alien.c:if (ch->in_room->vnum != AUGMENT_ROOM) alien.c: (!ch->in_room || ch->in_room->vnum != pow.transform_in_room) && alien.c: (!ch->in_room || ch->in_room->vnum != pow.asctransform_in_room) && ansi_out.c: to = ch->in_room->more->people; ar.c: for (tr = ch->in_room->tracks; tr != NULL; tr = tr->next_track_in_room) ar.c: if (IS_SET(vict->in_room->room_flags,ROOM_UNTRACKABLE)) ar.c: if (ch->in_room && ch->in_room->ptracks != NULL) ar.c: for (ptrk = ch->in_room->ptracks; (ptrk != NULL && !found); ptrk = ptrk->next_track_in_room) ar.c: if (!ch->in_room->exit[dir] || (ROOM_DATA *) ! ch->in_room->exit[dir]->to_room) ar.c: if (!is_number (HUNTING (ch)) && ch->in_room->exit[dir] && (ROOM_DATA *) ch->in_room->exit[dir]->to_room && ar.c: ch->in_room->area != ((ROOM_DATA *) ch->in_room->exit[dir]->to_room)->area) ar.c: if (ch->in_room && ch->in_room->exit[dir] && ch->in_room->exit[dir]->d_info && ar.c: IS_SET (ch->in_room->exit[dir]->d_info->exit_info, EX_CLOSED) && ar.c: IS_SET (ch->in_room->exit[dir]->d_info->exit_info, EX_ISDOOR) && ar.c: !IS_SET (ch->in_room->exit[dir]->d_info->exit_info, EX_LOCKED) && ar.c: !IS_SET (ch->in_room->exit[dir]->d_info->exit_info, EX_HIDDEN)) ar.c: do_open (ch, ch->in_room->exit[dir]->d_info->keyword); ar.c: if (is_number (HUNTING (ch)) && ch->in_room->vnum == atoi (HUNTING (ch))) arena.c: if (ch->in_room && ch->in_room->vnum < 1000) arena.c: if (ch->in_room && ch->in_room->vnum < 1000) arena.c: victim->ced->wasroom = victim->in_room->vnum; arena.c: victimtwo->ced->wasroom = victimtwo->in_room->vnum; auction.c: if (ch->in_room->vnum < 1000) auction.c: if (ch->in_room->vnum < 1000) autoeq.c: if (ch->in_room->vnum != 90000) autoeq.c: pArea = ch->in_room->area; aw.c: if (d->character->in_room->vnum < 1000 && aw.c: (d->character->in_room->vnum < 100 || aw.c: d->character->in_room->vnum > (100+NUM_ALIGN-1))) aw.c: if (ch != NULL && ch->in_room != NULL) sectr = ch->in_room->sector_type; aw.c: obj->in_room == NULL ? 0 : obj->in_room->vnum, aw.c: if (LEVEL (ch) > IMM_LEVEL && LEVEL (ch) < MAX_LEVEL && victim->in_room && victim->in_room->area->open != 0) aw.c: victim->in_room == NULL ? 0 : victim->in_room->vnum); aw.c: pArea = ch->in_room->area; aw.c: pArea = ch->in_room->area; aw.c: pArea = ch->in_room->area; aw.c: victim->in_room->vnum, aw.c: victim->in_room->name); aw.c: victim->in_room == NULL ? 0 : victim->in_room->vnum, aw.c: if (!ch->in_room->more) aw.c: for (v = ch->in_room->more->people; v != NULL; v = v->next_in_room) aw.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) aw.c: if (LEVEL (ch) < MAX_LEVEL && victim->in_room && victim->in_room->area->open != 0) aw.c: sprintf (st, "Redit #%d", d->character->in_room->vnum); aw.c: if (IS_PLAYER (ch) && victim->in_room->area->open == 1 && !IS_REAL_GOD (ch)) aw.c: "somewhere" : in_obj->in_room->name, (in_obj->in_room == NULL) ? aw.c: 0 : in_obj->in_room->vnum); aw.c: (ch->in_room->area == pAreat ? "*" : " "), aw.c: (ch->in_room->area == pAreat ? "*" : " "), bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: if (ch->in_room->vnum >= cdat->start_vnum + 1 && ch->in_room->vnum <= cdat->start_vnum + 20) bank.c: if (!IS_SET(ch->in_room->room_flags, ROOM_CLANSTORE)) bank.c: if ((ch->in_room->vnum >= clan->start_vnum) && (ch->in_room->vnum - clan->start_vnum) < 50) bank.c: if (!IS_SET(ch->in_room->room_flags, ROOM_CLANSTORE)) bank.c: if ((ch->in_room->vnum >= clan->start_vnum) && (ch->in_room->vnum - clan->start_vnum) < 50) bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) buysell.c: for (keeper = ch->in_room->more->people; keeper; keeper = keeper->next_in_room) buysell.c: sprintf(buff, "Ahh, welcome %s. It is so good to see you again. I am currently partaking of my midday meal. Perhaps if you would be so kind as to return in a little while, I will be able to assist you, as you are one of my most valued customers. We strive for one hundred percent customer satisfaction here at %s. However, I must eat my lunch, Thank you, come again.\n\r", NAME(ch), ch->in_room->name); buysell.c: for (keeper = ch->in_room->more->people; keeper; keeper = keeper->next_in_room) buysell.c: if (LEVEL (ch) > 100 && !IS_REAL_GOD (ch) && ch->in_room->area->open == 1) buysell.c: if (IS_SET (ch->in_room->room_flags, ROOM_PET_SHOP)) buysell.c: oneroomNext = get_room_index (ch->in_room->vnum + 1); buysell.c: bug ("Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum); buysell.c: if (IS_SET (ch->in_room->room_flags, ROOM_PET_SHOP)) buysell.c: oneroomNext = get_room_index (ch->in_room->vnum + 1); buysell.c: bug ("Do_list: bad pet shop at vnum %d.", ch->in_room->vnum); buysell.c: flex = 14-(strlen(ch->in_room->name))/2; buysell.c: sprintf(hugebuf_o, "\x1b[1;36m_\\|%s\x1b[0;32mWelcome to %s, what would you like to buy?%s%s\x1b[1;36m|/_\n\n\r", buff,ch->in_room->name,buff,(IS_SET(strlen(ch->in_room->name), 1) ? " " : "")); buysell.c: if (LEVEL (ch) > 100 && ch->in_room->area->open == 1 && !IS_REAL_GOD (ch)) channels.c: if (IS_SET (ch->in_room->room_flags, ROOM_SILENCE)) channels.c: sprintf (buf, "%s says (%d): %s\n", NAME (ch), ch->in_room->vnum, conv); channels.c: if (ch->in_room->vnum == tr->attached_to_room) channels.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) channels.c: if (IS_SET (ch->in_room->room_flags, ROOM_SILENCE)) channels.c: if (IS_SET (ch->in_room->room_flags, ROOM_SILENCE)) channels.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) climb.c: for (fch = in_room->more->people; fch != NULL; fch = fch_next) climb.c: for (fch = in_room->more->people; fch != NULL; fch = fch_next) comm.c: if (CHALLENGE (ch) != 10 && ch->in_room && ch->in_room->vnum < 1000) consid.c: for (attacker = ch->in_room->more->people; attacker !=NULL; attacker = attacker->next_in_room) create.c: if (ch->in_room->sector_type != SECT_FOREST && create.c: ch->in_room->sector_type != SECT_WOODS && create.c: ch->in_room->sector_type != SECT_BRUSH) create.c: if (ch->in_room->minerals <= 0) create.c: ch->in_room->minerals--; create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) create.c: if (ch->in_room->sector_type != SECT_MOUNTAIN && create.c: ch->in_room->sector_type != SECT_HILLS && create.c: ch->in_room->sector_type != SECT_ROCKY && create.c: ch->in_room->sector_type != SECT_CANYON && create.c: ch->in_room->sector_type < SECT_CAVE) create.c: if (ch->in_room->minerals <= 0) create.c: ch->in_room->minerals--; db2.c:(d->character->in_room ? d->character->in_room->vnum : d->connected), (d->incomm[0] == '\0' ? d->inlast : d->incomm)); db2.c: if (!allf && oneroom->area != ch->in_room->area) db2.c: ch->in_room ? ch->in_room->vnum : 0, NAME (ch), str); death.c: if ((obj = get_obj_list (ch, argy, ch->in_room->more->contents)) == NULL) death.c: if ((obj = get_obj_list (ch, argy, ch->in_room->more->contents)) == NULL) death.c: ch->in_room->more->copper += ch->copper; death.c: ch->in_room->more->gold += ch->gold; death.c: if ((pexit = was_in_room->exit[door]) != NULL death.c: for (tmpch = in_room->more->people; tmpch != NULL; tmpch = tmpchnx) death.c: for (cd = tmpch->in_room->more->people; cd != NULL; cd = cdnext) death.c: victim->in_room->y = FALSE; death.c: if (same_align > opp_align + 2 && victim->in_room->area&&!victim->in_room->area->homeland && same_align > 4) death.c: victim->in_room->y = FALSE; fgt.c: if ((!IS_SET(victim->act, PLR_SAME_SIDE_PK) && ch->in_room->vnum >= 1000 && !DIFF_ALIGN(ch, victim)) || LEVEL(victim) >= IMM_LEVEL) fgt.c: sprintf(log_buf, "ILLEGAL PKILL %s attacked %s at %d.\n\r", NAME(ch), NAME(victim), ch->in_room->vnum); fgt.c: else if (!DIFF_ALIGN(ch, victim) && ch->in_room->vnum >=1000) fgt.c: sprintf(log_buf, "OK PKILL %s attacked %s at %d.\n\r", NAME(ch), NAME(victim), ch->in_room->vnum); fgt.c: sprintf(buf, "Help, I am being attacked by %s at %s.\n\r",rNAME(ch, victim), ch->in_room->name); fgt.c: for (cir = ch->in_room->more->people; cir != NULL; cir = cir->next_in_room) fgt.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch_next) fgt.c: for (vch = victim->in_room->more->people; vch != NULL; vch = vch->next_in_room) fgt.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: if (ch->in_room->sector_type == SECT_ASTRAL) fgt.c: if (IS_PLAYER(ch) && LEVEL(ch) >= IMM_LEVEL && LEVEL(ch) < MAX_LEVEL && (!ch->in_room->area || ch->in_room->area->open == 1)) fgt.c: if(victim->pcdata->no_quit_pk >= 5 && IS_MOB(ch) && !victim->in_room->area->homeland && !IS_SET(ch->act, ACT_AGGRESSIVE) fgt.c: for (gch = victim->in_room->more->people; gch != NULL; gch=gch->next_in_room) fgt.c: victim->in_room->vnum); fgt.c:if (ch->in_room && ((ch->in_room->vnum < 111 && ch->in_room->vnum > 95)|| fgt.c: ch->in_room->vnum == 112)) fgt.c:for (tch = victim->in_room->more->people; tch != NULL; tch = tch->next_in_room) fgt.c: if (ch->in_room && ch->in_room->vnum < 1000) return; fgt.c: if (ch->in_room->sector_type == SECT_UNDERWATER) fgt.c: if (ch->in_room->sector_type == SECT_UNDERWATER) fgt.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch_next) fgt.c: if ((ch->in_room->vnum < 108 && ch->in_room->vnum > 97)|| ch->position < POSITION_GROUNDFIGHTING) fgt.c: for (fch = victim->in_room->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: if((pexit = ch->in_room->exit[door]) != NULL fgt.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: if (ch->in_room && ch->in_room->vnum >= BATTLEGROUND_START_VNUM && fgt.c: ch->in_room->vnum <= BATTLEGROUND_END_VNUM) fgt.c: if (ch->in_room && ch->in_room->vnum >= (BATTLEGROUND_START_VNUM + bg_multiplier) && ch->in_room->vnum <= (BATTLEGROUND_END_VNUM + bg_multiplier)) give.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) give.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch_next) give.c: OOSTR(obj, short_descr), NAME(ch), ch->in_room->vnum); give.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) give.c: if (ch->in_room->more->gold > 0) give.c: sprintf(bah, "You pick up \x1b[1;33m%d\x1b[0;37m gold.\n\r", ch->in_room->more->gold); give.c: ch->gold += ch->in_room->more->gold; give.c: ch->in_room->more->gold = 0; give.c: if (ch->in_room->more->copper > 0) give.c:ch->in_room->more->copper); give.c: ch->copper += ch->in_room->more->copper; give.c: ch->in_room->more->copper = 0; give.c: obj = get_obj_list (ch, arg1, ch->in_room->more->contents); give.c: if (ch->in_room->more->gold > 0) give.c: sprintf(bah, "You pick up \x1b[1;33m%d\x1b[0;37m gold.\n\r", ch->in_room->more->gold); give.c: ch->gold += ch->in_room->more->gold; give.c: ch->in_room->more->gold = 0; give.c: if (ch->in_room->more->copper > 0) give.c:ch->in_room->more->copper); give.c: ch->copper += ch->in_room->more->copper; give.c: ch->in_room->more->copper = 0; give.c: for (obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) give.c: if (!ch->in_room || !ch->in_room->more) return; give.c: for (rch = ch->in_room->more->people; rch != NULL; rch = give.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) give.c: ch->in_room->more->copper += ch->copper; give.c: ch->in_room->more->gold += ch->gold; give.c: if (ch->in_room->sector_type != SECT_WATER_SWIM && ch->in_room->sector_type != SECT_WATER_NOSWIM && give.c: ch->in_room->more->gold += amount; give.c: if (ch->in_room->sector_type != SECT_WATER_SWIM && ch->in_room->sector_type != SECT_WATER_NOSWIM && give.c: ch->in_room->more->copper += amount; give.c: if (ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM) give.c: if (obj->pIndexData->item_type != ITEM_BOAT && (ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM)) give.c: sprintf(tmp,"%d",ch->in_room->vnum); give.c: if (IS_SET(ch->in_room->room_flags, ROOM_DROPSCRIPT)) give.c: if (ch->in_room->vnum == tr->attached_to_room) give.c: if (ch->in_room->sector_type != SECT_WATER_SWIM && ch->in_room->sector_type != SECT_WATER_NOSWIM && give.c: ch->in_room->more->gold += ch->gold; give.c: ch->in_room->more->copper += ch->copper; give.c: if (obj->pIndexData->item_type != ITEM_BOAT && (ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM)) give.c: sprintf(tmp,"%d",ch->in_room->vnum); give.c: if (IS_SET(ch->in_room->room_flags, ROOM_DROPSCRIPT)) give.c: if (ch->in_room->vnum == tr->attached_to_room) give.c: OOSTR(obj, short_descr), NAME(ch), NAME(victim), ch->in_room->vnum); give.c: for (fountain = ch->in_room->more->contents; fountain != NULL; give.c: for (obj = ch->in_room->more->contents; obj; obj = obj->next_content) give.c: --ch->in_room->light; give.c: if (ch->in_room->light < 0) ch->in_room->light = 0; give.c: obj = get_obj_list (ch, arg, ch->in_room->more->contents); give.c: for (vch = ch->in_room->more->people; vch; vch = vch_next) give.c: if (ch->in_room->light < 0) ch->in_room->light = 0; give.c: ch->in_room->light++; give.c: ch->in_room->light--; give.c: if (ch->in_room->light < 0) ch->in_room->light = 0; grnd.c: victim->in_room->vnum); guild.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) hnd.c: ch->in_room->light -= ch->pcdata->light; hnd.c: if (ch->in_room->light < 0) hnd.c: ch->in_room->light = 0; hnd.c: ch->in_room->area->nplayer--; hnd.c: ch->in_room->more->pcs--; hnd.c: ch->in_room->command_objs--; hnd.c: if (ch->in_room->command_objs < 0) hnd.c: ch->in_room->command_objs = 0; hnd.c: if (ch == ch->in_room->more->people) hnd.c: ch->in_room->more->people = ch->next_in_room; hnd.c: for (prev = ch->in_room->more->people; prev; prev = prev->next_in_room) hnd.c: if (IS_MOB (ch) && ch->in_room->more->pcs == 0) hnd.c: for (pir = ch->in_room->more->people; pir != NULL; pir = pir->next_in_room) hnd.c: if (ch->in_room->more->pcs == 0) hnd.c: if (IS_PLAYER (ch) && ch->in_room && ch->in_room->more) hnd.c: for (d = ch->in_room->more->people; d != NULL; d = d->next_in_room) hnd.c: ch->in_room->area->nplayer++; hnd.c: ch->in_room->more->pcs++; hnd.c: if (IS_MOB (ch) && ch->in_room->more->pcs > 0) hnd.c: ch->in_room->command_objs++; hnd.c: ch->in_room->area->nplayer++; hnd.c: ch->in_room->more->pcs++; hnd.c: ++ch->in_room->light; hnd.c: if(++ch->in_room->light < 0) ch->in_room->light = 0; hnd.c: if (--ch->in_room->light < 0) hnd.c: ch->in_room->light = 0; hnd.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: for (rch = in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: for (rch = in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: for (rch = in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: if ((pexit = in_room->exit[door]) != NULL && (troom = in_room->exit[door]->to_room) != NULL && (!pexit->d_info || !IS_SET(pexit->d_info->exit_info, EX_CLOSED))) hnd.c: if (!people && (pexit = in_room->exit[direction]) != NULL && (troom = in_room->exit[direction]->to_room) != NULL && (!pexit->d_info || !IS_SET(pexit->d_info->exit_info, EX_CLOSED))) hnd.c: (ch->in_room && wch->in_room && wch->in_room->area != ch->in_room->area)) hnd.c: obj = get_obj_list (ch, argy, ch->in_room->more->contents); hnd.c: obj = get_obj_list (ch, argy, ch->in_room->more->contents); info.c: if (!ch->in_room || !ch->in_room->area) info.c: switch (ch->in_room->sector_type) info.c: if (ch->in_room->sector_type >= SECT_CAVE) info.c: switch (ch->in_room->sector_type) info.c: if (!IS_OUTSIDE (ch) || ch->in_room->sector_type >= SECT_CAVE) int.c: if (!found && ch->in_room && ch->in_room->more && ch->in_room->command_objs > 0) int.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) int.c: if (!found && ch->in_room && ch->in_room->more && ch->in_room->command_objs > 0) int.c: for (obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) int.c: if (!found && ch->in_room && IS_SET(ch->in_room->room_flags, ROOM_COMMANDSCRIPT)) int.c: if (ch->in_room->vnum == tr->attached_to_room) look.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) look.c: ch->in_room->area->name); look.c: if (words (ch->in_room->area->builders) == 0) look.c: else if (words (ch->in_room->area->builders) == 1) look.c: sprintf (buf, "%s\x1B[0m.\n\r", ch->in_room->area->builders); look.c: else if (words (ch->in_room->area->builders) == 2) look.c: first (ch->in_room->area->builders), look.c: ch->in_room->area->builders + look.c: strlen (first (ch->in_room->area->builders)) + 1); look.c: else if (words (ch->in_room->area->builders) == 3) look.c: first (ch->in_room->area->builders), look.c: first (ch->in_room->area->builders + strlen (first (ch->in_room->area->builders)) + 1), look.c: first (ch->in_room->area->builders + look.c: strlen (first (ch->in_room->area->builders)) + look.c: strlen (ch->in_room->area->builders + strlen (first (ch->in_room->area->builders)) + 1) + 1)); look.c: sprintf (buf, "%-28s %s [%d]\n\r", NAME (victim), victim->in_room->name, victim->in_room->vnum); look.c: if ((victim->in_room->area == ch->in_room->area) && look.c: sprintf (buf, "%-28s %s\n\r", NAME (victim), victim->in_room->name); look.c: pexit = ch->in_room->exit[dir]; look.c: && mob->next_in_room->next_in_room != NULL) look.c: if (ch->in_room && ch->in_room->more) show_char_to_char (ch->in_room->more->people, ch); look.c: if (ch->in_room->sector_type >= SECT_CAVE || IS_SET(ch->in_room->room_flags, ROOM_UNDERGROUND)) look.c: if (IS_SET (ch->in_room->room_flags, ROOM_INDOORS)) look.c: if (ch->in_room->sector_type >= SECT_CAVE || IS_SET(ch->in_room->room_flags, ROOM_UNDERGROUND)) look.c: if (IS_SET (ch->in_room->room_flags, ROOM_INDOORS)) look.c: sprintf(buff, "\x1b[1;37m%s \x1b[1;34m[%s%s\x1b[1;34m/", show_room_name (ch, ch->in_room->name), sectors[ch->in_room->sector_type].color, sectors[ch->in_room->sector_type].name_seen); look.c: if (ch->in_room->sector_type >= SECT_CAVE||IS_SET(ch->in_room->room_flags, ROOM_UNDERGROUND)) look.c: else if (IS_SET (ch->in_room->room_flags, ROOM_INDOORS)) look.c: else if (ch->in_room->shade) look.c: send_to_char (ch->in_room->description, ch); look.c: if(ch->in_room->blood > 0) look.c: if (IS_SET(ch->in_room->blood, blood_number[i])) look.c: if (ch->in_room->more->contents) look.c: if (ch->in_room->more->gold > 0 || ch->in_room->more->copper > 0) look.c: if (ch->in_room->more->gold > 0 && ch->in_room->more->copper == 0) look.c: (ch->in_room->more->gold > 1 ? "are" : "is"), ch->in_room->more->gold, look.c: (ch->in_room->more->gold > 1 ? "s" : "")); look.c: else if (ch->in_room->more->gold == 0 && ch->in_room->more->copper > 0) look.c: (ch->in_room->more->copper > 1 ? "are" : "is"), ch->in_room->more->copper, look.c: (ch->in_room->more->copper > 1 ? "s" : "")); look.c: else if (ch->in_room->more->gold > 0 && ch->in_room->more->copper > 0) look.c: (ch->in_room->more->gold > 1 ? "are" : "is"), ch->in_room->more->gold, look.c: (ch->in_room->more->gold > 1 ? "s" : ""), ch->in_room->more->copper, look.c: (ch->in_room->more->copper > 1 ? "s" : "")); look.c: show_list_to_char (ch->in_room->more->contents, ch, FALSE, FALSE); look.c: show_char_to_char (ch->in_room->more->people, ch); look.c:if (arg1[0]=='\0' || (ch->in_room && ch->in_room->more && look.c: (ch->in_room->more->contents || ch->in_room->more->people!=ch || look.c: ch->in_room->more->people->next_in_room))) { look.c: for (obj = ch->in_room->more->contents; obj && obj != NULL; obj = obj->next_content) look.c: for (obj = ch->in_room->more->contents; obj && obj != NULL; obj = obj->next_content) look.c: if (ch->in_room->more) look.c: pdesc = get_extra_descr (arg1, ch->in_room->more->extra_descr); look.c: if ((pexit = ch->in_room->exit[door]) == NULL) look.c: if ((pexit = ch->in_room->exit[door]) != NULL look.c: if ((ch->in_room->exit[door]) == NULL) look.c: if(ch->in_room->exit[door]->d_info && IS_SET(ch->in_room->exit[door]->d_info->exit_info, EX_HASTRAP) && number_range(1,150) < ch->pcdata->learned[gsn_locate_trap]) look.c: if (!ch->in_room->exit[door]->d_info || ch->in_room->exit[door]->d_info->keyword == NULL || ch->in_room->exit[door]->d_info->keyword[0] == '\0') look.c: if (ch->in_room->exit[door]->d_info && !IS_SET (ch->in_room->exit[door]->d_info->exit_info, EX_HIDDEN)) look.c: if (ch->in_room->exit[door]->d_info && ch->in_room->exit[door]->d_info->keyword != NULL && ch->in_room->exit[door]->d_info->keyword[0] != '\0') look.c: sprintf (buf, "You discovered a hidden %s!\n\r", ch->in_room->exit[door]->d_info->keyword); look.c: for (obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) look.c: if (ch->in_room->exit[door] != NULL && ch->in_room->exit[door]->d_info && IS_SET (ch->in_room->exit[door]->d_info->exit_info, EX_HIDDEN)) look.c: for (oo = ch->in_room->more->people; oo != NULL; oo = oo->next_in_room) mgc.c: for (rch = ch->in_room->more->people; rch; rch = rch->next_in_room) mgc.c: if (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC) && LEVEL(ch) <MAX_LEVEL) mgc.c: obj = get_obj_list (ch, arg2, ch->in_room->more->contents); mgc.c: if (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC) && LEVEL(ch) <MAX_LEVEL) mgc.c: if (IS_SET (ch->in_room->room_flags, ROOM_LOWMAGIC) && LEVEL(ch)<MAX_LEVEL && (number_range(1,3) == 3)) mgc.c: obj = get_obj_list (ch, arg2, ch->in_room->more->contents); mgc.c: for (vch = ch->in_room->more->people; vch; vch = vch_next) mgc.c: if (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC)) mgc.c: for (vch = ch->in_room->more->people; vch; vch = vch_next) move.c: if (ch->in_room->sector_type == SECT_CAPTURE && ch->in_room->calign != ch->pcdata->alignment) { move.c: AREA_DATA *pArea = ch->in_room->area; move.c: sprintf (buf, "\x1b[1;37m%s\x1b[0;37m has captured \x1b[0;37m'\x1b[1;37m%s\x1b[0;37m' for the forces of %s!", ch->pcdata->name, ch->in_room->name, align_info[ch->pcdata->alignment].name); move.c: } else if (ch->in_room->sector_type == SECT_CAPTURE) { move.c: for(fch = ch->in_room->more->people; fch != NULL;fch=fch->next_in_room) move.c: if (door > 18 && ch->in_room->vnum > 99 && ch->in_room->vnum < 109) move.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: if ((pexit = in_room->exit[door]) == NULL) move.c: for (ob = ch->in_room->more->contents; ob != NULL; ob = ob->next_content) move.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch_next) move.c: int move = (sectors[(int) in_room->sector_type].moves + sectors[to_sector].moves)/2; move.c: for (fch = in_room->more->people; fch != NULL; fch = fch_next) move.c: if (in_room->sector_type < SECT_WATER_SWIM || in_room->sector_type > SECT_HOLLOW || (in_room->sector_type > SECT_CLOUDS && in_room->sector_type < SECT_TROPICAL)) move.c: SET_BIT(in_room->blood, blood_number[door]); move.c: if (IS_SET(ch->in_room->room_flags, ROOM_LEAVESCRIPT)) move.c: if (ch->in_room->vnum == tr->attached_to_room) move.c: if(ch == in_room->more->people) move.c: in_room->more->people = ch->next_in_room; move.c: for (prev = in_room->more->people; prev; prev = prev->next_in_room) move.c: in_room->light -= ch->pcdata->light; move.c: if(in_room->light < 0) in_room->light = 0; move.c: in_room->area->nplayer--; move.c: in_room->more->pcs--; move.c: for (pir = in_room->more->people; pir != NULL; pir = pir->next_in_room) move.c: if (in_room->more->pcs == 0) move.c: for (ptrk = in_room->ptracks; ptrk != NULL; ptrk = ptrk->next_track_in_room) move.c: if(in_room->more->pcs == 0) move.c: in_room->command_objs--; move.c: if (ch->in_room->command_objs < 0) move.c: in_room->command_objs = 0; move.c: for (trk = in_room->tracks; trk != NULL; trk = trk->next_track_in_room) move.c: ch->in_room->command_objs++; move.c: if(ch->in_room->command_objs < 0) move.c: ch->in_room->command_objs = 0; move.c: if (ch->in_room->vnum == tr->attached_to_room) move.c: if (ch->in_room->exit[hh] && ch->in_room->exit[hh]->d_info && IS_SET (ch->in_room->exit[hh]->d_info->exit_info, EX_HIDDEN)) move.c: for (fch = in_room->more->people; fch != NULL; fch = fch_next) move.c: if (in_room->more && in_room->more->pcs > 0 && move.c: for(fch = in_room->more->people; fch != NULL; fch=fch->next_in_room) move.c: if (!found && in_room->more && in_room->more->people != NULL && IS_SET(ch->pcdata->act2, PLR_VIEWMOBS)) move.c: for (rch = in_room->more->people; rch != NULL; rch =rch->next_in_room) move.c: write_to_buffer(ch->desc,color_table[in_room->color].code, 0); move.c: send_to_char(in_room->noibm, ch); move.c: send_to_char(in_room->ibm, ch); move.c: if (LEVEL (ch) < 100 && ch->in_room && (ch->in_room->sector_type == SECT_WATER_NOSWIM || move.c: ch->in_room->sector_type == SECT_WATER_SWIM)) move.c: if ((pexit = ch->in_room->exit[door]) != NULL move.c: if ((pexit = ch->in_room->exit[door]) != NULL && pexit->d_info && IS_SET (pexit->d_info->exit_info, move.c: if ((pexit = ch->in_room->exit[door]) == NULL) move.c: pexit = ch->in_room->exit[door]; move.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: pexit = ch->in_room->exit[door]; move.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: pexit = ch->in_room->exit[door]; move.c: pexit = ch->in_room->exit[door]; move.c: for (gch = ch->in_room->more->people; gch; gch = gch->next_in_room) move.c: pexit = ch->in_room->exit[door]; move.c: if (ch->in_room && ((!IS_SET(ch->in_room->room_flags,ROOM_INDOORS) && !IS_SET(ch->in_room->room_flags, ROOM_UNDERGROUND)) || ch->height<= INDOOR_FLY_HEIGHT) && IS_SET (ch->pcdata->nat_abilities, AFF_FLYING)) move.c: if (ch->in_room && ((!IS_SET(ch->in_room->room_flags,ROOM_INDOORS) && !IS_SET(ch->in_room->room_flags, ROOM_UNDERGROUND)) || ch->height<= INDOOR_FLY_HEIGHT)) { move.c: (ch->in_room->sector_type !=SECT_INSIDE) && (IS_OUTSIDE(ch) || move.c:ch->in_room->sector_type < SECT_CAVE)) move.c: if (ch->in_room && (IS_SET(ch->in_room->room_flags , ROOM_INDOORS) || IS_SET (ch->in_room->room_flags,ROOM_UNDERGROUND)) && (ch->height > INDOOR_FLY_HEIGHT)) move.c: && ch->in_room->sector_type == SECT_AIR) move.c: to_room = ch->in_room->exit[DIR_DOWN]->to_room; move.c: pexit = ch->in_room->exit[door]; move.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) object.c: ++in_room->light; object.c: in_room->command_objs++; object.c: obj->next_content = in_room->more->contents; object.c: in_room->more->contents = obj; object.c: if (obj == in_room->more->contents) object.c: in_room->more->contents = obj->next_content; object.c: for (prev = in_room->more->contents; prev; prev = prev->next_content) object.c: --obj->in_room->light; object.c: in_room->command_objs--; object.c: if (in_room->command_objs < 0) object.c: in_room->command_objs = 0; oc.c: pArea = ch->in_room->area; oc.c: if (LEVEL (ch) > IMM_LEVEL && !IS_REAL_GOD (ch) && ch->in_room->area->open == 1) oc.c: pArea = ch->in_room->area; oc.c: if (ch->in_room->more && ch->in_room->more->reset_first != NULL) oc.c: if (!IS_BUILDER (ch, ch->in_room->area)) oc.c: if (!ch->in_room || !ch->in_room->area) oc.c: range1 = ch->in_room->area->lvnum; oc.c: range2 = ch->in_room->area->uvnum; oc.c: send_to_char (ch->in_room->area->repop, ch); oc.c: if (ch->in_room->more->reset_first == NULL) oc.c: pArea = ch->in_room->area; oc.c: pArea = ch->in_room->area; oc.c: save_area (ch->in_room->area); pedit.c: (victim->in_room ? victim->in_room->vnum : 0), pinfo.c: && !IS_SET (victim->in_room->room_flags, ROOM_UNTRACKABLE) pinfo.c: PERS (victim, ch), show_room_name (victim, victim->in_room->name)); pinfo.c: for (rch = victim->in_room->more->people; rch != NULL; rch = rch->next_in_room) pinfo.c: && !IS_SET (victim->in_room->room_flags, ROOM_UNTRACKABLE) pinfo.c: for (rch = victim->in_room->more->people; rch != NULL; rch = rch->next_in_room) pknumb.c: victim->in_room->y = FALSE; prse.c: sprintf (bf, "%d", ch->in_room->vnum); ptrack.c: for (ptr = ch->in_room->ptracks; ptr != NULL; ptr = ptr->next_track_in_room) quit.c: if (ch->in_room && ch->in_room->sector_type == SECT_WATER_NOSWIM) quit.c: if (ch->in_room && ch->in_room->vnum > 440 && ch->in_room->vnum < 700 && quit.c: !ch->in_room->area->can_quit) quit.c: if (ch->in_room && ch->in_room->vnum > 500 && ch->in_room->vnum < 550) quit.c: for (bah = ch->in_room->more->people; bah != NULL; bah = bah_nir) quit.c: if (ch->in_room && ch->in_room->vnum > 400 && ch->in_room->vnum < 700) quit.c: for (tch = ch->in_room->more->people; tch != NULL; tch = tch->next_in_room) quit.c: for (gch = ch->in_room->more->people; gch != NULL; gch = gch->next_in_room) quit.c: for (gch = ch->in_room->more->people; gch != NULL; gch = gch->next_in_room) quit.c: for (gch = ch->in_room->more->people; gch != NULL; gch = gch->next_in_room) redit.c: pExit->vnum = ch->in_room->vnum; redit.c: if (is_number(arg2)) ch->in_room->minerals = atoi(arg2); remort.c: && ch->in_room->vnum != pow.ascension_req[4] ) remort.c: if (pow.forsake_req[3] > 0 && get_room_index(pow.forsake_req[3]) != NULL && ch->in_room->vnum != pow.forsake_req[3] ) remort.c: ch->in_room->vnum != pow.remort_in_room[ch->pcdata->remort_times] ) remort.c: if (ch->pcdata->race > 10 && pow.ascend_remort_in_room[ch->pcdata->remort_times] > 0 && get_room_index(pow.ascend_remort_in_room[ch->pcdata->remort_times]) != NULL && ch->in_room->vnum != pow.ascend_remort_in_room[ch->pcdata->remort_times] ) remort.c:if (pow.choose_in_room > 0 && (!ch->in_room || ch->in_room->vnum != pow.choose_in_room)) room.c: fprintf (fpp, "%s at %d: %s\n", NAME (ch), (ch->in_room ? ch->in_room->vnum : 0), argy); script3.c:/*sprintf(cl,":Current (%s) (%d)",NAME(scr->current),scr->current->in_room->vnum); skill.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) skill.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) spec.c: /* for (victim = ch->in_room->more->people; victim != NULL; victim = v_next) spec.c: for (victim = ch->in_room->more->people; victim != NULL; victim = v_next) spec.c: for (victim = ch->in_room->more->people; victim != NULL; victim = v_next) spec.c: for (victim = ch->in_room->more->people; victim != NULL; victim = v_next) spec.c: for (corpse = ch->in_room->more->contents; corpse != NULL; corpse = c_next) spec.c: for (trash = ch->in_room->more->contents; trash != NULL; trash = trash_next) spec.c: for (victim = ch->in_room->more->people; victim != NULL; victim = v_next) spec.c: for (obj = ch->in_room->more->contents; obj != NULL; obj = o_next) spl.c: if (FIGHTING (vict) || LEVEL (vict) > LEVEL (ch) + 20 || !vict->in_room->area->open || spl.c: vict->in_room->vnum < 1000 || vict == ch || spl.c: ch->in_room->vnum < 1000) spl.c: if ((vict->in_room && IS_SET (vict->in_room->room_flags, ROOM_NOSUMMON)) || spl.c: (ch->in_room && IS_SET (ch->in_room->room_flags, ROOM_NOSUMMON))) spl.c: if (ch->in_room && IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL)) spl.c: victim = ch->in_room->more->people; spl.c: if (IS_SET(victim->in_room->room_flags, ROOM_LOWMAGIC)) spl.c: if (IS_SET(victim->in_room->room_flags, ROOM_HIGHMAGIC)) spl.c: if (IS_SET(victim->in_room->room_flags, ROOM_LOWMAGIC)) spl.c: if (IS_SET(victim->in_room->room_flags, ROOM_HIGHMAGIC)) spl.c: if ((ch->in_room->vnum > 999 || spell->spell_type == TAR_CHAR_OFFENSIVE) && !failed ) spl.c: if (victim->in_room->sector_type == SECT_DESERT || victim->in_room->sector_type == SECT_WASTELAND || victim->in_room->sector_type == SECT_LAVA) spl.c: if (victim->in_room->sector_type == SECT_WATER_SWIM || victim->in_room->sector_type == SECT_WATER_NOSWIM || victim->in_room->sector_type == SECT_UNDERWATER) spl.c: if (victim->in_room->sector_type == SECT_ICE || victim->in_room->sector_type == SECT_ARCTIC || victim->in_room->sector_type == SECT_SNOW) spl.c: if (victim->in_room->sector_type == SECT_AIR || victim->in_room->sector_type == SECT_CLOUDS) spl.c: if (victim->in_room->sector_type == SECT_MOUNTAIN || victim->in_room->sector_type == SECT_HILLS || victim->in_room->sector_type == SECT_ROCKY || victim->in_room->sector_type == SECT_CANYON) spl.c: if (weather_info.sky == SKY_LIGHTNING && victim->in_room->sector_type != SECT_INSIDE && victim->in_room->sector_type < SECT_CAVE && !IS_SET(victim->in_room->room_flags, ROOM_INDOORS) && !IS_SET(victim->in_room->room_flags, ROOM_UNDERGROUND)) spl.c: if (IS_SET(victim->in_room->room_flags, ROOM_LOWMAGIC) && IS_PLAYER(ch)) spl.c: if (IS_SET(victim->in_room->room_flags, ROOM_HIGHMAGIC)) spl.c: if (victim->in_room->sector_type == SECT_ASTRAL) spl.c: ? "somewhere" : in_obj->in_room->name); spl.c: if (ch->in_room->vnum < 1000 || number_percent () > level) spl.c: if (ch->in_room->vnum < 1000 || IS_AFFECTED_EXTRA (victim, AFF_PROT_FIRE) || number_percent () < level) spl.c: if (ch->in_room->vnum < 1000 || IS_AFFECTED_EXTRA (victim, AFF_PROT_ICE) || number_percent () < level) spl.c: if (ch->in_room->vnum < 1000 || IS_AFFECTED_EXTRA (victim, AFF_PROT_SHARD) || number_percent () < level) spl.c: if (ch->in_room->vnum < 1000 || IS_AFFECTED_EXTRA (victim, AFF_PROT_SHOCK) || number_percent () < level) spl.c: if (((ch->in_room->vnum >= (BATTLEGROUND_START_VNUM + bg_multiplier)) && spl.c: (ch->in_room->vnum <= (BATTLEGROUND_END_VNUM + bg_multiplier))) || spl.c: if ((pexit = ch->in_room->exit[door]) == NULL || !pexit->to_room || spl.c: if (ch->in_room->more->trap) spl.c: ch->in_room->more->trap->material++; spl.c: ch->in_room->more->trap->material += 10; spl.c: if ((pexit = ch->in_room->exit[door]) == NULL) spl.c: if(ch->in_room->more->trap == NULL) spl.c: trp = ch->in_room->more->trap; spl.c: ch->in_room->more->trap = NULL; spl.c: level = victim->in_room->more->trap->level; spl.c: material = victim->in_room->more->trap->material; spl.c: for(fch = victim->in_room->more->people; fch != NULL; fch = fch->next_in_room) sv.c: if (ch->in_room && ch->in_room->vnum > 449 && ch->in_room->vnum < 500) sv.c: fprintf (fp, "Room %d\n", (ch->in_room ? ch->in_room->vnum :100+ch->pcdata->alignment)); upd.c: if (!ch->in_room || ch->in_room->vnum < 1000) return; upd.c: if (ch->in_room->area->nplayer < 1 || IS_AFFECTED (ch, AFF_CHARM)) upd.c: if (ch->in_room->more && IS_SET (ch->pIndexData->act4, ACT4_SLEEPAGGRO) && (FIGHTING (ch) == NULL)) upd.c: for (tch = ch->in_room->more->people; tch != NULL; tch = tch_next) upd.c: if (ch->in_room->more && ch->in_room->more->pcs > 0) upd.c: for (to_attack = ch->in_room->more->people; to_attack != NULL; to_attack = to_attack->next_in_room) upd.c: for (tcr = ch->in_room->more->people; tcr != NULL; tcr = tcr->next_in_room) upd.c: for (tcr = ch->in_room->more->people; tcr != NULL; tcr = tcr->next_in_room) upd.c: for (to_attack = ch->in_room->more->people; to_attack != NULL; to_attack = to_attack->next_in_room) upd.c: for (to_attack = ch->in_room->more->people; to_attack != NULL; to_attack = to_attack->next_in_room) upd.c: && (pexit = ch->in_room->exit[door]) != NULL upd.c: || ((ROOM_DATA *) pexit->to_room)->sector_type == ch->in_room->sector_type) upd.c: || ((ROOM_DATA *) pexit->to_room)->area == ch->in_room->area)) upd.c: && (pexit = ch->in_room->exit[door]) != NULL upd.c: if (dd->character->in_room && dd->character->in_room->vnum >= (BATTLEGROUND_START_VNUM + bg_multiplier) && upd.c: dd->character->in_room->vnum <= (BATTLEGROUND_END_VNUM + bg_multiplier)) upd.c: if(wch->in_room && wch->in_room->sector_type != SECT_INSIDE && upd.c: !IS_SET(wch->in_room->room_flags, ROOM_INDOORS) && upd.c: !IS_SET(wch->in_room->room_flags, ROOM_UNDERGROUND) && upd.c: wch->in_room->sector_type != SECT_UNDERWATER && upd.c: wch->in_room->sector_type < SECT_ASTRAL) upd.c: if (((wch->in_room->sector_type == SECT_AIR || wch->in_room->sector_type == SECT_CLOUDS)) && find_str (buf, "fog")) upd.c: if (wch->in_room->sector_type > SECT_CLOUDS && wch->in_room->sector_type < SECT_TROPICAL && (!find_str (buf, "snow") || !find_str (buf, "blizzard") || !find_str (buf, "cloud"))) upd.c: if ((wch->in_room->sector_type == SECT_DESERT || wch->in_room->sector_type == SECT_WASTELAND) && (find_str (buf, "snow") || find_str (buf, "blizzard"))) upd.c: if (wch->in_room->sector_type == SECT_TROPICAL && (find_str (buf, "snow") || find_str (buf, "blizzard"))) upd.c: if (wch->in_room == NULL || wch->in_room->area == NULL || wch->in_room->area->nplayer < 1) upd.c: if (IS_MOB (wch) && wch->in_room->more->pcs > 0) upd.c: if (CHALLENGE (ch) == 10 && (ch->in_room->vnum > 507 || ch->in_room->vnum < 504)) upd.c: if (IS_PLAYER (ch) && (ch->in_room->sector_type == SECT_DESERT upd.c: || ch->in_room->sector_type == SECT_WASTELAND) upd.c: else if (IS_AFFECTED (ch, AFF_PLAGUE) && ch->in_room->more->pcs > 0) upd.c: LOOP (plague, ch->in_room->more->people, plague->next) upd.c: switch (ch->in_room->sector_type) upd.c: && ch->in_room->more->contents != NULL upd.c: for (obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) upd.c: && (pexit = ch->in_room->exit[door]) != NULL upd.c: || ((ROOM_DATA *) pexit->to_room)->area == ch->in_room->area)) upd.c: if (ch->in_room->area->nplayer < 1) upd.c: if (ch->in_room->exit[DIR_DOWN] && upd.c: (ROOM_DATA *) ch->in_room->exit[DIR_DOWN]->to_room != NULL upd.c: && ch->in_room->sector_type == SECT_AIR) upd.c: to_room = ch->in_room->exit[DIR_DOWN]->to_room; upd.c: if (ch->in_room->room_flags2 != 0) upd.c: if (IS_AFFECTED (ch, AFF_NOXIOUS) && !FLAGGYSET && !IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPONE)) upd.c: ch->in_room->room_flags2 ^= ROOM2_GASTRAPONE; upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_MANADRAIN)) upd.c: else if (IS_SET (ch->in_room->room_flags2, ROOM2_EXTRAMANA)) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_EXTRAHEAL)) upd.c: if (ch->in_room->room_flags2 > 0 && number_range(1,4) == 2) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_FIRETRAP)) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_ROCKTRAP)) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_ARROWTRAP) || upd.c: IS_SET (ch->in_room->room_flags2, ROOM2_POISONTRAP)) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_SPIKETRAP) && number_range (1, 3) == 2) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPONE) || upd.c: IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPTWO)) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPONE)) upd.c: /* ch->in_room->room2_flags^=ROOM_GASTRAPONE; */ upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPTWO) && !IS_AFFECTED_EXTRA(ch, AFF_PROT_POISON)) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_AVALANCHE)) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_GEYSERTRAP) && number_range (1, 10) == 2) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_MOVING) && upd.c: ch->in_room->exit[ch->in_room->more->move_dir] != NULL && upd.c: ch->in_room->more && upd.c: (ROOM_DATA *) ch->in_room->exit[ch->in_room->more->move_dir]->to_room upd.c: && ch->position != POSITION_FALLING && ch->in_room->more) upd.c: if (ch->in_room->more->move_message && ch->in_room->more->move_message[0] != '\0') upd.c: sprintf (general_use, "You are %s", ch->in_room->more->move_message); upd.c: sprintf (general_use, "$n is %s", ch->in_room->more->move_message); upd.c: to_room = (ROOM_DATA *) ch->in_room->exit[ch->in_room->more->move_dir]->to_room; upd.c: --obj->carried_by->in_room->light; upd.c: else if (obj->in_room != NULL && obj->in_room->more upd.c: && (rch = obj->in_room->more->people) != NULL) upd.c: if (wch->in_room->area->nplayer < 1) upd.c: if (!wch->in_room->more || !wch->in_room->more->people || wch->in_room->more->pcs < 1) upd.c: for (ch = wch->in_room->more->people; ch && ch != NULL; ch = ch_next) upd.c: for (vch = wch->in_room->more->people; vch != NULL; vch = vch_next) upd.c: for (vch = wch->in_room->more->people; vch != NULL; vch = vch_next) upd.c: if (ch->in_room->area != pRoom->area) upd.c: if (area_only && mmid->area != ch->in_room->area) upd.c: if (area_only && objj->area != ch->in_room->area) upd.c: if (mob->in_room && mob->in_room->area) upd.c: area = mob->in_room->area; upd.c: if (mob->in_room == NULL || mob->in_room->area == NULL) upd.c: if (mob->in_room->area == area) warmth.c: if (IS_MOB (ch) || !ch->in_room || ch->in_room->sector_type == SECT_INSIDE || warmth.c: (!IS_OUTSIDE(ch) || ch->in_room->sector_type >= SECT_CAVE || !IS_SET(ch->in_room->room_flags, ROOM_INDOORS)) || IS_SET (ch->act, PLR_HOLYWALK)) warmth.c: if (ch->in_room->vnum < 1000)