/*************************************************************************** * 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. * ***************************************************************************/ #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 ww_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 ( !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_CLASS(ch, CLASS_VAMPIRE)) 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_CLASS(ch, CLASS_VAMPIRE)) return 0; gain = number_range( 10, 20 ); if ((intamount = (get_curr_int(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= intamount * 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_CLASS(ch, CLASS_VAMPIRE)) return 0; gain = number_range( 10, 20 ); if ((dexamount = (get_curr_dex(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= dexamount * 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_CLASS(ch, CLASS_VAMPIRE) && iCond != COND_DRUNK) return; condition = ch->pcdata->condition[iCond]; if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); else ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 100 ); if ( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_FULL: if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "You are REALLY hungry.\n\r", ch ); act( "You hear $n's stomach rumbling.", ch, NULL, NULL, TO_ROOM ); } break; case COND_THIRST: if (!IS_CLASS(ch, CLASS_VAMPIRE)) send_to_char( "You are REALLY thirsty.\n\r", ch ); else if (ch->hit > 0) { send_to_char( "You are DYING from lack of blood!\n\r", ch ); act( "$n gets a hungry look in $s eyes.", ch, NULL, NULL, TO_ROOM ); ch->hit = ch->hit - number_range(2,5); if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } break; case COND_DRUNK: if ( condition != 0 ) send_to_char( "You are sober.\n\r", ch ); break; } } else if ( ch->pcdata->condition[iCond] < 10 ) { switch ( iCond ) { case COND_FULL: if (!IS_CLASS(ch, CLASS_VAMPIRE)) send_to_char( "You feel hungry.\n\r", ch ); break; case COND_THIRST: if (!IS_CLASS(ch, CLASS_VAMPIRE)) send_to_char( "You feel thirsty.\n\r", ch ); else { send_to_char( "You crave blood.\n\r", ch ); if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch); if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75) && !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } break; } } return; } /* * Mob autonomous action. * This function takes 25% to 35% of ALL Merc cpu time. * -- Furey */ void mobile_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; EXIT_DATA *pexit; int door; /* Examine all mobs. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ch->in_room == NULL ) continue; /* if ( ch->hunting != NULL && ch->hunting != '\0' && strlen(ch->hunting) > 1 ) { check_hunt( ch ); continue; } */ if ( !IS_NPC(ch) ) { if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1) { send_to_char("You hiccup loudly.\n\r",ch); act("$n hiccups.",ch,NULL,NULL,TO_ROOM); } if (ch->pcdata->stage[0] > 0 || ch->pcdata->stage[2] > 0) { CHAR_DATA *vch; if (ch->pcdata->stage[1] > 0 && ch->pcdata->stage[2] >= 225) { ch->pcdata->stage[2] += 1; if ( ( vch = ch->pcdata->partner ) != NULL && !IS_NPC(vch) && vch->pcdata->partner == ch && ((vch->pcdata->stage[2] >= 200 && vch->sex == SEX_FEMALE) || (ch->pcdata->stage[2] >= 200 && ch->sex == SEX_FEMALE))) { if (ch->in_room != vch->in_room) continue; if (vch->pcdata->stage[2] >= 225 && ch->pcdata->stage[2] >= 225 && vch->pcdata->stage[2] < 240 && ch->pcdata->stage[2] < 240) { ch->pcdata->stage[2] = 240; vch->pcdata->stage[2] = 240; } if (ch->sex == SEX_MALE && vch->pcdata->stage[2] >= 240) { act("You thrust deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_CHAR); act("$n thrusts deeply between your warm, damp thighs.",ch,NULL,vch,TO_VICT); act("$n thrusts deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_NOTVICT); if (vch->pcdata->stage[2] > ch->pcdata->stage[2]) ch->pcdata->stage[2] = vch->pcdata->stage[2]; } else if (ch->sex == SEX_FEMALE && vch->pcdata->stage[2] >= 240) { act("You squeeze your legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_CHAR); act("$n squeezes $s legs tightly around you, moaning loudly.",ch,NULL,vch,TO_VICT); act("$n squeezes $s legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_NOTVICT); if (vch->pcdata->stage[2] > ch->pcdata->stage[2]) ch->pcdata->stage[2] = vch->pcdata->stage[2]; } } if (ch->pcdata->stage[2] >= 250) { if ( ( vch = ch->pcdata->partner ) != NULL && !IS_NPC(vch) && vch->pcdata->partner == ch && ch->in_room == vch->in_room) { vch->pcdata->stage[2] = 250; if (ch->sex == SEX_MALE) { stage_update(ch,vch,2); stage_update(vch,ch,2); } else { stage_update(vch,ch,2); stage_update(ch,vch,2); } ch->pcdata->stage[0] = 0; vch->pcdata->stage[0] = 0; if (!IS_EXTRA(ch, EXTRA_EXP)) { send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 100000 exp!\n\r",ch); SET_BIT(ch->extra, EXTRA_EXP); ch->exp += 100000; } if (!IS_EXTRA(vch, EXTRA_EXP)) { send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 100000 exp!\n\r",vch); SET_BIT(vch->extra, EXTRA_EXP); vch->exp += 100000; } } } } else { if (ch->pcdata->stage[0] > 0 && ch->pcdata->stage[2] < 1 && ch->position != POS_RESTING) { if (ch->pcdata->stage[0] > 1) ch->pcdata->stage[0] -= 1; else ch->pcdata->stage[0] = 0; } else if (ch->pcdata->stage[2]>0 && ch->pcdata->stage[0] < 1) { if (ch->pcdata->stage[2] > 10) ch->pcdata->stage[2] -= 10; else ch->pcdata->stage[2] = 0; if (ch->sex == SEX_MALE && ch->pcdata->stage[2] == 0) send_to_char("You feel fully recovered.\n\r",ch); } } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_HERO(ch)) { if ( ch->position == POS_FIGHTING && ch->pcdata->stats[UNI_RAGE] > 0 && ch->pcdata->stats[UNI_RAGE] < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER) ) ch->pcdata->stats[UNI_RAGE] += 1; else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) ch->pcdata->stats[UNI_RAGE] -= 1; if (ch->pcdata->stats[UNI_RAGE] < 1) continue; if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && IS_HERO(ch)) { if (ch->position == POS_FIGHTING && !IS_ITEMAFF(ch, ITEMA_RAGER)) { if (ch->pcdata->stats[UNI_RAGE] < 300) ch->pcdata->stats[UNI_RAGE] += number_range(5,10); if (ch->pcdata->stats[UNI_RAGE] < 300 && ch->pcdata->powers[WPOWER_WOLF] > 3) ch->pcdata->stats[UNI_RAGE] += number_range(5,10); if (!IS_SET(ch->special, SPC_WOLFMAN) && ch->pcdata->stats[UNI_RAGE] >= 100) do_werewolf(ch,""); } else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) { ch->pcdata->stats[UNI_RAGE] -= 1; if (ch->pcdata->stats[UNI_RAGE] < 100) do_unwerewolf(ch,""); } if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (IS_CLASS(ch,CLASS_WEREWOLF) && ch->position == POS_SLEEPING && ch->pcdata->powers[WPOWER_BEAR] > 3 && ch->hit > 0) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); } if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } else if (IS_ITEMAFF(ch, ITEMA_REGENERATE) || (!IS_NPC(ch) && IS_CLASS(ch, CLASS_HIGHLANDER))) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } else if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) && IS_HERO(ch) && ch->in_room != NULL && ch->in_room->vnum == 30000) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (ch->hit > 0) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); } if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } continue; } if ( IS_AFFECTED(ch, AFF_CHARM) ) continue; /* Examine call for special procedure */ if ( ch->spec_fun != 0 ) { if ( (*ch->spec_fun) ( ch ) ) continue; if (ch == NULL) continue; } /* That's all for sleeping / busy monster */ if ( ch->position != POS_STANDING ) continue; /* Scavenge */ if ( IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->contents != NULL && number_bits( 2 ) == 0 ) { OBJ_DATA *obj; OBJ_DATA *obj_best; int max; max = 1; obj_best = 0; for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max ) { obj_best = obj; max = obj->cost; } } if ( obj_best ) { obj_from_room( obj_best ); obj_to_char( obj_best, ch ); act( "$n picks $p up.", ch, obj_best, NULL, TO_ROOM ); act( "You pick $p up.", ch, obj_best, NULL, TO_CHAR ); } } /* Wander */ if ( !IS_SET(ch->act, ACT_SENTINEL) && ( door = number_bits( 5 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) != NULL && pexit->to_room != NULL && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) && ( ch->hunting == NULL || strlen(ch->hunting) < 2 ) && ( (!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900) || pexit->to_room->area == ch->in_room->area ) ) { move_char( ch, door ); } /* Flee */ if ( ch->hit < ch->max_hit / 2 && ( door = number_bits( 3 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) != NULL && pexit->to_room != NULL && !IS_AFFECTED(ch, AFF_WEBBED) && ch->level < 900 && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) { CHAR_DATA *rch; bool found; found = FALSE; for ( rch = pexit->to_room->people; rch != NULL; rch = rch->next_in_room ) { if ( !IS_NPC(rch) ) { found = TRUE; break; } } if ( !found ) move_char( ch, door ); } } return; } /* * Update the weather. */ void weather_update( void ) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; CHAR_DATA *ch = NULL; int diff; bool char_up; buf[0] = '\0'; switch ( ++time_info.hour ) { case 5: weather_info.sunlight = SUN_LIGHT; strcat( buf, "The day has begun.\n\r" ); break; case 6: weather_info.sunlight = SUN_RISE; strcat( buf, "The sun rises in the east.\n\r" ); break; case 19: weather_info.sunlight = SUN_SET; strcat( buf, "The sun slowly disappears in the west.\n\r" ); break; case 20: weather_info.sunlight = SUN_DARK; strcat( buf, "The night has begun.\n\r" ); break; case 24: time_info.hour = 0; time_info.day++; for ( d = descriptor_list; d != NULL; d = d->next ) { char_up = FALSE; if ( d->connected == CON_PLAYING && (ch = d->character) != NULL && !IS_NPC(ch)) { send_to_char( "You hear a clock in the distance strike midnight.\n\r",ch); if ( IS_CLASS(ch, CLASS_VAMPIRE) ) { if (ch->hit < ch->max_hit) { ch->hit = ch->max_hit; char_up = TRUE; } if (ch->mana < ch->max_mana) { ch->mana = ch->max_mana; char_up = TRUE; } if (ch->move < ch->max_move) { ch->move = ch->max_move; char_up = TRUE; } if (char_up) send_to_char( "You feel the strength of the kindred flow through your veins!\n\r", ch ); } } } break; } if ( time_info.day >= 35 ) { time_info.day = 0; time_info.month++; } if ( time_info.month >= 17 ) { time_info.month = 0; time_info.year++; } /* * Weather change. */ if ( time_info.month >= 9 && time_info.month <= 16 ) diff = weather_info.mmhg > 985 ? -2 : 2; else diff = weather_info.mmhg > 1015 ? -2 : 2; weather_info.change += diff * dice(1, 4) + dice(2, 6) - dice(2, 6); weather_info.change = UMAX(weather_info.change, -12); weather_info.change = UMIN(weather_info.change, 12); weather_info.mmhg += weather_info.change; weather_info.mmhg = UMAX(weather_info.mmhg, 960); weather_info.mmhg = UMIN(weather_info.mmhg, 1040); switch ( weather_info.sky ) { default: bug( "Weather_update: bad sky %d.", weather_info.sky ); weather_info.sky = SKY_CLOUDLESS; break; case SKY_CLOUDLESS: if ( weather_info.mmhg < 990 || ( weather_info.mmhg < 1010 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The sky is getting cloudy.\n\r" ); weather_info.sky = SKY_CLOUDY; } break; case SKY_CLOUDY: if ( weather_info.mmhg < 970 || ( weather_info.mmhg < 990 && number_bits( 2 ) == 0 ) ) { strcat( buf, "It starts to rain.\n\r" ); weather_info.sky = SKY_RAINING; } if ( weather_info.mmhg > 1030 && number_bits( 2 ) == 0 ) { strcat( buf, "The clouds disappear.\n\r" ); weather_info.sky = SKY_CLOUDLESS; } break; case SKY_RAINING: if ( weather_info.mmhg < 970 && number_bits( 2 ) == 0 ) { strcat( buf, "Lightning flashes in the sky.\n\r" ); weather_info.sky = SKY_LIGHTNING; } if ( weather_info.mmhg > 1030 || ( weather_info.mmhg > 1010 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The rain stopped.\n\r" ); weather_info.sky = SKY_CLOUDY; } break; case SKY_LIGHTNING: if ( weather_info.mmhg > 1010 || ( weather_info.mmhg > 990 && number_bits( 2 ) == 0 ) ) { strcat( buf, "The lightning has stopped.\n\r" ); weather_info.sky = SKY_RAINING; break; } break; } if ( buf[0] != '\0' ) { for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && 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; 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; 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_CLASS(ch, CLASS_WEREWOLF) && !is_obj && ch->pcdata->powers[WPOWER_BEAR] > 3 && ch->position == POS_SLEEPING) { if ( ch->hit < ch->max_hit ) ch->hit = ch->max_hit; if ( ch->mana < ch->max_mana ) ch->mana = ch->max_mana; if ( ch->move < ch->max_move ) ch->move = ch->max_move; } */ if ( ch->position > POS_STUNNED && !is_obj) { if ( ch->hit < ch->max_hit ) ch->hit += hit_gain(ch); if ( ch->mana < ch->max_mana ) ch->mana += mana_gain(ch); if ( ch->move < ch->max_move ) ch->move += move_gain(ch); } if ( ch->position == POS_STUNNED && !is_obj) { ch->hit = ch->hit + number_range(2,4); update_pos( ch ); /* if (ch->position > POS_STUNNED) { act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM ); act( "You clamber back to your feet.", ch, NULL, NULL, TO_CHAR ); } */ } if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj) { OBJ_DATA *obj; int blood; if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) || ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) ) { if ( --obj->value[2] == 0 && ch->in_room != NULL ) { --ch->in_room->light; act( "$p goes out.", ch, obj, NULL, TO_ROOM ); act( "$p goes out.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } } if ( ++ch->timer >= 12 ) { if ( ch->was_in_room == NULL && ch->in_room != NULL ) { ch->was_in_room = ch->in_room; if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the void.\n\r", ch ); save_char_obj( ch ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } if ( ch->timer > 30 ) ch_quit = ch; gain_condition( ch, COND_DRUNK, -1 ); if (!IS_CLASS(ch, CLASS_VAMPIRE)) { gain_condition( ch, COND_FULL, -1 ); gain_condition( ch, COND_THIRST, -1 ); } else { 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] > 0 && !is_obj && ch->in_room != NULL ) { int dam = 0; int minhit = 0; if (!IS_NPC(ch)) minhit = -11; if (IS_BLEEDING(ch,BLEEDING_HEAD) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's neck.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your neck.\n\r", ch ); dam += number_range(20,50); } if (IS_BLEEDING(ch,BLEEDING_THROAT) && (ch->hit-dam) > minhit ) { act( "Blood pours from the slash in $n's throat.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Blood pours from the slash in your throat.\n\r", ch ); dam += number_range(10,20); } if (IS_BLEEDING(ch,BLEEDING_ARM_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left arm.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left arm.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_HAND_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left wrist.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_ARM_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right arm.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right arm.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_HAND_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right wrist.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_LEG_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left leg.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left leg.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left ankle.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_LEG_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right leg.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right leg.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch ); dam += number_range(5,10); } if (IS_HERO(ch)) { ch->hit = ch->hit - dam; if (ch->hit < 1) ch->hit = 1; } else ch->hit = ch->hit - dam; update_pos(ch); ch->in_room->blood += dam; if (ch->in_room->blood > 1000) ch->in_room->blood = 1000; if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1)) { do_killperson(ch,ch->name); drop_out = TRUE; } } if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL ) { int dam; if (!IS_NPC(ch) && IS_HERO(ch)) break; if (!IS_NPC(ch) && IS_IMMUNE(ch, IMM_HEAT) && !IS_CLASS(ch, CLASS_VAMPIRE)) break; act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your flesh burns and crisps.\n\r", ch ); dam = number_range(10,20); if (!IS_NPC(ch) && IS_IMMUNE(ch, IMM_HEAT)) dam /= 2; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)) dam *= 2; ch->hit = ch->hit - dam; update_pos(ch); if (ch->hit <=-11) { do_killperson(ch,ch->name); drop_out = TRUE; } } else if ( IS_CLASS(ch, CLASS_VAMPIRE) && (!IS_AFFECTED(ch,AFF_SHADOWPLANE)) && (!IS_NPC(ch) && !IS_IMMUNE(ch,IMM_SUNLIGHT)) && ch->in_room != NULL && (!ch->in_room->sector_type == SECT_INSIDE) && !is_obj && (!room_is_dark(ch->in_room)) && (weather_info.sunlight != SUN_DARK) ) { act( "$n's flesh smolders in the sunlight!", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your flesh smolders in the sunlight!\n\r", ch ); /* This one's to keep Zarkas quiet ;) */ if (IS_POLYAFF(ch, POLY_SERPENT)) ch->hit = ch->hit - number_range(2,4); else ch->hit = ch->hit - number_range(5,10); update_pos(ch); if (ch->hit <=-11) { do_killperson(ch,ch->name); drop_out = TRUE; } } else if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out ) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); damage( ch, ch, 2, gsn_poison ); } else if ( !IS_NPC( ch ) && ch->paradox[1] > 0 ) { if ( ch->paradox[1] > 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 $s feet.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You clamber back to your feet.\n\r", ch ); } } else if ( ch->position == POS_MORTAL && !is_obj && !drop_out ) { drop_out = FALSE; if (IS_HERO(ch)) ch->hit = ch->hit + number_range(2,4); else { ch->hit = ch->hit - number_range(1,2); if (!IS_NPC(ch) && (ch->hit <=-11)) do_killperson(ch,ch->name); drop_out = TRUE; } if (!drop_out) { update_pos( ch ); if (ch->position == POS_INCAP) { act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch ); } } } else if ( ch->position == POS_DEAD && !is_obj && !drop_out ) { update_pos(ch); if (!IS_NPC(ch)) do_killperson(ch,ch->name); } drop_out = FALSE; } /* * Autosave and autoquit. * Check that these chars still exist. */ if ( ch_save != NULL || ch_quit != NULL ) { for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ch == ch_save ) save_char_obj( ch ); if ( ch == ch_quit ) do_quit( ch, "" ); } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; if ( obj->timer <= 0 || --obj->timer > 0 ) continue; switch ( obj->item_type ) { default: message = "$p vanishes."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_TRASH: message = "$p crumbles into dust."; break; case ITEM_EGG: message = "$p cracks open."; break; case ITEM_WEAPON: message = "The poison on $p melts through it."; break; } if ( obj->carried_by != NULL ) { act( message, obj->carried_by, obj, NULL, TO_CHAR ); } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } /* If the item is an egg, we need to create a mob and shell! * KaVir */ if ( obj->item_type == ITEM_EGG ) { CHAR_DATA *creature; OBJ_DATA *egg; if ( get_mob_index( obj->value[0] ) != NULL ) { if (obj->carried_by != NULL && obj->carried_by->in_room != NULL) { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,obj->carried_by->in_room); } else if (obj->in_room != NULL) { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,obj->in_room); } else { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,get_room_index(ROOM_VNUM_HELL)); /* obj->timer = 1; continue; */ } egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 ); egg->timer = 2; obj_to_room( egg, creature->in_room ); act( "$n clambers out of $p.", creature, obj, NULL, TO_ROOM ); } else if (obj->in_room != NULL) { egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 ); egg->timer = 2; obj_to_room( egg, obj->in_room ); } } if (obj != NULL) extract_obj( obj ); } return; } /* * Aggress. * * for each mortal PC * for each mob in room * aggress on some random PC * * This function takes 25% to 35% of ALL Merc cpu time. * Unfortunately, checking on each PC move is too tricky, * because we don't want the mob to just attack the first PC * who leads the party into the room. * * -- Furey */ void aggr_update( void ) { CHAR_DATA *wch; CHAR_DATA *wch_next; CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *chobj = NULL; ROOM_INDEX_DATA *objroom = NULL; DESCRIPTOR_DATA *d; for ( d = descriptor_list; d != NULL; d = d->next ) { /* if ( d->connected == CON_PLAYING && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata->stage[1] > 0 && ( victim = ch->pcdata->partner ) != NULL && !IS_NPC(victim) && ch->in_room != NULL && victim->in_room != NULL && victim->in_room != ch->in_room ) { ch->pcdata->stage[1] = 0; victim->pcdata->stage[1] = 0; } */ if ( d->connected == CON_PLAYING && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata != NULL && ( obj = ch->pcdata->chobj ) != NULL ) { if (obj->in_room != NULL) objroom = obj->in_room; else if (obj->in_obj != NULL) objroom = get_room_index(ROOM_VNUM_IN_OBJECT); else if (obj->carried_by != NULL) { if (obj->carried_by != ch && obj->carried_by->in_room != NULL) objroom = obj->carried_by->in_room; else continue; } else continue; if (ch->in_room != objroom && objroom != NULL) { char_from_room(ch); char_to_room(ch,objroom); do_look(ch,"auto"); } } else if ( d->connected == CON_PLAYING && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata != NULL && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0) ) { if (ch->pcdata->obj_vnum != 0) { bind_char(ch); continue; } if (IS_HEAD(ch,LOST_HEAD)) { REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); send_to_char("You are able to regain a body.\n\r",ch); ch->position = POS_RESTING; ch->hit = 1; } else { send_to_char("You return to your body.\n\r",ch); REMOVE_BIT(ch->extra,EXTRA_OSWITCH);} REMOVE_BIT(ch->affected_by,AFF_POLYMORPH); free_string(ch->morph); ch->morph = str_dup(""); char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); if ( ( chobj = ch->pcdata->chobj ) != NULL ) chobj->chobj = NULL; ch->pcdata->chobj = NULL; do_look(ch,"auto"); } continue; } for ( wch = char_list; wch != NULL; wch = wch_next ) { wch_next = wch->next; if ( IS_NPC(wch) || ( wch->desc != NULL && wch->desc->connected != CON_PLAYING ) || wch->position <= POS_STUNNED || wch->level >= LEVEL_IMMORTAL || wch->pcdata == NULL || ( ( chobj = wch->pcdata->chobj ) != NULL ) || wch->in_room == NULL ) continue; /* if ( (IS_CLASS(wch, CLASS_WEREWOLF) && IS_HERO(wch)) || IS_ITEMAFF(wch, ITEMA_STALKER) ) { if ( wch->hunting != NULL && wch->hunting != '\0' && strlen(wch->hunting) > 1 && wch->pcdata->powers[WPOWER_LYNX] > 1) { ROOM_INDEX_DATA *old_room = wch->in_room; check_hunt( wch ); if (wch->in_room == old_room) { free_string(wch->hunting); wch->hunting = str_dup( "" ); continue; } check_hunt( wch ); if (wch->in_room == old_room) { free_string(wch->hunting); wch->hunting = str_dup( "" ); } continue; } } */ for ( ch = wch->in_room->people; ch != NULL; ch = ch_next ) { int count; ch_next = ch->next_in_room; if ( !IS_NPC(ch) || !IS_SET(ch->act, ACT_AGGRESSIVE) || no_attack(ch, wch) || ch->fighting != NULL || IS_AFFECTED(ch, AFF_CHARM) || !IS_AWAKE(ch) || ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) ) || !can_see( ch, wch ) ) continue; /* * Ok we have a 'wch' player character and a 'ch' npc aggressor. * Now make the aggressor fight a RANDOM pc victim in the room, * giving each 'vch' an equal chance of selection. */ count = 0; victim = NULL; for ( vch = wch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !IS_NPC(vch) && !no_attack(ch, vch) && vch->pcdata != NULL && ( ( chobj = vch->pcdata->chobj ) == NULL ) && vch->level < LEVEL_IMMORTAL && vch->position > POS_STUNNED && ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) ) && can_see( ch, vch ) ) { if ( number_range( 0, count ) == 0 ) victim = vch; count++; } } if ( victim == NULL ) { /* bug( "Aggr_update: null victim attempt by mob %d.", ch->pIndexData->vnum ); */ continue; } multi_hit( ch, victim, TYPE_UNDEFINED ); } } return; } void ww_update( void ) { DESCRIPTOR_DATA *d; CHAR_DATA *victim; float dam = 0; for ( d = descriptor_list; d != NULL; d = d->next ) { if (!IS_PLAYING(d) || (victim = d->character) == NULL || IS_NPC(victim) || IS_IMMORTAL(victim) || victim->in_room == NULL || victim->pcdata->chobj != NULL || IS_CLASS(victim,CLASS_WEREWOLF)) { continue; } if ( !IS_SET( d->character->in_room->room_flags, ROOM_BLADE_BARRIER ) ) continue; act( "The scattered blades on the ground fly up into the air ripping into you.", d->character, NULL, NULL, TO_CHAR ); act( "The scattered blades on the ground fly up into the air ripping into $n.", d->character, NULL, NULL, TO_ROOM ); act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_CHAR ); act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_ROOM ); dam = number_range( 7, 14 ); dam = dam / 100; dam = d->character->hit * dam; if ( dam < 100 ) dam = 100; d->character->hit = d->character->hit - dam; if ( d->character->hit < -10 ) d->character->hit = -10; update_pos( victim ); } return; } /* * Handle all kinds of updates. * Called once per pulse from game loop. * Random times to defeat tick-timing clients and players. */ void update_handler( void ) { static int pulse_area; static int pulse_mobile; static int pulse_violence; static int pulse_point; static int pulse_ww; if ( --pulse_ww <= 0 ) { pulse_ww = PULSE_WW; ww_update ( ); } if ( --pulse_area <= 0 ) { pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); area_update ( ); } if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); } if ( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; violence_update ( ); } if ( --pulse_point <= 0 ) { pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); weather_update ( ); char_update ( ); obj_update ( ); } aggr_update( ); tail_chain( ); return; }