/*************************************************************************** * 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. * ***************************************************************************/ /*************************************************************************** * _/ _/ * * _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ * * _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ * * _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ * * _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ * *************************************************************************** * Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), * * Additional credits are in the help file CODECREDITS * * All Rights Reserved. * ***************************************************************************/ #include <sys/types.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <unistd.h> /* unlink */ #include "merc.h" #include "interp.h" #include "psycho.h" #include "olc.h" #include "recycle.h" /* * Local functions. */ void embrace_update args((void)); void werewolf_regen args((CHAR_DATA * ch, int multiplier)); extern void vote_update(void); void quest_update args((void)); void update_active_counters args((CHAR_DATA * ch)); 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_hobbit 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_fae 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 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_elemental args((CHAR_DATA * ch)); void update_paladin args((CHAR_DATA * ch)); void update_blade args((CHAR_DATA * ch)); void update_shinobi args ((CHAR_DATA *ch)); void update_zombie args ((CHAR_DATA *ch)); void update_dragon args ((CHAR_DATA *ch)); 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; } /* * 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->in_room->area->empty) continue; if (!IS_NPC(ch) && 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->position != POS_FIGHTING && IS_SET(ch->pcdata->jflags, JFLAG_DRONEWORLD)) { send_to_char("Reality returns to normal.\n\r", ch); REMOVE_BIT(ch->pcdata->jflags, JFLAG_DRONEWORLD); } 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_DROID)) { update_cyborg(ch); if (IS_SET (ch->pcdata-> powers[DROID_IMPLANTS], IMPLANT_REGROWTH)) update_cyborg(ch); else if (IS_ITEMAFF (ch, ITEMA_REGENERATE)) update_arti_regen(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_ELEMENTAL)) { if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); update_elemental(ch); } if (IS_CLASS(ch, CLASS_PALADIN)) { if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); update_paladin(ch); } if (IS_CLASS(ch, CLASS_BLADE_MASTER)) { if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); update_blade(ch); } if(IS_CLASS(ch,CLASS_SHINOBI)){ update_shinobi(ch); if(IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); } if(IS_CLASS(ch,CLASS_ZOMBIE)){ update_zombie(ch); if(IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); } if (IS_CLASS(ch, CLASS_DRAGON)) { update_dragon(ch); if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(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_HOBBIT)) { if (ch->pcdata-> powers[HOBBIT_DISHES] > 15) update_hobbit(ch); else if (IS_ITEMAFF (ch, ITEMA_REGENERATE)) update_arti_regen(ch); } if (IS_CLASS(ch, CLASS_GIANT)) { if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); } if (IS_CLASS(ch, CLASS_DRONE)) { if (IS_ITEMAFF(ch, ITEMA_REGENERATE)) update_arti_regen(ch); } if (IS_CLASS(ch, CLASS_FAE)) update_fae(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_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_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 */ /* * Check triggers only if mobile still in default position */ if (ch->position == ch->pIndexData->default_pos) { /* * Delay */ if (HAS_TRIGGER_MOB(ch, TRIG_DELAY) && ch->mprog_delay > 0) { if (--ch->mprog_delay <= 0) { p_percent_trigger(ch, NULL, NULL, NULL, NULL, NULL, TRIG_DELAY); continue; } } if (HAS_TRIGGER_MOB(ch, TRIG_RANDOM)) { if (p_percent_trigger (ch, NULL, NULL, 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; } 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; int count = 0; if(update_room_list == NULL) return; for (room = update_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) { xprintf(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) { xprintf(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) { xprintf(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) { xprintf(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) { xprintf(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) { xprintf(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_FIRE) == 1) {REMOVE_BIT(room->shinobi, ROOM_SFIRE); room_message(room,"The lava in the room vanishes.");} if (RTIMER(room, RTIMER_WATER) == 1) {REMOVE_BIT(room->shinobi, ROOM_SWATER); room_message(room,"The storm in the room vanishes.");} if (RTIMER(room, RTIMER_EARTH) == 1) {REMOVE_BIT(room->shinobi, ROOM_SEARTH); room_message(room,"The barren waste in the room vanishes.");} if (RTIMER(room, RTIMER_HOLY) == 1) {REMOVE_BIT(room->shinobi, ROOM_SHOLY); room_message(room,"The holy aura in the room vanishes.");} if (RTIMER(room, RTIMER_WIND) == 1) {REMOVE_BIT(room->shinobi, ROOM_SWIND); room_message(room,"The tornado in the room vanishes.");} if (RTIMER(room, RTIMER_SAFE) == 1) {REMOVE_BIT(room->shinobi, ROOM_SSAFE); room_message(room,"The safe aura in the room vanishes.");} 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); if(count == MAX_RTIMER){ if ( room == update_room_list ) { update_room_list = room->next_update; room->next_update = NULL; } else { ROOM_INDEX_DATA *prev; for ( prev = update_room_list; prev != NULL; prev = prev->next_update ) { if ( prev->next_update == room ) { prev->next_update = room->next_update; room->next_update = NULL; break; } } if ( prev == NULL ) { log_string(LOG_BUG, "Extract_Room_Update: Room not found.", 0 ); return; } } } } return; } /* * Update all chars, including mobs. * This function is performance sensitive. */ void char_update(void) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; AFFECT2_DATA *paf2; AFFECT2_DATA *paf2_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; char buf[MAX_STRING_LENGTH]; 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; 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_DAMN] == 1) send_to_char ("You can damn someone again.\n\r", ch); if (ch->tick_timer[TIMER_DRONE_DISTORT] == 1) send_to_char("You can use distort again.\n\r", ch); if (ch->tick_timer[TIMER_GFURY] == 1) send_to_char ("You can invoke your godly fury again.\n\r", ch); if (ch->tick_timer[TIMER_DEJAVU] == 1) send_to_char ("You can invoke deja-vu again.\n\r", ch); if (ch->tick_timer[TIMER_MADNESS] == 1) send_to_char ("You can induce madness again.\n\r", ch); if (ch->tick_timer[TIMER_PESTILENCE] == 1) send_to_char ("You can lay the Pestilence enchantment again.\n\r", ch); if (ch->tick_timer[TIMER_HDESIRE] == 1) send_to_char ("You can invoke the hearts desires again.\n\r", ch); if (ch->tick_timer[TIMER_CALLGOLEMS] == 1) send_to_char ("You can call on your golems again.\n\r", ch); if (ch->tick_timer[TIMER_DJINN] == 1) send_to_char ("You can call upon the djinn of the seven ages again.\n\r", ch); if (ch->tick_timer[TIMER_SUPERNOVA] == 1) send_to_char ("You can create another supernova.\n\r", ch); if (ch->tick_timer[TIMER_HUNTER] == 1) send_to_char ("You can call upon the dark hunter again.\n\r", ch); if (ch->tick_timer[TIMER_GENIE] == 1) send_to_char ("You can call upon the services of the mighty genie again.\n\r", ch); if (ch->tick_timer[TIMER_BADMOON] == 1) send_to_char ("You can lay the badmoon enchantment again.\n\r", ch); if (ch->tick_timer[TIMER_EXPERIENCE] == 1) send_to_char ("Your brain slows down and you don't learn as fast.\n\r", ch); if (ch->tick_timer[TIMER_ENTOMB] == 1) send_to_char("You can use entomb again.\n\r", ch); if (ch->tick_timer[TIMER_WOD] == 1) send_to_char("You can use wod again.\n\r", ch); if (ch->tick_timer[TIMER_WYRM_ROAR] == 1) send_to_char ("You are ready to roar like a wyrm again.\n\r", ch); if (ch->tick_timer[TIMER_PUMMEL] == 1) send_to_char("You can use pummel 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 && paf->type < MAX_SKILL && skill_table[paf->type].msg_off && !is_obj) { send_to_char(skill_table [paf->type]. msg_off, ch); send_to_char("\n\r", ch); } else if (paf->type >= MAX_SKILL) { xprintf(buf, "Update : Bad affect on %s.", ch->name); bug(buf, 0); } } affect_remove(ch, paf); } } /* * updating spells on all mobs and players AFFECT 2 */ for (paf2 = ch->affected2; paf2 != NULL; paf2 = paf2_next) { paf2_next = paf2->next; if (paf2->duration > 0) paf2->duration--; else { if (paf2_next == NULL || paf2_next->type != paf2->type || paf2_next->duration > 0) { if (paf2->type > 0 && paf2->type < MAX_SKILL && skill_table[paf2->type].msg_off && !is_obj) { send_to_char(skill_table [paf2->type]. msg_off, ch); send_to_char("\n\r", ch); } else if (paf2->type >= MAX_SKILL) { xprintf(buf, "Update : Bad affect2 on %s.", ch->name); bug(buf, 0); } } affect2_remove(ch, paf2); } } /* * 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 (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 $s fangs and screams in rage.", ch, NULL, NULL, TO_ROOM); do_beastlike(ch, ""); } if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 && ch->pcdata->powers[HARA_KIRI] > 0) { if (ch->pcdata->powers[HARA_KIRI] == 1) send_to_char ("Your HaraKiri wears off.\n\r", ch); ch->pcdata->powers[HARA_KIRI]--; } if (!IS_SET(ch->newbits, NEW_CLOAK) && !is_obj && ((IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] > 10) || (IS_CLASS(ch, CLASS_UNDEAD_KNIGHT) && ch->pcdata->powers[NECROMANCY] > 9))) { SET_BIT(ch->newbits, NEW_CLOAK); if (IS_CLASS(ch, CLASS_MONK)) send_to_char ("Your Cloak of Life is restored.\n\r", ch); else send_to_char ("Your cloak of death is restored.\n\r", ch); } if (IS_CLASS(ch, CLASS_GIANT)) { if (ch->pcdata->powers[GIANT_FRENZY] == 1) { ch->pcdata->powers[GIANT_FRENZY] = 0; send_to_char ("You can enter the deathfrenzy again.\n\r", ch); } } } /* * Updating current position */ if (ch->position == POS_MORTAL || ch->position == POS_STUNNED || ch->position == POS_INCAP) { update_pos(ch); } if (ch->position > POS_STUNNED && !is_obj) { if (ch->hit < ch->max_hit) ch->hit = UMIN(ch->hit + number_range(5, 10), ch->max_hit); if (ch->mana < ch->max_mana) ch->mana = UMIN(ch->mana + number_range(5, 10), ch->max_mana); if (ch->move < ch->max_move) ch->move = UMIN(ch->move + number_range(5, 10), ch->max_move); } else if (ch->position <= POS_STUNNED && !is_obj) { ch->hit = ch->hit + number_range(2, 4); update_pos(ch); if (ch->position > POS_STUNNED) { act("$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, 90); } 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, 30); } 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_AFFECTED(ch, AFF_FLAMING) && !is_obj) { int dam; act("$n's flesh burns and crisps.", ch, NULL, NULL, TO_ROOM); send_to_char("Your flesh burns and crisps.\n\r", ch); dam = number_range(300, 1500); ch->hit = ch->hit - dam; if (ch->hit < 1) ch->hit = 1; update_pos(ch); } /* * Class special damage */ if (IS_CLASS(ch, CLASS_VAMPIRE) && (!IS_AFFECTED(ch, AFF_SHADOWPLANE)) && (!IS_NPC(ch) && !IS_IMMUNE(ch, IMM_SUNLIGHT)) && ch->in_room != NULL && (!ch->in_room->sector_type == SECT_INSIDE) && !is_obj && (!room_is_dark(ch->in_room)) && (weather_info.sunlight != SUN_DARK)) { act("$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("$n shivers and suffers.", ch, NULL, NULL, TO_ROOM); send_to_char("You shiver and suffer.\n\r", ch); ch->hit = ch->hit - number_range(400, 1200); if (ch->hit < 1) ch->hit = 1; if (number_range(1, 4) == 1) { REMOVE_BIT(ch->affected_by, AFF_POISON); send_to_char ("You feel the poison leave your system.\n\r", ch); } } /* * and then we do some healing - messy ? */ if (ch->position == POS_INCAP && !is_obj) { ch->hit = ch->hit + number_range(2, 4); update_pos(ch); if (ch->position > POS_INCAP) { act("$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 $s bones fuse back into place.", ch, NULL, NULL, TO_ROOM); send_to_char ("Your wounds begin to close, and your bones fuse back into place.\n\r", ch); } } } /* * Autosave, Autoquit checks */ if (ch_save != NULL || ch_quit != NULL) { for (ch = char_list; ch != NULL; ch = ch_next) { ch_next = ch->next; if (ch == ch_save) save_char_obj(ch); if (ch == ch_quit) do_quit(ch, ""); } } return; } /* * Update all objs. * This function is performance sensitive. */ void obj_update(void) { OBJ_DATA *obj; OBJ_DATA *obj_next; for (obj = object_list; obj != NULL; obj = obj_next) { CHAR_DATA *rch; char *message; obj_next = obj->next; if (obj->timer <= 0 || --obj->timer > 0) { if (obj->in_room && obj->in_room->sector_type == SECT_AIR && (obj->wear_flags & ITEM_TAKE) && obj->in_room->exit[5] && obj->in_room->exit[5]->to_room) { ROOM_INDEX_DATA *new_room = obj->in_room->exit[5]->to_room; if ((rch = obj->in_room->people) != NULL) { act("$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$n's Weapon Enchant fades away and dies#n", obj->carried_by, NULL, NULL, TO_ROOM); } continue; } if (IS_SET(obj->quest, QUEST_WWPOISON)) { obj->timer = 0; REMOVE_BIT(obj->quest, QUEST_WWPOISON); if (obj->carried_by != NULL) { stc("#0The #gp#Goiso#gn #0drips completely off your weapon.#n", obj->carried_by); } continue; } /* * Oprog triggers! */ if (obj->in_room || (obj->carried_by && obj->carried_by->in_room)) { if (HAS_TRIGGER_OBJ(obj, TRIG_DELAY) && obj->oprog_delay > 0) { if (--obj->oprog_delay <= 0) p_percent_trigger(NULL, obj, NULL, NULL, NULL, NULL, TRIG_DELAY); } else if (((obj->in_room && !obj->in_room->area->empty) || obj->carried_by) && HAS_TRIGGER_OBJ(obj, TRIG_RANDOM)) p_percent_trigger(NULL, obj, NULL, NULL, NULL, NULL, TRIG_RANDOM); } switch (obj->item_type) { default: message = "$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; case ITEM_GRENADE: message = "$p explodes in a shower of flames."; 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; xprintf(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); xprintf(buf, "The flames strike you incredibly hard![%d]\n\r", wdam); stc(buf, vch); } } /* * grenade code. */ if (obj->item_type == ITEM_GRENADE && (locate_obj(obj))->people) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *vch; int wdam; for (vch = (locate_obj(obj))->people; vch != NULL; vch = vch->next_in_room) { wdam = number_range(100, 1000) * obj->value[2]; wdam = UMIN(vch->hit - 1, wdam); if (wdam < 1) continue; if (wdam > 5000) wdam = 5000; if (IS_AFFECTED(vch, AFF_SANCTUARY)) wdam *= 0.5; vch->hit -= wdam; xprintf(buf, "The flames strike you incredibly hard![%d]\n\r", wdam); send_to_char(buf, vch); send_detonate(vch); xprintf(buf, "The flames strikes $n incredibly hard![%d]", wdam); act(buf, vch, NULL, NULL, TO_ROOM); } } /* * BUGFIX : The famous extract_obj bug.... * basicly we just make sure that we don't skip into the obj_free list * by accident. (That's what caused it). */ if (obj == object_list) { extract_obj(obj); obj_next = object_list; } else { OBJ_DATA *bugObj; for (bugObj = object_list; bugObj; bugObj = bugObj->next) { if (bugObj->next == obj) break; } /* * This shouldn't happen, but if it does, I want to make sure we never see that object again, * so we let extract_obj() try and handle it, terminating to avoid further corruption. */ if (!bugObj) { //xprintf(buf,"obj_update: obj %d in room %d not in object_list. Terminating obj_update.", obj->pIndexData->vnum, obj->in_room->vnum); //bug("obj_update: obj %d not in object_list. Terminating obj_update.", obj->pIndexData->vnum); //bug(buf, 0); return; } extract_obj(obj); obj_next = bugObj->next; } /* * The old simple line that caused the bug... It's a long story, just rejoice. * Keeping the line - always nice to scare people with. */ // if (obj != NULL) extract_obj( obj ); } return; } void embrace_update(void) { DESCRIPTOR_DATA *d; CHAR_DATA *ch; CHAR_DATA *victim; int blpr; /* variable to check for amout of blood sucked. Shakti */ char buf[MAX_STRING_LENGTH]; for (d = descriptor_list; d != NULL; d = d->next) { if ((ch = d->character) == NULL) continue; if (IS_CLASS(ch, CLASS_DRONE) && IS_SET(ch->pcdata->jflags, JFLAG_DRONE_DISTORT)) { send_to_char ("Your weave of distorted reality fades.\n\r", ch); REMOVE_BIT(ch->pcdata->jflags, JFLAG_DRONE_DISTORT); } if (IS_SET(ch->pcdata->jflags, JFLAG_MADNESS)) { if (ch->hit < 0) break; switch (number_range(1, 6)) { default: break; case 1: ch->fight_timer++; do_say(ch, "Arrgh, get it off me, get it off me!"); do_cast(ch, "'dispel magic' self"); break; case 2: ch->fight_timer++; act("$n screams out in anger, attacking everything wildly.", ch, NULL, NULL, TO_ROOM); send_to_char ("You feel a need to kill everyone.\n\r", ch); do_berserk2(ch, ""); break; case 3: ch->fight_timer++; send_to_char ("The horror, the horror, you must flee this place instantly.\n\r", ch); do_flee(ch, ""); break; case 4: case 5: act("$n get's a sane look in $s eyes for a second.", ch, NULL, NULL, TO_ROOM); send_to_char ("You regain control over your body for a short while.\n\r", ch); break; case 6: act("$n returns to normal, the madness fleeing.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->pcdata->jflags, JFLAG_MADNESS); send_to_char ("Your world returns to normal.\n\r", ch); break; } } if (IS_SET(ch->pcdata->jflags, JFLAG_DRONE_HORRID)) { int dam; if (ch->hit < 0) break; switch (number_range(1, 8)) { default: break; case 1: case 2: ch->fight_timer++; act("A tentacle appears from out of nowhere and slashes at you.", ch, NULL, NULL, TO_CHAR); act("$n screams out in fear, eyes locked on some distant nightmare that only $e can see.", ch, NULL, NULL, TO_ROOM); dam = UMIN(ch->hit - 1, number_range(500, 1500)); ch->hit -= dam; break; case 3: case 4: ch->fight_timer++; act("Flames burst from your chest, you try to put it out, but fail.", ch, NULL, NULL, TO_CHAR); act("$n clutches $s chest, trying to prevent some damage, that only $e can see.", ch, NULL, NULL, TO_ROOM); if (!IS_SET(ch->affected_by, AFF_FLAMING)) SET_BIT(ch->affected_by, AFF_FLAMING); dam = UMIN(ch->hit - 1, number_range(400, 800)); ch->hit -= dam; break; case 5: ch->fight_timer++; act("Giants spiders suddenly appear on your body, spinning a spidery web around your body.", ch, NULL, NULL, TO_CHAR); act("$n looks with panic at $s own body, staring in disbelief.", ch, NULL, NULL, TO_ROOM); if (!IS_SET(ch->affected_by, AFF_WEBBED)) SET_BIT(ch->affected_by, AFF_WEBBED); dam = UMIN(ch->hit - 1, number_range(500, 1300)); ch->hit -= dam; break; case 6: case 7: ch->fight_timer++; act("You roar in pain as sharp thorns sprout from your body.", ch, NULL, NULL, TO_CHAR); act("$n screams out in pain, staring at $s his body.", ch, NULL, NULL, TO_ROOM); dam = UMIN(ch->hit - 1, number_range(300, 1000)); ch->hit -= dam; break; case 8: act("$n looks relieved, as if awakening from a long nightmare.", ch, NULL, NULL, TO_ROOM); REMOVE_BIT(ch->pcdata->jflags, JFLAG_DRONE_HORRID); send_to_char("Your nightmare fades.\n\r", ch); break; } } 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; xprintf(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); xprintf(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, ch); xprintf(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 == ROOM_VNUM_ALTAR) 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); xprintf(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); xprintf(buf, "You shudder in ecstacy as you drink blood from %s's neck.\n\r", victim->name); send_to_char(buf, ch); xprintf(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_minute; static int pulse_copyover; static int pulse_day; recycle_descriptors(); if (--pulse_day == 0) { pulse_copyover = PULSE_PER_SECOND * 20; do_info(NULL, "#RWarning:#WThere is only #C20#W seconds left until automated copyover!#n"); } if (--pulse_copyover == 0) { copyover_update(); pulse_day = PULSE_DAY; } 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(); update_cp(); } if (--pulse_ww <= 0) { pulse_ww = PULSE_WW; ww_update(); } if (arenaopen == TRUE) { if (pulse_arena > 0) { pulse_arena--; } if (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(); } 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); wiznet("TICK!", NULL, NULL, WIZ_TICKS, 0, 0);\ time_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++; } } sleep_update(); 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 (ch->pcdata->safe_counter == 0) send_to_char("You can now pk again.\n\r", ch); } if (ch->pcdata->logout_counter > 0) { ch->pcdata->logout_counter--; if (ch->pcdata->logout_counter == 0) send_to_char("You can now logout, thanks.\n\r", ch); } if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && ch->pcdata->logout_counter > 0) { stc("\nThe gods can't grant you refuge yet, run!\n\r", ch); char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_TEMPLE)); } if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && ch->level > 2 && ch->level < 7) { if (!IS_SET(ch->extra, EXTRA_AFK)) ch->pcdata->sit_safe += number_range(5, 10); if ((ch->pcdata->sit_safe > 200 || ch->fight_timer != 0 ) && !IS_SET(ch->in_room->room_flags, ROOM_ARENA) && !ragnarok && !ch->fighting) { 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) { // I strongly suggest adding more stuff to drunks -xiphias *grin* 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); interpret(ch, "fart"); } } } 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 cheaters 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)) { dropinvis(ch); cheating = TRUE; } if (IS_SET(ch->act, AFF_HIDE)) { dropinvis(ch); cheating = TRUE; } if (IS_SET(ch->newbits, NEW_DARKNESS)) { dropinvis(ch); cheating = TRUE; } if (IS_AFFECTED(ch, AFF_PEACE)) { REMOVE_BIT(ch->affected_by, AFF_PEACE); cheating = TRUE; } if (IS_AFFECTED(ch, AFF_SHADOWPLANE)) { REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); cheating = TRUE; } if (IS_AFFECTED(ch, AFF_ETHEREAL)) { REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); cheating = TRUE; } if (!IS_HEAD(ch, LOST_HEAD) && IS_EXTRA(ch, EXTRA_OSWITCH)) { do_humanform(ch, ""); cheating = TRUE; } if (cheating) { ch->hit = ch->hit / 2; // Punish those bastards xprintf(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) || IS_CLASS(ch, CLASS_HOBBIT)) 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_NPC(ch) && IS_CLASS(ch, CLASS_ELEMENTAL)) { if (IS_SET(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME)) { if (ch->move < cost * 2 || ch->mana < cost * 2) { REMOVE_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME); send_to_char ("Your flames die down.\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_droid(CHAR_DATA * ch) { if (!IS_ITEMAFF(ch, ITEMA_DROIDSPEED)) { if (ch->position != POS_FIGHTING && ch->pcdata->powers[DROID_SPEED] > 0 && number_range(1, 4) == 2) { ch->pcdata->powers[DROID_SPEED]--; stc("You feel the rush of speed subside.\n\r", 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_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("#BYou 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); } regen_limb(ch); 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, 1); } regen_limb(ch); return; } void update_hobbit(CHAR_DATA * ch) { if (ch->in_room != NULL && (ch->in_room->vnum >= 93470 && ch->in_room->vnum <= 93479)) { 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, 3); regen_limb(ch); 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); if (IS_SET(ch->newbits, NEW_DARKNESS)) { ch->mana -= 500; if (ch->mana < 500) REMOVE_BIT(ch->newbits, NEW_DARKNESS); } } 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_elemental(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_paladin(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_blade(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_dragon (CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 3); return; } void update_zombie(CHAR_DATA *ch) { if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch, 6); if (ch->position == POS_MEDITATING) { werewolf_regen(ch,10); werewolf_regen(ch,4); regen_limb(ch); regen_limb(ch); } return; } void update_shinobi(CHAR_DATA *ch) { if(ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) werewolf_regen(ch,5); if(ch->pcdata->powers[S_TIMER] > 0){ ch->pcdata->powers[S_TIMER] -= 1; } if(ch->pcdata->powers[S_VTIMER] > 0){ ch->pcdata->powers[S_VTIMER] -= 1; } if(ch->pcdata->powers[S_CLONETIMER] > 0){ ch->pcdata->powers[S_CLONETIMER] -= 1; } if(IS_SET(ch->in_room->shinobi, ROOM_SHOLY) && ch->pcdata->powers[S_ELEMENT] != S_SHADOW){ werewolf_regen(ch,5); werewolf_regen(ch,5); regen_limb(ch); } if(ch->position == POS_MEDITATING && ch->chakra < 10000 && !IS_SET(ch->extra,EXTRA_AFK)){ ch->chakra += 5; if(ch->chakra > 10000) ch->chakra = 10000; } } 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_fae(CHAR_DATA * ch) { if (ch->in_room != NULL && (ch->in_room->vnum >= 93370 && ch->in_room->vnum <= 93379)) { 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) { if (ch->position == POS_MEDITATING && ch->fight_timer < 1 && !IS_SET(ch->act, AFF_HIDE)) werewolf_regen(ch, 10); else 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 (IS_SET(ch->special, SPC_WOLFMAN) && 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); } if (IS_SET(ch->newbits, NEW_DARKNESS)) { ch->mana -= 500; if (ch->mana < 500) REMOVE_BIT(ch->newbits, NEW_DARKNESS); } 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->pcdata->powers[J_TIMER] > 0) { ch->pcdata->powers[J_TIMER] -= 1; } 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)) { if (ch->position == POS_SLEEPING) ch->pcdata->powers[JEDI_FOCUS] += number_range(2, 6); else 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_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_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) { bool pestilence = FALSE; bool gaia = FALSE; int min = 5; int max = 10; int hit_gain = 0; int mana_gain = 0; int move_gain = 0; if (IS_NPC(ch)) return; if (ch->in_room) { /* * first see if the pestilence is there */ if (has_area_affect (ch->in_room->area, AREA_AFF_PESTILENCE, 0)) { /* * then check if the player is of the same religion */ if (has_area_affect (ch->in_room->area, AREA_AFF_PESTILENCE, ch->pcdata->religion)) pestilence = FALSE; /* * if they aren't, then half the regen rate */ else pestilence = TRUE; } /* * see if the gaia blessing is there */ if (has_area_affect (ch->in_room->area, AREA_AFF_GAIA, ch->pcdata->religion)) { gaia = TRUE; } } 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) { if (IS_CLASS(ch, CLASS_JEDI)) { min += 600; max += 1000; } else { 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); } if (pestilence) { hit_gain /= 2; mana_gain /= 2; move_gain /= 2; } if (gaia) { hit_gain *= 1.5; mana_gain *= 1.5; move_gain *= 1.5; } if (ch->position == POS_MEDITATING) { mana_gain *= 2; hit_gain = 0; move_gain *= 1.25; } if (ch->on != NULL && ch->on->item_type == ITEM_FURNITURE) { hit_gain = hit_gain * ch->on->value[3] / 90; mana_gain = hit_gain * ch->on->value[3] / 90; move_gain = hit_gain * ch->on->value[3] / 90; } 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++; if (ch->pcdata->bully_counter > 0) { ch->pcdata->bully_counter--; if (ch->pcdata->bully_counter == 0) { send_to_char("Bully flag removed, now be nice.\n\r", ch); REMOVE_BIT(ch->pcdata->jflags, JFLAG_BULLY); } } if (ch->pcdata->bully_points > 0) ch->pcdata->bully_points--; } void hint_update(void) { char buf[MSL]; switch (number_range(0, 15)) { default: xprintf(buf, "To turn of hints type CHANNELS -HINT"); break; case 0: xprintf(buf, "Use CONFIG to change options"); break; case 1: xprintf(buf, "use HELP to find a help topic when in doubt"); break; case 2: xprintf(buf, "To get exp after newbie hours you must accept policy HELP POLICY"); break; case 3: xprintf(buf, "type CHANNELS to set communication channels"); break; case 4: xprintf(buf, "Feel free to post suggestions to the boards"); break; case 5: xprintf(buf, "type HISTORY to see a history of tells and replys"); break; case 6: xprintf(buf, "use AUCTION to make some extra money."); break; case 7: xprintf(buf, "To turn of hints type CHAN -HINT"); break; case 8: xprintf(buf, "Don't ask for restores or double exp/qp ;)"); break; case 9: xprintf(buf, "Don't eat #YYellow#n #WSnow#n"); break; case 10: xprintf(buf, "look at '#BHELP TIER#n' for tier information"); break; case 11: xprintf(buf, "make sure you have read HELP POLICY"); break; case 12: xprintf(buf, "Tell your friends to stop by"); break; case 13: xprintf(buf, "Type AUTOALL to set all your autos at once"); break; case 14: xprintf(buf, "Type #RAUTO#n to see your auto settings."); break; case 15: xprintf(buf, "Type #RCRECALL#n to go to your racial hideaway and buy class items."); 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(); } } void sleep_update(void) { SLEEP_DATA *temp = first_sleep, *temp_next; for (; temp != NULL; temp = temp_next) { bool delete = FALSE; temp_next = temp->next; /* * checks to make sure the mob still exists */ if (!temp->mob) delete = TRUE; /* * checks to make sure the character is still in the same room as the mob */ else if (temp->mob && temp->ch && temp->mob->in_room != temp->ch->in_room) delete = TRUE; if (delete) { /* * some slick linked list manipulation */ if (temp->prev) temp->prev->next = temp->next; if (temp->next) temp->next->prev = temp->prev; if (temp == first_sleep && (temp->next == NULL || temp->prev == NULL)) first_sleep = temp->next; free_sleep_data(temp); continue; } if (--temp->timer <= 0) { program_flow(temp->vnum, temp->prog->code, temp->mob, NULL, NULL, temp->ch, NULL, NULL, temp->line); /* * more slick linked list manipulation */ if (temp->prev) temp->prev->next = temp->next; if (temp->next) temp->next->prev = temp->prev; if (temp == first_sleep && (temp->next == NULL || temp->prev == NULL)) first_sleep = temp->next; free_sleep_data(temp); } } }