/*************************************************************************** * 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. * * * * Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen * * * * 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. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <unistd.h> #include "merc.h" #include "interp.h" #include "psycho.h" #include "olc.h" /* * Local functions. */ void mobile_update args( ( void ) ); void weather_update args( ( void ) ); void room_update args( ( void ) ); void char_update args (( void )); void obj_update args( ( void ) ); void ww_update args( ( void ) ); void update_active_counters args (( CHAR_DATA * ch )); void embrace_update args((void)); void werewolf_regen args ( ( CHAR_DATA *ch, int multiplier) ); extern void vote_update ( void ); extern OBJ_DATA * aquest_object; void quest_update args( ( void ) ); void update_morted_timer args ((CHAR_DATA *ch)); void update_sit_safe_counter args ((CHAR_DATA *ch)); void update_drunks args ((CHAR_DATA *ch)); void sex_update args ((CHAR_DATA *ch)); void update_vampire args ((CHAR_DATA *ch)); void update_vampire_regen args ((CHAR_DATA *ch)); void update_cyborg args ((CHAR_DATA *ch)); void update_monk args ((CHAR_DATA *ch)); void update_lich args ((CHAR_DATA *ch)); void update_lich_regen args ((CHAR_DATA *ch)); void update_angel args ((CHAR_DATA *ch)); void update_draconian args ((CHAR_DATA *ch)); void update_ninja args ((CHAR_DATA *ch)); void update_priest args ((CHAR_DATA *ch)); void update_werewolf args ((CHAR_DATA *ch)); void update_demon_regen args ((CHAR_DATA *ch)); void update_sorcerer args ((CHAR_DATA *ch)); void update_thief args ((CHAR_DATA *ch)); void update_jedi args ((CHAR_DATA *ch)); void update_ghoul args ((CHAR_DATA *ch)); void update_wizard args ((CHAR_DATA *ch)); void update_skyblade args ((CHAR_DATA *ch)); void update_demon args ((CHAR_DATA *ch)); void update_tanarri args ((CHAR_DATA *ch)); void update_shadow args ((CHAR_DATA *ch)); void update_drow args ((CHAR_DATA *ch)); void update_samurai args ((CHAR_DATA *ch)); void update_mage args ((CHAR_DATA *ch)); void update_knight args ((CHAR_DATA *ch)); void update_shapeshifter args ((CHAR_DATA *ch)); void update_garou args ((CHAR_DATA *ch)); void update_arti_regen args ((CHAR_DATA *ch)); void regen_limb args ((CHAR_DATA *ch)); void update_safe_powers args ((CHAR_DATA *ch)); void update_shapespec args (( void )); void hint_update args (( void )); void save_area_list args (( void )); void save_area args (( AREA_DATA *pArea )); void hint_channel args (( char * msg )); void update_golem args ((CHAR_DATA *ch, int hp, int mana, int move, int cap)); 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) ) ch->exp += gain; return; } 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, 20000/ch->generation ); 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 $s eyes.", ch, NULL, NULL, TO_ROOM ); ch->hit = ch->hit - number_range(2,5); if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch); if (!IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } break; case COND_DRUNK: if ( condition != 0 ) send_to_char( "You are sober.\n\r", ch ); break; } } else if ( ch->pcdata->condition[iCond] < 10 ) { switch ( iCond ) { case COND_FULL: if (!IS_CLASS(ch, CLASS_VAMPIRE)) send_to_char( "You feel hungry.\n\r", ch ); break; case COND_THIRST: if (!IS_CLASS(ch, CLASS_VAMPIRE)) send_to_char( "You feel thirsty.\n\r", ch ); else { send_to_char( "You crave blood.\n\r", ch ); if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch); if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75) && !IS_VAMPAFF(ch, VAM_FANGS)) do_fangs(ch,""); } break; } } return; } /* * Update all chars, including mobs. * This function is performance sensitive. */ void char_update( void ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; QUEST_DATA *quest; QUEST_DATA *quest_next; CHAR_DATA *ch_quit = NULL; CHAR_DATA *ch_save = NULL; CHAR_DATA *ch; CHAR_DATA *ch_next; bool is_obj; time_t save_time; int count = 0, i; save_time = current_time; for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; count++; /* * Is the player an object ? */ if (!IS_NPC(ch) && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH))) is_obj = TRUE; else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0) { is_obj = TRUE; SET_BIT(ch->extra, EXTRA_OSWITCH); } else is_obj = FALSE; /* fae djinns */ if (IS_NPC(ch)) { if (ch->decay_pulse > 0) { if (--ch->decay_pulse <= 0) { act("$n vanishes in a puff of smoke.", ch, NULL, NULL, TO_ROOM); extract_char(ch, TRUE); continue; } } } /* * Tick Timers and other PC only stuff */ if (!IS_NPC(ch)) { if (ch->tick_timer[TIMER_ACCURACY] == 1) { send_to_char("#gThe #Ggreen aura #gabout you fades.#n\n\r", ch); REMOVE_BIT(ch->sohbits, SOH_ACCURACY); act("#gThe #Ggreen aura #gabout #G$n #gfades.#n",ch,NULL,NULL,TO_ROOM); ch->hitroll -= 200; } if (ch->tick_timer[TIMER_HASTE] == 1) { send_to_char("#LYour movements slow down.#n\n\r", ch); act("#l$n's #Lmovements slow down.#n",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->sohbits, SOH_HASTE); } if (ch->tick_timer[TIMER_MIGHT] == 1) { send_to_char("#rThe #Rred #yglow #raround you fades.#n\n\r", ch); act("#rThe #Rred #yglow #raround #R$n #rfades.#n",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->sohbits, SOH_MIGHT); } if (ch->tick_timer[TIMER_REGEN] == 1) { send_to_char("#gThe soft #gg#Gree#gn #yglow #garound you fades.#n\n\r", ch); act("#gThe soft #gg#Gree#gn #yglow #garound #G$n #gfades.#n",ch,NULL,NULL,TO_ROOM); REMOVE_BIT(ch->sohbits, SOH_REGEN); } if (ch->tick_timer[TIMER_SHARDS] == 1) { send_to_char("#CThe cr#7ys#Cta#7ll#Cine #cshield #Cabout you #cs#Ch#7a#Ct#ct#Ce#7r#Cs!#n\n\r", ch); act("#CThe cr#7ys#Cta#7ll#Cine #cshield #Cabout #c$n #cs#Ch#7a#Ct#ct#Ce#7r#Cs!#n", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->sohbits, SOH_SHARDS); ch->armor += 200; } if (IS_SET(ch->sohbits, SOH_REGEN) && !IS_NPC(ch) && ch->hit < ch->max_hit) { stc("#CYour body #gg#Gl#Yo#Gw#gs #CsoftlY#n\n\r",ch); ch->hit += number_range(1000,2000); if (ch->hit > ch->max_hit) { ch->hit = ch->max_hit; } } if (ch->tick_timer[TIMER_CHALLENGE] == 1) send_to_char("You can use challenge again.\n\r", ch); if (ch->tick_timer[TIMER_ENTOMB] == 1) send_to_char("You can use entomb again.\n\r", ch); for (i = 0; i < MAX_TIMER; i++) if (ch->tick_timer[i] > 0) ch->tick_timer[i] --; /* * update active quests */ for (quest = ch->pcdata->quests; quest; quest = quest_next) { quest_next = quest->next; if (--quest->time > 0) continue; quest_from_char(ch, quest); send_to_char("You have failed to complete a quest.\n\r", ch); } /* * void, autosave, time bonus, etc */ if ((ch->level < LEVEL_IMMORTAL || !ch->desc) && !is_obj && !IS_SET(ch->extra,EXTRA_AFK)) { if ((ch->desc == NULL || ch->desc->connected == CON_PLAYING) && ch->level >= 2 && ch->save_time < save_time ) { ch_save = ch; save_time = ch->save_time; } if (++ch->timer >= 12 && !in_fortress(ch)) { if (ch->was_in_room == NULL && ch->in_room != NULL) { ch->was_in_room = ch->in_room; if ( ch->fighting != NULL ) stop_fighting( ch, TRUE ); act( "$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 ) ); } } update_active_counters(ch); if (ch->timer > 20) ch_quit = ch; } } /* * updating spells on all mobs and players */ for ( paf = ch->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) paf->duration--; 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 ); } } /* * Update class stuff */ if (ch->fighting == NULL && !IS_NPC(ch)) { if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->gnosis[GMAXIMUM] > ch->gnosis[GCURRENT]) { if (ch->position <= POS_SLEEPING ) ch->gnosis[GCURRENT] += number_range(2,3); else if (ch->position <= POS_RESTING ) ch->gnosis[GCURRENT] += number_range(1,3); if (ch->gnosis[GCURRENT] > ch->gnosis[GMAXIMUM]) ch->gnosis[GCURRENT] = ch->gnosis[GMAXIMUM]; } 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_GAROU)) { if ( ch->position == POS_SLEEPING ) ch->gnosis[GCURRENT] += number_range(10,20); else if ( ch->position == POS_RESTING ) ch->gnosis[GCURRENT] += number_range(10,20); 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_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 $s fangs and screams in rage.",ch,NULL,NULL,TO_ROOM); do_beastlike(ch,""); } if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0) { if (ch->pcdata->powers[HARA_KIRI] == 1) send_to_char("Your HaraKiri wears off.\n\r", ch ); ch->pcdata->powers[HARA_KIRI]--; } if (!IS_SET(ch->newbits, NEW_CLOAK) && !is_obj && ((IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] > 10) || (IS_CLASS(ch,CLASS_UNDEAD_KNIGHT) && ch->pcdata->powers[NECROMANCY] > 9))) { SET_BIT(ch->newbits, NEW_CLOAK); if (IS_CLASS(ch, CLASS_MONK)) send_to_char("Your Cloak of Life is restored.\n\r",ch); else send_to_char("Your cloak of death is restored.\n\r",ch); } } /* * Updating current position */ if ( ch->position == POS_MORTAL || ch->position == POS_STUNNED || ch->position == POS_INCAP ) { update_pos(ch); } if ( ch->position > POS_STUNNED && !is_obj) { if ( ch->hit < ch->max_hit ) ch->hit = UMIN(ch->hit + number_range(5,10), ch->max_hit); if ( ch->mana < ch->max_mana ) ch->mana = UMIN(ch->mana + number_range(5,10), ch->max_mana); if ( ch->move < ch->max_move ) ch->move = UMIN(ch->move + number_range(5,10), ch->max_move); } else if ( ch->position <= POS_STUNNED && !is_obj) { ch->hit = ch->hit + number_range(2,4); update_pos( ch ); if (ch->position > POS_STUNNED) { act( "$n clambers back to $s feet.", ch, NULL, NULL, TO_ROOM ); act( "You clamber back to your feet.", ch, NULL, NULL, TO_CHAR ); } } /* * Dealing damage due to missling limbs, etc. */ if ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL ) { int dam = 0; if (IS_BLEEDING(ch,BLEEDING_HEAD)) { act( "A spray of blood shoots from the stump of $n's neck.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your neck.\n\r", ch ); dam += number_range(20,50); } if (IS_BLEEDING(ch,BLEEDING_THROAT)) { act( "Blood pours from the slash in $n's throat.", ch, NULL, NULL, TO_ROOM ); send_to_char( "Blood pours from the slash in your throat.\n\r", ch ); dam += number_range(10,20); } if (IS_BLEEDING(ch,BLEEDING_ARM_L)) { act( "A spray of blood shoots from the stump of $n's left arm.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left arm.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_HAND_L)) { act( "A spray of blood shoots from the stump of $n's left wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left wrist.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_ARM_R)) { act( "A spray of blood shoots from the stump of $n's right arm.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right arm.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_HAND_R)) { act( "A spray of blood shoots from the stump of $n's right wrist.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right wrist.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_LEG_L)) { act( "A spray of blood shoots from the stump of $n's left leg.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left leg.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_L)) { act( "A spray of blood shoots from the stump of $n's left ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your left ankle.\n\r", ch ); dam += number_range(5,10); } if (IS_BLEEDING(ch,BLEEDING_LEG_R)) { act( "A spray of blood shoots from the stump of $n's right leg.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right leg.\n\r", ch ); dam += number_range(10,20); } else if (IS_BLEEDING(ch,BLEEDING_FOOT_R)) { act( "A spray of blood shoots from the stump of $n's right ankle.", ch, NULL, NULL, TO_ROOM ); send_to_char( "A spray of blood shoots from the stump of your right ankle.\n\r", ch ); dam += number_range(5,10); } ch->hit = ch->hit - dam; if (ch->hit < 1) ch->hit = 1; update_pos(ch); ch->in_room->blood += dam; if (ch->in_room->blood > 1000) ch->in_room->blood = 1000; } if (IS_EXTRA(ch,EXTRA_ROT) && !is_obj) { int dam; act( "$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; if (ch->hit < 1) ch->hit = 1; update_pos(ch); } if (IS_SET(ch->affected_by2,AFF2_BALOR) && !is_obj) { int dam; if (IS_NPC(ch)) break; act( "$n scream in pain as his body is torn apart from the inside out!", ch, NULL, NULL, TO_ROOM); send_to_char( "You scream in pain as your body is torn apart from the inside out.\n\r", ch); dam = number_range(250,500); ch->hit = ch->hit - dam; update_pos(ch); if (ch->hit < 1) ch->hit = 1; } if (IS_AFFECTED(ch, AFF_FLAMING) && !is_obj) { int dam; act( "$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(250,300); ch->hit = ch->hit - dam; if (ch->hit < 1) ch->hit = 1; update_pos(ch); } /* * Class special damage */ 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( "$n's flesh smolders in the sunlight!", ch, NULL, NULL, TO_ROOM ); send_to_char( "Your flesh smolders in the sunlight!\n\r", ch ); /* This one's to keep Zarkas quiet ;) */ if (IS_POLYAFF(ch, POLY_SERPENT)) ch->hit = ch->hit - number_range(2,4); else ch->hit = ch->hit - number_range(5,10); update_pos(ch); } /* * More damage stuff */ if (IS_AFFECTED(ch, AFF_POISON) && !is_obj) { act( "$n shivers and suffers.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You shiver and suffer.\n\r", ch ); ch->hit = ch->hit - number_range(100, 200); if (ch->hit < 1) ch->hit = 1; if (number_range(1,4)==1) { REMOVE_BIT(ch->affected_by, AFF_POISON); send_to_char("You feel the poison leave your system.\n\r",ch); } } /* * and then we do some healing - messy ? */ if ( ch->position == POS_INCAP && !is_obj) { ch->hit = ch->hit + number_range(2,4); 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 $s feet.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You clamber back to your feet.\n\r", ch ); } } else if (ch->position == POS_MORTAL && !is_obj) { ch->hit = ch->hit + number_range(2,4); update_pos( ch ); if (ch->position == POS_INCAP) { act( "$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 ); } } } /* * Autosave, Autoquit checks */ 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; } /* * Mob autonomous action. * This function takes 25% to % 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) ) { update_morted_timer(ch); update_sit_safe_counter(ch); update_drunks(ch); sex_update(ch); if (ch->level < 7 && IS_HERO(ch)) update_safe_powers(ch); if (IS_HERO(ch) && ch->hit > 0 && !IS_SET(ch->extra, EXTRA_AFK)) { if (IS_CLASS(ch, CLASS_VAMPIRE)) { if (ch->rage >0) update_vampire_regen(ch); else if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); update_vampire(ch); } if (IS_CLASS(ch, CLASS_CYBORG)) { update_cyborg(ch); if (ch->pcdata->powers[CYBORG_BODY] > 5) update_cyborg(ch); else if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); } if (IS_CLASS(ch, CLASS_ANGEL)) { if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); update_angel(ch); } if (IS_CLASS(ch, CLASS_TANARRI)) { if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); update_tanarri(ch); } if (IS_CLASS(ch, CLASS_LICH)) { if (ch->pcdata->powers[LIFE_LORE] > 0) update_lich_regen(ch); else if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); update_lich(ch); } if (IS_CLASS(ch, CLASS_MONK)) update_monk(ch); if (IS_CLASS(ch, CLASS_NINJA)) update_ninja(ch); if (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT)) update_knight(ch); if (IS_CLASS(ch, CLASS_SKYBLADE)) update_skyblade(ch); if (IS_CLASS(ch, CLASS_PRIEST)) update_priest(ch); if (IS_CLASS(ch, CLASS_THIEF)) update_thief(ch); if (IS_CLASS(ch, CLASS_GHOUL)) update_ghoul(ch); if (IS_CLASS(ch, CLASS_DRACONIAN)) update_draconian(ch); if (IS_CLASS(ch, CLASS_WIZARD)) update_wizard(ch); if (IS_CLASS(ch, CLASS_GAROU)) update_garou(ch); if (IS_CLASS(ch, CLASS_SORCERER)) update_sorcerer(ch); if (IS_CLASS(ch, CLASS_WEREWOLF)) update_werewolf(ch); if (IS_CLASS(ch, CLASS_SHADOW)) update_shadow(ch); if (IS_CLASS(ch, CLASS_JEDI)) update_jedi(ch); if (IS_CLASS(ch, CLASS_CYBORG)) update_cyborg(ch); if (IS_CLASS( ch, CLASS_DEMON)) { update_demon(ch); if (IS_SET(ch->warp, WARP_REGENERATE)) update_demon_regen(ch); else if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); } if (IS_GOLEM(ch) && IS_INFORM(ch, GOLEM_RUBY) && ch->hit >= 0) { int a = ch->fighting ? 650 : 1500; a = number_range(a*.75, a*1.25); update_golem(ch, a, a, a,600); } if (IS_GOLEM(ch)) { update_golem(ch, 0, 0, ch->max_move/100,600); #define NRP (number_range(1,2)) } else if (IS_GOLEM(ch) && ch->hit <= 0) { update_golem(ch,NRP,NRP,NRP,600); } if (IS_CLASS(ch, CLASS_SHAPESHIFTER)) update_shapeshifter(ch); if (IS_CLASS(ch, CLASS_DROW)) { update_drow(ch); if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); } if (IS_CLASS(ch, CLASS_SAMURAI)) update_samurai(ch); if (IS_CLASS(ch, CLASS_MAGE)) { update_mage(ch); if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); } if (ch->class == 0 && IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); } else { ch->hit += number_range(1, 5); if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; update_pos(ch); if (IS_ITEMAFF(ch, ITEMA_REGENERATE) && ch->hit > 0) update_arti_regen(ch); } } else // This is for the mobs { if ( IS_AFFECTED(ch, AFF_CHARM) ) continue; /* * Check triggers only if mobile still in default position */ if ( ch->position == ch->pIndexData->default_pos ) { /* Delay */ if ( HAS_TRIGGER( ch, TRIG_DELAY) && ch->mprog_delay > 0 ) { if ( --ch->mprog_delay <= 0 ) { mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_DELAY ); continue; } } if ( HAS_TRIGGER( ch, TRIG_RANDOM) ) { if( mp_percent_trigger( ch, NULL, NULL, NULL, TRIG_RANDOM ) ) continue; } } if ( ch->spec_fun != 0 ) { if ( (*ch->spec_fun) ( ch ) ) continue; if (ch == NULL) continue; } if ( ch->position != POS_STANDING ) {do_stand(ch, "");continue;} if ( IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->contents != NULL && number_bits( 2 ) == 0 ) { OBJ_DATA *obj; OBJ_DATA *obj_best = 0; int max=1; for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if (!can_see_obj(ch, obj)) continue; if (IS_SET(obj->quest, QUEST_ARTIFACT)) continue; if ( CAN_WEAR(obj, ITEM_TAKE) && obj->cost > max ) { obj_best = obj; max = obj->cost; } } if ( obj_best ) { obj_from_room( obj_best ); obj_to_char( obj_best, ch ); act( "$n picks $p up.", ch, obj_best, NULL, TO_ROOM ); act( "You pick $p up.", ch, obj_best, NULL, TO_CHAR ); } } 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 ); } 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) && !IS_SET(ch->act, ACT_SENTINEL)) { 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; bool thunder = FALSE; buf[0] = '\0'; switch ( ++time_info.hour ) { case 5: weather_info.sunlight = SUN_LIGHT; strcat(buf, "Another day has begun.\n\r"); break; case 6: weather_info.sunlight = SUN_RISE; strcat(buf, "The black orb rises in the sky.\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 || d->connected == CON_EDITING) && (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 (ch->pcdata->followers > 0) ch->pcdata->followers = 0; if (IS_SET(ch->newbits, NEW2_VIOLATION)) { stc("Your emotions return to normal.\n\r", ch); REMOVE_BIT(ch->newbits, NEW2_VIOLATION); } if (IS_SET(ch->affected_by2, AFF2_BALOR)) { stc("You no longer feel the pain of Balor's Gaze.\n\r", ch); REMOVE_BIT(ch->affected_by2, AFF2_BALOR); } if (IS_EXTRA(ch, EXTRA_ROT)) { send_to_char("Your flesh feels better.\n\r", ch); REMOVE_BIT(ch->extra, EXTRA_ROT); } if (ch->pcdata->followers > 0) ch->pcdata->followers=0; 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_SET(ch->newbits, NEW_TIDE)) { REMOVE_BIT(ch->newbits, NEW_TIDE); send_to_char("The tide of vitae leaves you.\n\r", ch); } if (IS_SET(ch->extra, EXTRA_BAAL)) { send_to_char("The spirit of Baal escapes you.\n\r",ch); ch->power[DISC_VAMP_POTE] -= 2; ch->power[DISC_VAMP_CELE] -= 2; ch->power[DISC_VAMP_FORT] -= 2; REMOVE_BIT(ch->extra, EXTRA_BAAL); } if (IS_EXTRA(ch, EXTRA_FLASH)) { send_to_char("Your speed slows.\n\r",ch); ch->power[DISC_VAMP_CELE] -= 2; REMOVE_BIT(ch->extra, EXTRA_FLASH); } } } } 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" ); thunder = TRUE; 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 || d->connected == CON_EDITING) && IS_OUTSIDE(d->character) && IS_AWAKE(d->character)) { if (thunder) /* send_thunder(d->character); */ send_to_char( buf, d->character ); } } } return; } int is_wall(EXIT_DATA *ex) { if (IS_SET(ex->exit_info, EX_ICE_WALL)) return 1; if (IS_SET(ex->exit_info, EX_FIRE_WALL)) return 2; if (IS_SET(ex->exit_info, EX_SWORD_WALL)) return 3; if (IS_SET(ex->exit_info, EX_PRISMATIC_WALL)) return 4; if (IS_SET(ex->exit_info, EX_IRON_WALL)) return 5; if (IS_SET(ex->exit_info, EX_MUSHROOM_WALL)) return 6; if (IS_SET(ex->exit_info, EX_CALTROP_WALL)) return 7; if (IS_SET(ex->exit_info, EX_ASH_WALL)) return 8; return 0; } const char * wall[MAX_WALL+1] = { "","wall of ice", "wall of fire", "wall of swords", "prismatic wall", "wall or iron", "wall of mushrooms", "wall of caltrops", "wall of ash" }; /* * Update all rooooooms, like gore, poison clouds etc.... */ void room_update( void ) { int i = 0; char buf[MAX_STRING_LENGTH]; ROOM_INDEX_DATA *room; for ( room = room_list; room != NULL; room = room->next_room) { if (RTIMER(room, RTIMER_WALL_NORTH) == 1 && room->exit[DIR_NORTH] != NULL && is_wall(room->exit[DIR_NORTH])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_NORTH])]); room_message(room, buf); make_wall(room, DIR_NORTH, 0); } if (RTIMER(room, RTIMER_WALL_SOUTH) == 1 && room->exit[DIR_SOUTH] != NULL && is_wall(room->exit[DIR_SOUTH])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_SOUTH])]); room_message(room, buf); make_wall(room, DIR_SOUTH, 0); } if (RTIMER(room, RTIMER_WALL_EAST) == 1 && room->exit[DIR_EAST] != NULL && is_wall(room->exit[DIR_EAST])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_EAST])]); room_message(room, buf); make_wall(room, DIR_EAST, 0); } if (RTIMER(room, RTIMER_WALL_WEST) == 1 && room->exit[DIR_WEST] != NULL && is_wall(room->exit[DIR_WEST])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_WEST])]); room_message(room, buf); make_wall(room, DIR_WEST, 0); } if (RTIMER(room, RTIMER_WALL_UP) == 1 && room->exit[DIR_UP] != NULL && is_wall(room->exit[DIR_UP])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_UP])]); room_message(room, buf); make_wall(room, DIR_UP, 0); } if (RTIMER(room, RTIMER_WALL_DOWN) == 1 && room->exit[DIR_DOWN] != NULL && is_wall(room->exit[DIR_DOWN])!= 0) { sprintf(buf, "The %s slowly fades away.", wall[is_wall(room->exit[DIR_DOWN])]); room_message(room, buf); make_wall(room, DIR_DOWN, 0); } if (RTIMER(room, RTIMER_STINKING_CLOUD) == 1) room_message(room, "The poisonous vapours dissipate and clear."); if (RTIMER(room, RTIMER_HIDE_ROOM) == 1) room_message(room, "The shroud leaves the room."); if (RTIMER(room, RTIMER_GHOST_LIGHT) == 2) room_message(room, "The vapourous ghosts start howling insanely."); if (RTIMER(room, RTIMER_GHOST_LIGHT) == 3) room_message(room, "The vapourous ghosts start moaning."); if (RTIMER(room, RTIMER_GHOST_LIGHT) == 1) room_message(room, "The vapourous ghosts dissipate and vanish."); if (RTIMER(room, RTIMER_GLYPH_PROTECTION) == 1) room_message(room, "The glyph of protection flares and vanishes."); if (RTIMER(room, RTIMER_SWARM_BEES) == 1) room_message(room, "The bees fly away into the sky."); if (RTIMER(room, RTIMER_DISCORD) == 1) room_message(room, "The banging and crashing stops."); if (RTIMER(room, RTIMER_SWARM_BATS) == 1) room_message(room, "The bats flap away into the night."); if (RTIMER(room, RTIMER_SWARM_RATS) == 1) room_message(room, "The rats scurry away into the floorboards."); if( RTIMER(room, RTIMER_SILENCE) < 0) room->tick_timer[i] = UMAX(room->tick_timer[i], 0); if (RTIMER(room, RTIMER_SILENCE) == 1) room_message(room, "The silence disappates."); for (i = 0 ; i < MAX_RTIMER ; i++) room->tick_timer[i] = UMAX(room->tick_timer[i] - 1, 0); } 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 ) { if (obj->in_room && obj->in_room->sector_type == SECT_AIR && (obj->wear_flags & ITEM_TAKE) && obj->in_room->exit[5] && obj->in_room->exit[5]->to_room) { ROOM_INDEX_DATA *new_room = obj->in_room->exit[5]->to_room; if (( rch = obj->in_room->people ) != NULL ) { act( "$p falls away.", rch, obj, NULL, TO_ROOM ); act( "$p falls away.", rch, obj, NULL, TO_CHAR ); } obj_from_room(obj); obj_to_room(obj, new_room); if (( rch = obj->in_room->people ) != NULL ) { act( "$p falls from above.", rch, obj, NULL, TO_ROOM ); act( "$p falls from above.", rch, obj, NULL, TO_CHAR ); } } continue; } if (IS_SET(obj->quest, QUEST_PLATING)) { REMOVE_BIT(obj->quest, QUEST_PLATING); obj->timer = 0; if (obj->carried_by != NULL) { act("#0The plating encasing your armour #Rshatters!#n",obj->carried_by,NULL,NULL,TO_CHAR); act("#0The plating encasing #P$n's #0armour #Rshatters!#n",obj->carried_by,NULL,NULL,TO_ROOM); } continue; } if (IS_SET(obj->extra_flags, ITEM_FIREENCHANT)) { REMOVE_BIT(obj->extra_flags, ITEM_FIREENCHANT); obj->timer = 0; if (obj->carried_by != NULL) { act("#0Your Weapon Enchant fades away and dies!#n",obj->carried_by,NULL,NULL,TO_CHAR); act("#0$n's Weapon Enchant fades away and dies!#n",obj->carried_by,NULL,NULL,TO_ROOM); } continue; } if (IS_SET(obj->extra_flags, ITEM_ELECENCHANT)) { REMOVE_BIT(obj->extra_flags, ITEM_ELECENCHANT); obj->timer = 0; if (obj->carried_by != NULL) { act("#0Your Weapon Enchant fades away and dies#n",obj->carried_by,NULL,NULL,TO_CHAR); act("#0$n's Weapon Enchant fades away and dies#n",obj->carried_by,NULL,NULL,TO_ROOM); } continue; } if (IS_SET(obj->extra_flags, ITEM_ICEENCHANT)) { REMOVE_BIT(obj->extra_flags, ITEM_ICEENCHANT); obj->timer = 0; if (obj->carried_by != NULL) { act("#0Your Weapon Enchant fades away and dies#n",obj->carried_by,NULL,NULL,TO_CHAR); act("#0$n's Weapon Enchant fades away and dies#n",obj->carried_by,NULL,NULL,TO_ROOM); } continue; } if (IS_SET(obj->quest, QUEST_WWPOISON)) { obj->timer = 0; REMOVE_BIT(obj->quest, QUEST_WWPOISON); if (obj->carried_by != NULL) { stc("#0The #gp#Goiso#gn #0drips completely off your weapon.#n",obj->carried_by); } continue; } switch ( obj->item_type ) { default: message = "$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_MONEY: case ITEM_TRASH: message = "$p crumbles into dust."; break; case ITEM_EGG: message = "$p cracks open."; break; case ITEM_WEAPON: message = "$p turns to fine dust and blows away."; break; case ITEM_WALL: message = "$p flows back into the ground.";break; } if ( obj->carried_by != NULL && !IS_OBJ_STAT2(obj, ITEM_DAEMONSEED) ) { act( message, obj->carried_by, obj, NULL, TO_CHAR ); } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL && !IS_OBJ_STAT2(obj, ITEM_DAEMONSEED) ) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } if (IS_OBJ_STAT2(obj, ITEM_DAEMONSEED) && obj != NULL && obj->in_obj == NULL && (locate_obj(obj))->people ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *vch; int wdam; sprintf(buf, "%s suddenly explodes in a ball of flame, incinerating you!\n\r",obj->short_descr); buf[0] = UPPER(buf[0]); if ((locate_obj(obj))->people == NULL) break; for ( vch = (locate_obj(obj))->people; vch != NULL;vch=vch->next_in_room ) { if (vch->class == 0 || (!IS_NPC(vch) && vch->level < 3)) continue; if ( IS_SET(vch->in_room->room_flags,ROOM_SAFE) ) { stc("You are unaffected by the blast.\n\r",vch); continue; } wdam = obj->level + dice(12,50); damage(vch,vch,obj->level+ dice(12, 50),gsn_inferno); send_to_char(buf, vch); sprintf(buf,"The flames strike you incredibly hard![%d]\n\r",wdam); stc(buf,vch); } } /* * BUGFIX : The famous extract_obj bug.... * basicly we just make sure that we don't skip into the obj_free list * by accident. (That's what caused it). */ if (obj == object_list) { extract_obj(obj); obj_next = object_list; } else { OBJ_DATA *bugObj; for (bugObj = object_list; bugObj; bugObj = bugObj->next) { if (bugObj->next == obj) break; } /* * This shouldn't happen, but if it does, I want to make sure we never see that object again, * so we let extract_obj() try and handle it, terminating to avoid further corruption. */ if (!bugObj) { //sprintf(buf,"obj_update: obj %d in room %d not in object_list. Terminating obj_update.", obj->pIndexData->vnum, obj->in_room->vnum); //bug("obj_update: obj %d not in object_list. Terminating obj_update.", obj->pIndexData->vnum); //bug(buf, 0); return; } extract_obj(obj); obj_next = bugObj->next; } } return; } 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]; 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) || ch->embracing == NULL ) continue; if (!IS_CLASS(ch,CLASS_VAMPIRE)) stop_embrace(ch,NULL); victim=ch->embracing; /* Fix for embracing mobs by Shakti. */ if (IS_NPC(victim) ) { if (victim->level > 75 * ch->spl[2] ) { stop_embrace(ch,victim); send_to_char("You cannot embrace someone so powerful!\n\r",ch); return; } /* To keep how much blood was sucked, and how much gained the same. Shakti */ (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 (victim->practice < 0) { victim->practice = 0; } if (victim->practice == 0) { raw_kill(victim); 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; } if ( ch->pcdata->condition[COND_THIRST] > (3000 / ch->generation)) { ch->pcdata->condition[COND_THIRST] = (3000 / ch->generation); stc("Your bloodlust is sated.\n\r",ch); } 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( ch->in_room->vnum == 3054 ) 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( victim->pcdata->condition[COND_THIRST] > 0 ) victim->pcdata->condition[COND_THIRST]=0; if (ch->pcdata->condition[COND_THIRST] > 3000/ch->generation) {ch->pcdata->condition[COND_THIRST]=3000/ch->generation; send_to_char("Your bloodlust is sated.\n\r",ch);} if (victim->pcdata->condition[COND_THIRST] < 0) victim->pcdata->condition[COND_THIRST]=0; if( !IS_NPC(victim) && victim->pcdata->condition[COND_THIRST] != 0 ) victim->pcdata->condition[COND_THIRST]=0; 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; static int pulse_mudinfo; static int pulse_track; static int pulse_embrace; static int pulse_auction; static int pulse_hint; static int pulse_vote; static int pulse_shapespec; static int pulse_minute; recycle_descriptors(); if ( --pulse_shapespec <= 0 ) { pulse_shapespec = PULSE_SHAPESPEC; update_shapespec( ); } if (--pulse_track <= 0) { pulse_track = 2; update_trackers(); } if ( --pulse_vote <= 0 ) { pulse_vote = PULSE_PER_SECOND * 5; vote_update ( ); } if ( --pulse_auction <= 0 ) { pulse_auction = PULSE_AUCTION; auction_update( ); } if (++ragnarok_timer > PULSE_RAGNAROK && ragnarok) { ragnarok_stop(); ragnarok_timer = 0; } if (--pulse_minute <= 0) { pulse_minute = PULSE_MINUTE; update_exp(); update_cp(); update_dt(); } if ( --pulse_ww <= 0 ) { pulse_ww = PULSE_WW; ww_update ( ); } if (arena_open) { pulse_arena = PULSE_ARENA - (45 * PULSE_PER_SECOND + 1); arena_open = FALSE; } if (++pulse_arena >= PULSE_ARENA - 45 * PULSE_PER_SECOND) { if (pulse_arena < PULSE_ARENA && !arenaopen) open_arena(); else if (pulse_arena >= PULSE_ARENA) { pulse_arena = 0; close_arena(); } } if ( --pulse_area <= 0 ) { pulse_area = number_range( PULSE_AREA / 2, 3 * PULSE_AREA / 2 ); area_update ( ); } if (--pulse_mudinfo <= 0) { pulse_mudinfo = PULSE_THIRTY; update_mudinfo(); recycle_dummys(); // every 30 secs is enough } if ( --pulse_mobile <= 0 ) { pulse_mobile = PULSE_MOBILE; mobile_update ( ); } if ( --pulse_violence <= 0 ) { pulse_violence = PULSE_VIOLENCE; violence_update ( ); update_midi ( ); } if ( --pulse_hint <= 0 ) { pulse_hint = PULSE_HINT; hint_update ( ); } if ( --pulse_embrace <= 0) { pulse_embrace = PULSE_EMBRACE; embrace_update ( ); } if ( --pulse_point <= 0 ) { pulse_point = number_range( PULSE_TICK / 2, 3 * PULSE_TICK / 2 ); weather_update ( ); psycho_update ( ); char_update ( ); obj_update ( ); room_update ( ); quest_update ( ); /* * The following is some excessive force. * If the mud crashes again within a pulse from last crash, * let it go down to avoid crashloops. */ if(iDelete == 0) iDelete++; else if(iDelete == 1) { unlink(CRASH_TEMP_FILE); iDelete++; } } tail_chain( ); return; } void update_morted_timer(CHAR_DATA *ch) { if( ch->hit > 0 && ch->pcdata->mortal > 0 ) ch->pcdata->mortal = 0; else { ch->pcdata->mortal += 1; if (ch->pcdata->mortal > 10 && !in_fortress(ch)) { ch->hit = 100; update_pos(ch); char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_ALTAR)); stc( "You recieve a heal from the gods.\n\r",ch); ch->pcdata->mortal = 0; ch->fight_timer = 0; } } } void update_sit_safe_counter(CHAR_DATA *ch) { if (IS_NPC(ch)) return; if (ch->pcdata->safe_counter > 0) ch->pcdata->safe_counter--; if(IS_SET(ch->in_room->room_flags, ROOM_SAFE) && ch->level > 2 && ch->level < MAX_LEVEL -5 && ch->max_hit > 15000) { if (!IS_SET(ch->extra,EXTRA_AFK)) ch->pcdata->sit_safe += number_range(5,10); if( ch->hit != ch->max_hit ) ch->pcdata->sit_safe = 0; if((ch->pcdata->sit_safe > 200 || ch->fight_timer != 0) && !ragnarok) { stc( "\nThe gods are tired of granting you refuge.\n\r",ch); char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); } } else { if (ch->pcdata->sit_safe > 0) ch->pcdata->sit_safe -=10; else ch->pcdata->sit_safe = 0; } } void update_drunks(CHAR_DATA *ch) { if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1) { send_to_char("You hiccup loudly and yak.\n\r",ch); act("$n hiccups and yaks on the ground.",ch,NULL,NULL,TO_ROOM); interpret(ch, "puke"); } if (ch->pcdata->condition[COND_DRUNK] > 0 && number_range(1, 10) == 5) { ch->pcdata->condition[COND_DRUNK]--; if (ch->pcdata->condition[COND_DRUNK] == 0) send_to_char("You sobered up, you lush.\n\r", ch); } } void sex_update(CHAR_DATA *ch) { 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) return; 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,"xm-thrust"); stage_update(vch,ch,2,"xf-squeeze"); } else { stage_update(vch,ch,2,"xm-thrust"); stage_update(ch,vch,2,"xf-squeeze"); } 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); } } } } void update_safe_powers(CHAR_DATA *ch) { int cost = 800; bool cheating = FALSE; char buf[MAX_STRING_LENGTH]; /* Arene chaters getting it the hard way */ if (ch->in_room != NULL && IS_SET(ch->in_room->room_flags, ROOM_ARENA) && ch->level < 7) { if (IS_SET(ch->act, PLR_WIZINVIS)) cheating = TRUE; if (IS_SET(ch->act, AFF_HIDE)) cheating = TRUE; if (IS_SET(ch->newbits, NEW_DARKNESS)) cheating = TRUE; if (IS_AFFECTED(ch, AFF_PEACE)) cheating = TRUE; if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) cheating = TRUE; if (IS_AFFECTED(ch,AFF_ETHEREAL)) cheating = TRUE; if (!IS_HEAD(ch,LOST_HEAD) && IS_EXTRA(ch,EXTRA_OSWITCH)) cheating = TRUE; if (cheating) { ch->hit = ch->hit/2; // Punish those bastards sprintf(buf, "%s is cheating in the arena!!!", ch->name); do_info(ch, buf); } } if (ch->position != POS_STANDING && ch->position != POS_STUNNED) { cost *= 4; } if (IS_CLASS(ch, CLASS_WEREWOLF)) cost *= 1.5; if (!IS_HEAD(ch,LOST_HEAD) && IS_EXTRA(ch,EXTRA_OSWITCH)) { if (ch->move >= cost) ch->move -=cost; else do_humanform(ch,""); } if (IS_SET(ch->act, PLR_WIZINVIS)) { if (ch->move >= cost) ch->move -=cost; else { REMOVE_BIT(ch->act, PLR_WIZINVIS); act( "$n slowly fades into existence.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade back into existence.\n\r", ch ); } } if (IS_SET(ch->act, AFF_HIDE)) { if (ch->move >= cost) ch->move -= cost; else { REMOVE_BIT(ch->act, AFF_HIDE); act( "$n slowly fades into existence.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You slowly fade back into existence.\n\r", ch ); } } if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_ANGEL)) { if (IS_SET(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE)) { if(ch->move < cost*2 || ch->mana < cost*2) { REMOVE_BIT(ch->pcdata->powers[ANGEL_POWERS], ANGEL_EYE); send_to_char("The sinners have payed for their sins, time to rest.\n\r",ch); } else { ch->move -= cost*2; ch->mana -= cost*2; } } } if (IS_SET(ch->newbits, NEW_DARKNESS)) { if (ch->mana >= cost) ch->mana -= cost; else { REMOVE_BIT(ch->newbits, NEW_DARKNESS); REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); send_to_char("You cannot pay the upkeep and banish your globe of darkness.\n\r", ch ); act("The globe of darkness around $n disappears.",ch,NULL,NULL,TO_ROOM); } } if (IS_AFFECTED(ch, AFF_PEACE)) { if (ch->mana >= cost) ch->mana -= cost; else if (!IS_CLASS(ch, CLASS_ANGEL)) { REMOVE_BIT(ch->affected_by, AFF_PEACE); act( "You lower your majesty.", ch, NULL, NULL, TO_CHAR ); act( "$n looks less imposing.", ch, NULL, NULL, TO_NOTVICT ); } else { REMOVE_BIT(ch->affected_by, AFF_PEACE); act( "God protects you no longer.", ch, NULL, NULL, TO_CHAR ); act( "$n looks wicked.", ch, NULL, NULL, TO_NOTVICT ); } } if (IS_AFFECTED(ch,AFF_SHADOWPLANE)) { if (ch->mana >= cost) ch->mana -= cost; else { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); send_to_char("You fade back into the real world.\n\r",ch); act("The shadows flicker and $n fades into existance.",ch,NULL,NULL,TO_ROOM); } } if (IS_AFFECTED(ch,AFF_ETHEREAL)) { if (ch->mana >= cost) ch->mana -= cost; else { REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); send_to_char("Your body becomes firm again.\n\r",ch); act("$n becomes sold again.",ch,NULL,NULL,TO_ROOM); } } /* Has nothing to do with safe powers, just needed it somewhere, so here it is */ if (IS_SET(ch->newbits, NEW_VISION)) { if (number_percent() < 15 && IS_SET(ch->itemaffect, ITEMA_VISION)) { send_to_char("#pYour superior sight fades away.#n\n\r",ch); REMOVE_BIT(ch->itemaffect, ITEMA_VISION); REMOVE_BIT(ch->newbits, NEW_VISION); } } return; } void update_vampire_regen(CHAR_DATA *ch) { if ( ch->position == POS_FIGHTING && ch->rage > 0 && ch->rage < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER)) ch->rage += 1; else if (ch->rage > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) ch->rage -= 1; if (ch->rage == 0) return; if (( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) && ch->rage >0) { werewolf_regen(ch, 2); regen_limb(ch); } return; } void update_vampire(CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93350 && ch->in_room->vnum <= 93359)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } return; } void update_skyblade(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) { werewolf_regen(ch, 2); } regen_limb(ch); if (ch->pcdata->powers[SKYBLADE_SKILLS] >= 7) { if (ch->pcdata->powers[SKYBLADE_DTIMER] < 10 && ch->position == POS_FIGHTING){ ch->pcdata->powers[SKYBLADE_DTIMER] ++; if (ch->pcdata->powers[SKYBLADE_DTIMER] >= 10) stc("#LYou may now unleash the power of the dragon once more skyblade!\n\r",ch); }} return; } void update_knight (CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93300 && ch->in_room->vnum <= 93309)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } if (ch->pcdata->powers[POWER_TICK] > 0) ch->pcdata->powers[POWER_TICK]--; if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 2); regen_limb(ch); return; } void update_shapeshifter (CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93310 && ch->in_room->vnum <= 93319)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } if (ch->pcdata->powers[PHASE_COUNTER] > 0) ch->pcdata->powers[PHASE_COUNTER]--; if (ch->pcdata->powers[SHAPE_COUNTER] > 0) ch->pcdata->powers[SHAPE_COUNTER]--; if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 2); regen_limb(ch); return; } void update_tanarri(CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93330 && ch->in_room->vnum <= 93339)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 2); } return; } void update_draconian(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) { werewolf_regen(ch, 2); } return; } void update_cyborg(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); regen_limb(ch); } void update_shadow(CHAR_DATA *ch) { if (ch->position != POS_FIGHTING) { if (++ch->pcdata->powers[SHADOW_COMBATTICK] > 3) { /* reset counters and any active combos */ ch->pcdata->powers[SHADOW_COMBO] = 0; ch->pcdata->powers[SHADOW_COMBATTICK] = 0; /* let any active powers fade */ if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD)) { REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD); send_to_char("Your knife barrier fades from lack of use.\n\r", ch); } if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR)) { REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR); send_to_char("The shroud of shadows fade for lack of combat.\n\r", ch); } if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE)) { REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE); send_to_char("Your bloodrage subsides.\n\r", ch); } if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM)) { REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM); send_to_char("You regain your normal form.\n\r", ch); } } } else { /* reset non-fighting counter */ ch->pcdata->powers[SHADOW_COMBATTICK] = 0; /* pay upkeep cost for all powers */ if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR)) { if (ch->pcdata->powers[SHADOW_POWER] < 100) { send_to_char("Your blurring magic fades due to lack of shadow points.\n\r", ch); REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLUR); } else ch->pcdata->powers[SHADOW_POWER] -= 100; } if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE)) { if (ch->pcdata->powers[SHADOW_POWER] < 200) { send_to_char("Your bloodrage fades due to lack of shadow points.\n\r", ch); REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_BLOODRAGE); } else ch->pcdata->powers[SHADOW_POWER] -= 200; } if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM)) { if (ch->pcdata->powers[SHADOW_POWER] < 200) { send_to_char("Your shadowform fades due to lack of shadow points.\n\r", ch); REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_SHADOWFORM); } else ch->pcdata->powers[SHADOW_POWER] -= 200; } if (IS_SET(ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD)) { if (ch->pcdata->powers[SHADOW_POWER] < 50) { send_to_char("Your knifeshield fades due to lack of shadow points.\n\r", ch); REMOVE_BIT(ch->pcdata->powers[SHADOW_BITS], NPOWER_KNIFESHIELD); } else ch->pcdata->powers[SHADOW_POWER] -= 50; } } /* count down on any soulammo (for soultarget) */ if (ch->pcdata->powers[SHADOW_SOULAMMO] > 0) ch->pcdata->powers[SHADOW_SOULAMMO]--; /* regenerate body and limbs */ if (ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 2); regen_limb(ch); } void update_lich_regen(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 2); regen_limb(ch); return; } void update_lich(CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93360 && ch->in_room->vnum <= 93369)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } if (ch->position == POS_MEDITATING && ch->mana < ch->max_mana) { ch->mana += number_range(1000,2000); if (ch->mana > ch->max_mana) ch->mana = ch->max_mana; } if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE) && number_range(1,50) == 4) { send_to_char("You can summon another fire golem.\n\r",ch); REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_FIRE); } if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON) && number_range(1,50) == 4) { send_to_char("You can summon another iron golem.\n\r",ch); REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_IRON); } if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY) && number_range(1,50) == 4) { send_to_char("You can summon another clay golem.\n\r",ch); REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_CLAY); } if (IS_SET(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_STONE) && number_range(1,50) == 4) { send_to_char("You can summon another stone golem.\n\r",ch); REMOVE_BIT(ch->pcdata->powers[GOLEMS_SUMMON], HAS_SUMMONED_STONE); } return; } void update_angel(CHAR_DATA *ch) { if (ch->pcdata->powers[ANGEL_LOVE] > 3) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch, 2); regen_limb(ch); } if (ch->pcdata->powers[ANGEL_PEACE_COUNTER] > 0) ch->pcdata->powers[ANGEL_PEACE_COUNTER]--; if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93340 && ch->in_room->vnum <= 93349)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } return; } void update_garou(CHAR_DATA *ch) { if (ch->position == POS_FIGHTING && (!IS_ITEMAFF(ch,ITEMA_RAGER) )) { if ( ch->gifts[AHROUN] >= 5 && (ch->pcdata->stats[UNI_RAGE] < 350 )) ch->pcdata->stats[UNI_RAGE] += number_range(2,3); if ( ch->gifts[SHADOWLORDS] >= 5 && (ch->pcdata->stats[UNI_RAGE] <= 350 )) 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 )) 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, 2); if (ch->position == POS_SLEEPING) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch, 2); } 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); } return; } void update_thief(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) { werewolf_regen(ch, 2); regen_limb(ch);} return; } void update_monk(CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93410 && ch->in_room->vnum <= 93419)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } if (!IS_ITEMAFF(ch, ITEMA_MONKCHI)) { if (ch->position != POS_FIGHTING && ch->chi[CURRENT] > 0 && number_range( 1,20 ) == 2) { ch->chi[CURRENT]--; stc("You feel more relaxed.\n\r",ch); act("$n looks more relaxed.",ch,NULL,NULL,TO_ROOM); } } if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch, 2); regen_limb(ch); return; } void update_ninja(CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93460 && ch->in_room->vnum <= 93469)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } if (ch->position == POS_FIGHTING && ch->rage > 0 && ch->rage < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER)) ch->rage += 1; else if (ch->rage > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) ch->rage -= 1; if (ch->rage < 1) return; if (ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) { if (ch->position == POS_MEDITATING) werewolf_regen(ch,3); else werewolf_regen(ch,2); } regen_limb(ch); return; } void update_werewolf(CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93430 && ch->in_room->vnum <= 93439)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } if (!IS_ITEMAFF(ch, ITEMA_RAGER)) { if (ch->position == POS_FIGHTING) { if (ch->rage < 200) ch->rage += number_range(5,10); if (ch->rage < 200 && ch->pcdata->powers[DISC_WERE_WOLF] > 3) ch->rage += number_range(5,10); if (!IS_SET(ch->special, SPC_WOLFMAN) && ch->rage >= 100) do_werewolf(ch,""); } else if (ch->rage > 0) { ch->rage -= 1; if (ch->rage < 100) do_unwerewolf(ch,""); } } if (ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch,2); regen_limb(ch); return; } void update_demon(CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93420 && ch->in_room->vnum <= 93426)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 2); } regen_limb(ch); } void update_demon_regen(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch, 2); regen_limb(ch); return; } void update_drow(CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93440 && ch->in_room->vnum <= 93446)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } return; } void update_jedi(CHAR_DATA *ch) { //if (ch->in_room != NULL && ( ch->in_room->vnum >= 93360 && ch->in_room->vnum <= 93369)) //{ // if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) // werewolf_regen(ch, 1); //} if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 2); regen_limb(ch); if (ch->position != POS_FIGHTING && ch->fight_timer == 0 && (IS_SET(ch->special, SPC_JEDI_QUICKEN)) && number_range(1,10) == 5) { REMOVE_BIT(ch->special, SPC_JEDI_QUICKEN); stc("You feel the heat of the battle leave you.\n\r",ch); act("$n looks calmer as the fight is over",ch,NULL,NULL,TO_ROOM); } if (ch->position != POS_FIGHTING && ch->fight_timer == 0 && ch->pcdata->powers[JEDI_STATE] > 0 && number_range(1,8) == 4) { ch->pcdata->powers[JEDI_STATE]--; stc("You feel a jedi state leave you.\n\r",ch); act("$n looks weaker as a jedi state leaves $s body.",ch,NULL,NULL,TO_ROOM); } if (ch->position == POS_MEDITATING && ch->pcdata->powers[JEDI_FOCUS] < ch->pcdata->powers[JEDI_FOCUS_MAX]) { ch->pcdata->powers[JEDI_FOCUS] += number_range(3,7); if (ch->pcdata->powers[JEDI_FOCUS] > ch->pcdata->powers[JEDI_FOCUS_MAX]) ch->pcdata->powers[JEDI_FOCUS] = ch->pcdata->powers[JEDI_FOCUS_MAX]; } if (ch->position == POS_FIGHTING) { ch->pcdata->powers[JEDI_FOCUS] += number_range(0,0); if (ch->pcdata->powers[JEDI_FOCUS] > ch->pcdata->powers[JEDI_FOCUS_MAX]) ch->pcdata->powers[JEDI_FOCUS] = ch->pcdata->powers[JEDI_FOCUS_MAX]; } if ((ch->position == POS_STANDING) || (ch->position == POS_RESTING) || (ch->position == POS_SLEEPING)) { ch->pcdata->powers[JEDI_FOCUS] += number_range(1,3); if (ch->pcdata->powers[JEDI_FOCUS] > ch->pcdata->powers[JEDI_FOCUS_MAX]) ch->pcdata->powers[JEDI_FOCUS] = ch->pcdata->powers[JEDI_FOCUS_MAX]; } return; } void update_samurai(CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93320 && ch->in_room->vnum <= 93326)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } if (get_eq_char(ch, WEAR_WIELD) != NULL) { int wpn = (ch->wpn[1]/3); if ( ch->hit < ch->max_hit) { ch->hit += wpn; if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; } if ( ch->mana < ch->max_mana) { ch->mana += wpn; if (ch->mana > ch->max_mana) ch->mana = ch->max_mana; } if ( ch->move < ch->max_move) { ch->move += wpn; if (ch->move > ch->max_move) ch->move = ch->max_move; } } if (ch->fighting == NULL && ch->pcdata->powers[SAMURAI_FOCUS] > 0) ch->pcdata->powers[SAMURAI_FOCUS]--; if (ch->fighting == NULL && ch->pcdata->powers[SAMURAI_LAST] > 0) ch->pcdata->powers[SAMURAI_LAST] = 0; if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move ) werewolf_regen(ch, 2); regen_limb(ch); return; } void update_ghoul(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) {werewolf_regen(ch, 2);} regen_limb(ch); return; } void update_wizard(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) {werewolf_regen(ch, 2);} regen_limb(ch); return; } void update_shapespec( void ) { CHAR_DATA *ch; DESCRIPTOR_DATA *d; for ( d = descriptor_list ; d != NULL ; d = d->next ) { if (d->connected < CON_PLAYING) continue; ch = d->character; if (ch == NULL) continue; /* golems */ if (IS_CLASS(ch, CLASS_GOLEM)) { if (IS_SET(ch->pcdata->powers[0], GOLEM_CRYSTAL)) { crystal_change(ch); } if (IS_SET(ch->pcdata->powers[0],GOLEM_OBSIDIAN)) { obsidian_change(ch); } if (IS_INFORM(ch,GOLEM_EMERALD)) emerald_change(ch); if (IS_INFORM(ch, GOLEM_GOLD)) { gold_change(ch); } if (ch->countdown > 0) { if (ch->convert_to == GOLEM_CRYSTAL) { crystal_change(ch); crystal_change(ch); } else if (ch->convert_to == GOLEM_OBSIDIAN) obsidian_change(ch); else if (IS_INFORM(ch, GOLEM_GOLD)) gold_change(ch); else { stc("Haha. Bugged golem form. Laf, sucks to be you!\n\r", ch); ch->convert_to = 0;} } } return; } } void update_golem(CHAR_DATA *ch, int hp, int mana, int move, int cap) { int a; ch->hit += hp; ch->mana += mana; ch->move += move; if (ch->hit > ch->max_hit+cap) ch->hit = ch->max_hit+cap; if (ch->mana > ch->max_mana+cap) ch->mana = ch->max_mana+cap; if (ch->move > ch->max_move+cap) ch->move = ch->max_move+cap; for (a = 1; a < 7; a++) ch->loc_hp[a] = 0; update_pos(ch); return; } void update_priest(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) {werewolf_regen(ch, 2);} regen_limb(ch); return; } void update_sorcerer(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) { werewolf_regen(ch, 2); regen_limb(ch);} return; } void update_mage(CHAR_DATA *ch) { if ( ch->in_room != NULL && ( ch->in_room->vnum >= 93400 && ch->in_room->vnum <= 93406)) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 1); } if (ch->position == POS_MEDITATING && ch->mana < ch->max_mana) { ch->mana += number_range(1000,2000); if (ch->mana > ch->max_mana) ch->mana = ch->max_mana; } return; } void update_arti_regen(CHAR_DATA *ch) { if (ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 2); regen_limb(ch); return; } void regen_limb(CHAR_DATA *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); return; } void werewolf_regen( CHAR_DATA *ch, int multiplier ) { int min = 5; int max = 10; int hit_gain = 0; int mana_gain = 0; int move_gain = 0; if (IS_NPC(ch)) return; else if (IS_CLASS(ch, CLASS_WEREWOLF) && (ch->position == POS_SLEEPING || ch->position == POS_FIGHTING)) { if (ch->position == POS_SLEEPING && ch->power[DISC_WERE_BEAR] > 3) { min += 1200; max += 1700; hit_gain += number_range(min,max); mana_gain += number_range(min/2,max/2); move_gain += number_range(min,max); } else if (ch->position == POS_FIGHTING && ch->power[DISC_WERE_BEAR] > 3) { min += 275; max += 475; hit_gain += number_range(min,max); mana_gain += number_range(min/2,max/2); move_gain += number_range(min,max); } } else if (ch->position == POS_SLEEPING) { min += 300; max += 500; hit_gain += number_range(min,max); mana_gain += number_range(min,max); move_gain += number_range(min,max); } else { min += 100; max += 200; hit_gain += number_range(min,max); mana_gain += number_range(min,max); move_gain += number_range(min,max); } ch->hit = UMIN (ch->hit+(hit_gain*multiplier), ch->max_hit); ch->mana = UMIN (ch->mana+(mana_gain*multiplier), ch->max_mana); ch->move = UMIN (ch->move+(move_gain*multiplier), ch->max_move); update_pos(ch); if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move ) send_to_char("Your body has completely regenerated itself.\n\r",ch); return; } void update_active_counters(CHAR_DATA *ch) { /* we do not update idle players */ if (ch->timer >= 6) return; if (ch->pcdata->time_tick < 250) ch->pcdata->time_tick++; } void hint_update( void ) { char buf[MSL]; switch(number_range(0,12)) { default: sprintf(buf, "To turn of hints type CONFIG -HINT"); break; case 0: sprintf(buf, "Use CONFIG to change options"); break; case 1: sprintf(buf, "use HELP to find a help topic when in doubt"); break; case 2: sprintf(buf, "To get exp after newbie hours you must accept policy HELP POLICY"); break; case 3: sprintf(buf, "type CHANNELS to set communication channels"); break; case 4: sprintf(buf, "Feel free to post suggestions to the boards"); break; case 5: sprintf(buf, "type HISTORY to see a history of tells and replys"); break; case 6: sprintf(buf, "type #RREADY#n to remove your newbie protection if you want to."); break; case 7: sprintf(buf, "To turn of hints type CHAN -HINT"); break; case 8: sprintf(buf, "Don't ask for restores or double exp/qp ;)"); break; case 9: sprintf(buf, "Don't eat #YYellow#n #WSnow#n"); break; case 10: sprintf(buf, "look at '#BHELP TIER#n' for tier information"); break; case 11: sprintf(buf, "make sure you have read HELP POLICY"); break; case 12: sprintf(buf, "Tell your friends to stop by"); break; case 13: sprintf(buf, "Set Autoloot or Autobones to pick up bones"); break; } hint_channel(buf); } void quest_update() { extern bool auto_quest; extern bool quest; extern CHAR_DATA *quest_mob; extern OBJ_DATA *aquest_object; extern int quest_timer; extern int quest_wait; if ( !quest && !auto_quest ) return; if ( quest ) { /* Make sure the mobile and obj still exist! */ if ( quest_mob == NULL || aquest_object == NULL ) { quest_cancel(); return; } quest_inform(); if ( quest_timer > 15 ) quest_cancel(); return; } if (!quest) { if (quest_wait > 0) { quest_wait--; return; } if (auto_quest) generate_auto_quest(); } }