rioter = rioter_next)
{
rioter_next = rioter->next;
if (!is_affected(rioter,gsn_riot) || rioter->position != POS_STANDING)
continue;
for (vch = rioter->in_room->people; vch != NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if (is_same_group(vch,rioter))
continue;
sprintf(buf, "Help! %s is rioting!",(IS_NPC(rioter) ? rioter->short_descr : rioter->name));
do_myell(vch,buf);
multi_hit(rioter,vch,TYPE_UNDEFINED);
break;
}
}
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 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;
char buf[MAX_STRING_LENGTH];
for ( wch = char_list; wch != NULL; wch = wch_next )
{
wch_next = wch->next;
if (IS_AWAKE(wch) &&
is_affected(wch,gsn_bloodthirst) && wch->fighting == NULL)
{
for ( vch = wch->in_room->people;
vch != NULL && wch->fighting == NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if ( wch != vch && can_see(wch,vch) && ( (arena) || (!arena && vch->cabal != CABAL_RAGER) ))
{
if(IS_NPC(vch))
{
if(vch->pIndexData->vnum == 5701
|| vch->pIndexData->vnum == 5702
|| vch->pIndexData->vnum == 2906
|| vch->pIndexData->vnum == 2907
|| vch->pIndexData->vnum == 2908
|| vch->pIndexData->vnum == 2909) {
continue;
}
if(is_same_group(vch,wch)) {
continue;
}
}
if ((wch->ghost > 0) || (vch->ghost > 0)) {
continue;
}
if (IS_IMMORTAL(vch))
continue;
sprintf(buf, "{RMORE BLOOD! MORE BLOOD! MOOORE BLOOOOOOD!!!{x\n\r");
send_to_char(buf,wch);
do_murder(wch,vch->name);
}
}
}
if (IS_AWAKE(wch) && check_darkshout(wch) == DARKSHOUT_BAAL && wch->fighting == NULL)
{
for ( vch = wch->in_room->people; vch != NULL && wch->fighting == NULL; vch = vch_next)
{
vch_next = vch->next_in_room;
if ( wch != vch && can_see(wch,vch))
{
if ((wch->ghost > 0) || (vch->ghost > 0)) {
continue;
}
if (IS_NPC(vch))
continue;
if (IS_IMMORTAL(vch))
continue;
if (!IS_GOOD(vch))
continue;
printf_to_char(wch, "The unholy will of Baal reaches out and attacks %s!\n\r", vch->name);
do_murder(wch,vch->name);
}
}
}
if ( IS_NPC(wch)
|| wch->level >= LEVEL_IMMORTAL
|| wch->in_room == NULL
|| wch->in_room->area->empty)
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)
|| IS_SET(ch->in_room->room_flags,ROOM_SAFE)
|| IS_AFFECTED(ch,AFF_CALM)
|| ch->fighting != NULL
|| IS_AFFECTED(ch, AFF_CHARM)
|| !IS_AWAKE(ch)
|| ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
|| !can_see( ch, wch )
|| number_bits(1) == 0)
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->level < LEVEL_IMMORTAL
&& ch->level >= vch->level - 5
&& ( !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;
check_chargeset(ch,victim);
multi_hit( ch, victim, TYPE_UNDEFINED );
}
}
return;
}
int get_age(CHAR_DATA *ch) /* returns age in years. */
{
return get_age_new((ch->played + (int) (current_time - ch->logon) ),ch->race);
}
int get_age_new(int age, int racenumber) {
char *race;
race = pc_race_table[racenumber].name;
/* convert to hours */
age /= 3600;
if (!str_cmp(race,"human"))
{
age /= 7; age += 18;
}
else if (!str_cmp(race,"elf") || !str_cmp(race,"dark-elf"))
{
age /= 1.25; age += 70;
}
else if (!str_cmp(race,"dwarf") || !str_cmp(race,"duergar"))
{
age /= 1.25; age += 40;
}
else if (!str_cmp(race,"cloud") || !str_cmp(race,"fire") || !str_cmp(race,"storm"))
{
age /= 4.75; age += 75;
}
else if (!str_cmp(race,"draconian"))
{
age /= 5.75; age += 20;
}
else if (!str_cmp(race,"ethereal"))
{
age /= 7; age += 20;
}
else if (!str_cmp(race,"troll"))
{
age /= 7; age += 18;
}
else if (!str_cmp(race,"lich"))
{
age /= 7; age += 18;
}
else
{
age /= 7; age += 18;
}
return age;
}
int get_death_age(CHAR_DATA *ch)
{
if (!IS_NPC(ch))
{
return get_death_age_new(ch->race,ch->perm_stat[STAT_CON],ch->pcdata->age_mod);
}
else
{
return 1000;
}
}
int get_death_age_new(int racenumber,int con,int age_mod)
{
int age;
char *race;
race = pc_race_table[racenumber].name;
age = 1000;
if (!str_cmp(race,"human"))
{
age = (70 + con);
}
else if (!str_cmp(race,"elf") || !str_cmp(race,"dark-elf"))
{
age = (320 + 20*con);
}
else if (!str_cmp(race,"dwarf") || !str_cmp(race,"duergar"))
{
age = (270 + 10*con);
}
else if (!str_cmp(race,"cloud") || !str_cmp(race,"fire") || !str_cmp(race,"storm"))
{
age = (175 + 6*con);
}
else if (!str_cmp(race,"draconian"))
{
age = (80 + 2*con);
}
else if (!str_cmp(race,"ethereal"))
{
age = (80 + con);
}
else if (!str_cmp(race,"troll"))
{
age = (65 + con);
}
else if (!str_cmp(race,"lich"))
{
age = (1000 + 25*con);
}
else
{
age = (60 + 3*con);
}
age -= age_mod;
return age;
}
int reverse_d(int dir)
{
if(dir == DIR_NORTH)
return DIR_SOUTH;
if(dir == DIR_SOUTH)
return DIR_NORTH;
if(dir == DIR_WEST)
return DIR_EAST;
if(dir == DIR_EAST)
return DIR_WEST;
if(dir == DIR_UP)
return DIR_DOWN;
if(dir == DIR_DOWN)
return DIR_UP;
return 0;
}
/* returns the age name type */
char * get_age_name_new(int age,int racenumber)
{
char *name;
age /= 3600;
/*
0 - 20: young
21 - 120: mature
121 - 220: middle aged
221 - 300: old
301 - 350: very old
351 - 1000: ancient
1001 - ~ : worm-food
*/
if (age <= 20)
{
name = "young";
}
else if (age <= 120)
{
name = "mature";
}
else if (age <= 220)
{
name = "middle aged";
}
else if (age <= 300)
{
name = "old";
}
else if (age <= 350)
{
name = "very old";
}
else if (age <= 1000)
{
name = "ancient";
}
else
{
name = "worm-food";
}
return name;
}
char * get_age_name(CHAR_DATA *ch)
{
if (IS_NPC(ch))
return "young";
return get_age_name_new((ch->played + (int) (current_time - ch->logon)),ch->race);
}
void age_update(void)
{
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_track;
static int pulse_raffect;
static int pulse_iprog_pulse;
int pepe;
if ( --pulse_iprog_pulse <= 0)
{
pepe=pulse_point;
pulse_iprog_pulse = PULSE_IPROG_PULSE;
if(--pepe<=0)
iprog_pulse_update(TRUE);
else
iprog_pulse_update(FALSE);
}
if ( --pulse_area <= 0 )
{
pulse_area = PULSE_AREA;
area_update ( );
room_update ( );
}
if ( --pulse_track <= 0)
{
pulse_track = PULSE_TRACK;
track_update ( );
}
if ( --pulse_raffect <= 0 )
{
pulse_raffect = PULSE_RAFFECT;
room_affect_update( );
}
if ( --pulse_mobile <= 0 )
{
pulse_mobile = PULSE_MOBILE;
mobile_update ( );
}
if ( --pulse_violence <= 0 )
{
pulse_violence = PULSE_VIOLENCE;
prelag_skills ( );
violence_update ( );
}
if ( --pulse_point <= 0 )
{
wiznet("TICK!",NULL,NULL,WIZ_TICKS,0,0);
pulse_point = PULSE_TICK;
weather_update ( );
char_update ( );
obj_update ( );
age_update ( );
}
aggr_update( );
tail_chain( );
return;
}
void do_forcetick(CHAR_DATA *ch, char *argument)
{
wiznet("TICK!",NULL,NULL,WIZ_TICKS,0,0);
weather_update ( );
char_update ( );
obj_update ( );
age_update ( );
room_update ( );
return;
}
void room_update( void )
{
ROOM_INDEX_DATA *room, *room_next;
for ( room = top_affected_room; room ; room = room_next )
{
ROOM_AFFECT_DATA *paf, *paf_next;
room_next = room->aff_next;
for ( paf = room->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->duration > 0 )
{
if(paf->tick_fun)
(*paf->tick_fun) (room, paf);
paf->duration--;
}
else if ( paf->duration < 0 )
{
// bug("Room_update: paf->duration is negative!", 0);
char bugbuf[MSL];
sprintf(bugbuf, "Room_update: raf duration is negative: %s (%d)", paf->name, paf->type);
bug(bugbuf, 0);
}
else
{
affect_remove_room( room, paf );
}
}
}
return;
}
void room_affect_update( void )
{
return;
}
void iprog_pulse_update(bool isTick)
{
OBJ_DATA *obj;
OBJ_DATA *obj_next, *t_obj;
for ( obj = object_list; obj != NULL; obj = obj_next )
{
obj_next = obj->next;
for(t_obj = obj; t_obj->in_obj; t_obj = t_obj->in_obj);
if (IS_SET(obj->progtypes,IPROG_PULSE))
if ((t_obj->in_room != NULL && (t_obj->in_room->area->nplayer > 0)) || (t_obj->carried_by && t_obj->carried_by->in_room && t_obj->carried_by->in_room->area->nplayer > 0))
(obj->pIndexData->iprogs->pulse_prog) (obj,isTick);
}
}
void healing_sleep_wakeup(CHAR_DATA *ch)
{
if (ch->position != POS_SLEEPING)
return;
if (is_affected(ch,skill_lookup("blindness")))
{
send_to_char( skill_table[skill_lookup("blindness")].msg_off, ch );
affect_strip(ch,skill_lookup("blindness"));
}
if (is_affected(ch,skill_lookup("hex")))
{
send_to_char( skill_table[skill_lookup("hex")].msg_off, ch );
affect_strip(ch,skill_lookup("hex"));
}
if (is_affected(ch,skill_lookup("rot")))
{
send_to_char( skill_table[skill_lookup("rot")].msg_off, ch );
affect_strip(ch,skill_lookup("rot"));
}
if (is_affected(ch,skill_lookup("poison")))
{
send_to_char( skill_table[skill_lookup("poison")].msg_off, ch );
affect_strip(ch,skill_lookup("poison"));
}
if (is_affected(ch,skill_lookup("plague")))
{
send_to_char( skill_table[skill_lookup("plague")].msg_off, ch );
affect_strip(ch,skill_lookup("plague"));
}
if (is_affected(ch,skill_lookup("deafen")))
{
send_to_char( skill_table[skill_lookup("deafen")].msg_off, ch );
affect_strip(ch,skill_lookup("deafen"));
}
if (is_affected(ch,skill_lookup("curse")))
{
send_to_char( skill_table[skill_lookup("curse")].msg_off, ch );
affect_strip(ch,skill_lookup("curse"));
}
if (is_affected(ch,skill_lookup("wither")))
{
send_to_char( skill_table[skill_lookup("wither")].msg_off, ch );
affect_strip(ch,skill_lookup("wither"));
}
if (is_affected(ch,skill_lookup("atrophy")))
{
send_to_char( skill_table[skill_lookup("atrophy")].msg_off, ch );
affect_strip(ch,skill_lookup("atrophy"));
}
if (is_affected(ch,skill_lookup("weaken")))
{
send_to_char( skill_table[skill_lookup("weaken")].msg_off, ch );
affect_strip(ch,skill_lookup("weaken"));
}
if (is_affected(ch,skill_lookup("impale")))
{
send_to_char( skill_table[skill_lookup("impale")].msg_off, ch );
affect_strip(ch,skill_lookup("impale"));
}
if (is_affected(ch,skill_lookup("boneshatter")))
{
send_to_char( skill_table[skill_lookup("boneshatter")].msg_off, ch );
affect_strip(ch,skill_lookup("boneshatter"));
}
if (is_affected(ch,skill_lookup("gouge")))
{
send_to_char( skill_table[skill_lookup("gouge")].msg_off, ch );
affect_strip(ch,skill_lookup("gouge"));
}
if (is_affected(ch,skill_lookup("hellfire")))
send_to_char( skill_table[skill_lookup("hellfire")].msg_off, ch );
affect_strip(ch,skill_lookup("hellfire"));
if (is_affected(ch,skill_lookup("confuse")))
{
send_to_char( skill_table[skill_lookup("confuse")].msg_off, ch );
affect_strip(ch,skill_lookup("confuse"));
}
if (is_affected(ch,skill_lookup("crossslice")))
{
send_to_char( skill_table[skill_lookup("crossslice")].msg_off, ch );
affect_strip(ch,skill_lookup("crossslice"));
}
ch->hit = ch->max_hit;
ch->mana = ch->max_mana;
ch->move = ch->max_move;
ch->position = POS_STANDING;
update_pos( ch );
return;
}
void do_mob_spec(CHAR_DATA *ch)
{
OBJ_DATA *wield = get_eq_char(ch,WEAR_WIELD);
sh_int gn = 0, cmd = 0;
sh_int rng;
if(!IS_NPC(ch) || !ch->fighting)
return;
if(IS_SET(ch->extended_flags,OFF_SWORD_SPEC))
gn = GROUP_SWORD;
if(IS_SET(ch->extended_flags,OFF_AXE_SPEC))
gn = GROUP_AXE;
if(IS_SET(ch->extended_flags,OFF_HTH_SPEC))
gn = GROUP_HTH;
if(IS_SET(ch->extended_flags,OFF_DAGGER_SPEC))
gn = GROUP_DAGGER;
if(IS_SET(ch->extended_flags,OFF_SPEAR_SPEC))
gn = GROUP_SPEAR;
if(IS_SET(ch->extended_flags,OFF_MACE_SPEC))
gn = GROUP_MACE;
if(IS_SET(ch->extended_flags,OFF_POLEARM_SPEC))
gn = GROUP_POLEARM;
if(IS_SET(ch->extended_flags,OFF_WHIP_SPEC))
gn = GROUP_WHIP;
if(!gn)
{
log_string("gn not found");
return;
}
if(!wield && gn != GROUP_HTH)
return;
for(;;)
{
rng = number_range(0,4);
if(str_cmp(group_table[gn].spells[rng],""))
break;
}
for ( cmd = 0; cmd_table[cmd].name[0] != '\0'; cmd++ )
{
if(!str_cmp(group_table[gn].spells[rng], cmd_table[cmd].name))
break;
}
if(cmd_table[cmd].name[0]!='\0')
{
(*cmd_table[cmd].do_fun) ( ch, "");
}
}
void updateRaceAff(CHAR_DATA *ch)
{
// Detect Invis
if (ch->race == race_lookup("svirfnebli"))
SET_BIT(ch->affected_by, AFF_DETECT_INVIS);
// Flight
if (ch->race == race_lookup("cloud") || ch->race == race_lookup("draconian") || ch->race == race_lookup("ethereal")
|| ch->race == race_lookup("arial") || ch->race == race_lookup("illithid"))
{
if (!is_affected(ch, gsn_earthbind))
SET_BIT(ch->affected_by, AFF_FLYING);
}
// Pass Door
if (ch->race == race_lookup("ethereal"))
SET_BIT(ch->affected_by, AFF_PASS_DOOR);
// Waterbreathing
if (ch->race == race_lookup("storm"))
SET_BIT(ch->affected_by, AFF_WATERBREATHING);
return;
}
void resurrect(CHAR_DATA *ch, AFFECT_DATA *paf) {
OBJ_DATA *corpse = NULL, *obj, *content, *next_content;
CHAR_DATA *victim;
AFFECT_DATA *af, *af_next;
char buf[MSL];
if ( ch->position < skill_table[paf->type].minimum_position ) return send_to_char("Your resurrection has been interrupted!\n\r",ch);
if ( is_affected(ch,skill_lookup("power word stun")) || is_affected(ch,skill_lookup("timestop")) || is_affected(ch,skill_lookup("hold person")))
return send_to_char("You are in no position to complete the resurrection ritual!\n\r",ch);
//Find owner of corpse
for ( obj = ch->in_room->contents; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData->vnum == OBJ_VNUM_CORPSE_PC ) {
if (!str_cmp(obj->owner,paf->owner_name)) {
corpse = obj;
break;
}
}
}
if (!corpse) return send_to_char("The corpse is no longer here. You cannot resurrect it.\n\r",ch);
if ((victim = find_char_by_name(corpse->owner)) == NULL) return send_to_char("They no longer seem to exist.\n\r",ch);
if (victim->ghost == 0) return send_to_char("They are already living, it seems.\n\r",ch);
//Transfer player back
if ( victim->fighting != NULL )
stop_fighting( victim, TRUE );
//Pretty things.
act( "The ghost of $n slowly fades away into nothing.", victim, NULL, NULL, TO_ROOM );
act( "{WYou see the world fade around you. You are left standing alone in a black void.{x",victim,0,0,TO_CHAR);
act( "{WYou feel sudden sharp pains as the void around you grows brighter and more familiar.{x",victim,0,0,TO_CHAR);
act( "{WAs it blurs into view, you float above a familiar scene... your death. Your body, on the ground, calls longingly for your soul to return.{x",victim,0,0,TO_CHAR);
act( "{WSuddenly, you are violently pulled into your lifeless corpse. Pain fills every orifice of your existence as your body and soul are rejoined.{x",victim,0,0,TO_CHAR);
act( "{RIn a final burst of pain, you open your eyes and gasp deeply for air. You have been resurrected by $N!{x",victim,0,ch,TO_CHAR);
act( "{YYou throw your arms to the sky and plead for divine assistance!{x", ch, NULL, NULL, TO_CHAR );
act( "{Y$n throws $s arms to the sky and pleads for divine assistance!{x", ch, NULL, NULL, TO_ROOM );
sprintf(buf,"Gods, I beseech you, hear my plea! Return to us the life of %s!",victim->original_name);
do_yell(ch,buf);
act( "{WColor returns to the corpse of $n as $e returns to life!{x", victim, NULL, NULL, TO_ROOM );
char_from_room( victim );
char_to_room( victim, ch->in_room );
victim->ghost = 0;
//Remove all affects acquired after death
for ( af = victim->affected; af != NULL; af = af_next )
{
af_next=af->next;
if (!af->strippable)
continue;
affect_remove(victim,af);
}
//Return corpse contents
for (content = corpse->contains; content != NULL; content = next_content) {
next_content = content->next_content;
obj_from_obj(content);
obj_to_char(content, victim);
}
//Cripple em a little bit
victim->hit = victim->max_hit / 4;
victim->mana = victim->max_mana / 4;
victim->move = victim->max_move / 4;
//Remove corpse
extract_obj( corpse );
do_look( victim, "auto" );
}