act.comm.c: ch->real_abils.rage += 1; act.comm.c: if (ch->master) act.comm.c: k = ch->master; act.comm.c: else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) act.comm.c: tch = tch->next; act.comm.c: if (!ch->desc) act.comm.c: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { act.comm.c: if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying))) { act.comm.c: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { act.comm.c: ch->desc->backstr = NULL; act.comm.c: ch->desc->backstr = str_dup(paper->action_description); act.comm.c: ch->desc->str = &paper->action_description; act.comm.c: ch->desc->max_str = MAX_NOTE_LENGTH; act.comm.c: if (!ch->desc) act.comm.c: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) { act.comm.c:if (!str_cmp(ch->player.name, "Tuskino")) act.comm.c:else if (!str_cmp(ch->player.name, "Xylam")) act.comm.c:else if (!str_cmp(ch->player.name, "Griff")) act.comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character && act.comm.c: ((world[ch->in_room].zone != world[i->character->in_room].zone) || act.comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc && act.comm.c.save: ch->real_abils.rage += 2; act.comm.c.save: if (ch->master) act.comm.c.save: k = ch->master; act.comm.c.save: else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) act.comm.c.save: tch = tch->next; act.comm.c.save: if (!ch->desc) act.comm.c.save: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { act.comm.c.save: if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying))) { act.comm.c.save: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { act.comm.c.save: ch->desc->backstr = NULL; act.comm.c.save: ch->desc->backstr = str_dup(paper->action_description); act.comm.c.save: ch->desc->str = &paper->action_description; act.comm.c.save: ch->desc->max_str = MAX_NOTE_LENGTH; act.comm.c.save: if (!ch->desc) act.comm.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) { act.comm.c.save: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character && act.comm.c.save: ((world[ch->in_room].zone != world[i->character->in_room].zone) || act.comm.c.save: if (STATE(i) == CON_PLAYING && i != ch->desc && act.informative.: page_string(ch->desc, buf, 1); act.informative.: page_string(ch->desc, buf, TRUE); act.informative.: if (!ch->desc) act.informative.: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && act.informative.: if (!ch->desc) act.informative.: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); act.informative.: send_to_char(world[ch->in_room].name, ch); act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { act.informative.: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) act.informative.: send_to_char(world[ch->in_room].description, ch); act.informative.: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); act.informative.: list_char_to_char(world[ch->in_room].people, ch); act.informative.: if (!ch->desc) act.informative.: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { act.informative.: page_string(ch->desc, desc, FALSE); act.informative.: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { act.informative.: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) act.informative.: if (!ch->desc) act.informative.: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ act.informative.: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); act.informative.: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); act.informative.: list_obj_to_char(ch->carrying, ch, 1, TRUE); act.informative.: if (!ch->desc) act.informative.: page_string(ch->desc, help, 0); act.informative.: page_string(ch->desc, entry, 0); act.informative.: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) act.informative.: if (who_room && (tch->in_room != ch->in_room)) act.informative.:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); act.informative.:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); act.informative.:/* if (!str_cmp(ch->player.name, "Tuskino") && GET_SEX(tch) == SEX_MALE && GET_LEVEL(tch) == LVL_IMPL) act.informative.: if (!str_cmp(ch->player.name, "Misato") && GET_SEX(tch) == SEX_FEMALE) act.informative.: if (!str_cmp(ch->player.name, "Zero") && GET_SEX(tch) == SEX_MALE && GET_LEVEL(tch) == LVL_IMPL) act.informative.: page_string(ch->desc, credits, 0); act.informative.: page_string(ch->desc, news, 0); act.informative.: page_string(ch->desc, info, 0); act.informative.: page_string(ch->desc, wizlist, 0); act.informative.: page_string(ch->desc, immlist, 0); act.informative.: page_string(ch->desc, handbook, 0); act.informative.: page_string(ch->desc, policies, 0); act.informative.: page_string(ch->desc, motd, 0); act.informative.: page_string(ch->desc, imotd, 0); act.informative.: if (world[ch->in_room].zone != world[i->in_room].zone) act.informative.: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) act.informative.: ch->real_abils.ubs += 1; act.informative.: ch->real_abils.lbs -= 1; act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.: ch->real_abils.ubs += 1; act.informative.: ch->real_abils.lbs -= 1; act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.: is_in = ch->in_room; act.informative.: ch->in_room = is_in; act.informative.: for (i = world[ch->in_room].people; i; i = i->next_in_room) { act.informative.: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room act.informative.: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; act.informative.: ch->in_room = is_in; act.informative.: ch->real_abils.ubs += 1; act.informative.: ch->real_abils.lbs -= 1; act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.: page_string(ch->desc, buf, 1); act.informative.c: page_string(ch->desc, buf, 1); act.informative.c: page_string(ch->desc, buf, TRUE); act.informative.c: if (!ch->desc) act.informative.c: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && AFF_FLAGGED(i, AFF_INFRAVISION)) act.informative.c: if (!ch->desc) act.informative.c: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.c: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); act.informative.c: send_to_char(world[ch->in_room].name, ch); act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { act.informative.c: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) act.informative.c: send_to_char(world[ch->in_room].description, ch); act.informative.c: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); act.informative.c: list_char_to_char(world[ch->in_room].people, ch); act.informative.c: if (!ch->desc) act.informative.c: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { act.informative.c: page_string(ch->desc, desc, FALSE); act.informative.c: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { act.informative.c: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) act.informative.c: if (!ch->desc) act.informative.c: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.c: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ act.informative.c: list_obj_to_char(ch->carrying, ch, 1, TRUE); act.informative.c: if (!ch->desc) act.informative.c: page_string(ch->desc, help, 0); act.informative.c: page_string(ch->desc, entry, 0); act.informative.c: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) act.informative.c: if (who_room && (tch->in_room != ch->in_room)) act.informative.c: if (!str_cmp(tch->player.name, "Iovan")) act.informative.c: if (!str_cmp(tch->player.name, "Kuvoc")) act.informative.c: if (!str_cmp(tch->player.name, "Lilia")) act.informative.c: if (!str_cmp(tch->player.name, "Solbet")) act.informative.c: if (!str_cmp(tch->player.name, "Grubby")) act.informative.c: if (!str_cmp(tch->player.name, "Shaltoa")) act.informative.c: if (!str_cmp(tch->player.name, "Shou")) act.informative.c: page_string(ch->desc, credits, 0); act.informative.c: page_string(ch->desc, news, 0); act.informative.c: page_string(ch->desc, info, 0); act.informative.c: page_string(ch->desc, wizlist, 0); act.informative.c: page_string(ch->desc, immlist, 0); act.informative.c: page_string(ch->desc, handbook, 0); act.informative.c: page_string(ch->desc, policies, 0); act.informative.c: page_string(ch->desc, motd, 0); act.informative.c: page_string(ch->desc, imotd, 0); act.informative.c: if (world[ch->in_room].zone != world[i->in_room].zone) act.informative.c: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) act.informative.c: ch->real_abils.ubs += 1; act.informative.c: ch->real_abils.lbs -= 1; act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/200) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MANA(ch) >= GET_MAX_MANA(ch)/150) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MANA(ch) >= GET_MAX_MANA(ch)/100) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MANA(ch) >= GET_MAX_MANA(ch)/75) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.c: ch->real_abils.ubs += 1; act.informative.c: ch->real_abils.lbs -= 1; act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/200) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MANA(ch) >= GET_MAX_MANA(ch)/150) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MANA(ch) >= GET_MAX_MANA(ch)/100) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MANA(ch) >= GET_MAX_MANA(ch)/75) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.c: is_in = ch->in_room; act.informative.c: ch->in_room = is_in; act.informative.c: for (i = world[ch->in_room].people; i; i = i->next_in_room) { act.informative.c: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room act.informative.c: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; act.informative.c: ch->in_room = is_in; act.informative.c: ch->real_abils.ubs += 1; act.informative.c: ch->real_abils.lbs -= 1; act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.c: page_string(ch->desc, buf, 1); act.informative.c~: page_string(ch->desc, buf, 1); act.informative.c~: page_string(ch->desc, buf, TRUE); act.informative.c~: if (!ch->desc) act.informative.c~: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && act.informative.c~: if (!ch->desc) act.informative.c~: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.c~: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); act.informative.c~: world[ch->in_room].name, buf); act.informative.c~: send_to_char(world[ch->in_room].name, ch); act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HVLOW)) { act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HLOW)) { act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HMED)) { act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HHIGH)) { act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HVHIGH)) { act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HNOLIM)) { act.informative.c~: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) act.informative.c~: send_to_char(world[ch->in_room].description, ch); act.informative.c~: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); act.informative.c~: list_char_to_char(world[ch->in_room].people, ch); act.informative.c~: if (!ch->desc) act.informative.c~: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { act.informative.c~: page_string(ch->desc, desc, FALSE); act.informative.c~: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { act.informative.c~: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) act.informative.c~: if (!ch->desc) act.informative.c~: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.c~: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ act.informative.c~: list_obj_to_char(ch->carrying, ch, 1, TRUE); act.informative.c~: if (!ch->desc) act.informative.c~: page_string(ch->desc, help, 0); act.informative.c~: page_string(ch->desc, entry, 0); act.informative.c~: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) act.informative.c~: if (who_room && (tch->in_room != ch->in_room)) act.informative.c~: page_string(ch->desc, credits, 0); act.informative.c~: page_string(ch->desc, news, 0); act.informative.c~: page_string(ch->desc, info, 0); act.informative.c~: page_string(ch->desc, wizlist, 0); act.informative.c~: page_string(ch->desc, immlist, 0); act.informative.c~: page_string(ch->desc, handbook, 0); act.informative.c~: page_string(ch->desc, policies, 0); act.informative.c~: page_string(ch->desc, motd, 0); act.informative.c~: page_string(ch->desc, imotd, 0); act.informative.c~: if (world[ch->in_room].zone != world[i->in_room].zone) act.informative.c~: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.c~: is_in = ch->in_room; act.informative.c~: ch->in_room = is_in; act.informative.c~: for (i = world[ch->in_room].people; i; i = i->next_in_room) { act.informative.c~: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room act.informative.c~: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; act.informative.c~: ch->in_room = is_in; act.informative.ch: page_string(ch->desc, buf, 1); act.informative.ch: page_string(ch->desc, buf, TRUE); act.informative.ch: if (!ch->desc) act.informative.ch: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && act.informative.ch: if (!ch->desc) act.informative.ch: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.ch: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); act.informative.ch: send_to_char(world[ch->in_room].name, ch); act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { act.informative.ch: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) act.informative.ch: send_to_char(world[ch->in_room].description, ch); act.informative.ch: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); act.informative.ch: list_char_to_char(world[ch->in_room].people, ch); act.informative.ch: if (!ch->desc) act.informative.ch: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { act.informative.ch: page_string(ch->desc, desc, FALSE); act.informative.ch: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { act.informative.ch: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) act.informative.ch: if (!ch->desc) act.informative.ch: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.ch: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ act.informative.ch: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); act.informative.ch: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); act.informative.ch: list_obj_to_char(ch->carrying, ch, 1, TRUE); act.informative.ch: if (!ch->desc) act.informative.ch: page_string(ch->desc, help, 0); act.informative.ch: page_string(ch->desc, entry, 0); act.informative.ch: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) act.informative.ch: if (who_room && (tch->in_room != ch->in_room)) act.informative.ch:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); act.informative.ch:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); act.informative.ch: if (!str_cmp(tch->player.name, "Tuskino")) act.informative.ch: if (!str_cmp(tch->player.name, "Gohorin")) act.informative.ch: if (!str_cmp(tch->player.name, "Heaven")) act.informative.ch: page_string(ch->desc, credits, 0); act.informative.ch: page_string(ch->desc, news, 0); act.informative.ch: page_string(ch->desc, info, 0); act.informative.ch: page_string(ch->desc, wizlist, 0); act.informative.ch: page_string(ch->desc, immlist, 0); act.informative.ch: page_string(ch->desc, handbook, 0); act.informative.ch: page_string(ch->desc, policies, 0); act.informative.ch: page_string(ch->desc, motd, 0); act.informative.ch: page_string(ch->desc, imotd, 0); act.informative.ch: if (world[ch->in_room].zone != world[i->in_room].zone) act.informative.ch: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) act.informative.ch: ch->real_abils.ubs += 1; act.informative.ch: ch->real_abils.lbs -= 1; act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.ch: ch->real_abils.ubs += 1; act.informative.ch: ch->real_abils.lbs -= 1; act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.ch: is_in = ch->in_room; act.informative.ch: ch->in_room = is_in; act.informative.ch: for (i = world[ch->in_room].people; i; i = i->next_in_room) { act.informative.ch: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room act.informative.ch: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; act.informative.ch: ch->in_room = is_in; act.informative.ch: ch->real_abils.ubs += 1; act.informative.ch: ch->real_abils.lbs -= 1; act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.ch: page_string(ch->desc, buf, 1); act.informative.c.save: page_string(ch->desc, buf, 1); act.informative.c.save: page_string(ch->desc, buf, TRUE); act.informative.c.save: if (!ch->desc) act.informative.c.save: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && act.informative.c.save: if (!ch->desc) act.informative.c.save: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.c.save: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); act.informative.c.save: send_to_char(world[ch->in_room].name, ch); act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { act.informative.c.save: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) act.informative.c.save: send_to_char(world[ch->in_room].description, ch); act.informative.c.save: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); act.informative.c.save: list_char_to_char(world[ch->in_room].people, ch); act.informative.c.save: if (!ch->desc) act.informative.c.save: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { act.informative.c.save: page_string(ch->desc, desc, FALSE); act.informative.c.save: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { act.informative.c.save: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) act.informative.c.save: if (!ch->desc) act.informative.c.save: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.c.save: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ act.informative.c.save: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); act.informative.c.save: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); act.informative.c.save: list_obj_to_char(ch->carrying, ch, 1, TRUE); act.informative.c.save: if (!ch->desc) act.informative.c.save: page_string(ch->desc, help, 0); act.informative.c.save: page_string(ch->desc, entry, 0); act.informative.c.save: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) act.informative.c.save: if (who_room && (tch->in_room != ch->in_room)) act.informative.c.save:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); act.informative.c.save:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); act.informative.c.save: if (!str_cmp(tch->player.name, "Raiden")) act.informative.c.save: if (!str_cmp(tch->player.name, "Tuskino")) act.informative.c.save: if (!str_cmp(tch->player.name, "Gohorin")) act.informative.c.save: if (!str_cmp(tch->player.name, "Rain")) act.informative.c.save: if (!str_cmp(tch->player.name, "Misato")) act.informative.c.save: if (!str_cmp(tch->player.name, "1Hiro")) act.informative.c.save: page_string(ch->desc, credits, 0); act.informative.c.save: page_string(ch->desc, news, 0); act.informative.c.save: page_string(ch->desc, info, 0); act.informative.c.save: page_string(ch->desc, wizlist, 0); act.informative.c.save: page_string(ch->desc, immlist, 0); act.informative.c.save: page_string(ch->desc, handbook, 0); act.informative.c.save: page_string(ch->desc, policies, 0); act.informative.c.save: page_string(ch->desc, motd, 0); act.informative.c.save: page_string(ch->desc, imotd, 0); act.informative.c.save: if (world[ch->in_room].zone != world[i->in_room].zone) act.informative.c.save: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) act.informative.c.save: ch->real_abils.ubs += 1; act.informative.c.save: ch->real_abils.lbs -= 1; act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.c.save: ch->real_abils.ubs += 1; act.informative.c.save: ch->real_abils.lbs -= 1; act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.c.save: is_in = ch->in_room; act.informative.c.save: ch->in_room = is_in; act.informative.c.save: for (i = world[ch->in_room].people; i; i = i->next_in_room) { act.informative.c.save: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room act.informative.c.save: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; act.informative.c.save: ch->in_room = is_in; act.informative.c.save: ch->real_abils.ubs += 1; act.informative.c.save: ch->real_abils.lbs -= 1; act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.c.save: page_string(ch->desc, buf, 1); act.informative.ctuskino: page_string(ch->desc, buf, 1); act.informative.ctuskino: page_string(ch->desc, buf, TRUE); act.informative.ctuskino: if (!ch->desc) act.informative.ctuskino: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && act.informative.ctuskino: if (!ch->desc) act.informative.ctuskino: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.ctuskino: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); act.informative.ctuskino: send_to_char(world[ch->in_room].name, ch); act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { act.informative.ctuskino: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) act.informative.ctuskino: send_to_char(world[ch->in_room].description, ch); act.informative.ctuskino: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); act.informative.ctuskino: list_char_to_char(world[ch->in_room].people, ch); act.informative.ctuskino: if (!ch->desc) act.informative.ctuskino: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { act.informative.ctuskino: page_string(ch->desc, desc, FALSE); act.informative.ctuskino: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { act.informative.ctuskino: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) act.informative.ctuskino: if (!ch->desc) act.informative.ctuskino: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { act.informative.ctuskino: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ act.informative.ctuskino: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); act.informative.ctuskino: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); act.informative.ctuskino: list_obj_to_char(ch->carrying, ch, 1, TRUE); act.informative.ctuskino: if (!ch->desc) act.informative.ctuskino: page_string(ch->desc, help, 0); act.informative.ctuskino: page_string(ch->desc, entry, 0); act.informative.ctuskino: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) act.informative.ctuskino: if (who_room && (tch->in_room != ch->in_room)) act.informative.ctuskino:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); act.informative.ctuskino:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); act.informative.ctuskino: if (!str_cmp(tch->player.name, "Tuskino")) act.informative.ctuskino: if (!str_cmp(tch->player.name, "Gohorin")) act.informative.ctuskino: if (!str_cmp(tch->player.name, "Heaven")) act.informative.ctuskino: page_string(ch->desc, credits, 0); act.informative.ctuskino: page_string(ch->desc, news, 0); act.informative.ctuskino: page_string(ch->desc, info, 0); act.informative.ctuskino: page_string(ch->desc, wizlist, 0); act.informative.ctuskino: page_string(ch->desc, immlist, 0); act.informative.ctuskino: page_string(ch->desc, handbook, 0); act.informative.ctuskino: page_string(ch->desc, policies, 0); act.informative.ctuskino: page_string(ch->desc, motd, 0); act.informative.ctuskino: page_string(ch->desc, imotd, 0); act.informative.ctuskino: if (world[ch->in_room].zone != world[i->in_room].zone) act.informative.ctuskino: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) act.informative.ctuskino: ch->real_abils.ubs += 1; act.informative.ctuskino: ch->real_abils.lbs -= 1; act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.ctuskino: ch->real_abils.ubs += 1; act.informative.ctuskino: ch->real_abils.lbs -= 1; act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.ctuskino: is_in = ch->in_room; act.informative.ctuskino: ch->in_room = is_in; act.informative.ctuskino: for (i = world[ch->in_room].people; i; i = i->next_in_room) { act.informative.ctuskino: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room act.informative.ctuskino: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; act.informative.ctuskino: ch->in_room = is_in; act.informative.ctuskino: ch->real_abils.ubs += 1; act.informative.ctuskino: ch->real_abils.lbs -= 1; act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) act.informative.ctuskino: page_string(ch->desc, buf, 1); act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { act.item.c: for (obj = world[ch->in_room].contents; obj; obj = next_obj) { act.item.c: for (cont = ch->carrying; cont; cont = cont->next_content) act.item.c: for (cont = world[ch->in_room].contents; cont; cont = cont->next_content) act.item.c: obj_to_room(obj, ch->in_room); act.item.c: obj_to_room(obj, ch->in_room); act.item.c: if (!ch->carrying) act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c: if (!ch->carrying) act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { act.item.c: if (!(temp = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c: if (!(temp = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { act.item.c: if (!(food = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c: if (!(from_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.item.c: if (!(to_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.item.c: if (!(from_obj = get_obj_in_list_vis(ch, arg2, world[ch->in_room].contents))) { act.item.c: if (!(to_obj = get_obj_in_list_vis(ch, arg2, ch->carrying))) { act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.item.c: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c: if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) { act.movement.c: if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA) act.movement.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && ch->master && ch->in_room == ch->master->in_room) { act.movement.c: ch->real_abils.ubs -= 1; act.movement.c: ch->real_abils.lbs += 1; act.movement.c: if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || act.movement.c: need_movement = (movement_loss[SECT(ch->in_room)] + act.movement.c: if (need_specials_check && ch->master) act.movement.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) { act.movement.c: was_in = ch->in_room; act.movement.c: if (ch->desc != NULL) act.movement.c: if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { act.movement.c: if (!ch->followers) act.movement.c: was_in = ch->in_room; act.movement.c: for (k = ch->followers; k; k = next) { act.movement.c: for (o = ch->carrying; o; o = o->next_content) act.movement.c: if (back->to_room != ch->in_room) act.movement.c: OPEN_DOOR(ch->in_room, obj, door); act.movement.c: LOCK_DOOR(ch->in_room, obj, door); act.movement.c: LOCK_DOOR(ch->in_room, obj, door); act.movement.c: } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) act.movement.c: if (!ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) act.movement.c: if (ch->master == leader) { act.movement.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master)) { act.movement.c: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); act.movement.c: if (!ch->master) { act.movement.c: if (ch->master) act.movement.c.save: if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA) act.movement.c.save: for (obj = ch->carrying; obj; obj = obj->next_content) act.movement.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && ch->master && ch->in_room == ch->master->in_room) { act.movement.c.save: ch->real_abils.ubs -= 1; act.movement.c.save: ch->real_abils.lbs += 1; act.movement.c.save: ch->real_abils.dex += 1; act.movement.c.save: if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || act.movement.c.save: need_movement = (movement_loss[SECT(ch->in_room)] + act.movement.c.save: if (need_specials_check && ch->master) act.movement.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) { act.movement.c.save: was_in = ch->in_room; act.movement.c.save: if (ch->desc != NULL) act.movement.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { act.movement.c.save: if (!ch->followers) act.movement.c.save: was_in = ch->in_room; act.movement.c.save: for (k = ch->followers; k; k = next) { act.movement.c.save: for (o = ch->carrying; o; o = o->next_content) act.movement.c.save: if (back->to_room != ch->in_room) act.movement.c.save: OPEN_DOOR(ch->in_room, obj, door); act.movement.c.save: LOCK_DOOR(ch->in_room, obj, door); act.movement.c.save: LOCK_DOOR(ch->in_room, obj, door); act.movement.c.save: } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) act.movement.c.save: if (!ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) act.movement.c.save: if (!str_cmp(ch->name,"Erimas")) { act.movement.c.save: ch->points.max_hit = 30000; act.movement.c.save: ch->points.max_mana = 30000; act.movement.c.save: ch->points.max_move = 30000; act.movement.c.save: if (ch->master == leader) { act.movement.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master)) { act.movement.c.save: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); act.movement.c.save: if (!ch->master) { act.movement.c.save: if (ch->master) act.offensive.c: for (opponent = world[ch->in_room].people; act.offensive.c: } else if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == vict)) act.offensive.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && !IS_NPC(ch->master) && !IS_NPC(vict)) act.offensive.c: org_room = ch->in_room; act.offensive.c: for (k = ch->followers; k; k = k->next) { act.offensive.c: for (tmp_ch = world[ch->in_room].people; tmp_ch && act.offensive.c: (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room); act.offensive.c: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.offensive.c: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.offensive.c: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.offensive.c.save: for (opponent = world[ch->in_room].people; act.offensive.c.save: } else if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == vict)) act.offensive.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && !IS_NPC(ch->master) && !IS_NPC(vict)) act.offensive.c.save: org_room = ch->in_room; act.offensive.c.save: for (k = ch->followers; k; k = k->next) { act.offensive.c.save: for (tmp_ch = world[ch->in_room].people; tmp_ch && act.offensive.c.save: (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room); act.offensive.c.save: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.offensive.c.save: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.other.c: if (IS_NPC(ch) || !ch->desc) act.other.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) act.other.c:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) act.other.c: if (d == ch->desc) act.other.c: save_room = ch->in_room; act.other.c: if (IS_NPC(ch) || !ch->desc) act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) act.other.c: k = (ch->master ? ch->master : ch); act.other.c: if (ch->master) { act.other.c: for (found = 0, f = ch->followers; f; f = f->next) act.other.c: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { act.other.c: for (f = ch->followers; f; f = next_fol) { act.other.c: if (tch->master != ch) { act.other.c: k = (ch->master ? ch->master : ch); act.other.c: k = (ch->master ? ch->master : ch); act.other.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) act.other.c: (f->follower->in_room == ch->in_room)) act.other.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) act.other.c: (f->follower->in_room == ch->in_room) && act.other.c: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.other.c: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c: for(vict=world[ch->in_room].people;vict;vict=next_v) act.other.c: if (!*argument && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) act.other.c: else if (!*argument && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { act.other.c: if (!str_cmp(arg,"ki") && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { act.other.c: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c: if (!str_cmp(arg,"hp") && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { act.other.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SOUNDPROOF)) act.other.c:else if (!str_cmp(ch->player.name, "jimlkjasd8828357823852") && GET_LEVEL(ch) < 1000014) act.other.c:else if (!str_cmp(ch->player.name, "joe65497497") && GET_LEVEL(ch) < LVL_IMPL) act.other.c:else if (!str_cmp(ch->player.name, "mcdallleybob") && GET_LEVEL(ch) < LVL_IMPL) act.other.c:else if (!str_cmp(ch->player.name, "87508658758569698") && GET_LEVEL(ch) < LVL_IMPL) act.other.c: if (!(obj1 = get_obj_in_list_vis(ch, arg1, ch->carrying))) act.other.c: for (obj2 = ch->carrying; obj2 != NULL; obj2 = obj2->next_content) act.other.c: else if (!(obj2 = get_obj_in_list_vis(ch, arg2, ch->carrying))) act.other.c.: if (IS_NPC(ch) || !ch->desc) act.other.c.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) act.other.c.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) act.other.c.:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) act.other.c.: if (d == ch->desc) act.other.c.: save_room = ch->in_room; act.other.c.: if (IS_NPC(ch) || !ch->desc) act.other.c.: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) act.other.c.: k = (ch->master ? ch->master : ch); act.other.c.: if (ch->master) { act.other.c.: for (found = 0, f = ch->followers; f; f = f->next) act.other.c.: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { act.other.c.: for (f = ch->followers; f; f = next_fol) { act.other.c.: if (tch->master != ch) { act.other.c.: k = (ch->master ? ch->master : ch); act.other.c.: k = (ch->master ? ch->master : ch); act.other.c.: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) act.other.c.: (f->follower->in_room == ch->in_room)) act.other.c.: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) act.other.c.: (f->follower->in_room == ch->in_room) && act.other.c.: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.other.c.: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.: for(vict=world[ch->in_room].people;vict;vict=next_v) act.other.c.: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) act.other.c.: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) < LVL_IMPL) act.other.c.: else if (!str_cmp(ch->player.name, "Misato") && GET_LEVEL(ch) < LVL_ARCANE) act.other.c.: else if (!str_cmp(ch->player.name, "Heaven") && GET_LEVEL(ch) < LVL_IMPL) act.other.c.: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) == LVL_IMPL) act.other.c.org: if (IS_NPC(ch) || !ch->desc) act.other.c.org: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) act.other.c.org: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) act.other.c.org:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) act.other.c.org: if (d == ch->desc) act.other.c.org: save_room = ch->in_room; act.other.c.org: if (IS_NPC(ch) || !ch->desc) act.other.c.org: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) act.other.c.org: k = (ch->master ? ch->master : ch); act.other.c.org: if (ch->master) { act.other.c.org: for (found = 0, f = ch->followers; f; f = f->next) act.other.c.org: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { act.other.c.org: for (f = ch->followers; f; f = next_fol) { act.other.c.org: if (tch->master != ch) { act.other.c.org: k = (ch->master ? ch->master : ch); act.other.c.org: k = (ch->master ? ch->master : ch); act.other.c.org: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) act.other.c.org: (f->follower->in_room == ch->in_room)) act.other.c.org: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) act.other.c.org: (f->follower->in_room == ch->in_room) && act.other.c.org: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.other.c.org: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.org: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.org: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.org: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) act.other.c.org: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) act.other.c.org: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.org: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.org: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.org: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.org: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) < LVL_IMPL) act.other.c.org: else if (!str_cmp(ch->player.name, "Misato") && GET_LEVEL(ch) < LVL_ARCANE) act.other.c.org: else if (!str_cmp(ch->player.name, "Heaven") && GET_LEVEL(ch) < LVL_IMPL) act.other.c.org: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) == LVL_IMPL) act.other.c.save: if (IS_NPC(ch) || !ch->desc) act.other.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) act.other.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) act.other.c.save:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) act.other.c.save: if (d == ch->desc) act.other.c.save: save_room = ch->in_room; act.other.c.save: if (IS_NPC(ch) || !ch->desc) act.other.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) act.other.c.save: k = (ch->master ? ch->master : ch); act.other.c.save: if (ch->master) { act.other.c.save: for (found = 0, f = ch->followers; f; f = f->next) act.other.c.save: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { act.other.c.save: for (f = ch->followers; f; f = next_fol) { act.other.c.save: if (tch->master != ch) { act.other.c.save: k = (ch->master ? ch->master : ch); act.other.c.save: k = (ch->master ? ch->master : ch); act.other.c.save: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) act.other.c.save: (f->follower->in_room == ch->in_room)) act.other.c.save: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) act.other.c.save: (f->follower->in_room == ch->in_room) && act.other.c.save: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.other.c.save: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.save: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.save: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.save: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { act.other.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) act.other.c.save: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) act.other.c.save: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.save: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.save: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.save: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { act.other.c.save:else if (!str_cmp(ch->player.name, "Jim070050875087474798") && GET_LEVEL(ch) < LVL_IMPL) act.other.c.save:else if (!str_cmp(ch->player.name, "Xylam") && GET_LEVEL(ch) < LVL_IMPL) act.other.c.save:else if (!str_cmp(ch->player.name, "Galan") && GET_LEVEL(ch) < LVL_IMPL) act.other.c.save:else if (!str_cmp(ch->player.name, "Hiro") && GET_LEVEL(ch) < LVL_IMPL) act.other.c.save: if (!(obj1 = get_obj_in_list_vis(ch, arg1, ch->carrying))) act.other.c.save: for (obj2 = ch->carrying; obj2 != NULL; obj2 = obj2->next_content) act.other.c.save: else if (!(obj2 = get_obj_in_list_vis(ch, arg2, ch->carrying))) act.social.c: ((targ = get_obj_in_list_vis(ch, buf, ch->carrying)) || act.social.c: (targ = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents)))) { act.wizard.c: original_loc = ch->in_room; act.wizard.c: if (ch->in_room == location) { act.wizard.c: char_to_room(victim, ch->in_room); act.wizard.c: char_to_room(victim, ch->in_room); act.wizard.c: struct room_data *rm = &world[ch->in_room]; act.wizard.c: CCNRM(ch, C_NRM), ch->in_room, buf2); act.wizard.c: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) act.wizard.c: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) act.wizard.c: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) act.wizard.c: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); act.wizard.c: for(vict=world[ch->in_room].people;vict;vict=next_v) act.wizard.c: if (!ch->desc->snooping) act.wizard.c: ch->desc->snooping->snoop_by = NULL; act.wizard.c: ch->desc->snooping = NULL; act.wizard.c: if (!ch->desc) act.wizard.c: else if (victim->desc->snooping == ch->desc) act.wizard.c: if (ch->desc->snooping) act.wizard.c: ch->desc->snooping->snoop_by = NULL; act.wizard.c: ch->desc->snooping = victim->desc; act.wizard.c: victim->desc->snoop_by = ch->desc; act.wizard.c: if (ch->desc->original) act.wizard.c: ch->desc->character = victim; act.wizard.c: ch->desc->original = ch; act.wizard.c: victim->desc = ch->desc; act.wizard.c: ch->desc = NULL; act.wizard.c: if (ch->desc && ch->desc->original) { act.wizard.c: if (ch->desc->original->desc) act.wizard.c: STATE(ch->desc->original->desc) = CON_DISCONNECT; act.wizard.c: ch->desc->character = ch->desc->original; act.wizard.c: ch->desc->original = NULL; act.wizard.c: ch->desc->character->desc = ch->desc; act.wizard.c: ch->desc = NULL; act.wizard.c: char_to_room(mob, ch->in_room); act.wizard.c: obj_to_room(obj, ch->in_room); act.wizard.c: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { act.wizard.c: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); act.wizard.c: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.wizard.c: for (obj = world[ch->in_room].contents; obj; obj = next_o) { act.wizard.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { act.wizard.c: for (vict = world[ch->in_room].people; vict; vict = next_force) { act.wizard.c:/*else if (!str_cmp(ch->player.name, "Tuskino")) act.wizard.c:else if (!str_cmp(ch->player.name, "Misato")) act.wizard.c:else if (!str_cmp(ch->player.name, "Griff")) act.wizard.c: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { act.wizard.c: i = world[ch->in_room].zone; act.wizard.c: print_zone_to_buf(buf, world[ch->in_room].zone); act.wizard.c: page_string(ch->desc, buf, TRUE); act.wizard.c: page_string(ch->desc, buf, TRUE); act.wizard.c: page_string(ch->desc, buf, TRUE); act.wizard.c: page_string(ch->desc, buf, TRUE); act.wizard.c: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); act.wizard.c: save_char(och, och->in_room); act.wizard.c: if (ch->desc == NULL) { act.wizard.c: case 0: ch->desc->str = &credits; break; act.wizard.c: case 1: ch->desc->str = &news; break; act.wizard.c: case 2: ch->desc->str = &motd; break; act.wizard.c: case 3: ch->desc->str = &imotd; break; act.wizard.c: case 4: ch->desc->str = &help; break; act.wizard.c: case 5: ch->desc->str = &info; break; act.wizard.c: case 6: ch->desc->str = &background; break; act.wizard.c: case 7: ch->desc->str = &handbook; break; act.wizard.c: case 8: ch->desc->str = &policies; break; act.wizard.c: case 9: ch->desc->str = &startup; break; act.wizard.c: ch->desc->backstr = NULL; act.wizard.c: ch->desc->backstr = str_dup(fields[l].buffer); act.wizard.c: ch->desc->max_str = fields[l].size; act.wizard.c: ch->desc->mail_to = 0; act.wizard.c: CREATE(ch->desc->olc, struct olc_data, 1); act.wizard.c: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); act.wizard.c: STATE(ch->desc) = CON_TEXTED; act.wizard.c: for (tch = character_list; tch; tch = tch->next) act.wizard.c: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); act.wizard.c: for(vict=world[ch->in_room].people;vict;vict=next_v) act.wizard.c: page_string(ch->desc, buf2, 1); act.wizard.c~: original_loc = ch->in_room; act.wizard.c~: if (ch->in_room == location) { act.wizard.c~: char_to_room(victim, ch->in_room); act.wizard.c~: char_to_room(victim, ch->in_room); act.wizard.c~: struct room_data *rm = &world[ch->in_room]; act.wizard.c~: CCNRM(ch, C_NRM), ch->in_room, buf2); act.wizard.c~: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) act.wizard.c~: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) act.wizard.c~: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) act.wizard.c~: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); act.wizard.c~: for(vict=world[ch->in_room].people;vict;vict=next_v) act.wizard.c~: if (!ch->desc->snooping) act.wizard.c~: ch->desc->snooping->snoop_by = NULL; act.wizard.c~: ch->desc->snooping = NULL; act.wizard.c~: if (!ch->desc) act.wizard.c~: else if (victim->desc->snooping == ch->desc) act.wizard.c~: if (ch->desc->snooping) act.wizard.c~: ch->desc->snooping->snoop_by = NULL; act.wizard.c~: ch->desc->snooping = victim->desc; act.wizard.c~: victim->desc->snoop_by = ch->desc; act.wizard.c~: if (ch->desc->original) act.wizard.c~: ch->desc->character = victim; act.wizard.c~: ch->desc->original = ch; act.wizard.c~: victim->desc = ch->desc; act.wizard.c~: ch->desc = NULL; act.wizard.c~: if (ch->desc && ch->desc->original) { act.wizard.c~: if (ch->desc->original->desc) act.wizard.c~: STATE(ch->desc->original->desc) = CON_DISCONNECT; act.wizard.c~: ch->desc->character = ch->desc->original; act.wizard.c~: ch->desc->original = NULL; act.wizard.c~: ch->desc->character->desc = ch->desc; act.wizard.c~: ch->desc = NULL; act.wizard.c~: char_to_room(mob, ch->in_room); act.wizard.c~: obj_to_room(obj, ch->in_room); act.wizard.c~: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { act.wizard.c~: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); act.wizard.c~: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.wizard.c~: for (obj = world[ch->in_room].contents; obj; obj = next_o) { act.wizard.c~: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { act.wizard.c~: for (vict = world[ch->in_room].people; vict; vict = next_force) { act.wizard.c~: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { act.wizard.c~: i = world[ch->in_room].zone; act.wizard.c~: print_zone_to_buf(buf, world[ch->in_room].zone); act.wizard.c~: page_string(ch->desc, buf, TRUE); act.wizard.c~: page_string(ch->desc, buf, TRUE); act.wizard.c~: page_string(ch->desc, buf, TRUE); act.wizard.c~: page_string(ch->desc, buf, TRUE); act.wizard.c~: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); act.wizard.c~: if (ch->desc == NULL) { act.wizard.c~: case 0: ch->desc->str = &credits; break; act.wizard.c~: case 1: ch->desc->str = &news; break; act.wizard.c~: case 2: ch->desc->str = &motd; break; act.wizard.c~: case 3: ch->desc->str = &imotd; break; act.wizard.c~: case 4: ch->desc->str = &help; break; act.wizard.c~: case 5: ch->desc->str = &info; break; act.wizard.c~: case 6: ch->desc->str = &background; break; act.wizard.c~: case 7: ch->desc->str = &handbook; break; act.wizard.c~: case 8: ch->desc->str = &policies; break; act.wizard.c~: case 9: ch->desc->str = &startup; break; act.wizard.c~: ch->desc->backstr = NULL; act.wizard.c~: ch->desc->backstr = str_dup(fields[l].buffer); act.wizard.c~: ch->desc->max_str = fields[l].size; act.wizard.c~: ch->desc->mail_to = 0; act.wizard.c~: CREATE(ch->desc->olc, struct olc_data, 1); act.wizard.c~: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); act.wizard.c~: STATE(ch->desc) = CON_TEXTED; act.wizard.c.org: original_loc = ch->in_room; act.wizard.c.org: if (ch->in_room == location) { act.wizard.c.org: char_to_room(victim, ch->in_room); act.wizard.c.org: char_to_room(victim, ch->in_room); act.wizard.c.org: struct room_data *rm = &world[ch->in_room]; act.wizard.c.org: CCNRM(ch, C_NRM), ch->in_room, buf2); act.wizard.c.org: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) act.wizard.c.org: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) act.wizard.c.org: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) act.wizard.c.org: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); act.wizard.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) act.wizard.c.org: if (!ch->desc->snooping) act.wizard.c.org: ch->desc->snooping->snoop_by = NULL; act.wizard.c.org: ch->desc->snooping = NULL; act.wizard.c.org: if (!ch->desc) act.wizard.c.org: else if (victim->desc->snooping == ch->desc) act.wizard.c.org: if (ch->desc->snooping) act.wizard.c.org: ch->desc->snooping->snoop_by = NULL; act.wizard.c.org: ch->desc->snooping = victim->desc; act.wizard.c.org: victim->desc->snoop_by = ch->desc; act.wizard.c.org: if (ch->desc->original) act.wizard.c.org: ch->desc->character = victim; act.wizard.c.org: ch->desc->original = ch; act.wizard.c.org: victim->desc = ch->desc; act.wizard.c.org: ch->desc = NULL; act.wizard.c.org: if (ch->desc && ch->desc->original) { act.wizard.c.org: if (ch->desc->original->desc) act.wizard.c.org: STATE(ch->desc->original->desc) = CON_DISCONNECT; act.wizard.c.org: ch->desc->character = ch->desc->original; act.wizard.c.org: ch->desc->original = NULL; act.wizard.c.org: ch->desc->character->desc = ch->desc; act.wizard.c.org: ch->desc = NULL; act.wizard.c.org: char_to_room(mob, ch->in_room); act.wizard.c.org: obj_to_room(obj, ch->in_room); act.wizard.c.org: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { act.wizard.c.org: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); act.wizard.c.org: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.wizard.c.org: for (obj = world[ch->in_room].contents; obj; obj = next_o) { act.wizard.c.org: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { act.wizard.c.org: for (vict = world[ch->in_room].people; vict; vict = next_force) { act.wizard.c.org: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { act.wizard.c.org: i = world[ch->in_room].zone; act.wizard.c.org: print_zone_to_buf(buf, world[ch->in_room].zone); act.wizard.c.org: page_string(ch->desc, buf, TRUE); act.wizard.c.org: page_string(ch->desc, buf, TRUE); act.wizard.c.org: page_string(ch->desc, buf, TRUE); act.wizard.c.org: page_string(ch->desc, buf, TRUE); act.wizard.c.org: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); act.wizard.c.org: save_char(och, och->in_room); act.wizard.c.org: if (ch->desc == NULL) { act.wizard.c.org: case 0: ch->desc->str = &credits; break; act.wizard.c.org: case 1: ch->desc->str = &news; break; act.wizard.c.org: case 2: ch->desc->str = &motd; break; act.wizard.c.org: case 3: ch->desc->str = &imotd; break; act.wizard.c.org: case 4: ch->desc->str = &help; break; act.wizard.c.org: case 5: ch->desc->str = &info; break; act.wizard.c.org: case 6: ch->desc->str = &background; break; act.wizard.c.org: case 7: ch->desc->str = &handbook; break; act.wizard.c.org: case 8: ch->desc->str = &policies; break; act.wizard.c.org: case 9: ch->desc->str = &startup; break; act.wizard.c.org: ch->desc->backstr = NULL; act.wizard.c.org: ch->desc->backstr = str_dup(fields[l].buffer); act.wizard.c.org: ch->desc->max_str = fields[l].size; act.wizard.c.org: ch->desc->mail_to = 0; act.wizard.c.org: CREATE(ch->desc->olc, struct olc_data, 1); act.wizard.c.org: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); act.wizard.c.org: STATE(ch->desc) = CON_TEXTED; act.wizard.c.org: for (tch = character_list; tch; tch = tch->next) act.wizard.c.org: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); act.wizard.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) act.wizard.c.orig: original_loc = ch->in_room; act.wizard.c.orig: if (ch->in_room == location) { act.wizard.c.orig: char_to_room(victim, ch->in_room); act.wizard.c.orig: char_to_room(victim, ch->in_room); act.wizard.c.orig: struct room_data *rm = &world[ch->in_room]; act.wizard.c.orig: CCNRM(ch, C_NRM), ch->in_room, buf2); act.wizard.c.orig: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) act.wizard.c.orig: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) act.wizard.c.orig: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) act.wizard.c.orig: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); act.wizard.c.orig: for(vict=world[ch->in_room].people;vict;vict=next_v) act.wizard.c.orig: if (!ch->desc->snooping) act.wizard.c.orig: ch->desc->snooping->snoop_by = NULL; act.wizard.c.orig: ch->desc->snooping = NULL; act.wizard.c.orig: if (!ch->desc) act.wizard.c.orig: else if (victim->desc->snooping == ch->desc) act.wizard.c.orig: if (ch->desc->snooping) act.wizard.c.orig: ch->desc->snooping->snoop_by = NULL; act.wizard.c.orig: ch->desc->snooping = victim->desc; act.wizard.c.orig: victim->desc->snoop_by = ch->desc; act.wizard.c.orig: if (ch->desc->original) act.wizard.c.orig: ch->desc->character = victim; act.wizard.c.orig: ch->desc->original = ch; act.wizard.c.orig: victim->desc = ch->desc; act.wizard.c.orig: ch->desc = NULL; act.wizard.c.orig: if (ch->desc && ch->desc->original) { act.wizard.c.orig: if (ch->desc->original->desc) act.wizard.c.orig: STATE(ch->desc->original->desc) = CON_DISCONNECT; act.wizard.c.orig: ch->desc->character = ch->desc->original; act.wizard.c.orig: ch->desc->original = NULL; act.wizard.c.orig: ch->desc->character->desc = ch->desc; act.wizard.c.orig: ch->desc = NULL; act.wizard.c.orig: char_to_room(mob, ch->in_room); act.wizard.c.orig: obj_to_room(obj, ch->in_room); act.wizard.c.orig: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { act.wizard.c.orig: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); act.wizard.c.orig: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.wizard.c.orig: for (obj = world[ch->in_room].contents; obj; obj = next_o) { act.wizard.c.orig: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { act.wizard.c.orig: for (vict = world[ch->in_room].people; vict; vict = next_force) { act.wizard.c.orig: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { act.wizard.c.orig: i = world[ch->in_room].zone; act.wizard.c.orig: print_zone_to_buf(buf, world[ch->in_room].zone); act.wizard.c.orig: page_string(ch->desc, buf, TRUE); act.wizard.c.orig: page_string(ch->desc, buf, TRUE); act.wizard.c.orig: page_string(ch->desc, buf, TRUE); act.wizard.c.orig: page_string(ch->desc, buf, TRUE); act.wizard.c.orig: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); act.wizard.c.orig: if (ch->desc == NULL) { act.wizard.c.orig: case 0: ch->desc->str = &credits; break; act.wizard.c.orig: case 1: ch->desc->str = &news; break; act.wizard.c.orig: case 2: ch->desc->str = &motd; break; act.wizard.c.orig: case 3: ch->desc->str = &imotd; break; act.wizard.c.orig: case 4: ch->desc->str = &help; break; act.wizard.c.orig: case 5: ch->desc->str = &info; break; act.wizard.c.orig: case 6: ch->desc->str = &background; break; act.wizard.c.orig: case 7: ch->desc->str = &handbook; break; act.wizard.c.orig: case 8: ch->desc->str = &policies; break; act.wizard.c.orig: case 9: ch->desc->str = &startup; break; act.wizard.c.orig: ch->desc->backstr = NULL; act.wizard.c.orig: ch->desc->backstr = str_dup(fields[l].buffer); act.wizard.c.orig: ch->desc->max_str = fields[l].size; act.wizard.c.orig: ch->desc->mail_to = 0; act.wizard.c.orig: CREATE(ch->desc->olc, struct olc_data, 1); act.wizard.c.orig: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); act.wizard.c.orig: STATE(ch->desc) = CON_TEXTED; act.wizard.c.save: original_loc = ch->in_room; act.wizard.c.save: if (ch->in_room == location) { act.wizard.c.save: char_to_room(victim, ch->in_room); act.wizard.c.save: char_to_room(victim, ch->in_room); act.wizard.c.save: struct room_data *rm = &world[ch->in_room]; act.wizard.c.save: CCNRM(ch, C_NRM), ch->in_room, buf2); act.wizard.c.save: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) act.wizard.c.save: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) act.wizard.c.save: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) act.wizard.c.save: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); act.wizard.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) act.wizard.c.save: if (!ch->desc->snooping) act.wizard.c.save: ch->desc->snooping->snoop_by = NULL; act.wizard.c.save: ch->desc->snooping = NULL; act.wizard.c.save: if (!ch->desc) act.wizard.c.save: else if (victim->desc->snooping == ch->desc) act.wizard.c.save: if (ch->desc->snooping) act.wizard.c.save: ch->desc->snooping->snoop_by = NULL; act.wizard.c.save: ch->desc->snooping = victim->desc; act.wizard.c.save: victim->desc->snoop_by = ch->desc; act.wizard.c.save: if (ch->desc->original) act.wizard.c.save: ch->desc->character = victim; act.wizard.c.save: ch->desc->original = ch; act.wizard.c.save: victim->desc = ch->desc; act.wizard.c.save: ch->desc = NULL; act.wizard.c.save: if (ch->desc && ch->desc->original) { act.wizard.c.save: if (ch->desc->original->desc) act.wizard.c.save: STATE(ch->desc->original->desc) = CON_DISCONNECT; act.wizard.c.save: ch->desc->character = ch->desc->original; act.wizard.c.save: ch->desc->original = NULL; act.wizard.c.save: ch->desc->character->desc = ch->desc; act.wizard.c.save: ch->desc = NULL; act.wizard.c.save: char_to_room(mob, ch->in_room); act.wizard.c.save: obj_to_room(obj, ch->in_room); act.wizard.c.save: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { act.wizard.c.save: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); act.wizard.c.save: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.wizard.c.save: for (obj = world[ch->in_room].contents; obj; obj = next_o) { act.wizard.c.save: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { act.wizard.c.save: for (vict = world[ch->in_room].people; vict; vict = next_force) { act.wizard.c.save:if (!str_cmp(ch->player.name, "Tuskino")) act.wizard.c.save:else if (!str_cmp(ch->player.name, "Misato")) act.wizard.c.save:else if (!str_cmp(ch->player.name, "Griff")) act.wizard.c.save: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { act.wizard.c.save: i = world[ch->in_room].zone; act.wizard.c.save: print_zone_to_buf(buf, world[ch->in_room].zone); act.wizard.c.save: page_string(ch->desc, buf, TRUE); act.wizard.c.save: page_string(ch->desc, buf, TRUE); act.wizard.c.save: page_string(ch->desc, buf, TRUE); act.wizard.c.save: page_string(ch->desc, buf, TRUE); act.wizard.c.save: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); act.wizard.c.save: save_char(och, och->in_room); act.wizard.c.save: if (ch->desc == NULL) { act.wizard.c.save: case 0: ch->desc->str = &credits; break; act.wizard.c.save: case 1: ch->desc->str = &news; break; act.wizard.c.save: case 2: ch->desc->str = &motd; break; act.wizard.c.save: case 3: ch->desc->str = &imotd; break; act.wizard.c.save: case 4: ch->desc->str = &help; break; act.wizard.c.save: case 5: ch->desc->str = &info; break; act.wizard.c.save: case 6: ch->desc->str = &background; break; act.wizard.c.save: case 7: ch->desc->str = &handbook; break; act.wizard.c.save: case 8: ch->desc->str = &policies; break; act.wizard.c.save: case 9: ch->desc->str = &startup; break; act.wizard.c.save: ch->desc->backstr = NULL; act.wizard.c.save: ch->desc->backstr = str_dup(fields[l].buffer); act.wizard.c.save: ch->desc->max_str = fields[l].size; act.wizard.c.save: ch->desc->mail_to = 0; act.wizard.c.save: CREATE(ch->desc->olc, struct olc_data, 1); act.wizard.c.save: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); act.wizard.c.save: STATE(ch->desc) = CON_TEXTED; act.wizard.c.save: for (tch = character_list; tch; tch = tch->next) act.wizard.c.save: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); act.wizard.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) act.wizard.c.save: page_string(ch->desc, buf2, 1); act.wizard.c.save:page_string(ch->desc, buf2, 1); act.wizard.ct: original_loc = ch->in_room; act.wizard.ct: if (ch->in_room == location) { act.wizard.ct: char_to_room(victim, ch->in_room); act.wizard.ct: char_to_room(victim, ch->in_room); act.wizard.ct: struct room_data *rm = &world[ch->in_room]; act.wizard.ct: CCNRM(ch, C_NRM), ch->in_room, buf2); act.wizard.ct: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) act.wizard.ct: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) act.wizard.ct: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) act.wizard.ct: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); act.wizard.ct: for(vict=world[ch->in_room].people;vict;vict=next_v) act.wizard.ct: if (!ch->desc->snooping) act.wizard.ct: ch->desc->snooping->snoop_by = NULL; act.wizard.ct: ch->desc->snooping = NULL; act.wizard.ct: if (!ch->desc) act.wizard.ct: else if (victim->desc->snooping == ch->desc) act.wizard.ct: if (ch->desc->snooping) act.wizard.ct: ch->desc->snooping->snoop_by = NULL; act.wizard.ct: ch->desc->snooping = victim->desc; act.wizard.ct: victim->desc->snoop_by = ch->desc; act.wizard.ct: if (ch->desc->original) act.wizard.ct: ch->desc->character = victim; act.wizard.ct: ch->desc->original = ch; act.wizard.ct: victim->desc = ch->desc; act.wizard.ct: ch->desc = NULL; act.wizard.ct: if (ch->desc && ch->desc->original) { act.wizard.ct: if (ch->desc->original->desc) act.wizard.ct: STATE(ch->desc->original->desc) = CON_DISCONNECT; act.wizard.ct: ch->desc->character = ch->desc->original; act.wizard.ct: ch->desc->original = NULL; act.wizard.ct: ch->desc->character->desc = ch->desc; act.wizard.ct: ch->desc = NULL; act.wizard.ct: char_to_room(mob, ch->in_room); act.wizard.ct: obj_to_room(obj, ch->in_room); act.wizard.ct: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { act.wizard.ct: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); act.wizard.ct: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.wizard.ct: for (obj = world[ch->in_room].contents; obj; obj = next_o) { act.wizard.ct: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { act.wizard.ct: for (vict = world[ch->in_room].people; vict; vict = next_force) { act.wizard.ct: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { act.wizard.ct: i = world[ch->in_room].zone; act.wizard.ct: print_zone_to_buf(buf, world[ch->in_room].zone); act.wizard.ct: page_string(ch->desc, buf, TRUE); act.wizard.ct: page_string(ch->desc, buf, TRUE); act.wizard.ct: page_string(ch->desc, buf, TRUE); act.wizard.ct: page_string(ch->desc, buf, TRUE); act.wizard.ct: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); act.wizard.ct: save_char(och, och->in_room); act.wizard.ct: if (ch->desc == NULL) { act.wizard.ct: case 0: ch->desc->str = &credits; break; act.wizard.ct: case 1: ch->desc->str = &news; break; act.wizard.ct: case 2: ch->desc->str = &motd; break; act.wizard.ct: case 3: ch->desc->str = &imotd; break; act.wizard.ct: case 4: ch->desc->str = &help; break; act.wizard.ct: case 5: ch->desc->str = &info; break; act.wizard.ct: case 6: ch->desc->str = &background; break; act.wizard.ct: case 7: ch->desc->str = &handbook; break; act.wizard.ct: case 8: ch->desc->str = &policies; break; act.wizard.ct: case 9: ch->desc->str = &startup; break; act.wizard.ct: ch->desc->backstr = NULL; act.wizard.ct: ch->desc->backstr = str_dup(fields[l].buffer); act.wizard.ct: ch->desc->max_str = fields[l].size; act.wizard.ct: ch->desc->mail_to = 0; act.wizard.ct: CREATE(ch->desc->olc, struct olc_data, 1); act.wizard.ct: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); act.wizard.ct: STATE(ch->desc) = CON_TEXTED; act.wizard.ct: for (tch = character_list; tch; tch = tch->next) auction.c: if (ch->master && AFF_FLAGGED(ch, AFF_MAJIN)) auction.c: if (ch->master && AFF_FLAGGED(ch, AFF_MAJIN)) auction.c: } else if ((obj = get_obj_in_list_vis(ch, buf1, ch->carrying)) == NULL) boards.c: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) boards.c: if (!ch->desc) boards.c: ch->desc->str = &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]); boards.c: ch->desc->max_str = MAX_MESSAGE_LENGTH; boards.c: ch->desc->mail_to = board_type + BOARD_MAGIC; boards.c: if (!ch->desc) boards.c: page_string(ch->desc, buf, 1); boards.c: page_string(ch->desc, buffer, 1); castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) castle.c: if (!strncmp(pszName, ch->player.short_descr, iLen)) castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) castle.c: if (cmd != ++iProhibited_direction || (ch->player.short_descr && castle.c: !strncmp(ch->player.short_descr, "King Welmar", 11))) castle.c: if ((ch->in_room == real_room(iIn_room)) && (cmd == iProhibited_direction)) { castle.c: if (ch->points.mana < 10) castle.c: ch->points.mana -= 10; castle.c: if (time_info.hours == 8 && ch->in_room == R_ROOM(Z_KINGS_C, 51)) { castle.c: } else if (time_info.hours == 21 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) { castle.c: } else if (time_info.hours == 12 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) { castle.c: if (!ch->master) castle.c: if (!ch->master) castle.c: for (i = world[ch->in_room].contents; i; i = i->next_content) castle.c: for (i = world[ch->in_room].contents; i; i = next) { class.c: ch->real_abils.str_add = 0; class.c: ch->real_abils.intel = table[0]; class.c: ch->real_abils.str = table[1]; class.c: ch->real_abils.dex = table[2]; class.c: ch->real_abils.con = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.con = table[0]; class.c: ch->real_abils.str = table[1]; class.c: ch->real_abils.dex = table[2]; class.c: ch->real_abils.wis = table[3]; class.c: ch->real_abils.intel = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.con = table[1]; class.c: ch->real_abils.dex = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.intel = table[3]; class.c: ch->real_abils.wis = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: ch->real_abils.str = table[0]; class.c: ch->real_abils.dex = table[1]; class.c: ch->real_abils.con = table[2]; class.c: ch->real_abils.wis = table[3]; class.c: ch->real_abils.intel = table[4]; class.c: ch->real_abils.cha = table[5]; class.c: if (ch->real_abils.str == 100) class.c: ch->real_abils.str_add = number(0, 200); class.c: ch->real_abils.rage = 1; class.c: ch->real_abils.ubs = ch->real_abils.lbs = 50; class.c: ch->aff_abils = ch->real_abils; class.c: ch->points.max_hit = 10; class.c: ch->player.time.played = 0; class.c: ch->player.time.logon = time(0); class.c: ch->player_specials->saved.pc_attacks = 1; class.c: ch->points.max_hit += MAX(1, add_hp); class.c: ch->points.max_move += MAX(1, add_move); class.c: ch->points.max_mana += MAX(1, add_mana); class.c: ch->points.damroll += MAX(1, add_damroll); class.c: ch->points.hitroll += MAX(1, add_hitroll); class.c~: ch->real_abils.str_add = 0; class.c~: ch->real_abils.intel = table[0]; class.c~: ch->real_abils.str = table[1]; class.c~: ch->real_abils.dex = table[2]; class.c~: ch->real_abils.con = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.con = table[0]; class.c~: ch->real_abils.str = table[1]; class.c~: ch->real_abils.dex = table[2]; class.c~: ch->real_abils.wis = table[3]; class.c~: ch->real_abils.intel = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.con = table[1]; class.c~: ch->real_abils.dex = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.intel = table[3]; class.c~: ch->real_abils.wis = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: ch->real_abils.str = table[0]; class.c~: ch->real_abils.dex = table[1]; class.c~: ch->real_abils.con = table[2]; class.c~: ch->real_abils.wis = table[3]; class.c~: ch->real_abils.intel = table[4]; class.c~: ch->real_abils.cha = table[5]; class.c~: if (ch->real_abils.str == 100) class.c~: ch->real_abils.str_add = number(0, 200); class.c~: ch->aff_abils = ch->real_abils; class.c~: ch->points.max_hit = 10; class.c~: ch->player.time.played = 0; class.c~: ch->player.time.logon = time(0); class.c~: ch->player_specials->saved.pc_attacks = 1; class.c~: ch->points.max_hit += MAX(1, add_hp); class.c~: ch->points.max_move += MAX(1, add_move); class.c~: ch->points.max_mana += add_mana; class.c.save: ch->real_abils.str_add = 0; class.c.save: ch->real_abils.intel = table[0]; class.c.save: ch->real_abils.str = table[1]; class.c.save: ch->real_abils.dex = table[2]; class.c.save: ch->real_abils.con = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.con = table[0]; class.c.save: ch->real_abils.str = table[1]; class.c.save: ch->real_abils.dex = table[2]; class.c.save: ch->real_abils.wis = table[3]; class.c.save: ch->real_abils.intel = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.con = table[1]; class.c.save: ch->real_abils.dex = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.intel = table[3]; class.c.save: ch->real_abils.wis = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: ch->real_abils.str = table[0]; class.c.save: ch->real_abils.dex = table[1]; class.c.save: ch->real_abils.con = table[2]; class.c.save: ch->real_abils.wis = table[3]; class.c.save: ch->real_abils.intel = table[4]; class.c.save: ch->real_abils.cha = table[5]; class.c.save: if (ch->real_abils.str == 100) class.c.save: ch->real_abils.str_add = number(0, 200); class.c.save: ch->real_abils.rage = 1; class.c.save: ch->real_abils.ubs = ch->real_abils.lbs = 50; class.c.save: ch->aff_abils = ch->real_abils; class.c.save: ch->points.max_hit = 10; class.c.save: ch->player.time.played = 0; class.c.save: ch->player.time.logon = time(0); class.c.save: ch->player_specials->saved.pc_attacks = 1; class.c.save: ch->points.max_hit += MAX(1, add_hp); class.c.save: ch->points.max_move += MAX(1, add_move); class.c.save: ch->points.max_mana += MAX(1, add_mana); class.c.save: ch->points.damroll += MAX(1, add_damroll); class.c.save: ch->points.hitroll += MAX(1, add_hitroll); comm.c: if (ch->desc && messg) comm.c: SEND_TO_Q(messg, ch->desc); comm.c: if (ch && ch->in_room != NOWHERE) comm.c: to = world[ch->in_room].people; comm.c.org: if (ch->desc && messg) comm.c.org: SEND_TO_Q(messg, ch->desc); comm.c.org: if (ch && ch->in_room != NOWHERE) comm.c.org: to = world[ch->in_room].people; comm.c.orig: if (ch->desc && messg) comm.c.orig: SEND_TO_Q(messg, ch->desc); comm.c.orig: if (ch && ch->in_room != NOWHERE) comm.c.orig: to = world[ch->in_room].people; db.c: ch->next = character_list; db.c: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) db.c: strncpy(st.host, ch->desc->host, HOST_LENGTH); db.c: if (ch->player_specials == NULL) db.c: CREATE(ch->player_specials, struct player_special_data, 1); db.c: ch->player.short_descr = NULL; db.c: ch->player.long_descr = NULL; db.c: ch->player.title = str_dup(st->title); db.c: ch->player.description = str_dup(st->description); db.c: ch->player.hometown = st->hometown; db.c: ch->player.time.birth = st->birth; db.c: ch->player.time.played = st->played; db.c: ch->player.time.logon = time(0); db.c: ch->player.weight = st->weight; db.c: ch->player.height = st->height; db.c: ch->real_abils = st->abilities; db.c: ch->aff_abils = st->abilities; db.c: ch->points = st->points; db.c: ch->char_specials.saved = st->char_specials_saved; db.c: ch->player_specials->saved = st->player_specials_saved; db.c: if (ch->points.max_mana < 100) db.c: ch->points.max_mana = 100; db.c: ch->char_specials.carry_weight = 0; db.c: ch->char_specials.carry_items = 0; db.c: ch->points.armor = 100; db.c: if (ch->player.name == NULL) db.c: CREATE(ch->player.name, char, strlen(st->name) + 1); db.c: strcpy(ch->player.name, st->name); db.c: strcpy(ch->player.passwd, st->pwd); db.c: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { db.c: while (ch->affected) db.c: affect_remove(ch, ch->affected); db.c: ch->aff_abils = ch->real_abils; db.c: st->birth = ch->player.time.birth; db.c: st->played = ch->player.time.played; db.c: st->played += (long) (time(0) - ch->player.time.logon); db.c: ch->player.time.played = st->played; db.c: ch->player.time.logon = time(0); db.c: st->hometown = ch->player.hometown; db.c: st->abilities = ch->real_abils; db.c: st->points = ch->points; db.c: st->char_specials_saved = ch->char_specials.saved; db.c: st->player_specials_saved = ch->player_specials->saved; db.c: if (ch->player.description) db.c: strcpy(st->description, ch->player.description); db.c: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { db.c: if (ch->player_specials->poofin) db.c: free(ch->player_specials->poofin); db.c: if (ch->player_specials->poofout) db.c: free(ch->player_specials->poofout); db.c: free(ch->player_specials); db.c: if (ch->player.title) db.c: free(ch->player.title); db.c: if (ch->player.short_descr) db.c: free(ch->player.short_descr); db.c: if (ch->player.long_descr) db.c: free(ch->player.long_descr); db.c: if (ch->player.description) db.c: free(ch->player.description); db.c: if (ch->player.name && ch->player.name != mob_proto[i].player.name) db.c: free(ch->player.name); db.c: if (ch->player.title && ch->player.title != mob_proto[i].player.title) db.c: free(ch->player.title); db.c: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) db.c: free(ch->player.short_descr); db.c: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) db.c: free(ch->player.long_descr); db.c: if (ch->player.description && ch->player.description != mob_proto[i].player.description) db.c: free(ch->player.description); db.c: while (ch->affected) db.c: affect_remove(ch, ch->affected); db.c: if (ch->desc) db.c: ch->desc->character = NULL; db.c: ch->followers = NULL; db.c: ch->master = NULL; db.c: ch->in_room = NOWHERE; db.c: ch->carrying = NULL; db.c: ch->next = NULL; db.c: ch->next_fighting = NULL; db.c: ch->next_in_room = NULL; db.c: ch->char_specials.position = POS_STANDING; db.c: ch->mob_specials.default_pos = POS_STANDING; db.c: ch->char_specials.carry_weight = 0; db.c: ch->char_specials.carry_items = 0; db.c: ch->in_room = NOWHERE; db.c: ch->mob_specials.default_pos = POS_STANDING; db.c: if (ch->points.max_mana < 100) db.c: ch->points.max_mana = 100; db.c: if (ch->player_specials == NULL) db.c: CREATE(ch->player_specials, struct player_special_data, 1); db.c: ch->points.max_hit = 30000; db.c: ch->points.max_mana = 30000; db.c: ch->points.max_move = 30000; db.c: ch->player.short_descr = NULL; db.c: ch->player.long_descr = NULL; db.c: ch->player.description = NULL; db.c: ch->player.hometown = 1; db.c: ch->player.time.birth = time(0); db.c: ch->player.time.played = 0; db.c: ch->player.time.logon = time(0); db.c: if (ch->player.sex == SEX_MALE) { db.c: ch->player.weight = number(120, 180); db.c: ch->player.height = number(160, 200); db.c: ch->player.weight = number(100, 160); db.c: ch->player.height = number(150, 180); db.c: ch->points.max_mana = 100; db.c: ch->points.mana = GET_MAX_MANA(ch); db.c: ch->points.hit = GET_MAX_HIT(ch); db.c: ch->points.max_move = 82; db.c: ch->points.move = GET_MAX_MOVE(ch); db.c: ch->points.armor = 100; db.c: ch->char_specials.saved.affected_by = 0; db.c: ch->real_abils.intel = 25; db.c: ch->real_abils.wis = 25; db.c: ch->real_abils.dex = 100; db.c: ch->real_abils.str = 25; db.c: ch->real_abils.str_add = 100; db.c: ch->real_abils.con = 25; db.c: ch->real_abils.cha = 25; db.c: ch->real_abils.rage = 100; db.c: ch->real_abils.ubs = 100; db.c: ch->real_abils.lbs = 100; db.c~: ch->next = character_list; db.c~: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) db.c~: strncpy(st.host, ch->desc->host, HOST_LENGTH); db.c~: if (ch->player_specials == NULL) db.c~: CREATE(ch->player_specials, struct player_special_data, 1); db.c~: ch->player.short_descr = NULL; db.c~: ch->player.long_descr = NULL; db.c~: ch->player.title = str_dup(st->title); db.c~: ch->player.description = str_dup(st->description); db.c~: ch->player.hometown = st->hometown; db.c~: ch->player.time.birth = st->birth; db.c~: ch->player.time.played = st->played; db.c~: ch->player.time.logon = time(0); db.c~: ch->player.weight = st->weight; db.c~: ch->player.height = st->height; db.c~: ch->real_abils = st->abilities; db.c~: ch->aff_abils = st->abilities; db.c~: ch->points = st->points; db.c~: ch->char_specials.saved = st->char_specials_saved; db.c~: ch->player_specials->saved = st->player_specials_saved; db.c~: if (ch->points.max_mana < 100) db.c~: ch->points.max_mana = 100; db.c~: ch->char_specials.carry_weight = 0; db.c~: ch->char_specials.carry_items = 0; db.c~: ch->points.armor = 100; db.c~: ch->points.hitroll = 1; db.c~: ch->points.damroll = 1; db.c~: if (ch->player.name == NULL) db.c~: CREATE(ch->player.name, char, strlen(st->name) + 1); db.c~: strcpy(ch->player.name, st->name); db.c~: strcpy(ch->player.passwd, st->pwd); db.c~: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { db.c~: while (ch->affected) db.c~: affect_remove(ch, ch->affected); db.c~: ch->aff_abils = ch->real_abils; db.c~: st->birth = ch->player.time.birth; db.c~: st->played = ch->player.time.played; db.c~: st->played += (long) (time(0) - ch->player.time.logon); db.c~: ch->player.time.played = st->played; db.c~: ch->player.time.logon = time(0); db.c~: st->hometown = ch->player.hometown; db.c~: st->abilities = ch->real_abils; db.c~: st->points = ch->points; db.c~: st->char_specials_saved = ch->char_specials.saved; db.c~: st->player_specials_saved = ch->player_specials->saved; db.c~: if (ch->player.description) db.c~: strcpy(st->description, ch->player.description); db.c~: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { db.c~: if (ch->player_specials->poofin) db.c~: free(ch->player_specials->poofin); db.c~: if (ch->player_specials->poofout) db.c~: free(ch->player_specials->poofout); db.c~: free(ch->player_specials); db.c~: if (ch->player.title) db.c~: free(ch->player.title); db.c~: if (ch->player.short_descr) db.c~: free(ch->player.short_descr); db.c~: if (ch->player.long_descr) db.c~: free(ch->player.long_descr); db.c~: if (ch->player.description) db.c~: free(ch->player.description); db.c~: if (ch->player.name && ch->player.name != mob_proto[i].player.name) db.c~: free(ch->player.name); db.c~: if (ch->player.title && ch->player.title != mob_proto[i].player.title) db.c~: free(ch->player.title); db.c~: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) db.c~: free(ch->player.short_descr); db.c~: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) db.c~: free(ch->player.long_descr); db.c~: if (ch->player.description && ch->player.description != mob_proto[i].player.description) db.c~: free(ch->player.description); db.c~: while (ch->affected) db.c~: affect_remove(ch, ch->affected); db.c~: if (ch->desc) db.c~: ch->desc->character = NULL; db.c~: ch->followers = NULL; db.c~: ch->master = NULL; db.c~: ch->in_room = NOWHERE; db.c~: ch->carrying = NULL; db.c~: ch->next = NULL; db.c~: ch->next_fighting = NULL; db.c~: ch->next_in_room = NULL; db.c~: ch->char_specials.position = POS_STANDING; db.c~: ch->mob_specials.default_pos = POS_STANDING; db.c~: ch->char_specials.carry_weight = 0; db.c~: ch->char_specials.carry_items = 0; db.c~: ch->in_room = NOWHERE; db.c~: ch->mob_specials.default_pos = POS_STANDING; db.c~: if (ch->points.max_mana < 100) db.c~: ch->points.max_mana = 100; db.c~: if (ch->player_specials == NULL) db.c~: CREATE(ch->player_specials, struct player_special_data, 1); db.c~: ch->points.max_hit = 30000; db.c~: ch->points.max_mana = 30000; db.c~: ch->points.max_move = 30000; db.c~: ch->player.short_descr = NULL; db.c~: ch->player.long_descr = NULL; db.c~: ch->player.description = NULL; db.c~: ch->player.hometown = 1; db.c~: ch->player.time.birth = time(0); db.c~: ch->player.time.played = 0; db.c~: ch->player.time.logon = time(0); db.c~: if (ch->player.sex == SEX_MALE) { db.c~: ch->player.weight = number(120, 180); db.c~: ch->player.height = number(160, 200); db.c~: ch->player.weight = number(100, 160); db.c~: ch->player.height = number(150, 180); db.c~: ch->points.max_mana = 100; db.c~: ch->points.mana = GET_MAX_MANA(ch); db.c~: ch->points.hit = GET_MAX_HIT(ch); db.c~: ch->points.max_move = 82; db.c~: ch->points.move = GET_MAX_MOVE(ch); db.c~: ch->points.armor = 100; db.c~: ch->char_specials.saved.affected_by = 0; db.c~: ch->real_abils.intel = 100; db.c~: ch->real_abils.wis = 100; db.c~: ch->real_abils.dex = 100; db.c~: ch->real_abils.str = 100; db.c~: ch->real_abils.str_add = 200; db.c~: ch->real_abils.con = 100; db.c~: ch->real_abils.cha = 100; db.c~: ch->real_abils.rage = 101; db.c~: ch->real_abils.ubs = 101; db.c~: ch->real_abils.lbs = 101; db.c.orig: ch->next = character_list; db.c.orig: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) db.c.orig: strncpy(st.host, ch->desc->host, HOST_LENGTH); db.c.orig: if (ch->player_specials == NULL) db.c.orig: CREATE(ch->player_specials, struct player_special_data, 1); db.c.orig: ch->player.short_descr = NULL; db.c.orig: ch->player.long_descr = NULL; db.c.orig: ch->player.title = str_dup(st->title); db.c.orig: ch->player.description = str_dup(st->description); db.c.orig: ch->player.hometown = st->hometown; db.c.orig: ch->player.time.birth = st->birth; db.c.orig: ch->player.time.played = st->played; db.c.orig: ch->player.time.logon = time(0); db.c.orig: ch->player.weight = st->weight; db.c.orig: ch->player.height = st->height; db.c.orig: ch->real_abils = st->abilities; db.c.orig: ch->aff_abils = st->abilities; db.c.orig: ch->points = st->points; db.c.orig: ch->char_specials.saved = st->char_specials_saved; db.c.orig: ch->player_specials->saved = st->player_specials_saved; db.c.orig: if (ch->points.max_mana < 100) db.c.orig: ch->points.max_mana = 100; db.c.orig: ch->char_specials.carry_weight = 0; db.c.orig: ch->char_specials.carry_items = 0; db.c.orig: ch->points.armor = 100; db.c.orig: ch->points.hitroll = 1; db.c.orig: ch->points.damroll = 1; db.c.orig: if (ch->player.name == NULL) db.c.orig: CREATE(ch->player.name, char, strlen(st->name) + 1); db.c.orig: strcpy(ch->player.name, st->name); db.c.orig: strcpy(ch->player.passwd, st->pwd); db.c.orig: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { db.c.orig: while (ch->affected) db.c.orig: affect_remove(ch, ch->affected); db.c.orig: ch->aff_abils = ch->real_abils; db.c.orig: st->birth = ch->player.time.birth; db.c.orig: st->played = ch->player.time.played; db.c.orig: st->played += (long) (time(0) - ch->player.time.logon); db.c.orig: ch->player.time.played = st->played; db.c.orig: ch->player.time.logon = time(0); db.c.orig: st->hometown = ch->player.hometown; db.c.orig: st->abilities = ch->real_abils; db.c.orig: st->points = ch->points; db.c.orig: st->char_specials_saved = ch->char_specials.saved; db.c.orig: st->player_specials_saved = ch->player_specials->saved; db.c.orig: if (ch->player.description) db.c.orig: strcpy(st->description, ch->player.description); db.c.orig: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { db.c.orig: if (ch->player_specials->poofin) db.c.orig: free(ch->player_specials->poofin); db.c.orig: if (ch->player_specials->poofout) db.c.orig: free(ch->player_specials->poofout); db.c.orig: free(ch->player_specials); db.c.orig: if (ch->player.title) db.c.orig: free(ch->player.title); db.c.orig: if (ch->player.short_descr) db.c.orig: free(ch->player.short_descr); db.c.orig: if (ch->player.long_descr) db.c.orig: free(ch->player.long_descr); db.c.orig: if (ch->player.description) db.c.orig: free(ch->player.description); db.c.orig: if (ch->player.name && ch->player.name != mob_proto[i].player.name) db.c.orig: free(ch->player.name); db.c.orig: if (ch->player.title && ch->player.title != mob_proto[i].player.title) db.c.orig: free(ch->player.title); db.c.orig: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) db.c.orig: free(ch->player.short_descr); db.c.orig: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) db.c.orig: free(ch->player.long_descr); db.c.orig: if (ch->player.description && ch->player.description != mob_proto[i].player.description) db.c.orig: free(ch->player.description); db.c.orig: while (ch->affected) db.c.orig: affect_remove(ch, ch->affected); db.c.orig: if (ch->desc) db.c.orig: ch->desc->character = NULL; db.c.orig: ch->followers = NULL; db.c.orig: ch->master = NULL; db.c.orig: ch->in_room = NOWHERE; db.c.orig: ch->carrying = NULL; db.c.orig: ch->next = NULL; db.c.orig: ch->next_fighting = NULL; db.c.orig: ch->next_in_room = NULL; db.c.orig: ch->char_specials.position = POS_STANDING; db.c.orig: ch->mob_specials.default_pos = POS_STANDING; db.c.orig: ch->char_specials.carry_weight = 0; db.c.orig: ch->char_specials.carry_items = 0; db.c.orig: ch->in_room = NOWHERE; db.c.orig: ch->mob_specials.default_pos = POS_STANDING; db.c.orig: if (ch->points.max_mana < 100) db.c.orig: ch->points.max_mana = 100; db.c.orig: if (ch->player_specials == NULL) db.c.orig: CREATE(ch->player_specials, struct player_special_data, 1); db.c.orig: ch->points.max_hit = 30000; db.c.orig: ch->points.max_mana = 30000; db.c.orig: ch->points.max_move = 30000; db.c.orig: ch->player.short_descr = NULL; db.c.orig: ch->player.long_descr = NULL; db.c.orig: ch->player.description = NULL; db.c.orig: ch->player.hometown = 1; db.c.orig: ch->player.time.birth = time(0); db.c.orig: ch->player.time.played = 0; db.c.orig: ch->player.time.logon = time(0); db.c.orig: if (ch->player.sex == SEX_MALE) { db.c.orig: ch->player.weight = number(120, 180); db.c.orig: ch->player.height = number(160, 200); db.c.orig: ch->player.weight = number(100, 160); db.c.orig: ch->player.height = number(150, 180); db.c.orig: ch->points.max_mana = 100; db.c.orig: ch->points.mana = GET_MAX_MANA(ch); db.c.orig: ch->points.hit = GET_MAX_HIT(ch); db.c.orig: ch->points.max_move = 82; db.c.orig: ch->points.move = GET_MAX_MOVE(ch); db.c.orig: ch->points.armor = 100; db.c.orig: ch->char_specials.saved.affected_by = 0; db.c.orig: ch->real_abils.intel = 25; db.c.orig: ch->real_abils.wis = 25; db.c.orig: ch->real_abils.dex = 100; db.c.orig: ch->real_abils.str = 25; db.c.orig: ch->real_abils.str_add = 100; db.c.orig: ch->real_abils.con = 25; db.c.orig: ch->real_abils.cha = 25; db.c.orig: ch->real_abils.rage = 100; db.c.orig: ch->real_abils.ubs = 100; db.c.orig: ch->real_abils.lbs = 100; dg_comm.c: ch->equipment, &tmp)) ? dg_comm.c: (obj = get_obj_in_list_vis(ch, name, ch->carrying))); dg_comm.c: for (to = world[ch->in_room].people; dg_mobcmd.c: if (IS_AFFECTED(ch, AFF_MAJIN) && ch->master == victim ) { dg_mobcmd.c: if ((obj=get_object_in_equip_vis(ch,arg,ch->equipment,&pos))!= NULL) { dg_mobcmd.c: if ((obj = get_obj_in_list_vis(ch, arg, ch->carrying)) != NULL ) dg_mobcmd.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) { dg_mobcmd.c: while ((obj=get_object_in_equip_vis(ch,arg,ch->equipment,&pos))) dg_mobcmd.c: if( ch->desc && GET_LEVEL(ch->desc->original) < LVL_IMPL) dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) dg_mobcmd.c: if (ch->desc) { dg_mobcmd.c: tmpmob.id = ch->id; dg_mobcmd.c: tmpmob.affected = ch->affected; dg_mobcmd.c: tmpmob.carrying = ch->carrying; dg_mobcmd.c: tmpmob.proto_script = ch->proto_script; dg_mobcmd.c: tmpmob.script = ch->script; dg_mobcmd.c: tmpmob.memory = ch->memory; dg_mobcmd.c: tmpmob.next_in_room = ch->next_in_room; dg_mobcmd.c: tmpmob.next = ch->next; dg_mobcmd.c: tmpmob.next_fighting = ch->next_fighting; dg_mobcmd.c: tmpmob.followers = ch->followers; dg_mobcmd.c: tmpmob.master = ch->master; dg_objcmd.c: next_ch = ch->next_in_room; dg_objcmd.c: next_ch = ch->next_in_room; dg_objcmd.c: next_ch = ch->next_in_room; dg_objcmd.c: world[ch->in_room].name); dg_scripts.c: for (ch = world[vnum].people; ch !=NULL; ch = ch->next_in_room) dg_scripts.c: for (ch = character_list; ch; ch=ch->next) dg_scripts.c: if (ch && ((ch->player_specials == &dummy_mob) || !GET_INVIS_LEV(ch))) dg_scripts.c: for (ch = character_list; ch; ch = ch->next) dg_scripts.c: if (isname(name, ch->player.name) && dg_scripts.c: ((ch->player_specials == &dummy_mob) || dg_scripts.c: if (ch && ((ch->player_specials == &dummy_mob) || !GET_INVIS_LEV(ch))) dg_scripts.c: for (ch = room->people; ch; ch = ch->next_in_room) dg_scripts.c: if (isname(name, ch->player.name) && dg_scripts.c: ((ch->player_specials == &dummy_mob) || dg_scripts.c: for (ch = character_list; ch; ch = ch->next) dg_scripts.c: if (isname(name, ch->player.name) && dg_scripts.c: ((ch->player_specials == &dummy_mob) || dg_scripts.c: for (ch = character_list; ch; ch = ch->next) { dg_scripts.c: page_string(ch->desc, sb, 1); dg_scripts.c: strcpy(name, ch->player.name); dg_scripts.c: struct room_data *rm = &world[ch->in_room]; dg_scripts.c: if ((object = get_object_in_equip_vis(ch, arg1, ch->equipment, &tmp))); dg_scripts.c: else if ((object = get_obj_in_list_vis(ch, arg1, ch->carrying))); dg_scripts.c: else if ((o = get_obj_in_list(name, ch->carrying))); dg_scripts.c: else page_string(ch->desc, pagebuf, TRUE); dg_scripts.c:* scans for end of while/switch-blocks. dg_triggers.c: for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) { dg_triggers.c: for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) { dg_triggers.c: ch_next = ch->next_in_room; dg_triggers.c: ch_next = ch->next_in_room; dg_wldcmd.c: next_ch = ch->next_in_room; dg_wldcmd.c: next_ch = ch->next_in_room; dg_wldcmd.c: next_ch = ch->next_in_room; dg_wldcmd.c: world[ch->in_room].name); fight.c: ch->next_fighting = combat_list; fight.c: for (af = ch->affected; af; af = next) { fight.c: next_combat_list = ch->next_fighting; fight.c: ch->next_fighting = NULL; fight.c: corpse->contains = ch->carrying; fight.c: if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) { fight.c: ch->carrying = NULL; fight.c: obj_to_room(corpse, ch->in_room); fight.c: was_in = ch->in_room; fight.c: ch->in_room = world[was_in].dir_option[door]->to_room; fight.c: ch->in_room = was_in; fight.c:if (ROOM_FLAGGED(ch->in_room, ROOM_UNUSED)) { fight.c: while (ch->affected) fight.c: affect_remove(ch, ch->affected); fight.c: if (!(k = ch->master)) fight.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) fight.c: if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room) fight.c: if (AFF_FLAGGED(k, AFF_GROUP) && k->in_room == ch->in_room) fight.c: if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room) fight.c: if (ch != victim && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { fight.c: if (ch->in_room != victim->in_room) { fight.c: if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0)) fight.c: w_type = ch->mob_specials.attack_type + TYPE_HIT; fight.c: dam += dice(ch->mob_specials.damnodice, ch->mob_specials.damsizedice); fight.c: next_combat_list = ch->next_fighting; fight.c: if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) { graph.c: dir = find_first_step(ch->in_room, vict->in_room); graph.c: if ((dir = find_first_step(ch->in_room, HUNTING(ch)->in_room)) < 0) { graph.c: if (ch->in_room == HUNTING(ch)->in_room) handler.c: ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR); handler.c: for (af = ch->affected; af; af = af->next) handler.c: ch->aff_abils = ch->real_abils; handler.c: for (af = ch->affected; af; af = af->next) handler.c: affected_alloc->next = ch->affected; handler.c: ch->affected = affected_alloc; handler.c: if (ch->affected == NULL) { handler.c: REMOVE_FROM_LIST(af, ch->affected, next); handler.c: for (hjp = ch->affected; hjp; hjp = next) { handler.c: for (hjp = ch->affected; hjp; hjp = hjp->next) handler.c: for (hjp = ch->affected; !found && hjp; hjp = hjp->next) { handler.c: if (ch == NULL || ch->in_room == NOWHERE) { handler.c: world[ch->in_room].light--; handler.c: REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room); handler.c: ch->in_room = NOWHERE; handler.c: ch->next_in_room = NULL; handler.c: ch->next_in_room = world[room].people; handler.c: ch->in_room = room; handler.c: object->next_content = ch->carrying; handler.c: ch->carrying = object; handler.c: if (ch->in_room != NOWHERE) { handler.c: world[ch->in_room].light++; handler.c: log("SYSERR: ch->in_room = NOWHERE when equipping char %s.", GET_NAME(ch)); handler.c: if (ch->in_room != NOWHERE) { handler.c: world[ch->in_room].light--; handler.c: log("SYSERR: ch->in_room = NOWHERE when unequipping char %s.", GET_NAME(ch)); handler.c: world[ch->in_room].light--; handler.c: if (ch->carrying) handler.c: update_object(ch->carrying, 1); handler.c: if (!IS_NPC(ch) && !ch->desc) { handler.c: if (ch->in_room == NOWHERE) { handler.c: if (ch->followers || ch->master) handler.c: if (ch->desc) { handler.c: if (ch->desc->snooping) { handler.c: ch->desc->snooping->snoop_by = NULL; handler.c: ch->desc->snooping = NULL; handler.c: if (ch->desc->snoop_by) { handler.c: ch->desc->snoop_by); handler.c: ch->desc->snoop_by->snooping = NULL; handler.c: ch->desc->snoop_by = NULL; handler.c: while (ch->carrying) { handler.c: obj = ch->carrying; handler.c: obj_to_room(obj, ch->in_room); handler.c: obj_to_room(unequip_char(ch, i), ch->in_room); handler.c: if (ch->desc && ch->desc->original) handler.c: if (!freed && ch->desc != NULL) { handler.c: STATE(ch->desc) = CON_MENU; handler.c: SEND_TO_Q(MENU, ch->desc); handler.c: if (!IS_NPC(i) && (!inroom || i->in_room == ch->in_room) && handler.c: for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room) handler.c: if ((i = get_obj_in_list_vis(ch, name, ch->carrying))) handler.c: if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) handler.c: if ((*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying))) { handler.c: if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) { Binary file handler.o matches interpreter.c:// else if (!str_cmp(ch->player.name, "Griff")) interpreter.c: if (GET_ROOM_SPEC(ch->in_room) != NULL) interpreter.c: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) interpreter.c: for (i = ch->carrying; i; i = i->next_content) interpreter.c: for (k = world[ch->in_room].people; k; k = k->next_in_room) interpreter.c: for (i = world[ch->in_room].contents; i; i = i->next_content) interpreter.c: next_ch = ch->next; interpreter.c: if (ch->desc) interpreter.c: if (ch->in_room != NOWHERE) interpreter.c.: if (GET_ROOM_SPEC(ch->in_room) != NULL) interpreter.c.: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) interpreter.c.: for (i = ch->carrying; i; i = i->next_content) interpreter.c.: for (k = world[ch->in_room].people; k; k = k->next_in_room) interpreter.c.: for (i = world[ch->in_room].contents; i; i = i->next_content) interpreter.c.: next_ch = ch->next; interpreter.c.: if (ch->desc) interpreter.c.: if (ch->in_room != NOWHERE) interpreter.c.org: if (GET_ROOM_SPEC(ch->in_room) != NULL) interpreter.c.org: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) interpreter.c.org: for (i = ch->carrying; i; i = i->next_content) interpreter.c.org: for (k = world[ch->in_room].people; k; k = k->next_in_room) interpreter.c.org: for (i = world[ch->in_room].contents; i; i = i->next_content) interpreter.c.org: next_ch = ch->next; interpreter.c.org: if (ch->desc) interpreter.c.org: if (ch->in_room != NOWHERE) interpreter.save: if (GET_ROOM_SPEC(ch->in_room) != NULL) interpreter.save: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) interpreter.save: for (i = ch->carrying; i; i = i->next_content) interpreter.save: for (k = world[ch->in_room].people; k; k = k->next_in_room) interpreter.save: for (i = world[ch->in_room].contents; i; i = i->next_content) interpreter.save: next_ch = ch->next; interpreter.save: if (ch->desc) interpreter.save: if (ch->in_room != NOWHERE) limits.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GOOD_REGEN)) limits.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) limits.c: if (++(ch->char_specials.timer) > idle_void) { limits.c: if (GET_WAS_IN(ch) == NOWHERE && ch->in_room != NOWHERE) { limits.c: GET_WAS_IN(ch) = ch->in_room; limits.c: } else if (ch->char_specials.timer > idle_rent_time) { limits.c: if (ch->in_room != NOWHERE) limits.c: if (ch->desc) { limits.c: STATE(ch->desc) = CON_DISCONNECT; limits.c: ch->desc->character = NULL; limits.c: ch->desc = NULL; magic.c: for (tobj = ch->carrying; tobj; tobj = tobj->next_content) { magic.c: (victim->master->in_room == ch->in_room)) { magic.c: if (ch->master != NULL) magic.c: k = ch->master; magic.c: if (tch->in_room != ch->in_room) magic.c: for (tch = world[ch->in_room].people; tch; tch = tch_next) { magic.c: tch_next = tch->next_in_room; magic.c: for (tch = world[ch->in_room].people; tch; tch = next_tch) { magic.c: next_tch = tch->next_in_room; magic.c: char_to_room(mob, ch->in_room); mail.c: if (!ch->desc || IS_NPC(ch)) mail.c: ch->desc->mail_to = recipient; mail.c: ch->desc->str = (char **) malloc(sizeof(char *)); mail.c: *(ch->desc->str) = NULL; mail.c: ch->desc->max_str = MAX_MAIL_SIZE; mobact.c: next_ch = ch->next; mobact.c: if (world[ch->in_room].contents && !number(0, 10)) { mobact.c: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) mobact.c: (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) { mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) objsave.c: if (!Crash_save(ch->carrying, fp)) { objsave.c: Crash_restore_weight(ch->carrying); objsave.c: Crash_extract_norents(ch->carrying); objsave.c: Crash_calculate_rent(ch->carrying, &cost); objsave.c: while ((cost > GET_GOLD(ch) + GET_BANK_GOLD(ch)) && ch->carrying) { objsave.c: Crash_extract_expensive(ch->carrying); objsave.c: Crash_calculate_rent(ch->carrying, &cost); objsave.c: if (!ch->carrying) { objsave.c: if (!Crash_save(ch->carrying, fp)) { objsave.c: Crash_extract_objs(ch->carrying); objsave.c: Crash_extract_norents(ch->carrying); objsave.c: if (!Crash_save(ch->carrying, fp)) { objsave.c: Crash_extract_objs(ch->carrying); objsave.c: Crash_extract_norents(ch->carrying); objsave.c: if (!Crash_save(ch->carrying, fp)) { objsave.c: Crash_extract_objs(ch->carrying); objsave.c: norent = Crash_report_unrentables(ch, receptionist, ch->carrying); objsave.c: Crash_report_rent(ch, receptionist, ch->carrying, &totalcost, &numitems, display, factor); objsave.c: if (!ch->desc || IS_NPC(ch)) objsave.c: save_room = ch->in_room; olc.c: d = ch->desc; olc.c: CREATE(ch->desc->olc, struct olc_data, 1); olc.c: CREATE(OLC_ROOM(ch->desc), struct room_data, 1); olc.c: OLC_ZNUM(ch->desc) = world[ch->in_room].zone; olc.c: OLC_NUM(ch->desc) = k; olc.c: OLC_ROOM(ch->desc)->number = k; olc.c: OLC_ROOM(ch->desc)->zone = world[ch->in_room].zone; olc.c: OLC_ROOM(ch->desc)->name = str_dup("An unfinished room"); olc.c: OLC_ROOM(ch->desc)->description = str_dup("You are in an unfinished room.\r\n"); olc.c: OLC_ITEM_TYPE(ch->desc) = WLD_TRIGGER; olc.c: OLC_VAL(ch->desc) = 0; olc.c: redit_save_internally(ch->desc); olc.c: cleanup_olc(ch->desc, CLEANUP_STRUCTS); olc.c: if (!world[ch->in_room].dir_option[dir]) { points.:act.comm.c: ch->real_abils.rage += 1; points.:act.comm.c: if (ch->master) points.:act.comm.c: k = ch->master; points.:act.comm.c: else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) points.:act.comm.c: tch = tch->next; points.:act.comm.c: if (!ch->desc) points.:act.comm.c: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.:act.comm.c: if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying))) { points.:act.comm.c: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.:act.comm.c: ch->desc->backstr = NULL; points.:act.comm.c: ch->desc->backstr = str_dup(paper->action_description); points.:act.comm.c: ch->desc->str = &paper->action_description; points.:act.comm.c: ch->desc->max_str = MAX_NOTE_LENGTH; points.:act.comm.c: if (!ch->desc) points.:act.comm.c: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) { points.:act.comm.c:if (!str_cmp(ch->player.name, "Tuskino")) points.:act.comm.c:else if (!str_cmp(ch->player.name, "Xylam")) points.:act.comm.c:else if (!str_cmp(ch->player.name, "Griff")) points.:act.comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character && points.:act.comm.c: ((world[ch->in_room].zone != world[i->character->in_room].zone) || points.:act.comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc && points.:act.comm.c.save: ch->real_abils.rage += 2; points.:act.comm.c.save: if (ch->master) points.:act.comm.c.save: k = ch->master; points.:act.comm.c.save: else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) points.:act.comm.c.save: tch = tch->next; points.:act.comm.c.save: if (!ch->desc) points.:act.comm.c.save: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.:act.comm.c.save: if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying))) { points.:act.comm.c.save: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.:act.comm.c.save: ch->desc->backstr = NULL; points.:act.comm.c.save: ch->desc->backstr = str_dup(paper->action_description); points.:act.comm.c.save: ch->desc->str = &paper->action_description; points.:act.comm.c.save: ch->desc->max_str = MAX_NOTE_LENGTH; points.:act.comm.c.save: if (!ch->desc) points.:act.comm.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) { points.:act.comm.c.save: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character && points.:act.comm.c.save: ((world[ch->in_room].zone != world[i->character->in_room].zone) || points.:act.comm.c.save: if (STATE(i) == CON_PLAYING && i != ch->desc && points.:act.informative.: page_string(ch->desc, buf, 1); points.:act.informative.: page_string(ch->desc, buf, TRUE); points.:act.informative.: if (!ch->desc) points.:act.informative.: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:act.informative.: if (!ch->desc) points.:act.informative.: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:act.informative.: send_to_char(world[ch->in_room].name, ch); points.:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:act.informative.: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:act.informative.: send_to_char(world[ch->in_room].description, ch); points.:act.informative.: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:act.informative.: list_char_to_char(world[ch->in_room].people, ch); points.:act.informative.: if (!ch->desc) points.:act.informative.: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:act.informative.: page_string(ch->desc, desc, FALSE); points.:act.informative.: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:act.informative.: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:act.informative.: if (!ch->desc) points.:act.informative.: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:act.informative.: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.:act.informative.: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.:act.informative.: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:act.informative.: if (!ch->desc) points.:act.informative.: page_string(ch->desc, help, 0); points.:act.informative.: page_string(ch->desc, entry, 0); points.:act.informative.: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:act.informative.: if (who_room && (tch->in_room != ch->in_room)) points.:act.informative.:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:act.informative.:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:act.informative.:/* if (!str_cmp(ch->player.name, "Tuskino") && GET_SEX(tch) == SEX_MALE && GET_LEVEL(tch) == LVL_IMPL) points.:act.informative.: if (!str_cmp(ch->player.name, "Misato") && GET_SEX(tch) == SEX_FEMALE) points.:act.informative.: if (!str_cmp(ch->player.name, "Zero") && GET_SEX(tch) == SEX_MALE && GET_LEVEL(tch) == LVL_IMPL) points.:act.informative.: page_string(ch->desc, credits, 0); points.:act.informative.: page_string(ch->desc, news, 0); points.:act.informative.: page_string(ch->desc, info, 0); points.:act.informative.: page_string(ch->desc, wizlist, 0); points.:act.informative.: page_string(ch->desc, immlist, 0); points.:act.informative.: page_string(ch->desc, handbook, 0); points.:act.informative.: page_string(ch->desc, policies, 0); points.:act.informative.: page_string(ch->desc, motd, 0); points.:act.informative.: page_string(ch->desc, imotd, 0); points.:act.informative.: if (world[ch->in_room].zone != world[i->in_room].zone) points.:act.informative.: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:act.informative.: ch->real_abils.ubs += 1; points.:act.informative.: ch->real_abils.lbs -= 1; points.:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.: ch->real_abils.ubs += 1; points.:act.informative.: ch->real_abils.lbs -= 1; points.:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.: is_in = ch->in_room; points.:act.informative.: ch->in_room = is_in; points.:act.informative.: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:act.informative.: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:act.informative.: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:act.informative.: ch->in_room = is_in; points.:act.informative.: ch->real_abils.ubs += 1; points.:act.informative.: ch->real_abils.lbs -= 1; points.:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.: page_string(ch->desc, buf, 1); points.:act.informative.c: page_string(ch->desc, buf, 1); points.:act.informative.c: page_string(ch->desc, buf, TRUE); points.:act.informative.c: if (!ch->desc) points.:act.informative.c: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:act.informative.c: if (!ch->desc) points.:act.informative.c: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.c: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:act.informative.c: send_to_char(world[ch->in_room].name, ch); points.:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:act.informative.c: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:act.informative.c: send_to_char(world[ch->in_room].description, ch); points.:act.informative.c: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:act.informative.c: list_char_to_char(world[ch->in_room].people, ch); points.:act.informative.c: if (!ch->desc) points.:act.informative.c: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:act.informative.c: page_string(ch->desc, desc, FALSE); points.:act.informative.c: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:act.informative.c: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:act.informative.c: if (!ch->desc) points.:act.informative.c: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.c: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:act.informative.c: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:act.informative.c: if (!ch->desc) points.:act.informative.c: page_string(ch->desc, help, 0); points.:act.informative.c: page_string(ch->desc, entry, 0); points.:act.informative.c: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:act.informative.c: if (who_room && (tch->in_room != ch->in_room)) points.:act.informative.c: if (!str_cmp(tch->player.name, "Iovan")) points.:act.informative.c: if (!str_cmp(tch->player.name, "Kuvoc")) points.:act.informative.c: if (!str_cmp(tch->player.name, "Lilia")) points.:act.informative.c: if (!str_cmp(tch->player.name, "Solbet")) points.:act.informative.c: if (!str_cmp(tch->player.name, "Grubby")) points.:act.informative.c: if (!str_cmp(tch->player.name, "Xyron")) points.:act.informative.c: if (!str_cmp(tch->player.name, "Shou")) points.:act.informative.c: page_string(ch->desc, credits, 0); points.:act.informative.c: page_string(ch->desc, news, 0); points.:act.informative.c: page_string(ch->desc, info, 0); points.:act.informative.c: page_string(ch->desc, wizlist, 0); points.:act.informative.c: page_string(ch->desc, immlist, 0); points.:act.informative.c: page_string(ch->desc, handbook, 0); points.:act.informative.c: page_string(ch->desc, policies, 0); points.:act.informative.c: page_string(ch->desc, motd, 0); points.:act.informative.c: page_string(ch->desc, imotd, 0); points.:act.informative.c: if (world[ch->in_room].zone != world[i->in_room].zone) points.:act.informative.c: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:act.informative.c: ch->real_abils.ubs += 1; points.:act.informative.c: ch->real_abils.lbs -= 1; points.:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/200) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MANA(ch) >= GET_MAX_MANA(ch)/150) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MANA(ch) >= GET_MAX_MANA(ch)/100) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MANA(ch) >= GET_MAX_MANA(ch)/75) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.c: ch->real_abils.ubs += 1; points.:act.informative.c: ch->real_abils.lbs -= 1; points.:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/200) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MANA(ch) >= GET_MAX_MANA(ch)/150) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MANA(ch) >= GET_MAX_MANA(ch)/100) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MANA(ch) >= GET_MAX_MANA(ch)/75) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.c: is_in = ch->in_room; points.:act.informative.c: ch->in_room = is_in; points.:act.informative.c: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:act.informative.c: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:act.informative.c: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:act.informative.c: ch->in_room = is_in; points.:act.informative.c: ch->real_abils.ubs += 1; points.:act.informative.c: ch->real_abils.lbs -= 1; points.:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.c: page_string(ch->desc, buf, 1); points.:act.informative.c~: page_string(ch->desc, buf, 1); points.:act.informative.c~: page_string(ch->desc, buf, TRUE); points.:act.informative.c~: if (!ch->desc) points.:act.informative.c~: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:act.informative.c~: if (!ch->desc) points.:act.informative.c~: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.c~: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:act.informative.c~: world[ch->in_room].name, buf); points.:act.informative.c~: send_to_char(world[ch->in_room].name, ch); points.:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HVLOW)) { points.:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HLOW)) { points.:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HMED)) { points.:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HHIGH)) { points.:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HVHIGH)) { points.:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HNOLIM)) { points.:act.informative.c~: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:act.informative.c~: send_to_char(world[ch->in_room].description, ch); points.:act.informative.c~: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:act.informative.c~: list_char_to_char(world[ch->in_room].people, ch); points.:act.informative.c~: if (!ch->desc) points.:act.informative.c~: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:act.informative.c~: page_string(ch->desc, desc, FALSE); points.:act.informative.c~: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:act.informative.c~: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:act.informative.c~: if (!ch->desc) points.:act.informative.c~: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.c~: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:act.informative.c~: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:act.informative.c~: if (!ch->desc) points.:act.informative.c~: page_string(ch->desc, help, 0); points.:act.informative.c~: page_string(ch->desc, entry, 0); points.:act.informative.c~: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:act.informative.c~: if (who_room && (tch->in_room != ch->in_room)) points.:act.informative.c~: page_string(ch->desc, credits, 0); points.:act.informative.c~: page_string(ch->desc, news, 0); points.:act.informative.c~: page_string(ch->desc, info, 0); points.:act.informative.c~: page_string(ch->desc, wizlist, 0); points.:act.informative.c~: page_string(ch->desc, immlist, 0); points.:act.informative.c~: page_string(ch->desc, handbook, 0); points.:act.informative.c~: page_string(ch->desc, policies, 0); points.:act.informative.c~: page_string(ch->desc, motd, 0); points.:act.informative.c~: page_string(ch->desc, imotd, 0); points.:act.informative.c~: if (world[ch->in_room].zone != world[i->in_room].zone) points.:act.informative.c~: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.c~: is_in = ch->in_room; points.:act.informative.c~: ch->in_room = is_in; points.:act.informative.c~: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:act.informative.c~: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:act.informative.c~: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:act.informative.c~: ch->in_room = is_in; points.:act.informative.ch: page_string(ch->desc, buf, 1); points.:act.informative.ch: page_string(ch->desc, buf, TRUE); points.:act.informative.ch: if (!ch->desc) points.:act.informative.ch: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:act.informative.ch: if (!ch->desc) points.:act.informative.ch: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.ch: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:act.informative.ch: send_to_char(world[ch->in_room].name, ch); points.:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:act.informative.ch: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:act.informative.ch: send_to_char(world[ch->in_room].description, ch); points.:act.informative.ch: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:act.informative.ch: list_char_to_char(world[ch->in_room].people, ch); points.:act.informative.ch: if (!ch->desc) points.:act.informative.ch: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:act.informative.ch: page_string(ch->desc, desc, FALSE); points.:act.informative.ch: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:act.informative.ch: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:act.informative.ch: if (!ch->desc) points.:act.informative.ch: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.ch: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:act.informative.ch: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.:act.informative.ch: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.:act.informative.ch: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:act.informative.ch: if (!ch->desc) points.:act.informative.ch: page_string(ch->desc, help, 0); points.:act.informative.ch: page_string(ch->desc, entry, 0); points.:act.informative.ch: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:act.informative.ch: if (who_room && (tch->in_room != ch->in_room)) points.:act.informative.ch:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:act.informative.ch:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:act.informative.ch: if (!str_cmp(tch->player.name, "Tuskino")) points.:act.informative.ch: if (!str_cmp(tch->player.name, "Gohorin")) points.:act.informative.ch: if (!str_cmp(tch->player.name, "Heaven")) points.:act.informative.ch: page_string(ch->desc, credits, 0); points.:act.informative.ch: page_string(ch->desc, news, 0); points.:act.informative.ch: page_string(ch->desc, info, 0); points.:act.informative.ch: page_string(ch->desc, wizlist, 0); points.:act.informative.ch: page_string(ch->desc, immlist, 0); points.:act.informative.ch: page_string(ch->desc, handbook, 0); points.:act.informative.ch: page_string(ch->desc, policies, 0); points.:act.informative.ch: page_string(ch->desc, motd, 0); points.:act.informative.ch: page_string(ch->desc, imotd, 0); points.:act.informative.ch: if (world[ch->in_room].zone != world[i->in_room].zone) points.:act.informative.ch: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:act.informative.ch: ch->real_abils.ubs += 1; points.:act.informative.ch: ch->real_abils.lbs -= 1; points.:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.ch: ch->real_abils.ubs += 1; points.:act.informative.ch: ch->real_abils.lbs -= 1; points.:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.ch: is_in = ch->in_room; points.:act.informative.ch: ch->in_room = is_in; points.:act.informative.ch: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:act.informative.ch: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:act.informative.ch: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:act.informative.ch: ch->in_room = is_in; points.:act.informative.ch: ch->real_abils.ubs += 1; points.:act.informative.ch: ch->real_abils.lbs -= 1; points.:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.ch: page_string(ch->desc, buf, 1); points.:act.informative.c.save: page_string(ch->desc, buf, 1); points.:act.informative.c.save: page_string(ch->desc, buf, TRUE); points.:act.informative.c.save: if (!ch->desc) points.:act.informative.c.save: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:act.informative.c.save: if (!ch->desc) points.:act.informative.c.save: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.c.save: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:act.informative.c.save: send_to_char(world[ch->in_room].name, ch); points.:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:act.informative.c.save: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:act.informative.c.save: send_to_char(world[ch->in_room].description, ch); points.:act.informative.c.save: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:act.informative.c.save: list_char_to_char(world[ch->in_room].people, ch); points.:act.informative.c.save: if (!ch->desc) points.:act.informative.c.save: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:act.informative.c.save: page_string(ch->desc, desc, FALSE); points.:act.informative.c.save: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:act.informative.c.save: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:act.informative.c.save: if (!ch->desc) points.:act.informative.c.save: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.c.save: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:act.informative.c.save: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.:act.informative.c.save: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.:act.informative.c.save: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:act.informative.c.save: if (!ch->desc) points.:act.informative.c.save: page_string(ch->desc, help, 0); points.:act.informative.c.save: page_string(ch->desc, entry, 0); points.:act.informative.c.save: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:act.informative.c.save: if (who_room && (tch->in_room != ch->in_room)) points.:act.informative.c.save:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:act.informative.c.save:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:act.informative.c.save: if (!str_cmp(tch->player.name, "Raiden")) points.:act.informative.c.save: if (!str_cmp(tch->player.name, "Tuskino")) points.:act.informative.c.save: if (!str_cmp(tch->player.name, "Gohorin")) points.:act.informative.c.save: if (!str_cmp(tch->player.name, "Rain")) points.:act.informative.c.save: if (!str_cmp(tch->player.name, "Misato")) points.:act.informative.c.save: if (!str_cmp(tch->player.name, "1Hiro")) points.:act.informative.c.save: page_string(ch->desc, credits, 0); points.:act.informative.c.save: page_string(ch->desc, news, 0); points.:act.informative.c.save: page_string(ch->desc, info, 0); points.:act.informative.c.save: page_string(ch->desc, wizlist, 0); points.:act.informative.c.save: page_string(ch->desc, immlist, 0); points.:act.informative.c.save: page_string(ch->desc, handbook, 0); points.:act.informative.c.save: page_string(ch->desc, policies, 0); points.:act.informative.c.save: page_string(ch->desc, motd, 0); points.:act.informative.c.save: page_string(ch->desc, imotd, 0); points.:act.informative.c.save: if (world[ch->in_room].zone != world[i->in_room].zone) points.:act.informative.c.save: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:act.informative.c.save: ch->real_abils.ubs += 1; points.:act.informative.c.save: ch->real_abils.lbs -= 1; points.:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.c.save: ch->real_abils.ubs += 1; points.:act.informative.c.save: ch->real_abils.lbs -= 1; points.:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.c.save: is_in = ch->in_room; points.:act.informative.c.save: ch->in_room = is_in; points.:act.informative.c.save: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:act.informative.c.save: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:act.informative.c.save: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:act.informative.c.save: ch->in_room = is_in; points.:act.informative.c.save: ch->real_abils.ubs += 1; points.:act.informative.c.save: ch->real_abils.lbs -= 1; points.:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.c.save: page_string(ch->desc, buf, 1); points.:act.informative.ctuskino: page_string(ch->desc, buf, 1); points.:act.informative.ctuskino: page_string(ch->desc, buf, TRUE); points.:act.informative.ctuskino: if (!ch->desc) points.:act.informative.ctuskino: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:act.informative.ctuskino: if (!ch->desc) points.:act.informative.ctuskino: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.ctuskino: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:act.informative.ctuskino: send_to_char(world[ch->in_room].name, ch); points.:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:act.informative.ctuskino: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:act.informative.ctuskino: send_to_char(world[ch->in_room].description, ch); points.:act.informative.ctuskino: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:act.informative.ctuskino: list_char_to_char(world[ch->in_room].people, ch); points.:act.informative.ctuskino: if (!ch->desc) points.:act.informative.ctuskino: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:act.informative.ctuskino: page_string(ch->desc, desc, FALSE); points.:act.informative.ctuskino: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:act.informative.ctuskino: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:act.informative.ctuskino: if (!ch->desc) points.:act.informative.ctuskino: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:act.informative.ctuskino: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:act.informative.ctuskino: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.:act.informative.ctuskino: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.:act.informative.ctuskino: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:act.informative.ctuskino: if (!ch->desc) points.:act.informative.ctuskino: page_string(ch->desc, help, 0); points.:act.informative.ctuskino: page_string(ch->desc, entry, 0); points.:act.informative.ctuskino: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:act.informative.ctuskino: if (who_room && (tch->in_room != ch->in_room)) points.:act.informative.ctuskino:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:act.informative.ctuskino:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:act.informative.ctuskino: if (!str_cmp(tch->player.name, "Tuskino")) points.:act.informative.ctuskino: if (!str_cmp(tch->player.name, "Gohorin")) points.:act.informative.ctuskino: if (!str_cmp(tch->player.name, "Heaven")) points.:act.informative.ctuskino: page_string(ch->desc, credits, 0); points.:act.informative.ctuskino: page_string(ch->desc, news, 0); points.:act.informative.ctuskino: page_string(ch->desc, info, 0); points.:act.informative.ctuskino: page_string(ch->desc, wizlist, 0); points.:act.informative.ctuskino: page_string(ch->desc, immlist, 0); points.:act.informative.ctuskino: page_string(ch->desc, handbook, 0); points.:act.informative.ctuskino: page_string(ch->desc, policies, 0); points.:act.informative.ctuskino: page_string(ch->desc, motd, 0); points.:act.informative.ctuskino: page_string(ch->desc, imotd, 0); points.:act.informative.ctuskino: if (world[ch->in_room].zone != world[i->in_room].zone) points.:act.informative.ctuskino: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:act.informative.ctuskino: ch->real_abils.ubs += 1; points.:act.informative.ctuskino: ch->real_abils.lbs -= 1; points.:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.ctuskino: ch->real_abils.ubs += 1; points.:act.informative.ctuskino: ch->real_abils.lbs -= 1; points.:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.ctuskino: is_in = ch->in_room; points.:act.informative.ctuskino: ch->in_room = is_in; points.:act.informative.ctuskino: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:act.informative.ctuskino: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:act.informative.ctuskino: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:act.informative.ctuskino: ch->in_room = is_in; points.:act.informative.ctuskino: ch->real_abils.ubs += 1; points.:act.informative.ctuskino: ch->real_abils.lbs -= 1; points.:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:act.informative.ctuskino: page_string(ch->desc, buf, 1); points.:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { points.:act.item.c: for (obj = world[ch->in_room].contents; obj; obj = next_obj) { points.:act.item.c: for (cont = ch->carrying; cont; cont = cont->next_content) points.:act.item.c: for (cont = world[ch->in_room].contents; cont; cont = cont->next_content) points.:act.item.c: obj_to_room(obj, ch->in_room); points.:act.item.c: obj_to_room(obj, ch->in_room); points.:act.item.c: if (!ch->carrying) points.:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.item.c: if (!ch->carrying) points.:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.:act.item.c: if (!(temp = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.item.c: if (!(temp = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { points.:act.item.c: if (!(food = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.item.c: if (!(from_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.:act.item.c: if (!(to_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.:act.item.c: if (!(from_obj = get_obj_in_list_vis(ch, arg2, world[ch->in_room].contents))) { points.:act.item.c: if (!(to_obj = get_obj_in_list_vis(ch, arg2, ch->carrying))) { points.:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.:act.item.c: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.item.c: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.item.c: if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) { points.:act.movement.c: if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA) points.:act.movement.c: for (obj = ch->carrying; obj; obj = obj->next_content) points.:act.movement.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && ch->master && ch->in_room == ch->master->in_room) { points.:act.movement.c: ch->real_abils.ubs -= 1; points.:act.movement.c: ch->real_abils.lbs += 1; points.:act.movement.c: ch->real_abils.dex += 1; points.:act.movement.c: if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || points.:act.movement.c: need_movement = (movement_loss[SECT(ch->in_room)] + points.:act.movement.c: if (need_specials_check && ch->master) points.:act.movement.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) { points.:act.movement.c: was_in = ch->in_room; points.:act.movement.c: if (ch->desc != NULL) points.:act.movement.c: if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { points.:act.movement.c: if (!ch->followers) points.:act.movement.c: was_in = ch->in_room; points.:act.movement.c: for (k = ch->followers; k; k = next) { points.:act.movement.c: for (o = ch->carrying; o; o = o->next_content) points.:act.movement.c: if (back->to_room != ch->in_room) points.:act.movement.c: OPEN_DOOR(ch->in_room, obj, door); points.:act.movement.c: LOCK_DOOR(ch->in_room, obj, door); points.:act.movement.c: LOCK_DOOR(ch->in_room, obj, door); points.:act.movement.c: } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.:act.movement.c: if (!ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.:act.movement.c: if (ch->master == leader) { points.:act.movement.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master)) { points.:act.movement.c: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); points.:act.movement.c: if (!ch->master) { points.:act.movement.c: if (ch->master) points.:act.movement.c.save: if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA) points.:act.movement.c.save: for (obj = ch->carrying; obj; obj = obj->next_content) points.:act.movement.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && ch->master && ch->in_room == ch->master->in_room) { points.:act.movement.c.save: ch->real_abils.ubs -= 1; points.:act.movement.c.save: ch->real_abils.lbs += 1; points.:act.movement.c.save: ch->real_abils.dex += 1; points.:act.movement.c.save: if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || points.:act.movement.c.save: need_movement = (movement_loss[SECT(ch->in_room)] + points.:act.movement.c.save: if (need_specials_check && ch->master) points.:act.movement.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) { points.:act.movement.c.save: was_in = ch->in_room; points.:act.movement.c.save: if (ch->desc != NULL) points.:act.movement.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { points.:act.movement.c.save: if (!ch->followers) points.:act.movement.c.save: was_in = ch->in_room; points.:act.movement.c.save: for (k = ch->followers; k; k = next) { points.:act.movement.c.save: for (o = ch->carrying; o; o = o->next_content) points.:act.movement.c.save: if (back->to_room != ch->in_room) points.:act.movement.c.save: OPEN_DOOR(ch->in_room, obj, door); points.:act.movement.c.save: LOCK_DOOR(ch->in_room, obj, door); points.:act.movement.c.save: LOCK_DOOR(ch->in_room, obj, door); points.:act.movement.c.save: } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.:act.movement.c.save: if (!ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.:act.movement.c.save: if (!str_cmp(ch->name,"Erimas")) { points.:act.movement.c.save: ch->points.max_hit = 30000; points.:act.movement.c.save: ch->points.max_mana = 30000; points.:act.movement.c.save: ch->points.max_move = 30000; points.:act.movement.c.save: if (ch->master == leader) { points.:act.movement.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master)) { points.:act.movement.c.save: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); points.:act.movement.c.save: if (!ch->master) { points.:act.movement.c.save: if (ch->master) points.:act.offensive.c: for (opponent = world[ch->in_room].people; points.:act.offensive.c: } else if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == vict)) points.:act.offensive.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && !IS_NPC(ch->master) && !IS_NPC(vict)) points.:act.offensive.c: org_room = ch->in_room; points.:act.offensive.c: for (k = ch->followers; k; k = k->next) { points.:act.offensive.c: for (tmp_ch = world[ch->in_room].people; tmp_ch && points.:act.offensive.c: (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room); points.:act.offensive.c.save: for (opponent = world[ch->in_room].people; points.:act.offensive.c.save: } else if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == vict)) points.:act.offensive.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && !IS_NPC(ch->master) && !IS_NPC(vict)) points.:act.offensive.c.save: org_room = ch->in_room; points.:act.offensive.c.save: for (k = ch->followers; k; k = k->next) { points.:act.offensive.c.save: for (tmp_ch = world[ch->in_room].people; tmp_ch && points.:act.offensive.c.save: (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room); points.:act.other.c: if (IS_NPC(ch) || !ch->desc) points.:act.other.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.:act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) points.:act.other.c:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.:act.other.c: if (d == ch->desc) points.:act.other.c: save_room = ch->in_room; points.:act.other.c: if (IS_NPC(ch) || !ch->desc) points.:act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.:act.other.c: k = (ch->master ? ch->master : ch); points.:act.other.c: if (ch->master) { points.:act.other.c: for (found = 0, f = ch->followers; f; f = f->next) points.:act.other.c: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.:act.other.c: for (f = ch->followers; f; f = next_fol) { points.:act.other.c: if (tch->master != ch) { points.:act.other.c: k = (ch->master ? ch->master : ch); points.:act.other.c: k = (ch->master ? ch->master : ch); points.:act.other.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.:act.other.c: (f->follower->in_room == ch->in_room)) points.:act.other.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.:act.other.c: (f->follower->in_room == ch->in_room) && points.:act.other.c: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.other.c: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.other.c: if (!*argument && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) points.:act.other.c: else if (!*argument && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.:act.other.c: if (!str_cmp(arg,"ki") && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.:act.other.c: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c: if (!str_cmp(arg,"hp") && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.:act.other.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SOUNDPROOF)) points.:act.other.c:else if (!str_cmp(ch->player.name, "jimmybobstuff8750850875") && GET_LEVEL(ch) < 1000014) points.:act.other.c:else if (!str_cmp(ch->player.name, "joe65497497") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c:else if (!str_cmp(ch->player.name, "mcdallleybob") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c:else if (!str_cmp(ch->player.name, "87508658758569698") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c: if (!(obj1 = get_obj_in_list_vis(ch, arg1, ch->carrying))) points.:act.other.c: for (obj2 = ch->carrying; obj2 != NULL; obj2 = obj2->next_content) points.:act.other.c: else if (!(obj2 = get_obj_in_list_vis(ch, arg2, ch->carrying))) points.:act.other.c.: if (IS_NPC(ch) || !ch->desc) points.:act.other.c.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.:act.other.c.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) points.:act.other.c.:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.:act.other.c.: if (d == ch->desc) points.:act.other.c.: save_room = ch->in_room; points.:act.other.c.: if (IS_NPC(ch) || !ch->desc) points.:act.other.c.: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.:act.other.c.: k = (ch->master ? ch->master : ch); points.:act.other.c.: if (ch->master) { points.:act.other.c.: for (found = 0, f = ch->followers; f; f = f->next) points.:act.other.c.: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.:act.other.c.: for (f = ch->followers; f; f = next_fol) { points.:act.other.c.: if (tch->master != ch) { points.:act.other.c.: k = (ch->master ? ch->master : ch); points.:act.other.c.: k = (ch->master ? ch->master : ch); points.:act.other.c.: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.:act.other.c.: (f->follower->in_room == ch->in_room)) points.:act.other.c.: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.:act.other.c.: (f->follower->in_room == ch->in_room) && points.:act.other.c.: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.other.c.: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.other.c.: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.:act.other.c.: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c.: else if (!str_cmp(ch->player.name, "Misato") && GET_LEVEL(ch) < LVL_ARCANE) points.:act.other.c.: else if (!str_cmp(ch->player.name, "Heaven") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c.: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) == LVL_IMPL) points.:act.other.c.org: if (IS_NPC(ch) || !ch->desc) points.:act.other.c.org: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.:act.other.c.org: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) points.:act.other.c.org:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.:act.other.c.org: if (d == ch->desc) points.:act.other.c.org: save_room = ch->in_room; points.:act.other.c.org: if (IS_NPC(ch) || !ch->desc) points.:act.other.c.org: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.:act.other.c.org: k = (ch->master ? ch->master : ch); points.:act.other.c.org: if (ch->master) { points.:act.other.c.org: for (found = 0, f = ch->followers; f; f = f->next) points.:act.other.c.org: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.:act.other.c.org: for (f = ch->followers; f; f = next_fol) { points.:act.other.c.org: if (tch->master != ch) { points.:act.other.c.org: k = (ch->master ? ch->master : ch); points.:act.other.c.org: k = (ch->master ? ch->master : ch); points.:act.other.c.org: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.:act.other.c.org: (f->follower->in_room == ch->in_room)) points.:act.other.c.org: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.:act.other.c.org: (f->follower->in_room == ch->in_room) && points.:act.other.c.org: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.other.c.org: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.org: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.org: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.org: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.other.c.org: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.:act.other.c.org: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.org: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.org: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.org: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.org: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c.org: else if (!str_cmp(ch->player.name, "Misato") && GET_LEVEL(ch) < LVL_ARCANE) points.:act.other.c.org: else if (!str_cmp(ch->player.name, "Heaven") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c.org: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) == LVL_IMPL) points.:act.other.c.save: if (IS_NPC(ch) || !ch->desc) points.:act.other.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.:act.other.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) points.:act.other.c.save:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.:act.other.c.save: if (d == ch->desc) points.:act.other.c.save: save_room = ch->in_room; points.:act.other.c.save: if (IS_NPC(ch) || !ch->desc) points.:act.other.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.:act.other.c.save: k = (ch->master ? ch->master : ch); points.:act.other.c.save: if (ch->master) { points.:act.other.c.save: for (found = 0, f = ch->followers; f; f = f->next) points.:act.other.c.save: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.:act.other.c.save: for (f = ch->followers; f; f = next_fol) { points.:act.other.c.save: if (tch->master != ch) { points.:act.other.c.save: k = (ch->master ? ch->master : ch); points.:act.other.c.save: k = (ch->master ? ch->master : ch); points.:act.other.c.save: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.:act.other.c.save: (f->follower->in_room == ch->in_room)) points.:act.other.c.save: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.:act.other.c.save: (f->follower->in_room == ch->in_room) && points.:act.other.c.save: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:act.other.c.save: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.save: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.save: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.save: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:act.other.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.other.c.save: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.:act.other.c.save: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.save: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.save: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.save: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:act.other.c.save:else if (!str_cmp(ch->player.name, "Jim070050875087474798") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c.save:else if (!str_cmp(ch->player.name, "Xylam") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c.save:else if (!str_cmp(ch->player.name, "Galan") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c.save:else if (!str_cmp(ch->player.name, "Hiro") && GET_LEVEL(ch) < LVL_IMPL) points.:act.other.c.save: if (!(obj1 = get_obj_in_list_vis(ch, arg1, ch->carrying))) points.:act.other.c.save: for (obj2 = ch->carrying; obj2 != NULL; obj2 = obj2->next_content) points.:act.other.c.save: else if (!(obj2 = get_obj_in_list_vis(ch, arg2, ch->carrying))) points.:act.social.c: ((targ = get_obj_in_list_vis(ch, buf, ch->carrying)) || points.:act.social.c: (targ = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents)))) { points.:act.wizard.c: original_loc = ch->in_room; points.:act.wizard.c: if (ch->in_room == location) { points.:act.wizard.c: char_to_room(victim, ch->in_room); points.:act.wizard.c: char_to_room(victim, ch->in_room); points.:act.wizard.c: struct room_data *rm = &world[ch->in_room]; points.:act.wizard.c: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:act.wizard.c: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:act.wizard.c: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:act.wizard.c: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:act.wizard.c: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:act.wizard.c: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.wizard.c: if (!ch->desc->snooping) points.:act.wizard.c: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.c: ch->desc->snooping = NULL; points.:act.wizard.c: if (!ch->desc) points.:act.wizard.c: else if (victim->desc->snooping == ch->desc) points.:act.wizard.c: if (ch->desc->snooping) points.:act.wizard.c: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.c: ch->desc->snooping = victim->desc; points.:act.wizard.c: victim->desc->snoop_by = ch->desc; points.:act.wizard.c: if (ch->desc->original) points.:act.wizard.c: ch->desc->character = victim; points.:act.wizard.c: ch->desc->original = ch; points.:act.wizard.c: victim->desc = ch->desc; points.:act.wizard.c: ch->desc = NULL; points.:act.wizard.c: if (ch->desc && ch->desc->original) { points.:act.wizard.c: if (ch->desc->original->desc) points.:act.wizard.c: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:act.wizard.c: ch->desc->character = ch->desc->original; points.:act.wizard.c: ch->desc->original = NULL; points.:act.wizard.c: ch->desc->character->desc = ch->desc; points.:act.wizard.c: ch->desc = NULL; points.:act.wizard.c: char_to_room(mob, ch->in_room); points.:act.wizard.c: obj_to_room(obj, ch->in_room); points.:act.wizard.c: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:act.wizard.c: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:act.wizard.c: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:act.wizard.c: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:act.wizard.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:act.wizard.c: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:act.wizard.c:/*else if (!str_cmp(ch->player.name, "Tuskino")) points.:act.wizard.c:else if (!str_cmp(ch->player.name, "Misato")) points.:act.wizard.c:else if (!str_cmp(ch->player.name, "Griff")) points.:act.wizard.c: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:act.wizard.c: i = world[ch->in_room].zone; points.:act.wizard.c: print_zone_to_buf(buf, world[ch->in_room].zone); points.:act.wizard.c: page_string(ch->desc, buf, TRUE); points.:act.wizard.c: page_string(ch->desc, buf, TRUE); points.:act.wizard.c: page_string(ch->desc, buf, TRUE); points.:act.wizard.c: page_string(ch->desc, buf, TRUE); points.:act.wizard.c: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:act.wizard.c: save_char(och, och->in_room); points.:act.wizard.c: if (ch->desc == NULL) { points.:act.wizard.c: case 0: ch->desc->str = &credits; break; points.:act.wizard.c: case 1: ch->desc->str = &news; break; points.:act.wizard.c: case 2: ch->desc->str = &motd; break; points.:act.wizard.c: case 3: ch->desc->str = &imotd; break; points.:act.wizard.c: case 4: ch->desc->str = &help; break; points.:act.wizard.c: case 5: ch->desc->str = &info; break; points.:act.wizard.c: case 6: ch->desc->str = &background; break; points.:act.wizard.c: case 7: ch->desc->str = &handbook; break; points.:act.wizard.c: case 8: ch->desc->str = &policies; break; points.:act.wizard.c: case 9: ch->desc->str = &startup; break; points.:act.wizard.c: ch->desc->backstr = NULL; points.:act.wizard.c: ch->desc->backstr = str_dup(fields[l].buffer); points.:act.wizard.c: ch->desc->max_str = fields[l].size; points.:act.wizard.c: ch->desc->mail_to = 0; points.:act.wizard.c: CREATE(ch->desc->olc, struct olc_data, 1); points.:act.wizard.c: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:act.wizard.c: STATE(ch->desc) = CON_TEXTED; points.:act.wizard.c: for (tch = character_list; tch; tch = tch->next) points.:act.wizard.c: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:act.wizard.c: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.wizard.c: page_string(ch->desc, buf2, 1); points.:act.wizard.c~: original_loc = ch->in_room; points.:act.wizard.c~: if (ch->in_room == location) { points.:act.wizard.c~: char_to_room(victim, ch->in_room); points.:act.wizard.c~: char_to_room(victim, ch->in_room); points.:act.wizard.c~: struct room_data *rm = &world[ch->in_room]; points.:act.wizard.c~: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:act.wizard.c~: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:act.wizard.c~: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:act.wizard.c~: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:act.wizard.c~: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:act.wizard.c~: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.wizard.c~: if (!ch->desc->snooping) points.:act.wizard.c~: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.c~: ch->desc->snooping = NULL; points.:act.wizard.c~: if (!ch->desc) points.:act.wizard.c~: else if (victim->desc->snooping == ch->desc) points.:act.wizard.c~: if (ch->desc->snooping) points.:act.wizard.c~: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.c~: ch->desc->snooping = victim->desc; points.:act.wizard.c~: victim->desc->snoop_by = ch->desc; points.:act.wizard.c~: if (ch->desc->original) points.:act.wizard.c~: ch->desc->character = victim; points.:act.wizard.c~: ch->desc->original = ch; points.:act.wizard.c~: victim->desc = ch->desc; points.:act.wizard.c~: ch->desc = NULL; points.:act.wizard.c~: if (ch->desc && ch->desc->original) { points.:act.wizard.c~: if (ch->desc->original->desc) points.:act.wizard.c~: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:act.wizard.c~: ch->desc->character = ch->desc->original; points.:act.wizard.c~: ch->desc->original = NULL; points.:act.wizard.c~: ch->desc->character->desc = ch->desc; points.:act.wizard.c~: ch->desc = NULL; points.:act.wizard.c~: char_to_room(mob, ch->in_room); points.:act.wizard.c~: obj_to_room(obj, ch->in_room); points.:act.wizard.c~: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:act.wizard.c~: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:act.wizard.c~: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:act.wizard.c~: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:act.wizard.c~: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:act.wizard.c~: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:act.wizard.c~: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:act.wizard.c~: i = world[ch->in_room].zone; points.:act.wizard.c~: print_zone_to_buf(buf, world[ch->in_room].zone); points.:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.:act.wizard.c~: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:act.wizard.c~: if (ch->desc == NULL) { points.:act.wizard.c~: case 0: ch->desc->str = &credits; break; points.:act.wizard.c~: case 1: ch->desc->str = &news; break; points.:act.wizard.c~: case 2: ch->desc->str = &motd; break; points.:act.wizard.c~: case 3: ch->desc->str = &imotd; break; points.:act.wizard.c~: case 4: ch->desc->str = &help; break; points.:act.wizard.c~: case 5: ch->desc->str = &info; break; points.:act.wizard.c~: case 6: ch->desc->str = &background; break; points.:act.wizard.c~: case 7: ch->desc->str = &handbook; break; points.:act.wizard.c~: case 8: ch->desc->str = &policies; break; points.:act.wizard.c~: case 9: ch->desc->str = &startup; break; points.:act.wizard.c~: ch->desc->backstr = NULL; points.:act.wizard.c~: ch->desc->backstr = str_dup(fields[l].buffer); points.:act.wizard.c~: ch->desc->max_str = fields[l].size; points.:act.wizard.c~: ch->desc->mail_to = 0; points.:act.wizard.c~: CREATE(ch->desc->olc, struct olc_data, 1); points.:act.wizard.c~: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:act.wizard.c~: STATE(ch->desc) = CON_TEXTED; points.:act.wizard.c.org: original_loc = ch->in_room; points.:act.wizard.c.org: if (ch->in_room == location) { points.:act.wizard.c.org: char_to_room(victim, ch->in_room); points.:act.wizard.c.org: char_to_room(victim, ch->in_room); points.:act.wizard.c.org: struct room_data *rm = &world[ch->in_room]; points.:act.wizard.c.org: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:act.wizard.c.org: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:act.wizard.c.org: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:act.wizard.c.org: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:act.wizard.c.org: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:act.wizard.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.wizard.c.org: if (!ch->desc->snooping) points.:act.wizard.c.org: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.c.org: ch->desc->snooping = NULL; points.:act.wizard.c.org: if (!ch->desc) points.:act.wizard.c.org: else if (victim->desc->snooping == ch->desc) points.:act.wizard.c.org: if (ch->desc->snooping) points.:act.wizard.c.org: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.c.org: ch->desc->snooping = victim->desc; points.:act.wizard.c.org: victim->desc->snoop_by = ch->desc; points.:act.wizard.c.org: if (ch->desc->original) points.:act.wizard.c.org: ch->desc->character = victim; points.:act.wizard.c.org: ch->desc->original = ch; points.:act.wizard.c.org: victim->desc = ch->desc; points.:act.wizard.c.org: ch->desc = NULL; points.:act.wizard.c.org: if (ch->desc && ch->desc->original) { points.:act.wizard.c.org: if (ch->desc->original->desc) points.:act.wizard.c.org: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:act.wizard.c.org: ch->desc->character = ch->desc->original; points.:act.wizard.c.org: ch->desc->original = NULL; points.:act.wizard.c.org: ch->desc->character->desc = ch->desc; points.:act.wizard.c.org: ch->desc = NULL; points.:act.wizard.c.org: char_to_room(mob, ch->in_room); points.:act.wizard.c.org: obj_to_room(obj, ch->in_room); points.:act.wizard.c.org: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:act.wizard.c.org: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:act.wizard.c.org: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:act.wizard.c.org: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:act.wizard.c.org: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:act.wizard.c.org: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:act.wizard.c.org: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:act.wizard.c.org: i = world[ch->in_room].zone; points.:act.wizard.c.org: print_zone_to_buf(buf, world[ch->in_room].zone); points.:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.org: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:act.wizard.c.org: save_char(och, och->in_room); points.:act.wizard.c.org: if (ch->desc == NULL) { points.:act.wizard.c.org: case 0: ch->desc->str = &credits; break; points.:act.wizard.c.org: case 1: ch->desc->str = &news; break; points.:act.wizard.c.org: case 2: ch->desc->str = &motd; break; points.:act.wizard.c.org: case 3: ch->desc->str = &imotd; break; points.:act.wizard.c.org: case 4: ch->desc->str = &help; break; points.:act.wizard.c.org: case 5: ch->desc->str = &info; break; points.:act.wizard.c.org: case 6: ch->desc->str = &background; break; points.:act.wizard.c.org: case 7: ch->desc->str = &handbook; break; points.:act.wizard.c.org: case 8: ch->desc->str = &policies; break; points.:act.wizard.c.org: case 9: ch->desc->str = &startup; break; points.:act.wizard.c.org: ch->desc->backstr = NULL; points.:act.wizard.c.org: ch->desc->backstr = str_dup(fields[l].buffer); points.:act.wizard.c.org: ch->desc->max_str = fields[l].size; points.:act.wizard.c.org: ch->desc->mail_to = 0; points.:act.wizard.c.org: CREATE(ch->desc->olc, struct olc_data, 1); points.:act.wizard.c.org: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:act.wizard.c.org: STATE(ch->desc) = CON_TEXTED; points.:act.wizard.c.org: for (tch = character_list; tch; tch = tch->next) points.:act.wizard.c.org: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:act.wizard.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.wizard.c.orig: original_loc = ch->in_room; points.:act.wizard.c.orig: if (ch->in_room == location) { points.:act.wizard.c.orig: char_to_room(victim, ch->in_room); points.:act.wizard.c.orig: char_to_room(victim, ch->in_room); points.:act.wizard.c.orig: struct room_data *rm = &world[ch->in_room]; points.:act.wizard.c.orig: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:act.wizard.c.orig: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:act.wizard.c.orig: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:act.wizard.c.orig: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:act.wizard.c.orig: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:act.wizard.c.orig: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.wizard.c.orig: if (!ch->desc->snooping) points.:act.wizard.c.orig: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.c.orig: ch->desc->snooping = NULL; points.:act.wizard.c.orig: if (!ch->desc) points.:act.wizard.c.orig: else if (victim->desc->snooping == ch->desc) points.:act.wizard.c.orig: if (ch->desc->snooping) points.:act.wizard.c.orig: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.c.orig: ch->desc->snooping = victim->desc; points.:act.wizard.c.orig: victim->desc->snoop_by = ch->desc; points.:act.wizard.c.orig: if (ch->desc->original) points.:act.wizard.c.orig: ch->desc->character = victim; points.:act.wizard.c.orig: ch->desc->original = ch; points.:act.wizard.c.orig: victim->desc = ch->desc; points.:act.wizard.c.orig: ch->desc = NULL; points.:act.wizard.c.orig: if (ch->desc && ch->desc->original) { points.:act.wizard.c.orig: if (ch->desc->original->desc) points.:act.wizard.c.orig: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:act.wizard.c.orig: ch->desc->character = ch->desc->original; points.:act.wizard.c.orig: ch->desc->original = NULL; points.:act.wizard.c.orig: ch->desc->character->desc = ch->desc; points.:act.wizard.c.orig: ch->desc = NULL; points.:act.wizard.c.orig: char_to_room(mob, ch->in_room); points.:act.wizard.c.orig: obj_to_room(obj, ch->in_room); points.:act.wizard.c.orig: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:act.wizard.c.orig: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:act.wizard.c.orig: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:act.wizard.c.orig: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:act.wizard.c.orig: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:act.wizard.c.orig: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:act.wizard.c.orig: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:act.wizard.c.orig: i = world[ch->in_room].zone; points.:act.wizard.c.orig: print_zone_to_buf(buf, world[ch->in_room].zone); points.:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.orig: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:act.wizard.c.orig: if (ch->desc == NULL) { points.:act.wizard.c.orig: case 0: ch->desc->str = &credits; break; points.:act.wizard.c.orig: case 1: ch->desc->str = &news; break; points.:act.wizard.c.orig: case 2: ch->desc->str = &motd; break; points.:act.wizard.c.orig: case 3: ch->desc->str = &imotd; break; points.:act.wizard.c.orig: case 4: ch->desc->str = &help; break; points.:act.wizard.c.orig: case 5: ch->desc->str = &info; break; points.:act.wizard.c.orig: case 6: ch->desc->str = &background; break; points.:act.wizard.c.orig: case 7: ch->desc->str = &handbook; break; points.:act.wizard.c.orig: case 8: ch->desc->str = &policies; break; points.:act.wizard.c.orig: case 9: ch->desc->str = &startup; break; points.:act.wizard.c.orig: ch->desc->backstr = NULL; points.:act.wizard.c.orig: ch->desc->backstr = str_dup(fields[l].buffer); points.:act.wizard.c.orig: ch->desc->max_str = fields[l].size; points.:act.wizard.c.orig: ch->desc->mail_to = 0; points.:act.wizard.c.orig: CREATE(ch->desc->olc, struct olc_data, 1); points.:act.wizard.c.orig: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:act.wizard.c.orig: STATE(ch->desc) = CON_TEXTED; points.:act.wizard.c.save: original_loc = ch->in_room; points.:act.wizard.c.save: if (ch->in_room == location) { points.:act.wizard.c.save: char_to_room(victim, ch->in_room); points.:act.wizard.c.save: char_to_room(victim, ch->in_room); points.:act.wizard.c.save: struct room_data *rm = &world[ch->in_room]; points.:act.wizard.c.save: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:act.wizard.c.save: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:act.wizard.c.save: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:act.wizard.c.save: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:act.wizard.c.save: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:act.wizard.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.wizard.c.save: if (!ch->desc->snooping) points.:act.wizard.c.save: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.c.save: ch->desc->snooping = NULL; points.:act.wizard.c.save: if (!ch->desc) points.:act.wizard.c.save: else if (victim->desc->snooping == ch->desc) points.:act.wizard.c.save: if (ch->desc->snooping) points.:act.wizard.c.save: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.c.save: ch->desc->snooping = victim->desc; points.:act.wizard.c.save: victim->desc->snoop_by = ch->desc; points.:act.wizard.c.save: if (ch->desc->original) points.:act.wizard.c.save: ch->desc->character = victim; points.:act.wizard.c.save: ch->desc->original = ch; points.:act.wizard.c.save: victim->desc = ch->desc; points.:act.wizard.c.save: ch->desc = NULL; points.:act.wizard.c.save: if (ch->desc && ch->desc->original) { points.:act.wizard.c.save: if (ch->desc->original->desc) points.:act.wizard.c.save: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:act.wizard.c.save: ch->desc->character = ch->desc->original; points.:act.wizard.c.save: ch->desc->original = NULL; points.:act.wizard.c.save: ch->desc->character->desc = ch->desc; points.:act.wizard.c.save: ch->desc = NULL; points.:act.wizard.c.save: char_to_room(mob, ch->in_room); points.:act.wizard.c.save: obj_to_room(obj, ch->in_room); points.:act.wizard.c.save: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:act.wizard.c.save: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:act.wizard.c.save: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:act.wizard.c.save: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:act.wizard.c.save: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:act.wizard.c.save: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:act.wizard.c.save:if (!str_cmp(ch->player.name, "Tuskino")) points.:act.wizard.c.save:else if (!str_cmp(ch->player.name, "Misato")) points.:act.wizard.c.save:else if (!str_cmp(ch->player.name, "Griff")) points.:act.wizard.c.save: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:act.wizard.c.save: i = world[ch->in_room].zone; points.:act.wizard.c.save: print_zone_to_buf(buf, world[ch->in_room].zone); points.:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.:act.wizard.c.save: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:act.wizard.c.save: save_char(och, och->in_room); points.:act.wizard.c.save: if (ch->desc == NULL) { points.:act.wizard.c.save: case 0: ch->desc->str = &credits; break; points.:act.wizard.c.save: case 1: ch->desc->str = &news; break; points.:act.wizard.c.save: case 2: ch->desc->str = &motd; break; points.:act.wizard.c.save: case 3: ch->desc->str = &imotd; break; points.:act.wizard.c.save: case 4: ch->desc->str = &help; break; points.:act.wizard.c.save: case 5: ch->desc->str = &info; break; points.:act.wizard.c.save: case 6: ch->desc->str = &background; break; points.:act.wizard.c.save: case 7: ch->desc->str = &handbook; break; points.:act.wizard.c.save: case 8: ch->desc->str = &policies; break; points.:act.wizard.c.save: case 9: ch->desc->str = &startup; break; points.:act.wizard.c.save: ch->desc->backstr = NULL; points.:act.wizard.c.save: ch->desc->backstr = str_dup(fields[l].buffer); points.:act.wizard.c.save: ch->desc->max_str = fields[l].size; points.:act.wizard.c.save: ch->desc->mail_to = 0; points.:act.wizard.c.save: CREATE(ch->desc->olc, struct olc_data, 1); points.:act.wizard.c.save: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:act.wizard.c.save: STATE(ch->desc) = CON_TEXTED; points.:act.wizard.c.save: for (tch = character_list; tch; tch = tch->next) points.:act.wizard.c.save: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:act.wizard.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.wizard.c.save: page_string(ch->desc, buf2, 1); points.:act.wizard.c.save:page_string(ch->desc, buf2, 1); points.:act.wizard.ct: original_loc = ch->in_room; points.:act.wizard.ct: if (ch->in_room == location) { points.:act.wizard.ct: char_to_room(victim, ch->in_room); points.:act.wizard.ct: char_to_room(victim, ch->in_room); points.:act.wizard.ct: struct room_data *rm = &world[ch->in_room]; points.:act.wizard.ct: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:act.wizard.ct: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:act.wizard.ct: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:act.wizard.ct: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:act.wizard.ct: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:act.wizard.ct: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:act.wizard.ct: if (!ch->desc->snooping) points.:act.wizard.ct: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.ct: ch->desc->snooping = NULL; points.:act.wizard.ct: if (!ch->desc) points.:act.wizard.ct: else if (victim->desc->snooping == ch->desc) points.:act.wizard.ct: if (ch->desc->snooping) points.:act.wizard.ct: ch->desc->snooping->snoop_by = NULL; points.:act.wizard.ct: ch->desc->snooping = victim->desc; points.:act.wizard.ct: victim->desc->snoop_by = ch->desc; points.:act.wizard.ct: if (ch->desc->original) points.:act.wizard.ct: ch->desc->character = victim; points.:act.wizard.ct: ch->desc->original = ch; points.:act.wizard.ct: victim->desc = ch->desc; points.:act.wizard.ct: ch->desc = NULL; points.:act.wizard.ct: if (ch->desc && ch->desc->original) { points.:act.wizard.ct: if (ch->desc->original->desc) points.:act.wizard.ct: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:act.wizard.ct: ch->desc->character = ch->desc->original; points.:act.wizard.ct: ch->desc->original = NULL; points.:act.wizard.ct: ch->desc->character->desc = ch->desc; points.:act.wizard.ct: ch->desc = NULL; points.:act.wizard.ct: char_to_room(mob, ch->in_room); points.:act.wizard.ct: obj_to_room(obj, ch->in_room); points.:act.wizard.ct: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:act.wizard.ct: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:act.wizard.ct: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:act.wizard.ct: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:act.wizard.ct: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:act.wizard.ct: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:act.wizard.ct: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:act.wizard.ct: i = world[ch->in_room].zone; points.:act.wizard.ct: print_zone_to_buf(buf, world[ch->in_room].zone); points.:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.:act.wizard.ct: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:act.wizard.ct: save_char(och, och->in_room); points.:act.wizard.ct: if (ch->desc == NULL) { points.:act.wizard.ct: case 0: ch->desc->str = &credits; break; points.:act.wizard.ct: case 1: ch->desc->str = &news; break; points.:act.wizard.ct: case 2: ch->desc->str = &motd; break; points.:act.wizard.ct: case 3: ch->desc->str = &imotd; break; points.:act.wizard.ct: case 4: ch->desc->str = &help; break; points.:act.wizard.ct: case 5: ch->desc->str = &info; break; points.:act.wizard.ct: case 6: ch->desc->str = &background; break; points.:act.wizard.ct: case 7: ch->desc->str = &handbook; break; points.:act.wizard.ct: case 8: ch->desc->str = &policies; break; points.:act.wizard.ct: case 9: ch->desc->str = &startup; break; points.:act.wizard.ct: ch->desc->backstr = NULL; points.:act.wizard.ct: ch->desc->backstr = str_dup(fields[l].buffer); points.:act.wizard.ct: ch->desc->max_str = fields[l].size; points.:act.wizard.ct: ch->desc->mail_to = 0; points.:act.wizard.ct: CREATE(ch->desc->olc, struct olc_data, 1); points.:act.wizard.ct: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:act.wizard.ct: STATE(ch->desc) = CON_TEXTED; points.:act.wizard.ct: for (tch = character_list; tch; tch = tch->next) points.:auction.c: if (ch->master && AFF_FLAGGED(ch, AFF_MAJIN)) points.:auction.c: if (ch->master && AFF_FLAGGED(ch, AFF_MAJIN)) points.:auction.c: } else if ((obj = get_obj_in_list_vis(ch, buf1, ch->carrying)) == NULL) points.:boards.c: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) points.:boards.c: if (!ch->desc) points.:boards.c: ch->desc->str = &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]); points.:boards.c: ch->desc->max_str = MAX_MESSAGE_LENGTH; points.:boards.c: ch->desc->mail_to = board_type + BOARD_MAGIC; points.:boards.c: if (!ch->desc) points.:boards.c: page_string(ch->desc, buf, 1); points.:boards.c: page_string(ch->desc, buffer, 1); points.:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.:castle.c: if (!strncmp(pszName, ch->player.short_descr, iLen)) points.:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.:castle.c: if (cmd != ++iProhibited_direction || (ch->player.short_descr && points.:castle.c: !strncmp(ch->player.short_descr, "King Welmar", 11))) points.:castle.c: if ((ch->in_room == real_room(iIn_room)) && (cmd == iProhibited_direction)) { points.:castle.c: if (ch->points.mana < 10) points.:castle.c: ch->points.mana -= 10; points.:castle.c: if (time_info.hours == 8 && ch->in_room == R_ROOM(Z_KINGS_C, 51)) { points.:castle.c: } else if (time_info.hours == 21 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) { points.:castle.c: } else if (time_info.hours == 12 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) { points.:castle.c: if (!ch->master) points.:castle.c: if (!ch->master) points.:castle.c: for (i = world[ch->in_room].contents; i; i = i->next_content) points.:castle.c: for (i = world[ch->in_room].contents; i; i = next) { points.:class.c: ch->real_abils.str_add = 0; points.:class.c: ch->real_abils.intel = table[0]; points.:class.c: ch->real_abils.str = table[1]; points.:class.c: ch->real_abils.dex = table[2]; points.:class.c: ch->real_abils.con = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.con = table[0]; points.:class.c: ch->real_abils.str = table[1]; points.:class.c: ch->real_abils.dex = table[2]; points.:class.c: ch->real_abils.wis = table[3]; points.:class.c: ch->real_abils.intel = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.con = table[1]; points.:class.c: ch->real_abils.dex = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.intel = table[3]; points.:class.c: ch->real_abils.wis = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: ch->real_abils.str = table[0]; points.:class.c: ch->real_abils.dex = table[1]; points.:class.c: ch->real_abils.con = table[2]; points.:class.c: ch->real_abils.wis = table[3]; points.:class.c: ch->real_abils.intel = table[4]; points.:class.c: ch->real_abils.cha = table[5]; points.:class.c: if (ch->real_abils.str == 100) points.:class.c: ch->real_abils.str_add = number(0, 200); points.:class.c: ch->real_abils.rage = 1; points.:class.c: ch->real_abils.ubs = ch->real_abils.lbs = 50; points.:class.c: ch->aff_abils = ch->real_abils; points.:class.c: ch->points.max_hit = 10; points.:class.c: ch->player.time.played = 0; points.:class.c: ch->player.time.logon = time(0); points.:class.c: ch->player_specials->saved.pc_attacks = 1; points.:class.c: ch->points.max_hit += MAX(1, add_hp); points.:class.c: ch->points.max_move += MAX(1, add_move); points.:class.c: ch->points.max_mana += MAX(1, add_mana); points.:class.c: ch->points.damroll += MAX(1, add_damroll); points.:class.c: ch->points.hitroll += MAX(1, add_hitroll); points.:class.c~: ch->real_abils.str_add = 0; points.:class.c~: ch->real_abils.intel = table[0]; points.:class.c~: ch->real_abils.str = table[1]; points.:class.c~: ch->real_abils.dex = table[2]; points.:class.c~: ch->real_abils.con = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.con = table[0]; points.:class.c~: ch->real_abils.str = table[1]; points.:class.c~: ch->real_abils.dex = table[2]; points.:class.c~: ch->real_abils.wis = table[3]; points.:class.c~: ch->real_abils.intel = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.con = table[1]; points.:class.c~: ch->real_abils.dex = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.intel = table[3]; points.:class.c~: ch->real_abils.wis = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: ch->real_abils.str = table[0]; points.:class.c~: ch->real_abils.dex = table[1]; points.:class.c~: ch->real_abils.con = table[2]; points.:class.c~: ch->real_abils.wis = table[3]; points.:class.c~: ch->real_abils.intel = table[4]; points.:class.c~: ch->real_abils.cha = table[5]; points.:class.c~: if (ch->real_abils.str == 100) points.:class.c~: ch->real_abils.str_add = number(0, 200); points.:class.c~: ch->aff_abils = ch->real_abils; points.:class.c~: ch->points.max_hit = 10; points.:class.c~: ch->player.time.played = 0; points.:class.c~: ch->player.time.logon = time(0); points.:class.c~: ch->player_specials->saved.pc_attacks = 1; points.:class.c~: ch->points.max_hit += MAX(1, add_hp); points.:class.c~: ch->points.max_move += MAX(1, add_move); points.:class.c~: ch->points.max_mana += add_mana; points.:class.c.save: ch->real_abils.str_add = 0; points.:class.c.save: ch->real_abils.intel = table[0]; points.:class.c.save: ch->real_abils.str = table[1]; points.:class.c.save: ch->real_abils.dex = table[2]; points.:class.c.save: ch->real_abils.con = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.con = table[0]; points.:class.c.save: ch->real_abils.str = table[1]; points.:class.c.save: ch->real_abils.dex = table[2]; points.:class.c.save: ch->real_abils.wis = table[3]; points.:class.c.save: ch->real_abils.intel = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.con = table[1]; points.:class.c.save: ch->real_abils.dex = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.intel = table[3]; points.:class.c.save: ch->real_abils.wis = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: ch->real_abils.str = table[0]; points.:class.c.save: ch->real_abils.dex = table[1]; points.:class.c.save: ch->real_abils.con = table[2]; points.:class.c.save: ch->real_abils.wis = table[3]; points.:class.c.save: ch->real_abils.intel = table[4]; points.:class.c.save: ch->real_abils.cha = table[5]; points.:class.c.save: if (ch->real_abils.str == 100) points.:class.c.save: ch->real_abils.str_add = number(0, 200); points.:class.c.save: ch->real_abils.rage = 1; points.:class.c.save: ch->real_abils.ubs = ch->real_abils.lbs = 50; points.:class.c.save: ch->aff_abils = ch->real_abils; points.:class.c.save: ch->points.max_hit = 10; points.:class.c.save: ch->player.time.played = 0; points.:class.c.save: ch->player.time.logon = time(0); points.:class.c.save: ch->player_specials->saved.pc_attacks = 1; points.:class.c.save: ch->points.max_hit += MAX(1, add_hp); points.:class.c.save: ch->points.max_move += MAX(1, add_move); points.:class.c.save: ch->points.max_mana += add_mana; points.:comm.c: if (ch->desc && messg) points.:comm.c: SEND_TO_Q(messg, ch->desc); points.:comm.c: if (ch && ch->in_room != NOWHERE) points.:comm.c: to = world[ch->in_room].people; points.:comm.c.org: if (ch->desc && messg) points.:comm.c.org: SEND_TO_Q(messg, ch->desc); points.:comm.c.org: if (ch && ch->in_room != NOWHERE) points.:comm.c.org: to = world[ch->in_room].people; points.:comm.c.orig: if (ch->desc && messg) points.:comm.c.orig: SEND_TO_Q(messg, ch->desc); points.:comm.c.orig: if (ch && ch->in_room != NOWHERE) points.:comm.c.orig: to = world[ch->in_room].people; points.:db.c: ch->next = character_list; points.:db.c: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) points.:db.c: strncpy(st.host, ch->desc->host, HOST_LENGTH); points.:db.c: if (ch->player_specials == NULL) points.:db.c: CREATE(ch->player_specials, struct player_special_data, 1); points.:db.c: ch->player.short_descr = NULL; points.:db.c: ch->player.long_descr = NULL; points.:db.c: ch->player.title = str_dup(st->title); points.:db.c: ch->player.description = str_dup(st->description); points.:db.c: ch->player.hometown = st->hometown; points.:db.c: ch->player.time.birth = st->birth; points.:db.c: ch->player.time.played = st->played; points.:db.c: ch->player.time.logon = time(0); points.:db.c: ch->player.weight = st->weight; points.:db.c: ch->player.height = st->height; points.:db.c: ch->real_abils = st->abilities; points.:db.c: ch->aff_abils = st->abilities; points.:db.c: ch->points = st->points; points.:db.c: ch->char_specials.saved = st->char_specials_saved; points.:db.c: ch->player_specials->saved = st->player_specials_saved; points.:db.c: if (ch->points.max_mana < 100) points.:db.c: ch->points.max_mana = 100; points.:db.c: ch->char_specials.carry_weight = 0; points.:db.c: ch->char_specials.carry_items = 0; points.:db.c: ch->points.armor = 100; points.:db.c: ch->points.hitroll = 15; points.:db.c: ch->points.damroll = 15; points.:db.c: if (ch->player.name == NULL) points.:db.c: CREATE(ch->player.name, char, strlen(st->name) + 1); points.:db.c: strcpy(ch->player.name, st->name); points.:db.c: strcpy(ch->player.passwd, st->pwd); points.:db.c: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { points.:db.c: while (ch->affected) points.:db.c: affect_remove(ch, ch->affected); points.:db.c: ch->aff_abils = ch->real_abils; points.:db.c: st->birth = ch->player.time.birth; points.:db.c: st->played = ch->player.time.played; points.:db.c: st->played += (long) (time(0) - ch->player.time.logon); points.:db.c: ch->player.time.played = st->played; points.:db.c: ch->player.time.logon = time(0); points.:db.c: st->hometown = ch->player.hometown; points.:db.c: st->abilities = ch->real_abils; points.:db.c: st->points = ch->points; points.:db.c: st->char_specials_saved = ch->char_specials.saved; points.:db.c: st->player_specials_saved = ch->player_specials->saved; points.:db.c: if (ch->player.description) points.:db.c: strcpy(st->description, ch->player.description); points.:db.c: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { points.:db.c: if (ch->player_specials->poofin) points.:db.c: free(ch->player_specials->poofin); points.:db.c: if (ch->player_specials->poofout) points.:db.c: free(ch->player_specials->poofout); points.:db.c: free(ch->player_specials); points.:db.c: if (ch->player.title) points.:db.c: free(ch->player.title); points.:db.c: if (ch->player.short_descr) points.:db.c: free(ch->player.short_descr); points.:db.c: if (ch->player.long_descr) points.:db.c: free(ch->player.long_descr); points.:db.c: if (ch->player.description) points.:db.c: free(ch->player.description); points.:db.c: if (ch->player.name && ch->player.name != mob_proto[i].player.name) points.:db.c: free(ch->player.name); points.:db.c: if (ch->player.title && ch->player.title != mob_proto[i].player.title) points.:db.c: free(ch->player.title); points.:db.c: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) points.:db.c: free(ch->player.short_descr); points.:db.c: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) points.:db.c: free(ch->player.long_descr); points.:db.c: if (ch->player.description && ch->player.description != mob_proto[i].player.description) points.:db.c: free(ch->player.description); points.:db.c: while (ch->affected) points.:db.c: affect_remove(ch, ch->affected); points.:db.c: if (ch->desc) points.:db.c: ch->desc->character = NULL; points.:db.c: ch->followers = NULL; points.:db.c: ch->master = NULL; points.:db.c: ch->in_room = NOWHERE; points.:db.c: ch->carrying = NULL; points.:db.c: ch->next = NULL; points.:db.c: ch->next_fighting = NULL; points.:db.c: ch->next_in_room = NULL; points.:db.c: ch->char_specials.position = POS_STANDING; points.:db.c: ch->mob_specials.default_pos = POS_STANDING; points.:db.c: ch->char_specials.carry_weight = 0; points.:db.c: ch->char_specials.carry_items = 0; points.:db.c: ch->in_room = NOWHERE; points.:db.c: ch->mob_specials.default_pos = POS_STANDING; points.:db.c: if (ch->points.max_mana < 100) points.:db.c: ch->points.max_mana = 100; points.:db.c: if (ch->player_specials == NULL) points.:db.c: CREATE(ch->player_specials, struct player_special_data, 1); points.:db.c: ch->points.max_hit = 30000; points.:db.c: ch->points.max_mana = 30000; points.:db.c: ch->points.max_move = 30000; points.:db.c: ch->player.short_descr = NULL; points.:db.c: ch->player.long_descr = NULL; points.:db.c: ch->player.description = NULL; points.:db.c: ch->player.hometown = 1; points.:db.c: ch->player.time.birth = time(0); points.:db.c: ch->player.time.played = 0; points.:db.c: ch->player.time.logon = time(0); points.:db.c: if (ch->player.sex == SEX_MALE) { points.:db.c: ch->player.weight = number(120, 180); points.:db.c: ch->player.height = number(160, 200); points.:db.c: ch->player.weight = number(100, 160); points.:db.c: ch->player.height = number(150, 180); points.:db.c: ch->points.max_mana = 100; points.:db.c: ch->points.mana = GET_MAX_MANA(ch); points.:db.c: ch->points.hit = GET_MAX_HIT(ch); points.:db.c: ch->points.max_move = 82; points.:db.c: ch->points.move = GET_MAX_MOVE(ch); points.:db.c: ch->points.armor = 100; points.:db.c: ch->char_specials.saved.affected_by = 0; points.:db.c: ch->real_abils.intel = 25; points.:db.c: ch->real_abils.wis = 25; points.:db.c: ch->real_abils.dex = 100; points.:db.c: ch->real_abils.str = 25; points.:db.c: ch->real_abils.str_add = 100; points.:db.c: ch->real_abils.con = 25; points.:db.c: ch->real_abils.cha = 25; points.:db.c: ch->real_abils.rage = 100; points.:db.c: ch->real_abils.ubs = 100; points.:db.c: ch->real_abils.lbs = 100; points.:db.c~: ch->next = character_list; points.:db.c~: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) points.:db.c~: strncpy(st.host, ch->desc->host, HOST_LENGTH); points.:db.c~: if (ch->player_specials == NULL) points.:db.c~: CREATE(ch->player_specials, struct player_special_data, 1); points.:db.c~: ch->player.short_descr = NULL; points.:db.c~: ch->player.long_descr = NULL; points.:db.c~: ch->player.title = str_dup(st->title); points.:db.c~: ch->player.description = str_dup(st->description); points.:db.c~: ch->player.hometown = st->hometown; points.:db.c~: ch->player.time.birth = st->birth; points.:db.c~: ch->player.time.played = st->played; points.:db.c~: ch->player.time.logon = time(0); points.:db.c~: ch->player.weight = st->weight; points.:db.c~: ch->player.height = st->height; points.:db.c~: ch->real_abils = st->abilities; points.:db.c~: ch->aff_abils = st->abilities; points.:db.c~: ch->points = st->points; points.:db.c~: ch->char_specials.saved = st->char_specials_saved; points.:db.c~: ch->player_specials->saved = st->player_specials_saved; points.:db.c~: if (ch->points.max_mana < 100) points.:db.c~: ch->points.max_mana = 100; points.:db.c~: ch->char_specials.carry_weight = 0; points.:db.c~: ch->char_specials.carry_items = 0; points.:db.c~: ch->points.armor = 100; points.:db.c~: ch->points.hitroll = 1; points.:db.c~: ch->points.damroll = 1; points.:db.c~: if (ch->player.name == NULL) points.:db.c~: CREATE(ch->player.name, char, strlen(st->name) + 1); points.:db.c~: strcpy(ch->player.name, st->name); points.:db.c~: strcpy(ch->player.passwd, st->pwd); points.:db.c~: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { points.:db.c~: while (ch->affected) points.:db.c~: affect_remove(ch, ch->affected); points.:db.c~: ch->aff_abils = ch->real_abils; points.:db.c~: st->birth = ch->player.time.birth; points.:db.c~: st->played = ch->player.time.played; points.:db.c~: st->played += (long) (time(0) - ch->player.time.logon); points.:db.c~: ch->player.time.played = st->played; points.:db.c~: ch->player.time.logon = time(0); points.:db.c~: st->hometown = ch->player.hometown; points.:db.c~: st->abilities = ch->real_abils; points.:db.c~: st->points = ch->points; points.:db.c~: st->char_specials_saved = ch->char_specials.saved; points.:db.c~: st->player_specials_saved = ch->player_specials->saved; points.:db.c~: if (ch->player.description) points.:db.c~: strcpy(st->description, ch->player.description); points.:db.c~: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { points.:db.c~: if (ch->player_specials->poofin) points.:db.c~: free(ch->player_specials->poofin); points.:db.c~: if (ch->player_specials->poofout) points.:db.c~: free(ch->player_specials->poofout); points.:db.c~: free(ch->player_specials); points.:db.c~: if (ch->player.title) points.:db.c~: free(ch->player.title); points.:db.c~: if (ch->player.short_descr) points.:db.c~: free(ch->player.short_descr); points.:db.c~: if (ch->player.long_descr) points.:db.c~: free(ch->player.long_descr); points.:db.c~: if (ch->player.description) points.:db.c~: free(ch->player.description); points.:db.c~: if (ch->player.name && ch->player.name != mob_proto[i].player.name) points.:db.c~: free(ch->player.name); points.:db.c~: if (ch->player.title && ch->player.title != mob_proto[i].player.title) points.:db.c~: free(ch->player.title); points.:db.c~: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) points.:db.c~: free(ch->player.short_descr); points.:db.c~: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) points.:db.c~: free(ch->player.long_descr); points.:db.c~: if (ch->player.description && ch->player.description != mob_proto[i].player.description) points.:db.c~: free(ch->player.description); points.:db.c~: while (ch->affected) points.:db.c~: affect_remove(ch, ch->affected); points.:db.c~: if (ch->desc) points.:db.c~: ch->desc->character = NULL; points.:db.c~: ch->followers = NULL; points.:db.c~: ch->master = NULL; points.:db.c~: ch->in_room = NOWHERE; points.:db.c~: ch->carrying = NULL; points.:db.c~: ch->next = NULL; points.:db.c~: ch->next_fighting = NULL; points.:db.c~: ch->next_in_room = NULL; points.:db.c~: ch->char_specials.position = POS_STANDING; points.:db.c~: ch->mob_specials.default_pos = POS_STANDING; points.:db.c~: ch->char_specials.carry_weight = 0; points.:db.c~: ch->char_specials.carry_items = 0; points.:db.c~: ch->in_room = NOWHERE; points.:db.c~: ch->mob_specials.default_pos = POS_STANDING; points.:db.c~: if (ch->points.max_mana < 100) points.:db.c~: ch->points.max_mana = 100; points.:db.c~: if (ch->player_specials == NULL) points.:db.c~: CREATE(ch->player_specials, struct player_special_data, 1); points.:db.c~: ch->points.max_hit = 30000; points.:db.c~: ch->points.max_mana = 30000; points.:db.c~: ch->points.max_move = 30000; points.:db.c~: ch->player.short_descr = NULL; points.:db.c~: ch->player.long_descr = NULL; points.:db.c~: ch->player.description = NULL; points.:db.c~: ch->player.hometown = 1; points.:db.c~: ch->player.time.birth = time(0); points.:db.c~: ch->player.time.played = 0; points.:db.c~: ch->player.time.logon = time(0); points.:db.c~: if (ch->player.sex == SEX_MALE) { points.:db.c~: ch->player.weight = number(120, 180); points.:db.c~: ch->player.height = number(160, 200); points.:db.c~: ch->player.weight = number(100, 160); points.:db.c~: ch->player.height = number(150, 180); points.:db.c~: ch->points.max_mana = 100; points.:db.c~: ch->points.mana = GET_MAX_MANA(ch); points.:db.c~: ch->points.hit = GET_MAX_HIT(ch); points.:db.c~: ch->points.max_move = 82; points.:db.c~: ch->points.move = GET_MAX_MOVE(ch); points.:db.c~: ch->points.armor = 100; points.:db.c~: ch->char_specials.saved.affected_by = 0; points.:db.c~: ch->real_abils.intel = 100; points.:db.c~: ch->real_abils.wis = 100; points.:db.c~: ch->real_abils.dex = 100; points.:db.c~: ch->real_abils.str = 100; points.:db.c~: ch->real_abils.str_add = 200; points.:db.c~: ch->real_abils.con = 100; points.:db.c~: ch->real_abils.cha = 100; points.:db.c~: ch->real_abils.rage = 101; points.:db.c~: ch->real_abils.ubs = 101; points.:db.c~: ch->real_abils.lbs = 101; points.:db.c.orig: ch->next = character_list; points.:db.c.orig: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) points.:db.c.orig: strncpy(st.host, ch->desc->host, HOST_LENGTH); points.:db.c.orig: if (ch->player_specials == NULL) points.:db.c.orig: CREATE(ch->player_specials, struct player_special_data, 1); points.:db.c.orig: ch->player.short_descr = NULL; points.:db.c.orig: ch->player.long_descr = NULL; points.:db.c.orig: ch->player.title = str_dup(st->title); points.:db.c.orig: ch->player.description = str_dup(st->description); points.:db.c.orig: ch->player.hometown = st->hometown; points.:db.c.orig: ch->player.time.birth = st->birth; points.:db.c.orig: ch->player.time.played = st->played; points.:db.c.orig: ch->player.time.logon = time(0); points.:db.c.orig: ch->player.weight = st->weight; points.:db.c.orig: ch->player.height = st->height; points.:db.c.orig: ch->real_abils = st->abilities; points.:db.c.orig: ch->aff_abils = st->abilities; points.:db.c.orig: ch->points = st->points; points.:db.c.orig: ch->char_specials.saved = st->char_specials_saved; points.:db.c.orig: ch->player_specials->saved = st->player_specials_saved; points.:db.c.orig: if (ch->points.max_mana < 100) points.:db.c.orig: ch->points.max_mana = 100; points.:db.c.orig: ch->char_specials.carry_weight = 0; points.:db.c.orig: ch->char_specials.carry_items = 0; points.:db.c.orig: ch->points.armor = 100; points.:db.c.orig: ch->points.hitroll = 1; points.:db.c.orig: ch->points.damroll = 1; points.:db.c.orig: if (ch->player.name == NULL) points.:db.c.orig: CREATE(ch->player.name, char, strlen(st->name) + 1); points.:db.c.orig: strcpy(ch->player.name, st->name); points.:db.c.orig: strcpy(ch->player.passwd, st->pwd); points.:db.c.orig: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { points.:db.c.orig: while (ch->affected) points.:db.c.orig: affect_remove(ch, ch->affected); points.:db.c.orig: ch->aff_abils = ch->real_abils; points.:db.c.orig: st->birth = ch->player.time.birth; points.:db.c.orig: st->played = ch->player.time.played; points.:db.c.orig: st->played += (long) (time(0) - ch->player.time.logon); points.:db.c.orig: ch->player.time.played = st->played; points.:db.c.orig: ch->player.time.logon = time(0); points.:db.c.orig: st->hometown = ch->player.hometown; points.:db.c.orig: st->abilities = ch->real_abils; points.:db.c.orig: st->points = ch->points; points.:db.c.orig: st->char_specials_saved = ch->char_specials.saved; points.:db.c.orig: st->player_specials_saved = ch->player_specials->saved; points.:db.c.orig: if (ch->player.description) points.:db.c.orig: strcpy(st->description, ch->player.description); points.:db.c.orig: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { points.:db.c.orig: if (ch->player_specials->poofin) points.:db.c.orig: free(ch->player_specials->poofin); points.:db.c.orig: if (ch->player_specials->poofout) points.:db.c.orig: free(ch->player_specials->poofout); points.:db.c.orig: free(ch->player_specials); points.:db.c.orig: if (ch->player.title) points.:db.c.orig: free(ch->player.title); points.:db.c.orig: if (ch->player.short_descr) points.:db.c.orig: free(ch->player.short_descr); points.:db.c.orig: if (ch->player.long_descr) points.:db.c.orig: free(ch->player.long_descr); points.:db.c.orig: if (ch->player.description) points.:db.c.orig: free(ch->player.description); points.:db.c.orig: if (ch->player.name && ch->player.name != mob_proto[i].player.name) points.:db.c.orig: free(ch->player.name); points.:db.c.orig: if (ch->player.title && ch->player.title != mob_proto[i].player.title) points.:db.c.orig: free(ch->player.title); points.:db.c.orig: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) points.:db.c.orig: free(ch->player.short_descr); points.:db.c.orig: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) points.:db.c.orig: free(ch->player.long_descr); points.:db.c.orig: if (ch->player.description && ch->player.description != mob_proto[i].player.description) points.:db.c.orig: free(ch->player.description); points.:db.c.orig: while (ch->affected) points.:db.c.orig: affect_remove(ch, ch->affected); points.:db.c.orig: if (ch->desc) points.:db.c.orig: ch->desc->character = NULL; points.:db.c.orig: ch->followers = NULL; points.:db.c.orig: ch->master = NULL; points.:db.c.orig: ch->in_room = NOWHERE; points.:db.c.orig: ch->carrying = NULL; points.:db.c.orig: ch->next = NULL; points.:db.c.orig: ch->next_fighting = NULL; points.:db.c.orig: ch->next_in_room = NULL; points.:db.c.orig: ch->char_specials.position = POS_STANDING; points.:db.c.orig: ch->mob_specials.default_pos = POS_STANDING; points.:db.c.orig: ch->char_specials.carry_weight = 0; points.:db.c.orig: ch->char_specials.carry_items = 0; points.:db.c.orig: ch->in_room = NOWHERE; points.:db.c.orig: ch->mob_specials.default_pos = POS_STANDING; points.:db.c.orig: if (ch->points.max_mana < 100) points.:db.c.orig: ch->points.max_mana = 100; points.:db.c.orig: if (ch->player_specials == NULL) points.:db.c.orig: CREATE(ch->player_specials, struct player_special_data, 1); points.:db.c.orig: ch->points.max_hit = 30000; points.:db.c.orig: ch->points.max_mana = 30000; points.:db.c.orig: ch->points.max_move = 30000; points.:db.c.orig: ch->player.short_descr = NULL; points.:db.c.orig: ch->player.long_descr = NULL; points.:db.c.orig: ch->player.description = NULL; points.:db.c.orig: ch->player.hometown = 1; points.:db.c.orig: ch->player.time.birth = time(0); points.:db.c.orig: ch->player.time.played = 0; points.:db.c.orig: ch->player.time.logon = time(0); points.:db.c.orig: if (ch->player.sex == SEX_MALE) { points.:db.c.orig: ch->player.weight = number(120, 180); points.:db.c.orig: ch->player.height = number(160, 200); points.:db.c.orig: ch->player.weight = number(100, 160); points.:db.c.orig: ch->player.height = number(150, 180); points.:db.c.orig: ch->points.max_mana = 100; points.:db.c.orig: ch->points.mana = GET_MAX_MANA(ch); points.:db.c.orig: ch->points.hit = GET_MAX_HIT(ch); points.:db.c.orig: ch->points.max_move = 82; points.:db.c.orig: ch->points.move = GET_MAX_MOVE(ch); points.:db.c.orig: ch->points.armor = 100; points.:db.c.orig: ch->char_specials.saved.affected_by = 0; points.:db.c.orig: ch->real_abils.intel = 25; points.:db.c.orig: ch->real_abils.wis = 25; points.:db.c.orig: ch->real_abils.dex = 100; points.:db.c.orig: ch->real_abils.str = 25; points.:db.c.orig: ch->real_abils.str_add = 100; points.:db.c.orig: ch->real_abils.con = 25; points.:db.c.orig: ch->real_abils.cha = 25; points.:db.c.orig: ch->real_abils.rage = 100; points.:db.c.orig: ch->real_abils.ubs = 100; points.:db.c.orig: ch->real_abils.lbs = 100; points.:dg_comm.c: ch->equipment, &tmp)) ? points.:dg_comm.c: (obj = get_obj_in_list_vis(ch, name, ch->carrying))); points.:dg_comm.c: for (to = world[ch->in_room].people; points.:dg_mobcmd.c: if (IS_AFFECTED(ch, AFF_MAJIN) && ch->master == victim ) { points.:dg_mobcmd.c: if ((obj=get_object_in_equip_vis(ch,arg,ch->equipment,&pos))!= NULL) { points.:dg_mobcmd.c: if ((obj = get_obj_in_list_vis(ch, arg, ch->carrying)) != NULL ) points.:dg_mobcmd.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) { points.:dg_mobcmd.c: while ((obj=get_object_in_equip_vis(ch,arg,ch->equipment,&pos))) points.:dg_mobcmd.c: if( ch->desc && GET_LEVEL(ch->desc->original) < LVL_IMPL) points.:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:dg_mobcmd.c: if (ch->desc) { points.:dg_mobcmd.c: tmpmob.id = ch->id; points.:dg_mobcmd.c: tmpmob.affected = ch->affected; points.:dg_mobcmd.c: tmpmob.carrying = ch->carrying; points.:dg_mobcmd.c: tmpmob.proto_script = ch->proto_script; points.:dg_mobcmd.c: tmpmob.script = ch->script; points.:dg_mobcmd.c: tmpmob.memory = ch->memory; points.:dg_mobcmd.c: tmpmob.next_in_room = ch->next_in_room; points.:dg_mobcmd.c: tmpmob.next = ch->next; points.:dg_mobcmd.c: tmpmob.next_fighting = ch->next_fighting; points.:dg_mobcmd.c: tmpmob.followers = ch->followers; points.:dg_mobcmd.c: tmpmob.master = ch->master; points.:dg_objcmd.c: next_ch = ch->next_in_room; points.:dg_objcmd.c: next_ch = ch->next_in_room; points.:dg_objcmd.c: next_ch = ch->next_in_room; points.:dg_objcmd.c: world[ch->in_room].name); points.:dg_scripts.c: for (ch = world[vnum].people; ch !=NULL; ch = ch->next_in_room) points.:dg_scripts.c: for (ch = character_list; ch; ch=ch->next) points.:dg_scripts.c: if (ch && ((ch->player_specials == &dummy_mob) || !GET_INVIS_LEV(ch))) points.:dg_scripts.c: for (ch = character_list; ch; ch = ch->next) points.:dg_scripts.c: if (isname(name, ch->player.name) && points.:dg_scripts.c: ((ch->player_specials == &dummy_mob) || points.:dg_scripts.c: if (ch && ((ch->player_specials == &dummy_mob) || !GET_INVIS_LEV(ch))) points.:dg_scripts.c: for (ch = room->people; ch; ch = ch->next_in_room) points.:dg_scripts.c: if (isname(name, ch->player.name) && points.:dg_scripts.c: ((ch->player_specials == &dummy_mob) || points.:dg_scripts.c: for (ch = character_list; ch; ch = ch->next) points.:dg_scripts.c: if (isname(name, ch->player.name) && points.:dg_scripts.c: ((ch->player_specials == &dummy_mob) || points.:dg_scripts.c: for (ch = character_list; ch; ch = ch->next) { points.:dg_scripts.c: page_string(ch->desc, sb, 1); points.:dg_scripts.c: strcpy(name, ch->player.name); points.:dg_scripts.c: struct room_data *rm = &world[ch->in_room]; points.:dg_scripts.c: if ((object = get_object_in_equip_vis(ch, arg1, ch->equipment, &tmp))); points.:dg_scripts.c: else if ((object = get_obj_in_list_vis(ch, arg1, ch->carrying))); points.:dg_scripts.c: else if ((o = get_obj_in_list(name, ch->carrying))); points.:dg_scripts.c: else page_string(ch->desc, pagebuf, TRUE); points.:dg_scripts.c:* scans for end of while/switch-blocks. points.:dg_triggers.c: for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) { points.:dg_triggers.c: for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) { points.:dg_triggers.c: ch_next = ch->next_in_room; points.:dg_triggers.c: ch_next = ch->next_in_room; points.:dg_wldcmd.c: next_ch = ch->next_in_room; points.:dg_wldcmd.c: next_ch = ch->next_in_room; points.:dg_wldcmd.c: next_ch = ch->next_in_room; points.:dg_wldcmd.c: world[ch->in_room].name); points.:fight.c: ch->next_fighting = combat_list; points.:fight.c: for (af = ch->affected; af; af = next) { points.:fight.c: next_combat_list = ch->next_fighting; points.:fight.c: ch->next_fighting = NULL; points.:fight.c: corpse->contains = ch->carrying; points.:fight.c: if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) { points.:fight.c: ch->carrying = NULL; points.:fight.c: obj_to_room(corpse, ch->in_room); points.:fight.c: was_in = ch->in_room; points.:fight.c: ch->in_room = world[was_in].dir_option[door]->to_room; points.:fight.c: ch->in_room = was_in; points.:fight.c:if (ROOM_FLAGGED(ch->in_room, ROOM_UNUSED)) { points.:fight.c: while (ch->affected) points.:fight.c: affect_remove(ch, ch->affected); points.:fight.c: if (!(k = ch->master)) points.:fight.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.:fight.c: if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room) points.:fight.c: if (AFF_FLAGGED(k, AFF_GROUP) && k->in_room == ch->in_room) points.:fight.c: if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room) points.:fight.c: if (ch != victim && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.:fight.c: if (ch->in_room != victim->in_room) { points.:fight.c: if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0)) points.:fight.c: w_type = ch->mob_specials.attack_type + TYPE_HIT; points.:fight.c: dam += dice(ch->mob_specials.damnodice, ch->mob_specials.damsizedice); points.:fight.c: next_combat_list = ch->next_fighting; points.:fight.c: if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) { points.:graph.c: dir = find_first_step(ch->in_room, vict->in_room); points.:graph.c: if ((dir = find_first_step(ch->in_room, HUNTING(ch)->in_room)) < 0) { points.:graph.c: if (ch->in_room == HUNTING(ch)->in_room) points.:handler.c: ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR); points.:handler.c: for (af = ch->affected; af; af = af->next) points.:handler.c: ch->aff_abils = ch->real_abils; points.:handler.c: for (af = ch->affected; af; af = af->next) points.:handler.c: affected_alloc->next = ch->affected; points.:handler.c: ch->affected = affected_alloc; points.:handler.c: if (ch->affected == NULL) { points.:handler.c: REMOVE_FROM_LIST(af, ch->affected, next); points.:handler.c: for (hjp = ch->affected; hjp; hjp = next) { points.:handler.c: for (hjp = ch->affected; hjp; hjp = hjp->next) points.:handler.c: for (hjp = ch->affected; !found && hjp; hjp = hjp->next) { points.:handler.c: if (ch == NULL || ch->in_room == NOWHERE) { points.:handler.c: world[ch->in_room].light--; points.:handler.c: REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room); points.:handler.c: ch->in_room = NOWHERE; points.:handler.c: ch->next_in_room = NULL; points.:handler.c: ch->next_in_room = world[room].people; points.:handler.c: ch->in_room = room; points.:handler.c: object->next_content = ch->carrying; points.:handler.c: ch->carrying = object; points.:handler.c: if (ch->in_room != NOWHERE) { points.:handler.c: world[ch->in_room].light++; points.:handler.c: log("SYSERR: ch->in_room = NOWHERE when equipping char %s.", GET_NAME(ch)); points.:handler.c: if (ch->in_room != NOWHERE) { points.:handler.c: world[ch->in_room].light--; points.:handler.c: log("SYSERR: ch->in_room = NOWHERE when unequipping char %s.", GET_NAME(ch)); points.:handler.c: world[ch->in_room].light--; points.:handler.c: if (ch->carrying) points.:handler.c: update_object(ch->carrying, 1); points.:handler.c: if (!IS_NPC(ch) && !ch->desc) { points.:handler.c: if (ch->in_room == NOWHERE) { points.:handler.c: if (ch->followers || ch->master) points.:handler.c: if (ch->desc) { points.:handler.c: if (ch->desc->snooping) { points.:handler.c: ch->desc->snooping->snoop_by = NULL; points.:handler.c: ch->desc->snooping = NULL; points.:handler.c: if (ch->desc->snoop_by) { points.:handler.c: ch->desc->snoop_by); points.:handler.c: ch->desc->snoop_by->snooping = NULL; points.:handler.c: ch->desc->snoop_by = NULL; points.:handler.c: while (ch->carrying) { points.:handler.c: obj = ch->carrying; points.:handler.c: obj_to_room(obj, ch->in_room); points.:handler.c: obj_to_room(unequip_char(ch, i), ch->in_room); points.:handler.c: if (ch->desc && ch->desc->original) points.:handler.c: if (!freed && ch->desc != NULL) { points.:handler.c: STATE(ch->desc) = CON_MENU; points.:handler.c: SEND_TO_Q(MENU, ch->desc); points.:handler.c: if (!IS_NPC(i) && (!inroom || i->in_room == ch->in_room) && points.:handler.c: for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room) points.:handler.c: if ((i = get_obj_in_list_vis(ch, name, ch->carrying))) points.:handler.c: if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) points.:handler.c: if ((*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying))) { points.:handler.c: if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) { points.:interpreter.c:// else if (!str_cmp(ch->player.name, "Griff")) points.:interpreter.c: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.:interpreter.c: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.:interpreter.c: for (i = ch->carrying; i; i = i->next_content) points.:interpreter.c: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.:interpreter.c: for (i = world[ch->in_room].contents; i; i = i->next_content) points.:interpreter.c: next_ch = ch->next; points.:interpreter.c: if (ch->desc) points.:interpreter.c: if (ch->in_room != NOWHERE) points.:interpreter.c.: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.:interpreter.c.: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.:interpreter.c.: for (i = ch->carrying; i; i = i->next_content) points.:interpreter.c.: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.:interpreter.c.: for (i = world[ch->in_room].contents; i; i = i->next_content) points.:interpreter.c.: next_ch = ch->next; points.:interpreter.c.: if (ch->desc) points.:interpreter.c.: if (ch->in_room != NOWHERE) points.:interpreter.c.org: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.:interpreter.c.org: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.:interpreter.c.org: for (i = ch->carrying; i; i = i->next_content) points.:interpreter.c.org: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.:interpreter.c.org: for (i = world[ch->in_room].contents; i; i = i->next_content) points.:interpreter.c.org: next_ch = ch->next; points.:interpreter.c.org: if (ch->desc) points.:interpreter.c.org: if (ch->in_room != NOWHERE) points.:interpreter.save: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.:interpreter.save: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.:interpreter.save: for (i = ch->carrying; i; i = i->next_content) points.:interpreter.save: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.:interpreter.save: for (i = world[ch->in_room].contents; i; i = i->next_content) points.:interpreter.save: next_ch = ch->next; points.:interpreter.save: if (ch->desc) points.:interpreter.save: if (ch->in_room != NOWHERE) points.:limits.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GOOD_REGEN)) points.:limits.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.:limits.c: if (++(ch->char_specials.timer) > idle_void) { points.:limits.c: if (GET_WAS_IN(ch) == NOWHERE && ch->in_room != NOWHERE) { points.:limits.c: GET_WAS_IN(ch) = ch->in_room; points.:limits.c: } else if (ch->char_specials.timer > idle_rent_time) { points.:limits.c: if (ch->in_room != NOWHERE) points.:limits.c: if (ch->desc) { points.:limits.c: STATE(ch->desc) = CON_DISCONNECT; points.:limits.c: ch->desc->character = NULL; points.:limits.c: ch->desc = NULL; points.:magic.c: for (tobj = ch->carrying; tobj; tobj = tobj->next_content) { points.:magic.c: (victim->master->in_room == ch->in_room)) { points.:magic.c: if (ch->master != NULL) points.:magic.c: k = ch->master; points.:magic.c: if (tch->in_room != ch->in_room) points.:magic.c: for (tch = world[ch->in_room].people; tch; tch = tch_next) { points.:magic.c: tch_next = tch->next_in_room; points.:magic.c: for (tch = world[ch->in_room].people; tch; tch = next_tch) { points.:magic.c: next_tch = tch->next_in_room; points.:magic.c: char_to_room(mob, ch->in_room); points.:mail.c: if (!ch->desc || IS_NPC(ch)) points.:mail.c: ch->desc->mail_to = recipient; points.:mail.c: ch->desc->str = (char **) malloc(sizeof(char *)); points.:mail.c: *(ch->desc->str) = NULL; points.:mail.c: ch->desc->max_str = MAX_MAIL_SIZE; points.:mobact.c: next_ch = ch->next; points.:mobact.c: if (world[ch->in_room].contents && !number(0, 10)) { points.:mobact.c: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) points.:mobact.c: (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) { points.:mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { points.:mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { points.:mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) points.:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.:objsave.c: Crash_restore_weight(ch->carrying); points.:objsave.c: Crash_extract_norents(ch->carrying); points.:objsave.c: Crash_calculate_rent(ch->carrying, &cost); points.:objsave.c: while ((cost > GET_GOLD(ch) + GET_BANK_GOLD(ch)) && ch->carrying) { points.:objsave.c: Crash_extract_expensive(ch->carrying); points.:objsave.c: Crash_calculate_rent(ch->carrying, &cost); points.:objsave.c: if (!ch->carrying) { points.:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.:objsave.c: Crash_extract_objs(ch->carrying); points.:objsave.c: Crash_extract_norents(ch->carrying); points.:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.:objsave.c: Crash_extract_objs(ch->carrying); points.:objsave.c: Crash_extract_norents(ch->carrying); points.:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.:objsave.c: Crash_extract_objs(ch->carrying); points.:objsave.c: norent = Crash_report_unrentables(ch, receptionist, ch->carrying); points.:objsave.c: Crash_report_rent(ch, receptionist, ch->carrying, &totalcost, &numitems, display, factor); points.:objsave.c: if (!ch->desc || IS_NPC(ch)) points.:objsave.c: save_room = ch->in_room; points.:olc.c: d = ch->desc; points.:olc.c: CREATE(ch->desc->olc, struct olc_data, 1); points.:olc.c: CREATE(OLC_ROOM(ch->desc), struct room_data, 1); points.:olc.c: OLC_ZNUM(ch->desc) = world[ch->in_room].zone; points.:olc.c: OLC_NUM(ch->desc) = k; points.:olc.c: OLC_ROOM(ch->desc)->number = k; points.:olc.c: OLC_ROOM(ch->desc)->zone = world[ch->in_room].zone; points.:olc.c: OLC_ROOM(ch->desc)->name = str_dup("An unfinished room"); points.:olc.c: OLC_ROOM(ch->desc)->description = str_dup("You are in an unfinished room.\r\n"); points.:olc.c: OLC_ITEM_TYPE(ch->desc) = WLD_TRIGGER; points.:olc.c: OLC_VAL(ch->desc) = 0; points.:olc.c: redit_save_internally(ch->desc); points.:olc.c: cleanup_olc(ch->desc, CLEANUP_STRUCTS); points.:olc.c: if (!world[ch->in_room].dir_option[dir]) { points.:points.practice:act.comm.c: ch->real_abils.rage += 1; points.:points.practice:act.comm.c: if (ch->master) points.:points.practice:act.comm.c: k = ch->master; points.:points.practice:act.comm.c: else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) points.:points.practice:act.comm.c: tch = tch->next; points.:points.practice:act.comm.c: if (!ch->desc) points.:points.practice:act.comm.c: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.:points.practice:act.comm.c: if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying))) { points.:points.practice:act.comm.c: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.:points.practice:act.comm.c: ch->desc->backstr = NULL; points.:points.practice:act.comm.c: ch->desc->backstr = str_dup(paper->action_description); points.:points.practice:act.comm.c: ch->desc->str = &paper->action_description; points.:points.practice:act.comm.c: ch->desc->max_str = MAX_NOTE_LENGTH; points.:points.practice:act.comm.c: if (!ch->desc) points.:points.practice:act.comm.c: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) { points.:points.practice:act.comm.c:if (!str_cmp(ch->player.name, "Tuskino")) points.:points.practice:act.comm.c:else if (!str_cmp(ch->player.name, "Xylam")) points.:points.practice:act.comm.c:else if (!str_cmp(ch->player.name, "Griff")) points.:points.practice:act.comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character && points.:points.practice:act.comm.c: ((world[ch->in_room].zone != world[i->character->in_room].zone) || points.:points.practice:act.comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc && points.:points.practice:act.comm.c.save: ch->real_abils.rage += 2; points.:points.practice:act.comm.c.save: if (ch->master) points.:points.practice:act.comm.c.save: k = ch->master; points.:points.practice:act.comm.c.save: else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) points.:points.practice:act.comm.c.save: tch = tch->next; points.:points.practice:act.comm.c.save: if (!ch->desc) points.:points.practice:act.comm.c.save: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.:points.practice:act.comm.c.save: if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying))) { points.:points.practice:act.comm.c.save: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.:points.practice:act.comm.c.save: ch->desc->backstr = NULL; points.:points.practice:act.comm.c.save: ch->desc->backstr = str_dup(paper->action_description); points.:points.practice:act.comm.c.save: ch->desc->str = &paper->action_description; points.:points.practice:act.comm.c.save: ch->desc->max_str = MAX_NOTE_LENGTH; points.:points.practice:act.comm.c.save: if (!ch->desc) points.:points.practice:act.comm.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) { points.:points.practice:act.comm.c.save: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character && points.:points.practice:act.comm.c.save: ((world[ch->in_room].zone != world[i->character->in_room].zone) || points.:points.practice:act.comm.c.save: if (STATE(i) == CON_PLAYING && i != ch->desc && points.:points.practice:act.informative.: page_string(ch->desc, buf, 1); points.:points.practice:act.informative.: page_string(ch->desc, buf, TRUE); points.:points.practice:act.informative.: if (!ch->desc) points.:points.practice:act.informative.: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:points.practice:act.informative.: if (!ch->desc) points.:points.practice:act.informative.: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:points.practice:act.informative.: send_to_char(world[ch->in_room].name, ch); points.:points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:points.practice:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:points.practice:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:points.practice:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:points.practice:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:points.practice:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:points.practice:act.informative.: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:points.practice:act.informative.: send_to_char(world[ch->in_room].description, ch); points.:points.practice:act.informative.: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:points.practice:act.informative.: list_char_to_char(world[ch->in_room].people, ch); points.:points.practice:act.informative.: if (!ch->desc) points.:points.practice:act.informative.: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:points.practice:act.informative.: page_string(ch->desc, desc, FALSE); points.:points.practice:act.informative.: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:points.practice:act.informative.: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:points.practice:act.informative.: if (!ch->desc) points.:points.practice:act.informative.: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:points.practice:act.informative.: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.:points.practice:act.informative.: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.:points.practice:act.informative.: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:points.practice:act.informative.: if (!ch->desc) points.:points.practice:act.informative.: page_string(ch->desc, help, 0); points.:points.practice:act.informative.: page_string(ch->desc, entry, 0); points.:points.practice:act.informative.: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:points.practice:act.informative.: if (who_room && (tch->in_room != ch->in_room)) points.:points.practice:act.informative.:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:points.practice:act.informative.:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:points.practice:act.informative.:/* if (!str_cmp(ch->player.name, "Tuskino") && GET_SEX(tch) == SEX_MALE && GET_LEVEL(tch) == LVL_IMPL) points.:points.practice:act.informative.: if (!str_cmp(ch->player.name, "Misato") && GET_SEX(tch) == SEX_FEMALE) points.:points.practice:act.informative.: if (!str_cmp(ch->player.name, "Zero") && GET_SEX(tch) == SEX_MALE && GET_LEVEL(tch) == LVL_IMPL) points.:points.practice:act.informative.: page_string(ch->desc, credits, 0); points.:points.practice:act.informative.: page_string(ch->desc, news, 0); points.:points.practice:act.informative.: page_string(ch->desc, info, 0); points.:points.practice:act.informative.: page_string(ch->desc, wizlist, 0); points.:points.practice:act.informative.: page_string(ch->desc, immlist, 0); points.:points.practice:act.informative.: page_string(ch->desc, handbook, 0); points.:points.practice:act.informative.: page_string(ch->desc, policies, 0); points.:points.practice:act.informative.: page_string(ch->desc, motd, 0); points.:points.practice:act.informative.: page_string(ch->desc, imotd, 0); points.:points.practice:act.informative.: if (world[ch->in_room].zone != world[i->in_room].zone) points.:points.practice:act.informative.: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:points.practice:act.informative.: ch->real_abils.ubs += 1; points.:points.practice:act.informative.: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.: ch->real_abils.ubs += 1; points.:points.practice:act.informative.: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.:points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.: is_in = ch->in_room; points.:points.practice:act.informative.: ch->in_room = is_in; points.:points.practice:act.informative.: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:points.practice:act.informative.: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:points.practice:act.informative.: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:points.practice:act.informative.: ch->in_room = is_in; points.:points.practice:act.informative.: ch->real_abils.ubs += 1; points.:points.practice:act.informative.: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.: page_string(ch->desc, buf, 1); points.:points.practice:act.informative.c: page_string(ch->desc, buf, 1); points.:points.practice:act.informative.c: page_string(ch->desc, buf, TRUE); points.:points.practice:act.informative.c: if (!ch->desc) points.:points.practice:act.informative.c: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:points.practice:act.informative.c: if (!ch->desc) points.:points.practice:act.informative.c: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.c: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:points.practice:act.informative.c: send_to_char(world[ch->in_room].name, ch); points.:points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:points.practice:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:points.practice:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:points.practice:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:points.practice:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:points.practice:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:points.practice:act.informative.c: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:points.practice:act.informative.c: send_to_char(world[ch->in_room].description, ch); points.:points.practice:act.informative.c: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:points.practice:act.informative.c: list_char_to_char(world[ch->in_room].people, ch); points.:points.practice:act.informative.c: if (!ch->desc) points.:points.practice:act.informative.c: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:points.practice:act.informative.c: page_string(ch->desc, desc, FALSE); points.:points.practice:act.informative.c: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:points.practice:act.informative.c: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:points.practice:act.informative.c: if (!ch->desc) points.:points.practice:act.informative.c: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.c: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:points.practice:act.informative.c: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:points.practice:act.informative.c: if (!ch->desc) points.:points.practice:act.informative.c: page_string(ch->desc, help, 0); points.:points.practice:act.informative.c: page_string(ch->desc, entry, 0); points.:points.practice:act.informative.c: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:points.practice:act.informative.c: if (who_room && (tch->in_room != ch->in_room)) points.:points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Iovan")) points.:points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Kuvoc")) points.:points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Lilia")) points.:points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Solbet")) points.:points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Grubby")) points.:points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Xyron")) points.:points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Shou")) points.:points.practice:act.informative.c: page_string(ch->desc, credits, 0); points.:points.practice:act.informative.c: page_string(ch->desc, news, 0); points.:points.practice:act.informative.c: page_string(ch->desc, info, 0); points.:points.practice:act.informative.c: page_string(ch->desc, wizlist, 0); points.:points.practice:act.informative.c: page_string(ch->desc, immlist, 0); points.:points.practice:act.informative.c: page_string(ch->desc, handbook, 0); points.:points.practice:act.informative.c: page_string(ch->desc, policies, 0); points.:points.practice:act.informative.c: page_string(ch->desc, motd, 0); points.:points.practice:act.informative.c: page_string(ch->desc, imotd, 0); points.:points.practice:act.informative.c: if (world[ch->in_room].zone != world[i->in_room].zone) points.:points.practice:act.informative.c: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:points.practice:act.informative.c: ch->real_abils.ubs += 1; points.:points.practice:act.informative.c: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.:points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/200) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MANA(ch) >= GET_MAX_MANA(ch)/150) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MANA(ch) >= GET_MAX_MANA(ch)/100) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MANA(ch) >= GET_MAX_MANA(ch)/75) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.c: ch->real_abils.ubs += 1; points.:points.practice:act.informative.c: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.:points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/200) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MANA(ch) >= GET_MAX_MANA(ch)/150) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MANA(ch) >= GET_MAX_MANA(ch)/100) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MANA(ch) >= GET_MAX_MANA(ch)/75) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.c: is_in = ch->in_room; points.:points.practice:act.informative.c: ch->in_room = is_in; points.:points.practice:act.informative.c: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:points.practice:act.informative.c: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:points.practice:act.informative.c: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:points.practice:act.informative.c: ch->in_room = is_in; points.:points.practice:act.informative.c: ch->real_abils.ubs += 1; points.:points.practice:act.informative.c: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.c: page_string(ch->desc, buf, 1); points.:points.practice:act.informative.c~: page_string(ch->desc, buf, 1); points.:points.practice:act.informative.c~: page_string(ch->desc, buf, TRUE); points.:points.practice:act.informative.c~: if (!ch->desc) points.:points.practice:act.informative.c~: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:points.practice:act.informative.c~: if (!ch->desc) points.:points.practice:act.informative.c~: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.c~: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:points.practice:act.informative.c~: world[ch->in_room].name, buf); points.:points.practice:act.informative.c~: send_to_char(world[ch->in_room].name, ch); points.:points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HVLOW)) { points.:points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HLOW)) { points.:points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HMED)) { points.:points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HHIGH)) { points.:points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HVHIGH)) { points.:points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HNOLIM)) { points.:points.practice:act.informative.c~: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:points.practice:act.informative.c~: send_to_char(world[ch->in_room].description, ch); points.:points.practice:act.informative.c~: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:points.practice:act.informative.c~: list_char_to_char(world[ch->in_room].people, ch); points.:points.practice:act.informative.c~: if (!ch->desc) points.:points.practice:act.informative.c~: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:points.practice:act.informative.c~: page_string(ch->desc, desc, FALSE); points.:points.practice:act.informative.c~: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:points.practice:act.informative.c~: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:points.practice:act.informative.c~: if (!ch->desc) points.:points.practice:act.informative.c~: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.c~: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:points.practice:act.informative.c~: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:points.practice:act.informative.c~: if (!ch->desc) points.:points.practice:act.informative.c~: page_string(ch->desc, help, 0); points.:points.practice:act.informative.c~: page_string(ch->desc, entry, 0); points.:points.practice:act.informative.c~: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:points.practice:act.informative.c~: if (who_room && (tch->in_room != ch->in_room)) points.:points.practice:act.informative.c~: page_string(ch->desc, credits, 0); points.:points.practice:act.informative.c~: page_string(ch->desc, news, 0); points.:points.practice:act.informative.c~: page_string(ch->desc, info, 0); points.:points.practice:act.informative.c~: page_string(ch->desc, wizlist, 0); points.:points.practice:act.informative.c~: page_string(ch->desc, immlist, 0); points.:points.practice:act.informative.c~: page_string(ch->desc, handbook, 0); points.:points.practice:act.informative.c~: page_string(ch->desc, policies, 0); points.:points.practice:act.informative.c~: page_string(ch->desc, motd, 0); points.:points.practice:act.informative.c~: page_string(ch->desc, imotd, 0); points.:points.practice:act.informative.c~: if (world[ch->in_room].zone != world[i->in_room].zone) points.:points.practice:act.informative.c~: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.:points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.c~: is_in = ch->in_room; points.:points.practice:act.informative.c~: ch->in_room = is_in; points.:points.practice:act.informative.c~: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:points.practice:act.informative.c~: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:points.practice:act.informative.c~: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:points.practice:act.informative.c~: ch->in_room = is_in; points.:points.practice:act.informative.ch: page_string(ch->desc, buf, 1); points.:points.practice:act.informative.ch: page_string(ch->desc, buf, TRUE); points.:points.practice:act.informative.ch: if (!ch->desc) points.:points.practice:act.informative.ch: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:points.practice:act.informative.ch: if (!ch->desc) points.:points.practice:act.informative.ch: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.ch: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:points.practice:act.informative.ch: send_to_char(world[ch->in_room].name, ch); points.:points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:points.practice:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:points.practice:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:points.practice:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:points.practice:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:points.practice:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:points.practice:act.informative.ch: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:points.practice:act.informative.ch: send_to_char(world[ch->in_room].description, ch); points.:points.practice:act.informative.ch: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:points.practice:act.informative.ch: list_char_to_char(world[ch->in_room].people, ch); points.:points.practice:act.informative.ch: if (!ch->desc) points.:points.practice:act.informative.ch: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:points.practice:act.informative.ch: page_string(ch->desc, desc, FALSE); points.:points.practice:act.informative.ch: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:points.practice:act.informative.ch: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:points.practice:act.informative.ch: if (!ch->desc) points.:points.practice:act.informative.ch: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.ch: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:points.practice:act.informative.ch: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.:points.practice:act.informative.ch: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.:points.practice:act.informative.ch: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:points.practice:act.informative.ch: if (!ch->desc) points.:points.practice:act.informative.ch: page_string(ch->desc, help, 0); points.:points.practice:act.informative.ch: page_string(ch->desc, entry, 0); points.:points.practice:act.informative.ch: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:points.practice:act.informative.ch: if (who_room && (tch->in_room != ch->in_room)) points.:points.practice:act.informative.ch:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:points.practice:act.informative.ch:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:points.practice:act.informative.ch: if (!str_cmp(tch->player.name, "Tuskino")) points.:points.practice:act.informative.ch: if (!str_cmp(tch->player.name, "Gohorin")) points.:points.practice:act.informative.ch: if (!str_cmp(tch->player.name, "Heaven")) points.:points.practice:act.informative.ch: page_string(ch->desc, credits, 0); points.:points.practice:act.informative.ch: page_string(ch->desc, news, 0); points.:points.practice:act.informative.ch: page_string(ch->desc, info, 0); points.:points.practice:act.informative.ch: page_string(ch->desc, wizlist, 0); points.:points.practice:act.informative.ch: page_string(ch->desc, immlist, 0); points.:points.practice:act.informative.ch: page_string(ch->desc, handbook, 0); points.:points.practice:act.informative.ch: page_string(ch->desc, policies, 0); points.:points.practice:act.informative.ch: page_string(ch->desc, motd, 0); points.:points.practice:act.informative.ch: page_string(ch->desc, imotd, 0); points.:points.practice:act.informative.ch: if (world[ch->in_room].zone != world[i->in_room].zone) points.:points.practice:act.informative.ch: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:points.practice:act.informative.ch: ch->real_abils.ubs += 1; points.:points.practice:act.informative.ch: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.ch: ch->real_abils.ubs += 1; points.:points.practice:act.informative.ch: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.:points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.ch: is_in = ch->in_room; points.:points.practice:act.informative.ch: ch->in_room = is_in; points.:points.practice:act.informative.ch: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:points.practice:act.informative.ch: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:points.practice:act.informative.ch: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:points.practice:act.informative.ch: ch->in_room = is_in; points.:points.practice:act.informative.ch: ch->real_abils.ubs += 1; points.:points.practice:act.informative.ch: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.ch: page_string(ch->desc, buf, 1); points.:points.practice:act.informative.c.save: page_string(ch->desc, buf, 1); points.:points.practice:act.informative.c.save: page_string(ch->desc, buf, TRUE); points.:points.practice:act.informative.c.save: if (!ch->desc) points.:points.practice:act.informative.c.save: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:points.practice:act.informative.c.save: if (!ch->desc) points.:points.practice:act.informative.c.save: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.c.save: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:points.practice:act.informative.c.save: send_to_char(world[ch->in_room].name, ch); points.:points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:points.practice:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:points.practice:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:points.practice:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:points.practice:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:points.practice:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:points.practice:act.informative.c.save: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:points.practice:act.informative.c.save: send_to_char(world[ch->in_room].description, ch); points.:points.practice:act.informative.c.save: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:points.practice:act.informative.c.save: list_char_to_char(world[ch->in_room].people, ch); points.:points.practice:act.informative.c.save: if (!ch->desc) points.:points.practice:act.informative.c.save: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:points.practice:act.informative.c.save: page_string(ch->desc, desc, FALSE); points.:points.practice:act.informative.c.save: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:points.practice:act.informative.c.save: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:points.practice:act.informative.c.save: if (!ch->desc) points.:points.practice:act.informative.c.save: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.c.save: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:points.practice:act.informative.c.save: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.:points.practice:act.informative.c.save: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.:points.practice:act.informative.c.save: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:points.practice:act.informative.c.save: if (!ch->desc) points.:points.practice:act.informative.c.save: page_string(ch->desc, help, 0); points.:points.practice:act.informative.c.save: page_string(ch->desc, entry, 0); points.:points.practice:act.informative.c.save: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:points.practice:act.informative.c.save: if (who_room && (tch->in_room != ch->in_room)) points.:points.practice:act.informative.c.save:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:points.practice:act.informative.c.save:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "Raiden")) points.:points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "Tuskino")) points.:points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "Gohorin")) points.:points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "Rain")) points.:points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "Misato")) points.:points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "1Hiro")) points.:points.practice:act.informative.c.save: page_string(ch->desc, credits, 0); points.:points.practice:act.informative.c.save: page_string(ch->desc, news, 0); points.:points.practice:act.informative.c.save: page_string(ch->desc, info, 0); points.:points.practice:act.informative.c.save: page_string(ch->desc, wizlist, 0); points.:points.practice:act.informative.c.save: page_string(ch->desc, immlist, 0); points.:points.practice:act.informative.c.save: page_string(ch->desc, handbook, 0); points.:points.practice:act.informative.c.save: page_string(ch->desc, policies, 0); points.:points.practice:act.informative.c.save: page_string(ch->desc, motd, 0); points.:points.practice:act.informative.c.save: page_string(ch->desc, imotd, 0); points.:points.practice:act.informative.c.save: if (world[ch->in_room].zone != world[i->in_room].zone) points.:points.practice:act.informative.c.save: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:points.practice:act.informative.c.save: ch->real_abils.ubs += 1; points.:points.practice:act.informative.c.save: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.c.save: ch->real_abils.ubs += 1; points.:points.practice:act.informative.c.save: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.:points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.c.save: is_in = ch->in_room; points.:points.practice:act.informative.c.save: ch->in_room = is_in; points.:points.practice:act.informative.c.save: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:points.practice:act.informative.c.save: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:points.practice:act.informative.c.save: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:points.practice:act.informative.c.save: ch->in_room = is_in; points.:points.practice:act.informative.c.save: ch->real_abils.ubs += 1; points.:points.practice:act.informative.c.save: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.c.save: page_string(ch->desc, buf, 1); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, buf, 1); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, buf, TRUE); points.:points.practice:act.informative.ctuskino: if (!ch->desc) points.:points.practice:act.informative.ctuskino: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.:points.practice:act.informative.ctuskino: if (!ch->desc) points.:points.practice:act.informative.ctuskino: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.ctuskino: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.:points.practice:act.informative.ctuskino: send_to_char(world[ch->in_room].name, ch); points.:points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.:points.practice:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.:points.practice:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.:points.practice:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.:points.practice:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.:points.practice:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.:points.practice:act.informative.ctuskino: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.:points.practice:act.informative.ctuskino: send_to_char(world[ch->in_room].description, ch); points.:points.practice:act.informative.ctuskino: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.:points.practice:act.informative.ctuskino: list_char_to_char(world[ch->in_room].people, ch); points.:points.practice:act.informative.ctuskino: if (!ch->desc) points.:points.practice:act.informative.ctuskino: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.:points.practice:act.informative.ctuskino: page_string(ch->desc, desc, FALSE); points.:points.practice:act.informative.ctuskino: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.:points.practice:act.informative.ctuskino: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.:points.practice:act.informative.ctuskino: if (!ch->desc) points.:points.practice:act.informative.ctuskino: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.:points.practice:act.informative.ctuskino: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.:points.practice:act.informative.ctuskino: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.:points.practice:act.informative.ctuskino: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.:points.practice:act.informative.ctuskino: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.:points.practice:act.informative.ctuskino: if (!ch->desc) points.:points.practice:act.informative.ctuskino: page_string(ch->desc, help, 0); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, entry, 0); points.:points.practice:act.informative.ctuskino: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.:points.practice:act.informative.ctuskino: if (who_room && (tch->in_room != ch->in_room)) points.:points.practice:act.informative.ctuskino:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:points.practice:act.informative.ctuskino:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.:points.practice:act.informative.ctuskino: if (!str_cmp(tch->player.name, "Tuskino")) points.:points.practice:act.informative.ctuskino: if (!str_cmp(tch->player.name, "Gohorin")) points.:points.practice:act.informative.ctuskino: if (!str_cmp(tch->player.name, "Heaven")) points.:points.practice:act.informative.ctuskino: page_string(ch->desc, credits, 0); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, news, 0); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, info, 0); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, wizlist, 0); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, immlist, 0); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, handbook, 0); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, policies, 0); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, motd, 0); points.:points.practice:act.informative.ctuskino: page_string(ch->desc, imotd, 0); points.:points.practice:act.informative.ctuskino: if (world[ch->in_room].zone != world[i->in_room].zone) points.:points.practice:act.informative.ctuskino: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.:points.practice:act.informative.ctuskino: ch->real_abils.ubs += 1; points.:points.practice:act.informative.ctuskino: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.ctuskino: ch->real_abils.ubs += 1; points.:points.practice:act.informative.ctuskino: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.:points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.ctuskino: is_in = ch->in_room; points.:points.practice:act.informative.ctuskino: ch->in_room = is_in; points.:points.practice:act.informative.ctuskino: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:points.practice:act.informative.ctuskino: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.:points.practice:act.informative.ctuskino: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.:points.practice:act.informative.ctuskino: ch->in_room = is_in; points.:points.practice:act.informative.ctuskino: ch->real_abils.ubs += 1; points.:points.practice:act.informative.ctuskino: ch->real_abils.lbs -= 1; points.:points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.:points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.:points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.:points.practice:act.informative.ctuskino: page_string(ch->desc, buf, 1); points.:points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.:points.practice:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.:points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { points.:points.practice:act.item.c: for (obj = world[ch->in_room].contents; obj; obj = next_obj) { points.:points.practice:act.item.c: for (cont = ch->carrying; cont; cont = cont->next_content) points.:points.practice:act.item.c: for (cont = world[ch->in_room].contents; cont; cont = cont->next_content) points.:points.practice:act.item.c: obj_to_room(obj, ch->in_room); points.:points.practice:act.item.c: obj_to_room(obj, ch->in_room); points.:points.practice:act.item.c: if (!ch->carrying) points.:points.practice:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.:points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.item.c: if (!ch->carrying) points.:points.practice:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.:points.practice:act.item.c: if (!(temp = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.item.c: if (!(temp = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { points.:points.practice:act.item.c: if (!(food = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.item.c: if (!(from_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.:points.practice:act.item.c: if (!(to_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.:points.practice:act.item.c: if (!(from_obj = get_obj_in_list_vis(ch, arg2, world[ch->in_room].contents))) { points.:points.practice:act.item.c: if (!(to_obj = get_obj_in_list_vis(ch, arg2, ch->carrying))) { points.:points.practice:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.:points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.:points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.:points.practice:act.item.c: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.item.c: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.item.c: if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) { points.:points.practice:act.movement.c: if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA) points.:points.practice:act.movement.c: for (obj = ch->carrying; obj; obj = obj->next_content) points.:points.practice:act.movement.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && ch->master && ch->in_room == ch->master->in_room) { points.:points.practice:act.movement.c: ch->real_abils.ubs -= 1; points.:points.practice:act.movement.c: ch->real_abils.lbs += 1; points.:points.practice:act.movement.c: ch->real_abils.dex += 1; points.:points.practice:act.movement.c: if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || points.:points.practice:act.movement.c: need_movement = (movement_loss[SECT(ch->in_room)] + points.:points.practice:act.movement.c: if (need_specials_check && ch->master) points.:points.practice:act.movement.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) { points.:points.practice:act.movement.c: was_in = ch->in_room; points.:points.practice:act.movement.c: if (ch->desc != NULL) points.:points.practice:act.movement.c: if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { points.:points.practice:act.movement.c: if (!ch->followers) points.:points.practice:act.movement.c: was_in = ch->in_room; points.:points.practice:act.movement.c: for (k = ch->followers; k; k = next) { points.:points.practice:act.movement.c: for (o = ch->carrying; o; o = o->next_content) points.:points.practice:act.movement.c: if (back->to_room != ch->in_room) points.:points.practice:act.movement.c: OPEN_DOOR(ch->in_room, obj, door); points.:points.practice:act.movement.c: LOCK_DOOR(ch->in_room, obj, door); points.:points.practice:act.movement.c: LOCK_DOOR(ch->in_room, obj, door); points.:points.practice:act.movement.c: } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.:points.practice:act.movement.c: if (!ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.:points.practice:act.movement.c: if (ch->master == leader) { points.:points.practice:act.movement.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master)) { points.:points.practice:act.movement.c: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); points.:points.practice:act.movement.c: if (!ch->master) { points.:points.practice:act.movement.c: if (ch->master) points.:points.practice:act.movement.c.save: if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA) points.:points.practice:act.movement.c.save: for (obj = ch->carrying; obj; obj = obj->next_content) points.:points.practice:act.movement.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && ch->master && ch->in_room == ch->master->in_room) { points.:points.practice:act.movement.c.save: ch->real_abils.ubs -= 1; points.:points.practice:act.movement.c.save: ch->real_abils.lbs += 1; points.:points.practice:act.movement.c.save: ch->real_abils.dex += 1; points.:points.practice:act.movement.c.save: if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || points.:points.practice:act.movement.c.save: need_movement = (movement_loss[SECT(ch->in_room)] + points.:points.practice:act.movement.c.save: if (need_specials_check && ch->master) points.:points.practice:act.movement.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) { points.:points.practice:act.movement.c.save: was_in = ch->in_room; points.:points.practice:act.movement.c.save: if (ch->desc != NULL) points.:points.practice:act.movement.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { points.:points.practice:act.movement.c.save: if (!ch->followers) points.:points.practice:act.movement.c.save: was_in = ch->in_room; points.:points.practice:act.movement.c.save: for (k = ch->followers; k; k = next) { points.:points.practice:act.movement.c.save: for (o = ch->carrying; o; o = o->next_content) points.:points.practice:act.movement.c.save: if (back->to_room != ch->in_room) points.:points.practice:act.movement.c.save: OPEN_DOOR(ch->in_room, obj, door); points.:points.practice:act.movement.c.save: LOCK_DOOR(ch->in_room, obj, door); points.:points.practice:act.movement.c.save: LOCK_DOOR(ch->in_room, obj, door); points.:points.practice:act.movement.c.save: } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.:points.practice:act.movement.c.save: if (!ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.:points.practice:act.movement.c.save: if (!str_cmp(ch->name,"Erimas")) { points.:points.practice:act.movement.c.save: ch->points.max_hit = 30000; points.:points.practice:act.movement.c.save: ch->points.max_mana = 30000; points.:points.practice:act.movement.c.save: ch->points.max_move = 30000; points.:points.practice:act.movement.c.save: if (ch->master == leader) { points.:points.practice:act.movement.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master)) { points.:points.practice:act.movement.c.save: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); points.:points.practice:act.movement.c.save: if (!ch->master) { points.:points.practice:act.movement.c.save: if (ch->master) points.:points.practice:act.offensive.c: for (opponent = world[ch->in_room].people; points.:points.practice:act.offensive.c: } else if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == vict)) points.:points.practice:act.offensive.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && !IS_NPC(ch->master) && !IS_NPC(vict)) points.:points.practice:act.offensive.c: org_room = ch->in_room; points.:points.practice:act.offensive.c: for (k = ch->followers; k; k = k->next) { points.:points.practice:act.offensive.c: for (tmp_ch = world[ch->in_room].people; tmp_ch && points.:points.practice:act.offensive.c: (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room); points.:points.practice:act.offensive.c.save: for (opponent = world[ch->in_room].people; points.:points.practice:act.offensive.c.save: } else if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == vict)) points.:points.practice:act.offensive.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && !IS_NPC(ch->master) && !IS_NPC(vict)) points.:points.practice:act.offensive.c.save: org_room = ch->in_room; points.:points.practice:act.offensive.c.save: for (k = ch->followers; k; k = k->next) { points.:points.practice:act.offensive.c.save: for (tmp_ch = world[ch->in_room].people; tmp_ch && points.:points.practice:act.offensive.c.save: (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room); points.:points.practice:act.other.c: if (IS_NPC(ch) || !ch->desc) points.:points.practice:act.other.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.:points.practice:act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) points.:points.practice:act.other.c:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.:points.practice:act.other.c: if (d == ch->desc) points.:points.practice:act.other.c: save_room = ch->in_room; points.:points.practice:act.other.c: if (IS_NPC(ch) || !ch->desc) points.:points.practice:act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.:points.practice:act.other.c: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c: if (ch->master) { points.:points.practice:act.other.c: for (found = 0, f = ch->followers; f; f = f->next) points.:points.practice:act.other.c: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.:points.practice:act.other.c: for (f = ch->followers; f; f = next_fol) { points.:points.practice:act.other.c: if (tch->master != ch) { points.:points.practice:act.other.c: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.:points.practice:act.other.c: (f->follower->in_room == ch->in_room)) points.:points.practice:act.other.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.:points.practice:act.other.c: (f->follower->in_room == ch->in_room) && points.:points.practice:act.other.c: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.other.c: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.other.c: if (!*argument && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) points.:points.practice:act.other.c: else if (!*argument && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.:points.practice:act.other.c: if (!str_cmp(arg,"ki") && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.:points.practice:act.other.c: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c: if (!str_cmp(arg,"hp") && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.:points.practice:act.other.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SOUNDPROOF)) points.:points.practice:act.other.c:else if (!str_cmp(ch->player.name, "jimmybobstuff8750850875") && GET_LEVEL(ch) < 1000014) points.:points.practice:act.other.c:else if (!str_cmp(ch->player.name, "joe65497497") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c:else if (!str_cmp(ch->player.name, "mcdallleybob") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c:else if (!str_cmp(ch->player.name, "87508658758569698") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c: if (!(obj1 = get_obj_in_list_vis(ch, arg1, ch->carrying))) points.:points.practice:act.other.c: for (obj2 = ch->carrying; obj2 != NULL; obj2 = obj2->next_content) points.:points.practice:act.other.c: else if (!(obj2 = get_obj_in_list_vis(ch, arg2, ch->carrying))) points.:points.practice:act.other.c.: if (IS_NPC(ch) || !ch->desc) points.:points.practice:act.other.c.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.:points.practice:act.other.c.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) points.:points.practice:act.other.c.:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.:points.practice:act.other.c.: if (d == ch->desc) points.:points.practice:act.other.c.: save_room = ch->in_room; points.:points.practice:act.other.c.: if (IS_NPC(ch) || !ch->desc) points.:points.practice:act.other.c.: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.:points.practice:act.other.c.: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c.: if (ch->master) { points.:points.practice:act.other.c.: for (found = 0, f = ch->followers; f; f = f->next) points.:points.practice:act.other.c.: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.:points.practice:act.other.c.: for (f = ch->followers; f; f = next_fol) { points.:points.practice:act.other.c.: if (tch->master != ch) { points.:points.practice:act.other.c.: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c.: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c.: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.:points.practice:act.other.c.: (f->follower->in_room == ch->in_room)) points.:points.practice:act.other.c.: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.:points.practice:act.other.c.: (f->follower->in_room == ch->in_room) && points.:points.practice:act.other.c.: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.other.c.: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.other.c.: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.:points.practice:act.other.c.: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c.: else if (!str_cmp(ch->player.name, "Misato") && GET_LEVEL(ch) < LVL_ARCANE) points.:points.practice:act.other.c.: else if (!str_cmp(ch->player.name, "Heaven") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c.: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) == LVL_IMPL) points.:points.practice:act.other.c.org: if (IS_NPC(ch) || !ch->desc) points.:points.practice:act.other.c.org: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.:points.practice:act.other.c.org: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) points.:points.practice:act.other.c.org:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.:points.practice:act.other.c.org: if (d == ch->desc) points.:points.practice:act.other.c.org: save_room = ch->in_room; points.:points.practice:act.other.c.org: if (IS_NPC(ch) || !ch->desc) points.:points.practice:act.other.c.org: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.:points.practice:act.other.c.org: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c.org: if (ch->master) { points.:points.practice:act.other.c.org: for (found = 0, f = ch->followers; f; f = f->next) points.:points.practice:act.other.c.org: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.:points.practice:act.other.c.org: for (f = ch->followers; f; f = next_fol) { points.:points.practice:act.other.c.org: if (tch->master != ch) { points.:points.practice:act.other.c.org: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c.org: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c.org: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.:points.practice:act.other.c.org: (f->follower->in_room == ch->in_room)) points.:points.practice:act.other.c.org: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.:points.practice:act.other.c.org: (f->follower->in_room == ch->in_room) && points.:points.practice:act.other.c.org: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.other.c.org: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.org: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.org: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.org: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.other.c.org: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.:points.practice:act.other.c.org: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.org: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.org: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.org: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.org: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c.org: else if (!str_cmp(ch->player.name, "Misato") && GET_LEVEL(ch) < LVL_ARCANE) points.:points.practice:act.other.c.org: else if (!str_cmp(ch->player.name, "Heaven") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c.org: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) == LVL_IMPL) points.:points.practice:act.other.c.save: if (IS_NPC(ch) || !ch->desc) points.:points.practice:act.other.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.:points.practice:act.other.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) points.:points.practice:act.other.c.save:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.:points.practice:act.other.c.save: if (d == ch->desc) points.:points.practice:act.other.c.save: save_room = ch->in_room; points.:points.practice:act.other.c.save: if (IS_NPC(ch) || !ch->desc) points.:points.practice:act.other.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.:points.practice:act.other.c.save: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c.save: if (ch->master) { points.:points.practice:act.other.c.save: for (found = 0, f = ch->followers; f; f = f->next) points.:points.practice:act.other.c.save: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.:points.practice:act.other.c.save: for (f = ch->followers; f; f = next_fol) { points.:points.practice:act.other.c.save: if (tch->master != ch) { points.:points.practice:act.other.c.save: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c.save: k = (ch->master ? ch->master : ch); points.:points.practice:act.other.c.save: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.:points.practice:act.other.c.save: (f->follower->in_room == ch->in_room)) points.:points.practice:act.other.c.save: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.:points.practice:act.other.c.save: (f->follower->in_room == ch->in_room) && points.:points.practice:act.other.c.save: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.:points.practice:act.other.c.save: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.save: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.save: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.save: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.:points.practice:act.other.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.other.c.save: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.:points.practice:act.other.c.save: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.save: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.save: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.save: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.:points.practice:act.other.c.save:else if (!str_cmp(ch->player.name, "Jim070050875087474798") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c.save:else if (!str_cmp(ch->player.name, "Xylam") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c.save:else if (!str_cmp(ch->player.name, "Galan") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c.save:else if (!str_cmp(ch->player.name, "Hiro") && GET_LEVEL(ch) < LVL_IMPL) points.:points.practice:act.other.c.save: if (!(obj1 = get_obj_in_list_vis(ch, arg1, ch->carrying))) points.:points.practice:act.other.c.save: for (obj2 = ch->carrying; obj2 != NULL; obj2 = obj2->next_content) points.:points.practice:act.other.c.save: else if (!(obj2 = get_obj_in_list_vis(ch, arg2, ch->carrying))) points.:points.practice:act.social.c: ((targ = get_obj_in_list_vis(ch, buf, ch->carrying)) || points.:points.practice:act.social.c: (targ = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents)))) { points.:points.practice:act.wizard.c: original_loc = ch->in_room; points.:points.practice:act.wizard.c: if (ch->in_room == location) { points.:points.practice:act.wizard.c: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.c: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.c: struct room_data *rm = &world[ch->in_room]; points.:points.practice:act.wizard.c: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:points.practice:act.wizard.c: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:points.practice:act.wizard.c: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:points.practice:act.wizard.c: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:points.practice:act.wizard.c: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:points.practice:act.wizard.c: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.wizard.c: if (!ch->desc->snooping) points.:points.practice:act.wizard.c: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.c: ch->desc->snooping = NULL; points.:points.practice:act.wizard.c: if (!ch->desc) points.:points.practice:act.wizard.c: else if (victim->desc->snooping == ch->desc) points.:points.practice:act.wizard.c: if (ch->desc->snooping) points.:points.practice:act.wizard.c: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.c: ch->desc->snooping = victim->desc; points.:points.practice:act.wizard.c: victim->desc->snoop_by = ch->desc; points.:points.practice:act.wizard.c: if (ch->desc->original) points.:points.practice:act.wizard.c: ch->desc->character = victim; points.:points.practice:act.wizard.c: ch->desc->original = ch; points.:points.practice:act.wizard.c: victim->desc = ch->desc; points.:points.practice:act.wizard.c: ch->desc = NULL; points.:points.practice:act.wizard.c: if (ch->desc && ch->desc->original) { points.:points.practice:act.wizard.c: if (ch->desc->original->desc) points.:points.practice:act.wizard.c: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:points.practice:act.wizard.c: ch->desc->character = ch->desc->original; points.:points.practice:act.wizard.c: ch->desc->original = NULL; points.:points.practice:act.wizard.c: ch->desc->character->desc = ch->desc; points.:points.practice:act.wizard.c: ch->desc = NULL; points.:points.practice:act.wizard.c: char_to_room(mob, ch->in_room); points.:points.practice:act.wizard.c: obj_to_room(obj, ch->in_room); points.:points.practice:act.wizard.c: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:points.practice:act.wizard.c: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:points.practice:act.wizard.c: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:points.practice:act.wizard.c: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:points.practice:act.wizard.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:points.practice:act.wizard.c: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:points.practice:act.wizard.c:/*else if (!str_cmp(ch->player.name, "Tuskino")) points.:points.practice:act.wizard.c:else if (!str_cmp(ch->player.name, "Misato")) points.:points.practice:act.wizard.c:else if (!str_cmp(ch->player.name, "Griff")) points.:points.practice:act.wizard.c: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:points.practice:act.wizard.c: i = world[ch->in_room].zone; points.:points.practice:act.wizard.c: print_zone_to_buf(buf, world[ch->in_room].zone); points.:points.practice:act.wizard.c: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:points.practice:act.wizard.c: save_char(och, och->in_room); points.:points.practice:act.wizard.c: if (ch->desc == NULL) { points.:points.practice:act.wizard.c: case 0: ch->desc->str = &credits; break; points.:points.practice:act.wizard.c: case 1: ch->desc->str = &news; break; points.:points.practice:act.wizard.c: case 2: ch->desc->str = &motd; break; points.:points.practice:act.wizard.c: case 3: ch->desc->str = &imotd; break; points.:points.practice:act.wizard.c: case 4: ch->desc->str = &help; break; points.:points.practice:act.wizard.c: case 5: ch->desc->str = &info; break; points.:points.practice:act.wizard.c: case 6: ch->desc->str = &background; break; points.:points.practice:act.wizard.c: case 7: ch->desc->str = &handbook; break; points.:points.practice:act.wizard.c: case 8: ch->desc->str = &policies; break; points.:points.practice:act.wizard.c: case 9: ch->desc->str = &startup; break; points.:points.practice:act.wizard.c: ch->desc->backstr = NULL; points.:points.practice:act.wizard.c: ch->desc->backstr = str_dup(fields[l].buffer); points.:points.practice:act.wizard.c: ch->desc->max_str = fields[l].size; points.:points.practice:act.wizard.c: ch->desc->mail_to = 0; points.:points.practice:act.wizard.c: CREATE(ch->desc->olc, struct olc_data, 1); points.:points.practice:act.wizard.c: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:points.practice:act.wizard.c: STATE(ch->desc) = CON_TEXTED; points.:points.practice:act.wizard.c: for (tch = character_list; tch; tch = tch->next) points.:points.practice:act.wizard.c: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:points.practice:act.wizard.c: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.wizard.c: page_string(ch->desc, buf2, 1); points.:points.practice:act.wizard.c~: original_loc = ch->in_room; points.:points.practice:act.wizard.c~: if (ch->in_room == location) { points.:points.practice:act.wizard.c~: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.c~: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.c~: struct room_data *rm = &world[ch->in_room]; points.:points.practice:act.wizard.c~: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:points.practice:act.wizard.c~: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:points.practice:act.wizard.c~: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:points.practice:act.wizard.c~: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:points.practice:act.wizard.c~: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:points.practice:act.wizard.c~: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.wizard.c~: if (!ch->desc->snooping) points.:points.practice:act.wizard.c~: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.c~: ch->desc->snooping = NULL; points.:points.practice:act.wizard.c~: if (!ch->desc) points.:points.practice:act.wizard.c~: else if (victim->desc->snooping == ch->desc) points.:points.practice:act.wizard.c~: if (ch->desc->snooping) points.:points.practice:act.wizard.c~: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.c~: ch->desc->snooping = victim->desc; points.:points.practice:act.wizard.c~: victim->desc->snoop_by = ch->desc; points.:points.practice:act.wizard.c~: if (ch->desc->original) points.:points.practice:act.wizard.c~: ch->desc->character = victim; points.:points.practice:act.wizard.c~: ch->desc->original = ch; points.:points.practice:act.wizard.c~: victim->desc = ch->desc; points.:points.practice:act.wizard.c~: ch->desc = NULL; points.:points.practice:act.wizard.c~: if (ch->desc && ch->desc->original) { points.:points.practice:act.wizard.c~: if (ch->desc->original->desc) points.:points.practice:act.wizard.c~: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:points.practice:act.wizard.c~: ch->desc->character = ch->desc->original; points.:points.practice:act.wizard.c~: ch->desc->original = NULL; points.:points.practice:act.wizard.c~: ch->desc->character->desc = ch->desc; points.:points.practice:act.wizard.c~: ch->desc = NULL; points.:points.practice:act.wizard.c~: char_to_room(mob, ch->in_room); points.:points.practice:act.wizard.c~: obj_to_room(obj, ch->in_room); points.:points.practice:act.wizard.c~: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:points.practice:act.wizard.c~: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:points.practice:act.wizard.c~: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:points.practice:act.wizard.c~: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:points.practice:act.wizard.c~: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:points.practice:act.wizard.c~: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:points.practice:act.wizard.c~: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:points.practice:act.wizard.c~: i = world[ch->in_room].zone; points.:points.practice:act.wizard.c~: print_zone_to_buf(buf, world[ch->in_room].zone); points.:points.practice:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c~: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:points.practice:act.wizard.c~: if (ch->desc == NULL) { points.:points.practice:act.wizard.c~: case 0: ch->desc->str = &credits; break; points.:points.practice:act.wizard.c~: case 1: ch->desc->str = &news; break; points.:points.practice:act.wizard.c~: case 2: ch->desc->str = &motd; break; points.:points.practice:act.wizard.c~: case 3: ch->desc->str = &imotd; break; points.:points.practice:act.wizard.c~: case 4: ch->desc->str = &help; break; points.:points.practice:act.wizard.c~: case 5: ch->desc->str = &info; break; points.:points.practice:act.wizard.c~: case 6: ch->desc->str = &background; break; points.:points.practice:act.wizard.c~: case 7: ch->desc->str = &handbook; break; points.:points.practice:act.wizard.c~: case 8: ch->desc->str = &policies; break; points.:points.practice:act.wizard.c~: case 9: ch->desc->str = &startup; break; points.:points.practice:act.wizard.c~: ch->desc->backstr = NULL; points.:points.practice:act.wizard.c~: ch->desc->backstr = str_dup(fields[l].buffer); points.:points.practice:act.wizard.c~: ch->desc->max_str = fields[l].size; points.:points.practice:act.wizard.c~: ch->desc->mail_to = 0; points.:points.practice:act.wizard.c~: CREATE(ch->desc->olc, struct olc_data, 1); points.:points.practice:act.wizard.c~: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:points.practice:act.wizard.c~: STATE(ch->desc) = CON_TEXTED; points.:points.practice:act.wizard.c.org: original_loc = ch->in_room; points.:points.practice:act.wizard.c.org: if (ch->in_room == location) { points.:points.practice:act.wizard.c.org: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.c.org: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.c.org: struct room_data *rm = &world[ch->in_room]; points.:points.practice:act.wizard.c.org: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:points.practice:act.wizard.c.org: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:points.practice:act.wizard.c.org: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:points.practice:act.wizard.c.org: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:points.practice:act.wizard.c.org: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:points.practice:act.wizard.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.wizard.c.org: if (!ch->desc->snooping) points.:points.practice:act.wizard.c.org: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.c.org: ch->desc->snooping = NULL; points.:points.practice:act.wizard.c.org: if (!ch->desc) points.:points.practice:act.wizard.c.org: else if (victim->desc->snooping == ch->desc) points.:points.practice:act.wizard.c.org: if (ch->desc->snooping) points.:points.practice:act.wizard.c.org: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.c.org: ch->desc->snooping = victim->desc; points.:points.practice:act.wizard.c.org: victim->desc->snoop_by = ch->desc; points.:points.practice:act.wizard.c.org: if (ch->desc->original) points.:points.practice:act.wizard.c.org: ch->desc->character = victim; points.:points.practice:act.wizard.c.org: ch->desc->original = ch; points.:points.practice:act.wizard.c.org: victim->desc = ch->desc; points.:points.practice:act.wizard.c.org: ch->desc = NULL; points.:points.practice:act.wizard.c.org: if (ch->desc && ch->desc->original) { points.:points.practice:act.wizard.c.org: if (ch->desc->original->desc) points.:points.practice:act.wizard.c.org: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:points.practice:act.wizard.c.org: ch->desc->character = ch->desc->original; points.:points.practice:act.wizard.c.org: ch->desc->original = NULL; points.:points.practice:act.wizard.c.org: ch->desc->character->desc = ch->desc; points.:points.practice:act.wizard.c.org: ch->desc = NULL; points.:points.practice:act.wizard.c.org: char_to_room(mob, ch->in_room); points.:points.practice:act.wizard.c.org: obj_to_room(obj, ch->in_room); points.:points.practice:act.wizard.c.org: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:points.practice:act.wizard.c.org: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:points.practice:act.wizard.c.org: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:points.practice:act.wizard.c.org: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:points.practice:act.wizard.c.org: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:points.practice:act.wizard.c.org: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:points.practice:act.wizard.c.org: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:points.practice:act.wizard.c.org: i = world[ch->in_room].zone; points.:points.practice:act.wizard.c.org: print_zone_to_buf(buf, world[ch->in_room].zone); points.:points.practice:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.org: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:points.practice:act.wizard.c.org: save_char(och, och->in_room); points.:points.practice:act.wizard.c.org: if (ch->desc == NULL) { points.:points.practice:act.wizard.c.org: case 0: ch->desc->str = &credits; break; points.:points.practice:act.wizard.c.org: case 1: ch->desc->str = &news; break; points.:points.practice:act.wizard.c.org: case 2: ch->desc->str = &motd; break; points.:points.practice:act.wizard.c.org: case 3: ch->desc->str = &imotd; break; points.:points.practice:act.wizard.c.org: case 4: ch->desc->str = &help; break; points.:points.practice:act.wizard.c.org: case 5: ch->desc->str = &info; break; points.:points.practice:act.wizard.c.org: case 6: ch->desc->str = &background; break; points.:points.practice:act.wizard.c.org: case 7: ch->desc->str = &handbook; break; points.:points.practice:act.wizard.c.org: case 8: ch->desc->str = &policies; break; points.:points.practice:act.wizard.c.org: case 9: ch->desc->str = &startup; break; points.:points.practice:act.wizard.c.org: ch->desc->backstr = NULL; points.:points.practice:act.wizard.c.org: ch->desc->backstr = str_dup(fields[l].buffer); points.:points.practice:act.wizard.c.org: ch->desc->max_str = fields[l].size; points.:points.practice:act.wizard.c.org: ch->desc->mail_to = 0; points.:points.practice:act.wizard.c.org: CREATE(ch->desc->olc, struct olc_data, 1); points.:points.practice:act.wizard.c.org: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:points.practice:act.wizard.c.org: STATE(ch->desc) = CON_TEXTED; points.:points.practice:act.wizard.c.org: for (tch = character_list; tch; tch = tch->next) points.:points.practice:act.wizard.c.org: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:points.practice:act.wizard.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.wizard.c.orig: original_loc = ch->in_room; points.:points.practice:act.wizard.c.orig: if (ch->in_room == location) { points.:points.practice:act.wizard.c.orig: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.c.orig: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.c.orig: struct room_data *rm = &world[ch->in_room]; points.:points.practice:act.wizard.c.orig: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:points.practice:act.wizard.c.orig: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:points.practice:act.wizard.c.orig: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:points.practice:act.wizard.c.orig: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:points.practice:act.wizard.c.orig: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:points.practice:act.wizard.c.orig: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.wizard.c.orig: if (!ch->desc->snooping) points.:points.practice:act.wizard.c.orig: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.c.orig: ch->desc->snooping = NULL; points.:points.practice:act.wizard.c.orig: if (!ch->desc) points.:points.practice:act.wizard.c.orig: else if (victim->desc->snooping == ch->desc) points.:points.practice:act.wizard.c.orig: if (ch->desc->snooping) points.:points.practice:act.wizard.c.orig: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.c.orig: ch->desc->snooping = victim->desc; points.:points.practice:act.wizard.c.orig: victim->desc->snoop_by = ch->desc; points.:points.practice:act.wizard.c.orig: if (ch->desc->original) points.:points.practice:act.wizard.c.orig: ch->desc->character = victim; points.:points.practice:act.wizard.c.orig: ch->desc->original = ch; points.:points.practice:act.wizard.c.orig: victim->desc = ch->desc; points.:points.practice:act.wizard.c.orig: ch->desc = NULL; points.:points.practice:act.wizard.c.orig: if (ch->desc && ch->desc->original) { points.:points.practice:act.wizard.c.orig: if (ch->desc->original->desc) points.:points.practice:act.wizard.c.orig: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:points.practice:act.wizard.c.orig: ch->desc->character = ch->desc->original; points.:points.practice:act.wizard.c.orig: ch->desc->original = NULL; points.:points.practice:act.wizard.c.orig: ch->desc->character->desc = ch->desc; points.:points.practice:act.wizard.c.orig: ch->desc = NULL; points.:points.practice:act.wizard.c.orig: char_to_room(mob, ch->in_room); points.:points.practice:act.wizard.c.orig: obj_to_room(obj, ch->in_room); points.:points.practice:act.wizard.c.orig: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:points.practice:act.wizard.c.orig: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:points.practice:act.wizard.c.orig: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:points.practice:act.wizard.c.orig: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:points.practice:act.wizard.c.orig: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:points.practice:act.wizard.c.orig: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:points.practice:act.wizard.c.orig: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:points.practice:act.wizard.c.orig: i = world[ch->in_room].zone; points.:points.practice:act.wizard.c.orig: print_zone_to_buf(buf, world[ch->in_room].zone); points.:points.practice:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.orig: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:points.practice:act.wizard.c.orig: if (ch->desc == NULL) { points.:points.practice:act.wizard.c.orig: case 0: ch->desc->str = &credits; break; points.:points.practice:act.wizard.c.orig: case 1: ch->desc->str = &news; break; points.:points.practice:act.wizard.c.orig: case 2: ch->desc->str = &motd; break; points.:points.practice:act.wizard.c.orig: case 3: ch->desc->str = &imotd; break; points.:points.practice:act.wizard.c.orig: case 4: ch->desc->str = &help; break; points.:points.practice:act.wizard.c.orig: case 5: ch->desc->str = &info; break; points.:points.practice:act.wizard.c.orig: case 6: ch->desc->str = &background; break; points.:points.practice:act.wizard.c.orig: case 7: ch->desc->str = &handbook; break; points.:points.practice:act.wizard.c.orig: case 8: ch->desc->str = &policies; break; points.:points.practice:act.wizard.c.orig: case 9: ch->desc->str = &startup; break; points.:points.practice:act.wizard.c.orig: ch->desc->backstr = NULL; points.:points.practice:act.wizard.c.orig: ch->desc->backstr = str_dup(fields[l].buffer); points.:points.practice:act.wizard.c.orig: ch->desc->max_str = fields[l].size; points.:points.practice:act.wizard.c.orig: ch->desc->mail_to = 0; points.:points.practice:act.wizard.c.orig: CREATE(ch->desc->olc, struct olc_data, 1); points.:points.practice:act.wizard.c.orig: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:points.practice:act.wizard.c.orig: STATE(ch->desc) = CON_TEXTED; points.:points.practice:act.wizard.c.save: original_loc = ch->in_room; points.:points.practice:act.wizard.c.save: if (ch->in_room == location) { points.:points.practice:act.wizard.c.save: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.c.save: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.c.save: struct room_data *rm = &world[ch->in_room]; points.:points.practice:act.wizard.c.save: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:points.practice:act.wizard.c.save: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:points.practice:act.wizard.c.save: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:points.practice:act.wizard.c.save: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:points.practice:act.wizard.c.save: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:points.practice:act.wizard.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.wizard.c.save: if (!ch->desc->snooping) points.:points.practice:act.wizard.c.save: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.c.save: ch->desc->snooping = NULL; points.:points.practice:act.wizard.c.save: if (!ch->desc) points.:points.practice:act.wizard.c.save: else if (victim->desc->snooping == ch->desc) points.:points.practice:act.wizard.c.save: if (ch->desc->snooping) points.:points.practice:act.wizard.c.save: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.c.save: ch->desc->snooping = victim->desc; points.:points.practice:act.wizard.c.save: victim->desc->snoop_by = ch->desc; points.:points.practice:act.wizard.c.save: if (ch->desc->original) points.:points.practice:act.wizard.c.save: ch->desc->character = victim; points.:points.practice:act.wizard.c.save: ch->desc->original = ch; points.:points.practice:act.wizard.c.save: victim->desc = ch->desc; points.:points.practice:act.wizard.c.save: ch->desc = NULL; points.:points.practice:act.wizard.c.save: if (ch->desc && ch->desc->original) { points.:points.practice:act.wizard.c.save: if (ch->desc->original->desc) points.:points.practice:act.wizard.c.save: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:points.practice:act.wizard.c.save: ch->desc->character = ch->desc->original; points.:points.practice:act.wizard.c.save: ch->desc->original = NULL; points.:points.practice:act.wizard.c.save: ch->desc->character->desc = ch->desc; points.:points.practice:act.wizard.c.save: ch->desc = NULL; points.:points.practice:act.wizard.c.save: char_to_room(mob, ch->in_room); points.:points.practice:act.wizard.c.save: obj_to_room(obj, ch->in_room); points.:points.practice:act.wizard.c.save: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:points.practice:act.wizard.c.save: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:points.practice:act.wizard.c.save: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:points.practice:act.wizard.c.save: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:points.practice:act.wizard.c.save: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:points.practice:act.wizard.c.save: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:points.practice:act.wizard.c.save:if (!str_cmp(ch->player.name, "Tuskino")) points.:points.practice:act.wizard.c.save:else if (!str_cmp(ch->player.name, "Misato")) points.:points.practice:act.wizard.c.save:else if (!str_cmp(ch->player.name, "Griff")) points.:points.practice:act.wizard.c.save: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:points.practice:act.wizard.c.save: i = world[ch->in_room].zone; points.:points.practice:act.wizard.c.save: print_zone_to_buf(buf, world[ch->in_room].zone); points.:points.practice:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.c.save: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:points.practice:act.wizard.c.save: save_char(och, och->in_room); points.:points.practice:act.wizard.c.save: if (ch->desc == NULL) { points.:points.practice:act.wizard.c.save: case 0: ch->desc->str = &credits; break; points.:points.practice:act.wizard.c.save: case 1: ch->desc->str = &news; break; points.:points.practice:act.wizard.c.save: case 2: ch->desc->str = &motd; break; points.:points.practice:act.wizard.c.save: case 3: ch->desc->str = &imotd; break; points.:points.practice:act.wizard.c.save: case 4: ch->desc->str = &help; break; points.:points.practice:act.wizard.c.save: case 5: ch->desc->str = &info; break; points.:points.practice:act.wizard.c.save: case 6: ch->desc->str = &background; break; points.:points.practice:act.wizard.c.save: case 7: ch->desc->str = &handbook; break; points.:points.practice:act.wizard.c.save: case 8: ch->desc->str = &policies; break; points.:points.practice:act.wizard.c.save: case 9: ch->desc->str = &startup; break; points.:points.practice:act.wizard.c.save: ch->desc->backstr = NULL; points.:points.practice:act.wizard.c.save: ch->desc->backstr = str_dup(fields[l].buffer); points.:points.practice:act.wizard.c.save: ch->desc->max_str = fields[l].size; points.:points.practice:act.wizard.c.save: ch->desc->mail_to = 0; points.:points.practice:act.wizard.c.save: CREATE(ch->desc->olc, struct olc_data, 1); points.:points.practice:act.wizard.c.save: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:points.practice:act.wizard.c.save: STATE(ch->desc) = CON_TEXTED; points.:points.practice:act.wizard.c.save: for (tch = character_list; tch; tch = tch->next) points.:points.practice:act.wizard.c.save: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:points.practice:act.wizard.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.wizard.c.save: page_string(ch->desc, buf2, 1); points.:points.practice:act.wizard.c.save:page_string(ch->desc, buf2, 1); points.:points.practice:act.wizard.ct: original_loc = ch->in_room; points.:points.practice:act.wizard.ct: if (ch->in_room == location) { points.:points.practice:act.wizard.ct: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.ct: char_to_room(victim, ch->in_room); points.:points.practice:act.wizard.ct: struct room_data *rm = &world[ch->in_room]; points.:points.practice:act.wizard.ct: CCNRM(ch, C_NRM), ch->in_room, buf2); points.:points.practice:act.wizard.ct: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.:points.practice:act.wizard.ct: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.:points.practice:act.wizard.ct: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.:points.practice:act.wizard.ct: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.:points.practice:act.wizard.ct: for(vict=world[ch->in_room].people;vict;vict=next_v) points.:points.practice:act.wizard.ct: if (!ch->desc->snooping) points.:points.practice:act.wizard.ct: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.ct: ch->desc->snooping = NULL; points.:points.practice:act.wizard.ct: if (!ch->desc) points.:points.practice:act.wizard.ct: else if (victim->desc->snooping == ch->desc) points.:points.practice:act.wizard.ct: if (ch->desc->snooping) points.:points.practice:act.wizard.ct: ch->desc->snooping->snoop_by = NULL; points.:points.practice:act.wizard.ct: ch->desc->snooping = victim->desc; points.:points.practice:act.wizard.ct: victim->desc->snoop_by = ch->desc; points.:points.practice:act.wizard.ct: if (ch->desc->original) points.:points.practice:act.wizard.ct: ch->desc->character = victim; points.:points.practice:act.wizard.ct: ch->desc->original = ch; points.:points.practice:act.wizard.ct: victim->desc = ch->desc; points.:points.practice:act.wizard.ct: ch->desc = NULL; points.:points.practice:act.wizard.ct: if (ch->desc && ch->desc->original) { points.:points.practice:act.wizard.ct: if (ch->desc->original->desc) points.:points.practice:act.wizard.ct: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.:points.practice:act.wizard.ct: ch->desc->character = ch->desc->original; points.:points.practice:act.wizard.ct: ch->desc->original = NULL; points.:points.practice:act.wizard.ct: ch->desc->character->desc = ch->desc; points.:points.practice:act.wizard.ct: ch->desc = NULL; points.:points.practice:act.wizard.ct: char_to_room(mob, ch->in_room); points.:points.practice:act.wizard.ct: obj_to_room(obj, ch->in_room); points.:points.practice:act.wizard.ct: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.:points.practice:act.wizard.ct: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.:points.practice:act.wizard.ct: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.:points.practice:act.wizard.ct: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.:points.practice:act.wizard.ct: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:points.practice:act.wizard.ct: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.:points.practice:act.wizard.ct: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.:points.practice:act.wizard.ct: i = world[ch->in_room].zone; points.:points.practice:act.wizard.ct: print_zone_to_buf(buf, world[ch->in_room].zone); points.:points.practice:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.:points.practice:act.wizard.ct: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.:points.practice:act.wizard.ct: save_char(och, och->in_room); points.:points.practice:act.wizard.ct: if (ch->desc == NULL) { points.:points.practice:act.wizard.ct: case 0: ch->desc->str = &credits; break; points.:points.practice:act.wizard.ct: case 1: ch->desc->str = &news; break; points.:points.practice:act.wizard.ct: case 2: ch->desc->str = &motd; break; points.:points.practice:act.wizard.ct: case 3: ch->desc->str = &imotd; break; points.:points.practice:act.wizard.ct: case 4: ch->desc->str = &help; break; points.:points.practice:act.wizard.ct: case 5: ch->desc->str = &info; break; points.:points.practice:act.wizard.ct: case 6: ch->desc->str = &background; break; points.:points.practice:act.wizard.ct: case 7: ch->desc->str = &handbook; break; points.:points.practice:act.wizard.ct: case 8: ch->desc->str = &policies; break; points.:points.practice:act.wizard.ct: case 9: ch->desc->str = &startup; break; points.:points.practice:act.wizard.ct: ch->desc->backstr = NULL; points.:points.practice:act.wizard.ct: ch->desc->backstr = str_dup(fields[l].buffer); points.:points.practice:act.wizard.ct: ch->desc->max_str = fields[l].size; points.:points.practice:act.wizard.ct: ch->desc->mail_to = 0; points.:points.practice:act.wizard.ct: CREATE(ch->desc->olc, struct olc_data, 1); points.:points.practice:act.wizard.ct: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.:points.practice:act.wizard.ct: STATE(ch->desc) = CON_TEXTED; points.:points.practice:act.wizard.ct: for (tch = character_list; tch; tch = tch->next) points.:points.practice:auction.c: if (ch->master && AFF_FLAGGED(ch, AFF_MAJIN)) points.:points.practice:auction.c: if (ch->master && AFF_FLAGGED(ch, AFF_MAJIN)) points.:points.practice:auction.c: } else if ((obj = get_obj_in_list_vis(ch, buf1, ch->carrying)) == NULL) points.:points.practice:boards.c: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) points.:points.practice:boards.c: if (!ch->desc) points.:points.practice:boards.c: ch->desc->str = &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]); points.:points.practice:boards.c: ch->desc->max_str = MAX_MESSAGE_LENGTH; points.:points.practice:boards.c: ch->desc->mail_to = board_type + BOARD_MAGIC; points.:points.practice:boards.c: if (!ch->desc) points.:points.practice:boards.c: page_string(ch->desc, buf, 1); points.:points.practice:boards.c: page_string(ch->desc, buffer, 1); points.:points.practice:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.:points.practice:castle.c: if (!strncmp(pszName, ch->player.short_descr, iLen)) points.:points.practice:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.:points.practice:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.:points.practice:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.:points.practice:castle.c: if (cmd != ++iProhibited_direction || (ch->player.short_descr && points.:points.practice:castle.c: !strncmp(ch->player.short_descr, "King Welmar", 11))) points.:points.practice:castle.c: if ((ch->in_room == real_room(iIn_room)) && (cmd == iProhibited_direction)) { points.:points.practice:castle.c: if (ch->points.mana < 10) points.:points.practice:castle.c: ch->points.mana -= 10; points.:points.practice:castle.c: if (time_info.hours == 8 && ch->in_room == R_ROOM(Z_KINGS_C, 51)) { points.:points.practice:castle.c: } else if (time_info.hours == 21 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) { points.:points.practice:castle.c: } else if (time_info.hours == 12 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) { points.:points.practice:castle.c: if (!ch->master) points.:points.practice:castle.c: if (!ch->master) points.:points.practice:castle.c: for (i = world[ch->in_room].contents; i; i = i->next_content) points.:points.practice:castle.c: for (i = world[ch->in_room].contents; i; i = next) { points.:points.practice:class.c: ch->real_abils.str_add = 0; points.:points.practice:class.c: ch->real_abils.intel = table[0]; points.:points.practice:class.c: ch->real_abils.str = table[1]; points.:points.practice:class.c: ch->real_abils.dex = table[2]; points.:points.practice:class.c: ch->real_abils.con = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.con = table[0]; points.:points.practice:class.c: ch->real_abils.str = table[1]; points.:points.practice:class.c: ch->real_abils.dex = table[2]; points.:points.practice:class.c: ch->real_abils.wis = table[3]; points.:points.practice:class.c: ch->real_abils.intel = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.con = table[1]; points.:points.practice:class.c: ch->real_abils.dex = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.intel = table[3]; points.:points.practice:class.c: ch->real_abils.wis = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: ch->real_abils.str = table[0]; points.:points.practice:class.c: ch->real_abils.dex = table[1]; points.:points.practice:class.c: ch->real_abils.con = table[2]; points.:points.practice:class.c: ch->real_abils.wis = table[3]; points.:points.practice:class.c: ch->real_abils.intel = table[4]; points.:points.practice:class.c: ch->real_abils.cha = table[5]; points.:points.practice:class.c: if (ch->real_abils.str == 100) points.:points.practice:class.c: ch->real_abils.str_add = number(0, 200); points.:points.practice:class.c: ch->real_abils.rage = 1; points.:points.practice:class.c: ch->real_abils.ubs = ch->real_abils.lbs = 50; points.:points.practice:class.c: ch->aff_abils = ch->real_abils; points.:points.practice:class.c: ch->points.max_hit = 10; points.:points.practice:class.c: ch->player.time.played = 0; points.:points.practice:class.c: ch->player.time.logon = time(0); points.:points.practice:class.c: ch->player_specials->saved.pc_attacks = 1; points.:points.practice:class.c: ch->points.max_hit += MAX(1, add_hp); points.:points.practice:class.c: ch->points.max_move += MAX(1, add_move); points.:points.practice:class.c: ch->points.max_mana += MAX(1, add_mana); points.:points.practice:class.c: ch->points.damroll += MAX(1, add_damroll); points.:points.practice:class.c: ch->points.hitroll += MAX(1, add_hitroll); points.:points.practice:class.c~: ch->real_abils.str_add = 0; points.:points.practice:class.c~: ch->real_abils.intel = table[0]; points.:points.practice:class.c~: ch->real_abils.str = table[1]; points.:points.practice:class.c~: ch->real_abils.dex = table[2]; points.:points.practice:class.c~: ch->real_abils.con = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.con = table[0]; points.:points.practice:class.c~: ch->real_abils.str = table[1]; points.:points.practice:class.c~: ch->real_abils.dex = table[2]; points.:points.practice:class.c~: ch->real_abils.wis = table[3]; points.:points.practice:class.c~: ch->real_abils.intel = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.con = table[1]; points.:points.practice:class.c~: ch->real_abils.dex = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.intel = table[3]; points.:points.practice:class.c~: ch->real_abils.wis = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: ch->real_abils.str = table[0]; points.:points.practice:class.c~: ch->real_abils.dex = table[1]; points.:points.practice:class.c~: ch->real_abils.con = table[2]; points.:points.practice:class.c~: ch->real_abils.wis = table[3]; points.:points.practice:class.c~: ch->real_abils.intel = table[4]; points.:points.practice:class.c~: ch->real_abils.cha = table[5]; points.:points.practice:class.c~: if (ch->real_abils.str == 100) points.:points.practice:class.c~: ch->real_abils.str_add = number(0, 200); points.:points.practice:class.c~: ch->aff_abils = ch->real_abils; points.:points.practice:class.c~: ch->points.max_hit = 10; points.:points.practice:class.c~: ch->player.time.played = 0; points.:points.practice:class.c~: ch->player.time.logon = time(0); points.:points.practice:class.c~: ch->player_specials->saved.pc_attacks = 1; points.:points.practice:class.c~: ch->points.max_hit += MAX(1, add_hp); points.:points.practice:class.c~: ch->points.max_move += MAX(1, add_move); points.:points.practice:class.c~: ch->points.max_mana += add_mana; points.:points.practice:class.c.save: ch->real_abils.str_add = 0; points.:points.practice:class.c.save: ch->real_abils.intel = table[0]; points.:points.practice:class.c.save: ch->real_abils.str = table[1]; points.:points.practice:class.c.save: ch->real_abils.dex = table[2]; points.:points.practice:class.c.save: ch->real_abils.con = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.con = table[0]; points.:points.practice:class.c.save: ch->real_abils.str = table[1]; points.:points.practice:class.c.save: ch->real_abils.dex = table[2]; points.:points.practice:class.c.save: ch->real_abils.wis = table[3]; points.:points.practice:class.c.save: ch->real_abils.intel = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.con = table[1]; points.:points.practice:class.c.save: ch->real_abils.dex = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.intel = table[3]; points.:points.practice:class.c.save: ch->real_abils.wis = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: ch->real_abils.str = table[0]; points.:points.practice:class.c.save: ch->real_abils.dex = table[1]; points.:points.practice:class.c.save: ch->real_abils.con = table[2]; points.:points.practice:class.c.save: ch->real_abils.wis = table[3]; points.:points.practice:class.c.save: ch->real_abils.intel = table[4]; points.:points.practice:class.c.save: ch->real_abils.cha = table[5]; points.:points.practice:class.c.save: if (ch->real_abils.str == 100) points.:points.practice:class.c.save: ch->real_abils.str_add = number(0, 200); points.:points.practice:class.c.save: ch->real_abils.rage = 1; points.:points.practice:class.c.save: ch->real_abils.ubs = ch->real_abils.lbs = 50; points.:points.practice:class.c.save: ch->aff_abils = ch->real_abils; points.:points.practice:class.c.save: ch->points.max_hit = 10; points.:points.practice:class.c.save: ch->player.time.played = 0; points.:points.practice:class.c.save: ch->player.time.logon = time(0); points.:points.practice:class.c.save: ch->player_specials->saved.pc_attacks = 1; points.:points.practice:class.c.save: ch->points.max_hit += MAX(1, add_hp); points.:points.practice:class.c.save: ch->points.max_move += MAX(1, add_move); points.:points.practice:class.c.save: ch->points.max_mana += add_mana; points.:points.practice:comm.c: if (ch->desc && messg) points.:points.practice:comm.c: SEND_TO_Q(messg, ch->desc); points.:points.practice:comm.c: if (ch && ch->in_room != NOWHERE) points.:points.practice:comm.c: to = world[ch->in_room].people; points.:points.practice:comm.c.org: if (ch->desc && messg) points.:points.practice:comm.c.org: SEND_TO_Q(messg, ch->desc); points.:points.practice:comm.c.org: if (ch && ch->in_room != NOWHERE) points.:points.practice:comm.c.org: to = world[ch->in_room].people; points.:points.practice:comm.c.orig: if (ch->desc && messg) points.:points.practice:comm.c.orig: SEND_TO_Q(messg, ch->desc); points.:points.practice:comm.c.orig: if (ch && ch->in_room != NOWHERE) points.:points.practice:comm.c.orig: to = world[ch->in_room].people; points.:points.practice:db.c: ch->next = character_list; points.:points.practice:db.c: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) points.:points.practice:db.c: strncpy(st.host, ch->desc->host, HOST_LENGTH); points.:points.practice:db.c: if (ch->player_specials == NULL) points.:points.practice:db.c: CREATE(ch->player_specials, struct player_special_data, 1); points.:points.practice:db.c: ch->player.short_descr = NULL; points.:points.practice:db.c: ch->player.long_descr = NULL; points.:points.practice:db.c: ch->player.title = str_dup(st->title); points.:points.practice:db.c: ch->player.description = str_dup(st->description); points.:points.practice:db.c: ch->player.hometown = st->hometown; points.:points.practice:db.c: ch->player.time.birth = st->birth; points.:points.practice:db.c: ch->player.time.played = st->played; points.:points.practice:db.c: ch->player.time.logon = time(0); points.:points.practice:db.c: ch->player.weight = st->weight; points.:points.practice:db.c: ch->player.height = st->height; points.:points.practice:db.c: ch->real_abils = st->abilities; points.:points.practice:db.c: ch->aff_abils = st->abilities; points.:points.practice:db.c: ch->points = st->points; points.:points.practice:db.c: ch->char_specials.saved = st->char_specials_saved; points.:points.practice:db.c: ch->player_specials->saved = st->player_specials_saved; points.:points.practice:db.c: if (ch->points.max_mana < 100) points.:points.practice:db.c: ch->points.max_mana = 100; points.:points.practice:db.c: ch->char_specials.carry_weight = 0; points.:points.practice:db.c: ch->char_specials.carry_items = 0; points.:points.practice:db.c: ch->points.armor = 100; points.:points.practice:db.c: ch->points.hitroll = 15; points.:points.practice:db.c: ch->points.damroll = 15; points.:points.practice:db.c: if (ch->player.name == NULL) points.:points.practice:db.c: CREATE(ch->player.name, char, strlen(st->name) + 1); points.:points.practice:db.c: strcpy(ch->player.name, st->name); points.:points.practice:db.c: strcpy(ch->player.passwd, st->pwd); points.:points.practice:db.c: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { points.:points.practice:db.c: while (ch->affected) points.:points.practice:db.c: affect_remove(ch, ch->affected); points.:points.practice:db.c: ch->aff_abils = ch->real_abils; points.:points.practice:db.c: st->birth = ch->player.time.birth; points.:points.practice:db.c: st->played = ch->player.time.played; points.:points.practice:db.c: st->played += (long) (time(0) - ch->player.time.logon); points.:points.practice:db.c: ch->player.time.played = st->played; points.:points.practice:db.c: ch->player.time.logon = time(0); points.:points.practice:db.c: st->hometown = ch->player.hometown; points.:points.practice:db.c: st->abilities = ch->real_abils; points.:points.practice:db.c: st->points = ch->points; points.:points.practice:db.c: st->char_specials_saved = ch->char_specials.saved; points.:points.practice:db.c: st->player_specials_saved = ch->player_specials->saved; points.:points.practice:db.c: if (ch->player.description) points.:points.practice:db.c: strcpy(st->description, ch->player.description); points.:points.practice:db.c: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { points.:points.practice:db.c: if (ch->player_specials->poofin) points.:points.practice:db.c: free(ch->player_specials->poofin); points.:points.practice:db.c: if (ch->player_specials->poofout) points.:points.practice:db.c: free(ch->player_specials->poofout); points.:points.practice:db.c: free(ch->player_specials); points.:points.practice:db.c: if (ch->player.title) points.:points.practice:db.c: free(ch->player.title); points.:points.practice:db.c: if (ch->player.short_descr) points.:points.practice:db.c: free(ch->player.short_descr); points.:points.practice:db.c: if (ch->player.long_descr) points.:points.practice:db.c: free(ch->player.long_descr); points.:points.practice:db.c: if (ch->player.description) points.:points.practice:db.c: free(ch->player.description); points.:points.practice:db.c: if (ch->player.name && ch->player.name != mob_proto[i].player.name) points.:points.practice:db.c: free(ch->player.name); points.:points.practice:db.c: if (ch->player.title && ch->player.title != mob_proto[i].player.title) points.:points.practice:db.c: free(ch->player.title); points.:points.practice:db.c: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) points.:points.practice:db.c: free(ch->player.short_descr); points.:points.practice:db.c: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) points.:points.practice:db.c: free(ch->player.long_descr); points.:points.practice:db.c: if (ch->player.description && ch->player.description != mob_proto[i].player.description) points.:points.practice:db.c: free(ch->player.description); points.:points.practice:db.c: while (ch->affected) points.:points.practice:db.c: affect_remove(ch, ch->affected); points.:points.practice:db.c: if (ch->desc) points.:points.practice:db.c: ch->desc->character = NULL; points.:points.practice:db.c: ch->followers = NULL; points.:points.practice:db.c: ch->master = NULL; points.:points.practice:db.c: ch->in_room = NOWHERE; points.:points.practice:db.c: ch->carrying = NULL; points.:points.practice:db.c: ch->next = NULL; points.:points.practice:db.c: ch->next_fighting = NULL; points.:points.practice:db.c: ch->next_in_room = NULL; points.:points.practice:db.c: ch->char_specials.position = POS_STANDING; points.:points.practice:db.c: ch->mob_specials.default_pos = POS_STANDING; points.:points.practice:db.c: ch->char_specials.carry_weight = 0; points.:points.practice:db.c: ch->char_specials.carry_items = 0; points.:points.practice:db.c: ch->in_room = NOWHERE; points.:points.practice:db.c: ch->mob_specials.default_pos = POS_STANDING; points.:points.practice:db.c: if (ch->points.max_mana < 100) points.:points.practice:db.c: ch->points.max_mana = 100; points.:points.practice:db.c: if (ch->player_specials == NULL) points.:points.practice:db.c: CREATE(ch->player_specials, struct player_special_data, 1); points.:points.practice:db.c: ch->points.max_hit = 30000; points.:points.practice:db.c: ch->points.max_mana = 30000; points.:points.practice:db.c: ch->points.max_move = 30000; points.:points.practice:db.c: ch->player.short_descr = NULL; points.:points.practice:db.c: ch->player.long_descr = NULL; points.:points.practice:db.c: ch->player.description = NULL; points.:points.practice:db.c: ch->player.hometown = 1; points.:points.practice:db.c: ch->player.time.birth = time(0); points.:points.practice:db.c: ch->player.time.played = 0; points.:points.practice:db.c: ch->player.time.logon = time(0); points.:points.practice:db.c: if (ch->player.sex == SEX_MALE) { points.:points.practice:db.c: ch->player.weight = number(120, 180); points.:points.practice:db.c: ch->player.height = number(160, 200); points.:points.practice:db.c: ch->player.weight = number(100, 160); points.:points.practice:db.c: ch->player.height = number(150, 180); points.:points.practice:db.c: ch->points.max_mana = 100; points.:points.practice:db.c: ch->points.mana = GET_MAX_MANA(ch); points.:points.practice:db.c: ch->points.hit = GET_MAX_HIT(ch); points.:points.practice:db.c: ch->points.max_move = 82; points.:points.practice:db.c: ch->points.move = GET_MAX_MOVE(ch); points.:points.practice:db.c: ch->points.armor = 100; points.:points.practice:db.c: ch->char_specials.saved.affected_by = 0; points.:points.practice:db.c: ch->real_abils.intel = 25; points.:points.practice:db.c: ch->real_abils.wis = 25; points.:points.practice:db.c: ch->real_abils.dex = 100; points.:points.practice:db.c: ch->real_abils.str = 25; points.:points.practice:db.c: ch->real_abils.str_add = 100; points.:points.practice:db.c: ch->real_abils.con = 25; points.:points.practice:db.c: ch->real_abils.cha = 25; points.:points.practice:db.c: ch->real_abils.rage = 100; points.:points.practice:db.c: ch->real_abils.ubs = 100; points.:points.practice:db.c: ch->real_abils.lbs = 100; points.:points.practice:db.c~: ch->next = character_list; points.:points.practice:db.c~: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) points.:points.practice:db.c~: strncpy(st.host, ch->desc->host, HOST_LENGTH); points.:points.practice:db.c~: if (ch->player_specials == NULL) points.:points.practice:db.c~: CREATE(ch->player_specials, struct player_special_data, 1); points.:points.practice:db.c~: ch->player.short_descr = NULL; points.:points.practice:db.c~: ch->player.long_descr = NULL; points.:points.practice:db.c~: ch->player.title = str_dup(st->title); points.:points.practice:db.c~: ch->player.description = str_dup(st->description); points.:points.practice:db.c~: ch->player.hometown = st->hometown; points.:points.practice:db.c~: ch->player.time.birth = st->birth; points.:points.practice:db.c~: ch->player.time.played = st->played; points.:points.practice:db.c~: ch->player.time.logon = time(0); points.:points.practice:db.c~: ch->player.weight = st->weight; points.:points.practice:db.c~: ch->player.height = st->height; points.:points.practice:db.c~: ch->real_abils = st->abilities; points.:points.practice:db.c~: ch->aff_abils = st->abilities; points.:points.practice:db.c~: ch->points = st->points; points.:points.practice:db.c~: ch->char_specials.saved = st->char_specials_saved; points.:points.practice:db.c~: ch->player_specials->saved = st->player_specials_saved; points.:points.practice:db.c~: if (ch->points.max_mana < 100) points.:points.practice:db.c~: ch->points.max_mana = 100; points.:points.practice:db.c~: ch->char_specials.carry_weight = 0; points.:points.practice:db.c~: ch->char_specials.carry_items = 0; points.:points.practice:db.c~: ch->points.armor = 100; points.:points.practice:db.c~: ch->points.hitroll = 1; points.:points.practice:db.c~: ch->points.damroll = 1; points.:points.practice:db.c~: if (ch->player.name == NULL) points.:points.practice:db.c~: CREATE(ch->player.name, char, strlen(st->name) + 1); points.:points.practice:db.c~: strcpy(ch->player.name, st->name); points.:points.practice:db.c~: strcpy(ch->player.passwd, st->pwd); points.:points.practice:db.c~: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { points.:points.practice:db.c~: while (ch->affected) points.:points.practice:db.c~: affect_remove(ch, ch->affected); points.:points.practice:db.c~: ch->aff_abils = ch->real_abils; points.:points.practice:db.c~: st->birth = ch->player.time.birth; points.:points.practice:db.c~: st->played = ch->player.time.played; points.:points.practice:db.c~: st->played += (long) (time(0) - ch->player.time.logon); points.:points.practice:db.c~: ch->player.time.played = st->played; points.:points.practice:db.c~: ch->player.time.logon = time(0); points.:points.practice:db.c~: st->hometown = ch->player.hometown; points.:points.practice:db.c~: st->abilities = ch->real_abils; points.:points.practice:db.c~: st->points = ch->points; points.:points.practice:db.c~: st->char_specials_saved = ch->char_specials.saved; points.:points.practice:db.c~: st->player_specials_saved = ch->player_specials->saved; points.:points.practice:db.c~: if (ch->player.description) points.:points.practice:db.c~: strcpy(st->description, ch->player.description); points.:points.practice:db.c~: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { points.:points.practice:db.c~: if (ch->player_specials->poofin) points.:points.practice:db.c~: free(ch->player_specials->poofin); points.:points.practice:db.c~: if (ch->player_specials->poofout) points.:points.practice:db.c~: free(ch->player_specials->poofout); points.:points.practice:db.c~: free(ch->player_specials); points.:points.practice:db.c~: if (ch->player.title) points.:points.practice:db.c~: free(ch->player.title); points.:points.practice:db.c~: if (ch->player.short_descr) points.:points.practice:db.c~: free(ch->player.short_descr); points.:points.practice:db.c~: if (ch->player.long_descr) points.:points.practice:db.c~: free(ch->player.long_descr); points.:points.practice:db.c~: if (ch->player.description) points.:points.practice:db.c~: free(ch->player.description); points.:points.practice:db.c~: if (ch->player.name && ch->player.name != mob_proto[i].player.name) points.:points.practice:db.c~: free(ch->player.name); points.:points.practice:db.c~: if (ch->player.title && ch->player.title != mob_proto[i].player.title) points.:points.practice:db.c~: free(ch->player.title); points.:points.practice:db.c~: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) points.:points.practice:db.c~: free(ch->player.short_descr); points.:points.practice:db.c~: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) points.:points.practice:db.c~: free(ch->player.long_descr); points.:points.practice:db.c~: if (ch->player.description && ch->player.description != mob_proto[i].player.description) points.:points.practice:db.c~: free(ch->player.description); points.:points.practice:db.c~: while (ch->affected) points.:points.practice:db.c~: affect_remove(ch, ch->affected); points.:points.practice:db.c~: if (ch->desc) points.:points.practice:db.c~: ch->desc->character = NULL; points.:points.practice:db.c~: ch->followers = NULL; points.:points.practice:db.c~: ch->master = NULL; points.:points.practice:db.c~: ch->in_room = NOWHERE; points.:points.practice:db.c~: ch->carrying = NULL; points.:points.practice:db.c~: ch->next = NULL; points.:points.practice:db.c~: ch->next_fighting = NULL; points.:points.practice:db.c~: ch->next_in_room = NULL; points.:points.practice:db.c~: ch->char_specials.position = POS_STANDING; points.:points.practice:db.c~: ch->mob_specials.default_pos = POS_STANDING; points.:points.practice:db.c~: ch->char_specials.carry_weight = 0; points.:points.practice:db.c~: ch->char_specials.carry_items = 0; points.:points.practice:db.c~: ch->in_room = NOWHERE; points.:points.practice:db.c~: ch->mob_specials.default_pos = POS_STANDING; points.:points.practice:db.c~: if (ch->points.max_mana < 100) points.:points.practice:db.c~: ch->points.max_mana = 100; points.:points.practice:db.c~: if (ch->player_specials == NULL) points.:points.practice:db.c~: CREATE(ch->player_specials, struct player_special_data, 1); points.:points.practice:db.c~: ch->points.max_hit = 30000; points.:points.practice:db.c~: ch->points.max_mana = 30000; points.:points.practice:db.c~: ch->points.max_move = 30000; points.:points.practice:db.c~: ch->player.short_descr = NULL; points.:points.practice:db.c~: ch->player.long_descr = NULL; points.:points.practice:db.c~: ch->player.description = NULL; points.:points.practice:db.c~: ch->player.hometown = 1; points.:points.practice:db.c~: ch->player.time.birth = time(0); points.:points.practice:db.c~: ch->player.time.played = 0; points.:points.practice:db.c~: ch->player.time.logon = time(0); points.:points.practice:db.c~: if (ch->player.sex == SEX_MALE) { points.:points.practice:db.c~: ch->player.weight = number(120, 180); points.:points.practice:db.c~: ch->player.height = number(160, 200); points.:points.practice:db.c~: ch->player.weight = number(100, 160); points.:points.practice:db.c~: ch->player.height = number(150, 180); points.:points.practice:db.c~: ch->points.max_mana = 100; points.:points.practice:db.c~: ch->points.mana = GET_MAX_MANA(ch); points.:points.practice:db.c~: ch->points.hit = GET_MAX_HIT(ch); points.:points.practice:db.c~: ch->points.max_move = 82; points.:points.practice:db.c~: ch->points.move = GET_MAX_MOVE(ch); points.:points.practice:db.c~: ch->points.armor = 100; points.:points.practice:db.c~: ch->char_specials.saved.affected_by = 0; points.:points.practice:db.c~: ch->real_abils.intel = 100; points.:points.practice:db.c~: ch->real_abils.wis = 100; points.:points.practice:db.c~: ch->real_abils.dex = 100; points.:points.practice:db.c~: ch->real_abils.str = 100; points.:points.practice:db.c~: ch->real_abils.str_add = 200; points.:points.practice:db.c~: ch->real_abils.con = 100; points.:points.practice:db.c~: ch->real_abils.cha = 100; points.:points.practice:db.c~: ch->real_abils.rage = 101; points.:points.practice:db.c~: ch->real_abils.ubs = 101; points.:points.practice:db.c~: ch->real_abils.lbs = 101; points.:points.practice:db.c.orig: ch->next = character_list; points.:points.practice:db.c.orig: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) points.:points.practice:db.c.orig: strncpy(st.host, ch->desc->host, HOST_LENGTH); points.:points.practice:db.c.orig: if (ch->player_specials == NULL) points.:points.practice:db.c.orig: CREATE(ch->player_specials, struct player_special_data, 1); points.:points.practice:db.c.orig: ch->player.short_descr = NULL; points.:points.practice:db.c.orig: ch->player.long_descr = NULL; points.:points.practice:db.c.orig: ch->player.title = str_dup(st->title); points.:points.practice:db.c.orig: ch->player.description = str_dup(st->description); points.:points.practice:db.c.orig: ch->player.hometown = st->hometown; points.:points.practice:db.c.orig: ch->player.time.birth = st->birth; points.:points.practice:db.c.orig: ch->player.time.played = st->played; points.:points.practice:db.c.orig: ch->player.time.logon = time(0); points.:points.practice:db.c.orig: ch->player.weight = st->weight; points.:points.practice:db.c.orig: ch->player.height = st->height; points.:points.practice:db.c.orig: ch->real_abils = st->abilities; points.:points.practice:db.c.orig: ch->aff_abils = st->abilities; points.:points.practice:db.c.orig: ch->points = st->points; points.:points.practice:db.c.orig: ch->char_specials.saved = st->char_specials_saved; points.:points.practice:db.c.orig: ch->player_specials->saved = st->player_specials_saved; points.:points.practice:db.c.orig: if (ch->points.max_mana < 100) points.:points.practice:db.c.orig: ch->points.max_mana = 100; points.:points.practice:db.c.orig: ch->char_specials.carry_weight = 0; points.:points.practice:db.c.orig: ch->char_specials.carry_items = 0; points.:points.practice:db.c.orig: ch->points.armor = 100; points.:points.practice:db.c.orig: ch->points.hitroll = 1; points.:points.practice:db.c.orig: ch->points.damroll = 1; points.:points.practice:db.c.orig: if (ch->player.name == NULL) points.:points.practice:db.c.orig: CREATE(ch->player.name, char, strlen(st->name) + 1); points.:points.practice:db.c.orig: strcpy(ch->player.name, st->name); points.:points.practice:db.c.orig: strcpy(ch->player.passwd, st->pwd); points.:points.practice:db.c.orig: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { points.:points.practice:db.c.orig: while (ch->affected) points.:points.practice:db.c.orig: affect_remove(ch, ch->affected); points.:points.practice:db.c.orig: ch->aff_abils = ch->real_abils; points.:points.practice:db.c.orig: st->birth = ch->player.time.birth; points.:points.practice:db.c.orig: st->played = ch->player.time.played; points.:points.practice:db.c.orig: st->played += (long) (time(0) - ch->player.time.logon); points.:points.practice:db.c.orig: ch->player.time.played = st->played; points.:points.practice:db.c.orig: ch->player.time.logon = time(0); points.:points.practice:db.c.orig: st->hometown = ch->player.hometown; points.:points.practice:db.c.orig: st->abilities = ch->real_abils; points.:points.practice:db.c.orig: st->points = ch->points; points.:points.practice:db.c.orig: st->char_specials_saved = ch->char_specials.saved; points.:points.practice:db.c.orig: st->player_specials_saved = ch->player_specials->saved; points.:points.practice:db.c.orig: if (ch->player.description) points.:points.practice:db.c.orig: strcpy(st->description, ch->player.description); points.:points.practice:db.c.orig: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { points.:points.practice:db.c.orig: if (ch->player_specials->poofin) points.:points.practice:db.c.orig: free(ch->player_specials->poofin); points.:points.practice:db.c.orig: if (ch->player_specials->poofout) points.:points.practice:db.c.orig: free(ch->player_specials->poofout); points.:points.practice:db.c.orig: free(ch->player_specials); points.:points.practice:db.c.orig: if (ch->player.title) points.:points.practice:db.c.orig: free(ch->player.title); points.:points.practice:db.c.orig: if (ch->player.short_descr) points.:points.practice:db.c.orig: free(ch->player.short_descr); points.:points.practice:db.c.orig: if (ch->player.long_descr) points.:points.practice:db.c.orig: free(ch->player.long_descr); points.:points.practice:db.c.orig: if (ch->player.description) points.:points.practice:db.c.orig: free(ch->player.description); points.:points.practice:db.c.orig: if (ch->player.name && ch->player.name != mob_proto[i].player.name) points.:points.practice:db.c.orig: free(ch->player.name); points.:points.practice:db.c.orig: if (ch->player.title && ch->player.title != mob_proto[i].player.title) points.:points.practice:db.c.orig: free(ch->player.title); points.:points.practice:db.c.orig: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) points.:points.practice:db.c.orig: free(ch->player.short_descr); points.:points.practice:db.c.orig: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) points.:points.practice:db.c.orig: free(ch->player.long_descr); points.:points.practice:db.c.orig: if (ch->player.description && ch->player.description != mob_proto[i].player.description) points.:points.practice:db.c.orig: free(ch->player.description); points.:points.practice:db.c.orig: while (ch->affected) points.:points.practice:db.c.orig: affect_remove(ch, ch->affected); points.:points.practice:db.c.orig: if (ch->desc) points.:points.practice:db.c.orig: ch->desc->character = NULL; points.:points.practice:db.c.orig: ch->followers = NULL; points.:points.practice:db.c.orig: ch->master = NULL; points.:points.practice:db.c.orig: ch->in_room = NOWHERE; points.:points.practice:db.c.orig: ch->carrying = NULL; points.:points.practice:db.c.orig: ch->next = NULL; points.:points.practice:db.c.orig: ch->next_fighting = NULL; points.:points.practice:db.c.orig: ch->next_in_room = NULL; points.:points.practice:db.c.orig: ch->char_specials.position = POS_STANDING; points.:points.practice:db.c.orig: ch->mob_specials.default_pos = POS_STANDING; points.:points.practice:db.c.orig: ch->char_specials.carry_weight = 0; points.:points.practice:db.c.orig: ch->char_specials.carry_items = 0; points.:points.practice:db.c.orig: ch->in_room = NOWHERE; points.:points.practice:db.c.orig: ch->mob_specials.default_pos = POS_STANDING; points.:points.practice:db.c.orig: if (ch->points.max_mana < 100) points.:points.practice:db.c.orig: ch->points.max_mana = 100; points.:points.practice:db.c.orig: if (ch->player_specials == NULL) points.:points.practice:db.c.orig: CREATE(ch->player_specials, struct player_special_data, 1); points.:points.practice:db.c.orig: ch->points.max_hit = 30000; points.:points.practice:db.c.orig: ch->points.max_mana = 30000; points.:points.practice:db.c.orig: ch->points.max_move = 30000; points.:points.practice:db.c.orig: ch->player.short_descr = NULL; points.:points.practice:db.c.orig: ch->player.long_descr = NULL; points.:points.practice:db.c.orig: ch->player.description = NULL; points.:points.practice:db.c.orig: ch->player.hometown = 1; points.:points.practice:db.c.orig: ch->player.time.birth = time(0); points.:points.practice:db.c.orig: ch->player.time.played = 0; points.:points.practice:db.c.orig: ch->player.time.logon = time(0); points.:points.practice:db.c.orig: if (ch->player.sex == SEX_MALE) { points.:points.practice:db.c.orig: ch->player.weight = number(120, 180); points.:points.practice:db.c.orig: ch->player.height = number(160, 200); points.:points.practice:db.c.orig: ch->player.weight = number(100, 160); points.:points.practice:db.c.orig: ch->player.height = number(150, 180); points.:points.practice:db.c.orig: ch->points.max_mana = 100; points.:points.practice:db.c.orig: ch->points.mana = GET_MAX_MANA(ch); points.:points.practice:db.c.orig: ch->points.hit = GET_MAX_HIT(ch); points.:points.practice:db.c.orig: ch->points.max_move = 82; points.:points.practice:db.c.orig: ch->points.move = GET_MAX_MOVE(ch); points.:points.practice:db.c.orig: ch->points.armor = 100; points.:points.practice:db.c.orig: ch->char_specials.saved.affected_by = 0; points.:points.practice:db.c.orig: ch->real_abils.intel = 25; points.:points.practice:db.c.orig: ch->real_abils.wis = 25; points.:points.practice:db.c.orig: ch->real_abils.dex = 100; points.:points.practice:db.c.orig: ch->real_abils.str = 25; points.:points.practice:db.c.orig: ch->real_abils.str_add = 100; points.:points.practice:db.c.orig: ch->real_abils.con = 25; points.:points.practice:db.c.orig: ch->real_abils.cha = 25; points.:points.practice:db.c.orig: ch->real_abils.rage = 100; points.:points.practice:db.c.orig: ch->real_abils.ubs = 100; points.:points.practice:db.c.orig: ch->real_abils.lbs = 100; points.:points.practice:dg_comm.c: ch->equipment, &tmp)) ? points.:points.practice:dg_comm.c: (obj = get_obj_in_list_vis(ch, name, ch->carrying))); points.:points.practice:dg_comm.c: for (to = world[ch->in_room].people; points.:points.practice:dg_mobcmd.c: if (IS_AFFECTED(ch, AFF_MAJIN) && ch->master == victim ) { points.:points.practice:dg_mobcmd.c: if ((obj=get_object_in_equip_vis(ch,arg,ch->equipment,&pos))!= NULL) { points.:points.practice:dg_mobcmd.c: if ((obj = get_obj_in_list_vis(ch, arg, ch->carrying)) != NULL ) points.:points.practice:dg_mobcmd.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) { points.:points.practice:dg_mobcmd.c: while ((obj=get_object_in_equip_vis(ch,arg,ch->equipment,&pos))) points.:points.practice:dg_mobcmd.c: if( ch->desc && GET_LEVEL(ch->desc->original) < LVL_IMPL) points.:points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.:points.practice:dg_mobcmd.c: if (ch->desc) { points.:points.practice:dg_mobcmd.c: tmpmob.id = ch->id; points.:points.practice:dg_mobcmd.c: tmpmob.affected = ch->affected; points.:points.practice:dg_mobcmd.c: tmpmob.carrying = ch->carrying; points.:points.practice:dg_mobcmd.c: tmpmob.proto_script = ch->proto_script; points.:points.practice:dg_mobcmd.c: tmpmob.script = ch->script; points.:points.practice:dg_mobcmd.c: tmpmob.memory = ch->memory; points.:points.practice:dg_mobcmd.c: tmpmob.next_in_room = ch->next_in_room; points.:points.practice:dg_mobcmd.c: tmpmob.next = ch->next; points.:points.practice:dg_mobcmd.c: tmpmob.next_fighting = ch->next_fighting; points.:points.practice:dg_mobcmd.c: tmpmob.followers = ch->followers; points.:points.practice:dg_mobcmd.c: tmpmob.master = ch->master; points.:points.practice:dg_objcmd.c: next_ch = ch->next_in_room; points.:points.practice:dg_objcmd.c: next_ch = ch->next_in_room; points.:points.practice:dg_objcmd.c: next_ch = ch->next_in_room; points.:points.practice:dg_objcmd.c: world[ch->in_room].name); points.:points.practice:dg_scripts.c: for (ch = world[vnum].people; ch !=NULL; ch = ch->next_in_room) points.:points.practice:dg_scripts.c: for (ch = character_list; ch; ch=ch->next) points.:points.practice:dg_scripts.c: if (ch && ((ch->player_specials == &dummy_mob) || !GET_INVIS_LEV(ch))) points.:points.practice:dg_scripts.c: for (ch = character_list; ch; ch = ch->next) points.:points.practice:dg_scripts.c: if (isname(name, ch->player.name) && points.:points.practice:dg_scripts.c: ((ch->player_specials == &dummy_mob) || points.:points.practice:dg_scripts.c: if (ch && ((ch->player_specials == &dummy_mob) || !GET_INVIS_LEV(ch))) points.:points.practice:dg_scripts.c: for (ch = room->people; ch; ch = ch->next_in_room) points.:points.practice:dg_scripts.c: if (isname(name, ch->player.name) && points.:points.practice:dg_scripts.c: ((ch->player_specials == &dummy_mob) || points.:points.practice:dg_scripts.c: for (ch = character_list; ch; ch = ch->next) points.:points.practice:dg_scripts.c: if (isname(name, ch->player.name) && points.:points.practice:dg_scripts.c: ((ch->player_specials == &dummy_mob) || points.:points.practice:dg_scripts.c: for (ch = character_list; ch; ch = ch->next) { points.:points.practice:dg_scripts.c: page_string(ch->desc, sb, 1); points.:points.practice:dg_scripts.c: strcpy(name, ch->player.name); points.:points.practice:dg_scripts.c: struct room_data *rm = &world[ch->in_room]; points.:points.practice:dg_scripts.c: if ((object = get_object_in_equip_vis(ch, arg1, ch->equipment, &tmp))); points.:points.practice:dg_scripts.c: else if ((object = get_obj_in_list_vis(ch, arg1, ch->carrying))); points.:points.practice:dg_scripts.c: else if ((o = get_obj_in_list(name, ch->carrying))); points.:points.practice:dg_scripts.c: else page_string(ch->desc, pagebuf, TRUE); points.:points.practice:dg_scripts.c:* scans for end of while/switch-blocks. points.:points.practice:dg_triggers.c: for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) { points.:points.practice:dg_triggers.c: for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) { points.:points.practice:dg_triggers.c: ch_next = ch->next_in_room; points.:points.practice:dg_triggers.c: ch_next = ch->next_in_room; points.:points.practice:dg_wldcmd.c: next_ch = ch->next_in_room; points.:points.practice:dg_wldcmd.c: next_ch = ch->next_in_room; points.:points.practice:dg_wldcmd.c: next_ch = ch->next_in_room; points.:points.practice:dg_wldcmd.c: world[ch->in_room].name); points.:points.practice:fight.c: ch->next_fighting = combat_list; points.:points.practice:fight.c: for (af = ch->affected; af; af = next) { points.:points.practice:fight.c: next_combat_list = ch->next_fighting; points.:points.practice:fight.c: ch->next_fighting = NULL; points.:points.practice:fight.c: corpse->contains = ch->carrying; points.:points.practice:fight.c: if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) { points.:points.practice:fight.c: ch->carrying = NULL; points.:points.practice:fight.c: obj_to_room(corpse, ch->in_room); points.:points.practice:fight.c: was_in = ch->in_room; points.:points.practice:fight.c: ch->in_room = world[was_in].dir_option[door]->to_room; points.:points.practice:fight.c: ch->in_room = was_in; points.:points.practice:fight.c:if (ROOM_FLAGGED(ch->in_room, ROOM_UNUSED)) { points.:points.practice:fight.c: while (ch->affected) points.:points.practice:fight.c: affect_remove(ch, ch->affected); points.:points.practice:fight.c: if (!(k = ch->master)) points.:points.practice:fight.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.:points.practice:fight.c: if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room) points.:points.practice:fight.c: if (AFF_FLAGGED(k, AFF_GROUP) && k->in_room == ch->in_room) points.:points.practice:fight.c: if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room) points.:points.practice:fight.c: if (ch != victim && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.:points.practice:fight.c: if (ch->in_room != victim->in_room) { points.:points.practice:fight.c: if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0)) points.:points.practice:fight.c: w_type = ch->mob_specials.attack_type + TYPE_HIT; points.:points.practice:fight.c: dam += dice(ch->mob_specials.damnodice, ch->mob_specials.damsizedice); points.:points.practice:fight.c: next_combat_list = ch->next_fighting; points.:points.practice:fight.c: if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) { points.:points.practice:graph.c: dir = find_first_step(ch->in_room, vict->in_room); points.:points.practice:graph.c: if ((dir = find_first_step(ch->in_room, HUNTING(ch)->in_room)) < 0) { points.:points.practice:graph.c: if (ch->in_room == HUNTING(ch)->in_room) points.:points.practice:handler.c: ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR); points.:points.practice:handler.c: for (af = ch->affected; af; af = af->next) points.:points.practice:handler.c: ch->aff_abils = ch->real_abils; points.:points.practice:handler.c: for (af = ch->affected; af; af = af->next) points.:points.practice:handler.c: affected_alloc->next = ch->affected; points.:points.practice:handler.c: ch->affected = affected_alloc; points.:points.practice:handler.c: if (ch->affected == NULL) { points.:points.practice:handler.c: REMOVE_FROM_LIST(af, ch->affected, next); points.:points.practice:handler.c: for (hjp = ch->affected; hjp; hjp = next) { points.:points.practice:handler.c: for (hjp = ch->affected; hjp; hjp = hjp->next) points.:points.practice:handler.c: for (hjp = ch->affected; !found && hjp; hjp = hjp->next) { points.:points.practice:handler.c: if (ch == NULL || ch->in_room == NOWHERE) { points.:points.practice:handler.c: world[ch->in_room].light--; points.:points.practice:handler.c: REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room); points.:points.practice:handler.c: ch->in_room = NOWHERE; points.:points.practice:handler.c: ch->next_in_room = NULL; points.:points.practice:handler.c: ch->next_in_room = world[room].people; points.:points.practice:handler.c: ch->in_room = room; points.:points.practice:handler.c: object->next_content = ch->carrying; points.:points.practice:handler.c: ch->carrying = object; points.:points.practice:handler.c: if (ch->in_room != NOWHERE) { points.:points.practice:handler.c: world[ch->in_room].light++; points.:points.practice:handler.c: log("SYSERR: ch->in_room = NOWHERE when equipping char %s.", GET_NAME(ch)); points.:points.practice:handler.c: if (ch->in_room != NOWHERE) { points.:points.practice:handler.c: world[ch->in_room].light--; points.:points.practice:handler.c: log("SYSERR: ch->in_room = NOWHERE when unequipping char %s.", GET_NAME(ch)); points.:points.practice:handler.c: world[ch->in_room].light--; points.:points.practice:handler.c: if (ch->carrying) points.:points.practice:handler.c: update_object(ch->carrying, 1); points.:points.practice:handler.c: if (!IS_NPC(ch) && !ch->desc) { points.:points.practice:handler.c: if (ch->in_room == NOWHERE) { points.:points.practice:handler.c: if (ch->followers || ch->master) points.:points.practice:handler.c: if (ch->desc) { points.:points.practice:handler.c: if (ch->desc->snooping) { points.:points.practice:handler.c: ch->desc->snooping->snoop_by = NULL; points.:points.practice:handler.c: ch->desc->snooping = NULL; points.:points.practice:handler.c: if (ch->desc->snoop_by) { points.:points.practice:handler.c: ch->desc->snoop_by); points.:points.practice:handler.c: ch->desc->snoop_by->snooping = NULL; points.:points.practice:handler.c: ch->desc->snoop_by = NULL; points.:points.practice:handler.c: while (ch->carrying) { points.:points.practice:handler.c: obj = ch->carrying; points.:points.practice:handler.c: obj_to_room(obj, ch->in_room); points.:points.practice:handler.c: obj_to_room(unequip_char(ch, i), ch->in_room); points.:points.practice:handler.c: if (ch->desc && ch->desc->original) points.:points.practice:handler.c: if (!freed && ch->desc != NULL) { points.:points.practice:handler.c: STATE(ch->desc) = CON_MENU; points.:points.practice:handler.c: SEND_TO_Q(MENU, ch->desc); points.:points.practice:handler.c: if (!IS_NPC(i) && (!inroom || i->in_room == ch->in_room) && points.:points.practice:handler.c: for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room) points.:points.practice:handler.c: if ((i = get_obj_in_list_vis(ch, name, ch->carrying))) points.:points.practice:handler.c: if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) points.:points.practice:handler.c: if ((*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying))) { points.:points.practice:handler.c: if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) { points.:points.practice:interpreter.c:// else if (!str_cmp(ch->player.name, "Griff")) points.:points.practice:interpreter.c: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.:points.practice:interpreter.c: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.:points.practice:interpreter.c: for (i = ch->carrying; i; i = i->next_content) points.:points.practice:interpreter.c: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.:points.practice:interpreter.c: for (i = world[ch->in_room].contents; i; i = i->next_content) points.:points.practice:interpreter.c: next_ch = ch->next; points.:points.practice:interpreter.c: if (ch->desc) points.:points.practice:interpreter.c: if (ch->in_room != NOWHERE) points.:points.practice:interpreter.c.: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.:points.practice:interpreter.c.: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.:points.practice:interpreter.c.: for (i = ch->carrying; i; i = i->next_content) points.:points.practice:interpreter.c.: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.:points.practice:interpreter.c.: for (i = world[ch->in_room].contents; i; i = i->next_content) points.:points.practice:interpreter.c.: next_ch = ch->next; points.:points.practice:interpreter.c.: if (ch->desc) points.:points.practice:interpreter.c.: if (ch->in_room != NOWHERE) points.:points.practice:interpreter.c.org: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.:points.practice:interpreter.c.org: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.:points.practice:interpreter.c.org: for (i = ch->carrying; i; i = i->next_content) points.:points.practice:interpreter.c.org: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.:points.practice:interpreter.c.org: for (i = world[ch->in_room].contents; i; i = i->next_content) points.:points.practice:interpreter.c.org: next_ch = ch->next; points.:points.practice:interpreter.c.org: if (ch->desc) points.:points.practice:interpreter.c.org: if (ch->in_room != NOWHERE) points.:points.practice:interpreter.save: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.:points.practice:interpreter.save: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.:points.practice:interpreter.save: for (i = ch->carrying; i; i = i->next_content) points.:points.practice:interpreter.save: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.:points.practice:interpreter.save: for (i = world[ch->in_room].contents; i; i = i->next_content) points.:points.practice:interpreter.save: next_ch = ch->next; points.:points.practice:interpreter.save: if (ch->desc) points.:points.practice:interpreter.save: if (ch->in_room != NOWHERE) points.:points.practice:limits.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GOOD_REGEN)) points.:points.practice:limits.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.:points.practice:limits.c: if (++(ch->char_specials.timer) > idle_void) { points.:points.practice:limits.c: if (GET_WAS_IN(ch) == NOWHERE && ch->in_room != NOWHERE) { points.:points.practice:limits.c: GET_WAS_IN(ch) = ch->in_room; points.:points.practice:limits.c: } else if (ch->char_specials.timer > idle_rent_time) { points.:points.practice:limits.c: if (ch->in_room != NOWHERE) points.:points.practice:limits.c: if (ch->desc) { points.:points.practice:limits.c: STATE(ch->desc) = CON_DISCONNECT; points.:points.practice:limits.c: ch->desc->character = NULL; points.:points.practice:limits.c: ch->desc = NULL; points.:points.practice:magic.c: for (tobj = ch->carrying; tobj; tobj = tobj->next_content) { points.:points.practice:magic.c: (victim->master->in_room == ch->in_room)) { points.:points.practice:magic.c: if (ch->master != NULL) points.:points.practice:magic.c: k = ch->master; points.:points.practice:magic.c: if (tch->in_room != ch->in_room) points.:points.practice:magic.c: for (tch = world[ch->in_room].people; tch; tch = tch_next) { points.:points.practice:magic.c: tch_next = tch->next_in_room; points.:points.practice:magic.c: for (tch = world[ch->in_room].people; tch; tch = next_tch) { points.:points.practice:magic.c: next_tch = tch->next_in_room; points.:points.practice:magic.c: char_to_room(mob, ch->in_room); points.:points.practice:mail.c: if (!ch->desc || IS_NPC(ch)) points.:points.practice:mail.c: ch->desc->mail_to = recipient; points.:points.practice:mail.c: ch->desc->str = (char **) malloc(sizeof(char *)); points.:points.practice:mail.c: *(ch->desc->str) = NULL; points.:points.practice:mail.c: ch->desc->max_str = MAX_MAIL_SIZE; points.:points.practice:mobact.c: next_ch = ch->next; points.:points.practice:mobact.c: if (world[ch->in_room].contents && !number(0, 10)) { points.:points.practice:mobact.c: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) points.:points.practice:mobact.c: (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) { points.:points.practice:mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { points.:points.practice:mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { points.:points.practice:mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) points.:points.practice:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.:points.practice:objsave.c: Crash_restore_weight(ch->carrying); points.:points.practice:objsave.c: Crash_extract_norents(ch->carrying); points.:points.practice:objsave.c: Crash_calculate_rent(ch->carrying, &cost); points.:points.practice:objsave.c: while ((cost > GET_GOLD(ch) + GET_BANK_GOLD(ch)) && ch->carrying) { points.:points.practice:objsave.c: Crash_extract_expensive(ch->carrying); points.:points.practice:objsave.c: Crash_calculate_rent(ch->carrying, &cost); points.:points.practice:objsave.c: if (!ch->carrying) { points.:points.practice:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.:points.practice:objsave.c: Crash_extract_objs(ch->carrying); points.:points.practice:objsave.c: Crash_extract_norents(ch->carrying); points.:points.practice:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.:points.practice:objsave.c: Crash_extract_objs(ch->carrying); points.:points.practice:objsave.c: Crash_extract_norents(ch->carrying); points.:points.practice:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.:points.practice:objsave.c: Crash_extract_objs(ch->carrying); points.:points.practice:objsave.c: norent = Crash_report_unrentables(ch, receptionist, ch->carrying); points.:points.practice:objsave.c: Crash_report_rent(ch, receptionist, ch->carrying, &totalcost, &numitems, display, factor); points.:points.practice:objsave.c: if (!ch->desc || IS_NPC(ch)) points.:points.practice:objsave.c: save_room = ch->in_room; points.:points.practice:olc.c: d = ch->desc; points.:points.practice:olc.c: CREATE(ch->desc->olc, struct olc_data, 1); points.:points.practice:olc.c: CREATE(OLC_ROOM(ch->desc), struct room_data, 1); points.:points.practice:olc.c: OLC_ZNUM(ch->desc) = world[ch->in_room].zone; points.:points.practice:olc.c: OLC_NUM(ch->desc) = k; points.:points.practice:olc.c: OLC_ROOM(ch->desc)->number = k; points.:points.practice:olc.c: OLC_ROOM(ch->desc)->zone = world[ch->in_room].zone; points.:points.practice:olc.c: OLC_ROOM(ch->desc)->name = str_dup("An unfinished room"); points.:points.practice:olc.c: OLC_ROOM(ch->desc)->description = str_dup("You are in an unfinished room.\r\n"); points.:points.practice:olc.c: OLC_ITEM_TYPE(ch->desc) = WLD_TRIGGER; points.:points.practice:olc.c: OLC_VAL(ch->desc) = 0; points.:points.practice:olc.c: redit_save_internally(ch->desc); points.:points.practice:olc.c: cleanup_olc(ch->desc, CLEANUP_STRUCTS); points.:points.practice:olc.c: if (!world[ch->in_room].dir_option[dir]) { points.:points.practice:quest.c: for (i=0; i <= ch->num_completed_quests; i++) points.:points.practice:quest.c: if (ch->completed_quests[i] == vnum) points.:points.practice:quest.c: save_char(ch, ch->in_room); points.:points.practice:quest.c: if (aquest_table[rnum].target == world[ch->in_room].number) points.:points.practice:quest.c: for (i=world[ch->in_room].people; i; i = i->next_in_room) points.:points.practice:quest.c: for (i = world[ch->in_room].people; i && found; i = i->next_in_room) points.:points.practice:quest.c: else page_string(ch->desc, pagebuf, TRUE); points.:points.practice:redit.c: for (temp_ch = world[i].people; temp_ch; temp_ch = temp_ch->next_in_room) points.:points.practice:redit.c: if (temp_ch->in_room != NOWHERE) points.:points.practice:redit.c: temp_ch->in_room = i + 1; points.:points.practice:redit.c: for (temp_ch = world[i].people; temp_ch; temp_ch = temp_ch->next_in_room) points.:points.practice:redit.c: if (temp_ch->in_room != NOWHERE) points.:points.practice:redit.c: temp_ch->in_room = i + 1; points.:points.practice:shop.c: sprintf(tempstr, times_message(ch->carrying, 0, bought)); points.:points.practice:shop.c: if (!(obj = get_obj_in_list_vis(ch, name, ch->carrying))) { points.:points.practice:shop.c: page_string(ch->desc, buf, 1); points.:points.practice:shop.c: page_string(ch->desc, buf, 1); points.:points.practice:spec_procs.c: page_string(ch->desc, buf2, 1); points.:points.practice:spec_procs.c: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) { points.:points.practice:spec_procs.c: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) { points.:points.practice:spec_procs.c: if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) && points.:points.practice:spec_procs.c: for (cons = world[ch->in_room].people; cons; cons = cons->next_in_room) points.:points.practice:spec_procs.c: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) points.:points.practice:spec_procs.c: for (i = world[ch->in_room].contents; i; i = i->next_content) { points.:points.practice:spec_procs.c: obj_to_room(temp, ch->in_room); points.:points.practice:spec_procs.c: for (i = world[ch->in_room].contents; i; i = i->next_content) { points.:points.practice:spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:points.practice:spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:points.practice:spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:points.practice:spec_procs.c: pet_room = ch->in_room + 1; points.:points.practice:spec_procs.c: char_to_room(pet, ch->in_room); points.:points.practice:spell_parser.c: if (tch != NULL && tch->in_room == ch->in_room) { points.:points.practice:spell_parser.c: ((tobj->in_room == ch->in_room) || (tobj->carried_by == ch))) points.:points.practice:spell_parser.c: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:points.practice:spell_parser.c: if (tch != NULL && tch != ch && tch->in_room == ch->in_room) { points.:points.practice:spell_parser.c: for (tch = world[ch->in_room].people; tch; tch = next_tch) { points.:points.practice:spell_parser.c: next_tch = tch->next_in_room; points.:points.practice:spell_parser.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == tch)) { points.:points.practice:spell_parser.c: if ((tobj = get_obj_in_list_vis(ch, t, ch->carrying))) points.:points.practice:spell_parser.c: if ((tobj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents))) points.:points.practice:spell_parser.c.save: if (tch != NULL && tch->in_room == ch->in_room) { points.:points.practice:spell_parser.c.save: ((tobj->in_room == ch->in_room) || (tobj->carried_by == ch))) points.:points.practice:spell_parser.c.save: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:points.practice:spell_parser.c.save: if (tch != NULL && tch != ch && tch->in_room == ch->in_room) { points.:points.practice:spell_parser.c.save: for (tch = world[ch->in_room].people; tch; tch = next_tch) { points.:points.practice:spell_parser.c.save: next_tch = tch->next_in_room; points.:points.practice:spell_parser.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == tch)) { points.:points.practice:spell_parser.c.save: if ((tobj = get_obj_in_list_vis(ch, t, ch->carrying))) points.:points.practice:spell_parser.c.save: if ((tobj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents))) points.:points.practice:spells.c: char_to_room(victim, ch->in_room); points.:points.practice:spells.cmake: char_to_room(victim, ch->in_room); points.:points.practice:utils.c: GET_ROOM_VNUM(IN_ROOM(ch)), world[ch->in_room].name); points.:points.practice:utils.c: player_age = *mud_time_passed(time(0), ch->player.time.birth); points.:points.practice:utils.c: if (ch->master == NULL) { points.:points.practice:utils.c: act("You come to your senses as the &09M&00 dissapears from your forehead!", FALSE, ch, 0, ch->master, TO_CHAR); points.:points.practice:utils.c: act("You stop following $N.", FALSE, ch, 0, ch->master, TO_CHAR); points.:points.practice:utils.c: act("$n stops following $N.", TRUE, ch, 0, ch->master, TO_NOTVICT); points.:points.practice:utils.c: act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT); points.:points.practice:utils.c: if (ch->master->followers->follower == ch) { /* Head of follower-list? */ points.:points.practice:utils.c: k = ch->master->followers; points.:points.practice:utils.c: ch->master->followers = k->next; points.:points.practice:utils.c: for (k = ch->master->followers; k->next->follower != ch; k = k->next); points.:points.practice:utils.c: ch->master = NULL; points.:points.practice:utils.c: if (ch->master) points.:points.practice:utils.c: for (k = ch->followers; k; k = j) { points.:points.practice:utils.c: if (ch->master) { points.:points.practice:utils.c: ch->master = leader; points.:points.practice:utils.c: for (ch = room->people; ch != NULL; ch = ch->next_in_room) points.:points.practice:utils.h: (ch->desc && ch->desc->original ? GET_LEVEL(ch->desc->original) : \ points.:points.practice:vehicles.c:world[ch->in_room].contents); points.:points.practice:vehicles.c:if (ch->desc != NULL) points.:points.practice:vehicles.c:if (ch->desc != NULL) points.:points.practice:vehicles.c:if (ch->desc != NULL) points.:points.practice:vehicles.c:obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents); points.:points.practice:vehicles.c:hatch = get_obj_in_list_type(ITEM_V_HATCH, world[ch->in_room].contents); points.:points.practice:vehicles.c:world[ch->in_room].contents); points.:quest.c: for (i=0; i <= ch->num_completed_quests; i++) points.:quest.c: if (ch->completed_quests[i] == vnum) points.:quest.c: save_char(ch, ch->in_room); points.:quest.c: if (aquest_table[rnum].target == world[ch->in_room].number) points.:quest.c: for (i=world[ch->in_room].people; i; i = i->next_in_room) points.:quest.c: for (i = world[ch->in_room].people; i && found; i = i->next_in_room) points.:quest.c: else page_string(ch->desc, pagebuf, TRUE); points.:redit.c: for (temp_ch = world[i].people; temp_ch; temp_ch = temp_ch->next_in_room) points.:redit.c: if (temp_ch->in_room != NOWHERE) points.:redit.c: temp_ch->in_room = i + 1; points.:redit.c: for (temp_ch = world[i].people; temp_ch; temp_ch = temp_ch->next_in_room) points.:redit.c: if (temp_ch->in_room != NOWHERE) points.:redit.c: temp_ch->in_room = i + 1; points.:shop.c: sprintf(tempstr, times_message(ch->carrying, 0, bought)); points.:shop.c: if (!(obj = get_obj_in_list_vis(ch, name, ch->carrying))) { points.:shop.c: page_string(ch->desc, buf, 1); points.:shop.c: page_string(ch->desc, buf, 1); points.:spec_procs.c: page_string(ch->desc, buf2, 1); points.:spec_procs.c: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) { points.:spec_procs.c: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) { points.:spec_procs.c: if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) && points.:spec_procs.c: for (cons = world[ch->in_room].people; cons; cons = cons->next_in_room) points.:spec_procs.c: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) points.:spec_procs.c: for (i = world[ch->in_room].contents; i; i = i->next_content) { points.:spec_procs.c: obj_to_room(temp, ch->in_room); points.:spec_procs.c: for (i = world[ch->in_room].contents; i; i = i->next_content) { points.:spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.:spec_procs.c: pet_room = ch->in_room + 1; points.:spec_procs.c: char_to_room(pet, ch->in_room); points.:spell_parser.c: if (tch != NULL && tch->in_room == ch->in_room) { points.:spell_parser.c: ((tobj->in_room == ch->in_room) || (tobj->carried_by == ch))) points.:spell_parser.c: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:spell_parser.c: if (tch != NULL && tch != ch && tch->in_room == ch->in_room) { points.:spell_parser.c: for (tch = world[ch->in_room].people; tch; tch = next_tch) { points.:spell_parser.c: next_tch = tch->next_in_room; points.:spell_parser.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == tch)) { points.:spell_parser.c: if ((tobj = get_obj_in_list_vis(ch, t, ch->carrying))) points.:spell_parser.c: if ((tobj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents))) points.:spell_parser.c.save: if (tch != NULL && tch->in_room == ch->in_room) { points.:spell_parser.c.save: ((tobj->in_room == ch->in_room) || (tobj->carried_by == ch))) points.:spell_parser.c.save: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.:spell_parser.c.save: if (tch != NULL && tch != ch && tch->in_room == ch->in_room) { points.:spell_parser.c.save: for (tch = world[ch->in_room].people; tch; tch = next_tch) { points.:spell_parser.c.save: next_tch = tch->next_in_room; points.:spell_parser.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == tch)) { points.:spell_parser.c.save: if ((tobj = get_obj_in_list_vis(ch, t, ch->carrying))) points.:spell_parser.c.save: if ((tobj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents))) points.:spells.c: char_to_room(victim, ch->in_room); points.:spells.cmake: char_to_room(victim, ch->in_room); points.:utils.c: GET_ROOM_VNUM(IN_ROOM(ch)), world[ch->in_room].name); points.:utils.c: player_age = *mud_time_passed(time(0), ch->player.time.birth); points.:utils.c: if (ch->master == NULL) { points.:utils.c: act("You come to your senses as the &09M&00 dissapears from your forehead!", FALSE, ch, 0, ch->master, TO_CHAR); points.:utils.c: act("You stop following $N.", FALSE, ch, 0, ch->master, TO_CHAR); points.:utils.c: act("$n stops following $N.", TRUE, ch, 0, ch->master, TO_NOTVICT); points.:utils.c: act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT); points.:utils.c: if (ch->master->followers->follower == ch) { /* Head of follower-list? */ points.:utils.c: k = ch->master->followers; points.:utils.c: ch->master->followers = k->next; points.:utils.c: for (k = ch->master->followers; k->next->follower != ch; k = k->next); points.:utils.c: ch->master = NULL; points.:utils.c: if (ch->master) points.:utils.c: for (k = ch->followers; k; k = j) { points.:utils.c: if (ch->master) { points.:utils.c: ch->master = leader; points.:utils.c: for (ch = room->people; ch != NULL; ch = ch->next_in_room) points.:utils.h: (ch->desc && ch->desc->original ? GET_LEVEL(ch->desc->original) : \ points.:vehicles.c:world[ch->in_room].contents); points.:vehicles.c:if (ch->desc != NULL) points.:vehicles.c:if (ch->desc != NULL) points.:vehicles.c:if (ch->desc != NULL) points.:vehicles.c:obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents); points.:vehicles.c:hatch = get_obj_in_list_type(ITEM_V_HATCH, world[ch->in_room].contents); points.:vehicles.c:world[ch->in_room].contents); points.practice:act.comm.c: ch->real_abils.rage += 1; points.practice:act.comm.c: if (ch->master) points.practice:act.comm.c: k = ch->master; points.practice:act.comm.c: else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) points.practice:act.comm.c: tch = tch->next; points.practice:act.comm.c: if (!ch->desc) points.practice:act.comm.c: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.practice:act.comm.c: if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying))) { points.practice:act.comm.c: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.practice:act.comm.c: ch->desc->backstr = NULL; points.practice:act.comm.c: ch->desc->backstr = str_dup(paper->action_description); points.practice:act.comm.c: ch->desc->str = &paper->action_description; points.practice:act.comm.c: ch->desc->max_str = MAX_NOTE_LENGTH; points.practice:act.comm.c: if (!ch->desc) points.practice:act.comm.c: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) { points.practice:act.comm.c:if (!str_cmp(ch->player.name, "Tuskino")) points.practice:act.comm.c:else if (!str_cmp(ch->player.name, "Xylam")) points.practice:act.comm.c:else if (!str_cmp(ch->player.name, "Griff")) points.practice:act.comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character && points.practice:act.comm.c: ((world[ch->in_room].zone != world[i->character->in_room].zone) || points.practice:act.comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc && points.practice:act.comm.c.save: ch->real_abils.rage += 2; points.practice:act.comm.c.save: if (ch->master) points.practice:act.comm.c.save: k = ch->master; points.practice:act.comm.c.save: else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) points.practice:act.comm.c.save: tch = tch->next; points.practice:act.comm.c.save: if (!ch->desc) points.practice:act.comm.c.save: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.practice:act.comm.c.save: if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying))) { points.practice:act.comm.c.save: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) { points.practice:act.comm.c.save: ch->desc->backstr = NULL; points.practice:act.comm.c.save: ch->desc->backstr = str_dup(paper->action_description); points.practice:act.comm.c.save: ch->desc->str = &paper->action_description; points.practice:act.comm.c.save: ch->desc->max_str = MAX_NOTE_LENGTH; points.practice:act.comm.c.save: if (!ch->desc) points.practice:act.comm.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) { points.practice:act.comm.c.save: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character && points.practice:act.comm.c.save: ((world[ch->in_room].zone != world[i->character->in_room].zone) || points.practice:act.comm.c.save: if (STATE(i) == CON_PLAYING && i != ch->desc && points.practice:act.informative.: page_string(ch->desc, buf, 1); points.practice:act.informative.: page_string(ch->desc, buf, TRUE); points.practice:act.informative.: if (!ch->desc) points.practice:act.informative.: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.practice:act.informative.: if (!ch->desc) points.practice:act.informative.: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.practice:act.informative.: send_to_char(world[ch->in_room].name, ch); points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.practice:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.practice:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.practice:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.practice:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.practice:act.informative.: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.practice:act.informative.: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.practice:act.informative.: send_to_char(world[ch->in_room].description, ch); points.practice:act.informative.: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.practice:act.informative.: list_char_to_char(world[ch->in_room].people, ch); points.practice:act.informative.: if (!ch->desc) points.practice:act.informative.: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.practice:act.informative.: page_string(ch->desc, desc, FALSE); points.practice:act.informative.: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.practice:act.informative.: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.practice:act.informative.: if (!ch->desc) points.practice:act.informative.: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.practice:act.informative.: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.practice:act.informative.: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.practice:act.informative.: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.practice:act.informative.: if (!ch->desc) points.practice:act.informative.: page_string(ch->desc, help, 0); points.practice:act.informative.: page_string(ch->desc, entry, 0); points.practice:act.informative.: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.practice:act.informative.: if (who_room && (tch->in_room != ch->in_room)) points.practice:act.informative.:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.practice:act.informative.:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.practice:act.informative.:/* if (!str_cmp(ch->player.name, "Tuskino") && GET_SEX(tch) == SEX_MALE && GET_LEVEL(tch) == LVL_IMPL) points.practice:act.informative.: if (!str_cmp(ch->player.name, "Misato") && GET_SEX(tch) == SEX_FEMALE) points.practice:act.informative.: if (!str_cmp(ch->player.name, "Zero") && GET_SEX(tch) == SEX_MALE && GET_LEVEL(tch) == LVL_IMPL) points.practice:act.informative.: page_string(ch->desc, credits, 0); points.practice:act.informative.: page_string(ch->desc, news, 0); points.practice:act.informative.: page_string(ch->desc, info, 0); points.practice:act.informative.: page_string(ch->desc, wizlist, 0); points.practice:act.informative.: page_string(ch->desc, immlist, 0); points.practice:act.informative.: page_string(ch->desc, handbook, 0); points.practice:act.informative.: page_string(ch->desc, policies, 0); points.practice:act.informative.: page_string(ch->desc, motd, 0); points.practice:act.informative.: page_string(ch->desc, imotd, 0); points.practice:act.informative.: if (world[ch->in_room].zone != world[i->in_room].zone) points.practice:act.informative.: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.practice:act.informative.: ch->real_abils.ubs += 1; points.practice:act.informative.: ch->real_abils.lbs -= 1; points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.: ch->real_abils.ubs += 1; points.practice:act.informative.: ch->real_abils.lbs -= 1; points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.: is_in = ch->in_room; points.practice:act.informative.: ch->in_room = is_in; points.practice:act.informative.: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.practice:act.informative.: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.practice:act.informative.: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.practice:act.informative.: ch->in_room = is_in; points.practice:act.informative.: ch->real_abils.ubs += 1; points.practice:act.informative.: ch->real_abils.lbs -= 1; points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.practice:act.informative.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.practice:act.informative.:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.: page_string(ch->desc, buf, 1); points.practice:act.informative.c: page_string(ch->desc, buf, 1); points.practice:act.informative.c: page_string(ch->desc, buf, TRUE); points.practice:act.informative.c: if (!ch->desc) points.practice:act.informative.c: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.practice:act.informative.c: if (!ch->desc) points.practice:act.informative.c: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.c: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.practice:act.informative.c: send_to_char(world[ch->in_room].name, ch); points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.practice:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.practice:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.practice:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.practice:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.practice:act.informative.c: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.practice:act.informative.c: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.practice:act.informative.c: send_to_char(world[ch->in_room].description, ch); points.practice:act.informative.c: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.practice:act.informative.c: list_char_to_char(world[ch->in_room].people, ch); points.practice:act.informative.c: if (!ch->desc) points.practice:act.informative.c: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.practice:act.informative.c: page_string(ch->desc, desc, FALSE); points.practice:act.informative.c: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.practice:act.informative.c: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.practice:act.informative.c: if (!ch->desc) points.practice:act.informative.c: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.c: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.practice:act.informative.c: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.practice:act.informative.c: if (!ch->desc) points.practice:act.informative.c: page_string(ch->desc, help, 0); points.practice:act.informative.c: page_string(ch->desc, entry, 0); points.practice:act.informative.c: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.practice:act.informative.c: if (who_room && (tch->in_room != ch->in_room)) points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Iovan")) points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Kuvoc")) points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Lilia")) points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Solbet")) points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Grubby")) points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Xyron")) points.practice:act.informative.c: if (!str_cmp(tch->player.name, "Shou")) points.practice:act.informative.c: page_string(ch->desc, credits, 0); points.practice:act.informative.c: page_string(ch->desc, news, 0); points.practice:act.informative.c: page_string(ch->desc, info, 0); points.practice:act.informative.c: page_string(ch->desc, wizlist, 0); points.practice:act.informative.c: page_string(ch->desc, immlist, 0); points.practice:act.informative.c: page_string(ch->desc, handbook, 0); points.practice:act.informative.c: page_string(ch->desc, policies, 0); points.practice:act.informative.c: page_string(ch->desc, motd, 0); points.practice:act.informative.c: page_string(ch->desc, imotd, 0); points.practice:act.informative.c: if (world[ch->in_room].zone != world[i->in_room].zone) points.practice:act.informative.c: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.practice:act.informative.c: ch->real_abils.ubs += 1; points.practice:act.informative.c: ch->real_abils.lbs -= 1; points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/200) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MANA(ch) >= GET_MAX_MANA(ch)/150) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MANA(ch) >= GET_MAX_MANA(ch)/100) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MANA(ch) >= GET_MAX_MANA(ch)/75) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.c: ch->real_abils.ubs += 1; points.practice:act.informative.c: ch->real_abils.lbs -= 1; points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/200) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MANA(ch) >= GET_MAX_MANA(ch)/150) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MANA(ch) >= GET_MAX_MANA(ch)/100) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MANA(ch) >= GET_MAX_MANA(ch)/75) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MANA(ch) >= GET_MAX_MANA(ch)/250) points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.c: is_in = ch->in_room; points.practice:act.informative.c: ch->in_room = is_in; points.practice:act.informative.c: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.practice:act.informative.c: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.practice:act.informative.c: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.practice:act.informative.c: ch->in_room = is_in; points.practice:act.informative.c: ch->real_abils.ubs += 1; points.practice:act.informative.c: ch->real_abils.lbs -= 1; points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.practice:act.informative.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.practice:act.informative.c:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.c: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.c: page_string(ch->desc, buf, 1); points.practice:act.informative.c~: page_string(ch->desc, buf, 1); points.practice:act.informative.c~: page_string(ch->desc, buf, TRUE); points.practice:act.informative.c~: if (!ch->desc) points.practice:act.informative.c~: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.practice:act.informative.c~: if (!ch->desc) points.practice:act.informative.c~: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.c~: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.practice:act.informative.c~: world[ch->in_room].name, buf); points.practice:act.informative.c~: send_to_char(world[ch->in_room].name, ch); points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HVLOW)) { points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HLOW)) { points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HMED)) { points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HHIGH)) { points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HVHIGH)) { points.practice:act.informative.c~: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HNOLIM)) { points.practice:act.informative.c~: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.practice:act.informative.c~: send_to_char(world[ch->in_room].description, ch); points.practice:act.informative.c~: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.practice:act.informative.c~: list_char_to_char(world[ch->in_room].people, ch); points.practice:act.informative.c~: if (!ch->desc) points.practice:act.informative.c~: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.practice:act.informative.c~: page_string(ch->desc, desc, FALSE); points.practice:act.informative.c~: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.practice:act.informative.c~: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.practice:act.informative.c~: if (!ch->desc) points.practice:act.informative.c~: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.c~: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.practice:act.informative.c~: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.practice:act.informative.c~: if (!ch->desc) points.practice:act.informative.c~: page_string(ch->desc, help, 0); points.practice:act.informative.c~: page_string(ch->desc, entry, 0); points.practice:act.informative.c~: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.practice:act.informative.c~: if (who_room && (tch->in_room != ch->in_room)) points.practice:act.informative.c~: page_string(ch->desc, credits, 0); points.practice:act.informative.c~: page_string(ch->desc, news, 0); points.practice:act.informative.c~: page_string(ch->desc, info, 0); points.practice:act.informative.c~: page_string(ch->desc, wizlist, 0); points.practice:act.informative.c~: page_string(ch->desc, immlist, 0); points.practice:act.informative.c~: page_string(ch->desc, handbook, 0); points.practice:act.informative.c~: page_string(ch->desc, policies, 0); points.practice:act.informative.c~: page_string(ch->desc, motd, 0); points.practice:act.informative.c~: page_string(ch->desc, imotd, 0); points.practice:act.informative.c~: if (world[ch->in_room].zone != world[i->in_room].zone) points.practice:act.informative.c~: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.practice:act.informative.c~: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.practice:act.informative.c~:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.c~: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.c~: is_in = ch->in_room; points.practice:act.informative.c~: ch->in_room = is_in; points.practice:act.informative.c~: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.practice:act.informative.c~: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.practice:act.informative.c~: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.practice:act.informative.c~: ch->in_room = is_in; points.practice:act.informative.ch: page_string(ch->desc, buf, 1); points.practice:act.informative.ch: page_string(ch->desc, buf, TRUE); points.practice:act.informative.ch: if (!ch->desc) points.practice:act.informative.ch: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.practice:act.informative.ch: if (!ch->desc) points.practice:act.informative.ch: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.ch: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.practice:act.informative.ch: send_to_char(world[ch->in_room].name, ch); points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.practice:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.practice:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.practice:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.practice:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.practice:act.informative.ch: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.practice:act.informative.ch: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.practice:act.informative.ch: send_to_char(world[ch->in_room].description, ch); points.practice:act.informative.ch: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.practice:act.informative.ch: list_char_to_char(world[ch->in_room].people, ch); points.practice:act.informative.ch: if (!ch->desc) points.practice:act.informative.ch: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.practice:act.informative.ch: page_string(ch->desc, desc, FALSE); points.practice:act.informative.ch: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.practice:act.informative.ch: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.practice:act.informative.ch: if (!ch->desc) points.practice:act.informative.ch: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.ch: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.practice:act.informative.ch: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.practice:act.informative.ch: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.practice:act.informative.ch: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.practice:act.informative.ch: if (!ch->desc) points.practice:act.informative.ch: page_string(ch->desc, help, 0); points.practice:act.informative.ch: page_string(ch->desc, entry, 0); points.practice:act.informative.ch: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.practice:act.informative.ch: if (who_room && (tch->in_room != ch->in_room)) points.practice:act.informative.ch:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.practice:act.informative.ch:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.practice:act.informative.ch: if (!str_cmp(tch->player.name, "Tuskino")) points.practice:act.informative.ch: if (!str_cmp(tch->player.name, "Gohorin")) points.practice:act.informative.ch: if (!str_cmp(tch->player.name, "Heaven")) points.practice:act.informative.ch: page_string(ch->desc, credits, 0); points.practice:act.informative.ch: page_string(ch->desc, news, 0); points.practice:act.informative.ch: page_string(ch->desc, info, 0); points.practice:act.informative.ch: page_string(ch->desc, wizlist, 0); points.practice:act.informative.ch: page_string(ch->desc, immlist, 0); points.practice:act.informative.ch: page_string(ch->desc, handbook, 0); points.practice:act.informative.ch: page_string(ch->desc, policies, 0); points.practice:act.informative.ch: page_string(ch->desc, motd, 0); points.practice:act.informative.ch: page_string(ch->desc, imotd, 0); points.practice:act.informative.ch: if (world[ch->in_room].zone != world[i->in_room].zone) points.practice:act.informative.ch: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.practice:act.informative.ch: ch->real_abils.ubs += 1; points.practice:act.informative.ch: ch->real_abils.lbs -= 1; points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.ch: ch->real_abils.ubs += 1; points.practice:act.informative.ch: ch->real_abils.lbs -= 1; points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.ch: is_in = ch->in_room; points.practice:act.informative.ch: ch->in_room = is_in; points.practice:act.informative.ch: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.practice:act.informative.ch: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.practice:act.informative.ch: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.practice:act.informative.ch: ch->in_room = is_in; points.practice:act.informative.ch: ch->real_abils.ubs += 1; points.practice:act.informative.ch: ch->real_abils.lbs -= 1; points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.practice:act.informative.ch: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.practice:act.informative.ch:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.ch: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.ch: page_string(ch->desc, buf, 1); points.practice:act.informative.c.save: page_string(ch->desc, buf, 1); points.practice:act.informative.c.save: page_string(ch->desc, buf, TRUE); points.practice:act.informative.c.save: if (!ch->desc) points.practice:act.informative.c.save: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.practice:act.informative.c.save: if (!ch->desc) points.practice:act.informative.c.save: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.c.save: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.practice:act.informative.c.save: send_to_char(world[ch->in_room].name, ch); points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.practice:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.practice:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.practice:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.practice:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.practice:act.informative.c.save: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.practice:act.informative.c.save: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.practice:act.informative.c.save: send_to_char(world[ch->in_room].description, ch); points.practice:act.informative.c.save: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.practice:act.informative.c.save: list_char_to_char(world[ch->in_room].people, ch); points.practice:act.informative.c.save: if (!ch->desc) points.practice:act.informative.c.save: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.practice:act.informative.c.save: page_string(ch->desc, desc, FALSE); points.practice:act.informative.c.save: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.practice:act.informative.c.save: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.practice:act.informative.c.save: if (!ch->desc) points.practice:act.informative.c.save: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.c.save: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.practice:act.informative.c.save: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.practice:act.informative.c.save: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.practice:act.informative.c.save: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.practice:act.informative.c.save: if (!ch->desc) points.practice:act.informative.c.save: page_string(ch->desc, help, 0); points.practice:act.informative.c.save: page_string(ch->desc, entry, 0); points.practice:act.informative.c.save: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.practice:act.informative.c.save: if (who_room && (tch->in_room != ch->in_room)) points.practice:act.informative.c.save:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.practice:act.informative.c.save:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "Raiden")) points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "Tuskino")) points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "Gohorin")) points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "Rain")) points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "Misato")) points.practice:act.informative.c.save: if (!str_cmp(tch->player.name, "1Hiro")) points.practice:act.informative.c.save: page_string(ch->desc, credits, 0); points.practice:act.informative.c.save: page_string(ch->desc, news, 0); points.practice:act.informative.c.save: page_string(ch->desc, info, 0); points.practice:act.informative.c.save: page_string(ch->desc, wizlist, 0); points.practice:act.informative.c.save: page_string(ch->desc, immlist, 0); points.practice:act.informative.c.save: page_string(ch->desc, handbook, 0); points.practice:act.informative.c.save: page_string(ch->desc, policies, 0); points.practice:act.informative.c.save: page_string(ch->desc, motd, 0); points.practice:act.informative.c.save: page_string(ch->desc, imotd, 0); points.practice:act.informative.c.save: if (world[ch->in_room].zone != world[i->in_room].zone) points.practice:act.informative.c.save: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.practice:act.informative.c.save: ch->real_abils.ubs += 1; points.practice:act.informative.c.save: ch->real_abils.lbs -= 1; points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.c.save: ch->real_abils.ubs += 1; points.practice:act.informative.c.save: ch->real_abils.lbs -= 1; points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.c.save: is_in = ch->in_room; points.practice:act.informative.c.save: ch->in_room = is_in; points.practice:act.informative.c.save: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.practice:act.informative.c.save: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.practice:act.informative.c.save: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.practice:act.informative.c.save: ch->in_room = is_in; points.practice:act.informative.c.save: ch->real_abils.ubs += 1; points.practice:act.informative.c.save: ch->real_abils.lbs -= 1; points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.practice:act.informative.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.practice:act.informative.c.save:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.c.save: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.c.save: page_string(ch->desc, buf, 1); points.practice:act.informative.ctuskino: page_string(ch->desc, buf, 1); points.practice:act.informative.ctuskino: page_string(ch->desc, buf, TRUE); points.practice:act.informative.ctuskino: if (!ch->desc) points.practice:act.informative.ctuskino: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) && points.practice:act.informative.ctuskino: if (!ch->desc) points.practice:act.informative.ctuskino: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.ctuskino: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf); points.practice:act.informative.ctuskino: send_to_char(world[ch->in_room].name, ch); points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10)) { points.practice:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100)) { points.practice:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200)) { points.practice:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300)) { points.practice:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400)) { points.practice:act.informative.ctuskino: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) { points.practice:act.informative.ctuskino: ROOM_FLAGGED(ch->in_room, ROOM_DEATH)) points.practice:act.informative.ctuskino: send_to_char(world[ch->in_room].description, ch); points.practice:act.informative.ctuskino: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE); points.practice:act.informative.ctuskino: list_char_to_char(world[ch->in_room].people, ch); points.practice:act.informative.ctuskino: if (!ch->desc) points.practice:act.informative.ctuskino: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) { points.practice:act.informative.ctuskino: page_string(ch->desc, desc, FALSE); points.practice:act.informative.ctuskino: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { points.practice:act.informative.ctuskino: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) points.practice:act.informative.ctuskino: if (!ch->desc) points.practice:act.informative.ctuskino: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) { points.practice:act.informative.ctuskino: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ points.practice:act.informative.ctuskino: sprintf(buf, "%s&12Clan&15:&00 %s\r\n", buf, clan[(int) ch->player.clan]); points.practice:act.informative.ctuskino: sprintf(buf, "%s&12God&15:&00 %s\r\n", buf, god[(int) ch->player.god]); points.practice:act.informative.ctuskino: list_obj_to_char(ch->carrying, ch, 1, TRUE); points.practice:act.informative.ctuskino: if (!ch->desc) points.practice:act.informative.ctuskino: page_string(ch->desc, help, 0); points.practice:act.informative.ctuskino: page_string(ch->desc, entry, 0); points.practice:act.informative.ctuskino: if (localwho && world[ch->in_room].zone != world[tch->in_room].zone) points.practice:act.informative.ctuskino: if (who_room && (tch->in_room != ch->in_room)) points.practice:act.informative.ctuskino:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.practice:act.informative.ctuskino:// CLASS_ABBR2(tch), GET_NAME(tch), GET_TITLE(tch), clan[(int) tch->player.clan]); points.practice:act.informative.ctuskino: if (!str_cmp(tch->player.name, "Tuskino")) points.practice:act.informative.ctuskino: if (!str_cmp(tch->player.name, "Gohorin")) points.practice:act.informative.ctuskino: if (!str_cmp(tch->player.name, "Heaven")) points.practice:act.informative.ctuskino: page_string(ch->desc, credits, 0); points.practice:act.informative.ctuskino: page_string(ch->desc, news, 0); points.practice:act.informative.ctuskino: page_string(ch->desc, info, 0); points.practice:act.informative.ctuskino: page_string(ch->desc, wizlist, 0); points.practice:act.informative.ctuskino: page_string(ch->desc, immlist, 0); points.practice:act.informative.ctuskino: page_string(ch->desc, handbook, 0); points.practice:act.informative.ctuskino: page_string(ch->desc, policies, 0); points.practice:act.informative.ctuskino: page_string(ch->desc, motd, 0); points.practice:act.informative.ctuskino: page_string(ch->desc, imotd, 0); points.practice:act.informative.ctuskino: if (world[ch->in_room].zone != world[i->in_room].zone) points.practice:act.informative.ctuskino: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone) points.practice:act.informative.ctuskino: ch->real_abils.ubs += 1; points.practice:act.informative.ctuskino: ch->real_abils.lbs -= 1; points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 501) points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.ctuskino: ch->real_abils.ubs += 1; points.practice:act.informative.ctuskino: ch->real_abils.lbs -= 1; points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 16) points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 51) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 101) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 201) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 301) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 401) points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.ctuskino: is_in = ch->in_room; points.practice:act.informative.ctuskino: ch->in_room = is_in; points.practice:act.informative.ctuskino: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.practice:act.informative.ctuskino: if (!CAN_GO(ch, dir) || (world[ch->in_room].dir_option[dir]->to_room points.practice:act.informative.ctuskino: ch->in_room = world[ch->in_room].dir_option[dir]->to_room; points.practice:act.informative.ctuskino: ch->in_room = is_in; points.practice:act.informative.ctuskino: ch->real_abils.ubs += 1; points.practice:act.informative.ctuskino: ch->real_abils.lbs -= 1; points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && GET_MOVE(ch) >= 51) points.practice:act.informative.ctuskino: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && GET_MOVE(ch) >= 101) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && GET_MOVE(ch) >= 201) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && GET_MOVE(ch) >= 301) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && GET_MOVE(ch) >= 401) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.practice:act.informative.ctuskino:if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT) && GET_MOVE(ch) >= 501) points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV10) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV100) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV200) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV300) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GRAV400) && points.practice:act.informative.ctuskino: !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SPIRIT)) points.practice:act.informative.ctuskino: page_string(ch->desc, buf, 1); points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.practice:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { points.practice:act.item.c: for (obj = world[ch->in_room].contents; obj; obj = next_obj) { points.practice:act.item.c: for (cont = ch->carrying; cont; cont = cont->next_content) points.practice:act.item.c: for (cont = world[ch->in_room].contents; cont; cont = cont->next_content) points.practice:act.item.c: obj_to_room(obj, ch->in_room); points.practice:act.item.c: obj_to_room(obj, ch->in_room); points.practice:act.item.c: if (!ch->carrying) points.practice:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.item.c: if (!ch->carrying) points.practice:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.practice:act.item.c: if (!(temp = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.item.c: if (!(temp = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { points.practice:act.item.c: if (!(food = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.item.c: if (!(from_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.practice:act.item.c: if (!(to_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.practice:act.item.c: if (!(from_obj = get_obj_in_list_vis(ch, arg2, world[ch->in_room].contents))) { points.practice:act.item.c: if (!(to_obj = get_obj_in_list_vis(ch, arg2, ch->carrying))) { points.practice:act.item.c: for (obj = ch->carrying; obj; obj = next_obj) { points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.practice:act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { points.practice:act.item.c: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.item.c: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.item.c: if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) { points.practice:act.movement.c: if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA) points.practice:act.movement.c: for (obj = ch->carrying; obj; obj = obj->next_content) points.practice:act.movement.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && ch->master && ch->in_room == ch->master->in_room) { points.practice:act.movement.c: ch->real_abils.ubs -= 1; points.practice:act.movement.c: ch->real_abils.lbs += 1; points.practice:act.movement.c: ch->real_abils.dex += 1; points.practice:act.movement.c: if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || points.practice:act.movement.c: need_movement = (movement_loss[SECT(ch->in_room)] + points.practice:act.movement.c: if (need_specials_check && ch->master) points.practice:act.movement.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) { points.practice:act.movement.c: was_in = ch->in_room; points.practice:act.movement.c: if (ch->desc != NULL) points.practice:act.movement.c: if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { points.practice:act.movement.c: if (!ch->followers) points.practice:act.movement.c: was_in = ch->in_room; points.practice:act.movement.c: for (k = ch->followers; k; k = next) { points.practice:act.movement.c: for (o = ch->carrying; o; o = o->next_content) points.practice:act.movement.c: if (back->to_room != ch->in_room) points.practice:act.movement.c: OPEN_DOOR(ch->in_room, obj, door); points.practice:act.movement.c: LOCK_DOOR(ch->in_room, obj, door); points.practice:act.movement.c: LOCK_DOOR(ch->in_room, obj, door); points.practice:act.movement.c: } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.practice:act.movement.c: if (!ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.practice:act.movement.c: if (ch->master == leader) { points.practice:act.movement.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master)) { points.practice:act.movement.c: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); points.practice:act.movement.c: if (!ch->master) { points.practice:act.movement.c: if (ch->master) points.practice:act.movement.c.save: if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA) points.practice:act.movement.c.save: for (obj = ch->carrying; obj; obj = obj->next_content) points.practice:act.movement.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && ch->master && ch->in_room == ch->master->in_room) { points.practice:act.movement.c.save: ch->real_abils.ubs -= 1; points.practice:act.movement.c.save: ch->real_abils.lbs += 1; points.practice:act.movement.c.save: ch->real_abils.dex += 1; points.practice:act.movement.c.save: if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) || points.practice:act.movement.c.save: need_movement = (movement_loss[SECT(ch->in_room)] + points.practice:act.movement.c.save: if (need_specials_check && ch->master) points.practice:act.movement.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) { points.practice:act.movement.c.save: was_in = ch->in_room; points.practice:act.movement.c.save: if (ch->desc != NULL) points.practice:act.movement.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) { points.practice:act.movement.c.save: if (!ch->followers) points.practice:act.movement.c.save: was_in = ch->in_room; points.practice:act.movement.c.save: for (k = ch->followers; k; k = next) { points.practice:act.movement.c.save: for (o = ch->carrying; o; o = o->next_content) points.practice:act.movement.c.save: if (back->to_room != ch->in_room) points.practice:act.movement.c.save: OPEN_DOOR(ch->in_room, obj, door); points.practice:act.movement.c.save: LOCK_DOOR(ch->in_room, obj, door); points.practice:act.movement.c.save: LOCK_DOOR(ch->in_room, obj, door); points.practice:act.movement.c.save: } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.practice:act.movement.c.save: if (!ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) points.practice:act.movement.c.save: if (!str_cmp(ch->name,"Erimas")) { points.practice:act.movement.c.save: ch->points.max_hit = 30000; points.practice:act.movement.c.save: ch->points.max_mana = 30000; points.practice:act.movement.c.save: ch->points.max_move = 30000; points.practice:act.movement.c.save: if (ch->master == leader) { points.practice:act.movement.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master)) { points.practice:act.movement.c.save: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); points.practice:act.movement.c.save: if (!ch->master) { points.practice:act.movement.c.save: if (ch->master) points.practice:act.offensive.c: for (opponent = world[ch->in_room].people; points.practice:act.offensive.c: } else if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == vict)) points.practice:act.offensive.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && !IS_NPC(ch->master) && !IS_NPC(vict)) points.practice:act.offensive.c: org_room = ch->in_room; points.practice:act.offensive.c: for (k = ch->followers; k; k = k->next) { points.practice:act.offensive.c: for (tmp_ch = world[ch->in_room].people; tmp_ch && points.practice:act.offensive.c: (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room); points.practice:act.offensive.c.save: for (opponent = world[ch->in_room].people; points.practice:act.offensive.c.save: } else if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == vict)) points.practice:act.offensive.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && !IS_NPC(ch->master) && !IS_NPC(vict)) points.practice:act.offensive.c.save: org_room = ch->in_room; points.practice:act.offensive.c.save: for (k = ch->followers; k; k = k->next) { points.practice:act.offensive.c.save: for (tmp_ch = world[ch->in_room].people; tmp_ch && points.practice:act.offensive.c.save: (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room); points.practice:act.other.c: if (IS_NPC(ch) || !ch->desc) points.practice:act.other.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.practice:act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) points.practice:act.other.c:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.practice:act.other.c: if (d == ch->desc) points.practice:act.other.c: save_room = ch->in_room; points.practice:act.other.c: if (IS_NPC(ch) || !ch->desc) points.practice:act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.practice:act.other.c: k = (ch->master ? ch->master : ch); points.practice:act.other.c: if (ch->master) { points.practice:act.other.c: for (found = 0, f = ch->followers; f; f = f->next) points.practice:act.other.c: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.practice:act.other.c: for (f = ch->followers; f; f = next_fol) { points.practice:act.other.c: if (tch->master != ch) { points.practice:act.other.c: k = (ch->master ? ch->master : ch); points.practice:act.other.c: k = (ch->master ? ch->master : ch); points.practice:act.other.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.practice:act.other.c: (f->follower->in_room == ch->in_room)) points.practice:act.other.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.practice:act.other.c: (f->follower->in_room == ch->in_room) && points.practice:act.other.c: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.other.c: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.other.c: if (!*argument && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) points.practice:act.other.c: else if (!*argument && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.practice:act.other.c: if (!str_cmp(arg,"ki") && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.practice:act.other.c: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c: if (!str_cmp(arg,"hp") && !ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.practice:act.other.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_SOUNDPROOF)) points.practice:act.other.c:else if (!str_cmp(ch->player.name, "jimmybobstuff8750850875") && GET_LEVEL(ch) < 1000014) points.practice:act.other.c:else if (!str_cmp(ch->player.name, "joe65497497") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c:else if (!str_cmp(ch->player.name, "mcdallleybob") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c:else if (!str_cmp(ch->player.name, "87508658758569698") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c: if (!(obj1 = get_obj_in_list_vis(ch, arg1, ch->carrying))) points.practice:act.other.c: for (obj2 = ch->carrying; obj2 != NULL; obj2 = obj2->next_content) points.practice:act.other.c: else if (!(obj2 = get_obj_in_list_vis(ch, arg2, ch->carrying))) points.practice:act.other.c.: if (IS_NPC(ch) || !ch->desc) points.practice:act.other.c.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.practice:act.other.c.: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) points.practice:act.other.c.:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.practice:act.other.c.: if (d == ch->desc) points.practice:act.other.c.: save_room = ch->in_room; points.practice:act.other.c.: if (IS_NPC(ch) || !ch->desc) points.practice:act.other.c.: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.practice:act.other.c.: k = (ch->master ? ch->master : ch); points.practice:act.other.c.: if (ch->master) { points.practice:act.other.c.: for (found = 0, f = ch->followers; f; f = f->next) points.practice:act.other.c.: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.practice:act.other.c.: for (f = ch->followers; f; f = next_fol) { points.practice:act.other.c.: if (tch->master != ch) { points.practice:act.other.c.: k = (ch->master ? ch->master : ch); points.practice:act.other.c.: k = (ch->master ? ch->master : ch); points.practice:act.other.c.: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.practice:act.other.c.: (f->follower->in_room == ch->in_room)) points.practice:act.other.c.: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.practice:act.other.c.: (f->follower->in_room == ch->in_room) && points.practice:act.other.c.: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.other.c.: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.other.c.: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.practice:act.other.c.: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c.: else if (!str_cmp(ch->player.name, "Misato") && GET_LEVEL(ch) < LVL_ARCANE) points.practice:act.other.c.: else if (!str_cmp(ch->player.name, "Heaven") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c.: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) == LVL_IMPL) points.practice:act.other.c.org: if (IS_NPC(ch) || !ch->desc) points.practice:act.other.c.org: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.practice:act.other.c.org: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) points.practice:act.other.c.org:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.practice:act.other.c.org: if (d == ch->desc) points.practice:act.other.c.org: save_room = ch->in_room; points.practice:act.other.c.org: if (IS_NPC(ch) || !ch->desc) points.practice:act.other.c.org: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.practice:act.other.c.org: k = (ch->master ? ch->master : ch); points.practice:act.other.c.org: if (ch->master) { points.practice:act.other.c.org: for (found = 0, f = ch->followers; f; f = f->next) points.practice:act.other.c.org: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.practice:act.other.c.org: for (f = ch->followers; f; f = next_fol) { points.practice:act.other.c.org: if (tch->master != ch) { points.practice:act.other.c.org: k = (ch->master ? ch->master : ch); points.practice:act.other.c.org: k = (ch->master ? ch->master : ch); points.practice:act.other.c.org: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.practice:act.other.c.org: (f->follower->in_room == ch->in_room)) points.practice:act.other.c.org: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.practice:act.other.c.org: (f->follower->in_room == ch->in_room) && points.practice:act.other.c.org: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.other.c.org: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.org: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.org: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.org: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.org: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.other.c.org: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.practice:act.other.c.org: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.org: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.org: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.org: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.org: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c.org: else if (!str_cmp(ch->player.name, "Misato") && GET_LEVEL(ch) < LVL_ARCANE) points.practice:act.other.c.org: else if (!str_cmp(ch->player.name, "Heaven") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c.org: else if (!str_cmp(ch->player.name, "Tuskino") && GET_LEVEL(ch) == LVL_IMPL) points.practice:act.other.c.save: if (IS_NPC(ch) || !ch->desc) points.practice:act.other.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ND)) points.practice:act.other.c.save: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_NOQUIT)) points.practice:act.other.c.save:* if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOTEL)) points.practice:act.other.c.save: if (d == ch->desc) points.practice:act.other.c.save: save_room = ch->in_room; points.practice:act.other.c.save: if (IS_NPC(ch) || !ch->desc) points.practice:act.other.c.save: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH)) points.practice:act.other.c.save: k = (ch->master ? ch->master : ch); points.practice:act.other.c.save: if (ch->master) { points.practice:act.other.c.save: for (found = 0, f = ch->followers; f; f = f->next) points.practice:act.other.c.save: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) { points.practice:act.other.c.save: for (f = ch->followers; f; f = next_fol) { points.practice:act.other.c.save: if (tch->master != ch) { points.practice:act.other.c.save: k = (ch->master ? ch->master : ch); points.practice:act.other.c.save: k = (ch->master ? ch->master : ch); points.practice:act.other.c.save: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.practice:act.other.c.save: (f->follower->in_room == ch->in_room)) points.practice:act.other.c.save: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room) points.practice:act.other.c.save: (f->follower->in_room == ch->in_room) && points.practice:act.other.c.save: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) { points.practice:act.other.c.save: if (!str_cmp(arg,"ready") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.save: if (!str_cmp(arg,"land") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.save: if (!str_cmp(arg,"fly") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.save: if (!str_cmp(arg,"block") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.save: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DOJO)) { points.practice:act.other.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.other.c.save: if (!*argument && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.practice:act.other.c.save: else if (!*argument && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.save: if (!str_cmp(arg,"ki") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.save: if (!str_cmp(arg,"en") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.save: if (!str_cmp(arg,"hp") && !IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) { points.practice:act.other.c.save:else if (!str_cmp(ch->player.name, "Jim070050875087474798") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c.save:else if (!str_cmp(ch->player.name, "Xylam") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c.save:else if (!str_cmp(ch->player.name, "Galan") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c.save:else if (!str_cmp(ch->player.name, "Hiro") && GET_LEVEL(ch) < LVL_IMPL) points.practice:act.other.c.save: if (!(obj1 = get_obj_in_list_vis(ch, arg1, ch->carrying))) points.practice:act.other.c.save: for (obj2 = ch->carrying; obj2 != NULL; obj2 = obj2->next_content) points.practice:act.other.c.save: else if (!(obj2 = get_obj_in_list_vis(ch, arg2, ch->carrying))) points.practice:act.social.c: ((targ = get_obj_in_list_vis(ch, buf, ch->carrying)) || points.practice:act.social.c: (targ = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents)))) { points.practice:act.wizard.c: original_loc = ch->in_room; points.practice:act.wizard.c: if (ch->in_room == location) { points.practice:act.wizard.c: char_to_room(victim, ch->in_room); points.practice:act.wizard.c: char_to_room(victim, ch->in_room); points.practice:act.wizard.c: struct room_data *rm = &world[ch->in_room]; points.practice:act.wizard.c: CCNRM(ch, C_NRM), ch->in_room, buf2); points.practice:act.wizard.c: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.practice:act.wizard.c: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.practice:act.wizard.c: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.practice:act.wizard.c: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.practice:act.wizard.c: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.wizard.c: if (!ch->desc->snooping) points.practice:act.wizard.c: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.c: ch->desc->snooping = NULL; points.practice:act.wizard.c: if (!ch->desc) points.practice:act.wizard.c: else if (victim->desc->snooping == ch->desc) points.practice:act.wizard.c: if (ch->desc->snooping) points.practice:act.wizard.c: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.c: ch->desc->snooping = victim->desc; points.practice:act.wizard.c: victim->desc->snoop_by = ch->desc; points.practice:act.wizard.c: if (ch->desc->original) points.practice:act.wizard.c: ch->desc->character = victim; points.practice:act.wizard.c: ch->desc->original = ch; points.practice:act.wizard.c: victim->desc = ch->desc; points.practice:act.wizard.c: ch->desc = NULL; points.practice:act.wizard.c: if (ch->desc && ch->desc->original) { points.practice:act.wizard.c: if (ch->desc->original->desc) points.practice:act.wizard.c: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.practice:act.wizard.c: ch->desc->character = ch->desc->original; points.practice:act.wizard.c: ch->desc->original = NULL; points.practice:act.wizard.c: ch->desc->character->desc = ch->desc; points.practice:act.wizard.c: ch->desc = NULL; points.practice:act.wizard.c: char_to_room(mob, ch->in_room); points.practice:act.wizard.c: obj_to_room(obj, ch->in_room); points.practice:act.wizard.c: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.practice:act.wizard.c: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.practice:act.wizard.c: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.practice:act.wizard.c: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.practice:act.wizard.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.practice:act.wizard.c: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.practice:act.wizard.c:/*else if (!str_cmp(ch->player.name, "Tuskino")) points.practice:act.wizard.c:else if (!str_cmp(ch->player.name, "Misato")) points.practice:act.wizard.c:else if (!str_cmp(ch->player.name, "Griff")) points.practice:act.wizard.c: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.practice:act.wizard.c: i = world[ch->in_room].zone; points.practice:act.wizard.c: print_zone_to_buf(buf, world[ch->in_room].zone); points.practice:act.wizard.c: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.practice:act.wizard.c: save_char(och, och->in_room); points.practice:act.wizard.c: if (ch->desc == NULL) { points.practice:act.wizard.c: case 0: ch->desc->str = &credits; break; points.practice:act.wizard.c: case 1: ch->desc->str = &news; break; points.practice:act.wizard.c: case 2: ch->desc->str = &motd; break; points.practice:act.wizard.c: case 3: ch->desc->str = &imotd; break; points.practice:act.wizard.c: case 4: ch->desc->str = &help; break; points.practice:act.wizard.c: case 5: ch->desc->str = &info; break; points.practice:act.wizard.c: case 6: ch->desc->str = &background; break; points.practice:act.wizard.c: case 7: ch->desc->str = &handbook; break; points.practice:act.wizard.c: case 8: ch->desc->str = &policies; break; points.practice:act.wizard.c: case 9: ch->desc->str = &startup; break; points.practice:act.wizard.c: ch->desc->backstr = NULL; points.practice:act.wizard.c: ch->desc->backstr = str_dup(fields[l].buffer); points.practice:act.wizard.c: ch->desc->max_str = fields[l].size; points.practice:act.wizard.c: ch->desc->mail_to = 0; points.practice:act.wizard.c: CREATE(ch->desc->olc, struct olc_data, 1); points.practice:act.wizard.c: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.practice:act.wizard.c: STATE(ch->desc) = CON_TEXTED; points.practice:act.wizard.c: for (tch = character_list; tch; tch = tch->next) points.practice:act.wizard.c: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.practice:act.wizard.c: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.wizard.c: page_string(ch->desc, buf2, 1); points.practice:act.wizard.c~: original_loc = ch->in_room; points.practice:act.wizard.c~: if (ch->in_room == location) { points.practice:act.wizard.c~: char_to_room(victim, ch->in_room); points.practice:act.wizard.c~: char_to_room(victim, ch->in_room); points.practice:act.wizard.c~: struct room_data *rm = &world[ch->in_room]; points.practice:act.wizard.c~: CCNRM(ch, C_NRM), ch->in_room, buf2); points.practice:act.wizard.c~: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.practice:act.wizard.c~: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.practice:act.wizard.c~: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.practice:act.wizard.c~: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.practice:act.wizard.c~: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.wizard.c~: if (!ch->desc->snooping) points.practice:act.wizard.c~: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.c~: ch->desc->snooping = NULL; points.practice:act.wizard.c~: if (!ch->desc) points.practice:act.wizard.c~: else if (victim->desc->snooping == ch->desc) points.practice:act.wizard.c~: if (ch->desc->snooping) points.practice:act.wizard.c~: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.c~: ch->desc->snooping = victim->desc; points.practice:act.wizard.c~: victim->desc->snoop_by = ch->desc; points.practice:act.wizard.c~: if (ch->desc->original) points.practice:act.wizard.c~: ch->desc->character = victim; points.practice:act.wizard.c~: ch->desc->original = ch; points.practice:act.wizard.c~: victim->desc = ch->desc; points.practice:act.wizard.c~: ch->desc = NULL; points.practice:act.wizard.c~: if (ch->desc && ch->desc->original) { points.practice:act.wizard.c~: if (ch->desc->original->desc) points.practice:act.wizard.c~: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.practice:act.wizard.c~: ch->desc->character = ch->desc->original; points.practice:act.wizard.c~: ch->desc->original = NULL; points.practice:act.wizard.c~: ch->desc->character->desc = ch->desc; points.practice:act.wizard.c~: ch->desc = NULL; points.practice:act.wizard.c~: char_to_room(mob, ch->in_room); points.practice:act.wizard.c~: obj_to_room(obj, ch->in_room); points.practice:act.wizard.c~: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.practice:act.wizard.c~: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.practice:act.wizard.c~: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.practice:act.wizard.c~: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.practice:act.wizard.c~: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.practice:act.wizard.c~: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.practice:act.wizard.c~: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.practice:act.wizard.c~: i = world[ch->in_room].zone; points.practice:act.wizard.c~: print_zone_to_buf(buf, world[ch->in_room].zone); points.practice:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c~: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c~: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.practice:act.wizard.c~: if (ch->desc == NULL) { points.practice:act.wizard.c~: case 0: ch->desc->str = &credits; break; points.practice:act.wizard.c~: case 1: ch->desc->str = &news; break; points.practice:act.wizard.c~: case 2: ch->desc->str = &motd; break; points.practice:act.wizard.c~: case 3: ch->desc->str = &imotd; break; points.practice:act.wizard.c~: case 4: ch->desc->str = &help; break; points.practice:act.wizard.c~: case 5: ch->desc->str = &info; break; points.practice:act.wizard.c~: case 6: ch->desc->str = &background; break; points.practice:act.wizard.c~: case 7: ch->desc->str = &handbook; break; points.practice:act.wizard.c~: case 8: ch->desc->str = &policies; break; points.practice:act.wizard.c~: case 9: ch->desc->str = &startup; break; points.practice:act.wizard.c~: ch->desc->backstr = NULL; points.practice:act.wizard.c~: ch->desc->backstr = str_dup(fields[l].buffer); points.practice:act.wizard.c~: ch->desc->max_str = fields[l].size; points.practice:act.wizard.c~: ch->desc->mail_to = 0; points.practice:act.wizard.c~: CREATE(ch->desc->olc, struct olc_data, 1); points.practice:act.wizard.c~: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.practice:act.wizard.c~: STATE(ch->desc) = CON_TEXTED; points.practice:act.wizard.c.org: original_loc = ch->in_room; points.practice:act.wizard.c.org: if (ch->in_room == location) { points.practice:act.wizard.c.org: char_to_room(victim, ch->in_room); points.practice:act.wizard.c.org: char_to_room(victim, ch->in_room); points.practice:act.wizard.c.org: struct room_data *rm = &world[ch->in_room]; points.practice:act.wizard.c.org: CCNRM(ch, C_NRM), ch->in_room, buf2); points.practice:act.wizard.c.org: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.practice:act.wizard.c.org: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.practice:act.wizard.c.org: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.practice:act.wizard.c.org: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.practice:act.wizard.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.wizard.c.org: if (!ch->desc->snooping) points.practice:act.wizard.c.org: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.c.org: ch->desc->snooping = NULL; points.practice:act.wizard.c.org: if (!ch->desc) points.practice:act.wizard.c.org: else if (victim->desc->snooping == ch->desc) points.practice:act.wizard.c.org: if (ch->desc->snooping) points.practice:act.wizard.c.org: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.c.org: ch->desc->snooping = victim->desc; points.practice:act.wizard.c.org: victim->desc->snoop_by = ch->desc; points.practice:act.wizard.c.org: if (ch->desc->original) points.practice:act.wizard.c.org: ch->desc->character = victim; points.practice:act.wizard.c.org: ch->desc->original = ch; points.practice:act.wizard.c.org: victim->desc = ch->desc; points.practice:act.wizard.c.org: ch->desc = NULL; points.practice:act.wizard.c.org: if (ch->desc && ch->desc->original) { points.practice:act.wizard.c.org: if (ch->desc->original->desc) points.practice:act.wizard.c.org: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.practice:act.wizard.c.org: ch->desc->character = ch->desc->original; points.practice:act.wizard.c.org: ch->desc->original = NULL; points.practice:act.wizard.c.org: ch->desc->character->desc = ch->desc; points.practice:act.wizard.c.org: ch->desc = NULL; points.practice:act.wizard.c.org: char_to_room(mob, ch->in_room); points.practice:act.wizard.c.org: obj_to_room(obj, ch->in_room); points.practice:act.wizard.c.org: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.practice:act.wizard.c.org: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.practice:act.wizard.c.org: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.practice:act.wizard.c.org: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.practice:act.wizard.c.org: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.practice:act.wizard.c.org: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.practice:act.wizard.c.org: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.practice:act.wizard.c.org: i = world[ch->in_room].zone; points.practice:act.wizard.c.org: print_zone_to_buf(buf, world[ch->in_room].zone); points.practice:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.org: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.org: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.practice:act.wizard.c.org: save_char(och, och->in_room); points.practice:act.wizard.c.org: if (ch->desc == NULL) { points.practice:act.wizard.c.org: case 0: ch->desc->str = &credits; break; points.practice:act.wizard.c.org: case 1: ch->desc->str = &news; break; points.practice:act.wizard.c.org: case 2: ch->desc->str = &motd; break; points.practice:act.wizard.c.org: case 3: ch->desc->str = &imotd; break; points.practice:act.wizard.c.org: case 4: ch->desc->str = &help; break; points.practice:act.wizard.c.org: case 5: ch->desc->str = &info; break; points.practice:act.wizard.c.org: case 6: ch->desc->str = &background; break; points.practice:act.wizard.c.org: case 7: ch->desc->str = &handbook; break; points.practice:act.wizard.c.org: case 8: ch->desc->str = &policies; break; points.practice:act.wizard.c.org: case 9: ch->desc->str = &startup; break; points.practice:act.wizard.c.org: ch->desc->backstr = NULL; points.practice:act.wizard.c.org: ch->desc->backstr = str_dup(fields[l].buffer); points.practice:act.wizard.c.org: ch->desc->max_str = fields[l].size; points.practice:act.wizard.c.org: ch->desc->mail_to = 0; points.practice:act.wizard.c.org: CREATE(ch->desc->olc, struct olc_data, 1); points.practice:act.wizard.c.org: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.practice:act.wizard.c.org: STATE(ch->desc) = CON_TEXTED; points.practice:act.wizard.c.org: for (tch = character_list; tch; tch = tch->next) points.practice:act.wizard.c.org: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.practice:act.wizard.c.org: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.wizard.c.orig: original_loc = ch->in_room; points.practice:act.wizard.c.orig: if (ch->in_room == location) { points.practice:act.wizard.c.orig: char_to_room(victim, ch->in_room); points.practice:act.wizard.c.orig: char_to_room(victim, ch->in_room); points.practice:act.wizard.c.orig: struct room_data *rm = &world[ch->in_room]; points.practice:act.wizard.c.orig: CCNRM(ch, C_NRM), ch->in_room, buf2); points.practice:act.wizard.c.orig: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.practice:act.wizard.c.orig: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.practice:act.wizard.c.orig: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.practice:act.wizard.c.orig: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.practice:act.wizard.c.orig: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.wizard.c.orig: if (!ch->desc->snooping) points.practice:act.wizard.c.orig: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.c.orig: ch->desc->snooping = NULL; points.practice:act.wizard.c.orig: if (!ch->desc) points.practice:act.wizard.c.orig: else if (victim->desc->snooping == ch->desc) points.practice:act.wizard.c.orig: if (ch->desc->snooping) points.practice:act.wizard.c.orig: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.c.orig: ch->desc->snooping = victim->desc; points.practice:act.wizard.c.orig: victim->desc->snoop_by = ch->desc; points.practice:act.wizard.c.orig: if (ch->desc->original) points.practice:act.wizard.c.orig: ch->desc->character = victim; points.practice:act.wizard.c.orig: ch->desc->original = ch; points.practice:act.wizard.c.orig: victim->desc = ch->desc; points.practice:act.wizard.c.orig: ch->desc = NULL; points.practice:act.wizard.c.orig: if (ch->desc && ch->desc->original) { points.practice:act.wizard.c.orig: if (ch->desc->original->desc) points.practice:act.wizard.c.orig: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.practice:act.wizard.c.orig: ch->desc->character = ch->desc->original; points.practice:act.wizard.c.orig: ch->desc->original = NULL; points.practice:act.wizard.c.orig: ch->desc->character->desc = ch->desc; points.practice:act.wizard.c.orig: ch->desc = NULL; points.practice:act.wizard.c.orig: char_to_room(mob, ch->in_room); points.practice:act.wizard.c.orig: obj_to_room(obj, ch->in_room); points.practice:act.wizard.c.orig: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.practice:act.wizard.c.orig: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.practice:act.wizard.c.orig: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.practice:act.wizard.c.orig: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.practice:act.wizard.c.orig: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.practice:act.wizard.c.orig: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.practice:act.wizard.c.orig: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.practice:act.wizard.c.orig: i = world[ch->in_room].zone; points.practice:act.wizard.c.orig: print_zone_to_buf(buf, world[ch->in_room].zone); points.practice:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.orig: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.orig: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.practice:act.wizard.c.orig: if (ch->desc == NULL) { points.practice:act.wizard.c.orig: case 0: ch->desc->str = &credits; break; points.practice:act.wizard.c.orig: case 1: ch->desc->str = &news; break; points.practice:act.wizard.c.orig: case 2: ch->desc->str = &motd; break; points.practice:act.wizard.c.orig: case 3: ch->desc->str = &imotd; break; points.practice:act.wizard.c.orig: case 4: ch->desc->str = &help; break; points.practice:act.wizard.c.orig: case 5: ch->desc->str = &info; break; points.practice:act.wizard.c.orig: case 6: ch->desc->str = &background; break; points.practice:act.wizard.c.orig: case 7: ch->desc->str = &handbook; break; points.practice:act.wizard.c.orig: case 8: ch->desc->str = &policies; break; points.practice:act.wizard.c.orig: case 9: ch->desc->str = &startup; break; points.practice:act.wizard.c.orig: ch->desc->backstr = NULL; points.practice:act.wizard.c.orig: ch->desc->backstr = str_dup(fields[l].buffer); points.practice:act.wizard.c.orig: ch->desc->max_str = fields[l].size; points.practice:act.wizard.c.orig: ch->desc->mail_to = 0; points.practice:act.wizard.c.orig: CREATE(ch->desc->olc, struct olc_data, 1); points.practice:act.wizard.c.orig: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.practice:act.wizard.c.orig: STATE(ch->desc) = CON_TEXTED; points.practice:act.wizard.c.save: original_loc = ch->in_room; points.practice:act.wizard.c.save: if (ch->in_room == location) { points.practice:act.wizard.c.save: char_to_room(victim, ch->in_room); points.practice:act.wizard.c.save: char_to_room(victim, ch->in_room); points.practice:act.wizard.c.save: struct room_data *rm = &world[ch->in_room]; points.practice:act.wizard.c.save: CCNRM(ch, C_NRM), ch->in_room, buf2); points.practice:act.wizard.c.save: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.practice:act.wizard.c.save: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.practice:act.wizard.c.save: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.practice:act.wizard.c.save: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.practice:act.wizard.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.wizard.c.save: if (!ch->desc->snooping) points.practice:act.wizard.c.save: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.c.save: ch->desc->snooping = NULL; points.practice:act.wizard.c.save: if (!ch->desc) points.practice:act.wizard.c.save: else if (victim->desc->snooping == ch->desc) points.practice:act.wizard.c.save: if (ch->desc->snooping) points.practice:act.wizard.c.save: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.c.save: ch->desc->snooping = victim->desc; points.practice:act.wizard.c.save: victim->desc->snoop_by = ch->desc; points.practice:act.wizard.c.save: if (ch->desc->original) points.practice:act.wizard.c.save: ch->desc->character = victim; points.practice:act.wizard.c.save: ch->desc->original = ch; points.practice:act.wizard.c.save: victim->desc = ch->desc; points.practice:act.wizard.c.save: ch->desc = NULL; points.practice:act.wizard.c.save: if (ch->desc && ch->desc->original) { points.practice:act.wizard.c.save: if (ch->desc->original->desc) points.practice:act.wizard.c.save: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.practice:act.wizard.c.save: ch->desc->character = ch->desc->original; points.practice:act.wizard.c.save: ch->desc->original = NULL; points.practice:act.wizard.c.save: ch->desc->character->desc = ch->desc; points.practice:act.wizard.c.save: ch->desc = NULL; points.practice:act.wizard.c.save: char_to_room(mob, ch->in_room); points.practice:act.wizard.c.save: obj_to_room(obj, ch->in_room); points.practice:act.wizard.c.save: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.practice:act.wizard.c.save: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.practice:act.wizard.c.save: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.practice:act.wizard.c.save: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.practice:act.wizard.c.save: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.practice:act.wizard.c.save: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.practice:act.wizard.c.save:if (!str_cmp(ch->player.name, "Tuskino")) points.practice:act.wizard.c.save:else if (!str_cmp(ch->player.name, "Misato")) points.practice:act.wizard.c.save:else if (!str_cmp(ch->player.name, "Griff")) points.practice:act.wizard.c.save: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.practice:act.wizard.c.save: i = world[ch->in_room].zone; points.practice:act.wizard.c.save: print_zone_to_buf(buf, world[ch->in_room].zone); points.practice:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.save: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.c.save: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.practice:act.wizard.c.save: save_char(och, och->in_room); points.practice:act.wizard.c.save: if (ch->desc == NULL) { points.practice:act.wizard.c.save: case 0: ch->desc->str = &credits; break; points.practice:act.wizard.c.save: case 1: ch->desc->str = &news; break; points.practice:act.wizard.c.save: case 2: ch->desc->str = &motd; break; points.practice:act.wizard.c.save: case 3: ch->desc->str = &imotd; break; points.practice:act.wizard.c.save: case 4: ch->desc->str = &help; break; points.practice:act.wizard.c.save: case 5: ch->desc->str = &info; break; points.practice:act.wizard.c.save: case 6: ch->desc->str = &background; break; points.practice:act.wizard.c.save: case 7: ch->desc->str = &handbook; break; points.practice:act.wizard.c.save: case 8: ch->desc->str = &policies; break; points.practice:act.wizard.c.save: case 9: ch->desc->str = &startup; break; points.practice:act.wizard.c.save: ch->desc->backstr = NULL; points.practice:act.wizard.c.save: ch->desc->backstr = str_dup(fields[l].buffer); points.practice:act.wizard.c.save: ch->desc->max_str = fields[l].size; points.practice:act.wizard.c.save: ch->desc->mail_to = 0; points.practice:act.wizard.c.save: CREATE(ch->desc->olc, struct olc_data, 1); points.practice:act.wizard.c.save: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.practice:act.wizard.c.save: STATE(ch->desc) = CON_TEXTED; points.practice:act.wizard.c.save: for (tch = character_list; tch; tch = tch->next) points.practice:act.wizard.c.save: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.practice:act.wizard.c.save: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.wizard.c.save: page_string(ch->desc, buf2, 1); points.practice:act.wizard.c.save:page_string(ch->desc, buf2, 1); points.practice:act.wizard.ct: original_loc = ch->in_room; points.practice:act.wizard.ct: if (ch->in_room == location) { points.practice:act.wizard.ct: char_to_room(victim, ch->in_room); points.practice:act.wizard.ct: char_to_room(victim, ch->in_room); points.practice:act.wizard.ct: struct room_data *rm = &world[ch->in_room]; points.practice:act.wizard.ct: CCNRM(ch, C_NRM), ch->in_room, buf2); points.practice:act.wizard.ct: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp))) points.practice:act.wizard.ct: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying))) points.practice:act.wizard.ct: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents))) points.practice:act.wizard.ct: send_to_room("Everything is quite peaceful now.\r\n",ch->in_room); points.practice:act.wizard.ct: for(vict=world[ch->in_room].people;vict;vict=next_v) points.practice:act.wizard.ct: if (!ch->desc->snooping) points.practice:act.wizard.ct: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.ct: ch->desc->snooping = NULL; points.practice:act.wizard.ct: if (!ch->desc) points.practice:act.wizard.ct: else if (victim->desc->snooping == ch->desc) points.practice:act.wizard.ct: if (ch->desc->snooping) points.practice:act.wizard.ct: ch->desc->snooping->snoop_by = NULL; points.practice:act.wizard.ct: ch->desc->snooping = victim->desc; points.practice:act.wizard.ct: victim->desc->snoop_by = ch->desc; points.practice:act.wizard.ct: if (ch->desc->original) points.practice:act.wizard.ct: ch->desc->character = victim; points.practice:act.wizard.ct: ch->desc->original = ch; points.practice:act.wizard.ct: victim->desc = ch->desc; points.practice:act.wizard.ct: ch->desc = NULL; points.practice:act.wizard.ct: if (ch->desc && ch->desc->original) { points.practice:act.wizard.ct: if (ch->desc->original->desc) points.practice:act.wizard.ct: STATE(ch->desc->original->desc) = CON_DISCONNECT; points.practice:act.wizard.ct: ch->desc->character = ch->desc->original; points.practice:act.wizard.ct: ch->desc->original = NULL; points.practice:act.wizard.ct: ch->desc->character->desc = ch->desc; points.practice:act.wizard.ct: ch->desc = NULL; points.practice:act.wizard.ct: char_to_room(mob, ch->in_room); points.practice:act.wizard.ct: obj_to_room(obj, ch->in_room); points.practice:act.wizard.ct: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) { points.practice:act.wizard.ct: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); points.practice:act.wizard.ct: for (vict = world[ch->in_room].people; vict; vict = next_v) { points.practice:act.wizard.ct: for (obj = world[ch->in_room].contents; obj; obj = next_o) { points.practice:act.wizard.ct: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.practice:act.wizard.ct: for (vict = world[ch->in_room].people; vict; vict = next_force) { points.practice:act.wizard.ct: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) { points.practice:act.wizard.ct: i = world[ch->in_room].zone; points.practice:act.wizard.ct: print_zone_to_buf(buf, world[ch->in_room].zone); points.practice:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.ct: page_string(ch->desc, buf, TRUE); points.practice:act.wizard.ct: ch->player.time.birth = time(0) - ((value - 17) * SECS_PER_MUD_YEAR); points.practice:act.wizard.ct: save_char(och, och->in_room); points.practice:act.wizard.ct: if (ch->desc == NULL) { points.practice:act.wizard.ct: case 0: ch->desc->str = &credits; break; points.practice:act.wizard.ct: case 1: ch->desc->str = &news; break; points.practice:act.wizard.ct: case 2: ch->desc->str = &motd; break; points.practice:act.wizard.ct: case 3: ch->desc->str = &imotd; break; points.practice:act.wizard.ct: case 4: ch->desc->str = &help; break; points.practice:act.wizard.ct: case 5: ch->desc->str = &info; break; points.practice:act.wizard.ct: case 6: ch->desc->str = &background; break; points.practice:act.wizard.ct: case 7: ch->desc->str = &handbook; break; points.practice:act.wizard.ct: case 8: ch->desc->str = &policies; break; points.practice:act.wizard.ct: case 9: ch->desc->str = &startup; break; points.practice:act.wizard.ct: ch->desc->backstr = NULL; points.practice:act.wizard.ct: ch->desc->backstr = str_dup(fields[l].buffer); points.practice:act.wizard.ct: ch->desc->max_str = fields[l].size; points.practice:act.wizard.ct: ch->desc->mail_to = 0; points.practice:act.wizard.ct: CREATE(ch->desc->olc, struct olc_data, 1); points.practice:act.wizard.ct: OLC_STORAGE(ch->desc) = str_dup(fields[l].filename); points.practice:act.wizard.ct: STATE(ch->desc) = CON_TEXTED; points.practice:act.wizard.ct: for (tch = character_list; tch; tch = tch->next) points.practice:auction.c: if (ch->master && AFF_FLAGGED(ch, AFF_MAJIN)) points.practice:auction.c: if (ch->master && AFF_FLAGGED(ch, AFF_MAJIN)) points.practice:auction.c: } else if ((obj = get_obj_in_list_vis(ch, buf1, ch->carrying)) == NULL) points.practice:boards.c: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) points.practice:boards.c: if (!ch->desc) points.practice:boards.c: ch->desc->str = &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]); points.practice:boards.c: ch->desc->max_str = MAX_MESSAGE_LENGTH; points.practice:boards.c: ch->desc->mail_to = board_type + BOARD_MAGIC; points.practice:boards.c: if (!ch->desc) points.practice:boards.c: page_string(ch->desc, buf, 1); points.practice:boards.c: page_string(ch->desc, buffer, 1); points.practice:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.practice:castle.c: if (!strncmp(pszName, ch->player.short_descr, iLen)) points.practice:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.practice:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.practice:castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) points.practice:castle.c: if (cmd != ++iProhibited_direction || (ch->player.short_descr && points.practice:castle.c: !strncmp(ch->player.short_descr, "King Welmar", 11))) points.practice:castle.c: if ((ch->in_room == real_room(iIn_room)) && (cmd == iProhibited_direction)) { points.practice:castle.c: if (ch->points.mana < 10) points.practice:castle.c: ch->points.mana -= 10; points.practice:castle.c: if (time_info.hours == 8 && ch->in_room == R_ROOM(Z_KINGS_C, 51)) { points.practice:castle.c: } else if (time_info.hours == 21 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) { points.practice:castle.c: } else if (time_info.hours == 12 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) { points.practice:castle.c: if (!ch->master) points.practice:castle.c: if (!ch->master) points.practice:castle.c: for (i = world[ch->in_room].contents; i; i = i->next_content) points.practice:castle.c: for (i = world[ch->in_room].contents; i; i = next) { points.practice:class.c: ch->real_abils.str_add = 0; points.practice:class.c: ch->real_abils.intel = table[0]; points.practice:class.c: ch->real_abils.str = table[1]; points.practice:class.c: ch->real_abils.dex = table[2]; points.practice:class.c: ch->real_abils.con = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.con = table[0]; points.practice:class.c: ch->real_abils.str = table[1]; points.practice:class.c: ch->real_abils.dex = table[2]; points.practice:class.c: ch->real_abils.wis = table[3]; points.practice:class.c: ch->real_abils.intel = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.con = table[1]; points.practice:class.c: ch->real_abils.dex = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.intel = table[3]; points.practice:class.c: ch->real_abils.wis = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: ch->real_abils.str = table[0]; points.practice:class.c: ch->real_abils.dex = table[1]; points.practice:class.c: ch->real_abils.con = table[2]; points.practice:class.c: ch->real_abils.wis = table[3]; points.practice:class.c: ch->real_abils.intel = table[4]; points.practice:class.c: ch->real_abils.cha = table[5]; points.practice:class.c: if (ch->real_abils.str == 100) points.practice:class.c: ch->real_abils.str_add = number(0, 200); points.practice:class.c: ch->real_abils.rage = 1; points.practice:class.c: ch->real_abils.ubs = ch->real_abils.lbs = 50; points.practice:class.c: ch->aff_abils = ch->real_abils; points.practice:class.c: ch->points.max_hit = 10; points.practice:class.c: ch->player.time.played = 0; points.practice:class.c: ch->player.time.logon = time(0); points.practice:class.c: ch->player_specials->saved.pc_attacks = 1; points.practice:class.c: ch->points.max_hit += MAX(1, add_hp); points.practice:class.c: ch->points.max_move += MAX(1, add_move); points.practice:class.c: ch->points.max_mana += MAX(1, add_mana); points.practice:class.c: ch->points.damroll += MAX(1, add_damroll); points.practice:class.c: ch->points.hitroll += MAX(1, add_hitroll); points.practice:class.c~: ch->real_abils.str_add = 0; points.practice:class.c~: ch->real_abils.intel = table[0]; points.practice:class.c~: ch->real_abils.str = table[1]; points.practice:class.c~: ch->real_abils.dex = table[2]; points.practice:class.c~: ch->real_abils.con = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.con = table[0]; points.practice:class.c~: ch->real_abils.str = table[1]; points.practice:class.c~: ch->real_abils.dex = table[2]; points.practice:class.c~: ch->real_abils.wis = table[3]; points.practice:class.c~: ch->real_abils.intel = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.con = table[1]; points.practice:class.c~: ch->real_abils.dex = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.intel = table[3]; points.practice:class.c~: ch->real_abils.wis = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: ch->real_abils.str = table[0]; points.practice:class.c~: ch->real_abils.dex = table[1]; points.practice:class.c~: ch->real_abils.con = table[2]; points.practice:class.c~: ch->real_abils.wis = table[3]; points.practice:class.c~: ch->real_abils.intel = table[4]; points.practice:class.c~: ch->real_abils.cha = table[5]; points.practice:class.c~: if (ch->real_abils.str == 100) points.practice:class.c~: ch->real_abils.str_add = number(0, 200); points.practice:class.c~: ch->aff_abils = ch->real_abils; points.practice:class.c~: ch->points.max_hit = 10; points.practice:class.c~: ch->player.time.played = 0; points.practice:class.c~: ch->player.time.logon = time(0); points.practice:class.c~: ch->player_specials->saved.pc_attacks = 1; points.practice:class.c~: ch->points.max_hit += MAX(1, add_hp); points.practice:class.c~: ch->points.max_move += MAX(1, add_move); points.practice:class.c~: ch->points.max_mana += add_mana; points.practice:class.c.save: ch->real_abils.str_add = 0; points.practice:class.c.save: ch->real_abils.intel = table[0]; points.practice:class.c.save: ch->real_abils.str = table[1]; points.practice:class.c.save: ch->real_abils.dex = table[2]; points.practice:class.c.save: ch->real_abils.con = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.con = table[0]; points.practice:class.c.save: ch->real_abils.str = table[1]; points.practice:class.c.save: ch->real_abils.dex = table[2]; points.practice:class.c.save: ch->real_abils.wis = table[3]; points.practice:class.c.save: ch->real_abils.intel = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.con = table[1]; points.practice:class.c.save: ch->real_abils.dex = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.intel = table[3]; points.practice:class.c.save: ch->real_abils.wis = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: ch->real_abils.str = table[0]; points.practice:class.c.save: ch->real_abils.dex = table[1]; points.practice:class.c.save: ch->real_abils.con = table[2]; points.practice:class.c.save: ch->real_abils.wis = table[3]; points.practice:class.c.save: ch->real_abils.intel = table[4]; points.practice:class.c.save: ch->real_abils.cha = table[5]; points.practice:class.c.save: if (ch->real_abils.str == 100) points.practice:class.c.save: ch->real_abils.str_add = number(0, 200); points.practice:class.c.save: ch->real_abils.rage = 1; points.practice:class.c.save: ch->real_abils.ubs = ch->real_abils.lbs = 50; points.practice:class.c.save: ch->aff_abils = ch->real_abils; points.practice:class.c.save: ch->points.max_hit = 10; points.practice:class.c.save: ch->player.time.played = 0; points.practice:class.c.save: ch->player.time.logon = time(0); points.practice:class.c.save: ch->player_specials->saved.pc_attacks = 1; points.practice:class.c.save: ch->points.max_hit += MAX(1, add_hp); points.practice:class.c.save: ch->points.max_move += MAX(1, add_move); points.practice:class.c.save: ch->points.max_mana += add_mana; points.practice:comm.c: if (ch->desc && messg) points.practice:comm.c: SEND_TO_Q(messg, ch->desc); points.practice:comm.c: if (ch && ch->in_room != NOWHERE) points.practice:comm.c: to = world[ch->in_room].people; points.practice:comm.c.org: if (ch->desc && messg) points.practice:comm.c.org: SEND_TO_Q(messg, ch->desc); points.practice:comm.c.org: if (ch && ch->in_room != NOWHERE) points.practice:comm.c.org: to = world[ch->in_room].people; points.practice:comm.c.orig: if (ch->desc && messg) points.practice:comm.c.orig: SEND_TO_Q(messg, ch->desc); points.practice:comm.c.orig: if (ch && ch->in_room != NOWHERE) points.practice:comm.c.orig: to = world[ch->in_room].people; points.practice:db.c: ch->next = character_list; points.practice:db.c: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) points.practice:db.c: strncpy(st.host, ch->desc->host, HOST_LENGTH); points.practice:db.c: if (ch->player_specials == NULL) points.practice:db.c: CREATE(ch->player_specials, struct player_special_data, 1); points.practice:db.c: ch->player.short_descr = NULL; points.practice:db.c: ch->player.long_descr = NULL; points.practice:db.c: ch->player.title = str_dup(st->title); points.practice:db.c: ch->player.description = str_dup(st->description); points.practice:db.c: ch->player.hometown = st->hometown; points.practice:db.c: ch->player.time.birth = st->birth; points.practice:db.c: ch->player.time.played = st->played; points.practice:db.c: ch->player.time.logon = time(0); points.practice:db.c: ch->player.weight = st->weight; points.practice:db.c: ch->player.height = st->height; points.practice:db.c: ch->real_abils = st->abilities; points.practice:db.c: ch->aff_abils = st->abilities; points.practice:db.c: ch->points = st->points; points.practice:db.c: ch->char_specials.saved = st->char_specials_saved; points.practice:db.c: ch->player_specials->saved = st->player_specials_saved; points.practice:db.c: if (ch->points.max_mana < 100) points.practice:db.c: ch->points.max_mana = 100; points.practice:db.c: ch->char_specials.carry_weight = 0; points.practice:db.c: ch->char_specials.carry_items = 0; points.practice:db.c: ch->points.armor = 100; points.practice:db.c: ch->points.hitroll = 15; points.practice:db.c: ch->points.damroll = 15; points.practice:db.c: if (ch->player.name == NULL) points.practice:db.c: CREATE(ch->player.name, char, strlen(st->name) + 1); points.practice:db.c: strcpy(ch->player.name, st->name); points.practice:db.c: strcpy(ch->player.passwd, st->pwd); points.practice:db.c: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { points.practice:db.c: while (ch->affected) points.practice:db.c: affect_remove(ch, ch->affected); points.practice:db.c: ch->aff_abils = ch->real_abils; points.practice:db.c: st->birth = ch->player.time.birth; points.practice:db.c: st->played = ch->player.time.played; points.practice:db.c: st->played += (long) (time(0) - ch->player.time.logon); points.practice:db.c: ch->player.time.played = st->played; points.practice:db.c: ch->player.time.logon = time(0); points.practice:db.c: st->hometown = ch->player.hometown; points.practice:db.c: st->abilities = ch->real_abils; points.practice:db.c: st->points = ch->points; points.practice:db.c: st->char_specials_saved = ch->char_specials.saved; points.practice:db.c: st->player_specials_saved = ch->player_specials->saved; points.practice:db.c: if (ch->player.description) points.practice:db.c: strcpy(st->description, ch->player.description); points.practice:db.c: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { points.practice:db.c: if (ch->player_specials->poofin) points.practice:db.c: free(ch->player_specials->poofin); points.practice:db.c: if (ch->player_specials->poofout) points.practice:db.c: free(ch->player_specials->poofout); points.practice:db.c: free(ch->player_specials); points.practice:db.c: if (ch->player.title) points.practice:db.c: free(ch->player.title); points.practice:db.c: if (ch->player.short_descr) points.practice:db.c: free(ch->player.short_descr); points.practice:db.c: if (ch->player.long_descr) points.practice:db.c: free(ch->player.long_descr); points.practice:db.c: if (ch->player.description) points.practice:db.c: free(ch->player.description); points.practice:db.c: if (ch->player.name && ch->player.name != mob_proto[i].player.name) points.practice:db.c: free(ch->player.name); points.practice:db.c: if (ch->player.title && ch->player.title != mob_proto[i].player.title) points.practice:db.c: free(ch->player.title); points.practice:db.c: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) points.practice:db.c: free(ch->player.short_descr); points.practice:db.c: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) points.practice:db.c: free(ch->player.long_descr); points.practice:db.c: if (ch->player.description && ch->player.description != mob_proto[i].player.description) points.practice:db.c: free(ch->player.description); points.practice:db.c: while (ch->affected) points.practice:db.c: affect_remove(ch, ch->affected); points.practice:db.c: if (ch->desc) points.practice:db.c: ch->desc->character = NULL; points.practice:db.c: ch->followers = NULL; points.practice:db.c: ch->master = NULL; points.practice:db.c: ch->in_room = NOWHERE; points.practice:db.c: ch->carrying = NULL; points.practice:db.c: ch->next = NULL; points.practice:db.c: ch->next_fighting = NULL; points.practice:db.c: ch->next_in_room = NULL; points.practice:db.c: ch->char_specials.position = POS_STANDING; points.practice:db.c: ch->mob_specials.default_pos = POS_STANDING; points.practice:db.c: ch->char_specials.carry_weight = 0; points.practice:db.c: ch->char_specials.carry_items = 0; points.practice:db.c: ch->in_room = NOWHERE; points.practice:db.c: ch->mob_specials.default_pos = POS_STANDING; points.practice:db.c: if (ch->points.max_mana < 100) points.practice:db.c: ch->points.max_mana = 100; points.practice:db.c: if (ch->player_specials == NULL) points.practice:db.c: CREATE(ch->player_specials, struct player_special_data, 1); points.practice:db.c: ch->points.max_hit = 30000; points.practice:db.c: ch->points.max_mana = 30000; points.practice:db.c: ch->points.max_move = 30000; points.practice:db.c: ch->player.short_descr = NULL; points.practice:db.c: ch->player.long_descr = NULL; points.practice:db.c: ch->player.description = NULL; points.practice:db.c: ch->player.hometown = 1; points.practice:db.c: ch->player.time.birth = time(0); points.practice:db.c: ch->player.time.played = 0; points.practice:db.c: ch->player.time.logon = time(0); points.practice:db.c: if (ch->player.sex == SEX_MALE) { points.practice:db.c: ch->player.weight = number(120, 180); points.practice:db.c: ch->player.height = number(160, 200); points.practice:db.c: ch->player.weight = number(100, 160); points.practice:db.c: ch->player.height = number(150, 180); points.practice:db.c: ch->points.max_mana = 100; points.practice:db.c: ch->points.mana = GET_MAX_MANA(ch); points.practice:db.c: ch->points.hit = GET_MAX_HIT(ch); points.practice:db.c: ch->points.max_move = 82; points.practice:db.c: ch->points.move = GET_MAX_MOVE(ch); points.practice:db.c: ch->points.armor = 100; points.practice:db.c: ch->char_specials.saved.affected_by = 0; points.practice:db.c: ch->real_abils.intel = 25; points.practice:db.c: ch->real_abils.wis = 25; points.practice:db.c: ch->real_abils.dex = 100; points.practice:db.c: ch->real_abils.str = 25; points.practice:db.c: ch->real_abils.str_add = 100; points.practice:db.c: ch->real_abils.con = 25; points.practice:db.c: ch->real_abils.cha = 25; points.practice:db.c: ch->real_abils.rage = 100; points.practice:db.c: ch->real_abils.ubs = 100; points.practice:db.c: ch->real_abils.lbs = 100; points.practice:db.c~: ch->next = character_list; points.practice:db.c~: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) points.practice:db.c~: strncpy(st.host, ch->desc->host, HOST_LENGTH); points.practice:db.c~: if (ch->player_specials == NULL) points.practice:db.c~: CREATE(ch->player_specials, struct player_special_data, 1); points.practice:db.c~: ch->player.short_descr = NULL; points.practice:db.c~: ch->player.long_descr = NULL; points.practice:db.c~: ch->player.title = str_dup(st->title); points.practice:db.c~: ch->player.description = str_dup(st->description); points.practice:db.c~: ch->player.hometown = st->hometown; points.practice:db.c~: ch->player.time.birth = st->birth; points.practice:db.c~: ch->player.time.played = st->played; points.practice:db.c~: ch->player.time.logon = time(0); points.practice:db.c~: ch->player.weight = st->weight; points.practice:db.c~: ch->player.height = st->height; points.practice:db.c~: ch->real_abils = st->abilities; points.practice:db.c~: ch->aff_abils = st->abilities; points.practice:db.c~: ch->points = st->points; points.practice:db.c~: ch->char_specials.saved = st->char_specials_saved; points.practice:db.c~: ch->player_specials->saved = st->player_specials_saved; points.practice:db.c~: if (ch->points.max_mana < 100) points.practice:db.c~: ch->points.max_mana = 100; points.practice:db.c~: ch->char_specials.carry_weight = 0; points.practice:db.c~: ch->char_specials.carry_items = 0; points.practice:db.c~: ch->points.armor = 100; points.practice:db.c~: ch->points.hitroll = 1; points.practice:db.c~: ch->points.damroll = 1; points.practice:db.c~: if (ch->player.name == NULL) points.practice:db.c~: CREATE(ch->player.name, char, strlen(st->name) + 1); points.practice:db.c~: strcpy(ch->player.name, st->name); points.practice:db.c~: strcpy(ch->player.passwd, st->pwd); points.practice:db.c~: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { points.practice:db.c~: while (ch->affected) points.practice:db.c~: affect_remove(ch, ch->affected); points.practice:db.c~: ch->aff_abils = ch->real_abils; points.practice:db.c~: st->birth = ch->player.time.birth; points.practice:db.c~: st->played = ch->player.time.played; points.practice:db.c~: st->played += (long) (time(0) - ch->player.time.logon); points.practice:db.c~: ch->player.time.played = st->played; points.practice:db.c~: ch->player.time.logon = time(0); points.practice:db.c~: st->hometown = ch->player.hometown; points.practice:db.c~: st->abilities = ch->real_abils; points.practice:db.c~: st->points = ch->points; points.practice:db.c~: st->char_specials_saved = ch->char_specials.saved; points.practice:db.c~: st->player_specials_saved = ch->player_specials->saved; points.practice:db.c~: if (ch->player.description) points.practice:db.c~: strcpy(st->description, ch->player.description); points.practice:db.c~: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { points.practice:db.c~: if (ch->player_specials->poofin) points.practice:db.c~: free(ch->player_specials->poofin); points.practice:db.c~: if (ch->player_specials->poofout) points.practice:db.c~: free(ch->player_specials->poofout); points.practice:db.c~: free(ch->player_specials); points.practice:db.c~: if (ch->player.title) points.practice:db.c~: free(ch->player.title); points.practice:db.c~: if (ch->player.short_descr) points.practice:db.c~: free(ch->player.short_descr); points.practice:db.c~: if (ch->player.long_descr) points.practice:db.c~: free(ch->player.long_descr); points.practice:db.c~: if (ch->player.description) points.practice:db.c~: free(ch->player.description); points.practice:db.c~: if (ch->player.name && ch->player.name != mob_proto[i].player.name) points.practice:db.c~: free(ch->player.name); points.practice:db.c~: if (ch->player.title && ch->player.title != mob_proto[i].player.title) points.practice:db.c~: free(ch->player.title); points.practice:db.c~: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) points.practice:db.c~: free(ch->player.short_descr); points.practice:db.c~: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) points.practice:db.c~: free(ch->player.long_descr); points.practice:db.c~: if (ch->player.description && ch->player.description != mob_proto[i].player.description) points.practice:db.c~: free(ch->player.description); points.practice:db.c~: while (ch->affected) points.practice:db.c~: affect_remove(ch, ch->affected); points.practice:db.c~: if (ch->desc) points.practice:db.c~: ch->desc->character = NULL; points.practice:db.c~: ch->followers = NULL; points.practice:db.c~: ch->master = NULL; points.practice:db.c~: ch->in_room = NOWHERE; points.practice:db.c~: ch->carrying = NULL; points.practice:db.c~: ch->next = NULL; points.practice:db.c~: ch->next_fighting = NULL; points.practice:db.c~: ch->next_in_room = NULL; points.practice:db.c~: ch->char_specials.position = POS_STANDING; points.practice:db.c~: ch->mob_specials.default_pos = POS_STANDING; points.practice:db.c~: ch->char_specials.carry_weight = 0; points.practice:db.c~: ch->char_specials.carry_items = 0; points.practice:db.c~: ch->in_room = NOWHERE; points.practice:db.c~: ch->mob_specials.default_pos = POS_STANDING; points.practice:db.c~: if (ch->points.max_mana < 100) points.practice:db.c~: ch->points.max_mana = 100; points.practice:db.c~: if (ch->player_specials == NULL) points.practice:db.c~: CREATE(ch->player_specials, struct player_special_data, 1); points.practice:db.c~: ch->points.max_hit = 30000; points.practice:db.c~: ch->points.max_mana = 30000; points.practice:db.c~: ch->points.max_move = 30000; points.practice:db.c~: ch->player.short_descr = NULL; points.practice:db.c~: ch->player.long_descr = NULL; points.practice:db.c~: ch->player.description = NULL; points.practice:db.c~: ch->player.hometown = 1; points.practice:db.c~: ch->player.time.birth = time(0); points.practice:db.c~: ch->player.time.played = 0; points.practice:db.c~: ch->player.time.logon = time(0); points.practice:db.c~: if (ch->player.sex == SEX_MALE) { points.practice:db.c~: ch->player.weight = number(120, 180); points.practice:db.c~: ch->player.height = number(160, 200); points.practice:db.c~: ch->player.weight = number(100, 160); points.practice:db.c~: ch->player.height = number(150, 180); points.practice:db.c~: ch->points.max_mana = 100; points.practice:db.c~: ch->points.mana = GET_MAX_MANA(ch); points.practice:db.c~: ch->points.hit = GET_MAX_HIT(ch); points.practice:db.c~: ch->points.max_move = 82; points.practice:db.c~: ch->points.move = GET_MAX_MOVE(ch); points.practice:db.c~: ch->points.armor = 100; points.practice:db.c~: ch->char_specials.saved.affected_by = 0; points.practice:db.c~: ch->real_abils.intel = 100; points.practice:db.c~: ch->real_abils.wis = 100; points.practice:db.c~: ch->real_abils.dex = 100; points.practice:db.c~: ch->real_abils.str = 100; points.practice:db.c~: ch->real_abils.str_add = 200; points.practice:db.c~: ch->real_abils.con = 100; points.practice:db.c~: ch->real_abils.cha = 100; points.practice:db.c~: ch->real_abils.rage = 101; points.practice:db.c~: ch->real_abils.ubs = 101; points.practice:db.c~: ch->real_abils.lbs = 101; points.practice:db.c.orig: ch->next = character_list; points.practice:db.c.orig: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) points.practice:db.c.orig: strncpy(st.host, ch->desc->host, HOST_LENGTH); points.practice:db.c.orig: if (ch->player_specials == NULL) points.practice:db.c.orig: CREATE(ch->player_specials, struct player_special_data, 1); points.practice:db.c.orig: ch->player.short_descr = NULL; points.practice:db.c.orig: ch->player.long_descr = NULL; points.practice:db.c.orig: ch->player.title = str_dup(st->title); points.practice:db.c.orig: ch->player.description = str_dup(st->description); points.practice:db.c.orig: ch->player.hometown = st->hometown; points.practice:db.c.orig: ch->player.time.birth = st->birth; points.practice:db.c.orig: ch->player.time.played = st->played; points.practice:db.c.orig: ch->player.time.logon = time(0); points.practice:db.c.orig: ch->player.weight = st->weight; points.practice:db.c.orig: ch->player.height = st->height; points.practice:db.c.orig: ch->real_abils = st->abilities; points.practice:db.c.orig: ch->aff_abils = st->abilities; points.practice:db.c.orig: ch->points = st->points; points.practice:db.c.orig: ch->char_specials.saved = st->char_specials_saved; points.practice:db.c.orig: ch->player_specials->saved = st->player_specials_saved; points.practice:db.c.orig: if (ch->points.max_mana < 100) points.practice:db.c.orig: ch->points.max_mana = 100; points.practice:db.c.orig: ch->char_specials.carry_weight = 0; points.practice:db.c.orig: ch->char_specials.carry_items = 0; points.practice:db.c.orig: ch->points.armor = 100; points.practice:db.c.orig: ch->points.hitroll = 1; points.practice:db.c.orig: ch->points.damroll = 1; points.practice:db.c.orig: if (ch->player.name == NULL) points.practice:db.c.orig: CREATE(ch->player.name, char, strlen(st->name) + 1); points.practice:db.c.orig: strcpy(ch->player.name, st->name); points.practice:db.c.orig: strcpy(ch->player.passwd, st->pwd); points.practice:db.c.orig: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { points.practice:db.c.orig: while (ch->affected) points.practice:db.c.orig: affect_remove(ch, ch->affected); points.practice:db.c.orig: ch->aff_abils = ch->real_abils; points.practice:db.c.orig: st->birth = ch->player.time.birth; points.practice:db.c.orig: st->played = ch->player.time.played; points.practice:db.c.orig: st->played += (long) (time(0) - ch->player.time.logon); points.practice:db.c.orig: ch->player.time.played = st->played; points.practice:db.c.orig: ch->player.time.logon = time(0); points.practice:db.c.orig: st->hometown = ch->player.hometown; points.practice:db.c.orig: st->abilities = ch->real_abils; points.practice:db.c.orig: st->points = ch->points; points.practice:db.c.orig: st->char_specials_saved = ch->char_specials.saved; points.practice:db.c.orig: st->player_specials_saved = ch->player_specials->saved; points.practice:db.c.orig: if (ch->player.description) points.practice:db.c.orig: strcpy(st->description, ch->player.description); points.practice:db.c.orig: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { points.practice:db.c.orig: if (ch->player_specials->poofin) points.practice:db.c.orig: free(ch->player_specials->poofin); points.practice:db.c.orig: if (ch->player_specials->poofout) points.practice:db.c.orig: free(ch->player_specials->poofout); points.practice:db.c.orig: free(ch->player_specials); points.practice:db.c.orig: if (ch->player.title) points.practice:db.c.orig: free(ch->player.title); points.practice:db.c.orig: if (ch->player.short_descr) points.practice:db.c.orig: free(ch->player.short_descr); points.practice:db.c.orig: if (ch->player.long_descr) points.practice:db.c.orig: free(ch->player.long_descr); points.practice:db.c.orig: if (ch->player.description) points.practice:db.c.orig: free(ch->player.description); points.practice:db.c.orig: if (ch->player.name && ch->player.name != mob_proto[i].player.name) points.practice:db.c.orig: free(ch->player.name); points.practice:db.c.orig: if (ch->player.title && ch->player.title != mob_proto[i].player.title) points.practice:db.c.orig: free(ch->player.title); points.practice:db.c.orig: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) points.practice:db.c.orig: free(ch->player.short_descr); points.practice:db.c.orig: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) points.practice:db.c.orig: free(ch->player.long_descr); points.practice:db.c.orig: if (ch->player.description && ch->player.description != mob_proto[i].player.description) points.practice:db.c.orig: free(ch->player.description); points.practice:db.c.orig: while (ch->affected) points.practice:db.c.orig: affect_remove(ch, ch->affected); points.practice:db.c.orig: if (ch->desc) points.practice:db.c.orig: ch->desc->character = NULL; points.practice:db.c.orig: ch->followers = NULL; points.practice:db.c.orig: ch->master = NULL; points.practice:db.c.orig: ch->in_room = NOWHERE; points.practice:db.c.orig: ch->carrying = NULL; points.practice:db.c.orig: ch->next = NULL; points.practice:db.c.orig: ch->next_fighting = NULL; points.practice:db.c.orig: ch->next_in_room = NULL; points.practice:db.c.orig: ch->char_specials.position = POS_STANDING; points.practice:db.c.orig: ch->mob_specials.default_pos = POS_STANDING; points.practice:db.c.orig: ch->char_specials.carry_weight = 0; points.practice:db.c.orig: ch->char_specials.carry_items = 0; points.practice:db.c.orig: ch->in_room = NOWHERE; points.practice:db.c.orig: ch->mob_specials.default_pos = POS_STANDING; points.practice:db.c.orig: if (ch->points.max_mana < 100) points.practice:db.c.orig: ch->points.max_mana = 100; points.practice:db.c.orig: if (ch->player_specials == NULL) points.practice:db.c.orig: CREATE(ch->player_specials, struct player_special_data, 1); points.practice:db.c.orig: ch->points.max_hit = 30000; points.practice:db.c.orig: ch->points.max_mana = 30000; points.practice:db.c.orig: ch->points.max_move = 30000; points.practice:db.c.orig: ch->player.short_descr = NULL; points.practice:db.c.orig: ch->player.long_descr = NULL; points.practice:db.c.orig: ch->player.description = NULL; points.practice:db.c.orig: ch->player.hometown = 1; points.practice:db.c.orig: ch->player.time.birth = time(0); points.practice:db.c.orig: ch->player.time.played = 0; points.practice:db.c.orig: ch->player.time.logon = time(0); points.practice:db.c.orig: if (ch->player.sex == SEX_MALE) { points.practice:db.c.orig: ch->player.weight = number(120, 180); points.practice:db.c.orig: ch->player.height = number(160, 200); points.practice:db.c.orig: ch->player.weight = number(100, 160); points.practice:db.c.orig: ch->player.height = number(150, 180); points.practice:db.c.orig: ch->points.max_mana = 100; points.practice:db.c.orig: ch->points.mana = GET_MAX_MANA(ch); points.practice:db.c.orig: ch->points.hit = GET_MAX_HIT(ch); points.practice:db.c.orig: ch->points.max_move = 82; points.practice:db.c.orig: ch->points.move = GET_MAX_MOVE(ch); points.practice:db.c.orig: ch->points.armor = 100; points.practice:db.c.orig: ch->char_specials.saved.affected_by = 0; points.practice:db.c.orig: ch->real_abils.intel = 25; points.practice:db.c.orig: ch->real_abils.wis = 25; points.practice:db.c.orig: ch->real_abils.dex = 100; points.practice:db.c.orig: ch->real_abils.str = 25; points.practice:db.c.orig: ch->real_abils.str_add = 100; points.practice:db.c.orig: ch->real_abils.con = 25; points.practice:db.c.orig: ch->real_abils.cha = 25; points.practice:db.c.orig: ch->real_abils.rage = 100; points.practice:db.c.orig: ch->real_abils.ubs = 100; points.practice:db.c.orig: ch->real_abils.lbs = 100; points.practice:dg_comm.c: ch->equipment, &tmp)) ? points.practice:dg_comm.c: (obj = get_obj_in_list_vis(ch, name, ch->carrying))); points.practice:dg_comm.c: for (to = world[ch->in_room].people; points.practice:dg_mobcmd.c: if (IS_AFFECTED(ch, AFF_MAJIN) && ch->master == victim ) { points.practice:dg_mobcmd.c: if ((obj=get_object_in_equip_vis(ch,arg,ch->equipment,&pos))!= NULL) { points.practice:dg_mobcmd.c: if ((obj = get_obj_in_list_vis(ch, arg, ch->carrying)) != NULL ) points.practice:dg_mobcmd.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) { points.practice:dg_mobcmd.c: while ((obj=get_object_in_equip_vis(ch,arg,ch->equipment,&pos))) points.practice:dg_mobcmd.c: if( ch->desc && GET_LEVEL(ch->desc->original) < LVL_IMPL) points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.practice:dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL)) points.practice:dg_mobcmd.c: if (ch->desc) { points.practice:dg_mobcmd.c: tmpmob.id = ch->id; points.practice:dg_mobcmd.c: tmpmob.affected = ch->affected; points.practice:dg_mobcmd.c: tmpmob.carrying = ch->carrying; points.practice:dg_mobcmd.c: tmpmob.proto_script = ch->proto_script; points.practice:dg_mobcmd.c: tmpmob.script = ch->script; points.practice:dg_mobcmd.c: tmpmob.memory = ch->memory; points.practice:dg_mobcmd.c: tmpmob.next_in_room = ch->next_in_room; points.practice:dg_mobcmd.c: tmpmob.next = ch->next; points.practice:dg_mobcmd.c: tmpmob.next_fighting = ch->next_fighting; points.practice:dg_mobcmd.c: tmpmob.followers = ch->followers; points.practice:dg_mobcmd.c: tmpmob.master = ch->master; points.practice:dg_objcmd.c: next_ch = ch->next_in_room; points.practice:dg_objcmd.c: next_ch = ch->next_in_room; points.practice:dg_objcmd.c: next_ch = ch->next_in_room; points.practice:dg_objcmd.c: world[ch->in_room].name); points.practice:dg_scripts.c: for (ch = world[vnum].people; ch !=NULL; ch = ch->next_in_room) points.practice:dg_scripts.c: for (ch = character_list; ch; ch=ch->next) points.practice:dg_scripts.c: if (ch && ((ch->player_specials == &dummy_mob) || !GET_INVIS_LEV(ch))) points.practice:dg_scripts.c: for (ch = character_list; ch; ch = ch->next) points.practice:dg_scripts.c: if (isname(name, ch->player.name) && points.practice:dg_scripts.c: ((ch->player_specials == &dummy_mob) || points.practice:dg_scripts.c: if (ch && ((ch->player_specials == &dummy_mob) || !GET_INVIS_LEV(ch))) points.practice:dg_scripts.c: for (ch = room->people; ch; ch = ch->next_in_room) points.practice:dg_scripts.c: if (isname(name, ch->player.name) && points.practice:dg_scripts.c: ((ch->player_specials == &dummy_mob) || points.practice:dg_scripts.c: for (ch = character_list; ch; ch = ch->next) points.practice:dg_scripts.c: if (isname(name, ch->player.name) && points.practice:dg_scripts.c: ((ch->player_specials == &dummy_mob) || points.practice:dg_scripts.c: for (ch = character_list; ch; ch = ch->next) { points.practice:dg_scripts.c: page_string(ch->desc, sb, 1); points.practice:dg_scripts.c: strcpy(name, ch->player.name); points.practice:dg_scripts.c: struct room_data *rm = &world[ch->in_room]; points.practice:dg_scripts.c: if ((object = get_object_in_equip_vis(ch, arg1, ch->equipment, &tmp))); points.practice:dg_scripts.c: else if ((object = get_obj_in_list_vis(ch, arg1, ch->carrying))); points.practice:dg_scripts.c: else if ((o = get_obj_in_list(name, ch->carrying))); points.practice:dg_scripts.c: else page_string(ch->desc, pagebuf, TRUE); points.practice:dg_scripts.c:* scans for end of while/switch-blocks. points.practice:dg_triggers.c: for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) { points.practice:dg_triggers.c: for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) { points.practice:dg_triggers.c: ch_next = ch->next_in_room; points.practice:dg_triggers.c: ch_next = ch->next_in_room; points.practice:dg_wldcmd.c: next_ch = ch->next_in_room; points.practice:dg_wldcmd.c: next_ch = ch->next_in_room; points.practice:dg_wldcmd.c: next_ch = ch->next_in_room; points.practice:dg_wldcmd.c: world[ch->in_room].name); points.practice:fight.c: ch->next_fighting = combat_list; points.practice:fight.c: for (af = ch->affected; af; af = next) { points.practice:fight.c: next_combat_list = ch->next_fighting; points.practice:fight.c: ch->next_fighting = NULL; points.practice:fight.c: corpse->contains = ch->carrying; points.practice:fight.c: if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) { points.practice:fight.c: ch->carrying = NULL; points.practice:fight.c: obj_to_room(corpse, ch->in_room); points.practice:fight.c: was_in = ch->in_room; points.practice:fight.c: ch->in_room = world[was_in].dir_option[door]->to_room; points.practice:fight.c: ch->in_room = was_in; points.practice:fight.c:if (ROOM_FLAGGED(ch->in_room, ROOM_UNUSED)) { points.practice:fight.c: while (ch->affected) points.practice:fight.c: affect_remove(ch, ch->affected); points.practice:fight.c: if (!(k = ch->master)) points.practice:fight.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)) points.practice:fight.c: if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room) points.practice:fight.c: if (AFF_FLAGGED(k, AFF_GROUP) && k->in_room == ch->in_room) points.practice:fight.c: if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room) points.practice:fight.c: if (ch != victim && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { points.practice:fight.c: if (ch->in_room != victim->in_room) { points.practice:fight.c: if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0)) points.practice:fight.c: w_type = ch->mob_specials.attack_type + TYPE_HIT; points.practice:fight.c: dam += dice(ch->mob_specials.damnodice, ch->mob_specials.damsizedice); points.practice:fight.c: next_combat_list = ch->next_fighting; points.practice:fight.c: if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) { points.practice:graph.c: dir = find_first_step(ch->in_room, vict->in_room); points.practice:graph.c: if ((dir = find_first_step(ch->in_room, HUNTING(ch)->in_room)) < 0) { points.practice:graph.c: if (ch->in_room == HUNTING(ch)->in_room) points.practice:handler.c: ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR); points.practice:handler.c: for (af = ch->affected; af; af = af->next) points.practice:handler.c: ch->aff_abils = ch->real_abils; points.practice:handler.c: for (af = ch->affected; af; af = af->next) points.practice:handler.c: affected_alloc->next = ch->affected; points.practice:handler.c: ch->affected = affected_alloc; points.practice:handler.c: if (ch->affected == NULL) { points.practice:handler.c: REMOVE_FROM_LIST(af, ch->affected, next); points.practice:handler.c: for (hjp = ch->affected; hjp; hjp = next) { points.practice:handler.c: for (hjp = ch->affected; hjp; hjp = hjp->next) points.practice:handler.c: for (hjp = ch->affected; !found && hjp; hjp = hjp->next) { points.practice:handler.c: if (ch == NULL || ch->in_room == NOWHERE) { points.practice:handler.c: world[ch->in_room].light--; points.practice:handler.c: REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room); points.practice:handler.c: ch->in_room = NOWHERE; points.practice:handler.c: ch->next_in_room = NULL; points.practice:handler.c: ch->next_in_room = world[room].people; points.practice:handler.c: ch->in_room = room; points.practice:handler.c: object->next_content = ch->carrying; points.practice:handler.c: ch->carrying = object; points.practice:handler.c: if (ch->in_room != NOWHERE) { points.practice:handler.c: world[ch->in_room].light++; points.practice:handler.c: log("SYSERR: ch->in_room = NOWHERE when equipping char %s.", GET_NAME(ch)); points.practice:handler.c: if (ch->in_room != NOWHERE) { points.practice:handler.c: world[ch->in_room].light--; points.practice:handler.c: log("SYSERR: ch->in_room = NOWHERE when unequipping char %s.", GET_NAME(ch)); points.practice:handler.c: world[ch->in_room].light--; points.practice:handler.c: if (ch->carrying) points.practice:handler.c: update_object(ch->carrying, 1); points.practice:handler.c: if (!IS_NPC(ch) && !ch->desc) { points.practice:handler.c: if (ch->in_room == NOWHERE) { points.practice:handler.c: if (ch->followers || ch->master) points.practice:handler.c: if (ch->desc) { points.practice:handler.c: if (ch->desc->snooping) { points.practice:handler.c: ch->desc->snooping->snoop_by = NULL; points.practice:handler.c: ch->desc->snooping = NULL; points.practice:handler.c: if (ch->desc->snoop_by) { points.practice:handler.c: ch->desc->snoop_by); points.practice:handler.c: ch->desc->snoop_by->snooping = NULL; points.practice:handler.c: ch->desc->snoop_by = NULL; points.practice:handler.c: while (ch->carrying) { points.practice:handler.c: obj = ch->carrying; points.practice:handler.c: obj_to_room(obj, ch->in_room); points.practice:handler.c: obj_to_room(unequip_char(ch, i), ch->in_room); points.practice:handler.c: if (ch->desc && ch->desc->original) points.practice:handler.c: if (!freed && ch->desc != NULL) { points.practice:handler.c: STATE(ch->desc) = CON_MENU; points.practice:handler.c: SEND_TO_Q(MENU, ch->desc); points.practice:handler.c: if (!IS_NPC(i) && (!inroom || i->in_room == ch->in_room) && points.practice:handler.c: for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room) points.practice:handler.c: if ((i = get_obj_in_list_vis(ch, name, ch->carrying))) points.practice:handler.c: if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) points.practice:handler.c: if ((*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying))) { points.practice:handler.c: if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) { points.practice:interpreter.c:// else if (!str_cmp(ch->player.name, "Griff")) points.practice:interpreter.c: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.practice:interpreter.c: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.practice:interpreter.c: for (i = ch->carrying; i; i = i->next_content) points.practice:interpreter.c: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.practice:interpreter.c: for (i = world[ch->in_room].contents; i; i = i->next_content) points.practice:interpreter.c: next_ch = ch->next; points.practice:interpreter.c: if (ch->desc) points.practice:interpreter.c: if (ch->in_room != NOWHERE) points.practice:interpreter.c.: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.practice:interpreter.c.: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.practice:interpreter.c.: for (i = ch->carrying; i; i = i->next_content) points.practice:interpreter.c.: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.practice:interpreter.c.: for (i = world[ch->in_room].contents; i; i = i->next_content) points.practice:interpreter.c.: next_ch = ch->next; points.practice:interpreter.c.: if (ch->desc) points.practice:interpreter.c.: if (ch->in_room != NOWHERE) points.practice:interpreter.c.org: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.practice:interpreter.c.org: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.practice:interpreter.c.org: for (i = ch->carrying; i; i = i->next_content) points.practice:interpreter.c.org: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.practice:interpreter.c.org: for (i = world[ch->in_room].contents; i; i = i->next_content) points.practice:interpreter.c.org: next_ch = ch->next; points.practice:interpreter.c.org: if (ch->desc) points.practice:interpreter.c.org: if (ch->in_room != NOWHERE) points.practice:interpreter.save: if (GET_ROOM_SPEC(ch->in_room) != NULL) points.practice:interpreter.save: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg)) points.practice:interpreter.save: for (i = ch->carrying; i; i = i->next_content) points.practice:interpreter.save: for (k = world[ch->in_room].people; k; k = k->next_in_room) points.practice:interpreter.save: for (i = world[ch->in_room].contents; i; i = i->next_content) points.practice:interpreter.save: next_ch = ch->next; points.practice:interpreter.save: if (ch->desc) points.practice:interpreter.save: if (ch->in_room != NOWHERE) points.practice:limits.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_GOOD_REGEN)) points.practice:limits.c: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HTANK)) points.practice:limits.c: if (++(ch->char_specials.timer) > idle_void) { points.practice:limits.c: if (GET_WAS_IN(ch) == NOWHERE && ch->in_room != NOWHERE) { points.practice:limits.c: GET_WAS_IN(ch) = ch->in_room; points.practice:limits.c: } else if (ch->char_specials.timer > idle_rent_time) { points.practice:limits.c: if (ch->in_room != NOWHERE) points.practice:limits.c: if (ch->desc) { points.practice:limits.c: STATE(ch->desc) = CON_DISCONNECT; points.practice:limits.c: ch->desc->character = NULL; points.practice:limits.c: ch->desc = NULL; points.practice:magic.c: for (tobj = ch->carrying; tobj; tobj = tobj->next_content) { points.practice:magic.c: (victim->master->in_room == ch->in_room)) { points.practice:magic.c: if (ch->master != NULL) points.practice:magic.c: k = ch->master; points.practice:magic.c: if (tch->in_room != ch->in_room) points.practice:magic.c: for (tch = world[ch->in_room].people; tch; tch = tch_next) { points.practice:magic.c: tch_next = tch->next_in_room; points.practice:magic.c: for (tch = world[ch->in_room].people; tch; tch = next_tch) { points.practice:magic.c: next_tch = tch->next_in_room; points.practice:magic.c: char_to_room(mob, ch->in_room); points.practice:mail.c: if (!ch->desc || IS_NPC(ch)) points.practice:mail.c: ch->desc->mail_to = recipient; points.practice:mail.c: ch->desc->str = (char **) malloc(sizeof(char *)); points.practice:mail.c: *(ch->desc->str) = NULL; points.practice:mail.c: ch->desc->max_str = MAX_MAIL_SIZE; points.practice:mobact.c: next_ch = ch->next; points.practice:mobact.c: if (world[ch->in_room].contents && !number(0, 10)) { points.practice:mobact.c: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) points.practice:mobact.c: (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) { points.practice:mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { points.practice:mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { points.practice:mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) points.practice:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.practice:objsave.c: Crash_restore_weight(ch->carrying); points.practice:objsave.c: Crash_extract_norents(ch->carrying); points.practice:objsave.c: Crash_calculate_rent(ch->carrying, &cost); points.practice:objsave.c: while ((cost > GET_GOLD(ch) + GET_BANK_GOLD(ch)) && ch->carrying) { points.practice:objsave.c: Crash_extract_expensive(ch->carrying); points.practice:objsave.c: Crash_calculate_rent(ch->carrying, &cost); points.practice:objsave.c: if (!ch->carrying) { points.practice:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.practice:objsave.c: Crash_extract_objs(ch->carrying); points.practice:objsave.c: Crash_extract_norents(ch->carrying); points.practice:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.practice:objsave.c: Crash_extract_objs(ch->carrying); points.practice:objsave.c: Crash_extract_norents(ch->carrying); points.practice:objsave.c: if (!Crash_save(ch->carrying, fp)) { points.practice:objsave.c: Crash_extract_objs(ch->carrying); points.practice:objsave.c: norent = Crash_report_unrentables(ch, receptionist, ch->carrying); points.practice:objsave.c: Crash_report_rent(ch, receptionist, ch->carrying, &totalcost, &numitems, display, factor); points.practice:objsave.c: if (!ch->desc || IS_NPC(ch)) points.practice:objsave.c: save_room = ch->in_room; points.practice:olc.c: d = ch->desc; points.practice:olc.c: CREATE(ch->desc->olc, struct olc_data, 1); points.practice:olc.c: CREATE(OLC_ROOM(ch->desc), struct room_data, 1); points.practice:olc.c: OLC_ZNUM(ch->desc) = world[ch->in_room].zone; points.practice:olc.c: OLC_NUM(ch->desc) = k; points.practice:olc.c: OLC_ROOM(ch->desc)->number = k; points.practice:olc.c: OLC_ROOM(ch->desc)->zone = world[ch->in_room].zone; points.practice:olc.c: OLC_ROOM(ch->desc)->name = str_dup("An unfinished room"); points.practice:olc.c: OLC_ROOM(ch->desc)->description = str_dup("You are in an unfinished room.\r\n"); points.practice:olc.c: OLC_ITEM_TYPE(ch->desc) = WLD_TRIGGER; points.practice:olc.c: OLC_VAL(ch->desc) = 0; points.practice:olc.c: redit_save_internally(ch->desc); points.practice:olc.c: cleanup_olc(ch->desc, CLEANUP_STRUCTS); points.practice:olc.c: if (!world[ch->in_room].dir_option[dir]) { points.practice:quest.c: for (i=0; i <= ch->num_completed_quests; i++) points.practice:quest.c: if (ch->completed_quests[i] == vnum) points.practice:quest.c: save_char(ch, ch->in_room); points.practice:quest.c: if (aquest_table[rnum].target == world[ch->in_room].number) points.practice:quest.c: for (i=world[ch->in_room].people; i; i = i->next_in_room) points.practice:quest.c: for (i = world[ch->in_room].people; i && found; i = i->next_in_room) points.practice:quest.c: else page_string(ch->desc, pagebuf, TRUE); points.practice:redit.c: for (temp_ch = world[i].people; temp_ch; temp_ch = temp_ch->next_in_room) points.practice:redit.c: if (temp_ch->in_room != NOWHERE) points.practice:redit.c: temp_ch->in_room = i + 1; points.practice:redit.c: for (temp_ch = world[i].people; temp_ch; temp_ch = temp_ch->next_in_room) points.practice:redit.c: if (temp_ch->in_room != NOWHERE) points.practice:redit.c: temp_ch->in_room = i + 1; points.practice:shop.c: sprintf(tempstr, times_message(ch->carrying, 0, bought)); points.practice:shop.c: if (!(obj = get_obj_in_list_vis(ch, name, ch->carrying))) { points.practice:shop.c: page_string(ch->desc, buf, 1); points.practice:shop.c: page_string(ch->desc, buf, 1); points.practice:spec_procs.c: page_string(ch->desc, buf2, 1); points.practice:spec_procs.c: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) { points.practice:spec_procs.c: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) { points.practice:spec_procs.c: if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) && points.practice:spec_procs.c: for (cons = world[ch->in_room].people; cons; cons = cons->next_in_room) points.practice:spec_procs.c: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) points.practice:spec_procs.c: for (i = world[ch->in_room].contents; i; i = i->next_content) { points.practice:spec_procs.c: obj_to_room(temp, ch->in_room); points.practice:spec_procs.c: for (i = world[ch->in_room].contents; i; i = i->next_content) { points.practice:spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.practice:spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.practice:spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { points.practice:spec_procs.c: pet_room = ch->in_room + 1; points.practice:spec_procs.c: char_to_room(pet, ch->in_room); points.practice:spell_parser.c: if (tch != NULL && tch->in_room == ch->in_room) { points.practice:spell_parser.c: ((tobj->in_room == ch->in_room) || (tobj->carried_by == ch))) points.practice:spell_parser.c: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.practice:spell_parser.c: if (tch != NULL && tch != ch && tch->in_room == ch->in_room) { points.practice:spell_parser.c: for (tch = world[ch->in_room].people; tch; tch = next_tch) { points.practice:spell_parser.c: next_tch = tch->next_in_room; points.practice:spell_parser.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == tch)) { points.practice:spell_parser.c: if ((tobj = get_obj_in_list_vis(ch, t, ch->carrying))) points.practice:spell_parser.c: if ((tobj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents))) points.practice:spell_parser.c.save: if (tch != NULL && tch->in_room == ch->in_room) { points.practice:spell_parser.c.save: ((tobj->in_room == ch->in_room) || (tobj->carried_by == ch))) points.practice:spell_parser.c.save: for (i = world[ch->in_room].people; i; i = i->next_in_room) { points.practice:spell_parser.c.save: if (tch != NULL && tch != ch && tch->in_room == ch->in_room) { points.practice:spell_parser.c.save: for (tch = world[ch->in_room].people; tch; tch = next_tch) { points.practice:spell_parser.c.save: next_tch = tch->next_in_room; points.practice:spell_parser.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == tch)) { points.practice:spell_parser.c.save: if ((tobj = get_obj_in_list_vis(ch, t, ch->carrying))) points.practice:spell_parser.c.save: if ((tobj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents))) points.practice:spells.c: char_to_room(victim, ch->in_room); points.practice:spells.cmake: char_to_room(victim, ch->in_room); points.practice:utils.c: GET_ROOM_VNUM(IN_ROOM(ch)), world[ch->in_room].name); points.practice:utils.c: player_age = *mud_time_passed(time(0), ch->player.time.birth); points.practice:utils.c: if (ch->master == NULL) { points.practice:utils.c: act("You come to your senses as the &09M&00 dissapears from your forehead!", FALSE, ch, 0, ch->master, TO_CHAR); points.practice:utils.c: act("You stop following $N.", FALSE, ch, 0, ch->master, TO_CHAR); points.practice:utils.c: act("$n stops following $N.", TRUE, ch, 0, ch->master, TO_NOTVICT); points.practice:utils.c: act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT); points.practice:utils.c: if (ch->master->followers->follower == ch) { /* Head of follower-list? */ points.practice:utils.c: k = ch->master->followers; points.practice:utils.c: ch->master->followers = k->next; points.practice:utils.c: for (k = ch->master->followers; k->next->follower != ch; k = k->next); points.practice:utils.c: ch->master = NULL; points.practice:utils.c: if (ch->master) points.practice:utils.c: for (k = ch->followers; k; k = j) { points.practice:utils.c: if (ch->master) { points.practice:utils.c: ch->master = leader; points.practice:utils.c: for (ch = room->people; ch != NULL; ch = ch->next_in_room) points.practice:utils.h: (ch->desc && ch->desc->original ? GET_LEVEL(ch->desc->original) : \ points.practice:vehicles.c:world[ch->in_room].contents); points.practice:vehicles.c:if (ch->desc != NULL) points.practice:vehicles.c:if (ch->desc != NULL) points.practice:vehicles.c:if (ch->desc != NULL) points.practice:vehicles.c:obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents); points.practice:vehicles.c:hatch = get_obj_in_list_type(ITEM_V_HATCH, world[ch->in_room].contents); points.practice:vehicles.c:world[ch->in_room].contents); quest.c: for (i=0; i <= ch->num_completed_quests; i++) quest.c: if (ch->completed_quests[i] == vnum) quest.c: save_char(ch, ch->in_room); quest.c: if (aquest_table[rnum].target == world[ch->in_room].number) quest.c: for (i=world[ch->in_room].people; i; i = i->next_in_room) quest.c: for (i = world[ch->in_room].people; i && found; i = i->next_in_room) quest.c: else page_string(ch->desc, pagebuf, TRUE); redit.c: for (temp_ch = world[i].people; temp_ch; temp_ch = temp_ch->next_in_room) redit.c: if (temp_ch->in_room != NOWHERE) redit.c: temp_ch->in_room = i + 1; redit.c: for (temp_ch = world[i].people; temp_ch; temp_ch = temp_ch->next_in_room) redit.c: if (temp_ch->in_room != NOWHERE) redit.c: temp_ch->in_room = i + 1; shop.c: sprintf(tempstr, times_message(ch->carrying, 0, bought)); shop.c: if (!(obj = get_obj_in_list_vis(ch, name, ch->carrying))) { shop.c: page_string(ch->desc, buf, 1); shop.c: page_string(ch->desc, buf, 1); spec_procs.c: page_string(ch->desc, buf2, 1); spec_procs.c: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) { spec_procs.c: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) { spec_procs.c: if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) && spec_procs.c: for (cons = world[ch->in_room].people; cons; cons = cons->next_in_room) spec_procs.c: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) spec_procs.c: for (i = world[ch->in_room].contents; i; i = i->next_content) { spec_procs.c: obj_to_room(temp, ch->in_room); spec_procs.c: for (i = world[ch->in_room].contents; i; i = i->next_content) { spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { spec_procs.c: pet_room = ch->in_room + 1; spec_procs.c: char_to_room(pet, ch->in_room); spell_parser.c: if (tch != NULL && tch->in_room == ch->in_room) { spell_parser.c: ((tobj->in_room == ch->in_room) || (tobj->carried_by == ch))) spell_parser.c: for (i = world[ch->in_room].people; i; i = i->next_in_room) { spell_parser.c: if (tch != NULL && tch != ch && tch->in_room == ch->in_room) { spell_parser.c: for (tch = world[ch->in_room].people; tch; tch = next_tch) { spell_parser.c: next_tch = tch->next_in_room; spell_parser.c: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == tch)) { spell_parser.c: if ((tobj = get_obj_in_list_vis(ch, t, ch->carrying))) spell_parser.c: if ((tobj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents))) spell_parser.c.save: if (tch != NULL && tch->in_room == ch->in_room) { spell_parser.c.save: ((tobj->in_room == ch->in_room) || (tobj->carried_by == ch))) spell_parser.c.save: for (i = world[ch->in_room].people; i; i = i->next_in_room) { spell_parser.c.save: if (tch != NULL && tch != ch && tch->in_room == ch->in_room) { spell_parser.c.save: for (tch = world[ch->in_room].people; tch; tch = next_tch) { spell_parser.c.save: next_tch = tch->next_in_room; spell_parser.c.save: if (AFF_FLAGGED(ch, AFF_MAJIN) && (ch->master == tch)) { spell_parser.c.save: if ((tobj = get_obj_in_list_vis(ch, t, ch->carrying))) spell_parser.c.save: if ((tobj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents))) spells.c: char_to_room(victim, ch->in_room); spells.cmake: char_to_room(victim, ch->in_room); utils.c: GET_ROOM_VNUM(IN_ROOM(ch)), world[ch->in_room].name); utils.c: player_age = *mud_time_passed(time(0), ch->player.time.birth); utils.c: if (ch->master == NULL) { utils.c: act("You come to your senses as the &09M&00 dissapears from your forehead!", FALSE, ch, 0, ch->master, TO_CHAR); utils.c: act("You stop following $N.", FALSE, ch, 0, ch->master, TO_CHAR); utils.c: act("$n stops following $N.", TRUE, ch, 0, ch->master, TO_NOTVICT); utils.c: act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT); utils.c: if (ch->master->followers->follower == ch) { /* Head of follower-list? */ utils.c: k = ch->master->followers; utils.c: ch->master->followers = k->next; utils.c: for (k = ch->master->followers; k->next->follower != ch; k = k->next); utils.c: ch->master = NULL; utils.c: if (ch->master) utils.c: for (k = ch->followers; k; k = j) { utils.c: if (ch->master) { utils.c: ch->master = leader; utils.c: for (ch = room->people; ch != NULL; ch = ch->next_in_room) utils.h: (ch->desc && ch->desc->original ? GET_LEVEL(ch->desc->original) : \ vehicles.c:world[ch->in_room].contents); vehicles.c:if (ch->desc != NULL) vehicles.c:if (ch->desc != NULL) vehicles.c:if (ch->desc != NULL) vehicles.c:obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents); vehicles.c:hatch = get_obj_in_list_type(ITEM_V_HATCH, world[ch->in_room].contents); vehicles.c:world[ch->in_room].contents);