void perform_mob_flag_list(struct char_data * ch, char *arg) { int num, mob_flag, found = 0, len; struct char_data *mob; char buf[MAX_STRING_LENGTH]; mob_flag = atoi(arg); if (mob_flag < 0 || mob_flag > NUM_MOB_FLAGS) { send_to_char(ch, "Invalid flag number!\r\n"); return; } len = snprintf(buf, sizeof(buf), "Listing mobiles with %s%s%s flag set.\r\n", QYEL, action_bits[mob_flag], QNRM); for(num=0;num<=top_of_mobt;num++) { if(IS_SET_AR((mob_proto[num].char_specials.saved.act), mob_flag)) { if ((mob = read_mobile(num, REAL)) != NULL) { char_to_room(mob, 0); len += snprintf(buf + len, sizeof(buf) - len, "%s%3d. %s[%s%5d%s]%s Level %s%-3d%s %s%s\r\n", CCNRM(ch, C_NRM),++found, CCCYN(ch, C_NRM), CCYEL(ch, C_NRM), GET_MOB_VNUM(mob), CCCYN(ch, C_NRM), CCNRM(ch, C_NRM), CCYEL(ch, C_NRM), GET_LEVEL(mob), CCNRM(ch, C_NRM), GET_NAME(mob), CCNRM(ch, C_NRM)); extract_char(mob); /* Finished with the mob - remove it from the MUD */ if (len > sizeof(buf)) break; } } } if (!found) send_to_char(ch,"None Found!\r\n"); else page_string(ch->desc, buf, TRUE); return; }
static void affect_modify_ar(struct char_data * ch, byte loc, sbyte mod, int bitv[], bool add) { int i , j; if (add) { for(i = 0; i < AF_ARRAY_MAX; i++) for(j = 0; j < 32; j++) if(IS_SET_AR(bitv, (i*32)+j)) SET_BIT_AR(AFF_FLAGS(ch), (i*32)+j); } else { for(i = 0; i < AF_ARRAY_MAX; i++) for(j = 0; j < 32; j++) if(IS_SET_AR(bitv, (i*32)+j)) REMOVE_BIT_AR(AFF_FLAGS(ch), (i*32)+j); mod = -mod; } aff_apply_modify(ch, loc, mod, "affect_modify_ar"); }
/* crash-save all the houses */ void House_save_all(void) { int i; int real_house; for (i = 0; i < num_of_houses; i++) if ((real_house = real_room(house_control[i].vnum)) != NOWHERE) if (IS_SET_AR(ROOM_FLAGS(real_house), ROOM_HOUSE_CRASH)) House_crashsave(house_control[i].vnum); }
int carrying_quest_item(CharData *ch) { ObjData *obj, *objnext = NULL; for( obj = ch->carrying; obj; obj = objnext ) { objnext = obj->next_content; if ( IS_SET_AR(GET_OBJ_EXTRA(obj), ITEM_ARENA) ) { return 1; } } // for // No quest item, returning 0: return 0; }
int evaluate_expression(struct obj_data * obj, char *expr) { struct stack_data ops, vals; char *ptr, *end, name[200]; int temp, index; if (!expr) return TRUE; if (!isalpha(*expr)) return TRUE; ops.len = vals.len = 0; ptr = expr; while (*ptr) { if (isspace(*ptr)) ptr++; else { if ((temp = find_oper_num(*ptr)) == NOTHING) { end = ptr; while (*ptr && !isspace(*ptr) && (find_oper_num(*ptr) == NOTHING)) ptr++; strncpy(name, end, ptr - end); name[ptr - end] = 0; for (index = 0; *extra_bits[index] != '\n'; index++) if (!str_cmp(name, extra_bits[index])) { push(&vals, IS_SET_AR(GET_OBJ_EXTRA(obj), index)); break; } if (*extra_bits[index] == '\n') push(&vals, isname(name, obj->name)); } else { if (temp != OPER_OPEN_PAREN) while (top(&ops) > temp) evaluate_operation(&ops, &vals); if (temp == OPER_CLOSE_PAREN) { if ((temp = pop(&ops)) != OPER_OPEN_PAREN) { log("Illegal parenthesis in shop keyword expression"); return (FALSE); } } else push(&ops, temp); ptr++; } } } while (top(&ops) != NOTHING) evaluate_operation(&ops, &vals); temp = pop(&vals); if (top(&vals) != NOTHING) { log("Extra operands left on shop keyword expression stack"); return (FALSE); } return (temp); }
void check_idling( CharData * ch ) { #define VOID_TIME 8 #define EXTRACT_TIME 32 void Crash_rentsave(CharData *ch, int cost); void Crash_cryosave(CharData *ch, int cost); /* ** CONJURED timer */ int i = 0; for(;i < 4;i++) { if( GET_CONJ_CNT(ch, i) > 0) { SET_CONJ_CNT(ch, i) -= 1; if(SET_CONJ_CNT(ch, i) == 0) switch(GET_CLASS(ch)) { case CLASS_RANGER: sendChar( ch, "The creatures of the wild will answer your call again.\r\n" ); break; case CLASS_NECROMANCER: sendChar(ch, "The dead will heed your summons once more.\r\n"); case CLASS_MAGIC_USER: switch(i) { case TIMER_GATE: sendChar(ch, "Demons will answer your summons again.\r\n"); break; case TIMER_MONSTER: sendChar(ch, "Monsters will answer your summons again.\r\n"); break; case TIMER_ELEMENTAL: sendChar(ch, "Elementals will answer your summons again.\r\n"); break; } break; default: sendChar( ch, "Conjured creatures will answer your summons again.\r\n" ); } } } /* ** HUNTED timer */ if( IS_SET_AR( PLR_FLAGS(ch), PLR_HUNTED ) && ch->desc && (--(ch)->player_specials->saved.phunt_countdown <= 0)) { sendChar( ch, "You are no longer hunted.\r\n" ); unset_hunted_player(ch); } /* ** THIEF timer */ if( IS_SET_AR(PLR_FLAGS(ch), PLR_THIEF) && ch->desc && (--(ch)->player_specials->saved.pthief_countdown <= 0)) { REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_THIEF); send_to_char("You are no longer a registered thief.\r\n", ch); (ch)->player_specials->saved.pthief_countdown = 0; } /* KILLER timer */ if (IS_SET_AR(PLR_FLAGS(ch), PLR_KILLER) && (--(ch)->player_specials->saved.pkill_countdown <= 0)) { REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_KILLER); send_to_char("You are no longer a registered killer.\r\n", ch); (ch)->player_specials->saved.pkill_countdown = 0; } /* JAILED timer */ if (IS_SET_AR(PLR_FLAGS(ch), PLR_JAILED) && (--(ch)->player_specials->saved.jail_timer <= 0)) { int jail_exit_room; REMOVE_BIT_AR(PLR_FLAGS(ch), PLR_JAILED); if (PRF_FLAGGED(ch, PRF_GOLD_TEAM) && IN_ROOM(ch) == real_room(GOLD_TEAM_JAIL)) { jail_exit_room = real_room(GOLD_TEAM_START_ROOM); GET_HIT(ch) = GET_MAX_HIT(ch); GET_MANA(ch) = GET_MAX_MANA(ch); GET_MOVE(ch) = GET_MAX_MOVE(ch); char_from_room(ch); char_to_room(ch, jail_exit_room); look_at_room(ch, 0); } if (PRF_FLAGGED(ch, PRF_BLACK_TEAM) && IN_ROOM(ch) == real_room(BLACK_TEAM_JAIL)) { jail_exit_room = real_room(BLACK_TEAM_START_ROOM); GET_HIT(ch) = GET_MAX_HIT(ch); GET_MANA(ch) = GET_MAX_MANA(ch); GET_MOVE(ch) = GET_MAX_MOVE(ch); char_from_room(ch); char_to_room(ch, jail_exit_room); look_at_room(ch, 0); } if (PRF_FLAGGED(ch, PRF_ROGUE_TEAM) && IN_ROOM(ch) == real_room(ROGUE_TEAM_JAIL)) { jail_exit_room = real_room(ROGUE_TEAM_START_ROOM); GET_HIT(ch) = GET_MAX_HIT(ch); GET_MANA(ch) = GET_MAX_MANA(ch); GET_MOVE(ch) = GET_MAX_MOVE(ch); char_from_room(ch); char_to_room(ch, jail_exit_room); look_at_room(ch, 0); } sendChar(ch, "Your imprisonement is over.\r\n"); // if (PRF_FLAGGED(ch, PRF_GOLD_TEAM)) // jail_exit_room = IN_ROOM(ch); // else if (PRF_FLAGGED(ch, PRF_BLACK_TEAM)) // jail_exit_room = IN_ROOM(ch); // else if (PRF_FLAGGED(ch, PRF_ROGUE_TEAM)) // jail_exit_room = IN_ROOM(ch); // else // jail_exit_room = getStartRoom(ch); // char_to_room(ch, jail_exit_room); // look_at_room(ch, 0); } /* ** If your hunted there is NO escape. */ if(( ++(ch->char_specials.timer) > VOID_TIME ) && !IS_SET_AR(PLR_FLAGS(ch), PLR_HUNTED)) { if (GET_WAS_IN(ch) == NOWHERE && ch->in_room != NOWHERE) { GET_WAS_IN(ch) = ch->in_room; end_fight(ch); act("$n disappears into the void.", TRUE, ch, 0, 0, TO_ROOM); send_to_char("You have been idle, and are pulled into a void.\r\n", ch); save_char(ch, NOWHERE); Crash_crashsave(ch); GET_WAS_IN(ch) = ch->in_room; char_from_room(ch); char_to_room(ch, 1); } //else if (ch->char_specials.timer > EXTRACT_TIME) //{ //if (ch->in_room != NOWHERE) //char_from_room(ch); //char_to_room(ch, 1); //if (ch->desc) //SET_DCPENDING(ch->desc); //ch->desc = NULL; //Crash_idlesave(ch); /* apparently causing problems? */ //crashRentSave(ch, -1); //mudlog( NRM, LVL_LRGOD, TRUE, "%s force-rented and extracted (idle).", GET_NAME(ch)); //extract_char(ch); //} } #undef VOID_TIME #undef EXTRACT_TIME }
/* ** Update PCs, NPCs, and objects */ void point_update( void ) { int slot; void update_char_objects(CharData * ch); /* handler.c */ void extract_obj(ObjData * obj); /* handler.c */ void update_char_quests(CharData * ch); /* quest.c */ CharData *i, *next_char; ObjData *j, *next_thing, *jj, *next_thing2, *debugnext; int loopvar; /* characters */ for( i = character_list; i; i = next_char ) { next_char = i->next; // state flags i->tickstate = 0; /* dismount anyone who's gotten separated from their steed */ /* Note that it's superfluous to check for both rider AND mount */ if (i->rider && i->rider->in_room != i->in_room) { i->rider->mount = NULL; i->rider = NULL; } /* Prayer timer */ if (i->player_specials->saved.prayer_time > 0) { if (i->player_specials->saved.prayer_time == 1) { i->player_specials->saved.prayer_time = 0; send_to_char("Your prayers will be heard once again.\r\n", i); } else i->player_specials->saved.prayer_time -= 1; } for(slot = 0; slot<4; slot++) { if (COOLDOWN(i, slot) ) { COOLDOWN(i, slot) -= 1; if (!COOLDOWN(i, slot) ) { switch( GET_CLASS(i) ) { case CLASS_DEATH_KNIGHT: break; case CLASS_SOLAMNIC_KNIGHT: break; case CLASS_MAGIC_USER: break; case CLASS_SHADOW_DANCER: if(slot == SLOT_SLIPPERY_MIND) break; else if(slot == SLOT_NODESHIFT) sendChar(i, "You may once again shift your spectrum.\r\n"); else sendChar(i, "ERROR!\r\n"); break; case CLASS_THIEF: if(slot== SLOT_BLACKJACK) { sendChar(i, "You are able to use blackjack again.\r\n"); break; } else sendChar(i, "ERROR!\r\n"); case CLASS_ASSASSIN: if(slot == SLOT_DETERRENCE) sendChar(i, "You are able to use deterrence again.\r\n"); else sendChar(i, "ERROR!\r\n"); break; case CLASS_CLERIC: if(slot == SLOT_SHADOW_FORM) sendChar(i, "You are ready to enter shadow form again..\r\n"); else sendChar(i, "ERROR!\r\n"); case CLASS_WARRIOR: if(slot == SLOT_REDOUBT) sendChar(i, "You can shield yourself again.\r\n"); else if(slot == SLOT_COMMANDING_SHOUT) sendChar(i, "You can shout commands again.\r\n"); else sendChar(i, "ERROR!\r\n"); break; case CLASS_SHOU_LIN: break; case CLASS_RANGER: break; case CLASS_NECROMANCER: if(slot == SLOT_QUICKEN) sendChar(i, "You may once again rise from the grave.\r\n"); else if(slot == SLOT_METAMORPHOSIS) sendChar(i, "You may once again metamorphisize.\r\n"); else sendChar(i, "ERROR!\r\n"); break; default: sendChar(i, "ERROR!\r\n"); break; } } } } if( IS_AFFECTED(i, AFF_PLAGUE )) infectious(i); if( !IS_NPC(i) ) { update_char_objects(i); if( GET_LEVEL(i) < LVL_GOD ) check_idling(i); update_char_quests(i); } gain_condition(i, HUNGER, IS_AFFECTED(i, AFF_REGENERATE)? -2:-1); gain_condition(i, DRUNK, -1); /* Amara get thirsty in different ways */ if (IS_AMARA(i)) { if (IN_ROOM(i) >= 0 && IN_ROOM(i) <= top_of_world) { switch (SECT(IN_ROOM(i))) { case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: gain_condition(i, THIRST, 1); break; case SECT_UNDERWATER: case SECT_UNDERWATER_RIVER: gain_condition(i, THIRST, 24); break; default: gain_condition(i, THIRST, -2); break; } } else gain_condition(i, THIRST, -2); } else gain_condition(i, THIRST, -1); }/* for */ debugnext = NULL; /* objects */ for( j = object_list; j; j = next_thing ) { next_thing = j->next; /* Next in object list */ debugnext = j; // we didn't crash if we got here if( IS_SET_AR( j->obj_flags.extra_flags, ITEM_TIMED )) { if( GET_OBJ_TIMER(j) > 0 ) GET_OBJ_TIMER(j)--; if (GET_OBJ_TIMER(j) == 0) { if(contains_soulbound(j)) { GET_OBJ_TIMER(j) = 1; continue; } if (SCRIPT_CHECK(j, OTRIG_TIMER)) { REMOVE_BIT_AR(j->obj_flags.extra_flags, ITEM_TIMED); timer_otrigger(j); continue; // don't do anything more with this } } if( GET_OBJ_TYPE(j) == ITEM_KEY ) { static char *keyVaporMsgs[] = { "$p vanishes with a flash.", "$p begins to shake violently.", "$p begins to vibrate.", "$p begins to hum.", "$p begins to glow." }; if( GET_OBJ_TIMER(j) < (sizeof( keyVaporMsgs )/sizeof( *keyVaporMsgs ))) { int vaporMsg = GET_OBJ_TIMER(j); if( j->carried_by ) act( keyVaporMsgs[ vaporMsg ], FALSE, j->carried_by, j, 0, TO_CHAR); else if( j->worn_by ) { act( keyVaporMsgs[ vaporMsg ], FALSE, j->worn_by, j, 0, TO_CHAR); for( loopvar = 0; loopvar < NUM_WEARS; loopvar++ ) { if( j->worn_by->equipment[loopvar] == j ) j->worn_by->equipment[loopvar] = 0; } } else if( j->in_room != NOWHERE && world[j->in_room].people ) { act( keyVaporMsgs[ vaporMsg ], FALSE, world[j->in_room].people, j, 0, TO_CHAR); act( keyVaporMsgs[ vaporMsg ], FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; }/* ITEM_KEY has timed out */ }/* if ITEM_KEY */ else if (GET_OBJ_TYPE(j) == ITEM_AFFECT) { if (!GET_OBJ_TIMER(j)) { if (j->in_room != NOWHERE && world[j->in_room].people) { act(j->action_description, FALSE, world[j->in_room].people, j, 0, TO_CHAR); act(j->action_description, FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; // object gone, don't act further on it! } } else if( !GET_OBJ_TIMER(j) ) { /* The object timed out - delete it */ if( j->carried_by ) act( "$p crumbles to dust and is blown away.", FALSE, j->carried_by, j, 0, TO_CHAR ); else if( j->worn_by ) { act("$p crumbles to dust and is blown away.", FALSE, j->worn_by, j, 0, TO_CHAR); unequip_char( j->worn_by, j->worn_at ); } else if( j->in_room != NOWHERE && world[j->in_room].people ) { act( "$p crumbles to dust and is blown away.", FALSE, world[j->in_room].people, j, 0, TO_CHAR); act( "$p crumbles to dust and is blown away.", FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; // object gone, don't act further on it! } } /* if OBJ_TIMED */ /* if this looks like a portal */ if ( (GET_OBJ_RNUM(j) >= 0 && GET_OBJ_RNUM(j) <= top_of_objt) && obj_index[GET_OBJ_RNUM(j)].func == portal_proc && GET_OBJ_TYPE(j) == ITEM_OTHER ) { /* Mage created portals are type other, permanent portals are type portal. */ /* Permanent portals thus don't decay. */ if (GET_OBJ_VAL(j, 2) > 0) GET_OBJ_VAL(j,2)--; } /* ** Digger */ /* If this is a corpse */ if ((GET_OBJ_TYPE(j) == ITEM_CONTAINER) && GET_OBJ_VAL(j, 3)) { /* timer count down */ if (GET_OBJ_TIMER(j) > 0) GET_OBJ_TIMER(j)--; // PC corpses which are empty will decay eventually.. if(!CAN_WEAR(j, ITEM_WEAR_TAKE) && !(j->contains)) { GET_OBJ_TIMER(j) = MAX(GET_OBJ_TIMER(j) / 3, 0); } if (!GET_OBJ_TIMER(j)) { if(contains_soulbound(j)) { GET_OBJ_TIMER(j) = 1; continue; } if (j->carried_by) act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR); else if ((j->in_room != NOWHERE) && (world[j->in_room].people)) { static char *decay_messages[] = { "A quivering hoard of maggots consumes $p.", "A flock of vultures swoop down from the sky to devour $p.", "The $p rots and decays as the shards of bone are blown to the four winds.", "The $p rots and decays leaving behind the pungent stench of death.", "A bolt of holy fire streaks from the heavens to burn the corpse of $p to ash.", "The $p rots to ash and is swept away by the winds of time." }; int decay_idx = (int)( random() % ( sizeof( decay_messages ) / sizeof( *decay_messages ))); act( decay_messages[ decay_idx ], TRUE, world[j->in_room].people, j, 0, TO_ROOM); act( decay_messages[ decay_idx ], TRUE, world[j->in_room].people, j, 0, TO_CHAR); }/* JBP */ for (jj = j->contains; jj; jj = next_thing2) { next_thing2 = jj->next_content; /* Next in inventory */ obj_from_obj(jj); if (j->in_obj) { if ( GET_OBJ_TYPE(j) != ITEM_KEY && GET_OBJ_TYPE(j) != ITEM_SCROLL && GET_OBJ_TYPE(j) != ITEM_POTION && GET_OBJ_TYPE(j) != ITEM_DUST && (GET_OBJ_VNUM(j) == 1460 || GET_OBJ_VNUM(j) == 1461 || GET_OBJ_VNUM(j) == 1462 ) ) continue; // Refrigeration to keep food from rotting. obj_to_obj(jj, j->in_obj); } else if (j->carried_by) obj_to_room(jj, j->carried_by->in_room); else if (j->in_room != NOWHERE) obj_to_room(jj, j->in_room); else { /* OLD WAY: assert(FALSE); */ mudlog(NRM, LVL_IMMORT, TRUE, "SYSERR: Something is wrong with a container." ); obj_to_room(jj, real_room(1201)); } } extract_obj(j); } } /* Imhotep: Added support for ITEM_TROPHY pieces that decay after * a given MUD date */ if(IS_OBJ_STAT(j, ITEM_TROPHY)) { if(GET_OBJ_TIMER(j) < TICKS_SO_FAR) { if (j->carried_by) act("$p shimmers and vanishes out of your hands!", FALSE, j->carried_by, j, 0, TO_CHAR); else if (j->worn_by) { act("$p shimmers and vanishes!", FALSE, j->worn_by, j, 0, TO_CHAR); unequip_char(j->worn_by, j->worn_at); } else if (j->in_room != NOWHERE && world[j->in_room].people) { act("$p shimmers and vanishes!", FALSE, world[j->in_room].people, j, 0, TO_CHAR); act("$p shimmers and vanishes!", FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; } } } }/* point_update */
void purge(char *filename) { FILE *fl; FILE *outfile; struct char_file_u player; int okay, num = 0; long timeout, size; char *ptr, reason[80]; if (!(fl = fopen(filename, "r+"))) { printf("Can't open %s.", filename); exit(1); } fseek(fl, 0L, SEEK_END); size = ftell(fl); rewind(fl); if (size % sizeof(struct char_file_u)) { fprintf(stderr, "\aWARNING: File size does not match structure, recompile purgeplay.\n"); fclose(fl); exit(1); } outfile = fopen("players.new", "w"); printf("Deleting: \n"); for (;;) { fread(&player, sizeof(struct char_file_u), 1, fl); if (feof(fl)) { fclose(fl); fclose(outfile); printf("Done.\n"); exit(0); } okay = 1; *reason = '\0'; for (ptr = player.name; *ptr; ptr++) if (!isalpha(*ptr) || *ptr == ' ') { okay = 0; strcpy(reason, "Invalid name"); } if (player.level == 0) { okay = 0; strcpy(reason, "Never entered game"); } if (player.level < 0 || player.level > LVL_IMPL) { okay = 0; strcpy(reason, "Invalid level"); } /* now, check for timeouts. They only apply if the char is not cryo-rented. Lev 32-34 do not time out. */ timeout = 1000; if (okay && player.level <= LVL_IMMORT) { if (!(IS_SET_AR(player.char_specials_saved.act, PLR_CRYO))) { if (player.level < LVL_IMMORT) timeout = 60; /* Lev 1-30 : 60 days */ } timeout *= SECS_PER_REAL_DAY; if ((time(0) - player.last_logon) > timeout) { okay = 0; sprintf(reason, "Level %2d idle for %3ld days", player.level, ((time(0) - player.last_logon) / SECS_PER_REAL_DAY)); } } if (IS_SET_AR(player.char_specials_saved.act, PLR_DELETED)) { okay = 0; sprintf(reason, "Deleted flag set"); } /* Don't delete for *any* of the above reasons if they have NODELETE */ if (!okay && IS_SET_AR(player.char_specials_saved.act, PLR_NODELETE)) { okay = 2; strcat(reason, "; NOT deleted."); } if (okay) fwrite(&player, sizeof(struct char_file_u), 1, outfile); else printf("%4d. %-20s %s\n", ++num, player.name, reason); if (okay == 2) fprintf(stderr, "%-20s %s\n", player.name, reason); } }
void suffer_activity(int pulse) { struct char_data *ch, *next_ch; char *desc; char dam_msg1[120] = "msg1 for suffer room not defined, report this to an imm!\r\n"; char dam_msg2[120] = "msg2 for suffer room not defined, report this to an imm!\r\n"; char dam_msg3[120] = "msg3 for suffer room not defined, report this to an imm!\r\n"; char dam_msg4[120] = "msg4 for suffer room not defined, report this to an imm!\r\n"; char death_char[120] = "You drift into coma and die."; char death_room[120] = "$n has drifted into coma and dies."; char suffer_msg[120] = "$n is suffering."; int percent_hp; int min_dam = 10, max_dam = 20, dam_amount; int hot = FALSE, cold = FALSE , dry = FALSE; for (ch = character_list; ch; ch = next_ch) { next_ch = ch->next; if (GET_LEVEL(ch) >= LVL_IMMORT) /* Lets not hurt our immortals */ continue; if (IS_NPC(ch)) continue; // I'm adding in a check to make outlaws "suffer" if in a peace room // Added by Sanji if( (ROOM_FLAGGED(IN_ROOM(ch), ROOM_PEACEFUL) || IN_ARENA(ch) || IS_SET_AR(ROOM_FLAGS((ch)->in_room), ROOM_CLAN)) && (IS_SET_AR(PLR_FLAGS(ch), PLR_HUNTED) || IS_SET_AR(PLR_FLAGS(ch), PLR_THIEF))) { int to_room = 18001; // Samsera center // hurt the little cheater GET_HIT(ch) = MAX(1, GET_HIT(ch) - GET_MAX_HIT(ch)/8); GET_MANA(ch) = MAX(0, GET_MANA(ch) - GET_MAX_MANA(ch)/8); GET_MOVE(ch) = MAX(0, GET_MOVE(ch) - GET_MAX_MOVE(ch)/8); // where to send the victim? //do //{ // to_room = number( 0, top_of_world ); //} while (IS_SET_AR(world[to_room].room_flags, ROOM_PRIVATE) || // IS_SET_AR(world[to_room].room_flags, ROOM_DEATH) || // IS_SET_AR(world[to_room].room_flags, ROOM_PEACEFUL)); // Lets send out a message, more can be added later. // send_to_char("Naughty naughty. No hiding!\r\n", ch); // Time to move the victim char_from_room(ch); char_to_room(ch, real_room(to_room)); look_at_room(ch, 0); } hot = (ROOM_FLAGGED(IN_ROOM(ch), ROOM_HOT)); cold = (ROOM_FLAGGED(IN_ROOM(ch), ROOM_COLD)); dry = (ROOM_FLAGGED(IN_ROOM(ch), ROOM_DRY)); if (!hot && !cold && !dry) continue; /* Getting ready to pull the damage amount out of the extra desc in the room */ if ((desc = find_exdesc("min_dam", world[ch->in_room].ex_description)) != NULL) min_dam = atoi(desc); else min_dam = 0; if ((desc = find_exdesc("max_dam", world[ch->in_room].ex_description)) != NULL) max_dam = atoi(desc); else max_dam = 25; if (max_dam < min_dam) { send_to_char("SYSERR: Max damage lower then Min damage. Report to an Immortal.\r\n", ch); return; } dam_amount = number(min_dam, max_dam); if ((desc = find_exdesc("suffer1", world[ch->in_room].ex_description)) != NULL) sprintf(dam_msg1, "%s", desc); if ((desc = find_exdesc("suffer2", world[ch->in_room].ex_description)) != NULL) sprintf(dam_msg2, "%s", desc); if ((desc = find_exdesc("suffer3", world[ch->in_room].ex_description)) != NULL) sprintf(dam_msg3, "%s", desc); if ((desc = find_exdesc("suffer4", world[ch->in_room].ex_description)) != NULL) sprintf(dam_msg4, "%s", desc); if ((desc = find_exdesc("death_char", world[ch->in_room].ex_description)) != NULL) sprintf(death_char, "%s", desc); if ((desc = find_exdesc("death_room", world[ch->in_room].ex_description)) != NULL) sprintf(death_room, "%s", desc); if ((desc = find_exdesc("suffer_msg", world[ch->in_room].ex_description)) != NULL) sprintf(suffer_msg, "%s", desc); if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_COLD) && IS_AFFECTED(ch, AFF_NO_COLD)) continue; else if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_HOT) && IS_AFFECTED(ch, AFF_NO_HOT)) continue; else if (ROOM_FLAGGED(IN_ROOM(ch), ROOM_HOT) && IS_AFFECTED(ch, AFF_NO_DRY)) continue; // DUH! added a check for soak if (((ROOM_FLAGGED(IN_ROOM(ch), ROOM_HOT) || ROOM_FLAGGED(IN_ROOM(ch), ROOM_DRY)) && (GET_COND(ch, THIRST) > 0))) GET_COND(ch, THIRST) = 0; if (dam_amount >= GET_HIT(ch)) dam_amount = GET_HIT(ch) + number(4, 7); else act(suffer_msg, FALSE, ch, 0, 0, TO_ROOM); GET_HIT(ch) -= dam_amount; percent_hp = (100 * GET_HIT(ch)) / GET_MAX_HIT(ch); // need a check here to see if the char is still in the room! if ((ROOM_FLAGGED(IN_ROOM(ch), ROOM_HOT)) || (ROOM_FLAGGED(IN_ROOM(ch), ROOM_COLD)) || (ROOM_FLAGGED(IN_ROOM(ch), ROOM_DRY))){ if (percent_hp > 75) send_to_char(dam_msg1, ch); else if (percent_hp > 50) send_to_char(dam_msg2, ch); else if (percent_hp > 30) send_to_char(dam_msg3, ch); else if (percent_hp >= 15) send_to_char(dam_msg4, ch); else if (percent_hp >= 1) { GET_HIT(ch) = number (-3, -5); send_to_char("You have passed out.\r\n", ch); act("$n has passed out and fallen to the ground.", FALSE, ch, 0, 0, TO_ROOM); update_pos(ch); } else { GET_HIT(ch) = number(-7, -10); act(death_char, FALSE, ch, 0, 0, TO_CHAR); act(death_room, FALSE, ch, 0, 0, TO_ROOM); update_pos(ch); GET_MANA(ch) = 1; die(ch, NULL, 0); } } } /* End of for loop */ }