Example #1
0
int cast_mtrigger(char_data *actor, char_data *ch, int spellnum) {
  trig_data *t;
  char buf[MAX_INPUT_LENGTH];

  if (ch == NULL)
    return 1;

  if (!SCRIPT_CHECK(ch, MTRIG_CAST) || AFF_FLAGGED(ch, AFF_CHARM))
    return 1;

  for (t = TRIGGERS(SCRIPT(ch)); t; t = t->next) {
    if (TRIGGER_CHECK(t, MTRIG_CAST) &&
            (rand_number(1, 100) <= GET_TRIG_NARG(t))) {
      ADD_UID_VAR(buf, t, actor, "actor", 0);
      sprintf(buf, "%d", spellnum);
      add_var(&GET_TRIG_VARS(t), "spell", buf, 0);
      add_var(&GET_TRIG_VARS(t), "spellname", skill_name(spellnum), 0);
      return script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW);
    }
  }

  return 1;
}
Example #2
0
void fight_mtrigger(char_data *ch) {
  struct char_data *actor;
  trig_data *t;
  char buf[MAX_INPUT_LENGTH];

  if (!SCRIPT_CHECK(ch, MTRIG_FIGHT) || !FIGHTING(ch) ||
          AFF_FLAGGED(ch, AFF_CHARM))
    return;

  for (t = TRIGGERS(SCRIPT(ch)); t; t = t->next) {
    if (TRIGGER_CHECK(t, MTRIG_FIGHT) &&
            (rand_number(1, 100) <= GET_TRIG_NARG(t))) {
      actor = FIGHTING(ch);
      if (actor)
        ADD_UID_VAR(buf, t, actor, "actor", 0);
      else
        add_var(&GET_TRIG_VARS(t), "actor", "nobody", 0);

      script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW);
      break;
    }
  }
}
Example #3
0
/* move gain pr. game hour */
int move_gain(struct char_data * ch)
{
  int gain;

  if (IS_NPC(ch)) {
    /* Neat and fast */
    gain = GET_LEVEL(ch);
  } else {
    gain = graf(age(ch)->year, 16, 20, 24, 20, 16, 12, 10);

    /* Class/Level calculations */

    /* Skill/Spell calculations */


    /* Position calculations    */
    switch (GET_POS(ch)) {
    case POS_SLEEPING:
      gain += (gain / 2);	/* Divide by 2 */
      break;
    case POS_RESTING:
      gain += (gain / 4);	/* Divide by 4 */
      break;
    case POS_SITTING:
      gain += (gain / 8);	/* Divide by 8 */
      break;
    }

    if ((GET_COND(ch, FULL) == 0) || (GET_COND(ch, THIRST) == 0))
      gain /= 4;
  }

  if (AFF_FLAGGED(ch, AFF_POISON))
    gain /= 4;

  return (gain);
}
Example #4
0
int is_tell_ok(Character *ch, Character *vict)
{
	if( ch->IsPurged() )
		return FALSE;
	else if( vict->IsPurged() )
		ch->send(NOPERSON);
	else if(GET_RACE(vict) != GET_RACE(ch) && GET_LEVEL(ch) < LVL_IMMORT && GET_LEVEL(vict) < LVL_IMMORT && !IS_NPC(ch))
		ch->send(NOPERSON);
	else if (ch == vict)
		ch->send("You try to tell yourself something.\r\n");
	else if (!IS_NPC(ch) && PRF_FLAGGED(ch, PRF_NOTELL))
		ch->send("You can't tell other people while you have notell on.\r\n");
	else if ( AFF_FLAGGED(ch, AFF_SILENCE) && GET_LEVEL(ch) <= LVL_IMMORT )
		ch->send("You try to speak, but nothing comes out!\r\n");
	/*else if(ch->in_room == ch->StartRoom() && GET_LEVEL(ch) < LVL_IMMORT && GET_LEVEL(vict) < LVL_IMMORT &&
	        GET_LEVEL(ch) > 5)
		ch->send("Your attempt to communicate into the Pattern fails.\r\n");*/
	//	else if(vict->in_room == vict->StartRoom() && GET_LEVEL(vict) < LVL_IMMORT && GET_LEVEL(ch) < LVL_IMMORT)
	//		ch->send("Your attempt to communicate outside of the Pattern fails.\r\n");
	else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF))
		ch->send("The walls seem to absorb your words.\r\n");
	else if (!IS_NPC(vict) && !vict->desc)        /* linkless */
		Act("$E's linkless at the moment.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
	else if (PRF_FLAGGED(ch, PRF_TELL_MUTE))
		ch->send("You are mute to tells. You need an immortal to remove this.\r\n");
	else if (PRF_FLAGGED(vict, PRF_TELL_MUTE))
		Act("$E's is mute to tells... Try again later.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
	else if (PLR_FLAGGED(vict, PLR_WRITING))
		Act("$E's writing a message right now; try again later.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
	else if ((!IS_NPC(vict) && PRF_FLAGGED(vict, PRF_NOTELL)) || ROOM_FLAGGED(vict->in_room, ROOM_SOUNDPROOF) ||
	         vict->IsIgnoring(GET_NAME(ch)))
		Act("$E can't hear you.", FALSE, ch, 0, vict, TO_CHAR | TO_SLEEP);
	else
		return TRUE;

	return FALSE;
}
Example #5
0
/* simple function to determine if char can walk on water */
int has_boat(struct char_data *ch)
{
  struct obj_data *obj;
  int i;

  if (GET_LEVEL(ch) > LVL_IMMORT)
    return (1);

  if (AFF_FLAGGED(ch, AFF_WATERWALK))
    return (1);


  if(IS_NPC_FISH(ch)) {
    return 1;
  }

if(IS_NPC_LIVESTOCK(ch)) {
  if(ch->master) {
    if(has_boat(ch->master)) {
      return 1;
    }
  }
}

  /* non-wearable boats in inventory will do it */
  for (obj = ch->carrying; obj; obj = obj->next_content)
    if (GET_OBJ_TYPE(obj) == ITEM_BOAT && (find_eq_pos(ch, obj, NULL) < 0))
      return (1);

  /* and any boat you're wearing will do it too */
  for (i = 0; i < NUM_WEARS; i++)
    if (GET_EQ(ch, i) && GET_OBJ_TYPE(GET_EQ(ch, i)) == ITEM_BOAT)
      return (1);

  return (0);
}
Example #6
0
int receive_mtrigger(char_data *ch, char_data *actor, obj_data *obj) {
  trig_data *t;
  char buf[MAX_INPUT_LENGTH];
  int ret_val;

  if (!SCRIPT_CHECK(ch, MTRIG_RECEIVE) || AFF_FLAGGED(ch, AFF_CHARM))
    return 1;

  for (t = TRIGGERS(SCRIPT(ch)); t; t = t->next) {
    if (TRIGGER_CHECK(t, MTRIG_RECEIVE) &&
            (rand_number(1, 100) <= GET_TRIG_NARG(t))) {

      ADD_UID_VAR(buf, t, actor, "actor", 0);
      ADD_UID_VAR(buf, t, obj, "object", 0);
      ret_val = script_driver(&ch, t, MOB_TRIGGER, TRIG_NEW);
      if (DEAD(actor) || DEAD(ch) || obj->carried_by != actor)
        return 0;
      else
        return ret_val;
    }
  }

  return 1;
}
Example #7
0
void affect_from_char_II(struct char_data * ch, int skill, int type, int action)
{

 struct affected_type *aff, *next;
 struct affected_type *temp;
 struct affected_type af[3];
 int i, k;
 bool accum_affect = FALSE, accum_duration = FALSE;
 
 for (aff = ch->affected; aff; aff = next) {
    next = aff->next;
    if (aff->type == type) {
    affect_modify(ch, aff->location, aff->modifier, aff->bitvector, FALSE);
  REMOVE_FROM_LIST(aff, ch->affected, next);
  free(aff);
  affect_total(ch);
 }
}

if (action == 2) {
switch (skill) {
      case SPELL_POLYMORPH:
   if (PLR_FLAGGED(ch, PLR_RABBIT)){
REMOVE_BIT(PLR_FLAGS(ch), PLR_RABBIT);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel yourself growing, and your ears shrinking. You no longer feel like a rabbit.\r\n", ch);
act("$n's body grows, $s ears shrinking. $n no longer looks like a rabbit.\r\n", 0, ch, 0, 0, TO_ROOM);

}
if (PLR_FLAGGED(ch, PLR_BIRD)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_BIRD);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel yourself growing and your feathers falling away. You no longer feel like a bird.\r\n", ch);
act("$n's body grows, $s feathers falling away as it expands. $n no longer looks like a bird.\r\n", 0, ch, 0, 0, TO_ROOM);

}
if (PLR_FLAGGED(ch, PLR_WOLF)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_WOLF);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel your your fur shed and your teeth shrink. You no longer feel like a wolf.\r\n", ch);
act("$n's teeth shrink, $s fur shedding. $n no longer looks like a wolf.\r\n", 0, ch, 0, 0, TO_ROOM);
}
if (PLR_FLAGGED(ch, PLR_BEAR)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_BEAR);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("Your claws shrink as does the rest of your body. You no longer feel like a bear.\r\n", ch);
act("$n's claws shrink as does the rest of $s body. $n no longer looks like a bear.\r\n", 0, ch, 0, 0, TO_ROOM);
}
if (PLR_FLAGGED(ch, PLR_CAT)){
REMOVE_BIT(PLR_FLAGS(ch), PLR_CAT);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel your body growing, and your fur shedding. You no longer feel like a cat.\r\n", ch);
act("$n's body slowly grows, $s fur shedding. $n no longer looks like a cat.\r\n", 0, ch, 0, 0, TO_ROOM);
}

  for (k = 0; k < NUM_WEARS; k++)
  if (GET_EQ(ch, k)){
    GET_OBJ_DISGUISE(GET_EQ(ch, k)) = 0;
  }

       if (affected_by_spell(ch, SPELL_FLIGHT))
       affect_from_char_II(ch, SPELL_FLIGHT, SPELL_FLIGHT, 1);
       if (affected_by_spell(ch, SPELL_HASTE))
       affect_from_char_II(ch, SPELL_HASTE, SPELL_HASTE, 1);
       break;
      case SKILL_STANCE:

   if (!AFF_FLAGGED(ch, AFF_TIRED)) {
   for (i = 0; i < 3; i++) {
    af[0].type     = SPELL_DONTUSEME;
    af[0].location = APPLY_HITROLL;
    af[0].modifier = 2;
    af[0].duration = 7;
    af[0].bitvector = AFF_STANCE;

    af[1].type      = SPELL_DONTUSEME;
    af[1].location = APPLY_AC;
    af[1].modifier = -50;
    af[1].duration = 7;
    af[1].bitvector = AFF_STANCE;
 
    af[2].type      = SPELL_DONTUSEME;
    af[2].location = APPLY_STR;
    af[2].modifier = 2;
    af[2].duration = 7;
    af[2].bitvector = AFF_STANCE;


      if (af[i].bitvector || (af[i].location != APPLY_NONE)) {
        affect_join(ch, af+i, accum_duration, FALSE, accum_affect, FALSE);
      }
    }
}
     break;

    default:
      break;
  }
 }
}
Example #8
0
// Hitpoint gain pr. game hour
int hit_gain(CHAR_DATA * ch)
{
	int gain = 0, restore = MAX(10, GET_REAL_CON(ch) * 3 / 2), percent = 100;

	if (IS_NPC(ch))
		gain = GET_LEVEL(ch) + GET_REAL_CON(ch);
	else
	{
		if (!ch->desc || STATE(ch->desc) != CON_PLAYING)
			return (0);

		if (!AFF_FLAGGED(ch, AFF_NOOB_REGEN))
		{
			gain = graf(age(ch)->year, restore - 3, restore, restore, restore - 2,
				restore - 3, restore - 5, restore - 7);
		}
		else
		{
			const double base_hp = std::max(1, PlayerSystem::con_total_hp(ch));
			const double rest_time = 80 + 10 * GET_LEVEL(ch);
			gain = base_hp / rest_time * 60;
		}

		// Room specification    //
		if (LIKE_ROOM(ch))
			percent += 25;
		// Weather specification //
		if (average_day_temp() < -20)
			percent -= 15;
		else if (average_day_temp() < -10)
			percent -= 10;
	}

	if (world[IN_ROOM(ch)]->fires)
		percent += MAX(50, 10 + world[IN_ROOM(ch)]->fires * 5);

	// Skill/Spell calculations //

	// Position calculations    //
	switch (GET_POS(ch))
	{
	case POS_SLEEPING:
		percent += 25;
		break;
	case POS_RESTING:
		percent += 15;
		break;
	case POS_SITTING:
		percent += 10;
		break;
	}

	if (!IS_NPC(ch))
	{
		if (GET_COND(ch, FULL) == 0)
			percent -= 50;
		if (GET_COND(ch, THIRST) == 0)
			percent -= 25;
	}

	percent += GET_HITREG(ch);

	// TODO: перевоткнуть на apply_аффект
	if (AFF_FLAGGED(ch, AFF_POISON) && percent > 0)
		percent /= 4;

	percent = MAX(0, MIN(250, percent));
	gain = gain * percent / 100;
	if (!IS_NPC(ch))
	{
		if (GET_POS(ch) == POS_INCAP || GET_POS(ch) == POS_MORTALLYW)
			gain = 0;
	}
	return (gain);
}
Example #9
0
void mag_summons(int level, struct char_data *ch, struct obj_data *obj,
		      int spellnum, int savetype)
{
  struct char_data *mob = NULL;
  struct obj_data *tobj, *next_obj;
  int pfail = 0, msg = 0, fmsg = 0, num = 1, handle_corpse = FALSE, i;
  mob_vnum mob_num;

  if (ch == NULL)
    return;

  switch (spellnum) {
  case SPELL_CLONE:
    msg = 10;
    fmsg = rand_number(2, 6);	/* Random fail message. */
    mob_num = MOB_CLONE;
    pfail = 50;	/* 50% failure, should be based on something later. */
    break;

  case SPELL_ANIMATE_DEAD:
    if (obj == NULL || !IS_CORPSE(obj)) {
      act(mag_summon_fail_msgs[7], FALSE, ch, 0, 0, TO_CHAR);
      return;
    }
    handle_corpse = TRUE;
    msg = 11;
    fmsg = rand_number(2, 6);	/* Random fail message. */
    mob_num = MOB_ZOMBIE;
    pfail = 10;	/* 10% failure, should vary in the future. */
    break;

  default:
    return;
  }

  if (AFF_FLAGGED(ch, AFF_CHARM)) {
    send_to_char(ch, "You are too giddy to have any followers!\r\n");
    return;
  }
  if (rand_number(0, 101) < pfail) {
    send_to_char(ch, "%s", mag_summon_fail_msgs[fmsg]);
    return;
  }
  for (i = 0; i < num; i++) {
    if (!(mob = read_mobile(mob_num, VIRTUAL))) {
      send_to_char(ch, "You don't quite remember how to make that creature.\r\n");
      return;
    }
    char_to_room(mob, IN_ROOM(ch));
    IS_CARRYING_W(mob) = 0;
    IS_CARRYING_N(mob) = 0;
    SET_BIT(AFF_FLAGS(mob), AFF_CHARM);
    if (spellnum == SPELL_CLONE) {
      /* Don't mess up the prototype; use new string copies. */
      mob->player.name = strdup(GET_NAME(ch));
      mob->player.short_descr = strdup(GET_NAME(ch));
    }
    act(mag_summon_msgs[msg], FALSE, ch, 0, mob, TO_ROOM);
    add_follower(mob, ch);
  }
  if (handle_corpse) {
    for (tobj = obj->contains; tobj; tobj = next_obj) {
      next_obj = tobj->next_content;
      obj_from_obj(tobj);
      obj_to_char(tobj, mob);
    }
    extract_obj(obj);
  }
}
Example #10
0
/*
 * Alert: As of bpl14, this function returns the following codes:
 *	< 0	Victim died.
 *	= 0	No damage.
 *	> 0	How much damage done.
 */
int damage(struct char_data *ch, struct char_data *victim, int dam, int attacktype)
{
  if (GET_POS(victim) <= POS_DEAD) {
    /* This is "normal"-ish now with delayed extraction. -gg 3/15/2001 */
    if (PLR_FLAGGED(victim, PLR_NOTDEADYET) || MOB_FLAGGED(victim, MOB_NOTDEADYET))
      return (-1);

    log("SYSERR: Attempt to damage corpse '%s' in room #%d by '%s'.",
		GET_NAME(victim), GET_ROOM_VNUM(IN_ROOM(victim)), GET_NAME(ch));
    die(victim);
    return (-1);			/* -je, 7/7/92 */
  }

  /* peaceful rooms */
  if (ch != victim && ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL)) {
    send_to_char(ch, "This room just has such a peaceful, easy feeling...\r\n");
    return (0);
  }

  /* shopkeeper protection */
  if (!ok_damage_shopkeeper(ch, victim))
    return (0);

  /* You can't damage an immortal! */
  if (!IS_NPC(victim) && (GET_LEVEL(victim) >= LVL_IMMORT))
    dam = 0;

  if (victim != ch) {
    /* Start the attacker fighting the victim */
    if (GET_POS(ch) > POS_STUNNED && (FIGHTING(ch) == NULL))
      set_fighting(ch, victim);

    /* Start the victim fighting the attacker */
    if (GET_POS(victim) > POS_STUNNED && (FIGHTING(victim) == NULL)) {
      set_fighting(victim, ch);
      if (MOB_FLAGGED(victim, MOB_MEMORY) && !IS_NPC(ch))
	remember(victim, ch);
    }
  }

  /* If you attack a pet, it hates your guts */
  if (victim->master == ch)
    stop_follower(victim);

  /* If the attacker is invisible, he becomes visible */
  if (AFF_FLAGGED(ch, AFF_INVISIBLE | AFF_HIDE))
    appear(ch);

  /* Cut damage in half if victim has sanct, to a minimum 1 */
  if (AFF_FLAGGED(victim, AFF_SANCTUARY) && dam >= 2)
    dam /= 2;

  /* Check for PK if this is not a PK MUD */
  if (!pk_allowed) {
    check_killer(ch, victim);
    if (PLR_FLAGGED(ch, PLR_KILLER) && (ch != victim))
      dam = 0;
  }

  /* Set the maximum damage per round and subtract the hit points */
  dam = MAX(MIN(dam, 100), 0);
  GET_HIT(victim) -= dam;

  /* Gain exp for the hit */
  if (ch != victim)
    gain_exp(ch, GET_LEVEL(victim) * dam);

  update_pos(victim);

  /*
   * skill_message sends a message from the messages file in lib/misc.
   * dam_message just sends a generic "You hit $n extremely hard.".
   * skill_message is preferable to dam_message because it is more
   * descriptive.
   * 
   * If we are _not_ attacking with a weapon (i.e. a spell), always use
   * skill_message. If we are attacking with a weapon: If this is a miss or a
   * death blow, send a skill_message if one exists; if not, default to a
   * dam_message. Otherwise, always send a dam_message.
   */
  if (!IS_WEAPON(attacktype))
    skill_message(dam, ch, victim, attacktype);
  else {
    if (GET_POS(victim) == POS_DEAD || dam == 0) {
      if (!skill_message(dam, ch, victim, attacktype))
	dam_message(dam, ch, victim, attacktype);
    } else {
      dam_message(dam, ch, victim, attacktype);
    }
  }

  /* Use send_to_char -- act() doesn't send message if you are DEAD. */
  switch (GET_POS(victim)) {
  case POS_MORTALLYW:
    act("$n is mortally wounded, and will die soon, if not aided.", TRUE, victim, 0, 0, CommTarget::TO_ROOM);
    send_to_char(victim, "You are mortally wounded, and will die soon, if not aided.\r\n");
    break;
  case POS_INCAP:
    act("$n is incapacitated and will slowly die, if not aided.", TRUE, victim, 0, 0, CommTarget::TO_ROOM);
    send_to_char(victim, "You are incapacitated an will slowly die, if not aided.\r\n");
    break;
  case POS_STUNNED:
    act("$n is stunned, but will probably regain consciousness again.", TRUE, victim, 0, 0, CommTarget::TO_ROOM);
    send_to_char(victim, "You're stunned, but will probably regain consciousness again.\r\n");
    break;
  case POS_DEAD:
    act("$n is dead!  R.I.P.", FALSE, victim, 0, 0, CommTarget::TO_ROOM);
    send_to_char(victim, "You are dead!  Sorry...\r\n");
    break;

  default:			/* >= POSITION SLEEPING */
    if (dam > (GET_MAX_HIT(victim) / 4))
      send_to_char(victim, "That really did HURT!\r\n");

    if (GET_HIT(victim) < (GET_MAX_HIT(victim) / 4)) {
      send_to_char(victim, "%sYou wish that your wounds would stop BLEEDING so much!%s\r\n",
		CCRED(victim, C_SPR), CCNRM(victim, C_SPR));
      if (ch != victim && MOB_FLAGGED(victim, MOB_WIMPY))
	do_flee(victim, NULL, 0, 0);
    }
    if (!IS_NPC(victim) && GET_WIMP_LEV(victim) && (victim != ch) &&
	GET_HIT(victim) < GET_WIMP_LEV(victim) && GET_HIT(victim) > 0) {
      send_to_char(victim, "You wimp out, and attempt to flee!\r\n");
      do_flee(victim, NULL, 0, 0);
    }
    break;
  }

  /* Help out poor linkless people who are attacked */
  if (!IS_NPC(victim) && !(victim->desc) && GET_POS(victim) > POS_STUNNED) {
    do_flee(victim, NULL, 0, 0);
    if (!FIGHTING(victim)) {
      act("$n is rescued by divine forces.", FALSE, victim, 0, 0, CommTarget::TO_ROOM);
      GET_WAS_IN(victim) = IN_ROOM(victim);
      char_from_room(victim);
      char_to_room(victim, 0);
    }
  }

  /* stop someone from fighting if they're stunned or worse */
  if (GET_POS(victim) <= POS_STUNNED && FIGHTING(victim) != NULL)
    stop_fighting(victim);

  /* Uh oh.  Victim died. */
  if (GET_POS(victim) == POS_DEAD) {
    if (ch != victim && (IS_NPC(victim) || victim->desc)) {
      if (AFF_FLAGGED(ch, AFF_GROUP))
	group_gain(ch, victim);
      else
        solo_gain(ch, victim);
    }

    if (!IS_NPC(victim)) {
      mudlog(BRF, LVL_IMMORT, TRUE, "%s killed by %s at %s", GET_NAME(victim), GET_NAME(ch), world[IN_ROOM(victim)].name);
      if (MOB_FLAGGED(ch, MOB_MEMORY))
	forget(ch, victim);
    }
    die(victim);
    return (-1);
  }
  return (dam);
}
Example #11
0
void autoquest_trigger_check(struct char_data *ch, struct char_data *vict,
                struct obj_data *object, int type)
{
  struct char_data *i;
  qst_rnum rnum;
  int found = TRUE;

  if (IS_NPC(ch))
    return;
  if (GET_QUEST(ch) == NOTHING)  /* No current quest, skip this */
    return;
  if (GET_QUEST_TYPE(ch) != type)
    return;
  if ((rnum = real_quest(GET_QUEST(ch))) == NOTHING)
    return;
  switch (type) {
    case AQ_OBJ_FIND:
      if (QST_TARGET(rnum) == GET_OBJ_VNUM(object))
        generic_complete_quest(ch);
      break;
    case AQ_ROOM_FIND:
      if (QST_TARGET(rnum) == world[IN_ROOM(ch)].number)
        generic_complete_quest(ch);
      break;
    case AQ_MOB_FIND:
      for (i=world[IN_ROOM(ch)].people; i; i = i->next_in_room)
        if (IS_NPC(i))
          if (QST_TARGET(rnum) == GET_MOB_VNUM(i))
            generic_complete_quest(ch);
      break;
    case AQ_MOB_KILL:
      if (!IS_NPC(ch) && IS_NPC(vict) && (ch != vict))
          if (QST_TARGET(rnum) == GET_MOB_VNUM(vict))
            generic_complete_quest(ch);
      break;
    case AQ_MOB_SAVE:
       if (ch == vict)
        found = FALSE;
      for (i = world[IN_ROOM(ch)].people; i && found; i = i->next_in_room)
          if (i && IS_NPC(i) && !MOB_FLAGGED(i, MOB_NOTDEADYET))
            if ((GET_MOB_VNUM(i) != QST_TARGET(rnum)) &&
                !AFF_FLAGGED(i, AFF_CHARM))
              found = FALSE;
      if (found)
        generic_complete_quest(ch);
      break;
    case AQ_OBJ_RETURN:
      if (IS_NPC(vict) && (GET_MOB_VNUM(vict) == QST_RETURNMOB(rnum)))
        if (object && (GET_OBJ_VNUM(object) == QST_TARGET(rnum)))
          generic_complete_quest(ch);
      break;
    case AQ_ROOM_CLEAR:
      if (QST_TARGET(rnum) == world[IN_ROOM(ch)].number) {
        for (i = world[IN_ROOM(ch)].people; i && found; i = i->next_in_room)
          if (i && IS_NPC(i) && !MOB_FLAGGED(i, MOB_NOTDEADYET))
            found = FALSE;
        if (found)
   generic_complete_quest(ch);
      }
      break;
    default:
      log("SYSERR: Invalid quest type passed to autoquest_trigger_check");
      break;
  }
}
Example #12
0
void mobile_activity(void)
{
  struct char_data *ch, *next_ch, *vict;
  struct obj_data *obj, *best_obj;
  int door, found, max;
  memory_rec *names;

  for (ch = character_list; ch; ch = next_ch) {
    next_ch = ch->next;

    if (!IS_MOB(ch))
      continue;

    /* Examine call for special procedure */
    if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) {
      if (mob_index[GET_MOB_RNUM(ch)].func == NULL) {
	log("SYSERR: %s (#%d): Attempting to call non-existing mob function.",
		GET_NAME(ch), GET_MOB_VNUM(ch));
	REMOVE_BIT_AR(MOB_FLAGS(ch), MOB_SPEC);
      } else {
        char actbuf[MAX_INPUT_LENGTH] = "";
	if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, actbuf))
	  continue;		/* go to next char */
      }
    }

    /* If the mob has no specproc, do the default actions */
    if (FIGHTING(ch) || !AWAKE(ch))
      continue;

    /* hunt a victim, if applicable */
    hunt_victim(ch);

    /* Scavenger (picking up objects) */
    if (MOB_FLAGGED(ch, MOB_SCAVENGER))
      if (world[IN_ROOM(ch)].contents && !rand_number(0, 10)) {
	max = 1;
	best_obj = NULL;
	for (obj = world[IN_ROOM(ch)].contents; obj; obj = obj->next_content)
	  if (CAN_GET_OBJ(ch, obj) && GET_OBJ_COST(obj) > max) {
	    best_obj = obj;
	    max = GET_OBJ_COST(obj);
	  }
	if (best_obj != NULL) {
	  obj_from_room(best_obj);
	  obj_to_char(best_obj, ch);
	  act("$n gets $p.", FALSE, ch, best_obj, 0, TO_ROOM);
	}
      }

    /* Mob Movement */
    if (!MOB_FLAGGED(ch, MOB_SENTINEL) && (GET_POS(ch) == POS_STANDING) &&
       ((door = rand_number(0, 18)) < DIR_COUNT) && CAN_GO(ch, door) &&
       !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB) &&
       !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_DEATH) &&
       (!MOB_FLAGGED(ch, MOB_STAY_ZONE) ||
           (world[EXIT(ch, door)->to_room].zone == world[IN_ROOM(ch)].zone))) 
    {
      /* If the mob is charmed, do not move the mob. */
      if (ch->master == NULL)
        perform_move(ch, door, 1);
    }

    /* Aggressive Mobs */
     if (!MOB_FLAGGED(ch, MOB_HELPER) && (!AFF_FLAGGED(ch, AFF_BLIND) || !AFF_FLAGGED(ch, AFF_CHARM))) {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) {
	if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	  continue;

	if (MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict))
	  continue;

	if (MOB_FLAGGED(ch, MOB_AGGRESSIVE  ) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_EVIL   ) && IS_EVIL(vict)) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_GOOD   ) && IS_GOOD(vict))) {

          /* Can a master successfully control the charmed monster? */
          if (aggressive_mob_on_a_leash(ch, ch->master, vict))
            continue;

	  hit(ch, vict, TYPE_UNDEFINED);
	  found = TRUE;
	}
      }
    }

    /* Mob Memory */
    if (MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) {
	if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	  continue;

	for (names = MEMORY(ch); names && !found; names = names->next) {
	  if (names->id != GET_IDNUM(vict))
            continue;

          /* Can a master successfully control the charmed monster? */
          if (aggressive_mob_on_a_leash(ch, ch->master, vict))
            continue;

          found = TRUE;
          act("'Hey!  You're the fiend that attacked me!!!', exclaims $n.", FALSE, ch, 0, 0, TO_ROOM);
          hit(ch, vict, TYPE_UNDEFINED);
        }
      }
    }

    /* Charmed Mob Rebellion: In order to rebel, there need to be more charmed 
     * monsters than the person can feasibly control at a time.  Then the
     * mobiles have a chance based on the charisma of their leader.
     * 1-4 = 0, 5-7 = 1, 8-10 = 2, 11-13 = 3, 14-16 = 4, 17-19 = 5, etc. */
    if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && num_followers_charmed(ch->master) > (GET_CHA(ch->master) - 2) / 3) {
      if (!aggressive_mob_on_a_leash(ch, ch->master, ch->master)) {
        if (CAN_SEE(ch, ch->master) && !PRF_FLAGGED(ch->master, PRF_NOHASSLE))
          hit(ch, ch->master, TYPE_UNDEFINED);
        stop_follower(ch);
      }
    }

    /* Helper Mobs */
    if (MOB_FLAGGED(ch, MOB_HELPER) && (!AFF_FLAGGED(ch, AFF_BLIND) || !AFF_FLAGGED(ch, AFF_CHARM))) 
    {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) 
      {
	      if (ch == vict || !IS_NPC(vict) || !FIGHTING(vict))
          continue; 
	      if (IS_NPC(FIGHTING(vict)) || ch == FIGHTING(vict))
          continue;

	      act("$n jumps to the aid of $N!", FALSE, ch, 0, vict, TO_ROOM);
	      hit(ch, FIGHTING(vict), TYPE_UNDEFINED);
	      found = TRUE;
      }
    }

    /* Add new mobile actions here */

  }				/* end for() */
}
Example #13
0
int	cast_spell(struct char_data *ch, struct char_data *tch,
               struct obj_data *tobj, struct spell_info_type *sptr,
               char *tar_str)
{

    if (!magic_enabled)
        return (0);

    if (!sptr) {
        extended_mudlog(NRM, SYSL_BUGS, TRUE, "cast_spell() called without a valid sptr: ch: %s, tch: %s",
                        GET_NAME(ch), GET_NAME(tch));
        return (0);
    }

    if (GET_POS(ch) < sptr->min_position) {
        switch (GET_POS(ch)) {
        case POS_SLEEPING:
            send_to_char("You dream about great magical powers.\r\n", ch);
            break;
        case POS_RESTING:
            send_to_char("You cannot concentrate while resting.\r\n", ch);
            break;
        case POS_SITTING:
            send_to_char("You can't do this sitting!\r\n", ch);
            break;
        case POS_FIGHTING:
            send_to_char("Impossible!  You can't concentrate enough!\r\n", ch);
            break;
        default:
            send_to_char("You can't do much of anything like this!\r\n", ch);
            break;
        }
        return (0);
    }
    if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == tch)) {
        send_to_char("You are afraid you might hurt your master!\r\n", ch);
        return (0);
    }
    if ((tch != ch) && IS_SET(sptr->targets, TAR_SELF_ONLY)) {
        send_to_char("You can only cast this spell upon yourself!\r\n", ch);
        return (0);
    }
    if ((tch == ch) && IS_SET(sptr->targets, TAR_NOT_SELF)) {
        send_to_char("You cannot cast this spell upon yourself!\r\n", ch);
        return (0);
    }
    if (IS_SET(sptr->routines, MAG_GROUPS) && !AFF_FLAGGED(ch, AFF_GROUP)) {
        send_to_char("You can't cast this spell if you're not in a group!\r\n",ch);
        return (0);
    }

    if (cast_mtrigger(tch, ch, tar_str, sptr) == 0)
        return (0);
    if (cast_otrigger(tobj, ch, tar_str, sptr) == 0)
        return (0);
    if (cast_wtrigger(ch, tch, tobj, tar_str, sptr) == 0)
        return (0);

    send_to_char(OK, ch);
    say_spell(ch, sptr, tch, tobj);

    return (call_magic(ch, tch, tobj, sptr, (GET_SKILL(ch, sptr->skill)/100), CAST_SPELL,
                       tar_str));
}
Example #14
0
void beat_points_update(int pulse)
{
	CHAR_DATA *i, *next_char;
	int restore;

	if (!UPDATE_PC_ON_BEAT)
		return;

	// only for PC's
	for (i = character_list; i; i = next_char)
	{
		next_char = i->next;
		if (IS_NPC(i))
			continue;

		if (IN_ROOM(i) == NOWHERE)
		{
			log("SYSERR: Pulse character in NOWHERE.");
			continue;
		}

		if (RENTABLE(i) <= time(NULL))
		{
			RENTABLE(i) = 0;
			AGRESSOR(i) = 0;
			AGRO(i) = 0;
			i->agrobd = false;
		}
		if (AGRO(i) < time(NULL))
			AGRO(i) = 0;
		beat_punish(i);

// This line is used only to control all situations when someone is
// dead (POS_DEAD). You can comment it to minimize heartbeat function
// working time, if you're sure, that you control these situations
// everywhere. To the time of this code revision I've fix some of them
// and haven't seen any other.
//             if (GET_POS(i) == POS_DEAD)
//                     die(i, NULL);

		if (GET_POS(i) < POS_STUNNED)
			continue;

		// Restore hitpoints
		restore = hit_gain(i);
		restore = interpolate(restore, pulse);

		if (AFF_FLAGGED(i, AFF_BANDAGE))
		{
			AFFECT_DATA* aff;
			for(aff = i->affected; aff; aff = aff->next)
			{
				if (aff->type == SPELL_BANDAGE)
				{
					restore += MIN(GET_REAL_MAX_HIT(i) / 10, aff->modifier);
					break;
				}
			}
		}

		if (GET_HIT(i) < GET_REAL_MAX_HIT(i))
			GET_HIT(i) = MIN(GET_HIT(i) + restore, GET_REAL_MAX_HIT(i));

		// Проверка аффекта !исступление!. Поместил именно здесь,
		// но если кто найдет более подходящее место переносите =)
		//Gorrah: перенес в handler::affect_total
		//check_berserk(i);

		// Restore PC caster mem
		if (!IS_MANA_CASTER(i) && !MEMQUEUE_EMPTY(i))
		{
			restore = mana_gain(i);
			restore = interpolate(restore, pulse);
			GET_MEM_COMPLETED(i) += restore;

	if (AFF_FLAGGED(i, AFF_RECALL_SPELLS))
		handle_recall_spells(i);

			while (GET_MEM_COMPLETED(i) > GET_MEM_CURRENT(i)
					&& !MEMQUEUE_EMPTY(i))
			{
				int spellnum;
				spellnum = MemQ_learn(i);
				GET_SPELL_MEM(i, spellnum)++;
				GET_CASTER(i) += spell_info[spellnum].danger;
			}

			if (MEMQUEUE_EMPTY(i))
			{
				if (GET_RELIGION(i) == RELIGION_MONO)
				{
					send_to_char
					("Наконец ваши занятия окончены. Вы с улыбкой захлопнули свой часослов.\r\n",
					 i);
					act("Окончив занятия, $n с улыбкой захлопнул$g часослов.",
						FALSE, i, 0, 0, TO_ROOM);
				}
				else
				{
					send_to_char
					("Наконец ваши занятия окончены. Вы с улыбкой убрали свои резы.\r\n", i);
					act("Окончив занятия, $n с улыбкой убрал$g резы.", FALSE, i, 0, 0, TO_ROOM);
				}
			}
		}

		if (!IS_MANA_CASTER(i) && MEMQUEUE_EMPTY(i))
		{
			GET_MEM_TOTAL(i) = 0;
			GET_MEM_COMPLETED(i) = 0;
		}

		// Гейн маны у волхвов
		if (IS_MANA_CASTER(i) && GET_MANA_STORED(i) < GET_MAX_MANA(i))
		{
			GET_MANA_STORED(i) += mana_gain(i);
			if (GET_MANA_STORED(i) >= GET_MAX_MANA(i))
			{
				GET_MANA_STORED(i) = GET_MAX_MANA(i);
				send_to_char("Ваша магическая энергия полностью восстановилась\r\n", i);
			}
		}
		if (IS_MANA_CASTER(i) && GET_MANA_STORED(i) > GET_MAX_MANA(i))
		{
			GET_MANA_STORED(i) = GET_MAX_MANA(i);
		}
		// Restore moves
		restore = move_gain(i);
		restore = interpolate(restore, pulse);
//		GET_MOVE(i) = MIN(GET_MOVE(i) + restore, GET_REAL_MAX_MOVE(i));
//MZ.overflow_fix
		if (GET_MOVE(i) < GET_REAL_MAX_MOVE(i))
			GET_MOVE(i) = MIN(GET_MOVE(i) + restore, GET_REAL_MAX_MOVE(i));
//-MZ.overflow_fix
	}
}
Example #15
0
// move gain pr. game hour //
int move_gain(CHAR_DATA * ch)
{
	int gain = 0, restore = GET_REAL_CON(ch) / 2, percent = 100;

	if (IS_NPC(ch))
		gain = GET_LEVEL(ch);
	else
	{
		if (!ch->desc || STATE(ch->desc) != CON_PLAYING)
			return (0);
		gain =
			graf(age(ch)->year, 15 + restore, 20 + restore, 25 + restore,
				 20 + restore, 16 + restore, 12 + restore, 8 + restore);
		// Room specification    //
		if (LIKE_ROOM(ch))
			percent += 25;
		// Weather specification //
		if (average_day_temp() < -20)
			percent -= 10;
		else if (average_day_temp() < -10)
			percent -= 5;
	}

	if (world[IN_ROOM(ch)]->fires)
		percent += MAX(50, 10 + world[IN_ROOM(ch)]->fires * 5);

	// Class/Level calculations //

	// Skill/Spell calculations //


	// Position calculations    //
	switch (GET_POS(ch))
	{
	case POS_SLEEPING:
		percent += 25;
		break;
	case POS_RESTING:
		percent += 15;
		break;
	case POS_SITTING:
		percent += 10;
		break;
	}

	if (!IS_NPC(ch))
	{
		if (GET_COND(ch, FULL) == 0)
			percent -= 50;
		if (GET_COND(ch, THIRST) == 0)
			percent -= 25;
		if (!IS_IMMORTAL(ch) && affected_by_spell(ch, SPELL_HIDE))
			percent -= 20;
		if (!IS_IMMORTAL(ch) && affected_by_spell(ch, SPELL_CAMOUFLAGE))
			percent -= 30;
	}

	percent += GET_MOVEREG(ch);
	if (AFF_FLAGGED(ch, AFF_POISON) && percent > 0)
		percent /= 4;
	percent = MAX(0, MIN(250, percent));
	gain = gain * percent / 100;
	return (gain);
}
Example #16
0
/** Move a PC/NPC character from their current location to a new location. This
 * is the standard movement locomotion function that all normal walking
 * movement by characters should be sent through. This function also defines
 * the move cost of normal locomotion as:
 * ( (move cost for source room) + (move cost for destination) ) / 2
 *
 * @pre Function assumes that ch has no master controlling character, that
 * ch has no followers (in other words followers won't be moved by this
 * function) and that the direction traveled in is one of the valid, enumerated
 * direction.
 * @param ch The character structure to attempt to move.
 * @param dir The defined direction (NORTH, SOUTH, etc...) to attempt to
 * move into.
 * @param need_specials_check If TRUE will cause
 * @retval int 1 for a successful move (ch is now in a new location)
 * or 0 for a failed move (ch is still in the original location). */
int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
{
  /* Begin Local variable definitions */
  /*---------------------------------------------------------------------*/
  /* Used in our special proc check. By default, we pass a NULL argument
   * when checking for specials */
  char spec_proc_args[MAX_INPUT_LENGTH] = "";
  /* The room the character is currently in and will move from... */
  room_rnum was_in = IN_ROOM(ch);
  /* ... and the room the character will move into. */
  room_rnum going_to = EXIT(ch, dir)->to_room;
  /* How many movement points are required to travel from was_in to going_to.
   * We redefine this later when we need it. */
  int need_movement = 0;
  /* Contains the "leave" message to display to the was_in room. */
  char leave_message[SMALL_BUFSIZE];
  /*---------------------------------------------------------------------*/
  /* End Local variable definitions */


  /* Begin checks that can prevent a character from leaving the was_in room. */
  /* Future checks should be implemented within this section and return 0.   */
  /*---------------------------------------------------------------------*/
  /* Check for special routines that might activate because of the move and
   * also might prevent the movement. Special requires commands, so we pass
   * in the "command" equivalent of the direction (ie. North is '1' in the
   * command list, but NORTH is defined as '0').
   * Note -- only check if following; this avoids 'double spec-proc' bug */
  if (need_specials_check && special(ch, dir + 1, spec_proc_args))
    return 0;

  /* Leave Trigger Checks: Does a leave trigger block exit from the room? */
  if (!leave_mtrigger(ch, dir) || IN_ROOM(ch) != was_in) /* prevent teleport crashes */
    return 0;
  if (!leave_wtrigger(&world[IN_ROOM(ch)], ch, dir) || IN_ROOM(ch) != was_in) /* prevent teleport crashes */
    return 0;
  if (!leave_otrigger(&world[IN_ROOM(ch)], ch, dir) || IN_ROOM(ch) != was_in) /* prevent teleport crashes */
    return 0;

  /* Charm effect: Does it override the movement? */
  if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && was_in == IN_ROOM(ch->master))
  {
    send_to_char(ch, "The thought of leaving your master makes you weep.\r\n");
    act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
    return (0);
  }

  /* Water, No Swimming Rooms: Does the deep water prevent movement? */
  if ((SECT(was_in) == SECT_WATER_NOSWIM) ||
      (SECT(going_to) == SECT_WATER_NOSWIM))
  {
    if (!has_boat(ch))
    {
      send_to_char(ch, "You need a boat to go there.\r\n");
      return (0);
    }
  }

  /* Flying Required: Does lack of flying prevent movement? */
  if ((SECT(was_in) == SECT_FLYING) || (SECT(going_to) == SECT_FLYING))
  {
    if (!has_flight(ch))
    {
      send_to_char(ch, "You need to be flying to go there!\r\n");
      return (0);
    }
  }

  /* Underwater Room: Does lack of underwater breathing prevent movement? */
  if ((SECT(was_in) == SECT_UNDERWATER) || (SECT(going_to) == SECT_UNDERWATER))
  {
    if (!has_scuba(ch) && !IS_NPC(ch) && !PRF_FLAGGED(ch, PRF_NOHASSLE)) {
      send_to_char(ch, "You need to be able to breathe water to go there!\r\n");
      return (0);
    }
  }

  /* Houses: Can the player walk into the house? */
  if (ROOM_FLAGGED(was_in, ROOM_ATRIUM))
  {
    if (!House_can_enter(ch, GET_ROOM_VNUM(going_to)))
    {
      send_to_char(ch, "That's private property -- no trespassing!\r\n");
      return (0);
    }
  }

  /* Check zone level recommendations */
  if ((ZONE_MINLVL(GET_ROOM_ZONE(going_to)) != -1) && ZONE_MINLVL(GET_ROOM_ZONE(going_to)) > GET_LEVEL(ch)) {
    send_to_char(ch, "This zone is above your recommended level.\r\n");
  }

  /* Check zone flag restrictions */
  if (ZONE_FLAGGED(GET_ROOM_ZONE(going_to), ZONE_CLOSED)) {
    send_to_char(ch, "A mysterious barrier forces you back! That area is off-limits.\r\n");
    return (0);
  }
  if (ZONE_FLAGGED(GET_ROOM_ZONE(going_to), ZONE_NOIMMORT) && (GET_ADMLEVEL(ch) >= ADMLVL_IMMORT) && (GET_ADMLEVEL(ch) < ADMLVL_GRGOD)) {
    send_to_char(ch, "A mysterious barrier forces you back! That area is off-limits.\r\n");
    return (0);
  }

  /* Room Size Capacity: Is the room full of people already? */
  if (ROOM_FLAGGED(going_to, ROOM_TUNNEL) &&
      num_pc_in_room(&(world[going_to])) >= CONFIG_TUNNEL_SIZE)
  {
    if (CONFIG_TUNNEL_SIZE > 1)
      send_to_char(ch, "There isn't enough room for you to go there!\r\n");
    else
      send_to_char(ch, "There isn't enough room there for more than one person!\r\n");
    return (0);
  }

  /* Room Level Requirements: Is ch privileged enough to enter the room? */
  if (ROOM_FLAGGED(going_to, ROOM_GODROOM) && GET_ADMLEVEL(ch) < ADMLVL_GOD)
  {
    send_to_char(ch, "You aren't godly enough to use that room!\r\n");
    return (0);
  }

  /* All checks passed, nothing will prevent movement now other than lack of
   * move points. */
  /* move points needed is avg. move loss for src and destination sect type */
  need_movement = (movement_loss[SECT(was_in)] +
		   movement_loss[SECT(going_to)]) / 2;

  /* Move Point Requirement Check */
  if (GET_MOVE(ch) < need_movement && !IS_NPC(ch))
  {
    if (need_specials_check && ch->master)
      send_to_char(ch, "You are too exhausted to follow.\r\n");
    else
      send_to_char(ch, "You are too exhausted.\r\n");

    return (0);
  }

  /*---------------------------------------------------------------------*/
  /* End checks that can prevent a character from leaving the was_in room. */


  /* Begin: the leave operation. */
  /*---------------------------------------------------------------------*/
  /* If applicable, subtract movement cost. */
  if (GET_ADMLEVEL(ch) < ADMLVL_IMMORT && !IS_NPC(ch))
    GET_MOVE(ch) -= need_movement;

  /* Generate the leave message and display to others in the was_in room. */
  if (!AFF_FLAGGED(ch, AFF_SNEAK))
  {
    snprintf(leave_message, sizeof(leave_message), "$n leaves %s.", dirs[dir]);
    act(leave_message, TRUE, ch, 0, 0, TO_ROOM);
  }

  char_from_room(ch);
  char_to_room(ch, going_to);
  /*---------------------------------------------------------------------*/
  /* End: the leave operation. The character is now in the new room. */


  /* Begin: Post-move operations. */
  /*---------------------------------------------------------------------*/
  /* Post Move Trigger Checks: Check the new room for triggers.
   * Assumptions: The character has already truly left the was_in room. If
   * the entry trigger "prevents" movement into the room, it is the triggers
   * job to provide a message to the original was_in room. */
  if (!entry_mtrigger(ch) || !enter_wtrigger(&world[going_to], ch, dir)) {
    char_from_room(ch);
    char_to_room(ch, was_in);
    return 0;
  }

  /* Display arrival information to anyone in the destination room... */
  if (!AFF_FLAGGED(ch, AFF_SNEAK))
    act("$n has arrived.", TRUE, ch, 0, 0, TO_ROOM);

  /* ... and the room description to the character. */
  if (ch->desc != NULL)
    look_at_room(ch, 0);

  /* ... and Kill the player if the room is a death trap. */
  if (ROOM_FLAGGED(going_to, ROOM_DEATH) && GET_ADMLEVEL(ch) < ADMLVL_IMMORT)
  {
    mudlog(BRF, ADMLVL_IMMORT, TRUE, "%s hit death trap #%d (%s)", GET_NAME(ch), GET_ROOM_VNUM(going_to), world[going_to].name);
    death_cry(ch);
    extract_char(ch);
    return (0);
  }

  /* At this point, the character is safe and in the room. */
  /* Fire memory and greet triggers, check and see if the greet trigger
   * prevents movement, and if so, move the player back to the previous room. */
  entry_memory_mtrigger(ch);
  if (!greet_mtrigger(ch, dir))
  {
    char_from_room(ch);
    char_to_room(ch, was_in);
    look_at_room(ch, 0);
    /* Failed move, return a failure */
    return (0);
  }
  else
    greet_memory_mtrigger(ch);
  /*---------------------------------------------------------------------*/
  /* End: Post-move operations. */

  /* Only here is the move successful *and* complete. Return success for
   * calling functions to handle post move operations. */
  return (1);
}
Example #17
0
/* do_simple_move assumes
 *    1. That there is no master and no followers.
 *    2. That the direction exists.
 *
 *   Returns :
 *   1 : If succes.
 *   0 : If fail
 */
int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
{
  char throwaway[MAX_INPUT_LENGTH] = ""; /* Functions assume writable. */
  room_rnum was_in;

  int need_movement, moveadd = 0;
  struct obj_data *k;

  /*
   * Check for special routines (North is 1 in command list, but 0 here) Note
   * -- only check if following; this avoids 'double spec-proc' bug
   */
  if (need_specials_check && special(ch, dir + 1, throwaway))
    return (0);

  /* blocked by a leave trigger ? */
  if (!leave_mtrigger(ch, dir))
    return 0;
  if (!leave_wtrigger(&world[IN_ROOM(ch)], ch, dir))
    return 0;

  /* charmed? */
  if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && IN_ROOM(ch) == IN_ROOM(ch->master)) {
    send_to_char(ch, "The thought of leaving your master makes you weep.\r\n");
    act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
    return (0);
  }

  /* if this room or the one we're going to needs a boat, check for one */
  if ((SECT(IN_ROOM(ch)) == SECT_WATER_NOSWIM) ||
      (SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM)) {
    if (!has_boat(ch)) {
      send_to_char(ch, "You need a boat to go there.\r\n");
      return (0);
    }
  }

  /* move points needed is avg. move loss for src and destination sect type
   * You know .. I don't like this system, let's base this not ONLY on terrain type
   * but also on dex of char. 
   * Needs to adjust on max abils
   * Original:
   * need_movement = (movement_loss[SECT(IN_ROOM(ch))] +
		   movement_loss[SECT(EXIT(ch, dir)->to_room)]) / 2;
   */

   if (GET_DEX(ch) <= 5) 				/* 0(1?)-5 Dex */
      moveadd = 8;
   if ((GET_DEX(ch) >= 6) && (GET_DEX(ch) <= 10)) 	/* 6-10 Dex */
      moveadd = 6;
   if ((GET_DEX(ch) >= 11) && (GET_DEX(ch) <= 15))  	/* 11-15 Dex */
      moveadd = 4;
   if (GET_DEX(ch) >= 16) 				/* 16+ Up to ..? Dex */
      moveadd = 2;

   need_movement = (movement_loss[SECT(IN_ROOM(ch))] + movement_loss[SECT(EXIT(ch, dir)->to_room)] + moveadd) / 2;

  if (GET_MOVE(ch) < need_movement && !IS_NPC(ch)) {
    if (need_specials_check && ch->master)
      send_to_char(ch, "You are too exhausted to follow.\r\n");
    else
      send_to_char(ch, "You are too exhausted.\r\n");

    return (0);
  }
  if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_ATRIUM)) {
    if (!House_can_enter(ch, GET_ROOM_VNUM(EXIT(ch, dir)->to_room))) {
      send_to_char(ch, "That's private property -- no trespassing!\r\n");
      return (0);
    }
  }
  if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_TUNNEL) &&
     num_pc_in_room(&(world[EXIT(ch, dir)->to_room])) >= tunnel_size) {
    if (tunnel_size > 1)
      send_to_char(ch, "There isn't enough room for you to go there!\r\n");
    else
      send_to_char(ch, "There isn't enough room there for more than one person!\r\n");
    return (0);
  }


 /* Room big enough for you? */
   if ((SIZE(EXIT(ch, dir)->to_room) < GET_SIZE(ch)) && (SIZE(EXIT(ch, dir)->to_room) != SIZE_SPECIAL) && (GET_LEVEL(ch) < LVL_GOD)) { //GOD+ can enter any room
    send_to_char(ch, "You are too big to fit in there!\r\n");
    return (0);
  }


  /* Mortals and low level gods cannot enter greater god rooms. */
/* irrelevant because of min/max level -mak 8.21.05 -reinstated 2.9.06 

  if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_GODROOM) &&
	GET_LEVEL(ch) < LVL_GOD) { 
    send_to_char(ch, "You aren't godly enough to use that room!\r\n");
    return (0);
  }
uncomment to fix GODROOM */

/* No access for non-IMPs */
  if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_IMPROOM) &&
	GET_LEVEL(ch) < LVL_IMPL) {
    send_to_char(ch, "You dare not disturb the Implementors!\r\n");
    return (0);
  }
  if (GET_LEVEL(ch) < ROOM_MIN_LEVEL(EXIT(ch, dir)->to_room)) {
    if (world[EXIT(ch, dir)->to_room].max_level_message ) {
       send_to_char(ch, world[EXIT(ch, dir)->to_room].min_level_message);
       send_to_char(ch, "\r\n");
    }
    else
    send_to_char(ch, "You are not experienced enough to enter that room.\r\n");
    return 0;
  }
  if (ROOM_MAX_LEVEL(EXIT(ch, dir)->to_room) > 0) {
   if (GET_LEVEL(ch) > ROOM_MAX_LEVEL(EXIT(ch, dir)->to_room)  && GET_LEVEL(ch) < LVL_SAINT ) {
    if (world[EXIT(ch, dir)->to_room].max_level_message ){
       send_to_char(ch, world[EXIT(ch, dir)->to_room].max_level_message);
       send_to_char(ch, "\r\n");
    }
    else
    send_to_char(ch, "You are too experienced to enter that room.\r\n");
    return 0;
   }
  }
  if (AFF_FLAGGED(ch, AFF_FLEET_FEET)) {
      need_movement = need_movement / 2;
      if (need_movement < 2) need_movement = 1;}

  if (AFF_FLAGGED(ch, AFF_AIRWALK)) need_movement = 1;
  
  /* Now we know we're allowed to go into the room. */
  if (GET_LEVEL(ch) < LVL_SAINT && !IS_NPC(ch))
    GET_MOVE(ch) -= need_movement;

  if (!AFF_FLAGGED(ch, AFF_SNEAK)) {
    char buf2[MAX_STRING_LENGTH];

    snprintf(buf2, sizeof(buf2), "$n leaves %s.", dirs[dir]);
    act(buf2, TRUE, ch, 0, 0, TO_ROOM);
  }
  was_in = IN_ROOM(ch);
  char_from_room(ch);
  char_to_room(ch, world[was_in].dir_option[dir]->to_room);

  /* move them first, then move them back if they aren't allowed to go. */
  /* see if an entry trigger disallows the move */
  if (!entry_mtrigger(ch) || !enter_wtrigger(&world[IN_ROOM(ch)], ch, dir)) {
    char_from_room(ch);
    char_to_room(ch, was_in);
    return 0;
  }

  if (!AFF_FLAGGED(ch, AFF_SNEAK))
    act("$n has arrived.", TRUE, ch, 0, 0, TO_ROOM);

  if (ch->desc != NULL)
    look_at_room(IN_ROOM(ch), ch, 0);

  if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH) && GET_LEVEL(ch) < LVL_SAINT) {
    clanlog(ch, "%s entered a Death Room", GET_NAME(ch));
    was_in = IN_ROOM(ch);
    log_death_trap(ch);
    death_cry(ch);
    /* Fix the PCs size first if it needs fixing */
    fix_size(ch);

    extract_char(ch);

    for (k = world[was_in].contents; k; k = world[was_in].contents)
        extract_obj(k);

    return (0);
  }

  entry_memory_mtrigger(ch);
  if (!greet_mtrigger(ch, dir)) {
    char_from_room(ch);
    char_to_room(ch, was_in);
    look_at_room(IN_ROOM(ch), ch, 0);
  } else greet_memory_mtrigger(ch);

  /* send warning message if moves are getting low */
  if ( GET_MOVE(ch) < (GET_MAX_MOVE(ch) / 10) )
  {
    send_to_char(ch, "You cannot go much further.\r\n");
  }

  return (1);
}
Example #18
0
// Returns true if the player can see at all, regardless of other influences
bool
check_sight_self(struct creature * self)
{
    return !AFF_FLAGGED(self, AFF_BLIND) ||
        AFF3_FLAGGED(self, AFF3_SONIC_IMAGERY);
}
Example #19
0
/* do_simple_move assumes that there is no master, no followers and that the
 * direction exists. It returns 1 for success, 0 if failure. */
int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
{
  char throwaway[MAX_INPUT_LENGTH] = ""; /* Functions assume writable. */
  room_rnum was_in = IN_ROOM(ch);
  int need_movement;

  /* Check for special routines (North is 1 in command list, but 0 here) Note
   * -- only check if following; this avoids 'double spec-proc' bug */
  if (need_specials_check && special(ch, dir + 1, throwaway))
    return (0);

  /* blocked by a leave trigger ? */
  if (!leave_mtrigger(ch, dir) || IN_ROOM(ch) != was_in) /* prevent teleport crashes */
    return 0;
  if (!leave_wtrigger(&world[IN_ROOM(ch)], ch, dir) || IN_ROOM(ch) != was_in) /* prevent teleport crashes */
    return 0;
  if (!leave_otrigger(&world[IN_ROOM(ch)], ch, dir) || IN_ROOM(ch) != was_in) /* prevent teleport crashes */
    return 0;
  /* charmed? */
  if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && IN_ROOM(ch) == IN_ROOM(ch->master)) {
    send_to_char(ch, "The thought of leaving your master makes you weep.\r\n");
    act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
    return (0);
  }

  /* if this room or the one we're going to needs a boat, check for one */
  if ((SECT(IN_ROOM(ch)) == SECT_WATER_NOSWIM) ||
      (SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM)) {
    if (!has_boat(ch)) {
      send_to_char(ch, "You need a boat to go there.\r\n");
      return (0);
    }
  }

  /* If this room or the one we're going to needs flight, check for it. */
  if ((SECT(IN_ROOM(ch)) == SECT_FLYING) || (SECT(EXIT(ch, dir)->to_room) == SECT_FLYING)) {
    if (!has_flight(ch)) {
      send_to_char(ch, "You need to be flying to go there!\r\n");
      return (0);
    }
  }

  /* If this room or the one we're going to needs scuba, check for it. */
  if ((SECT(IN_ROOM(ch)) == SECT_UNDERWATER) || (SECT(EXIT(ch, dir)->to_room) == SECT_UNDERWATER)) {
    if (!has_scuba(ch)) {
      send_to_char(ch, "You need to be able to breathe water to go there!\r\n");
      return (0);
    }
  }

  /* move points needed is avg. move loss for src and destination sect type */
  need_movement = (movement_loss[SECT(IN_ROOM(ch))] +
		   movement_loss[SECT(EXIT(ch, dir)->to_room)]) / 2;

  if (GET_MOVE(ch) < need_movement && !IS_NPC(ch)) {
    if (need_specials_check && ch->master)
      send_to_char(ch, "You are too exhausted to follow.\r\n");
    else
      send_to_char(ch, "You are too exhausted.\r\n");

    return (0);
  }
  if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_ATRIUM)) {
    if (!House_can_enter(ch, GET_ROOM_VNUM(EXIT(ch, dir)->to_room))) {
      send_to_char(ch, "That's private property -- no trespassing!\r\n");
      return (0);
    }
  }
  if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_TUNNEL) &&
      num_pc_in_room(&(world[EXIT(ch, dir)->to_room])) >= CONFIG_TUNNEL_SIZE) {
    if (CONFIG_TUNNEL_SIZE > 1)
      send_to_char(ch, "There isn't enough room for you to go there!\r\n");
    else
      send_to_char(ch, "There isn't enough room there for more than one person!\r\n");
    return (0);
  }
  /* Mortals and low level gods cannot enter greater god rooms. */
  if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_GODROOM) &&
	GET_LEVEL(ch) < LVL_GOD) {
    send_to_char(ch, "You aren't godly enough to use that room!\r\n");
    return (0);
  }

  /* Now we know we're allowed to go into the room. */
  if (GET_LEVEL(ch) < LVL_IMMORT && !IS_NPC(ch))
    GET_MOVE(ch) -= need_movement;

  if (!AFF_FLAGGED(ch, AFF_SNEAK)) {
    char buf2[MAX_STRING_LENGTH];

    snprintf(buf2, sizeof(buf2), "$n leaves %s.", dirs[dir]);
    act(buf2, TRUE, ch, 0, 0, TO_ROOM);
  }
  was_in = IN_ROOM(ch);
  char_from_room(ch);
  char_to_room(ch, world[was_in].dir_option[dir]->to_room);

  /* move them first, then move them back if they aren't allowed to go. Also,
   * see if an entry trigger disallows the move */
  if (!entry_mtrigger(ch) || !enter_wtrigger(&world[IN_ROOM(ch)], ch, dir)) {
    char_from_room(ch);
    char_to_room(ch, was_in);
    return 0;
  }

  if (!AFF_FLAGGED(ch, AFF_SNEAK))
    act("$n has arrived.", TRUE, ch, 0, 0, TO_ROOM);

  if (ch->desc != NULL)
    look_at_room(ch, 0);

  if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) {
    mudlog(BRF, LVL_IMMORT, TRUE, "%s hit death trap #%d (%s)", GET_NAME(ch), GET_ROOM_VNUM(IN_ROOM(ch)), world[IN_ROOM(ch)].name);
    death_cry(ch);
    extract_char(ch);
    return (0);
  }

  entry_memory_mtrigger(ch);
  if (!greet_mtrigger(ch, dir)) {
    char_from_room(ch);
    char_to_room(ch, was_in);
    look_at_room(ch, 0);
  } else greet_memory_mtrigger(ch);

  return (1);
}
Example #20
0
/* the main engine of charm spell, and similar */
void effect_charm(struct char_data *ch, struct char_data *victim,
        int spellnum) {
  struct affected_type af;
  int elf_bonus = 0;

  if (!IS_NPC(victim) && (GET_RACE(victim) == RACE_ELF || //elven enchantment resistance
          GET_RACE(victim) == RACE_H_ELF)) // added check for IS_NPC because NPCRACE_HUMAN == RACE_ELF and NPCRACE_ABERRATION == RACE_H_ELF
    elf_bonus += 2;

  if (victim == ch)
    send_to_char(ch, "You like yourself even better!\r\n");

  else if (MOB_FLAGGED(victim, MOB_NOCHARM)) {
    send_to_char(ch, "Your victim doesn't seem vulnerable to this "
            "enchantments!\r\n");
    if (IS_NPC(victim))
      hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE);
  }
  
  else if (IS_AFFECTED(victim, AFF_MIND_BLANK)) {
    send_to_char(ch, "Your victim is protected from this "
            "enchantment!\r\n");
    if (IS_NPC(victim))
      hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE);
  }
  
  else if (AFF_FLAGGED(ch, AFF_CHARM))
    send_to_char(ch, "You can't have any followers of your own!\r\n");

  else if (AFF_FLAGGED(victim, AFF_CHARM))
    send_to_char(ch, "Your victim is already charmed.\r\n");

  else if (spellnum == SPELL_CHARM && (CASTER_LEVEL(ch) < GET_LEVEL(victim) ||
          GET_LEVEL(victim) >= 8))
    send_to_char(ch, "Your victim is too powerful.\r\n");

  else if ((spellnum == SPELL_DOMINATE_PERSON || spellnum == SPELL_MASS_DOMINATION) &&
          CASTER_LEVEL(ch) < GET_LEVEL(victim))
    send_to_char(ch, "Your victim is too powerful.\r\n");

    /* player charming another player - no legal reason for this */
  else if (!CONFIG_PK_ALLOWED && !IS_NPC(victim))
    send_to_char(ch, "You fail - shouldn't be doing it anyway.\r\n");

  else if (circle_follow(victim, ch))
    send_to_char(ch, "Sorry, following in circles is not allowed.\r\n");

  else if (mag_resistance(ch, victim, 0)) {
    send_to_char(ch, "You failed to penetrate the spell resistance!");
    if (IS_NPC(victim))
      hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE);
  }
  else if (mag_savingthrow(ch, victim, SAVING_WILL, elf_bonus)) {
    send_to_char(ch, "Your victim resists!\r\n");
    if (IS_NPC(victim))
      hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE);

  } else {
    /* slippery mind gives a second save */
    if (!IS_NPC(victim) && GET_SKILL(victim, SKILL_SLIPPERY_MIND)) {
      increase_skill(victim, SKILL_SLIPPERY_MIND);
      send_to_char(victim, "\tW*Slippery Mind*\tn  ");
      if (mag_savingthrow(ch, victim, SAVING_WILL, 0)) {
        return;
      }
    }

    if (victim->master)
      stop_follower(victim);

    add_follower(victim, ch);

    new_affect(&af);
    if (spellnum == SPELL_CHARM)
      af.spell = SPELL_CHARM;
    if (spellnum == SPELL_CHARM_ANIMAL)
      af.spell = SPELL_CHARM_ANIMAL;
    else if (spellnum == SPELL_DOMINATE_PERSON)
      af.spell = SPELL_DOMINATE_PERSON;
    else if (spellnum == SPELL_MASS_DOMINATION)
      af.spell = SPELL_MASS_DOMINATION;
    af.duration = 100;
    if (GET_CHA_BONUS(ch))
      af.duration += GET_CHA_BONUS(ch) * 4;
    SET_BIT_AR(af.bitvector, AFF_CHARM);
    affect_to_char(victim, &af);

    act("Isn't $n just such a nice fellow?", FALSE, ch, 0, victim, TO_VICT);
    //    if (IS_NPC(victim))
    //      REMOVE_BIT_AR(MOB_FLAGS(victim), MOB_SPEC);
  }
  // should never get here
}
Example #21
0
void mag_affects(int level, struct char_data *ch, struct char_data *victim,
		      int spellnum, int savetype)
{
  struct affected_type af[MAX_SPELL_AFFECTS];
  bool accum_affect = FALSE, accum_duration = FALSE;
  const char *to_vict = NULL, *to_room = NULL;
  int i;


  if (victim == NULL || ch == NULL)
    return;

  for (i = 0; i < MAX_SPELL_AFFECTS; i++) {
    af[i].type = spellnum;
    af[i].bitvector = 0;
    af[i].modifier = 0;
    af[i].location = APPLY_NONE;
  }

  switch (spellnum) {

  case SPELL_CHILL_TOUCH:
    af[0].location = APPLY_STR;
    if (mag_savingthrow(victim, savetype, 0))
      af[0].duration = 1;
    else
      af[0].duration = 4;
    af[0].modifier = -1;
    accum_duration = TRUE;
    to_vict = "You feel your strength wither!";
    break;

  case SPELL_ARMOR:
    af[0].location = APPLY_AC;
    af[0].modifier = -20;
    af[0].duration = 24;
    accum_duration = TRUE;
    to_vict = "You feel someone protecting you.";
    break;

  case SPELL_BLESS:
    af[0].location = APPLY_HITROLL;
    af[0].modifier = 2;
    af[0].duration = 6;

    af[1].location = APPLY_SAVING_SPELL;
    af[1].modifier = -1;
    af[1].duration = 6;

    accum_duration = TRUE;
    to_vict = "You feel righteous.";
    break;

  case SPELL_BLINDNESS:
    if (MOB_FLAGGED(victim,MOB_NOBLIND) || mag_savingthrow(victim, savetype, 0)) {
      send_to_char(ch, "You fail.\r\n");
      return;
    }

    af[0].location = APPLY_HITROLL;
    af[0].modifier = -4;
    af[0].duration = 2;
    af[0].bitvector = AFF_BLIND;

    af[1].location = APPLY_AC;
    af[1].modifier = 40;
    af[1].duration = 2;
    af[1].bitvector = AFF_BLIND;

    to_room = "$n seems to be blinded!";
    to_vict = "You have been blinded!";
    break;

  case SPELL_CURSE:
    if (mag_savingthrow(victim, savetype, 0)) {
      send_to_char(ch, "%s", NOEFFECT);
      return;
    }

    af[0].location = APPLY_HITROLL;
    af[0].duration = 1 + (GET_LEVEL(ch) / 2);
    af[0].modifier = -1;
    af[0].bitvector = AFF_CURSE;

    af[1].location = APPLY_DAMROLL;
    af[1].duration = 1 + (GET_LEVEL(ch) / 2);
    af[1].modifier = -1;
    af[1].bitvector = AFF_CURSE;

    accum_duration = TRUE;
    accum_affect = TRUE;
    to_room = "$n briefly glows red!";
    to_vict = "You feel very uncomfortable.";
    break;

  case SPELL_DETECT_ALIGN:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_DETECT_ALIGN;
    accum_duration = TRUE;
    to_vict = "Your eyes tingle.";
    break;

  case SPELL_DETECT_INVIS:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_DETECT_INVIS;
    accum_duration = TRUE;
    to_vict = "Your eyes tingle.";
    break;

  case SPELL_DETECT_MAGIC:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_DETECT_MAGIC;
    accum_duration = TRUE;
    to_vict = "Your eyes tingle.";
    break;

  case SPELL_INFRAVISION:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_INFRAVISION;
    accum_duration = TRUE;
    to_vict = "Your eyes glow red.";
    to_room = "$n's eyes glow red.";
    break;

  case SPELL_INVISIBLE:
    if (!victim)
      victim = ch;

    af[0].duration = 12 + (GET_LEVEL(ch) / 4);
    af[0].modifier = -40;
    af[0].location = APPLY_AC;
    af[0].bitvector = AFF_INVISIBLE;
    accum_duration = TRUE;
    to_vict = "You vanish.";
    to_room = "$n slowly fades out of existence.";
    break;

  case SPELL_POISON:
    if (mag_savingthrow(victim, savetype, 0)) {
      send_to_char(ch, "%s", NOEFFECT);
      return;
    }

    af[0].location = APPLY_STR;
    af[0].duration = GET_LEVEL(ch);
    af[0].modifier = -2;
    af[0].bitvector = AFF_POISON;
    to_vict = "You feel very sick.";
    to_room = "$n gets violently ill!";
    break;

  case SPELL_PROT_FROM_EVIL:
    af[0].duration = 24;
    af[0].bitvector = AFF_PROTECT_EVIL;
    accum_duration = TRUE;
    to_vict = "You feel invulnerable!";
    break;

  case SPELL_SANCTUARY:
    af[0].duration = 4;
    af[0].bitvector = AFF_SANCTUARY;

    accum_duration = TRUE;
    to_vict = "A white aura momentarily surrounds you.";
    to_room = "$n is surrounded by a white aura.";
    break;

  case SPELL_SLEEP:
    if (!pk_allowed && !IS_NPC(ch) && !IS_NPC(victim))
      return;
    if (MOB_FLAGGED(victim, MOB_NOSLEEP))
      return;
    if (mag_savingthrow(victim, savetype, 0))
      return;

    af[0].duration = 4 + (GET_LEVEL(ch) / 4);
    af[0].bitvector = AFF_SLEEP;

    if (GET_POS(victim) > POS_SLEEPING) {
      send_to_char(victim, "You feel very sleepy...  Zzzz......\r\n");
      act("$n goes to sleep.", TRUE, victim, 0, 0, TO_ROOM);
      GET_POS(victim) = POS_SLEEPING;
    }
    break;

  case SPELL_STRENGTH:
    if (GET_ADD(victim) == 100)
      return;

    af[0].location = APPLY_STR;
    af[0].duration = (GET_LEVEL(ch) / 2) + 4;
    af[0].modifier = 1 + (level > 18);
    accum_duration = TRUE;
    accum_affect = TRUE;
    to_vict = "You feel stronger!";
    break;

  case SPELL_SENSE_LIFE:
    to_vict = "Your feel your awareness improve.";
    af[0].duration = GET_LEVEL(ch);
    af[0].bitvector = AFF_SENSE_LIFE;
    accum_duration = TRUE;
    break;

  case SPELL_WATERWALK:
    af[0].duration = 24;
    af[0].bitvector = AFF_WATERWALK;
    accum_duration = TRUE;
    to_vict = "You feel webbing between your toes.";
    break;
  }

  /*
   * If this is a mob that has this affect set in its mob file, do not
   * perform the affect.  This prevents people from un-sancting mobs
   * by sancting them and waiting for it to fade, for example.
   */
  if (IS_NPC(victim) && !affected_by_spell(victim, spellnum))
    for (i = 0; i < MAX_SPELL_AFFECTS; i++)
      if (AFF_FLAGGED(victim, af[i].bitvector)) {
	send_to_char(ch, "%s", NOEFFECT);
	return;
      }

  /*
   * If the victim is already affected by this spell, and the spell does
   * not have an accumulative effect, then fail the spell.
   */
  if (affected_by_spell(victim,spellnum) && !(accum_duration||accum_affect)) {
    send_to_char(ch, "%s", NOEFFECT);
    return;
  }

  for (i = 0; i < MAX_SPELL_AFFECTS; i++)
    if (af[i].bitvector || (af[i].location != APPLY_NONE))
      affect_join(victim, af+i, accum_duration, FALSE, accum_affect, FALSE);

  if (to_vict != NULL)
    act(to_vict, FALSE, victim, 0, ch, TO_CHAR);
  if (to_room != NULL)
    act(to_room, TRUE, victim, 0, ch, TO_ROOM);
}
Example #22
0
void
mage_best_attack(struct creature *ch, struct creature *vict)
{
    int calculate_mob_aggression(struct creature *, struct creature *);
    int aggression = calculate_mob_aggression(ch, vict);

    if (aggression > 75) {
        // extremely aggressive - just attack hard
        if (mage_damaging_attack(ch, vict))
            return;
    }
    if (aggression > 50) {
        // somewhat aggressive - balance attacking with crippling
        if (GET_POSITION(vict) > POS_SLEEPING
            && can_cast_spell(ch, SPELL_WORD_STUN)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_WORD_STUN);
            return;
        } else if (GET_POSITION(vict) > POS_SLEEPING
            && can_cast_spell(ch, SPELL_SLEEP)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_SLEEP);
            return;
        } else if (!AFF_FLAGGED(vict, AFF_BLIND)
            && can_cast_spell(ch, SPELL_BLINDNESS)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_BLINDNESS);
            return;
        } else if (!AFF_FLAGGED(vict, AFF_CURSE)
            && can_cast_spell(ch, SPELL_CURSE)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_CURSE);
            return;
        }
    }
    if (aggression > 25) {
        // not very aggressive - play more defensively
        if (can_cast_spell(ch, SPELL_DISPEL_MAGIC)
            && dispel_is_advisable(vict)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_DISPEL_MAGIC);
            return;
        } else if (!AFF2_FLAGGED(vict, AFF2_SLOW)
            && can_cast_spell(ch, SPELL_SLOW)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_SLOW);
            return;
        } else if (mage_damaging_attack(ch, vict))
            return;
    }
    if (aggression > 5) {
        if (can_cast_spell(ch, SPELL_ASTRAL_SPELL)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_ASTRAL_SPELL);
            return;
        } else if (can_cast_spell(ch, SPELL_TELEPORT)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_TELEPORT);
            return;
        } else if (can_cast_spell(ch, SPELL_LOCAL_TELEPORT)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_LOCAL_TELEPORT);
            return;
        }
    }
    // desperation - just attack full force, as hard as possible
    if (mage_damaging_attack(ch, vict))
        return;
    else if (can_cast_spell(ch, SKILL_PUNCH))
        perform_offensive_skill(ch, vict, SKILL_PUNCH);
    else
        hit(ch, vict, TYPE_UNDEFINED);
}
Example #23
0
/* do_simple_move assumes
 *    1. That there is no master and no followers.
 *    2. That the direction exists.
 *
 *   Returns :
 *   1 : If succes.
 *   0 : If fail
 */
int do_simple_move(struct char_data *ch, int dir, int need_specials_check)
{
  room_rnum was_in;
  struct char_data *i;
  /*
   * Check for special routines (North is 1 in command list, but 0 here) Note
   * -- only check if following; this avoids 'double spec-proc' bug
   */
  if (need_specials_check && special(ch, dir + 1, "")) { 
    return (0);
  }

  /* charmed? */
  if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) {
    send_to_char("The thought of leaving your master makes you weep.\r\n", ch);
    act("$n bursts into tears.", FALSE, ch, 0, 0, TO_ROOM);
    return (0);
  }

  /* if this room or the one we're going to needs a boat, check for one */
  if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) ||
      (SECT(EXIT(ch, dir)->to_room) == SECT_WATER_NOSWIM)) {
    if (!has_boat(ch)) {
      send_to_char("You need a boat to go there.\r\n", ch);
      return (0);
    }
  }

  if((IS_CARRYING_W(ch) > (CAN_CARRY_W(ch) * 2) && GET_LEVEL(ch) < LVL_GOD && !IS_NPC(ch))) {
    send_to_char("You are to heavy to move! Drop something!\r\n", ch);
    return (0);
  }
  
  if(IS_NPC_FISH(ch)) {
    if(SECT(EXIT(ch, dir)->to_room) != SECT_BRIDGE && SECT(EXIT(ch, dir)->to_room) != SECT_WATER_SWIM && SECT(EXIT(ch, dir)->to_room) !=  SECT_WATER_NOSWIM) {
//       sprintf(buf, "%s %d", dirs[dir], SECT(EXIT(ch, dir)->to_room));
//       mobsay(ch, buf);
       return FALSE;

     }
     if(GET_MOB_VNUM(ch) < 1500 && ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_SALT_FISH)) {
       return FALSE;
     }
   }

  if (SECT(EXIT(ch, dir)->to_room) != SECT_FOREST) {
    if (IS_NPC_WOLF(ch) || IS_NPC_CRAB(ch) || IS_NPC_SKELETON(ch)) {
       return (0);
   }
  }

  /* move points needed is avg. move loss for src and destination sect type */
  if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_TUNNEL) &&
      num_pc_in_room(&(world[EXIT(ch, dir)->to_room])) > 1) {
    send_to_char("There isn't enough room there for more than one person!\r\n", ch);
    return (0);
  }
  /* Mortals and low level gods cannot enter greater god rooms. */
  if (ROOM_FLAGGED(EXIT(ch, dir)->to_room, ROOM_GODROOM) &&
	GET_LEVEL(ch) < LVL_GRGOD) {
    send_to_char("You aren't godly enough to use that room!\r\n", ch);
    return (0);
  }


  /* Now we know we're allow to go into the room. */

  if(AFF_FLAGGED(ch, AFF_FISHING) || GET_FISHON(ch)) {
    REMOVE_BIT(AFF_FLAGS(ch), AFF_FISHING);
    GET_FISHON(ch) = 0;
    GET_REELIN(ch) = 0;
    send_to_char("You stop fishing.\r\n", ch);
    act("$n stops fishing.", FALSE, ch, 0, 0, TO_ROOM);
  }

  if (!AFF_FLAGGED(ch, AFF_SNEAK) && !AFF_FLAGGED(ch, AFF_INVISIBLE)) {
    if(IS_NPC(ch)) { 
      switch(GET_RACE(ch)) {
        case RACE_NPC_MAMMAL:
        case RACE_NPC_HIGHHUMAN:
        case RACE_NPC_GOBLIN:
        case RACE_NPC_PIG:
        case RACE_NPC_WOLF:
        case RACE_NPC_CHICKEN:
          sprintf(buf2, "$n walks %s.", dirs[dir]);
          break;
        case RACE_NPC_AVIAN:
          sprintf(buf2, "$n flits %s.", dirs[dir]); 
          break;
        case RACE_NPC_SHEEP:
        case RACE_NPC_GOAT:
          sprintf(buf2, "$n walks %s.", dirs[dir]);
          break;
        case RACE_NPC_SKELETON:
          sprintf(buf2, "$n shambles %s.", dirs[dir]);
          break;
        case RACE_NPC_COW:
          sprintf(buf2, "$n walks %s.", dirs[dir]);
          break;
        case RACE_NPC_CRAB:
          sprintf(buf2, "$n scurries %s.", dirs[dir]);
          break;
        case RACE_NPC_FISH:
          sprintf(buf2, "$n swims %s.", dirs[dir]);
          break;
        case RACE_NPC_INSECT:
          sprintf(buf2, "$n buzzes %s.", dirs[dir]);
          break;
        default:
          sprintf(buf2, "$n leaves %s.", dirs[dir]);
          break;
      }
    }
    else {
       sprintf(buf2, "$n leaves %s.", dirs[dir]);
    }
    if(SECT(ch->in_room) == SECT_WATER_SWIM && !IS_NPC_FISH(ch)) {
       sprintf(buf2, "$n splashes through the water, heading %s.", dirs[dir]);
    }
    act(buf2, FALSE, ch, 0, 0, TO_ROOM);
  }
  was_in = ch->in_room;


  char_from_room(ch);
  char_to_room(ch, world[was_in].dir_option[dir]->to_room);

  if (!AFF_FLAGGED(ch, AFF_SNEAK)) {
    if(!AFF_FLAGGED(ch, AFF_INVISIBLE)) {
      act("$n has arrived.", FALSE, ch, 0, 0, TO_ROOM);
    }
  }
  if (ch->desc != NULL)
    look_at_room(ch, 0);

  if(IS_NPC_CRAB(ch) || IS_NPC_LIVESTOCK(ch)) {
    for (i = world[ch->in_room].people; i; i = i->next_in_room) {
    
       if(IS_NPC_WOLF(i) && IS_NPC_CRAB(ch)) {
            sprintf(buf, "%s sees %s and tries to run!\r\n", GET_NAME(ch), GET_NAME(i));
            send_to_room(buf, ch->in_room);
            if(!number(0, 2)) {
              do_flee(ch, NULL, 0, 0);
            }
            if(i->in_room == ch->in_room && !number(0, 2)) {
              hit(i, ch, TYPE_UNDEFINED);
            }
      }
      if((IS_NPC_SKELETON(i) || IS_NPC_WOLF(i)) && IS_NPC_LIVESTOCK(ch)) {
          if(ch->master) {
            sprintf(buf, "%s sees %s and %s in absolute terror!\r\n", GET_NAME(ch), GET_NAME(i), livestock_afraid_vocals[(int)GET_RACE(ch)]);
            send_to_room(buf, ch->in_room);
            if(!number(0, 2)) {
              do_flee(ch, NULL, 0, 0);
            }
            if(i->in_room == ch->in_room && !number(0, 2)) {
              hit(i, ch, TYPE_UNDEFINED);
            }
          }
      }
    }
    return (1);
  }
  if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) {
    log_death_trap(ch);
    death_cry(ch);
    extract_char(ch);
    return (0);
  }
  return (1);
}
Example #24
0
bool
mage_mob_fight(struct creature *ch, struct creature *precious_vict)
{
    int calculate_mob_aggression(struct creature *ch, struct creature *vict);
    struct creature *vict = NULL;

    if (!is_fighting(ch))
        return false;

    // pick an enemy
    if (!(vict = choose_opponent(ch, precious_vict)))
        return false;

    int aggression = calculate_mob_aggression(ch, vict);

    if (aggression > 75) {
        // extremely aggressive - just attack hard
        if (mage_damaging_attack(ch, vict))
            return true;
    }
    if (aggression > 50) {
        // somewhat aggressive - balance attacking with crippling
        if (!AFF2_FLAGGED(vict, AFF2_SLOW)
            && can_cast_spell(ch, SPELL_SLOW)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_SLOW);
            return true;
        }
    }
    if (aggression > 25) {
        // not very aggressive - play more defensively
        if (can_cast_spell(ch, SPELL_FIRE_SHIELD)
            && !AFF2_FLAGGED(ch, AFF2_FIRE_SHIELD)) {
            cast_spell(ch, ch, NULL, NULL, SPELL_FIRE_SHIELD);
            return true;
        }
        if (can_cast_spell(ch, SPELL_BLUR) && !AFF_FLAGGED(ch, AFF_BLUR)) {
            cast_spell(ch, ch, NULL, NULL, SPELL_BLUR);
            return true;
        }
        if (can_cast_spell(ch, SPELL_ARMOR)
            && !affected_by_spell(ch, SPELL_ARMOR)) {
            cast_spell(ch, ch, NULL, NULL, SPELL_ARMOR);
            return true;
        }
        if (mage_damaging_attack(ch, vict))
            return true;
    }
    if (aggression > 5) {
        // attempt to neutralize or get away
        if (can_cast_spell(ch, SPELL_ASTRAL_SPELL)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_ASTRAL_SPELL);
            return true;
        } else if (can_cast_spell(ch, SPELL_TELEPORT)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_TELEPORT);
            return true;
        } else if (can_cast_spell(ch, SPELL_LOCAL_TELEPORT)) {
            cast_spell(ch, vict, NULL, NULL, SPELL_LOCAL_TELEPORT);
            return true;
        }
    }

    if (mage_damaging_attack(ch, vict))
        return true;
    return false;
}
Example #25
0
void hunt_victim(struct char_data * ch)
{
  extern struct char_data *character_list;
  ACMD(do_open);

  int dir;
  byte found;
  struct char_data *tmp;
  struct char_data *hunted_ch;
  char abuf[80];
  char doorname[80];

  if (!ch || !HUNTING(ch) || AFF2_FLAGGED(ch, AFF2_MINOR_PARALIZED) || AFF_FLAGGED(ch, AFF_MAJOR_PARALIZED)) {
    return;
  }

  hunted_ch = find_hunted_char(HUNTING(ch));
  /* make sure the char still exists */
  for (found = 0, tmp = character_list; tmp && !found && hunted_ch; tmp = tmp->next) {
    if (HUNTING(ch) == GET_IDNUM(tmp)) {
      found = 1;
    }
  }

  if (!found) {
    act("$n says, 'Damn!  My prey is gone!!'", TRUE, ch, 0, 0, TO_ROOM);
    /* don't forget vict until they die or I am dead
     HUNTING(ch) = 0;
     */
    return;
  }

  /* dez 19980805
   if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_SENTINEL)) {
   dir = find_first_step(ch->in_room, hunted_ch->in_room, 2);
   } else if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_STAY_ZONE)) {
   */

  if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_STAY_ZONE)) {
    dir = find_first_step(ch->in_room, hunted_ch->in_room, 1);
  } else {
    dir = find_first_step(ch->in_room, hunted_ch->in_room, 0);
  }

  if (dir < 0) {
    sprintf(buf, "$n says 'Damn!  Lost %s!'", HMHR(hunted_ch));
    act(buf, TRUE, ch, 0, 0, TO_ROOM);
    /* don't forget vict until they die or I am dead
     HUNTING(ch) = 0;
     */
    return;
  } else {
    if (IS_CLOSED(ch->in_room, dir)) {
      one_argument(EXIT(ch, dir)->keyword, doorname);
      sprintf(abuf, "%s %s", doorname, dirs[dir]);
      do_open(ch, abuf, 0, 0);
    }
    perform_move(ch, dir, 1);
    if (ch->in_room == hunted_ch->in_room && !ROOM_FLAGGED(hunted_ch->in_room, ROOM_PEACEFUL)) {
      if (CAN_SEE(ch, hunted_ch)) {
        hit(ch, hunted_ch, TYPE_UNDEFINED);
      }
    }
    return;
  }
}
Example #26
0
/*
 * Remove an affected_type structure from a char (called when duration
 * reaches zero). Pointer *af must never be NIL!  Frees mem and calls
 * affect_location_apply
 */
void affect_remove(struct char_data * ch, struct affected_type * af, int output)
{
  struct affected_type *temp;
  struct affected_type aff;
  bool accum_affect = FALSE;
  int k;

  if (ch->affected == NULL) {
    core_dump();
    return;
  }

  switch (af->type)
  {

    case SPELL_CHARM:
    { 
      struct char_data* victim = ch->master;
      if (output == 0) break;

      affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
      REMOVE_FROM_LIST(af, ch->affected, next);
      free(af);
      affect_total(ch);

      if (ch->master)
      {
        stop_follower(ch);
      }

      if (victim)
      {
        if(IS_NPC(ch))
        {
          SET_BIT(MOB_FLAGS(ch), MOB_AGGRESSIVE | MOB_MEMORY);
        }
        if (mag_savingthrow(victim, SAVING_SPELL))
        {
          hit(victim, ch, TYPE_UNDEFINED);
        }
      }
      return;
    }

    case SPELL_LIGHT:
      if (output == 0) break;
      if (!af->next || (af->next->type != af->type) ||
         (af->next->duration > 0)) 
      {
        if (world[ch->in_room].name != (char*) NULL)
        {
          world[ch->in_room].light -= 10;
        }
      }
      break;
    case SPELL_DARKNESS:
      if (output == 0) break;
      if (!af->next || (af->next->type != af->type) ||
         (af->next->duration > 0)) 
      {
        if (world[ch->in_room].name != (char*) NULL)
        {
          world[ch->in_room].light += 10;
        }
      }
      break;
    case SPELL_BLACK_PLAGUE:
      mag_affects(30, ch, ch, SPELL_BREATH_OF_LIFE, SAVING_SPELL);
      break;
    case SPELL_CALL_ANIMAL_SPIRIT:
    case SPELL_ANIMAL_SUMMONING:
    case SPELL_ANIMAL_SUMMONING_II:
    case SPELL_ANIMAL_SUMMONING_III:
    case SPELL_CONJURE_ELEMENTAL:
    case SPELL_GREATER_ELEMENTAL:
    case SPELL_DUST_DEVIL:
    case SPELL_STICKS_TO_SNAKES:
    case SPELL_SUMMON_INSECTS:
    case SPELL_AERIAL_SERVANT:
    case SPELL_SUMMON_GUARD:
      if (IS_NPC(ch))
      {
        if (GET_POS(ch) > POS_DEAD)
        {
          if (output == 1)
          {
            affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
            REMOVE_FROM_LIST(af, ch->affected, next);
            free(af);
            affect_total(ch);

            GET_NAME(ch, chname);
	    stop_fighting(ch); /*Fighting Bug Fix Jasrags*/
            sprintf(buf, "%s disappears into thin air as the summoning ends.", 
              chname);
            act(buf, FALSE, world[ch->in_room].people, 0, 0, TO_ROOM);
            FREE_NAME(chname);
            extract_char(ch);
            ch = NULL;
            return;
          }
        }
      }
      break;
   case SPELL_POLYMORPH:
   if (!PRF_FLAGGED(ch, PRF_NOTSELF)) {
          affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
          REMOVE_FROM_LIST(af, ch->affected, next);
          free(af);
          affect_total(ch);
          return;
   }
   break;
   case SPELL_DONTUSEME:
   if(AFF_FLAGGED(ch, AFF_STANCE) && !AFF_FLAGGED(ch, AFF_TIRED)) {
      aff.type = SKILL_STANCE;
      aff.duration = 2;
      aff.location = APPLY_STR;
      aff.modifier = -2;
      aff.bitvector = AFF_TIRED;
      accum_affect = FALSE;

      affect_to_char(ch, &aff);
    }
   break;
    default:
      break;
  }

  if (output && (af->type > 0) && (af->type <= MAX_SPELLS) && af->type != SPELL_POLYMORPH && af->type != SPELL_DONTUSEME) {
    if (!af->next || (af->next->type != af->type) ||
        (af->next->duration > 0)) {
      if (*spell_wear_off_msg[af->type]) {
        send_to_char(spell_wear_off_msg[af->type], ch);
        send_to_char("\r\n", ch);
      }
  }
}

if (output && (af->type > 0) && (af->type <= MAX_SPELLS) && af->type == SPELL_POLYMORPH)  {

  if (!af->next || (af->next->type != af->type) ||
        (af->next->duration > 0)) {
   if (PLR_FLAGGED(ch, PLR_RABBIT)){
REMOVE_BIT(PLR_FLAGS(ch), PLR_RABBIT);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel yourself growing, and your ears shrinking. You no longer feel like a rabbit.\r\n", ch);
act("$n's body grows, $s ears shrinking. $n no longer looks like a rabbit.\r\n", 0, ch, 0, 0, TO_ROOM);

}
if (PLR_FLAGGED(ch, PLR_BIRD)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_BIRD);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel yourself growing and your feathers falling away. You no longer feel like a bird.\r\n", ch);
act("$n's body grows, $s feathers falling away as it expands. $n no longer looks like a bird.\r\n", 0, ch, 0, 0, TO_ROOM);

}
if (PLR_FLAGGED(ch, PLR_WOLF)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_WOLF);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel your your fur shed and your teeth shrink. You no longer feel like a wolf.\r\n", ch);
act("$n's teeth shrink, $s fur shedding. $n no longer looks like a wolf.\r\n", 0, ch, 0, 0, TO_ROOM);
}
if (PLR_FLAGGED(ch, PLR_BEAR)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_BEAR);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("Your claws shrink as does the rest of your body. You no longer feel like a bear.\r\n", ch);
act("$n's claws shrink as does the rest of $s body. $n no longer looks like a bear.\r\n", 0, ch, 0, 0, TO_ROOM);
}
if (PLR_FLAGGED(ch, PLR_CAT)){
REMOVE_BIT(PLR_FLAGS(ch), PLR_CAT);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel your body growing, and your fur shedding. You no longer feel like a cat.\r\n", ch);
act("$n's body slowly grows, $s fur shedding. $n no longer looks like a cat.\r\n", 0, ch, 0, 0, TO_ROOM);
}

for (k = 0; k < NUM_WEARS; k++)
  if (GET_EQ(ch, k)){
    GET_OBJ_DISGUISE(GET_EQ(ch, k)) = 0;
  }

}
} 

  affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
  REMOVE_FROM_LIST(af, ch->affected, next);
  free(af);
  affect_total(ch);
}
Example #27
0
/* Update PCs, NPCs, and objects */
void point_update(void)
{
  struct char_data *i, *next_char;
  struct obj_data *j, *next_thing, *jj, *next_thing2;

  /* characters */
  for (i = character_list; i; i = next_char) {
    next_char = i->next;
	
    gain_condition(i, FULL, -1);
    gain_condition(i, DRUNK, -1);
    gain_condition(i, THIRST, -1);
	
    if (GET_POS(i) >= POS_STUNNED) {
      GET_HIT(i) = MIN(GET_HIT(i) + hit_gain(i), GET_MAX_HIT(i));
      GET_MANA(i) = MIN(GET_MANA(i) + mana_gain(i), GET_MAX_MANA(i));
      GET_MOVE(i) = MIN(GET_MOVE(i) + move_gain(i), GET_MAX_MOVE(i));
      if (AFF_FLAGGED(i, AFF_POISON))
	if (damage(i, i, 2, SPELL_POISON) == -1)
	  continue;	/* Oops, they died. -gg 6/24/98 */
      if (GET_POS(i) <= POS_STUNNED)
	update_pos(i);
    } else if (GET_POS(i) == POS_INCAP) {
      if (damage(i, i, 1, TYPE_SUFFERING) == -1)
	continue;
    } else if (GET_POS(i) == POS_MORTALLYW) {
      if (damage(i, i, 2, TYPE_SUFFERING) == -1)
	continue;
    }
    if (!IS_NPC(i)) {
      update_char_objects(i);
      if (GET_LEVEL(i) < idle_max_level)
	check_idling(i);
    }
  }

  /* objects */
  for (j = object_list; j; j = next_thing) {
    next_thing = j->next;	/* Next in object list */

    /* If this is a corpse */
    if (IS_CORPSE(j)) {
      /* timer count down */
      if (GET_OBJ_TIMER(j) > 0)
	GET_OBJ_TIMER(j)--;

      if (!GET_OBJ_TIMER(j)) {

	if (j->carried_by)
	  act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR);
	else if ((IN_ROOM(j) != NOWHERE) && (world[IN_ROOM(j)].people)) {
	  act("A quivering horde of maggots consumes $p.",
	      TRUE, world[IN_ROOM(j)].people, j, 0, TO_ROOM);
	  act("A quivering horde of maggots consumes $p.",
	      TRUE, world[IN_ROOM(j)].people, j, 0, TO_CHAR);
	}
	for (jj = j->contains; jj; jj = next_thing2) {
	  next_thing2 = jj->next_content;	/* Next in inventory */
	  obj_from_obj(jj);

	  if (j->in_obj)
	    obj_to_obj(jj, j->in_obj);
	  else if (j->carried_by)
	    obj_to_room(jj, IN_ROOM(j->carried_by));
	  else if (IN_ROOM(j) != NOWHERE)
	    obj_to_room(jj, IN_ROOM(j));
	  else
	    core_dump();
	}
	extract_obj(j);
      }
    }
    /* If the timer is set, count it down and at 0, try the trigger */
    /* note to .rej hand-patchers: make this last in your point-update() */
    else if (GET_OBJ_TIMER(j)>0) {
      GET_OBJ_TIMER(j)--; 
      if (!GET_OBJ_TIMER(j))
        timer_otrigger(j);
    }
  }
}
Example #28
0
// manapoint gain pr. game hour
int mana_gain(CHAR_DATA * ch)
{
	int gain = 0, restore = int_app[GET_REAL_INT(ch)].mana_per_tic, percent = 100;
	int stopmem = FALSE;

	if (IS_NPC(ch))
	{
		gain = GET_LEVEL(ch);
	}
	else
	{
		if (!ch->desc || STATE(ch->desc) != CON_PLAYING)
			return (0);

		if (!IS_MANA_CASTER(ch))
			gain =
				graf(age(ch)->year, restore - 8, restore - 4, restore,
					 restore + 5, restore, restore - 4, restore - 8);
		else
			gain = mana_gain_cs[GET_REAL_INT(ch)];

		// Room specification
		if (LIKE_ROOM(ch))
			percent += 25;
		// Weather specification
		if (average_day_temp() < -20)
			percent -= 10;
		else if (average_day_temp() < -10)
			percent -= 5;
	}

	if (world[IN_ROOM(ch)]->fires)
		percent += MAX(50, 10 + world[IN_ROOM(ch)]->fires * 5);

	if (AFF_FLAGGED(ch, AFF_DEAFNESS))
		percent += 15;

	// Skill/Spell calculations


	// Position calculations
	if (ch->get_fighting())
		percent -= 90;
	else
		switch (GET_POS(ch))
		{
		case POS_SLEEPING:
			if (IS_MANA_CASTER(ch))
			{
				percent += 80;
			}
			else
			{
				stopmem = TRUE;
				percent = 0;
			}
			break;
		case POS_RESTING:
			percent += 45;
			break;
		case POS_SITTING:
			percent += 30;
			break;
		case POS_STANDING:
			break;
		default:
			stopmem = TRUE;
			percent = 0;
			break;
		}

	if (!IS_MANA_CASTER(ch) &&
			(AFF_FLAGGED(ch, AFF_HOLD) ||
			 AFF_FLAGGED(ch, AFF_BLIND) ||
			 AFF_FLAGGED(ch, AFF_SLEEP) ||
			 ((IN_ROOM(ch) != NOWHERE) && IS_DARK(IN_ROOM(ch)) && !can_use_feat(ch, DARK_READING_FEAT))))
	{
		stopmem = TRUE;
		percent = 0;
	}
	if (!IS_NPC(ch))
	{
		if (GET_COND(ch, FULL) == 0)
			percent -= 50;
		if (GET_COND(ch, THIRST) == 0)
			percent -= 25;
		if (GET_COND(ch, DRUNK) >= CHAR_DRUNKED)
			percent -= 10;
	}

	if (!IS_MANA_CASTER(ch))
		percent += GET_MANAREG(ch);
	if (AFF_FLAGGED(ch, AFF_POISON) && percent > 0)
		percent /= 4;
	percent = MAX(0, MIN(250, percent));
	gain = gain * percent / 100;
	return (stopmem ? 0 : gain);
}