/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * God Wars Mud originally written by KaVir aka Richard Woolcock. * * Changes done to the code done by Sage aka Walter Howard, this mud is * * for the public, however if you run this code it means you agree * * to the license.low, license.gw, and license.merc have fun. :) * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" /* * Local functions. */ int hit_gain args( ( CHAR_DATA *ch ) ); int mana_gain args( ( CHAR_DATA *ch ) ); int move_gain args( ( CHAR_DATA *ch ) ); void mobile_update args( ( void ) ); void weather_update args( ( void ) ); void moon_update args((void)); void char_update args( ( void ) ); void obj_update args( ( void ) ); void aggr_update args( ( void ) ); void ww_update args( ( void ) ); void embrace_update args( ( void ) ); void gain_exp( CHAR_DATA *ch, int gain ) { CHAR_DATA *mount = NULL; CHAR_DATA *master = NULL; if ( IS_NPC(ch) && (mount = ch->mount) != NULL && !IS_NPC(mount)) { if ( (master = ch->master) == NULL || master != mount ) mount->exp += gain; } /*if ( (( get_age(ch) - 17) * 2 ) < 5 ) gain *= 3; NEWBIEEXP */ if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) ) ch->exp += gain; return; } /* * Regeneration stuff. */ int hit_gain( CHAR_DATA *ch ) { int gain; int conamount; if ( IS_NPC(ch) ) { gain = ch->level; } /* if (IS_NPC(ch) && POS_MORTAL) { gain = number_range( 1, 2 ); } */ else { if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0; gain = number_range( 300, 500 ); if ((conamount = (get_curr_con(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= conamount * 0.5; break; case POS_SLEEPING: gain *= conamount; break; case POS_RESTING: gain *= conamount * 0.5; break; } } if ( ch->pcdata->condition[COND_FULL] == 0 && !IS_HERO(ch) ) gain *= 0.5; if ( ch->pcdata->condition[COND_THIRST] == 0 && !IS_HERO(ch) ) gain *= 0.5; } if ( IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_FLAMING)) gain *= 0.25; return UMIN(gain, ch->max_hit - ch->hit); } int mana_gain( CHAR_DATA *ch ) { int gain; int intamount; if ( IS_NPC(ch) ) { gain = ch->level; } else { if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0; gain = number_range( 10, 20 ); if ((intamount = (get_curr_int(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= intamount * 10.0; break; case POS_SLEEPING: gain *= intamount; break; case POS_RESTING: gain *= intamount * 0.5; break; } } if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) gain *= 0.5; } if ( IS_AFFECTED( ch, AFF_POISON ) || IS_AFFECTED(ch, AFF_FLAMING) ) gain *= 0.25; return UMIN(gain, ch->max_mana - ch->mana); } int move_gain( CHAR_DATA *ch ) { int gain; int dexamount; if ( IS_NPC(ch) ) { gain = ch->level; } else { if (IS_CLASS(ch, CLASS_VAMPIRE)) return 0; gain = number_range( 10, 20 ); if ((dexamount = (get_curr_dex(ch)+1)) > 1) { switch ( ch->position ) { case POS_MEDITATING: gain *= dexamount * (ch->level * 10); break; case POS_SLEEPING: gain *= dexamount; break; case POS_RESTING: gain *= dexamount * 0.5; break; } } if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) gain *= 0.5; } if ( IS_AFFECTED(ch, AFF_POISON) || IS_AFFECTED(ch, AFF_FLAMING) ) gain *= 0.25; return UMIN(gain, ch->max_move - ch->move); } void gain_condition( CHAR_DATA *ch, int iCond, int value ) { int condition; if ( value == 0 || IS_NPC(ch) ) return; if (!IS_NPC(ch) && IS_HERO(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) && iCond != COND_DRUNK) return; condition = ch->pcdata->condition[iCond]; if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_VAMPIRE) ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); else { int chargen = ch->pcdata->stats[UNI_GEN]; int maxblood; if (chargen > 12) chargen = 12; maxblood = (13 - chargen) * 100; ch->pcdata->condition[iCond] = URANGE( 0, condition + value, maxblood ); } /* if ( ch->pcdata->stats[UNI_GEN] == 2 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 1000 ); else if ( ch->pcdata->stats[UNI_GEN] == 3 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 666 ); else if ( ch->pcdata->stats[UNI_GEN] == 4 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 500 ); else if ( ch->pcdata->stats[UNI_GEN] >= 5 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 400 ); else if ( ch->pcdata->stats[UNI_GEN] == 6 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 333 ); else if ( ch->pcdata->stats[UNI_GEN] == 7 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 285 ); else if ( ch->pcdata->stats[UNI_GEN] == 8 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 250 ); else if ( ch->pcdata->stats[UNI_GEN] == 9 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 222 ); else if ( ch->pcdata->stats[UNI_GEN] == 10 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 200 ); else if ( ch->pcdata->stats[UNI_GEN] == 11 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 181 ); else if ( ch->pcdata->stats[UNI_GEN] == 12 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 166 ); else if ( ch->pcdata->stats[UNI_GEN] == 13 ) ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 153 ); } */ if ( ch->pcdata->condition[iCond] == 0 ) { switch ( iCond ) { case COND_FULL: if (!IS_CLASS(ch, CLASS_VAMPIRE)) { send_to_char( "You are REALLY hungry.\n\r", ch ); act( "You hear $n's stomach rumbling.", ch, NULL, NULL, TO_ROOM ); } break; case COND_THIRST: if (!IS_CLASS(ch, CLASS_VAMPIRE)) send_to_char( "You are REALLY thirsty.\n\r", ch ); /* else if (ch->hit > 0) { send_to_char( "You are DYING from lack of blood!\n\r", ch ); act( "$n gets a hungry look in $s eyes.", ch, NULL, NULL, TO_ROOM ); ch->hit = ch->hit - number_range(2,5); if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } */ break; case COND_DRUNK: if ( condition != 0 ) send_to_char( "You are sober.\n\r", ch ); break; } } else if ( ch->pcdata->condition[iCond] < 10 ) { switch ( iCond ) { case COND_FULL: if (!IS_CLASS(ch, CLASS_VAMPIRE)) send_to_char( "You feel hungry.\n\r", ch ); break; case COND_THIRST: if (!IS_CLASS(ch, CLASS_VAMPIRE)) send_to_char( "You feel thirsty.\n\r", ch ); else { send_to_char( "You crave blood.\n\r", ch ); if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch); if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75) && !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } break; } } return; } /* * Mob autonomous action. * This function takes 25% to 35% of ALL Merc cpu time. * -- Furey */ void mobile_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; EXIT_DATA *pexit; int door; /* Examine all mobs. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ch->in_room == NULL ) continue; if ( ch->hunting != NULL && ch->hunting != '\0' && strlen(ch->hunting) > 1 ) { check_hunt( ch ); continue; } if ( !IS_NPC(ch) ) { if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1) { send_to_char("You hiccup loudly.\n\r",ch); act("$n hiccups.",ch,NULL,NULL,TO_ROOM); } if (ch->pcdata->stage[0] > 0 || ch->pcdata->stage[2] > 0) { CHAR_DATA *vch; if (ch->pcdata->stage[1] > 0 && ch->pcdata->stage[2] >= 225) { ch->pcdata->stage[2] += 1; if ( ( vch = ch->pcdata->partner ) != NULL && !IS_NPC(vch) && vch->pcdata->partner == ch && ((vch->pcdata->stage[2] >= 200 && vch->sex == SEX_FEMALE) || (ch->pcdata->stage[2] >= 200 && ch->sex == SEX_FEMALE))) { if (ch->in_room != vch->in_room) continue; if (vch->pcdata->stage[2] >= 225 && ch->pcdata->stage[2] >= 225 && vch->pcdata->stage[2] < 240 && ch->pcdata->stage[2] < 240) { ch->pcdata->stage[2] = 240; vch->pcdata->stage[2] = 240; } if (ch->sex == SEX_MALE && vch->pcdata->stage[2] >= 240) { act("You thrust deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_CHAR); act("$n thrusts deeply between your warm, damp thighs.",ch,NULL,vch,TO_VICT); act("$n thrusts deeply between $N's warm, damp thighs.",ch,NULL,vch,TO_NOTVICT); if (vch->pcdata->stage[2] > ch->pcdata->stage[2]) ch->pcdata->stage[2] = vch->pcdata->stage[2]; } else if (ch->sex == SEX_FEMALE && vch->pcdata->stage[2] >= 240) { act("You squeeze your legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_CHAR); act("$n squeezes $s legs tightly around you, moaning loudly.",ch,NULL,vch,TO_VICT); act("$n squeezes $s legs tightly around $N, moaning loudly.",ch,NULL,vch,TO_NOTVICT); if (vch->pcdata->stage[2] > ch->pcdata->stage[2]) ch->pcdata->stage[2] = vch->pcdata->stage[2]; } } if (ch->pcdata->stage[2] >= 250) { if ( ( vch = ch->pcdata->partner ) != NULL && !IS_NPC(vch) && vch->pcdata->partner == ch && ch->in_room == vch->in_room) { vch->pcdata->stage[2] = 250; if (ch->sex == SEX_MALE) { stage_update(ch,vch,2); stage_update(vch,ch,2); } else { stage_update(vch,ch,2); stage_update(ch,vch,2); } ch->pcdata->stage[0] = 0; vch->pcdata->stage[0] = 0; if (!IS_EXTRA(ch, EXTRA_EXP)) { send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 100000 exp!\n\r",ch); SET_BIT(ch->extra, EXTRA_EXP); ch->exp += 100000; } if (!IS_EXTRA(vch, EXTRA_EXP)) { send_to_char("Congratulations on achieving a simultanious orgasm! Recieve 100000 exp!\n\r",vch); SET_BIT(vch->extra, EXTRA_EXP); vch->exp += 100000; } } } } else { if (ch->pcdata->stage[0] > 0 && ch->pcdata->stage[2] < 1 && ch->position != POS_RESTING) { if (ch->pcdata->stage[0] > 1) ch->pcdata->stage[0] -= 1; else ch->pcdata->stage[0] = 0; } else if (ch->pcdata->stage[2]>0 && ch->pcdata->stage[0] < 1) { if (ch->pcdata->stage[2] > 10) ch->pcdata->stage[2] -= 10; else ch->pcdata->stage[2] = 0; if (ch->sex == SEX_MALE && ch->pcdata->stage[2] == 0) send_to_char("You feel fully recovered.\n\r",ch); } } } /* Ninja Michi - Loki */ if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && IS_HERO(ch)) { if ( ch->position == POS_FIGHTING && ch->pcdata->stats[UNI_RAGE] > 0 && ch->pcdata->stats[UNI_RAGE] < 200 && !IS_ITEMAFF(ch, ITEMA_RAGER) ) ch->pcdata->stats[UNI_RAGE] += 1; else if ( ch->position == POS_MEDITATING && ch->pcdata->stats[UNI_RAGE] > 0 && ch->pcdata->stats[UNI_RAGE] < 200 && !IS_ITEMAFF(ch, ITEMA_RAGER) ) ch->pcdata->stats[UNI_RAGE] -= 20; else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) ch->pcdata->stats[UNI_RAGE] -= 1; if (ch->pcdata->stats[UNI_RAGE] < 1) continue; } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE) && IS_HERO(ch)) { if ( ch->position == POS_FIGHTING && ch->pcdata->stats[UNI_RAGE] > 0 && ch->pcdata->stats[UNI_RAGE] < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER)) ch->pcdata->stats[UNI_RAGE] += 1; else if (ch->pcdata->stats[UNI_RAGE] > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) { if (number_percent() <= ch->beast) beast_rage(ch); else ch->pcdata->stats[UNI_RAGE]--; if (ch->pcdata->stats[UNI_RAGE] < 1) send_to_char("You feel the beast release it's hold on you.\n\r",ch); } if (ch->pcdata->stats[UNI_RAGE] < 1) continue; if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK) && IS_HERO(ch)) { if ( ch->position != POS_FIGHTING ) { if ( ch->chi[CURRENT] > 0 ) { if ( number_range( 1,4 ) == 2 ) { ch->chi[CURRENT]--; stc("You feel more relaxed.\n\r",ch); act("$n looks more relaxed.",ch,NULL,NULL,TO_ROOM); } } } } else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && (IS_HERO(ch) || (IS_CLASS(ch, CLASS_DEMON) && (IS_SET(ch->warp, WARP_REGEN))))) { if (ch->position == POS_FIGHTING && (!IS_ITEMAFF(ch, ITEMA_RAGER) || (IS_CLASS(ch, CLASS_DEMON) && (IS_SET(ch->warp, WARP_REGEN))))) { if ( ch->gifts[AHROUN] >= 5 && (ch->pcdata->stats[UNI_RAGE] < 350 || (IS_CLASS(ch, CLASS_DEMON) && (IS_SET(ch->warp, WARP_REGEN))))) ch->pcdata->stats[UNI_RAGE] += number_range(2,3); if ( ch->gifts[SHADOWLORDS] >= 5 && (ch->pcdata->stats[UNI_RAGE] <= 350 || (IS_CLASS(ch, CLASS_DEMON) && (IS_SET(ch->warp, WARP_REGEN))))) ch->pcdata->stats[UNI_RAGE] += number_range(2,4); if (ch->pcdata->stats[UNI_RAGE] < 300) ch->pcdata->stats[UNI_RAGE] += number_range(5,10); if (!IS_SET(ch->special, SPC_WOLFMAN) && (ch->pcdata->stats[UNI_RAGE] >= 100 || (IS_CLASS(ch, CLASS_DEMON) && (IS_SET(ch->warp, WARP_REGEN))))) do_werewolf(ch,""); } else if (ch->pcdata->stats[UNI_RAGE] > 0 && (!IS_ITEMAFF(ch, ITEMA_RAGER) || (IS_CLASS(ch, CLASS_DEMON) && (IS_SET(ch->warp, WARP_REGEN))))) { ch->pcdata->stats[UNI_RAGE] -= 1; if (ch->pcdata->stats[UNI_RAGE] < 100) do_unwerewolf(ch,""); } if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (IS_CLASS(ch,CLASS_WEREWOLF) && ch->position == POS_SLEEPING && ch->pcdata->powers[WPOWER_BEAR] > 3 && ch->hit > 0) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); } if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } /* Paladins get wolf reg with holybless power - Loki */ else if (IS_PPOWER(ch, PALADIN_HOLYBLESS) && (!IS_NPC(ch) && IS_CLASS(ch, CLASS_PALADIN)) ) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } //Tij else if (IS_CLASS(ch,CLASS_DROW) && IS_SET(ch->pcdata->powers[1],DPOWER_REGEN)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } else if (((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) && IS_HERO(ch) && ch->in_room != NULL && ch->in_room->vnum == 30000) || (IS_CLASS(ch, CLASS_DROW) && IS_HERO(ch) && ch->in_room !=NULL && (ch->in_room->vnum == 26000 || ch->in_room->vnum == 26001))) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (ch->hit > 0) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); } if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } else if (IS_ITEMAFF(ch, ITEMA_REGENERATE) || (!IS_NPC(ch) && (IS_CLASS(ch, CLASS_HIGHLANDER) || IS_CLASS(ch, CLASS_MOOGLE)))) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch); if (ch->loc_hp[6] > 0) { int sn = skill_lookup( "clot" ); (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); } else { if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) reg_mend(ch); } } continue; } if ( IS_AFFECTED(ch, AFF_CHARM) ) continue; /* Examine call for special procedure */ if ( ch->spec_fun != 0 ) { if ( (*ch->spec_fun) ( ch ) ) continue; if (ch == NULL) continue; } /* That's all for sleeping / busy monster */ if ( ch->position != POS_STANDING ) continue; /* Scavenge */ if ( IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->contents != NULL && number_bits( 2 ) == 0 ) { OBJ_DATA *obj; OBJ_DATA *obj_best; int max; max = 1; obj_best = 0; for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max ) { obj_best = obj; max = obj->cost; } } if ( obj_best ) { obj_from_room( obj_best ); obj_to_char( obj_best, ch ); act( "$n picks $p up.", ch, obj_best, NULL, TO_ROOM ); act( "You pick $p up.", ch, obj_best, NULL, TO_CHAR ); } } /* Wander */ if ( !IS_SET(ch->act, ACT_SENTINEL) && ( door = number_bits( 5 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) != NULL && pexit->to_room != NULL && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) && ( ch->hunting == NULL || strlen(ch->hunting) < 2 ) && ( (!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900) || pexit->to_room->area == ch->in_room->area ) ) { move_char( ch, door ); } /* Flee */ if ( ch->hit < ch->max_hit / 2 && ( door = number_bits( 3 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) != NULL && pexit->to_room != NULL && !IS_AFFECTED(ch, AFF_WEBBED) && ch->level < 900 && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB) ) { CHAR_DATA *rch; bool found; found = FALSE; for ( rch = pexit->to_room->people; rch != NULL; rch = rch->next_in_room ) { if ( !IS_NPC(rch) ) { found = TRUE; break; } } if ( !found ) move_char( ch, door ); } } return; } /* * Update the moonphases */ void moon_update(void) { switch (time_info.day) { case 1: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_NEW; break; } break; case 2: weather_info.moonphase = MOON_NEW; break; case 3: weather_info.moonphase = MOON_NEW; break; case 4: weather_info.moonphase = MOON_NEW; break; case 5: weather_info.moonphase = MOON_NEW; break; case 6: weather_info.moonphase = MOON_NEW; break; case 7: weather_info.moonphase = MOON_NEW; break; case 8: weather_info.moonphase = MOON_NEW; break; case 9: weather_info.moonphase = MOON_NEW; break; case 10: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_CRESCENT; break; } break; case 11: weather_info.moonphase = MOON_CRESCENT; break; case 12: weather_info.moonphase = MOON_CRESCENT; break; case 13: weather_info.moonphase = MOON_CRESCENT; break; case 14: weather_info.moonphase = MOON_CRESCENT; break; case 15: weather_info.moonphase = MOON_CRESCENT; break; case 16: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_HALF; break; } break; case 17: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_GIBBOUS; break; } break; case 18: weather_info.moonphase = MOON_GIBBOUS; break; case 19: weather_info.moonphase = MOON_GIBBOUS; break; case 20: weather_info.moonphase = MOON_GIBBOUS; break; case 21: weather_info.moonphase = MOON_GIBBOUS; break; case 22: weather_info.moonphase = MOON_GIBBOUS; break; case 23: weather_info.moonphase = MOON_GIBBOUS; break; case 24: weather_info.moonphase = MOON_GIBBOUS; break; case 25: weather_info.moonphase = MOON_GIBBOUS; break; case 26: weather_info.moonphase = MOON_GIBBOUS; break; case 27: weather_info.moonphase = MOON_GIBBOUS; break; case 28: weather_info.moonphase = MOON_GIBBOUS; break; case 29: weather_info.moonphase = MOON_GIBBOUS; break; case 30: weather_info.moonphase = MOON_GIBBOUS; break; case 31: weather_info.moonphase = MOON_GIBBOUS; break; case 32: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_FULL; break; } break; case 33: switch (time_info.hour) { case 12: weather_info.moonphase = MOON_WANING; break; } break; case 34: weather_info.moonphase = MOON_WANING; break; case 35: weather_info.moonphase = MOON_WANING; break; } } /* * Update the weather. */ void weather_update(void) { char buf[MAX_STRING_LENGTH]; DESCRIPTOR_DATA *d; CHAR_DATA *ch = NULL; int diff, recover; bool char_up; bool mes_all = FALSE; strcpy(buf,"Bug - Please inform KaVir.\n\r"); for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && (ch = d->character) != NULL && !IS_NPC(ch) && !IS_EXTRA(ch, EXTRA_OSWITCH) && !IS_HEAD(ch, LOST_HEAD)) { /* if (IS_WEREWOLF(ch) && ch->pcdata->gnosis[0] < ch->pcdata->gnosis[1]) { ch->pcdata->gnosis[0] += number_range(5,10); if (ch->pcdata->gnosis[0] > ch->pcdata->gnosis[1]) ch->pcdata->gnosis[0] = ch->pcdata->gnosis[1]; } recover = number_range(5,10) + (ch->pcdata->willpower[1] * 0.1); if (ch->pcdata->willpower[0] < ch->pcdata->willpower[1]) ch->pcdata->willpower[0] += recover; if (ch->pcdata->willpower[0] > ch->pcdata->willpower[1]) ch->pcdata->willpower[0] = ch->pcdata->willpower[1]; if (IS_MORE(ch, MORE_INFORM)) REMOVE_BIT(ch->more, MORE_INFORM); */ recover = number_range(5,10) + (ch->pcdata->willpower[1] * 0.1); if (ch->pcdata->willpower[0] < ch->pcdata->willpower[1]) ch->pcdata->willpower[0] += recover; if (IS_SET(ch->newbits, NEW_COURAGE) && number_percent() < 50) { send_to_char("You no longer feel quite so brave.\n\r",ch); REMOVE_BIT(ch->newbits, NEW_COURAGE); } /* if (IS_MORE(ch, MORE_CALM) && number_percent() < 50) { send_to_char("You no longer feel so apathetic.\n\r",ch); REMOVE_BIT(ch->more, MORE_CALM); } if (IS_MORE(ch, MORE_ANGER) && number_percent()<50 && ch->pcdata->wolf<1) { send_to_char("You no longer feel so angry.\n\r",ch); REMOVE_BIT(ch->more, MORE_ANGER); */ } // } // } if (IS_SET(world_affects, WORLD_ECLIPSE)) { strcpy(buf,"The sun emerges from behind the moon.\n\r"); REMOVE_BIT(world_affects, WORLD_ECLIPSE); mes_all = TRUE; } else if (IS_SET(world_affects, WORLD_FOG) && number_range(1,5) == 1) { strcpy(buf,"The fog disperses.\n\r"); REMOVE_BIT(world_affects, WORLD_FOG); mes_all = TRUE; } else if (IS_SET(world_affects, WORLD_RAIN) && number_range(1,5) == 1) { strcpy(buf,"It is no longer raining quite so heavily.\n\r"); REMOVE_BIT(world_affects, WORLD_RAIN); mes_all = TRUE; } if (mes_all) { for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && (ch = d->character) != NULL && !IS_NPC(ch) && !IS_EXTRA(ch, EXTRA_OSWITCH) && !IS_HEAD(ch, LOST_HEAD) && ch->in_room != NULL && ch->in_room->sector_type != SECT_INSIDE && IS_OUTSIDE(ch)) send_to_char(buf,ch); } } buf[0] = '\0'; switch (++time_info.hour) { case 4: weather_info.moonlight = MOON_SET; strcat(buf, "The moon slowly slides below the horizon.\n\r"); break; case 5: weather_info.moonlight = MOON_DOWN; weather_info.time_of_day = MORNING; for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && (ch = d->character) != NULL && !IS_NPC(ch) && !IS_EXTRA(ch, EXTRA_OSWITCH) && !IS_HEAD(ch, LOST_HEAD) && IS_CLASS(ch, CLASS_VAMPIRE)) send_to_char("You feel weary as the night begins to come to an end.\n\r",ch); } break; case 6: weather_info.sunlight = SUN_RISE; strcat(buf, "As eastern horizon begins brightening, it banishes the evil of the night.\n\r"); break; case 10: weather_info.time_of_day = DAY; strcat(buf, "As the sun rises, a new day commences.\n\r"); break; case 12: strcat(buf, "You hear chimes in the distance announce the midday.\n\r"); break; case 17: weather_info.time_of_day = EVENING; strcat(buf, "The sun begins its descent towards the western horizon, the evil of night starts to awake.\n\r"); break; case 19: weather_info.sunlight = SUN_SET; strcat(buf, "The sun slowly disappears in the west, the evil of night has fully awakended, there is not a living soul to be seen.\n\r"); break; case 20: weather_info.sunlight = SUN_DARK; strcat(buf, "The night has begun.\n\r"); break; case 21: weather_info.moonlight = MOON_RISE; weather_info.time_of_day = NIGHT; if (weather_info.moonphase == MOON_CRESCENT) strcat(buf, "A crescent moon slowly rises above the horizon.\n\r"); if (weather_info.moonphase == MOON_HALF) strcat(buf, "You see the moon, half tonight, slowly rising from the horizon.\n\r"); if (weather_info.moonphase == MOON_GIBBOUS) strcat(buf, "The gibbous moon ascends, starting its nocturnal journey.\n\r"); if (weather_info.moonphase == MOON_FULL) strcat(buf, "The full moon slowly ascends from its cradle, preparing to journey across the night sky.\n\r"); if (weather_info.moonphase == MOON_WANING) strcat(buf, "The quickly waning moon slowly climbs to its nightly throne.\n\r"); if (weather_info.moonphase == MOON_NEW) strcat(buf, "Hardly visible, the moon still ascends the horizon.\n\r"); break; case 22: weather_info.moonlight = MOON_UP; break; case 23: strcat(buf, "The moon starts its slow journey across the night sky. Stars glinting like tears trailing behind it.\n\r"); break; case 24: time_info.hour = 0; time_info.day++; for ( d = descriptor_list; d != NULL; d = d->next ) { char_up = FALSE; if ( d->connected == CON_PLAYING && (ch = d->character) != NULL && !IS_NPC(ch)) { if (ch->fighting == NULL && !IS_SET(ch->newbits, NEW_NATURAL) && ch->monkab[SPIRIT] >= 2 ) SET_BIT(ch->newbits, NEW_NATURAL); send_to_char( "You hear a clock in the distance strike midnight.\n\r",ch); if (IS_SET(ch->flag2, AFF2_ROT) && !IS_SET(ch->warp, WARP_INFIRMITY)) { send_to_char("Your flesh feels better.\n\r", ch); REMOVE_BIT(ch->flag2, AFF2_ROT); } if ( IS_SET(ch->garou1, GAROU_PAWS) ) { stc("You are no longer affected by paws of the newborn cub.\n\r",ch); REMOVE_BIT(ch->garou1, GAROU_PAWS); } if(IS_SET(ch->garou1,WOLF_QUICKSAND)) { stc("You lose your concentration on the land around you.\n\r",ch); do_quicksand(ch,""); } if (IS_SET(ch->newbits, NEW_VISCERAL)) { send_to_char("You feel the venom leave your body.\n\r", ch); REMOVE_BIT(ch->newbits, NEW_VISCERAL); } if (IS_SET(ch->newbits, NEW_VIOLATION)) { stc("Your emotions return to normal.\n\r", ch); REMOVE_BIT(ch->newbits, NEW_VIOLATION); } if (IS_SET(ch->flag2, AFF2_BALOR)) { stc("You no longer feel the pain of Balor's Gaze.\n\r", ch); REMOVE_BIT(ch->flag2, AFF2_BALOR); } if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE)) { send_to_char("The silence leaves the room.\n\r",ch); act("The silence leaves the room.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->room_flags,ROOM_SILENCE); } if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING)) { send_to_char("The flames in the room die down.\n\r",ch); act("The flames in the room die down.",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->in_room->room_flags,ROOM_FLAMING); } if ( IS_CLASS(ch, CLASS_VAMPIRE) ) { if (ch->hit < ch->max_hit) { ch->hit = ch->max_hit; char_up = TRUE; } if (ch->mana < ch->max_mana) { ch->mana = ch->max_mana; char_up = TRUE; } if (ch->move < ch->max_move) { ch->move = ch->max_move; char_up = TRUE; } if (char_up) send_to_char( "You feel the strength of the kindred flow through your veins!\n\r", ch ); ch->position = POS_STANDING; } if (IS_EXTRA(ch, EXTRA_POTENCY)) { send_to_char("You feel your blood potency fade away.\n\r", ch); ch->pcdata->stats[UNI_GEN]++; REMOVE_BIT(ch->extra, EXTRA_POTENCY); } if (IS_SET(ch->newbits, NEW_TIDE)) { REMOVE_BIT(ch->newbits, NEW_TIDE); send_to_char("The tide of vitae leaves you.\n\r", ch); } } } break; } if ( time_info.day >= 35 ) { time_info.day = 0; time_info.month++; } if ( time_info.month >= 17 ) { time_info.month = 0; time_info.year++; } /* * Weather change. */ if (time_info.month >= 9 && time_info.month <= 16) diff = weather_info.mmhg > 985 ? -2 : 2; else diff = weather_info.mmhg > 1015 ? -2 : 2; weather_info.change += diff * dice(1, 4) + dice(2, 6) - dice(2, 6); weather_info.change = UMAX(weather_info.change, -12); weather_info.change = UMIN(weather_info.change, 12); weather_info.mmhg += weather_info.change; weather_info.mmhg = UMAX(weather_info.mmhg, 960); weather_info.mmhg = UMIN(weather_info.mmhg, 1040); switch (weather_info.sky) { default: bug("Weather_update: bad sky %d.", weather_info.sky); weather_info.sky = SKY_CLOUDLESS; break; case SKY_CLOUDLESS: if (weather_info.mmhg < 990 || (weather_info.mmhg < 1010 && number_bits(2) == 0)) { strcat(buf, "The sky is getting cloudy.\n\r"); weather_info.sky = SKY_CLOUDY; } break; case SKY_CLOUDY: if (weather_info.mmhg < 970 || (weather_info.mmhg < 990 && number_bits(2) == 0)) { strcat(buf, "It starts to rain.\n\r"); weather_info.sky = SKY_RAINING; } if (weather_info.mmhg > 1030 && number_bits(2) == 0) { strcat(buf, "The clouds disappear.\n\r"); weather_info.sky = SKY_CLOUDLESS; } break; case SKY_RAINING: if (IS_SET(world_affects, WORLD_RAIN)) { if (weather_info.mmhg < 970) weather_info.mmhg += 10; else if (weather_info.mmhg > 1010) weather_info.mmhg -= 10; strcat(buf, "The rain pours down heavily from the sky.\n\r"); break; } if (weather_info.mmhg < 970 && number_bits(2) == 0) { strcat(buf, "Lightning flashes in the sky.\n\r"); weather_info.sky = SKY_LIGHTNING; } if (weather_info.mmhg > 1030 || (weather_info.mmhg > 1010 && number_bits(2) == 0)) { strcat(buf, "The rain stopped.\n\r"); weather_info.sky = SKY_CLOUDY; } break; case SKY_LIGHTNING: if (weather_info.mmhg > 1010 || (weather_info.mmhg > 990 && number_bits(2) == 0)) { strcat(buf, "The lightning has stopped.\n\r"); weather_info.sky = SKY_RAINING; break; } break; } if (buf[0] != '\0') { for (d = descriptor_list; d != NULL; d = d->next) { if (d->connected == CON_PLAYING && IS_OUTSIDE(d->character) && IS_AWAKE(d->character)) send_to_char(buf, d->character); } } return; } } /* void embrace_update( void ) { DESCRIPTOR_DATA *d; CHAR_DATA *ch; CHAR_DATA *victim; char buf[MAX_STRING_LENGTH]; for ( d = descriptor_list; d != NULL; d = d->next ) { if ((ch = d->character) == NULL || IS_NPC(ch) || ch->embracing==NULL) { continue; } if (!IS_CLASS(ch,CLASS_VAMPIRE)) stop_embrace(ch,NULL); victim=ch->embracing; if (get_char_world(ch,victim->name) ==NULL) {stop_embrace(ch,NULL);continue;} if (ch->in_room != victim->in_room) stop_embrace(ch,victim); if (IS_NPC(victim) ) { ch->pcdata->condition[COND_THIRST] += number_range(40,50); act("$N falls to the ground lifeless.",ch,NULL,victim,TO_CHAR); act("$N falls to the ground lifeless.",ch,NULL,victim,TO_ROOM); stop_embrace(ch,victim); raw_kill(victim, ch); return; } if (victim->pcdata->condition[COND_THIRST] < 0) victim->pcdata->condition[COND_THIRST] = 0; ch->pcdata->condition[COND_THIRST] += number_range(30,40); sprintf(buf,"%s shudders in ecstacy as he drinks blood from %s's neck.\n\r",ch->name,victim->name); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf,"You shudder in ecstacy as you drink blood from %s's neck.\n\r",victim->name); send_to_char(buf,ch); sprintf(buf,"You feel some of your life slip away as %s drinks from your neck.\n\r",ch->name); send_to_char(buf,victim); ch->pcdata->condition[COND_THIRST] += number_range(35,40); victim->pcdata->condition[COND_THIRST] -= number_range(40,42); if (ch->pcdata->condition[COND_THIRST] > 2000/ch->pcdata->stats[UNI_GEN]) {ch->pcdata->condition[COND_THIRST]=2000/ch->pcdata->stats[UNI_GEN]; send_to_char("Your bloodlust is sated.\n\r",ch);} if (victim->pcdata->condition[COND_THIRST] < 0) victim->pcdata->condition[COND_THIRST]=0; if (victim->pcdata->condition[COND_THIRST] ==0) { sprintf(buf,"You have been diablerized!\n\r"); send_to_char(buf,victim); raw_kill(victim, ch); sprintf(buf,"%s's body falls lifeless to the ground.\n\r",victim->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); stop_embrace(ch,victim); if (victim->pcdata->stats[UNI_GEN] < ch->pcdata->stats[UNI_GEN] && ch->pcdata->stats[UNI_GEN] > 3) { sprintf(buf,"%s has been diablerized by %s.",victim->name,ch->name); ch->pcdata->stats[UNI_GEN] -= 1; victim->pcdata->stats[UNI_GEN] += 1; victim->pcdata->condition[COND_THIRST]=0; do_info(ch,buf); } else { sprintf(buf,"%s has been diablerized by %s for no generation.", victim->name,ch->name); victim->pcdata->condition[COND_THIRST]=0; do_info(ch,buf); } } continue; } return; } */ /* * Update all chars, including mobs. * This function is performance sensitive. */ void char_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *ch_save; CHAR_DATA *ch_quit; bool is_obj; bool drop_out = FALSE; time_t save_time; int i; save_time = current_time; ch_save = NULL; ch_quit = NULL; for ( ch = char_list; ch != NULL; ch = ch_next ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; ch_next = ch->next; if (!IS_NPC(ch) && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH))) is_obj = TRUE; else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0) {is_obj = TRUE;SET_BIT(ch->extra, EXTRA_OSWITCH);} else is_obj = FALSE; /* * Find dude with oldest save time. */ if ( !IS_NPC(ch) && ( ch->desc == NULL || ch->desc->connected == CON_PLAYING ) && ch->level >= 2 && ch->save_time < save_time ) { ch_save = ch; save_time = ch->save_time; } if (!IS_HERO(ch) && ch->hit < 1 && ch->position != POS_FIGHTING) { char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); act("The healer makes a few gestures and $n appears in the room.",ch,NULL,NULL,TO_ROOM); ch->hit = 1; update_pos(ch); send_to_char("You feel a little better.\n\r",ch); act("The healer says 'Are you ok $n? Lucky I was here!'.",ch,NULL,NULL,TO_ROOM); act("The healer says 'Are you ok $n? Lucky I was here!'.",ch,NULL,NULL,TO_CHAR); } /* if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && !is_obj && ch->pcdata->powers[WPOWER_BEAR] > 3 && ch->position == POS_SLEEPING) { if ( ch->hit < ch->max_hit ) ch->hit = ch->max_hit; if ( ch->mana < ch->max_mana ) ch->mana = ch->max_mana; if ( ch->move < ch->max_move ) ch->move = ch->max_move; */ if (!IS_NPC(ch)) (ch->exp = ch->exp + 1); if ( is_garou(ch) && ch->gifts[UKTENA] >= 2 && !IS_AFFECTED(ch, AFF_FLYING) ) SET_BIT(ch->affected_by, AFF_FLYING); if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[HARA_KIRI] > 0 ) ch->pcdata->powers[HARA_KIRI]--; if ( IS_SET(ch->garou1, GAROU_WHELP2) ) { if ( number_range( 1, 3 ) == 2 ) { REMOVE_BIT(ch->garou1, GAROU_WHELP2); ch->max_hit += 1500; stc("Your body feels slightly stronger.\n\r",ch); SET_BIT(ch->garou1, GAROU_WHELP1); } } if ( IS_SET(ch->garou1, GAROU_WHELP1) ) { if (number_range(1,3) == 2 ) { REMOVE_BIT(ch->garou1, GAROU_WHELP1); ch->max_hit += 1500; stc("You feel the Whelp's Curse leave your body.\n\r",ch); } } if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->gnosis[GMAXIMUM] > 0 && ch->gnosis[GMAXIMUM] > ch->gnosis[GCURRENT] ) { if ( ch->position == POS_SLEEPING ) ch->gnosis[GCURRENT] += number_range(1,10); else if ( ch->position == POS_RESTING ) ch->gnosis[GCURRENT] += number_range(1,9); else if ( ch->position == POS_FIGHTING ) ch->gnosis[GCURRENT] += 0; else ch->gnosis[GCURRENT] += number_range( 1, 8 ); } if (ch->gnosis[GCURRENT] > ch->gnosis[GMAXIMUM]) { (ch->gnosis[GCURRENT] = ch->gnosis[GMAXIMUM]); } if ( IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NINJAKI] < 200 ) { if ( ch->position == POS_MEDITATING ) { ch->pcdata->powers[NINJAKI] += number_range( 15, 30 ); if ( ch->pcdata->powers[NINJAKI] > 200 ) ch->pcdata->powers[NINJAKI] = 200; } } if ( IS_SET(ch->mflags, MAGE_EMBRACED2) ) { stc("The earth surrounding you starts to slowly crack.\n\r",ch); SET_BIT(ch->mflags, MAGE_EMBRACED1); REMOVE_BIT(ch->mflags, MAGE_EMBRACED2); } else if ( IS_SET(ch->mflags, MAGE_EMBRACED1) ) { stc("The earth surrounding you falls away.\n\r",ch); REMOVE_BIT(ch->mflags, MAGE_EMBRACED1); } if ( ch->quint[BODY] < (ch->spheres[MPRI]) ) ch->quint[BODY]++; if ( ch->quint[AVATAR] < (ch->spheres[MPRI]) ) ch->quint[AVATAR]++; if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast > 0 && ch->pcdata->condition[COND_THIRST] <= 15 ) { act("You bare your fangs and scream in rage from lack of blood.",ch,NULL,NULL,TO_CHAR); act("$n bares $s fangs and screams in rage.",ch,NULL,NULL,TO_ROOM); beast_rage(ch); do_beastlike(ch,""); } /* Add tick messages here.. if ( TIMER(ch, TIMER_WHATEVER) == 1 ) stc("Your whatever timer has worn off.\n\r",ch); */ if ( !IS_NPC(ch) ) { /* --> */ } if ( !IS_NPC(ch) ) { for ( i = 0; i < MAX_TIMER; i++ ) if ( ch->pcdata->tick_timer[i] > 0 ) ch->pcdata->tick_timer[i]--; } if ( ch->position > POS_STUNNED && !is_obj) { if ( ch->hit < ch->max_hit ) ch->hit += hit_gain(ch); if ( ch->mana < ch->max_mana ) ch->mana += mana_gain(ch); if ( ch->move < ch->max_move ) ch->move += move_gain(ch); } if ( ch->position == POS_STUNNED && !is_obj) { ch->hit = ch->hit + number_range(2,4); update_pos( ch ); /* if (ch->position > POS_STUNNED) { act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM ); act( "You clamber back to your feet.", ch, NULL, NULL, TO_CHAR ); } */ } if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj) { OBJ_DATA *obj; // int blood; if ( ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) || ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] > 0 ) ) { if ( --obj->value[2] == 0 && ch->in_room != NULL ) { --ch->in_room->light; act( "$p goes out.", ch, obj, NULL, TO_ROOM ); act( "$p goes out.", ch, obj, NULL, TO_CHAR ); extract_obj( obj ); } } if ( ++ch->timer >= 12) { if ( ch->was_in_room == NULL && ch->in_room != NULL ) { ch->was_in_room = ch->in_room; if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); act( "$n disappears into the void.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You disappear into the void.\n\r", ch ); save_char_obj( ch ); char_from_room( ch ); char_to_room( ch, get_room_index( ROOM_VNUM_LIMBO ) ); } } if ( ch->timer > 30 ) ch_quit = ch; gain_condition( ch, COND_DRUNK, -1 ); if (!IS_CLASS(ch, CLASS_VAMPIRE)) { gain_condition( ch, COND_FULL, -1 ); gain_condition( ch, COND_THIRST, -1 ); } else { if (ch->pcdata->condition[COND_THIRST] > 0) ch->pcdata->condition[COND_THIRST]--; if (ch->hit > 0 && ch->pcdata->condition[COND_THIRST] < 1) { send_to_char( "You are DYING from lack of blood!\n\r", ch ); act( "$n gets a hungry look in $s eyes.", ch, NULL, NULL, TO_ROOM ); if (ch->hit > 0) ch->hit -= number_range(2,5); update_pos(ch); if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } else if (ch->hit > 0 && ch->pcdata->condition[COND_THIRST] <= 20) { send_to_char( "You crave blood.\n\r", ch ); if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch); if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75) && !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } /* blood = -1; if (IS_POLYAFF(ch, POLY_ZULO)) blood -= number_range(30,40); if (ch->beast > 0) { if (IS_VAMPAFF(ch, VAM_CLAWS)) blood -= number_range(1,3); if (IS_VAMPAFF(ch, VAM_FANGS)) blood -= 1; if (IS_VAMPAFF(ch, VAM_NIGHTSIGHT)) blood -= 1; if (IS_VAMPAFF(ch, AFF_SHADOWSIGHT)) blood -= number_range(1,3); if (IS_SET(ch->act, PLR_HOLYLIGHT)) blood -= number_range(1,5); if (IS_VAMPAFF(ch, VAM_DISGUISED)) blood -= number_range(5,10); if (IS_VAMPAFF(ch, VAM_CHANGED)) blood -= number_range(5,10); if (IS_VAMPAFF(ch, IMM_SHIELDED)) blood -= number_range(1,3); if (IS_POLYAFF(ch, POLY_SERPENT)) blood -= number_range(1,3); if (ch->beast == 100) blood *= 2; } gain_condition( ch, COND_THIRST, blood ); */ } } for ( paf = ch->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) paf->duration--; else if ( paf->duration < 0 ) ; else { if ( paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_off && !is_obj) { send_to_char( skill_table[paf->type].msg_off, ch ); send_to_char( "\n\r", ch ); if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); } } affect_remove( ch, paf ); } } /* * Careful with the damages here, * MUST NOT refer to ch after damage taken, * as it may be lethal damage (on NPC). */ if ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL ) { int dam = 0; int minhit = 0; if (!IS_NPC(ch)) minhit = -11; if (IS_BLEEDING(ch,BLEEDING_HEAD) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's neck.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your neck.\n\r", ch ); dam += number_range(20,50); } if (IS_BLEEDING(ch,BLEEDING_THROAT) && (ch->hit-dam) > minhit ) { act( "Blood pours from the slash in $n's throat.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Blood pours from the slash in your throat.\n\r", ch ); dam += number_range(10,20); } if (IS_BLEEDING(ch,BLEEDING_ARM_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left arm.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left arm.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_HAND_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left wrist.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_ARM_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right arm.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right arm.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_HAND_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right wrist.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_LEG_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left leg.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left leg.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_L) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's left ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left ankle.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_LEG_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right leg.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right leg.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_R) && (ch->hit-dam) > minhit ) { act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch ); dam += number_range(5,10); } if (IS_HERO(ch)) { ch->hit = ch->hit - dam; if (ch->hit < 1) ch->hit = 1; } else ch->hit = ch->hit - dam; update_pos(ch); ch->in_room->blood += dam; if (ch->in_room->blood > 1000) ch->in_room->blood = 1000; if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1)) { do_killperson(ch,ch->name); drop_out = TRUE; } } if (IS_SET(ch->newbits, NEW_VISCERAL) && !is_obj && !drop_out) { int dam; if (IS_NPC(ch)) break; act( "$n winces in pain.", ch, NULL, NULL, TO_ROOM); send_to_char( "You wince in pain as venom spreads throughout your system.\n\r", ch); dam = number_range(250,500); ch->hit = ch->hit - dam; update_pos(ch); if (ch->hit < -10) { do_killperson(ch,ch->name); drop_out = TRUE; } } if (IS_SET(ch->flag2,AFF2_ROT) && !is_obj && !drop_out) { int dam; if (IS_NPC(ch)) break; act( "$n's flesh shrivels and tears.", ch, NULL, NULL, TO_ROOM); send_to_char( "Your flesh shrivels and tears.\n\r", ch); dam = number_range(250,500); ch->hit = ch->hit - dam; update_pos(ch); if (ch->hit < -10) { do_killperson(ch,ch->name); drop_out = TRUE; } } if (IS_SET(ch->flag2,AFF2_BALOR) && !is_obj && !drop_out) { int dam; if (IS_NPC(ch)) break; act( "$n scream in pain as his body is torn apart from the inside out!", ch, NULL, NULL, TO_ROOM); send_to_char( "You scream in pain as your body is torn apart from the inside out.\n\r", ch); dam = number_range(250,500); ch->hit = ch->hit - dam; update_pos(ch); if (ch->hit < -10) { do_killperson(ch,ch->name); drop_out = TRUE; } } if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL ) { int dam; if (!IS_NPC(ch) && IS_HERO(ch)) break; if (!IS_NPC(ch) && IS_IMMUNE(ch, IMM_HEAT) && !IS_CLASS(ch, CLASS_VAMPIRE)) break; act( "$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your flesh burns and crisps.\n\r", ch ); dam = number_range(10,20); if (!IS_NPC(ch) && IS_IMMUNE(ch, IMM_HEAT)) dam /= 2; if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_VAMPIRE)) dam *= 2; ch->hit = ch->hit - dam; update_pos(ch); if (ch->hit <=-11) { do_killperson(ch,ch->name); drop_out = TRUE; } } else if ( IS_CLASS(ch, CLASS_VAMPIRE) && (!IS_AFFECTED(ch,AFF_SHADOWPLANE)) && (!IS_NPC(ch) && !IS_IMMUNE(ch,IMM_SUNLIGHT)) && ch->in_room != NULL && (!ch->in_room->sector_type == SECT_INSIDE) && !is_obj && (!room_is_dark(ch->in_room)) && (weather_info.sunlight != SUN_DARK) ) { act( "$n's flesh smolders in the sunlight!", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your flesh smolders in the sunlight!\n\r", ch ); /* This one's to keep Zarkas quiet ;) */ if (IS_POLYAFF(ch, POLY_SERPENT)) ch->hit = ch->hit - number_range(2,4); else ch->hit = ch->hit - number_range(5,10); update_pos(ch); if (ch->hit <=-11) { do_killperson(ch,ch->name); drop_out = TRUE; } } else if ( IS_AFFECTED(ch, AFF_POISON) && !is_obj && !drop_out ) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); damage( ch, ch, 2, gsn_poison ); } else if ( !IS_NPC( ch ) && ch->paradox[1] > 0 ) { if ( ch->paradox[1] > 2999 /* lower to 2 to add paradox - Vic */ ) paradox( ch ); else if ( ch->paradox[2] == 0 && ch->paradox[1] > 0 ) { ch->paradox[1] --; ch->paradox[2] = PARADOX_TICK; } else ch->paradox[3] --; } else if ( ch->position == POS_INCAP && !is_obj && !drop_out ) { if (ch->level > 0) ch->hit = ch->hit + number_range(2,4); else ch->hit = ch->hit - number_range(1,2); update_pos( ch ); if (ch->position > POS_INCAP) { act( "$n's wounds stop bleeding and seal up.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your wounds stop bleeding and seal up.\n\r", ch ); } if (ch->position > POS_STUNNED) { act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You clamber back to your feet.\n\r", ch ); } } else if ( ch->position == POS_MORTAL && !is_obj && !drop_out ) { drop_out = FALSE; if (ch->level > 0)//right here also ch->hit = ch->hit + number_range(2,4); //recommented by sage else { ch->hit = ch->hit - number_range(1,2); if (!IS_NPC(ch) && (ch->hit <=-11)) do_killperson(ch,ch->name); drop_out = TRUE; } if (!drop_out) { update_pos( ch ); // lala if (ch->position == POS_INCAP) { act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch ); } } } else if ( ch->position == POS_DEAD && !is_obj && !drop_out ) { update_pos(ch); if (!IS_NPC(ch)) do_killperson(ch,ch->name); } drop_out = FALSE; } /* //new regen shit hope it works? SAGE else if ( ch->position == POS_INCAP && !is_obj && !drop_out ) { if (IS_HERO(ch)) ch->hit = ch->hit + number_range(2,4); else ch->hit = ch->hit - number_range(1,2); update_pos( ch ); if (ch->position > POS_INCAP) { act( "$n's wounds stop bleeding and seal up.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your wounds stop bleeding and seal up.\n\r", ch ); } if (ch->position > POS_STUNNED) { act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You clamber back to your feet.\n\r", ch ); } } else if ( ch->position == POS_MORTAL && !is_obj && !drop_out ) { drop_out = FALSE; if (IS_HERO(ch)) ch->hit = ch->hit + number_range(2,4); else { ch->hit = ch->hit - number_range(1,2); if ((!IS_NPC(ch) && ch->hit<-10) || (IS_NPC(ch) && ch->hit<0)) { ch->fatal = 16; killperson(ch,ch); //do_killperson(ch,ch); continue; } } if (!drop_out) { update_pos( ch ); if (ch->position == POS_INCAP) { act( "$n's wounds begin to close, and $s bones pop back into place.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your wounds begin to close, and your bones pop back into place.\n\r", ch ); } } } else if ( ch->position == POS_DEAD && !is_obj && !drop_out ) { if (!IS_NPC(ch)) { // ch->form = 16; killperson(ch,ch); //do_killperson(ch,ch); continue; } } drop_out = FALSE; } */ /* * Autosave and autoquit. * Check that these chars still exist. */ if ( ch_save != NULL || ch_quit != NULL ) { for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( ch == ch_save ) save_char_obj( ch ); if ( ch == ch_quit ) do_quit( ch, "" ); } } return; } void quest( void ) { static const sh_int rvnum[] = { 109, 2210, 19192, 2396, 2429, 1477, 7900, 601, 9103, 25008, 931, 9326, 9236, 2103, 2350 }; static const sh_int ovnum[] = { 200, 201, 202, 203, 204, 205, 206, 207, 208, 209, 210, 211 }; static const sh_int mvnum[] = { 200, 201 }; OBJ_DATA *obj; CHAR_DATA *ch; int rrandom; int orandom; int mrandom; rrandom = number_range(0,14); orandom = number_range(0,11); mrandom = number_range(0,1); obj = create_object(get_obj_index(ovnum[orandom]),100); ch = create_mobile(get_mob_index(mvnum[mrandom])); obj_to_char(obj,ch); char_to_room(ch,get_room_index(rvnum[rrandom])); SET_BIT(ch->special,SPC_NOFIND); SET_BIT(obj->quest,ITEM_EQUEST); obj->cost = 15; return; } void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; char buf[MSL]; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; if ( obj->timer <= 0 || --obj->timer > 0 ){ if((obj->item_type == ITEM_CORPSE_NPC || obj->item_type == ITEM_CORPSE_PC) && obj->in_obj == 0 && obj!=NULL) alter_corpse(obj); continue;} switch ( obj->item_type ) { default: message = "$p vanishes."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: case ITEM_CORPSE_PC: sprintf(buf,"%s is wholly consumed by maggots.", obj->real_name); message = buf; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_TRASH: message = "$p crumbles into dust."; break; case ITEM_EGG: message = "$p cracks open."; break; case ITEM_WEAPON: message = "The poison on $p melts through it."; break; case ITEM_WALL: message = "$p flows back into the ground.";break; } if ( obj->carried_by != NULL ) { act( message, obj->carried_by, obj, NULL, TO_CHAR ); } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } /* If the item is an egg, we need to create a mob and shell! * KaVir */ if ( obj->item_type == ITEM_EGG ) { CHAR_DATA *creature; OBJ_DATA *egg; if ( get_mob_index( obj->value[0] ) != NULL ) { if (obj->carried_by != NULL && obj->carried_by->in_room != NULL) { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,obj->carried_by->in_room); } else if (obj->in_room != NULL) { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,obj->in_room); } else { creature = create_mobile( get_mob_index( obj->value[0] ) ); char_to_room(creature,get_room_index(ROOM_VNUM_HELL)); /* obj->timer = 1; continue; */ } egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 ); egg->timer = 2; obj_to_room( egg, creature->in_room ); act( "$n clambers out of $p.", creature, obj, NULL, TO_ROOM ); } else if (obj->in_room != NULL) { egg = create_object( get_obj_index( OBJ_VNUM_EMPTY_EGG ), 0 ); egg->timer = 2; obj_to_room( egg, obj->in_room ); } } if (obj != NULL) extract_obj( obj ); } return; } /* * Aggress. * * for each mortal PC * for each mob in room * aggress on some random PC * * This function takes 25% to 35% of ALL Merc cpu time. * Unfortunately, checking on each PC move is too tricky, * because we don't want the mob to just attack the first PC * who leads the party into the room. * * -- Furey */ void aggr_update( void ) { CHAR_DATA *wch; CHAR_DATA *wch_next; CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *vch; CHAR_DATA *vch_next; CHAR_DATA *victim = NULL; OBJ_DATA *obj = NULL; OBJ_DATA *chobj = NULL; ROOM_INDEX_DATA *objroom = NULL; DESCRIPTOR_DATA *d; for ( d = descriptor_list; d != NULL; d = d->next ) { /* if ( d->connected == CON_PLAYING && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata->stage[1] > 0 && ( victim = ch->pcdata->partner ) != NULL && !IS_NPC(victim) && ch->in_room != NULL && victim->in_room != NULL && victim->in_room != ch->in_room ) { ch->pcdata->stage[1] = 0; victim->pcdata->stage[1] = 0; } */ if ( d->connected == CON_PLAYING && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata != NULL && ( obj = ch->pcdata->chobj ) != NULL ) { if (obj->in_room != NULL) objroom = obj->in_room; else if (obj->in_obj != NULL) objroom = get_room_index(ROOM_VNUM_IN_OBJECT); else if (obj->carried_by != NULL) { if (obj->carried_by != ch && obj->carried_by->in_room != NULL) objroom = obj->carried_by->in_room; else continue; } else continue; if (ch->in_room != objroom && objroom != NULL) { char_from_room(ch); char_to_room(ch,objroom); do_look(ch,"auto"); } } else if ( d->connected == CON_PLAYING && ( ch = d->character ) != NULL && !IS_NPC(ch) && ch->pcdata != NULL && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0) ) { if (ch->pcdata->obj_vnum != 0) { bind_char(ch); continue; } if (IS_HEAD(ch,LOST_HEAD)) { REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); send_to_char("You are able to regain a body.\n\r",ch); ch->position = POS_RESTING; ch->hit = 1; } else { send_to_char("You return to your body.\n\r",ch); REMOVE_BIT(ch->extra,EXTRA_OSWITCH);} REMOVE_BIT(ch->affected_by,AFF_POLYMORPH); free_string(ch->morph); ch->morph = str_dup(""); char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); if ( ( chobj = ch->pcdata->chobj ) != NULL ) chobj->chobj = NULL; ch->pcdata->chobj = NULL; do_look(ch,"auto"); } continue; } for ( wch = char_list; wch != NULL; wch = wch_next ) { wch_next = wch->next; if ( IS_NPC(wch) || ( wch->desc != NULL && wch->desc->connected != CON_PLAYING ) || wch->position <= POS_STUNNED || wch->level >= LEVEL_IMMORTAL || wch->pcdata == NULL || ( ( chobj = wch->pcdata->chobj ) != NULL ) || wch->in_room == NULL ) continue; if ( (IS_CLASS(wch, CLASS_WEREWOLF) && IS_HERO(wch)) || IS_ITEMAFF(wch, ITEMA_STALKER) ) { if ( wch->hunting != NULL && wch->hunting != '\0' && strlen(wch->hunting) > 1 && wch->pcdata->powers[WPOWER_LYNX] > 1) { ROOM_INDEX_DATA *old_room = wch->in_room; check_hunt( wch ); if (wch->in_room == old_room) { free_string(wch->hunting); wch->hunting = str_dup( "" ); continue; } check_hunt( wch ); if (wch->in_room == old_room) { free_string(wch->hunting); wch->hunting = str_dup( "" ); } continue; } } for ( ch = wch->in_room->people; ch != NULL; ch = ch_next ) { int count; ch_next = ch->next_in_room; if ( !IS_NPC(ch) || !IS_SET(ch->act, ACT_AGGRESSIVE) || no_attack(ch, wch) || ch->fighting != NULL || IS_AFFECTED(ch, AFF_CHARM) || !IS_AWAKE(ch) || ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) ) || !can_see( ch, wch ) ) continue; /* * Ok we have a 'wch' player character and a 'ch' npc aggressor. * Now make the aggressor fight a RANDOM pc victim in the room, * giving each 'vch' an equal chance of selection. */ count = 0; victim = NULL; for ( vch = wch->in_room->people; vch != NULL; vch = vch_next ) { vch_next = vch->next_in_room; if ( !IS_NPC(vch) && !no_attack(ch, vch) && vch->pcdata != NULL && ( ( chobj = vch->pcdata->chobj ) == NULL ) && vch->level < LEVEL_IMMORTAL && vch->position > POS_STUNNED && ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) ) && can_see( ch, vch ) ) { if ( number_range( 0, count ) == 0 ) victim = vch; count++; } } if ( victim == NULL ) { continue; } if ( is_garou(victim) && victim->gifts[PHILODOX] >= 2 ) continue; multi_hit( ch, victim, TYPE_UNDEFINED ); } } return; } /*added by sage for embrace*/ void embrace_update( void ) { DESCRIPTOR_DATA *d; CHAR_DATA *ch; CHAR_DATA *victim; int blpr; /* variable to check for amout of blood sucked. Shakti */ char buf[MAX_STRING_LENGTH]; int chargen; int maxblood; for ( d = descriptor_list; d != NULL; d = d->next ) { if ( ( ch = d->character) == NULL ) continue; if ( IS_CLASS(ch, CLASS_MONK) && ch->fighting == NULL ) ch->monkblock = 0; if ( !IS_NPC(ch) && IS_CLASS(ch, CLASS_MONK) && ch->focus[MAXIMUM] > 0 && ch->focus[MAXIMUM] > ch->focus[CURRENT] ) { if ( ch->position == POS_SLEEPING ) ch->focus[CURRENT] += number_range(1, 10); else if ( ch->position == POS_MEDITATING ) ch->focus[CURRENT] += number_range( 4, 5 ); else if ( ch->position == POS_RESTING ) ch->focus[CURRENT] += number_range(1,9); else if ( ch->position == POS_FIGHTING ) ch->focus[CURRENT] += 0; else ch->focus[CURRENT] += number_range( 1, 8 ); } if ( IS_CLASS(ch, CLASS_MONK) && ch->focus[CURRENT] > ch->focus[MAXIMUM]) ch->focus[CURRENT] = ch->focus[MAXIMUM]; if ( IS_NPC(ch) || ch->embracing == NULL ) continue; if (!IS_CLASS(ch,CLASS_VAMPIRE)) stop_embrace(ch,NULL); victim=ch->embracing; if (IS_NPC(victim) ) { if (victim->level > 75 ) { stop_embrace(ch,victim); send_to_char("You cannot embrace someone so powerful!\n\r",ch); return; } (blpr =number_range(30,40)); victim->practice -=blpr; ch->pcdata->condition[COND_THIRST] +=blpr; sprintf(buf, "%s shudders in ecstacy as he drinks blood from %s's neck.\n\r", ch->name,victim->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "You shudder in ecstacy as you drink blood from %s's neck.\n\r",victim->short_descr); send_to_char(buf,ch); /* if ( ch->pcdata->condition[COND_THIRST] > (2000 / ch->pcdata->stats[UNI_GEN]) ) { stc("Your blood thirst is sated.\n\r",ch); ch->pcdata->condition[COND_THIRST] = (2000/ch->pcdata->stats[UNI_GEN]); } */ chargen = ch->pcdata->stats[UNI_GEN]; if (chargen > 12) chargen = 12; maxblood = (13 - chargen) * 100; if (ch->pcdata->condition[COND_THIRST] >= maxblood) send_to_char( "Your blood thirst is sated.\n\r", ch); ch->pcdata->condition[COND_THIRST] = maxblood; if (victim->practice < 0) { victim->practice = 0; } if (victim->practice == 0) { raw_kill(victim, ch); sprintf(buf,"%s's body falls lifless to the ground!.\n\r",victim->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); stop_embrace(ch,victim); return; } continue; } if (get_char_world(ch,victim->name) == NULL) {stop_embrace(ch,NULL);continue;} if (ch->in_room != victim->in_room) stop_embrace(ch,victim); if (victim->pcdata->condition[COND_THIRST] < 0) victim->pcdata->condition[COND_THIRST] = 0; ch->pcdata->condition[COND_THIRST] += number_range(30,40); sprintf(buf, "%s shudders in ecstacy as he drinks blood from %s's neck.\n\r", ch->name,victim->name); act(buf,ch,NULL,NULL,TO_ROOM); sprintf(buf, "You shudder in ecstacy as you drink blood from %s's neck.\n\r",victim->name); send_to_char(buf,ch); sprintf(buf, "You feel some of your life slip away as %s drinks from your neck.\n\r", ch->name); send_to_char(buf,victim); ch->pcdata->condition[COND_THIRST] += number_range(35,40); victim->pcdata->condition[COND_THIRST] -= number_range(40,42); if (ch->pcdata->condition[COND_THIRST] > 2000/ch->pcdata->stats[UNI_GEN]); {ch->pcdata->condition[COND_THIRST]=2000/ch->pcdata->stats[UNI_GEN]; send_to_char("Your bloodlust is sated.\n\r",ch);} if (victim->pcdata->condition[COND_THIRST] < 0) victim->pcdata->condition[COND_THIRST]=0; if (victim->pcdata->condition[COND_THIRST] ==0) { sprintf(buf,"You have been diablerized!\n\r"); send_to_char(buf,victim); raw_kill(victim, ch); sprintf(buf,"%s's body falls lifeless to the ground.\n\r",victim->name); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); stop_embrace(ch,victim); if (victim->pcdata->stats[UNI_GEN] < ch->pcdata->stats[UNI_GEN] && ch->pcdata->stats[UNI_GEN] > 3) { sprintf(buf,"%s has been diablerized by %s.",victim->name,ch->name); ch->pcdata->stats[UNI_GEN] -= 1; victim->pcdata->stats[UNI_GEN] += 1; victim->pcdata->condition[COND_THIRST] = 0; do_info(ch,buf); } else { sprintf(buf,"%s has been diablerized by %s for no generation.", victim->name,ch->name); victim->pcdata->condition[COND_THIRST] = 0; do_info(ch,buf); } } continue; } return; } void ww_update( void ) { DESCRIPTOR_DATA *d; CHAR_DATA *victim; float dam = 0; for ( d = descriptor_list; d != NULL; d = d->next ) { if (!IS_PLAYING(d) || (victim = d->character) == NULL || IS_NPC(victim) || IS_IMMORTAL(victim) || victim->in_room == NULL || victim->pcdata->chobj != NULL || IS_CLASS(victim,CLASS_WEREWOLF)) { continue; } if ( !IS_SET( d->character->in_room->room_flags, ROOM_BLADE_BARRIER ) ) continue; act( "The scattered blades on the ground fly up into the air ripping into you.", d->character, NULL, NULL, TO_CHAR ); act( "The scattered blades on the ground fly up into the air ripping into $n.", d->character, NULL, NULL, TO_ROOM ); act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_CHAR ); act( "The blades drop to the ground inert.", d->character, NULL, NULL, TO_ROOM ); dam = number_range( 7, 14 ); dam = dam / 100; dam = d->character->hit * dam; if ( dam < 100 ) dam = 100; d->character->hit = d->character->hit - dam; if ( d->character->hit < -10 ) d->character->hit = -10; update_pos( victim ); } return; } /* * Handle all kinds of updates. * Called once per pulse from game loop. * Random times to defeat tick-timing clients and players. */ void update_handler( void ) { static int pulse_area; static int pulse_mobile; static int pulse_violence; static int pulse_point; static int pulse_ww; DESCRIPTOR_DATA *d; CHAR_DATA *ch = NULL; CHAR_DATA *ch_next = NULL; for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if (!IS_NPC(ch)) do_autosave(ch,""); } for ( d = descriptor_list; d != NULL; d = d->next ) { if ( d->connected == CON_PLAYING && (ch = d->character) != NULL && !IS_NPC(ch)) { if (ch->pcdata->resist[WILL_ANIMALISM] > 0) { ch->pcdata->resist[WILL_ANIMALISM]--; if (ch->pcdata->resist[WILL_ANIMALISM] < 1) { send_to_char("You are no longer immune to Beast Within or Song of Serenity.\n\r",ch); if (!IS_WILLPOWER(ch, RES_TOGGLE)) REMOVE_BIT(ch->pcdata->resist[0], RES_ANIMALISM); } } if (ch->pcdata->resist[WILL_AUSPEX] > 0) { ch->pcdata->resist[WILL_AUSPEX]--; if (ch->pcdata->resist[WILL_AUSPEX] < 1) { send_to_char("You are no longer immune to having your mind Unveiled.\n\r",ch); if (!IS_WILLPOWER(ch, RES_TOGGLE)) REMOVE_BIT(ch->pcdata->resist[0], RES_AUSPEX); } } if (ch->pcdata->resist[WILL_DOMINATE] > 0) { ch->pcdata->resist[WILL_DOMINATE]--; if (ch->pcdata->resist[WILL_DOMINATE] < 1) { send_to_char("You are no longer immune to being Dominated.\n\r",ch); if (!IS_WILLPOWER(ch, RES_TOGGLE)) REMOVE_BIT(ch->pcdata->resist[0], RES_DOMINATE); } } if (ch->pcdata->resist[WILL_PRESENCE] > 0) { ch->pcdata->resist[WILL_PRESENCE]--; if (ch->pcdata->resist[WILL_PRESENCE] < 1) { send_to_char("You are no longer immune to Dread Gaze and Entrancement.\n\r",ch); if (!IS_WILLPOWER(ch, RES_TOGGLE)) REMOVE_BIT(ch->pcdata->resist[0], RES_PRESENCE); } } if ( --pulse_ww <= 0 ) { pulse_ww = PULSE_WW; ww_update ( ); } if ( --pulse_area <= 0 ) { pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); area_update ( ); } /* if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); } */ if ( --pulse_mobile <= (PULSE_MOBILE>>1) ) { if ( pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); obj_update ( ); } else if ( pulse_mobile == (PULSE_MOBILE>>1) ) obj_update ( ); } if ( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; violence_update ( ); aggr_update( ); embrace_update(); } if ( --pulse_point <= 0 ) { pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); weather_update ( ); moon_update ( ); char_update ( ); obj_update ( ); } aggr_update( ); tail_chain( ); return; } } }