abjurer.c: SET_BIT(ch->immune, IMM_SHIELDED); abjurer.c: REMOVE_BIT(ch->immune, IMM_SHIELDED); abjurer.c: if (ch->mana < mcost) abjurer.c: ch->mana -= mcost; abjurer.c: if (IS_SET(ch->pcdata->powers[WRAITH_POWERS], WRAITH_DIMEDODGE)) abjurer.c: REMOVE_BIT(ch->pcdata->powers[WRAITH_POWERS], WRAITH_DIMEDODGE); abjurer.c: SET_BIT(ch->pcdata->powers[WRAITH_POWERS], WRAITH_DIMEDODGE); act_comm.c: if (ch->pcdata->quest < amount) act_comm.c: ch->pcdata->quest -= amount; act_comm.c: sprintf(buf, "%s puts %d qps on %s's head, who now have a %d qps bounty.", ch->name, amount, victim->name, victim->pcdata->bounty); act_comm.c: if (IS_NPC(ch) || IS_SET(ch->deaf, CHANNEL_NEWBIE)) act_comm.c: if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0) act_comm.c: else if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) act_comm.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE)) act_comm.c: if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT) act_comm.c: to = ch->in_room->people; act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_room != NULL && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_room != NULL && ch->in_room == to->in_room) act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && act_comm.c: ch->pcdata->chobj->in_obj != NULL && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_obj != NULL && ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) act_comm.c: sprintf(name, ch->short_descr); act_comm.c: sprintf(name, ch->morph); act_comm.c: sprintf(name, ch->name); act_comm.c: for (rt = ch->in_room->roomtext; rt != NULL; rt = rt->next) act_comm.c: if (!is_in(ch->name, rt->name)) act_comm.c: vch_next = vch->next; act_comm.c: if (vch->in_room == NULL) act_comm.c: if (vch->in_room == ch->in_room && vch->pIndexData->vnum == rt->mob) act_comm.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_DARK); act_comm.c: SET_BIT(ch->in_room->room_flags, ROOM_DARK); act_comm.c: obj = create_object(get_obj_index(rt->power), ch->level); act_comm.c: obj_to_room(obj, ch->in_room); act_comm.c: char_to_room(mob, ch->in_room); act_comm.c: obj_to_room(obj, ch->in_room); act_comm.c: for (mob = ch->in_room->people; mob; mob = mob->next_in_room) act_comm.c: sprintf(xbuf, rt->output, ch->name); act_comm.c: if ((victim = get_char_world(ch, arg)) == NULL || (IS_NPC(victim) && victim->in_room != ch->in_room)) act_comm.c: if (IS_NPC(victim) || IS_NPC(ch) || strlen(victim->pcdata->marriage) < 2 || str_cmp(ch->name, victim->pcdata->marriage)) act_comm.c: if (victim->pcdata->ignore[i] == ch->pcdata->playerid) act_comm.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE)) act_comm.c: if ((victim = get_char_world(ch, arg)) == NULL || (victim->in_room != ch->in_room)) act_comm.c: if ((victim = ch->reply) == NULL) act_comm.c: if (victim->pcdata->ignore[i] == ch->pcdata->playerid) act_comm.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE)) act_comm.c: if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT) act_comm.c: to = ch->in_room->people; act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_room != NULL && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_room != NULL && ch->in_room == to->in_room) act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && act_comm.c: ch->pcdata->chobj->in_obj != NULL && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_obj != NULL && ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) act_comm.c: sprintf(name, ch->short_descr); act_comm.c: sprintf(name, ch->morph); act_comm.c: sprintf(name, ch->name); act_comm.c: if (ch->short_descr != NULL) act_comm.c: strcpy(you, ch->short_descr); act_comm.c: if (ch->name != NULL) act_comm.c: strcpy(you, ch->name); act_comm.c: if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT) act_comm.c: to = ch->in_room->people; act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_room != NULL && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_room != NULL && ch->in_room == to->in_room) act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && act_comm.c: ch->pcdata->chobj->in_obj != NULL && !IS_NPC(to) && to->pcdata->chobj != NULL && to->pcdata->chobj->in_obj != NULL && ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) act_comm.c: sprintf(name, ch->short_descr); act_comm.c: sprintf(name, ch->morph); act_comm.c: sprintf(name, ch->name); act_comm.c: if (ch->position == POS_FIGHTING) act_comm.c: if (ch->position != POS_STANDING) act_comm.c: ch->position = POS_STANDING; act_comm.c: if (ch->fight_timer > 0) act_comm.c: if (ch->in_room != NULL) act_comm.c: if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) act_comm.c: for (gch = char_list; gch; gch = gch->next) act_comm.c: if (gch->desc) act_comm.c: if (gch->desc->connected != CON_PLAYING && !(gch->desc->connected >= CON_NOTE_TO && gch->desc->connected <= CON_NOTE_FINISH)) act_comm.c: if (gch->challenger == ch) act_comm.c: gch->challenger = NULL; act_comm.c: if (ch->level > 6); /* do nothing */ act_comm.c: else if (IS_SET(ch->pcdata->jflags, JFLAG_SETLOGOUT)) act_comm.c: else if (ch->pcdata->obj_vnum == 0) act_comm.c: sprintf(buf, "#R%s #7has fled from #RAge of Heroes#7.#n", ch->pcdata->switchname); act_comm.c: if (ch->challenger != NULL) act_comm.c: ch->challenger = NULL; act_comm.c: if ((mount = ch->mount) != NULL) act_comm.c: if (ch->desc && ch->desc->out_compress) act_comm.c: compressEnd(ch->desc); // free up the mccp shit act_comm.c: if (ch->pcdata->in_progress) act_comm.c: free_note(ch->pcdata->in_progress); act_comm.c: d = ch->desc; act_comm.c: if (ch->pcdata->obj_vnum != 0) act_comm.c: if (ch->in_room != NULL) act_comm.c: sprintf(log_buf, "%s has quit.", ch->name); act_comm.c: if (ch->pcdata->chobj != NULL) act_comm.c: extract_obj(ch->pcdata->chobj); act_comm.c: if (ch->level < 2) act_comm.c: if (ch->level < 2) act_comm.c: if (IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL) act_comm.c: act("But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR); act_comm.c: if (ch->master == NULL) act_comm.c: if (ch->master != NULL) act_comm.c: if (ch->master != NULL) act_comm.c: ch->master = master; act_comm.c: ch->leader = NULL; act_comm.c: if (ch->master == NULL) act_comm.c: REMOVE_BIT(ch->affected_by, AFF_CHARM); act_comm.c: if (can_see(ch->master, ch)) act_comm.c: act("$n stops following you.", ch, NULL, ch->master, TO_VICT); act_comm.c: act("You stop following $N.", ch, NULL, ch->master, TO_CHAR); act_comm.c: ch->master = NULL; act_comm.c: ch->leader = NULL; act_comm.c: if (ch->master != NULL) act_comm.c: ch->leader = NULL; act_comm.c: fch_next = fch->next; act_comm.c: if (fch->leader == ch) act_comm.c: fch->leader = fch; act_comm.c: if (fch->master == ch) act_comm.c: if (IS_SET(ch->in_room->room_flags, ROOM_ORDER) || IS_SET(ch->in_room->room_flags, ROOM_SAFE)) act_comm.c: for (och = ch->in_room->people; och != NULL; och = och_next) act_comm.c: och_next = och->next_in_room; act_comm.c: if ((IS_AFFECTED(och, AFF_CHARM) && och->master == ch && (fAll || och == victim))) act_comm.c: ch->wait = victim->wait; act_comm.c: leader = (ch->leader != NULL) ? ch->leader : ch; act_comm.c: for (gch = char_list; gch != NULL; gch = gch->next) act_comm.c: capitalize(PERS(gch, ch)), gch->hit, gch->max_hit, gch->mana, gch->max_mana, gch->move, gch->max_move, gch->exp); act_comm.c: if (ch->master != NULL || (ch->leader != NULL && ch->leader != ch)) act_comm.c: sprintf(buf, "#G%s tells the group #R'#G%s#R'\n\r#n", ch->name, argument); act_comm.c: if (ach->leader != NULL) act_comm.c: ach = ach->leader; act_comm.c: if (bch->leader != NULL) act_comm.c: bch = bch->leader; act_comm.c: if (IS_SET(ch->in_room->room_flags, ROOM_DARK)) act_comm.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_DARK); act_comm.c: SET_BIT(ch->in_room->room_flags, ROOM_DARK); act_comm.c: in_room = ch->in_room->vnum; act_comm.c: in_room = ch->in_room->vnum; act_comm.c: in_room = ch->in_room->vnum; act_comm.c: for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) act_comm.c: for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) act_comm.c: for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) act_comm.c: for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) act_comm.c: for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) act_info.c: value += ch->damroll; act_info.c: if (ch->level < LEVEL_AVATAR) act_info.c: value += ch->hitroll; act_info.c: if (ch->level < LEVEL_AVATAR) act_info.c: if (ch->desc == NULL) act_info.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && obj->chobj != NULL && obj->chobj == ch) act_info.c: if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF1)) act_info.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF1)) act_info.c: if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj != obj) act_info.c: if (victim != ch && !IS_NPC(ch) && !IS_HEAD(victim, LOST_HEAD) && number_percent() < ch->pcdata->learned[gsn_peek]) act_info.c: for (rch = list; rch != NULL; rch = rch->next_in_room) act_info.c: if (!IS_NPC(rch) && IS_SET(rch->act, PLR_WIZINVIS) && get_trust(ch) < get_trust(rch)) act_info.c: if (!IS_NPC(rch) && (IS_SET(rch->act, PLR_WIZINVIS) || IS_ITEMAFF(rch, ITEMA_VANISH)) && !IS_SET(ch->act, PLR_HOLYLIGHT) && !IS_ITEMAFF(ch, ITEMA_VISION)) act_info.c: else if (room_is_dark(ch->in_room) && IS_AFFECTED(rch, AFF_INFRARED)) act_info.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT)) act_info.c: if (ch->class == 0) act_info.c: if (IS_SET(ch->act, PLR_HOLYLIGHT)) act_info.c: REMOVE_BIT(ch->act, PLR_HOLYLIGHT); act_info.c: SET_BIT(ch->act, PLR_HOLYLIGHT); act_info.c: if (ch->desc == NULL) // && (wizard = ch->wizard) == NULL) act_info.c: if (ch->in_room == NULL) act_info.c: if (ch->position < POS_SLEEPING) act_info.c: if (ch->position == POS_SLEEPING) act_info.c: if (IS_SET(ch->flag2, AFF_TOTALBLIND)) act_info.c: if (!IS_NPC(ch) && IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) && !IS_ITEMAFF(ch, ITEMA_VISION) && !IS_IMMORTAL(ch)) act_info.c: && !IS_SET(ch->act, PLR_HOLYLIGHT) act_info.c: && !(ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT && !IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_obj != NULL) && room_is_dark(ch->in_room)) act_info.c: show_char_to_char(ch->in_room->people, ch); act_info.c: if (ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT && !IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_obj != NULL) act_info.c: act("$p", ch, ch->pcdata->chobj->in_obj, NULL, TO_CHAR); act_info.c: else if (!IS_SET(ch->act, PLR_MAP)) act_info.c: if (!IS_NPC(ch) && ch->level > 6) act_info.c: sprintf(buf, "%s #0[#7%d#0]#n\n\r", ch->in_room->name, ch->in_room->vnum); act_info.c: sprintf(buf, "%s\n\r", ch->in_room->name); act_info.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT) && !IS_SET(ch->act, PLR_MAP)) act_info.c: if (ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT && !IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_obj != NULL) act_info.c: act("You are inside $p.", ch, ch->pcdata->chobj->in_obj, NULL, TO_CHAR); act_info.c: show_list_to_char(ch->pcdata->chobj->in_obj->contains, ch, FALSE, FALSE); act_info.c: else if ((!IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF1)) && (arg1[0] == '\0' || !str_cmp(arg1, "auto") || !str_cmp(arg1, "scry"))) act_info.c: if (IS_SET(ch->act, PLR_MAP)) act_info.c: draw_map(ch, ch->in_room->description); act_info.c: send_to_char(ch->in_room->description, ch); act_info.c: if (ch->in_room->blood == 1000) act_info.c: else if (ch->in_room->blood > 750) act_info.c: else if (ch->in_room->blood > 500) act_info.c: else if (ch->in_room->blood > 250) act_info.c: else if (ch->in_room->blood > 100) act_info.c: else if (ch->in_room->blood > 50) act_info.c: else if (ch->in_room->blood > 25) act_info.c: else if (ch->in_room->blood > 0) act_info.c: if (ch->in_room->blood > 0) act_info.c: if (IS_SET(ch->in_room->room_flags, ROOM_FLAMING)) act_info.c: show_list_to_char(ch->in_room->contents, ch, FALSE, FALSE); act_info.c: if (ch->in_room == NULL) act_info.c: if (ch->in_room->exit[door] == NULL) act_info.c: if (IS_SET(ch->in_room->exit[door]->exit_info, EX_PRISMATIC_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_ICE_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_CALTROP_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_FIRE_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_SWORD_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_MUSHROOM_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_IRON_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_ASH_WALL)) act_info.c: show_char_to_char(ch->in_room->people, ch); act_info.c: location = ch->in_room; act_info.c: vch_next = vch->next; act_info.c: if (vch->in_room == NULL) act_info.c: if (vch->in_room == ch->in_room) act_info.c: if (!IS_NPC(vch) && !str_cmp(arg1, vch->morph)) act_info.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_obj != NULL) act_info.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) act_info.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && obj->chobj != NULL && obj->chobj == ch) act_info.c: for (obj = ch->in_room->contents; obj != NULL; obj = obj->next_content) act_info.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && obj->chobj != NULL && obj->chobj == ch) act_info.c: pdesc = get_extra_descr(arg1, ch->in_room->extra_descr); act_info.c: if ((pexit = ch->in_room->exit[door]) == NULL) act_info.c: if ((pexit = ch->in_room->exit[door]) == NULL) act_info.c: location = ch->in_room; act_info.c: if ((pexit = ch->in_room->exit[door]) == NULL) act_info.c: location = ch->in_room; act_info.c: if ((pexit = ch->in_room->exit[door]) == NULL) act_info.c: location = ch->in_room; act_info.c: if ((pexit = ch->in_room->exit[door]) != NULL && pexit->to_room != NULL) act_info.c: sprintf(skill, " Viper #C: %-4d", ch->stance[1]); act_info.c: sprintf(skill, " Crane #C: %-4d", ch->stance[2]); act_info.c: sprintf(skill, " Crab #C: %-4d", ch->stance[3]); act_info.c: sprintf(skill, " Mongoose#C : %-4d\n\r", ch->stance[4]); act_info.c: sprintf(skill, " Bull #C: %-4d", ch->stance[5]); act_info.c: sprintf(skill, " Mantis #C: %-4d", ch->stance[6]); act_info.c: sprintf(skill, " Dragon #C: %-4d", ch->stance[7]); act_info.c: sprintf(skill, " Tiger #C: %-4d\n\r", ch->stance[8]); act_info.c: sprintf(skill, " Monkey #C: %-4d", ch->stance[9]); act_info.c: sprintf(skill, " Swallow #C: %-4d\n\r", ch->stance[10]); act_info.c: sprintf(skill, " SS1 #C: %-4d", ch->stance[13]); act_info.c: sprintf(skill, " SS2 #C: %-4d", ch->stance[14]); act_info.c: sprintf(skill, " SS3 #C: %-4d", ch->stance[15]); act_info.c: sprintf(skill, " SS4 #C: %-4d", ch->stance[16]); act_info.c: sprintf(skill, " SS5 #C: %-4d\n\r", ch->stance[17]); act_info.c: sprintf(skill, " #pPurple#n #C: %-4d", ch->spl[0]); act_info.c: sprintf(skill, " #lBlue#n #C: %-4d", ch->spl[2]); act_info.c: sprintf(skill, " #rRed#n #C: %-4d", ch->spl[1]); act_info.c: sprintf(skill, " #gGreen#n #C: %-4d", ch->spl[3]); act_info.c: sprintf(skill, " #yYellow#n #C: %-4d#n\n\r\n", ch->spl[4]); act_info.c: sprintf(skill, " Recall Room #C: %d#n\n\r", ch->home); act_info.c: if (IS_SET(ch->act, PLR_RIGHTHAND)) act_info.c: else if (IS_SET(ch->act, PLR_LEFTHAND)) act_info.c: sprintf(skill, " Generation #C: %d#n\n\r", ch->generation); act_info.c: if (gch->level < 7) nPlayerAll++; act_info.c: if (gch->level < 7) nPlayerVis++; act_info.c: if (!str_cmp(ch->pcdata->last_decap[0], gch->name)) canDecap = FALSE; act_info.c: if (!str_cmp(gch->pcdata->last_decap[0], ch->name)) canKillYou = FALSE; act_info.c: if (gch->pkill > 0) act_info.c: if (100 * gch->pkill/(gch->pkill + gch->pdeath) < 100 && 100 * gch->pkill/(gch->pkill + gch->pdeath) > 9) act_info.c: if (canDecap && canKillYou) sprintf(pkratio,"#R(#G0.%-2d#R)#n", (100 * gch->pkill/(gch->pkill + gch->pdeath))); act_info.c: else if (canKillYou) sprintf(pkratio,"#0(#G0.%-2d#0)#n", (100 * gch->pkill/(gch->pkill + gch->pdeath))); act_info.c: else if (canDecap) sprintf(pkratio,"#y(#G0.%-2d#y)#n", (100 * gch->pkill/(gch->pkill + gch->pdeath))); act_info.c: else sprintf(pkratio,"#L(#G0.%-2d#L)#n", (100 * gch->pkill/(gch->pkill + gch->pdeath))); act_info.c: else if (100*gch->pkill/(gch->pkill + gch->pdeath) < 10) act_info.c: if (canDecap && canKillYou) sprintf(pkratio,"#R(#G0.0%-1d#R)#n", (100*gch->pkill/(gch->pkill + gch->pdeath))); act_info.c: else if (canKillYou) sprintf(pkratio,"#0(#G0.0%-1d#0)#n", (100*gch->pkill/(gch->pkill + gch->pdeath))); act_info.c: else if (canDecap) sprintf(pkratio,"#y(#G0.0%-1d#y)#n", (100*gch->pkill/(gch->pkill + gch->pdeath))); act_info.c: else sprintf(pkratio,"#L(#G0.0%-1d#L)#n", (100*gch->pkill/(gch->pkill + gch->pdeath))); act_info.c: if ((IS_HEAD(gch,LOST_HEAD) || IS_EXTRA(gch,EXTRA_OSWITCH)) && gch->pcdata->chobj != NULL) act_info.c: if (gch->pcdata->chobj->pIndexData->vnum == 12) title = " #CA Head#n #n "; act_info.c: else if (gch->pcdata->chobj->pIndexData->vnum == 30005) title = " #CA Brain#n "; act_info.c: switch (gch->level ) act_info.c: else if (gch->prefix != NULL) title = gch->prefix; act_info.c: else if (!str_cmp(gch->pcdata->switchname, "Jobo")) title = " #G(#C=-#RCODER#C-=#G)#n "; act_info.c: else if (!str_cmp(gch->pcdata->switchname, "Vladd")) title ="#RLOVE MACHINE#n "; act_info.c: if (gch->prefix != NULL) title = gch->prefix; act_info.c: else if (IS_SET(gch->pcdata->jflags, JFLAG_BULLY)) title = " #0B#Rully#n "; act_info.c: if (gch->pcRace > 0) act_info.c: if (gch->pcRace > 0) act_info.c: sprintf(kav, "%s#0Arch-Demon#n%s ", openb, closeb); act_info.c: sprintf(kav, "%s#0Arch-Angel#n%s ", openb, closeb); act_info.c:/* if (gch->pcdata->kingdom >= 1 && gch->pcdata->kingdom <= MAX_KINGDOM) act_info.c: if (!str_cmp(kingdom_table[gch->pcdata->kingdom].leader, gch->name)) act_info.c: if (gch->sex == SEX_MALE) sprintf(faith, "King of %s", kingdom_table[gch->pcdata->kingdom].whoname); act_info.c: else sprintf(faith, "Queen of %s", kingdom_table[gch->pcdata->kingdom].whoname); act_info.c: else if (!str_cmp(kingdom_table[gch->pcdata->kingdom].general, gch->name)) act_info.c: sprintf(faith, "General of %s", kingdom_table[gch->pcdata->kingdom].whoname); act_info.c: sprintf(faith, "%s", kingdom_table[gch->pcdata->kingdom].whoname); act_info.c: if (gch->level > 6 ) act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: else if (gch->level >= 3 && gch->level <= 6) act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: else if (gch->level < 3) act_info.c: title, pkratio, kav, gch->pcdata->switchname, faith); act_info.c: if (!IS_NPC(ch) && (obj = ch->pcdata->chobj) == NULL) act_info.c: location = ch->in_room; act_info.c: for (portal = ch->in_room->contents; portal != NULL; portal = portal_next) act_info.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: show_list_to_char(ch->carrying, ch, TRUE, TRUE); act_info.c: && (victim = d->character) != NULL && !IS_NPC(victim) && victim->in_room != NULL && victim->in_room->area == ch->in_room->area && victim->pcdata->chobj == NULL && can_see(ch, victim)) act_info.c: && victim->in_room->area == ch->in_room->area && !IS_AFFECTED(victim, AFF_HIDE) && !IS_AFFECTED(victim, AFF_SNEAK) && can_see(ch, victim) && is_name(arg, victim->name)) act_info.c: free_string(ch->prefix); act_info.c: ch->prefix = str_dup(buf); act_info.c: free_string(ch->pcdata->title); act_info.c: ch->pcdata->title = str_dup(buf); act_info.c: if (ch->fight_timer > 0) act_info.c: if (IS_SET(ch->extra, EXTRA_AFK)) act_info.c: REMOVE_BIT(ch->extra, EXTRA_AFK); act_info.c: if ((ch->in_room == NULL || !IS_SET(ch->in_room->room_flags, ROOM_SAFE)) && ch->level < 6) act_info.c: if (!IS_SET(ch->extra, EXTRA_AFK)) act_info.c: if (IS_SET(ch->pcdata->tempflag, TEMP_ARTIFACT)) act_info.c: if (ch->master) act_info.c: SET_BIT(ch->extra, EXTRA_AFK); act_info.c: if (ch->description != NULL) act_info.c: strcat(buf, ch->description); act_info.c: free_string(ch->description); act_info.c: ch->description = str_dup(buf); act_info.c: send_to_char(ch->description ? ch->description : "(None).\n\r", ch); act_info.c: sprintf(hit_str, "%d", ch->hit); act_info.c: COL_SCALE(hit_str, ch, ch->hit, ch->max_hit); act_info.c: sprintf(mana_str, "%d", ch->mana); act_info.c: COL_SCALE(mana_str, ch, ch->mana, ch->max_mana); act_info.c: sprintf(move_str, "%d", ch->move); act_info.c: COL_SCALE(move_str, ch, ch->move, ch->max_move); act_info.c: sprintf(exp_str, "%2.0f", ch->exp); act_info.c:// COL_SCALE(exp_str, ch, ch->exp, 1000); act_info.c: sprintf(mhit_str, "%d", ch->max_hit); act_info.c: sprintf(mmana_str, "%d", ch->max_mana); act_info.c: sprintf(mmove_str, "%d", ch->max_move); act_info.c: vch_next = vch->next; act_info.c: if (vch->in_room == NULL) act_info.c: if (vch->in_room != ch->in_room) act_info.c: sprintf(hit_str, "%d", ch->hit); act_info.c: COL_SCALE(hit_str, vch, ch->hit, ch->max_hit); act_info.c: sprintf(mana_str, "%d", ch->mana); act_info.c: COL_SCALE(mana_str, vch, ch->mana, ch->max_mana); act_info.c: sprintf(move_str, "%d", ch->move); act_info.c: COL_SCALE(move_str, vch, ch->move, ch->max_move); act_info.c: sprintf(exp_str, "%2.0f", ch->exp); act_info.c:// COL_SCALE(exp_str, vch, ch->exp, 1000); act_info.c: sprintf(mhit_str, "%d", ch->max_hit); act_info.c: sprintf(mmana_str, "%d", ch->max_mana); act_info.c: sprintf(mmove_str, "%d", ch->max_move); act_info.c: sprintf(buf, "%s reports: %s/%s hp %s/%s mana %s/%s mv %s xp.\n\r", ch->morph, hit_str, mhit_str, mana_str, mmana_str, move_str, mmove_str, exp_str); act_info.c: sprintf(buf, "%s reports: %s/%s hp %s/%s mana %s/%s mv %s xp.\n\r", IS_NPC(ch) ? capitalize(ch->short_descr) : ch->name, hit_str, mhit_str, mana_str, mmana_str, move_str, mmove_str, exp_str); act_info.c: if (ch->level < skill_table[sn].skill_level) act_info.c: sprintf(buf, "#p%18s #7%3d%% ", skill_table[sn].name, ch->pcdata->learned[sn]); act_info.c: sprintf(buf, "#R%18s #7%3d%% ", skill_table[sn].name, ch->pcdata->learned[sn]); act_info.c: sprintf(buf, "#L%18s #7%3d%% ", skill_table[sn].name, ch->pcdata->learned[sn]); act_info.c: sprintf(buf, "#G%18s #7%3d%% ", skill_table[sn].name, ch->pcdata->learned[sn]); act_info.c: sprintf(buf, "#y%18s #7%3d%% ", skill_table[sn].name, ch->pcdata->learned[sn]); act_info.c: sprintf(buf, "You have %d exp left.\n\r", ch->exp); act_info.c: if (ch->exp < 5000) act_info.c: if ((skill_table[sn].name != NULL) && (ch->level >= skill_table[sn].skill_level) && ch->pcdata->learned[sn] < 100) act_info.c: ch->pcdata->learned[sn] = 100; act_info.c: ch->exp -= 5000; act_info.c: if (ch->exp <= 0) act_info.c: if ((sn = skill_lookup(argument)) < 0 || (!IS_NPC(ch) && ch->level < skill_table[sn].skill_level)) act_info.c: if (ch->pcdata->learned[sn] >= SKILL_ADEPT) act_info.c: else if (ch->pcdata->learned[sn] > 0 && ch->exp < 5000) act_info.c: else if (ch->pcdata->learned[sn] == 0 && ch->exp < 5000) act_info.c: if (ch->pcdata->learned[sn] == 0) act_info.c: ch->exp -= 5000; act_info.c: ch->pcdata->learned[sn] += 100; act_info.c: ch->exp -= (ch->pcdata->learned[sn] / 2); act_info.c: ch->pcdata->learned[sn] += int_app[get_curr_int(ch)].learn; act_info.c: if (ch->pcdata->learned[sn] < SKILL_ADEPT) act_info.c: ch->pcdata->learned[sn] = SKILL_ADEPT; act_info.c: if (strcmp(arg1, ch->pcdata->pwd) && strcmp(crypt(arg1, ch->pcdata->pwd), ch->pcdata->pwd)) act_info.c: pwdnew = crypt(arg2, ch->pcdata->switchname); act_info.c: free_string(ch->pcdata->pwd); act_info.c: ch->pcdata->pwd = str_dup(pwdnew); act_info.c: SET_BIT(ch->extra, EXTRA_NEWPASS); act_info.c: if (ch->desc != NULL && ch->desc->connected == CON_PLAYING) act_info.c: send_to_char(!IS_SET(ch->deaf, CHANNEL_CHAT) ? " +CHAT" : " -chat", ch); act_info.c: send_to_char(!IS_SET(ch->deaf, CHANNEL_FLAME) ? " +FLAME" : " -flame", ch); act_info.c: send_to_char(!IS_SET(ch->deaf, CHANNEL_NEWBIE) ? " +NEWBIE" : " -newbie", ch); act_info.c: send_to_char(!IS_SET(ch->deaf, CHANNEL_ROLEPLAY) ? " +ROLEPLAY" : " -roleplay", ch); act_info.c: send_to_char(!IS_SET(ch->deaf, CHANNEL_IMMTALK) ? " +IMMTALK" : " -immtalk", ch); act_info.c: send_to_char(!IS_SET(ch->deaf, CHANNEL_LOG) ? " +LOG" : " -log", ch); act_info.c: send_to_char(!IS_SET(ch->deaf, CHANNEL_MUSIC) ? " +MUSIC" : " -music", ch); act_info.c: if (ch->class != 0 || IS_IMMORTAL(ch)) act_info.c: send_to_char(!IS_SET(ch->deaf, CHANNEL_CLASS) ? " +CLASS" : " -class", ch); act_info.c: send_to_char(!IS_SET(ch->deaf, CHANNEL_INFO) ? " +INFO" : " -info", ch); act_info.c: send_to_char(!IS_SET(ch->deaf, CHANNEL_TELL) ? " +TELL" : " -tell", ch); act_info.c: REMOVE_BIT(ch->deaf, bit); act_info.c: SET_BIT(ch->deaf, bit); act_info.c: send_to_char(IS_SET(ch->act, PLR_ANSI) act_info.c: send_to_char(IS_SET(ch->act, PLR_AUTOEXIT) act_info.c: send_to_char(IS_SET(ch->act, PLR_AUTOLOOT) act_info.c: send_to_char(IS_SET(ch->act, PLR_AUTOSAC) act_info.c: send_to_char(IS_SET(ch->act, PLR_BRIEF1) act_info.c: send_to_char(IS_SET(ch->act, PLR_BRIEF2) act_info.c: send_to_char(IS_SET(ch->act, PLR_BRIEF3) act_info.c: send_to_char(IS_SET(ch->act, PLR_BRIEF4) act_info.c: send_to_char(IS_SET(ch->act, PLR_BRIEF5) act_info.c: send_to_char(IS_SET(ch->act, PLR_BRIEF6) act_info.c: send_to_char(IS_SET(ch->act, PLR_MAP) act_info.c: SET_BIT(ch->act, bit); act_info.c: REMOVE_BIT(ch->act, bit); act_info.c: if (IS_SET(ch->act, PLR_ANSI)) act_info.c: if (IS_SET(ch->act, PLR_AUTOEXIT)) act_info.c: if (IS_SET(ch->act, PLR_AUTOLOOT)) act_info.c: if (IS_SET(ch->act, PLR_AUTOSAC)) act_info.c: if (IS_SET(ch->act, PLR_MAP)) act_info.c: if (IS_SET(ch->act, PLR_BRIEF1)) act_info.c: if (IS_SET(ch->act, PLR_BRIEF2)) act_info.c: if (IS_SET(ch->act, PLR_BRIEF3)) act_info.c: if (IS_SET(ch->act, PLR_BRIEF4)) act_info.c: if (IS_SET(ch->act, PLR_BRIEF5)) act_info.c: if (IS_SET(ch->act, PLR_BRIEF6)) act_info.c: SET_BIT(ch->extra, EXTRA_PROMPT); act_info.c: REMOVE_BIT(ch->extra, EXTRA_PROMPT); act_info.c: free_string(ch->prompt); act_info.c: ch->prompt = str_dup(""); act_info.c: free_string(ch->prompt); act_info.c: ch->prompt = str_dup(buf); act_info.c: free_string(ch->cprompt); act_info.c: ch->cprompt = str_dup(""); act_info.c: free_string(ch->cprompt); act_info.c: ch->cprompt = str_dup(buf); act_info.c: if (ch->level > 6) act_move.c: in_room = ch->in_room; act_move.c: if (door == DIR_NORTH && ((obj = get_obj_list(ch, "walln", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "walls", to_room->contents)) != NULL)) act_move.c: if (door == DIR_SOUTH && ((obj = get_obj_list(ch, "walls", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "walln", to_room->contents)) != NULL)) act_move.c: if (door == DIR_EAST && ((obj = get_obj_list(ch, "walle", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "wallw", to_room->contents)) != NULL)) act_move.c: if (door == DIR_WEST && ((obj = get_obj_list(ch, "wallw", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "walle", to_room->contents)) != NULL)) act_move.c: if (door == DIR_UP && ((obj = get_obj_list(ch, "wallu", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "walld", to_room->contents)) != NULL)) act_move.c: if (door == DIR_DOWN && ((obj = get_obj_list(ch, "walld", ch->in_room->contents)) != NULL || (obj = get_obj_list(ch, "wallu", to_room->contents)) != NULL)) act_move.c: if (IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL && in_room == ch->master->in_room) act_move.c: if (IS_NPC(ch) && (mount = ch->mount) != NULL && IS_SET(ch->mounted, IS_MOUNT)) act_move.c: if (IS_NPC(ch) || ch->trust < MAX_LEVEL) act_move.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) act_move.c: if (ch->move <= 0) act_move.c: if (IS_SET(ch->mounted, IS_RIDING) && (ch->move < move || ch->move < 1)) act_move.c: if (IS_SET(pexit->exit_info, EX_FIRE_WALL) && ch->class == 0) act_move.c: else if (IS_SET(pexit->exit_info, EX_FIRE_WALL) && ch->class != 0 && !IS_NPC(ch) && ch->level > 2) act_move.c: ch->hit -= dice(6, 50); act_move.c: if (IS_SET(pexit->exit_info, EX_SWORD_WALL) && ch->class == 0) act_move.c: else if (IS_SET(pexit->exit_info, EX_SWORD_WALL) && ch->class != 0 && !IS_NPC(ch) && ch->level > 2) act_move.c: ch->hit -= dice(6, 70); act_move.c: ch->hit /= 2; act_move.c: ch->move /= 2; act_move.c: if (!IS_SET(ch->mounted, IS_RIDING)) act_move.c: ch->move -= move; act_move.c: if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING) act_move.c: else if (ch->in_room->sector_type == SECT_WATER_SWIM) act_move.c: else if (IS_SET(ch->polyaff, POLY_SERPENT)) act_move.c: else if (IS_SET(ch->polyaff, POLY_WOLF)) act_move.c: else if (IS_SET(ch->polyaff, POLY_FROG)) act_move.c: else if (IS_SET(ch->polyaff, POLY_FISH)) act_move.c: else if (ch->hit < (ch->max_hit / 4)) act_move.c: else if (ch->hit < (ch->max_hit / 3)) act_move.c: else if (ch->hit < (ch->max_hit / 2)) act_move.c: if (ch->pcdata->condition[COND_DRUNK] > 10) act_move.c: else if (IS_SET(ch->act, ACT_FISH)) act_move.c: if (!IS_NPC(ch) && ch->stance[0] != -1) act_move.c: if (ch->in_room == NULL || victim->in_room == NULL) act_move.c: if (ch == victim || ch->in_room != victim->in_room) act_move.c: if (!IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch, AFF_POLYMORPH) && (IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS)) && can_see(victim, ch)) act_move.c: if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(mount, AFF_FLYING)) || IS_AFFECTED(ch, AFF_FLYING)) act_move.c: sprintf(poly, "%s flies $T%s", ch->morph, mount2); act_move.c: else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING) act_move.c: sprintf(poly, "%s rides $T%s", ch->morph, mount2); act_move.c: sprintf(poly, "%s %s $T%s", ch->morph, leave, mount2); act_move.c: else if (!IS_AFFECTED(ch, AFF_SNEAK) && (IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS)) && can_see(victim, ch)) act_move.c: if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(mount, AFF_FLYING)) || IS_AFFECTED(ch, AFF_FLYING)) act_move.c: else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING) act_move.c: if (ch->in_room == NULL || victim->in_room == NULL) act_move.c: if (ch == victim || ch->in_room != victim->in_room) act_move.c: if (!IS_NPC(ch) && !IS_AFFECTED(ch, AFF_SNEAK) && IS_AFFECTED(ch, AFF_POLYMORPH) && (IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS)) && can_see(victim, ch)) act_move.c: if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(mount, AFF_FLYING)) || IS_AFFECTED(ch, AFF_FLYING)) act_move.c: sprintf(poly, "%s flies in from %s%s", ch->morph, buf, mount2); act_move.c: else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING) act_move.c: sprintf(poly, "%s rides in from %s%s", ch->morph, buf, mount2); act_move.c: sprintf(poly, "%s %s in from %s%s", ch->morph, leave, buf, mount2); act_move.c: else if (!IS_AFFECTED(ch, AFF_SNEAK) && can_see(victim, ch) && (IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS))) act_move.c: if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && IS_AFFECTED(mount, AFF_FLYING)) || IS_AFFECTED(ch, AFF_FLYING)) act_move.c: else if ((mount = ch->mount) != NULL && ch->mounted == IS_RIDING) act_move.c: fch_next = fch->next_in_room; act_move.c: if ((mount = fch->mount) != NULL && mount == ch && IS_SET(fch->mounted, IS_MOUNT)) act_move.c: char_to_room(fch, ch->in_room); act_move.c: if (fch->master == ch && fch->position == POS_STANDING && fch->in_room != ch->in_room) act_move.c: REMOVE_BIT(ch->extra, TIED_UP); act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: if ((pexit = ch->in_room->exit[door]) != NULL && IS_SET(pexit->exit_info, EX_ISDOOR) && pexit->keyword != NULL && is_name(arg, pexit->keyword)) act_move.c: if ((pexit = ch->in_room->exit[door]) == NULL) act_move.c: if (ch->in_room != NULL) act_move.c: if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) act_move.c: obj = get_obj_list(ch, arg, ch->in_room->contents); act_move.c: location = ch->in_room; act_move.c: sprintf(poly, "%s steps into $p.", ch->morph); act_move.c: sprintf(poly, "%s steps out of $p.", ch->morph); act_move.c: for (portal = ch->in_room->contents; portal != NULL; portal = portal_next) act_move.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); act_move.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); act_move.c: if ((mount = ch->mount) != NULL) act_move.c: char_to_room(mount, ch->in_room); act_move.c: gch_next = gch->next_in_room; act_move.c: if (gch->master == ch && gch->position == POS_STANDING && gch->in_room != ch->in_room) act_move.c: inroom = ch->in_room; act_move.c: if (number_percent() > (ch->level * 10)) act_move.c: SET_BIT(ch->affected_by, AFF_FLAMING); act_move.c: pexit = ch->in_room->exit[door]; act_move.c: if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room == ch->in_room) act_move.c: for (rch = to_room->people; rch != NULL; rch = rch->next_in_room) act_move.c: pexit = ch->in_room->exit[door]; act_move.c: if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != 0 && pexit_rev->to_room == ch->in_room) act_move.c: for (rch = to_room->people; rch != NULL; rch = rch->next_in_room) act_move.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) act_move.c: pexit = ch->in_room->exit[door]; act_move.c: if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != 0 && pexit_rev->to_room == ch->in_room) act_move.c: pexit = ch->in_room->exit[door]; act_move.c: if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room == ch->in_room) act_move.c: for (gch = ch->in_room->people; gch; gch = gch->next_in_room) act_move.c: if (IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level) act_move.c: if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_pick_lock]) act_move.c: pexit = ch->in_room->exit[door]; act_move.c: if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir[door]]) != NULL && pexit_rev->to_room == ch->in_room) act_move.c: switch (ch->position) act_move.c: ch->position = POS_STANDING; act_move.c: ch->position = POS_STANDING; act_move.c: ch->position = POS_STANDING; act_move.c: switch (ch->position) act_move.c: ch->position = POS_RESTING; act_move.c: switch (ch->position) act_move.c: ch->position = POS_SITTING; act_move.c: switch (ch->position) act_move.c: ch->position = POS_SLEEPING; act_move.c: if (IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_sneak]) act_move.c: af.duration = ch->level; act_move.c: REMOVE_BIT(ch->affected_by, AFF_HIDE); act_move.c: if (IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_hide]) act_move.c: SET_BIT(ch->affected_by, AFF_HIDE); act_move.c: REMOVE_BIT(ch->affected_by, AFF_HIDE); act_move.c: REMOVE_BIT(ch->affected_by, AFF_INVISIBLE); act_move.c: REMOVE_BIT(ch->affected_by, AFF_SNEAK); act_move.c: if ((location = get_room_index(ch->home)) == NULL) act_move.c: if (ch->in_room == location) act_move.c: if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE)) act_move.c: if (IS_SET(ch->flag2, AFF_TOTALBLIND)) act_move.c: if ((victim = ch->fighting) != NULL) act_move.c: if ((mount = ch->mount) == NULL) act_move.c: char_to_room(mount, ch->in_room); act_move.c: if (ch->in_room->vnum == ch->home) act_move.c: if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || act_move.c: IS_SET(ch->in_room->room_flags, ROOM_ASTRAL) || IS_SET(ch->in_room->area->areabits, AREA_BIT_NOHOME) || IS_SET(ch->in_room->room_flags, ROOM_SAFE)) act_move.c: if (ch->in_room->vnum == 3001) act_move.c: ch->home = ch->in_room->vnum; act_move.c: if (ch->position >= POS_SLEEPING) act_move.c: if ((location = get_room_index(ch->home)) == NULL) act_move.c: if (ch->in_room != NULL) act_move.c: if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) act_move.c: if (ch->in_room == location) act_move.c: ch->move = 0; act_move.c: ch->mana = 0; act_move.c: sprintf(buf, "%s has escaped #Gdefenceless#n, easy kill for the quick.", ch->pcdata->switchname); act_move.c: if (IS_SET(ch->newbits, NEW_DARKNESS)) act_move.c: REMOVE_BIT(ch->newbits, NEW_DARKNESS); act_move.c: if (ch->in_room != NULL) act_move.c: if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) act_move.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); act_move.c: REMOVE_BIT(ch->immune, IMM_SLASH); act_move.c: REMOVE_BIT(ch->immune, IMM_STAB); act_move.c: REMOVE_BIT(ch->immune, IMM_SMASH); act_move.c: REMOVE_BIT(ch->immune, IMM_ANIMAL); act_move.c: REMOVE_BIT(ch->immune, IMM_MISC); act_move.c: REMOVE_BIT(ch->immune, IMM_CHARM); act_move.c: REMOVE_BIT(ch->immune, IMM_HEAT); act_move.c: REMOVE_BIT(ch->immune, IMM_COLD); act_move.c: REMOVE_BIT(ch->immune, IMM_LIGHTNING); act_move.c: REMOVE_BIT(ch->immune, IMM_ACID); act_move.c: REMOVE_BIT(ch->immune, IMM_COLD); act_move.c: REMOVE_BIT(ch->immune, IMM_DRAIN); act_move.c: REMOVE_BIT(ch->immune, IMM_HURL); act_move.c: REMOVE_BIT(ch->immune, IMM_BACKSTAB); act_move.c: REMOVE_BIT(ch->immune, IMM_KICK); act_move.c: REMOVE_BIT(ch->immune, IMM_DISARM); act_move.c: REMOVE_BIT(ch->immune, IMM_STEAL); act_move.c: if (ch->generation < 3) act_move.c: if (ch->generation == 3) act_move.c: else if (ch->generation == 4) act_move.c: else if (ch->generation == 5) act_move.c: if (ch->exp < gencost) act_move.c: ch->generation--; act_move.c: ch->exp -= gencost; act_move.c: if (ch->exp >= (ch->practice + 1) * 500) act_move.c: ch->practice++; act_move.c: ch->exp -= ch->practice * 500; act_move.c: sprintf(buf, "You have %d experience points.\n\r", ch->exp); act_move.c: primal = (1 + ch->practice) * 500; act_move.c: if (!str_cmp(arg1, "avatar") && (ch->level == 2)) act_move.c: if (ch->max_hit < 2000) act_move.c: if (ch->max_hit < 2000) act_move.c: ch->level = 3; act_move.c: ch->pcdata->safe_counter = 10; act_move.c: ch->pcdata->safe_counter = 3; act_move.c: if (IS_SET(ch->pcdata->jflags, JFLAG_SETAVATAR)) act_move.c: sprintf(buf, "%s has become an avatar!", ch->pcdata->switchname); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_SLASH); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_STAB); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_SMASH); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_ANIMAL); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_MISC); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_CHARM); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_HEAT); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_COLD); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_LIGHTNING); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_ACID); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_DRAIN); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_HURL); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_BACKSTAB); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_KICK); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_DISARM); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_STEAL); act_move.c: if (ch->level == 2 && ch->max_hit > 1000) act_move.c: if (ch->practice < 999) act_move.c: sprintf(buf, "Primal - %d exp per point of primal energy.\n\r", (1 + ch->practice) * 500); act_move.c: if (ch->generation == 3) act_move.c: else if (ch->generation == 4) act_move.c: else if (ch->generation == 5) act_move.c: else if (ch->generation > 5) act_move.c: if (cost > ch->exp) act_move.c: ch->exp -= cost; act_move.c: if (ch->mounted > 0) act_move.c: if (!IS_NPC(ch) && ch->stance[0] != -1) act_move.c: ch->mounted = IS_RIDING; act_move.c: ch->mount = victim; act_move.c: if (IS_SET(ch->mounted, IS_RIDING)) act_move.c: if ((victim = ch->mount) == NULL) act_move.c: ch->mounted = 0; act_move.c: if (ch->mounted == 0) act_move.c: if ((victim = ch->mount) == NULL) act_move.c: ch->mounted = IS_ON_FOOT; act_move.c: ch->mount = NULL; act_move.c: sprintf(buf, "#C%s #ohas been vanquished from the #Rarena#o by #C%s#n", victim->name, ch->name); act_move.c: if (victim->in_room != NULL && victim->in_room->area == ch->in_room->area && victim->pcdata->chobj == NULL && victim != ch) act_move.c: sprintf(buf, "#C%s #oemerges victorious from the #Rarena#n", ch->name); act_move.c: ch->pcdata->awins++; act_move.c: ch->fight_timer = 0; act_move.c: if (IS_SET(ch->pcdata->jflags, JFLAG_SETTIE)) act_move.c: sprintf(buf, "#P%s #yhas been tied up by #R%s#n", victim->name, ch->name); act_move.c: if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track]) act_move.c: if (strlen(ch->hunting) > 1) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup(""); act_move.c: if (!str_cmp(arg, ch->name)) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup(arg); act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track]) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup(""); act_move.c: direction = ch->in_room->track_dir[0]; act_move.c: direction = ch->in_room->track_dir[1]; act_move.c: direction = ch->in_room->track_dir[2]; act_move.c: direction = ch->in_room->track_dir[3]; act_move.c: direction = ch->in_room->track_dir[4]; act_move.c: else if ((victim = get_char_room(ch, ch->hunting)) == NULL) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup(""); act_move.c: if (strlen(ch->hunting) < 2) act_move.c: if ((victim = get_char_room(ch, ch->hunting)) != NULL) act_move.c: if (in_room == ch->in_room || victim != NULL) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup(""); act_move.c: if (ch->in_room->track[loop] != NULL && !str_cmp(ch->in_room->track[loop], ch->name)) act_move.c: free_string(ch->in_room->track[loop]); act_move.c: ch->in_room->track[loop] = str_dup(""); act_move.c: if (ch->in_room->track[0] != NULL && strlen(ch->in_room->track[0]) < 2) act_move.c: free_string(ch->in_room->track[0]); act_move.c: ch->in_room->track[0] = str_dup(ch->pcdata->switchname); act_move.c: ch->in_room->track_dir[0] = direction; act_move.c: else if (ch->in_room->track[1] != NULL && strlen(ch->in_room->track[1]) < 2) act_move.c: free_string(ch->in_room->track[1]); act_move.c: ch->in_room->track[1] = str_dup(ch->pcdata->switchname); act_move.c: ch->in_room->track_dir[1] = direction; act_move.c: else if (ch->in_room->track[2] != NULL && strlen(ch->in_room->track[2]) < 2) act_move.c: free_string(ch->in_room->track[2]); act_move.c: ch->in_room->track[2] = str_dup(ch->pcdata->switchname); act_move.c: ch->in_room->track_dir[2] = direction; act_move.c: else if (ch->in_room->track[3] != NULL && strlen(ch->in_room->track[3]) < 2) act_move.c: free_string(ch->in_room->track[3]); act_move.c: ch->in_room->track[3] = str_dup(ch->pcdata->switchname); act_move.c: ch->in_room->track_dir[3] = direction; act_move.c: else if (ch->in_room->track[4] != NULL && strlen(ch->in_room->track[4]) < 2) act_move.c: free_string(ch->in_room->track[4]); act_move.c: ch->in_room->track[4] = str_dup(ch->pcdata->switchname); act_move.c: ch->in_room->track_dir[4] = direction; act_move.c: free_string(ch->in_room->track[0]); act_move.c: ch->in_room->track[0] = str_dup(ch->in_room->track[1]); act_move.c: ch->in_room->track_dir[0] = ch->in_room->track_dir[1]; act_move.c: free_string(ch->in_room->track[1]); act_move.c: ch->in_room->track[1] = str_dup(ch->in_room->track[2]); act_move.c: ch->in_room->track_dir[1] = ch->in_room->track_dir[2]; act_move.c: free_string(ch->in_room->track[2]); act_move.c: ch->in_room->track[2] = str_dup(ch->in_room->track[3]); act_move.c: ch->in_room->track_dir[2] = ch->in_room->track_dir[3]; act_move.c: free_string(ch->in_room->track[3]); act_move.c: ch->in_room->track[3] = str_dup(ch->in_room->track[4]); act_move.c: ch->in_room->track_dir[3] = ch->in_room->track_dir[4]; act_move.c: free_string(ch->in_room->track[4]); act_move.c: ch->in_room->track[4] = str_dup(ch->name); act_move.c: ch->in_room->track_dir[4] = direction; act_move.c: if (ch->hunting != NULL) act_move.c: strcpy(vict, ch->hunting); act_move.c: if (!str_cmp(ch->hunting, vict)) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup(""); act_move.c: if (strlen(ch->in_room->track[direction]) < 2) act_move.c: if (!str_cmp(ch->in_room->track[direction], ch->name)) act_move.c: if (strlen(ch->hunting) > 1 && str_cmp(ch->in_room->track[direction], ch->hunting)) act_move.c: door = ch->in_room->track_dir[direction]; act_move.c: sprintf(buf, "You sense the trail of %s leading $T from here.", ch->in_room->track[direction]); act_obj.c: if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid) act_obj.c: if (gch->desc && gch->desc->connected != CON_PLAYING) act_obj.c: chroom = ch->in_room; act_obj.c: if (obj->ownerid == 0 || obj->ownerid != ch->pcdata->playerid) act_obj.c: if (gch->desc && gch->desc->connected != CON_PLAYING) act_obj.c: chroom = ch->in_room; act_obj.c: if (ch->carry_number + 1 > can_carry_n(ch)) act_obj.c: if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch)) act_obj.c: obj = get_obj_list(ch, arg1, ch->in_room->contents); act_obj.c: for (obj = ch->in_room->contents; obj != NULL; obj = obj_next) act_obj.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) act_obj.c: obj_to_room(obj, ch->in_room); act_obj.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) act_obj.c: obj_to_room(obj, ch->in_room); act_obj.c: for (fountain = ch->in_room->contents; fountain != NULL; fountain = fountain->next_content) act_obj.c: for (obj = ch->in_room->contents; obj; obj = obj->next_content) act_obj.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) act_obj.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) act_obj.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50) act_obj.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 50) act_obj.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) act_obj.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50) act_obj.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 50) act_obj.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 && obj->item_type != ITEM_TRASH && obj->item_type != ITEM_QUEST && obj->item_type != ITEM_PILL) act_obj.c: condition = ch->pcdata->condition[COND_FULL]; act_obj.c: if (condition == 0 && ch->pcdata->condition[COND_FULL] > 10) act_obj.c: else if (ch->pcdata->condition[COND_FULL] > 50) act_obj.c: if (ch->position == POS_FIGHTING) act_obj.c: ch->pcdata->quest += obj->value[0]; act_obj.c: if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1) act_obj.c: obj_to_room(obj, ch->in_room); act_obj.c: do_skill(ch, ch->name); act_obj.c: if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1) act_obj.c: obj_to_room(obj, ch->in_room); act_obj.c: do_skill(ch, ch->name); act_obj.c: if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1) act_obj.c: obj_to_room(obj, ch->in_room); act_obj.c: do_skill(ch, ch->name); act_obj.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) act_obj.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) act_obj.c: next_obj = ch->in_room->contents; act_obj.c: for (obj = ch->in_room->contents; next_obj != NULL; obj = next_obj) act_obj.c: || (obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name, obj->questowner))) act_obj.c: ch->pcdata->quest += obj->points; act_obj.c: obj = get_obj_list(ch, arg, ch->in_room->contents); act_obj.c: IS_SET(obj->quest, QUEST_ARTIFACT) || (obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name, obj->questowner))) act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: if (ch->alignment > 900) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: if (ch->alignment <= -250 && IS_SPHERE(ch, SPHERE_NECROMANCER)) act_obj.c: ch->exp += 50000000; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->exp += 50000000; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: if (ch->sex == SEX_FEMALE) act_obj.c: ch->hit = ch->max_hit; act_obj.c: ch->mana = ch->max_mana; act_obj.c: ch->move = ch->max_move; act_obj.c: ch->loc_hp[0] = 0; act_obj.c: ch->loc_hp[1] = 0; act_obj.c: ch->loc_hp[2] = 0; act_obj.c: ch->loc_hp[3] = 0; act_obj.c: ch->loc_hp[4] = 0; act_obj.c: ch->loc_hp[5] = 0; act_obj.c: ch->loc_hp[6] = 0; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: if (ch->alignment > 700) act_obj.c: ch->hit = ch->max_hit; act_obj.c: ch->mana = ch->max_mana; act_obj.c: ch->move = ch->max_move; act_obj.c: ch->loc_hp[0] = 0; act_obj.c: ch->loc_hp[1] = 0; act_obj.c: ch->loc_hp[2] = 0; act_obj.c: ch->loc_hp[3] = 0; act_obj.c: ch->loc_hp[4] = 0; act_obj.c: ch->loc_hp[5] = 0; act_obj.c: ch->loc_hp[6] = 0; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->hit = ch->max_hit; act_obj.c: ch->mana = ch->max_mana; act_obj.c: ch->move = ch->max_move; act_obj.c: ch->loc_hp[0] = 0; act_obj.c: ch->loc_hp[1] = 0; act_obj.c: ch->loc_hp[2] = 0; act_obj.c: ch->loc_hp[3] = 0; act_obj.c: ch->loc_hp[4] = 0; act_obj.c: ch->loc_hp[5] = 0; act_obj.c: ch->loc_hp[6] = 0; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: if (ch->alignment == 0) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 500; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 500; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: if (ch->alignment <= -250) act_obj.c: ch->pcsilver += 250; act_obj.c: if ((!IS_SET(ch->act, PLR_BRIEF5)) || (ch->position != POS_FIGHTING)) act_obj.c: if (ch->alignment > 900) act_obj.c: ch->pcsilver += 250; act_obj.c: ch->pcdata->quest += obj->points; act_obj.c: if (ch->position == POS_FIGHTING) act_obj.c: if (ch->position == POS_FIGHTING) act_obj.c: for (vch = ch->in_room->people; vch; vch = vch_next) act_obj.c: vch_next = vch->next_in_room; act_obj.c: if ((ch->level + number_range(1, 20) < victim->level) act_obj.c: || (!IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3) act_obj.c: || (!IS_NPC(victim) && IS_IMMUNE(victim, IMM_STEAL)) || (!IS_NPC(victim) && IS_IMMORTAL(victim)) || (!IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal])) act_obj.c: sprintf(buf, "%s is a bloody thief!", ch->name); act_obj.c: if (ch->carry_number + 1 > can_carry_n(ch)) act_obj.c: if (ch->carry_weight + get_obj_weight(obj) > can_carry_w(ch)) act_obj.c: if (!IS_SET(ch->newbits, THIRD_HAND)) act_obj.c: if (!IS_SET(ch->newbits, FOURTH_HAND)) act_wiz.c: for (gch = char_list; gch != NULL; gch = gch->next) act_wiz.c: if (IS_NPC(gch) || gch->desc) act_wiz.c: sprintf(buf, "Name: %12s. (Room: %5d)\n\r", gch->name, gch->in_room == NULL ? : gch->in_room->vnum); act_wiz.c: if (ch->sex == SEX_MALE) act_wiz.c: sprintf(buf, "#C%s #pscreams in agony as the #RP#Ga#RR#Ga#RD#Go#RX#p wrecks his puny mortal body#n", ch->name); act_wiz.c: sprintf(buf, "#C%s #pscreams in agony as the #RP#Ga#RR#Ga#RD#Go#RX#p wrecks her puny mortal body#n", ch->name); act_wiz.c: ch->hit = -10; act_wiz.c: ch->max_move = (ch->max_move * 90) / 100; act_wiz.c: ch->max_mana = (ch->max_mana * 90) / 100; act_wiz.c: SET_BIT(ch->extra, TIED_UP); act_wiz.c: SET_BIT(ch->extra, GAGGED); act_wiz.c: SET_BIT(ch->extra, BLINDFOLDED); act_wiz.c: free_string(ch->pcdata->bamfin); act_wiz.c: ch->pcdata->bamfin = str_dup(argument); act_wiz.c: free_string(ch->pcdata->bamfout); act_wiz.c: ch->pcdata->bamfout = str_dup(argument); act_wiz.c: REMOVE_BIT(ch->immune, IMM_SUMMON); act_wiz.c: SET_BIT(ch->immune, IMM_SUMMON); act_wiz.c: REMOVE_BIT(ch->immune, IMM_TRANSPORT); act_wiz.c: SET_BIT(ch->immune, IMM_TRANSPORT); act_wiz.c: if ((d->connected == CON_PLAYING) && IS_JUDGE(ch) && !IS_SET(ch->deaf, CHANNEL_LOG)) act_wiz.c: if (d->connected == CON_PLAYING && d->character->in_room == ch->in_room) act_wiz.c: location = ch->in_room; act_wiz.c: original = ch->in_room; act_wiz.c: for (wch = char_list; wch != NULL; wch = wch->next) act_wiz.c: in_room = ch->in_room; act_wiz.c: if (ch->fighting) act_wiz.c: if (!IS_SET(ch->act, PLR_WIZINVIS)) act_wiz.c: act("$n $T", ch, NULL, (ch->pcdata && ch->pcdata->bamfout[0] != '\0') ? ch->pcdata->bamfout : "leaves in a swirling mist.", TO_ROOM); act_wiz.c: if (!IS_SET(ch->act, PLR_WIZINVIS)) act_wiz.c: act("$n $T", ch, NULL, (ch->pcdata && ch->pcdata->bamfin[0] != '\0') ? ch->pcdata->bamfin : "appears in a swirling mist.", TO_ROOM); act_wiz.c: if (ch->in_room == in_room) act_wiz.c: location = (arg[0] == '\0') ? ch->in_room : find_location(ch, arg); act_wiz.c: if (ch->in_room != location && room_is_private(location)) act_wiz.c: for (rch = location->people; rch; rch = rch->next_in_room) act_wiz.c: one_argument(rch->name, buf); act_wiz.c: for (gch = char_list; gch != NULL; gch = gch->next) act_wiz.c: if (IS_HEAD(gch, LOST_HEAD) || IS_SET(gch->extra, EXTRA_OSWITCH)) act_wiz.c: REMOVE_BIT(gch->loc_hp[0], LOST_HEAD); act_wiz.c: REMOVE_BIT(gch->affected_by, AFF_POLYMORPH); act_wiz.c: REMOVE_BIT(gch->extra, EXTRA_OSWITCH); act_wiz.c: gch->morph = str_dup(""); act_wiz.c: gch->pcdata->chobj = NULL; act_wiz.c: gch->pcdata->obj_vnum = 0; act_wiz.c: sprintf(buf, "Shutdown by %s.", ch->name); act_wiz.c: if (d->snoop_by == ch->desc) act_wiz.c: if (ch->desc != NULL) act_wiz.c: for (d = ch->desc->snoop_by; d != NULL; d = d->snoop_by) act_wiz.c: victim->desc->snoop_by = ch->desc; act_wiz.c: char_to_room(victim, ch->in_room); act_wiz.c: if (IS_NPC(ch) || ch->desc == NULL || ch->in_room == NULL) act_wiz.c: d = ch->desc; act_wiz.c: in_room = ch->in_room; act_wiz.c: ch->next = char_list; act_wiz.c: if (ch->pload == NULL) act_wiz.c: sprintf(arg, ch->pload); act_wiz.c: if (!str_cmp(ch->name, arg)) act_wiz.c: d = ch->desc; act_wiz.c: sprintf(buf, "You transform back into %s.\n\r", capitalize(ch->pload)); act_wiz.c: sprintf(buf, "$n transforms back into %s.", capitalize(ch->pload)); act_wiz.c: if (ch != NULL && ch->desc != NULL) act_wiz.c: if (ch->desc) act_wiz.c: ch->desc->character = NULL; act_wiz.c: ch->next = char_list; act_wiz.c: if (ch->in_room != NULL) act_wiz.c: char_to_room(ch, ch->in_room); act_wiz.c: free_string(ch->pload); act_wiz.c: ch->pload = str_dup(""); act_wiz.c: obj_to_room(obj, ch->in_room); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: for (victim = ch->in_room->people; victim != NULL; victim = vnext) act_wiz.c: oldname = str_dup(ch->pcdata->switchname); act_wiz.c: d = ch->desc; act_wiz.c: in_room = ch->in_room; act_wiz.c: ch->next = char_list; act_wiz.c: if (IS_SET(ch->act, PLR_DENY)) act_wiz.c: REMOVE_BIT(ch->act, PLR_DENY); act_wiz.c: d = ch->desc; act_wiz.c: in_room = ch->in_room; act_wiz.c: ch->next = char_list; act_wiz.c: for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) act_wiz.c: if (rch->fighting != NULL) act_wiz.c: if (value >= ch->level && !IS_NPC(victim)) act_wiz.c: if (value > ch->pcdata->security || value < 0) act_wiz.c: if (ch->pcdata->security != 0) act_wiz.c: sprintf(buf, "Valid security is 0-%d.\n\r", ch->pcdata->security); act_wiz.c: if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker))) act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker))) act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: wch->pcdata->switchname, wch->level, wch->trust, wch->generation, wch->max_hit, wch->max_mana, wch->max_move, char_hitroll(wch), char_damroll(wch), char_ac(wch), wch->pcdata->quest); act_wiz.c: sprintf(buf, "%s force all : %s\n\r", ch->name, argument); act_wiz.c: vch_next = vch->next; act_wiz.c: if (IS_SET(vch->extra, EXTRA_AFK)) act_wiz.c: SET_BIT(vch->extra, EXTRA_AFK); act_wiz.c: if ((get_trust(victim) >= get_trust(ch)) && (ch->level < MAX_LEVEL)) act_wiz.c: vch_next = vch->next; act_wiz.c: if (IS_SET(ch->act, PLR_WIZINVIS)) act_wiz.c: REMOVE_BIT(ch->act, PLR_WIZINVIS); act_wiz.c: SET_BIT(ch->act, PLR_WIZINVIS); act_wiz.c: if (IS_SET(ch->act, PLR_HOLYLIGHT)) act_wiz.c: REMOVE_BIT(ch->act, PLR_HOLYLIGHT); act_wiz.c: SET_BIT(ch->act, PLR_HOLYLIGHT); act_wiz.c: if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) act_wiz.c: if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker) || strlen(obj->questmaker) < 2)) act_wiz.c: if (!can_see_obj(ch, obj) || obj->questowner == NULL || strlen(obj->questowner) < 2 || str_cmp(ch->pcdata->switchname, obj->questowner)) act_wiz.c: if (ch->exp < 500) act_wiz.c: if (obj->ownerid == ch->pcdata->playerid) act_wiz.c: if (!str_cmp(ch->pcdata->switchname, obj->questowner)) act_wiz.c: obj->ownerid = ch->pcdata->playerid; act_wiz.c: ch->exp -= 500; act_wiz.c: obj->questowner = str_dup(ch->pcdata->switchname); act_wiz.c: obj->ownerid = ch->pcdata->playerid; act_wiz.c: if (ch->exp < 500) act_wiz.c: if (obj->ownerid != ch->pcdata->playerid && ch->level < 7) act_wiz.c: if (IS_SET(obj->quest, QUEST_RELIC) && ch->level < 7) act_wiz.c: ch->exp -= 500; act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: if (IS_NPC(ch) || (ch->pcdata->quest < 1 && !IS_JUDGE(ch))) act_wiz.c: else if (value > ch->pcdata->quest && !IS_JUDGE(ch)) act_wiz.c: sprintf(buf, "You only have %d quest points left to put into tokens.\n\r", ch->pcdata->quest); act_wiz.c: ch->pcdata->quest -= value; act_wiz.c: if (ch->pcdata->quest < 0) act_wiz.c: ch->pcdata->quest = 0; act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: if ((ch->in_room == NULL || ch->in_room->vnum != 3054)) act_wiz.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) act_wiz.c: while (ch->affected) act_wiz.c: affect_remove(ch, ch->affected); act_wiz.c: if (IS_SET(ch->affected_by, AFF_POLYMORPH)) act_wiz.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); act_wiz.c: if (IS_SET(ch->affected_by, AFF_ETHEREAL)) act_wiz.c: REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); act_wiz.c: ch->affected_by = 0; act_wiz.c: ch->armor = 100; act_wiz.c: ch->hit = UMAX(1, ch->hit); act_wiz.c: ch->mana = UMAX(1, ch->mana); act_wiz.c: ch->move = UMAX(1, ch->move); act_wiz.c: ch->hitroll = 0; act_wiz.c: ch->damroll = 0; act_wiz.c: ch->saving_throw = 0; act_wiz.c: ch->pcdata->mod_str = 0; act_wiz.c: ch->pcdata->mod_int = 0; act_wiz.c: ch->pcdata->mod_wis = 0; act_wiz.c: ch->pcdata->mod_dex = 0; act_wiz.c: ch->pcdata->mod_con = 0; act_wiz.c: ch->pcdata->followers = 0; act_wiz.c: ch->form = 1048575; act_wiz.c: if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker) || strlen(obj->questmaker) < 2)) act_wiz.c: chroom = ch->in_room; act_wiz.c: if (IS_NPC(ch) || ch->pcdata->obj_vnum < 1) act_wiz.c: if ((pObjIndex = get_obj_index(ch->pcdata->obj_vnum)) == NULL) act_wiz.c: if (ch->in_room == NULL || ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) act_wiz.c: location = ch->in_room; act_wiz.c: ch->pcdata->chobj = obj; act_wiz.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); act_wiz.c: SET_BIT(ch->extra, EXTRA_OSWITCH); act_wiz.c: free_string(ch->morph); act_wiz.c: ch->morph = str_dup(obj->short_descr); act_wiz.c: if ((ch->pcdata->pwd != '\0') && (arg1[0] == '\0' || arg2[0] == '\0')) act_wiz.c: for (gch = char_list; gch != NULL; gch = gch->next) act_wiz.c: if (IS_HEAD(gch, LOST_HEAD) || IS_SET(gch->extra, EXTRA_OSWITCH)) act_wiz.c: REMOVE_BIT(gch->loc_hp[0], LOST_HEAD); act_wiz.c: REMOVE_BIT(gch->affected_by, AFF_POLYMORPH); act_wiz.c: REMOVE_BIT(gch->extra, EXTRA_OSWITCH); act_wiz.c: gch->morph = str_dup(""); act_wiz.c: gch->pcdata->chobj = NULL; act_wiz.c: gch->pcdata->obj_vnum = 0; act_wiz.c: if (IS_SET(gch->extra, EXTRA_AFK)) act_wiz.c: SET_BIT(gch->extra, EXTRA_AFK); act_wiz.c: if (gch->desc->out_compress) act_wiz.c: if (!compressEnd2(gch->desc)) act_wiz.c: fprintf(fp, "%d %s %s\n", d->descriptor, och->name, d->host); act_wiz.c: if (och->level == 1) act_wiz.c: och->level++; aeromancer.c: if (ch->move < 1000) aeromancer.c: if (ch->fight_timer >0) aeromancer.c: if (!IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], WATER_FORM)) aeromancer.c: if ( IS_SET(ch->act, AFF_HIDE) ) aeromancer.c: REMOVE_BIT(ch->act, AFF_HIDE); aeromancer.c: ch->move -= 1000; aeromancer.c: SET_BIT(ch->act, AFF_HIDE); aeromancer.c: if (IS_SET(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD)) aeromancer.c: REMOVE_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD); aeromancer.c: SET_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFOLD); aeromancer.c: if (ch->move < 250) aeromancer.c: if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) aeromancer.c: if (victim->in_room->vnum == ch->in_room->vnum) aeromancer.c: ch->move -= 250; animal.c: if (!IS_SET(ch->newbits, NEW_SCLAWS)) animal.c: SET_BIT(ch->newbits, NEW_SCLAWS); animal.c: if (IS_SET(ch->newbits, NEW_SCLAWS)) animal.c: REMOVE_BIT(ch->newbits, NEW_SCLAWS); animal.c: if (IS_SET(ch->pcdata->stats[UNI_AFF], VAM_CLAWS)) animal.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); animal.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); animal.c: if (IS_SET(ch->pcdata->stats[UNI_AFF], VAM_FANGS)) animal.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); animal.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); animal.c: if (IS_SET(ch->newbits, NEW_MONKFLAME)) animal.c: REMOVE_BIT(ch->newbits, NEW_MONKFLAME); animal.c: if (!IS_SET(ch->newbits, NEW_MONKFLAME)) animal.c: SET_BIT(ch->newbits, NEW_MONKFLAME); animal.c: if (!IS_SET(ch->newbits, NEW_REND)) animal.c: SET_BIT(ch->newbits, NEW_REND); animal.c: else if (IS_SET(ch->newbits, NEW_REND)) animal.c: REMOVE_BIT(ch->newbits, NEW_REND); animal.c: if ((victim = ch->fighting) == NULL) animal.c: ch->name, victim->name); animal.c: if ((victim = ch->fighting) == NULL) animal.c: if (IS_SET(ch->newbits, NEW_QUILLS)) animal.c: REMOVE_BIT(ch->newbits, NEW_QUILLS); animal.c: if (!IS_SET(ch->newbits, NEW_QUILLS)) animal.c: SET_BIT(ch->newbits, NEW_QUILLS); animal.c: if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) arena.c: if (ch->in_room != NULL) arena.c: if (IS_SET (ch->in_room->room_flags, ROOM_ARENA)) arena.c: for (vch=char_list;vch!=NULL;vch=vch->next) arena.c: if (vch->in_room != NULL) arena.c: if (IS_SET (vch->in_room->room_flags, ROOM_ARENA)) arena.c: REMOVE_BIT(vch->act, PLR_FREEZE); arena.c: if (ch->fight_timer > 0) arena.c: if (ch->in_room != NULL) arena.c: if (IS_SET (ch->in_room->room_flags, ROOM_ARENA) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) arena.c: sprintf(buf,"%s has joined the arena!",ch->name); arena.c: SET_BIT(ch->act, PLR_FREEZE); arena.c: if (ch->in_room != NULL) arena.c: if (!IS_SET(ch->in_room->room_flags, ROOM_ARENA)) arena.c: sprintf(buf,"%s resigns from the arena",ch->name); arena.c: ch->fight_timer = 0; arena.c: ch->pcdata->alosses++; arena.c: sprintf(buf,"#C%s #oemerges victorious from the #Rarena#n",gch->name); arena.c: gch->pcdata->awins++; arena.c: gch->fight_timer = 0; arena.c: if (victim == ch->challenger) arena.c: if (!str_cmp(arg2, "death")) ch->deathmatch = TRUE; arena.c: else if (!str_cmp(arg2, "spar")) ch->deathmatch = FALSE; arena.c: if (ch->deathmatch) arena.c: if (!str_cmp(ch->pcdata->last_decap[0], victim->name)) canDecap = FALSE; arena.c: if (!str_cmp(victim->pcdata->last_decap[0], ch->name)) canKillYou = FALSE; arena.c: ch->challenger = victim; arena.c: if (ch->deathmatch) sprintf(buf, "You have been challenged to a #Gdeathmatch#n by %s. Type agree %s to start the fight.\n\r", ch->name, ch->name); arena.c: else sprintf(buf, "You have been challenged to a #Gspar#n by %s. Type agree %s to start the fight.\n\r", ch->name, ch->name); arena.c: if (ch->fight_timer > 0) arena.c: if (ch->in_room != NULL) arena.c: if (IS_SET(ch->in_room->room_flags, ROOM_ARENA) || IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) arena.c: if (!str_cmp(ch->pcdata->last_decap[0], victim->name)) canDecap = FALSE; arena.c: if (!str_cmp(victim->pcdata->last_decap[0], ch->name)) canKillYou = FALSE; arena.c: do_restore(ch, ch->name); arena.c: sprintf(buf, "%s and %s enter #CThe Forbidden Fortress#n to test their skills", ch->name, victim->name); arena.c: sprintf(buf, "%s and %s enter #CThe Forbidden Fortress#n to duel for their lives", ch->name, victim->name); arena.c: if (ch->pcdata->betting_char > 0) arena.c: if (ch->pcdata->quest < amount) arena.c: for (vch = char_list; vch; vch = vch->next) arena.c: if (vch->hit < vch->max_hit * 0.75) arena.c: ch->pcdata->quest -= amount; arena.c: ch->pcdata->betting_amount = amount; arena.c: ch->pcdata->betting_char = gch->pcdata->playerid; arena.c: ch->name, amount, gch->name); arena.c: for (gch = char_list; gch; gch = gch->next) arena.c: if (payoff && gch->pcdata->betting_char == ch->pcdata->playerid) arena.c: sprintf(buf, "Congratulations, you win %d quest points.\n\r", gch->pcdata->betting_amount*2); arena.c: gch->pcdata->quest += gch->pcdata->betting_amount*2; arena.c: gch->name, gch->pcdata->betting_amount*2, ch->name); arena.c: else if (!payoff && gch->pcdata->betting_char == ch->pcdata->playerid) arena.c: gch->pcdata->quest += gch->pcdata->betting_amount; arena.c: gch->pcdata->betting_amount = 0; arena.c: gch->pcdata->betting_char = 0; ashur.c: if (ch->pcRaceLevel < 25) ashur.c: if ((victim = ch->fighting) == NULL) ashur.c: sprintf(buf, "You fall from your stance as %s trembles the earth.\n\r",ch->name); ashur.c: sprintf(buf, "%s slips and falls from their stance as %s trembles the earth.\n\r",ch->name, ch->name); ashur.c: if (ch->pcRaceLevel < 25) ashur.c: if ((victim = ch->fighting) == NULL) board.c: if (!str_cmp(ch->pcdata->switchname, note->sender)) board.c: if (is_full_name(ch->pcdata->switchname, note->to_list)) board.c: last_read = ch->pcdata->last_note[board_number(board)]; board.c: if (getMight(ch) < 150 && ch->level < 7) board.c: if (IS_SET(ch->act, PLR_SILENCE)) board.c: if (ch->pcdata->board == NULL) board.c: if (get_trust(ch) < ch->pcdata->board->write_level) board.c: if (ch->position != POS_STANDING) board.c: if (ch->pcdata->in_progress && (!ch->pcdata->in_progress->text)) board.c: free_note(ch->pcdata->in_progress); board.c: ch->pcdata->in_progress = NULL; board.c: if (!ch->pcdata->in_progress) board.c: ch->pcdata->in_progress = new_note(); board.c: ch->pcdata->in_progress->sender = str_dup(ch->pcdata->switchname); board.c: ch->pcdata->in_progress->date = str_dup(strtime); board.c: SET_BIT(ch->extra, EXTRA_AFK); board.c: if (ch->master) board.c: "If you are using tintin, type #verbose to turn off alias expansion!\n\r\n\r", ch->pcdata->in_progress->text ? "continuing" : "posting", ch->pcdata->board->short_name); board.c: sprintf(buf, BOLD YELLOW "From" NO_COLOR ": %s\n\r\n\r", ch->pcdata->switchname); board.c: if (!ch->pcdata->in_progress->text) /* Are we continuing an old note or not? */ board.c: switch (ch->pcdata->board->force_type) board.c: sprintf(buf, "If you press Return, default recipient \"" BOLD "%s" NO_COLOR "\" will be chosen.\n\r", ch->pcdata->board->names); board.c: sprintf(buf, "The recipient list MUST include \"" BOLD "%s" NO_COLOR "\". If not, it will be added automatically.\n\r", ch->pcdata->board->names); board.c: sprintf(buf, "The recipient of this note must NOT include: \"" BOLD "%s" NO_COLOR "\".", ch->pcdata->board->names); board.c: ch->desc->connected = CON_NOTE_TO; board.c: BOLD YELLOW "Subject" NO_COLOR ": %s\n\r", ch->pcdata->in_progress->to_list, ctime(&ch->pcdata->in_progress->expire), ch->pcdata->in_progress->subject); board.c: if (ch->pcdata->in_progress != NULL) board.c: send_to_char(ch->pcdata->in_progress->text, ch); board.c: ch->desc->connected = CON_NOTE_TEXT; board.c: time_t *last_note = &ch->pcdata->last_note[board_number(ch->pcdata->board)]; board.c: for (p = ch->pcdata->board->note_first; p; p = p->next) board.c: if (ch->pcdata->board == NULL) board.c: if (ch->pcdata->board->note_first == NULL) board.c: for (p = ch->pcdata->board->note_first; p; p = p->next, count++) board.c: sprintf(buf, "Changed to next board, %s.\n\r", ch->pcdata->board->short_name); board.c: p = find_note(ch, ch->pcdata->board, atoi(argument)); board.c: if (str_cmp(ch->pcdata->switchname, p->sender) && ch->trust < MAX_LEVEL) board.c: unlink_note(ch->pcdata->board, p); board.c: save_board(ch->pcdata->board); /* save the board */ board.c: for (p = ch->pcdata->board->note_first; p; p = p->next) board.c: last_note = ch->pcdata->last_note[board_number(ch->pcdata->board)]; board.c: for (p = ch->pcdata->board->note_first; p; p = p->next) board.c: for (p = ch->pcdata->board->note_first; p && p->next; p = p->next); board.c: ch->pcdata->last_note[board_number(ch->pcdata->board)] = p->date_stamp; board.c: if (ch->pcdata->board != NULL) board.c: sprintf(buf, "\n\rYou current board is #9%s#n.\n\r", ch->pcdata->board->short_name); board.c: if (ch->pcdata->board->read_level > get_trust(ch)) board.c: else if (ch->pcdata->board->write_level > get_trust(ch)) board.c: ch->pcdata->board = &boards[i]; board.c: ch->pcdata->board = &boards[i]; board.c: int i = board_number(ch->pcdata->board) + 1; board.c: ch->pcdata->board = &boards[i]; board.c: if (!ch->pcdata->in_progress) board.c: switch (ch->pcdata->board->force_type) board.c: ch->pcdata->in_progress->to_list = str_dup(ch->pcdata->board->names); board.c: sprintf(buf, "Assumed default recipient: " BOLD "%s" NO_COLOR "\n\r", ch->pcdata->board->names); board.c: ch->pcdata->in_progress->to_list = str_dup(buf); board.c: if (!is_full_name(ch->pcdata->board->names, buf)) board.c: strcat(buf, ch->pcdata->board->names); board.c: ch->pcdata->in_progress->to_list = str_dup(buf); board.c: BOLD YELLOW "New To" NO_COLOR " : %s\n\r", ch->pcdata->board->names, ch->pcdata->in_progress->to_list); board.c: ch->pcdata->in_progress->to_list = str_dup(buf); board.c: if (is_full_name(ch->pcdata->board->names, buf)) board.c: sprintf(buf, "You are not allowed to send notes to %s on this board. Try again.\n\r" BOLD YELLOW "To" NO_COLOR ": ", ch->pcdata->board->names); board.c: ch->pcdata->in_progress->to_list = str_dup(buf); board.c: if (!ch->pcdata->in_progress) board.c: ch->pcdata->in_progress->subject = str_dup(buf); board.c: "Press Enter for default value for this board, " BOLD "%d" NO_COLOR " days.\n\r" BOLD YELLOW "Expire" NO_COLOR ": ", ch->pcdata->board->purge_days); board.c: ch->pcdata->in_progress->expire = current_time + ch->pcdata->board->purge_days * 24L * 3600L; board.c: sprintf(buf, "This note will expire %s\r", ctime(&ch->pcdata->in_progress->expire)); board.c: if (!ch->pcdata->in_progress) board.c: days = ch->pcdata->board->purge_days; board.c: ch->pcdata->in_progress->expire = expire; board.c: if (!ch->pcdata->in_progress) board.c: if (ch->pcdata->in_progress->text != NULL) board.c: strcpy(letter, ch->pcdata->in_progress->text); board.c: free_string(ch->pcdata->in_progress->text); board.c: ch->pcdata->in_progress->text = NULL; /* be sure we don't free it twice */ board.c: free_note(ch->pcdata->in_progress); board.c: ch->pcdata->in_progress = NULL; /* important */ board.c: ch->pcdata->in_progress->text = str_dup(letter); board.c: if (!ch->pcdata->in_progress) board.c: if (ch->pcdata->in_progress->text) board.c: write_to_buffer(d, ch->pcdata->in_progress->text, 0); board.c: if (board_number(ch->pcdata->board) < 4 && is_full_name("all", ch->pcdata->in_progress->to_list)) board.c: sprintf(buf, "A new note has been posted by %s on board %d", ch->name, board_number(ch->pcdata->board) + 1); board.c: finish_note(ch->pcdata->board, ch->pcdata->in_progress); board.c: ch->pcdata->in_progress = NULL; board.c: free_note(ch->pcdata->in_progress); board.c: ch->pcdata->in_progress = NULL; board.c: REMOVE_BIT(ch->extra, EXTRA_AFK); build.c: if ( (d = ch->desc) == NULL ) build.c: if ( ch->substate <= SUB_PAUSE ) build.c: sprintf(buf,"Edit_buffer: illegal ch->substate (%d)", ch->substate); build.c: if ( !ch->editor ) build.c: edit = ch->editor; build.c: if ( ch->substate == SUB_MPROG_EDIT || ch->substate == SUB_HELP_EDIT ) build.c: int substate = ch->substate; build.c: ch->substate = SUB_RESTRICTED; build.c: ch->substate = substate; build.c: if ( !ch->last_cmd ) build.c: (*ch->last_cmd) ( ch, "" ); build.c: if ( !ch->desc ) build.c: if ( ch->substate == SUB_RESTRICTED ) build.c: bug( "NOT GOOD: start_editing: ch->substate == SUB_RESTRICTED", 0 ); build.c: if ( ch->editor ) build.c: ch->editor = edit; build.c: ch->desc->connected = CON_EDITING; build.c: if ( !ch->editor ) build.c: for ( x = 0; x < ch->editor->numlines; x++ ) build.c: strcpy( tmp, ch->editor->line[x] ); build.c: DISPOSE( ch->editor ); build.c: ch->editor = NULL; build.c: ch->dest_buf = NULL; build.c: ch->substate = SUB_NONE; build.c: if ( !ch->desc ) build.c: ch->desc->connected = CON_PLAYING; build.c: sprintf(buf, "Do_help: %s tried '%s'", ch->name, argument); build.c: if ( !ch->desc ) build.c: switch( ch->substate ) build.c: if ( (pHelp = ch->dest_buf) == NULL ) build.c: bug( "hedit: sub_help_edit: NULL ch->dest_buf", 0 ); build.c: ch->substate = SUB_HELP_EDIT; build.c: ch->dest_buf = pHelp; changes.c: change_table[max_change - 1].imm = str_dup(ch->name); changes.c: sprintf(buf, "%s has added a new change.", ch->name); chaos.c: if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) chaos.c: if (ch->move < 1000) chaos.c: ch->move -= 1000; chaos.c: level = ch->spl[RED_MAGIC] / 4; chaos.c: if (ch->mana < 1500) chaos.c: if (ch->in_room != NULL) chaos.c: if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) chaos.c: if (arg[0] == '\0' && ch->fighting != NULL) chaos.c: victim = ch->fighting; chaos.c: ch->mana -= 1500; chaos.c: SET_BIT(ch->immune, IMM_SHIELD2); chaos.c: REMOVE_BIT(ch->immune, IMM_SHIELD2); chaos.c: if (ch->mana < 5000) chaos.c: ch->mana -= 5000; combat.c: if (IS_SET(ch->newbits, NEW_FIGHTDANCE)) { combat.c: REMOVE_BIT(ch->newbits, NEW_FIGHTDANCE); combat.c: SET_BIT(ch->newbits, NEW_FIGHTDANCE); combat.c: ch->pcdata->stats[DRACONIAN_SPIKES]); combat.c: if (ch->fighting == NULL) combat.c: if (ch->pcdata->stats[DRACONIAN_SPIKES] < 1) combat.c: victim = ch->fighting; combat.c: dam = number_range(ch->pcdata->stats[DRACONIAN_SPIKES] * 20, combat.c: ch->pcdata->stats[DRACONIAN_SPIKES] * 40); combat.c: ch->pcdata->stats[DRACONIAN_SPIKES] = 0; combat.c: if (ch->position <= POS_FIGHTING) combat.c: if (ch->fight_timer > 0) combat.c: if (ch->pcdata->stats[DRACONIAN_SPIKES] >= 200) combat.c: if (ch->exp >= 10000 combat.c: && ch->pcdata->stats[DRACONIAN_SPIKES] < combat.c: ch->exp -= 10000; combat.c: ch->pcdata->stats[DRACONIAN_SPIKES]++; combat.c: if (ch->fighting == NULL || IS_NPC ((victim = ch->fighting))) combat.c: ch->hit -= damage; combat.c: ch->pcdata->switchname, damage2); combat.c: oldl = ch->level; combat.c: ch->level = 12; combat.c: ch->level = oldl; combat.c: level = ch->spl[RED_MAGIC]/4; combat.c: if (ch->mana < 1500) combat.c: if (arg[0] == '\0' && ch->fighting != NULL) victim = ch->fighting; combat.c: ch->mana -= 1500; combat.c: if (!(arg2[0] == '\0') || ch->fighting != NULL) combat.c: if (arg2[0] == '\0') victim = ch->fighting; combat.c: if (ch->in_room != NULL) combat.c: if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) combat.c: if (ch->position == POS_FIGHTING) combat.c: if (ch->move < 500) combat.c: if (victim->in_room == ch->in_room) combat.c: ch->move -= 500; combat.c: if (ch->move < 500) combat.c: if (ch->fight_timer > 0) combat.c: if (IS_SET(ch->act, AFF_HIDE)) combat.c: REMOVE_BIT(ch->act, AFF_HIDE); combat.c: ch->move -= 500; combat.c: SET_BIT(ch->act, AFF_HIDE); combat.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); combat.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); combat.c: ch->hit += dam; combat.c: if (ch->hit >= ch->max_hit + 500) combat.c: ch->hit = ch->max_hit + 500; combat.c: ch->name, dam); combat.c: if (ch->in_room->sector_type == SECT_AIR) combat.c: if (!TIME_UP(ch, TIMER_ENTOMB) && ch->level < 12) combat.c: if ((objc = get_obj_list(ch, "walln", ch->in_room->contents)) != NULL) combat.c: obj_to_room(obj, ch->in_room); combat.c: if ((objc = get_obj_list(ch, "walls", ch->in_room->contents)) != NULL) combat.c: obj_to_room(obj, ch->in_room); combat.c: if ((objc = get_obj_list(ch, "walle", ch->in_room->contents)) != NULL) combat.c: obj_to_room(obj, ch->in_room); combat.c: if ((objc = get_obj_list(ch, "wallw", ch->in_room->contents)) != NULL) combat.c: obj_to_room(obj, ch->in_room); combat.c: ch->hit += ch->max_hit * 0.1; combat.c: if (ch->hit > ch->max_hit) combat.c: ch->hit = ch->max_hit; combat.c: if (ch->move < 1000) combat.c: if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) combat.c: if (!IS_NPC(victim) && ch->move < victim->max_move) combat.c: if (victim->in_room == ch->in_room) combat.c: ch->move -= 1000; combat.c: if ( ch->level < skill_table[gsn_berserk].skill_level) combat.c: if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] ) combat.c: vch_next = vch->next; combat.c: if (vch->in_room == NULL) combat.c: if (!IS_NPC(vch) && vch->pcdata->chobj != NULL) combat.c:// if (vch->in_room == ch->in_room) combat.c: if (vch->in_room->area == ch->in_room->area) combat.c: if (vch->in_room == ch->in_room && can_see(ch, vch)) combat.c: if (vch == NULL || vch->position <= POS_STUNNED) comm.c: vch_next = vch->next; comm.c: sprintf( log_buf, "Closing link to %s.", ch->name ); comm.c: if (IS_SET(ch->extra, EXTRA_AFK)) REMOVE_BIT(ch->extra,EXTRA_AFK); comm.c: ch->desc = NULL; comm.c: ch->desc = NULL; comm.c: for (gch = char_list; gch != NULL; gch = gch->next) comm.c: if (IS_HEAD(gch,LOST_HEAD) || IS_SET(gch->extra, EXTRA_OSWITCH)) comm.c: REMOVE_BIT(gch->loc_hp[0], LOST_HEAD); comm.c: REMOVE_BIT(gch->affected_by, AFF_POLYMORPH); comm.c: REMOVE_BIT(gch->extra, EXTRA_OSWITCH); comm.c: gch->morph = str_dup(""); comm.c: gch->pcdata->chobj = NULL; comm.c: gch->pcdata->obj_vnum = 0; comm.c: gch->hit = gch->max_hit; comm.c: gch->position = POS_STANDING; comm.c: fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host); comm.c: if (IS_SET(ch->act, PLR_BRIEF5)) comm.c: if (ch->amount_attacks_dealt > 0) comm.c: ch->amount_attacks_dealt, ch->amount_damage_dealt, comm.c: ch->amount_damage_dealt/ch->amount_attacks_dealt); comm.c: if (ch->amount_attacks_recieved > 0) comm.c: ch->amount_attacks_recieved, ch->amount_damage_recieved, comm.c: ch->amount_damage_recieved/ch->amount_attacks_recieved); comm.c: ch->amount_damage_dealt = 0; comm.c: ch->amount_damage_recieved = 0; comm.c: ch->amount_attacks_dealt = 0; comm.c: ch->amount_attacks_recieved = 0; comm.c: if (!IS_NPC(ch) && IS_SET(ch->pcdata->tempflag, TEMP_VT100)) comm.c: sprintf(buf, "%s\e[%d;1H", VT_SAVECURSOR, ch->pcdata->vt100_size); comm.c: if (IS_SET(ch->act, PLR_PROMPT) && IS_EXTRA(ch, EXTRA_PROMPT)) comm.c: else if ( IS_SET(ch->act, PLR_PROMPT)) comm.c: sprintf(exp_str, "%2.0f", ch->exp); comm.c:// COL_SCALE(exp_str, ch, ch->exp, 1000); comm.c: else if (ch->position == POS_FIGHTING) comm.c: victim = ch->fighting; comm.c: sprintf(hit_str, "%d", ch->hit); comm.c: COL_SCALE(hit_str, ch, ch->hit, ch->max_hit); comm.c: sprintf(mana_str, "%d", ch->mana); comm.c: COL_SCALE(mana_str, ch, ch->mana, ch->max_mana); comm.c: sprintf(move_str, "%d", ch->move); comm.c: COL_SCALE(move_str, ch, ch->move, ch->max_move); comm.c: cond, hit_str, mana_str, move_str, ch->fight_timer); comm.c: sprintf(hit_str, "%d", ch->hit); comm.c: COL_SCALE(hit_str, ch, ch->hit, ch->max_hit); comm.c: sprintf(mana_str, "%d", ch->mana); comm.c: COL_SCALE(mana_str, ch, ch->mana, ch->max_mana); comm.c: sprintf(move_str, "%d", ch->move); comm.c: COL_SCALE(move_str, ch, ch->move, ch->max_move); comm.c: sprintf(exp_str, "%2.0f", ch->exp); comm.c:// COL_SCALE(exp_str, ch, ch->exp, 1000); comm.c: exp_str, hit_str, mana_str, move_str, ch->fight_timer ); comm.c: if (!IS_NPC(ch) && IS_SET(ch->pcdata->tempflag, TEMP_VT100)) comm.c: if ( IS_SET(ch->act, PLR_TELNET_GA) ) comm.c: if ( IS_SET(ch->act, PLR_DENY)) comm.c: if (ch->pcdata->denied > current_time) comm.c: sprintf( log_buf, "Denying access to %s@%s.", argument, ch->lasthost ); comm.c: strcmp( argument, ch->pcdata->pwd ) && comm.c: strcmp( crypt ( argument, ch->pcdata->pwd ),ch->pcdata->pwd ))) comm.c: strcmp( crypt ( argument, ch->pcdata->pwd ), ch->pcdata->pwd ))) comm.c: if (ch->level > 1) comm.c: sprintf(kav,ch->pcdata->switchname); comm.c: if (IS_SET(ch->act, PLR_DENY)) comm.c: if (ch->pcdata->denied < current_time) comm.c: REMOVE_BIT(ch->act, PLR_DENY); comm.c: sprintf(log_buf, "Removing deny flag on %s.", ch->name); comm.c: if (ch->lasthost != NULL) free_string(ch->lasthost); comm.c: if (ch->desc != NULL && ch->desc->host != NULL) comm.c: ch->lasthost = str_dup(ch->desc->host); comm.c: ch->lasthost = str_dup("(unknown)"); comm.c: free_string(ch->lasttime); comm.c: ch->lasttime = str_dup( strtime ); comm.c: sprintf( log_buf, "%s@%s has connected.",ch->name, ch->lasthost ); comm.c: if (ch->level < 4 && ch->trust < 4) comm.c: ch->trust = 0; comm.c: if ( ch->level > 3 && ch->trust == 0) comm.c: ch->level = 3; comm.c: if ( ch->level > MAX_LEVEL ) comm.c: ch->level = MAX_LEVEL; comm.c: if ( ch->trust > MAX_LEVEL) comm.c: ch->trust = MAX_LEVEL; comm.c: ch->next = char_list; comm.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); comm.c: if ( ch->level == 0 ) comm.c: ch->pcdata->awins = 0; /* arena wins */ comm.c: ch->pcdata->alosses = 0; /* arena losses */ comm.c: ch->pcdata->board = &boards[0]; comm.c: ch->challenger = NULL; comm.c: ch->level = 1; comm.c: ch->exp = 0; comm.c: ch->hit = ch->max_hit; comm.c: ch->mana = ch->max_mana; comm.c: ch->move = ch->max_move; comm.c: ch->special = 0; comm.c: set_switchname(ch, ch->name); comm.c: else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0) comm.c: if (ch->in_room != NULL) char_to_room( ch, ch->in_room ); comm.c: else if ( ch->in_room != NULL ) comm.c: char_to_room( ch, ch->in_room ); comm.c: ch->pcdata->time_tick = 0; // resets on a _true_ login comm.c: ch->pcdata->safe_counter = 5; // a few good ticks. comm.c: if (ch->level > 6) ; /* no info */ comm.c: else if (IS_SET(ch->pcdata->jflags, JFLAG_SETLOGIN)) login_message(ch); comm.c: if (!ragnarok) sprintf(buf,"#g%s #7enters #RAge of Heroes.#n", ch->name ); comm.c: else sprintf(buf,"#g%s #7enters #RAge of Heroes#0Ragnarok#y).#n", ch->name ); comm.c: ch->fight_timer = 0; comm.c: for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) comm.c: ch->name, echo_off_str ); comm.c: pwdnew = crypt ( argument, ch->name ); comm.c: free_string( ch->pcdata->pwd ); comm.c: ch->pcdata->pwd = str_dup( pwdnew ); comm.c: if ( strcmp( crypt ( argument, ch->pcdata->pwd ), ch->pcdata->pwd ) ) comm.c: case 'm': case 'M': ch->sex = SEX_MALE; break; comm.c: case 'f': case 'F': ch->sex = SEX_FEMALE; break; comm.c: case 'y': case 'Y': SET_BIT(ch->act,PLR_ANSI); break; comm.c: ch->pcdata->perm_str=number_range(10,16); comm.c: ch->pcdata->perm_int=number_range(10,16); comm.c: ch->pcdata->perm_wis=number_range(10,16); comm.c: ch->pcdata->perm_dex=number_range(10,16); comm.c: ch->pcdata->perm_con=number_range(10,16); comm.c: ch->class = 0; comm.c: sprintf( log_buf, "%s@%s new player.",ch->name, d->host ); comm.c: ch->next = char_list; comm.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); comm.c: if ( ch->level == 0 ) comm.c: ch->pcdata->awins = 0; /* arena wins */ comm.c: ch->pcdata->alosses = 0; /* arena losses */ comm.c: ch->pcdata->board = &boards[0]; comm.c: ch->challenger = NULL; comm.c: ch->level = 1; comm.c: ch->generation = 6; comm.c: ch->stance[19] = -1; comm.c: ch->stance[20] = -1; comm.c: ch->stance[21] = -1; comm.c: ch->stance[22] = -1; comm.c: ch->stance[23] = -1; comm.c: ch->exp = 0; comm.c: ch->hit = 2000; // ch->max_hit; comm.c: ch->mana = ch->max_mana; comm.c: ch->move = ch->max_move; comm.c: ch->special = 0; comm.c: set_switchname(ch, ch->name); comm.c: else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0) comm.c: if (ch->in_room != NULL) char_to_room( ch, ch->in_room ); comm.c: else if ( ch->in_room != NULL ) comm.c: char_to_room( ch, ch->in_room ); comm.c: sprintf(buf,"#7A #Rnew player#7 named #g%s #7enters #RAge of Heroes.#n", ch->name ); comm.c: ch->fight_timer = 0; comm.c: ch->pcdata->safe_counter = 0; comm.c: ch->pcdata->revision = CURRENT_REVISION; comm.c: for ( ch = char_list; ch != NULL; ch = ch->next ) comm.c: if ( !IS_NPC(ch) && ( !fConn || ch->desc == NULL ) comm.c: d->character->pcdata->pwd = str_dup( ch->pcdata->pwd ); comm.c: if (ch->desc != NULL) comm.c: close_socket2(ch->desc, TRUE); comm.c: ch->desc = d; comm.c: ch->timer = 0; comm.c: if (IS_NPC(ch) || ch->pcdata->obj_vnum == 0) comm.c: sprintf( log_buf, "%s@%s reconnected.",ch->name, ch->lasthost ); comm.c: if (ch->pcdata->in_progress) comm.c: for ( ch = char_list; ch != NULL; ch = ch->next ) comm.c: && ( !fConn || ch->desc == NULL ) comm.c: d->character->pcdata->pwd = str_dup( ch->pcdata->pwd ); comm.c: ch->desc = d; comm.c: ch->timer = 0; comm.c: sprintf( log_buf, "%s@%s kicking off old link.", ch->name, ch->lasthost ); comm.c: || ch->desc == NULL comm.c: || (ch->desc->connected != CON_PLAYING && ch->desc->connected != CON_EDITING) comm.c: || ch->was_in_room == NULL comm.c: || ch->in_room != get_room_index( ROOM_VNUM_LIMBO ) ) comm.c: ch->timer = 0; comm.c: char_to_room( ch, ch->was_in_room ); comm.c: ch->was_in_room = NULL; comm.c: if ( txt != NULL && ch->desc != NULL ) comm.c: write_to_buffer( ch->desc, txt, strlen(txt) ); comm.c: if (txt != NULL && ch->desc != NULL) comm.c: write_to_buffer( ch->desc, txt, 0); comm.c: if ( ch == NULL || ch->in_room == NULL) comm.c: to = ch->in_room->people; comm.c: if ( vch == NULL || vch->in_room == NULL) comm.c: to = vch->in_room->people; comm.c: if (to->in_room == ch->in_room && comm.c: if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && comm.c: ch->pcdata->chobj->in_room != NULL && comm.c: ch->in_room == to->in_room) comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && comm.c: ch->pcdata->chobj->in_obj != NULL && comm.c: ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) comm.c: if (to->in_room != ch->in_room && familiar != NULL && comm.c: familiar->in_room == ch->in_room) comm.c: if ( ch == NULL || ch->in_room == NULL) return; comm.c: to = ch->in_room->people; comm.c: if ( vch == NULL || vch->in_room == NULL) return; comm.c: to = vch->in_room->people; comm.c: if (to->in_room == ch->in_room && comm.c: if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && comm.c: ch->pcdata->chobj->in_room != NULL && comm.c: ch->in_room == to->in_room) comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && comm.c: ch->pcdata->chobj->in_obj != NULL && comm.c: ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) comm.c: if (to->in_room != ch->in_room && familiar != NULL && comm.c: familiar->in_room == ch->in_room) comm.c: if (ch->pcdata == NULL ) comm.c: if ( ch->position == POS_FIGHTING && ch->cprompt[0] == '\0' ) comm.c: if ( ch->prompt[0] == '\0' ) comm.c: else if ( ch->position != POS_FIGHTING && ch->prompt[0] == '\0' ) comm.c: if ( ch->position == POS_FIGHTING && is_fighting ) comm.c: sprintf( buf2, "%d", ch->hit ); comm.c: COL_SCALE(buf2, ch, ch->hit, ch->max_hit); comm.c: sprintf( buf2, "%d", ch->max_hit ); comm.c: sprintf( buf2, "%d", ch->mana ); comm.c: COL_SCALE(buf2, ch, ch->mana, ch->max_mana); comm.c: sprintf( buf2, "%d", ch->max_mana ); comm.c: sprintf( buf2, "%d", ch->move ); comm.c: COL_SCALE(buf2, ch, ch->move, ch->max_move); comm.c: sprintf( buf2, "%d", ch->max_move ); comm.c: sprintf( buf2, "%2.0f", ch->exp ); comm.c:// COL_SCALE(buf2, ch, ch->exp, 1000); comm.c: sprintf( buf2, "%d", ch->pcdata->quest ); comm.c: if ( ( victim = ch->fighting ) == NULL ) comm.c: if ( ( victim = ch->fighting ) == NULL ) comm.c: if ( ( victim = ch->fighting ) == NULL ) comm.c: if ( ( victim = ch->fighting ) == NULL ) comm.c: sprintf(buf2, "%d", ch->fight_timer ); comm.c: if (!ch->fighting) sprintf(buf2, "N/A"); comm.c: if (ch->fighting->max_hit != 0) comm.c: CHAR_DATA *och = ch->fighting; comm.c: if (och->hit > (och->max_hit * k / 10)) comm.c: if (!ch->fighting) sprintf(buf2, "N/A"); comm.c: if ((ch->fighting->hit*100/ch->fighting->max_hit) < 25) comm.c: else if ((ch->fighting->hit*100/ch->fighting->max_hit) < 50) comm.c: else if ((ch->fighting->hit*100/ch->fighting->max_hit) < 75) comm.c: else if ((ch->fighting->hit*100/ch->fighting->max_hit) < 100) comm.c: if (ch->fighting->max_hit != 0) comm.c: CHAR_DATA *och = ch->fighting; comm.c: if (och->hit > (och->max_hit * k / 10)) const.c: (!str_prefix(slay_table[i].owner,ch->name) && const.c: !str_prefix(slay_table[i].owner, ch->name) ) db.c: ch->name = &str_empty[0]; db.c: ch->short_descr = &str_empty[0]; db.c: ch->long_descr = &str_empty[0]; db.c: ch->description = &str_empty[0]; db.c: ch->morph = &str_empty[0]; db.c: ch->createtime = &str_empty[0]; db.c: ch->lasthost = &str_empty[0]; db.c: ch->lasttime = &str_empty[0]; db.c: ch->pload = &str_empty[0]; db.c: ch->prompt = &str_empty[0]; db.c: ch->cprompt = &str_empty[0]; db.c: ch->hunting = &str_empty[0]; db.c: ch->tracking = FALSE; db.c: ch->logon = current_time; db.c: ch->armor = 100; db.c: ch->position = POS_STANDING; db.c: ch->practice = 0; db.c: ch->hit = 1000; db.c: ch->max_hit = 1000; db.c: ch->mana = 1500; db.c: ch->max_mana = 1500; db.c: ch->move = 1500; db.c: ch->max_move = 1500; db.c: ch->master = NULL; db.c: ch->leader = NULL; db.c: ch->fighting = NULL; db.c: ch->mount = NULL; db.c: ch->damcap[0] = 1000; db.c: ch->damcap[1] = 0; db.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) db.c: for (paf = ch->affected; paf != NULL; paf = paf_next) db.c: free_string(ch->name); db.c: free_string(ch->short_descr); db.c: free_string(ch->long_descr); db.c: free_string(ch->description); db.c: free_string(ch->morph); db.c: free_string(ch->createtime); db.c: free_string(ch->lasttime); db.c: free_string(ch->lasthost); db.c: free_string(ch->pload); db.c: free_string(ch->prompt); db.c: free_string(ch->cprompt); db.c: free_string(ch->hunting); db.c: if (ch->pcdata != NULL) db.c: for (ali = ch->pcdata->alias; ali; ali = ali_next) db.c: for (quest = ch->pcdata->quests; quest; quest = quest_next) db.c: free_string(ch->pcdata->retaliation); db.c: free_string(ch->pcdata->switchname); db.c: free_string(ch->pcdata->last_decap[0]); db.c: free_string(ch->pcdata->last_decap[1]); db.c: free_string(ch->pcdata->logoutmessage); db.c: free_string(ch->pcdata->avatarmessage); db.c: free_string(ch->pcdata->loginmessage); db.c: free_string(ch->pcdata->decapmessage); db.c: free_string(ch->pcdata->tiemessage); db.c: free_string(ch->pcdata->last_global); db.c: free_string(ch->pcdata->pwd); db.c: free_string(ch->pcdata->bamfin); db.c: free_string(ch->pcdata->bamfout); db.c: free_string(ch->pcdata->title); db.c: free_string(ch->pcdata->conception); db.c: free_string(ch->pcdata->parents); db.c: free_string(ch->pcdata->cparents); db.c: free_string(ch->pcdata->marriage); db.c: ch->pcdata->next = pcdata_free; db.c: pcdata_free = ch->pcdata; db.c: ch->next = char_free; db.c: fprintf(fp, "[%5d] %s: %s\n", ch->in_room ? ch->in_room->vnum : 0, ch->name, str); desc_map.c: if (ch->level > 6) desc_map.c: ch->in_room->name, ch->in_room->vnum); desc_map.c: sprintf( buf, "#0+-----------+#n %s\n\r", ch->in_room->name); desc_map.c: if (y == 0 && IS_SET(ch->act, PLR_AUTOEXIT)) // the autoexits desc_map.c: map[x][y].vnum = ch->in_room->vnum; desc_map.c: map_exits( ch, ch->in_room, x, y, 0 ); diviner.c: chroom = ch->in_room; diviner.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); diviner.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); diviner.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); diviner.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); diviner.c: if (!IS_NPC(victim)) ch->fight_timer += 5; diviner.c: spell_identify( skill_lookup( "identify" ), ch->level, ch, obj ); enchanter.c: if ( ch->practice < 1500) enchanter.c: ch->practice -= 1500; enchanter.c: if ( ch->practice < 1500) enchanter.c: ch->practice -= 1500; enchanter.c: obj->value[1] += 10 - ch->generation; enchanter.c: obj->value[2] += 10 - ch->generation; enhancement.c: if (IS_SET(ch->newbits, NEW_DARKTENDRILS)) { enhancement.c: REMOVE_BIT(ch->newbits, NEW_DARKTENDRILS); enhancement.c: SET_BIT(ch->newbits, NEW_DARKTENDRILS); enhancement.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); enhancement.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); enhancement.c: if (IS_SET(ch->newbits, THIRD_HAND) && IS_SET(ch->newbits, FOURTH_HAND)) enhancement.c: if (!IS_SET(ch->newbits, FOURTH_HAND)) enhancement.c: SET_BIT(ch->newbits, FOURTH_HAND); enhancement.c: SET_TIMER(ch, TIMER_FOURTH_ARM_GOING, dice(ch->generation, 6) ); enhancement.c: if (!IS_SET(ch->newbits, THIRD_HAND)) enhancement.c: SET_BIT(ch->newbits, THIRD_HAND); enhancement.c: SET_TIMER(ch, TIMER_THIRD_ARM_GOING, dice(ch->generation, 6) ); fight.c: for (ch = char_list; ch != NULL; ch = ch->next) fight.c: ch_next = ch->next; fight.c: if (ch->fight_timer > 0) ch->fight_timer--; fight.c: if ((victim = ch->fighting) == NULL || ch->in_room == NULL) fight.c: if (ch->fight_timer < 9) ch->fight_timer = 10; fight.c: else if (ch->fight_timer < 25) ch->fight_timer += 3; fight.c: if (IS_AWAKE(ch) && IS_AWAKE(victim) && ch->in_room == victim->in_room) fight.c: if ((victim = ch->fighting) == NULL) fight.c: for (rch = ch->in_room->people; rch != NULL; rch = rch_next) fight.c: rch_next = rch->next_in_room; fight.c: if (IS_AWAKE(rch) && rch->fighting == NULL) fight.c: if ((mount = rch->mount) != NULL) fight.c: if (rch->pIndexData == ch->pIndexData || number_bits(3) == 0) fight.c: for (vch = ch->in_room->people; vch; vch = vch->next) fight.c: if (ch->position < POS_SLEEPING) fight.c: if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 5) fight.c: int stance = ch->stance[0]; fight.c: if (ch->stance[stance] >= 200) fight.c: if (IS_NPC(ch) && ch->spec_fun) fight.c: (*ch->spec_fun) (ch, "midround"); fight.c: if (ch->fighting != victim || dt == gsn_backstab || dt == gsn_garotte || dt == gsn_headbutt || dt == gsn_circle) fight.c: chance = (ch->wpn[tempnum]) * 0.5; fight.c: chance = (ch->wpn[0]) * 0.5; fight.c: if (ch->fighting != victim) fight.c: if (IS_SET(ch->newbits, NEW_DARKTENDRILS)) fight.c:if (IS_SPHERE(ch, SPHERE_WOKANIST) && IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], FIRE_FORM)) fight.c: if (!IS_SET(ch->act, PLR_BRIEF5)) fight.c:if (IS_SPHERE(ch, SPHERE_WOKANIST) && IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], WATER_FORM)) fight.c:(IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING) fight.c: if (ch->level >= 50) fight.c: if (ch->level >= 100) fight.c: if (ch->level >= 500) fight.c: if (ch->level >= 1000) fight.c: if (ch->level >= 1500) fight.c: if (ch->level >= 2000) fight.c: if (ch->pIndexData->extra_attack > 20) fight.c: count += ch->pIndexData->extra_attack; fight.c: if (IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) fight.c: else if (IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) fight.c: else if (IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) fight.c: else if (IS_STANCE(ch, STANCE_WOLF) && number_percent() < ch->stance[STANCE_WOLF] * 0.5) fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_SPEED) && number_percent() < ch->stance[(ch->stance[0])] * 0.5) fight.c: if (IS_STANCE(ch, STANCE_VIPER) && number_percent() < ch->stance[STANCE_VIPER] * 0.5) fight.c: else if (IS_STANCE(ch, STANCE_MANTIS) && number_percent() < ch->stance[STANCE_MANTIS] * 0.5) fight.c: else if (IS_STANCE(ch, STANCE_TIGER) && number_percent() < ch->stance[STANCE_TIGER] * 0.5) fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_SPEED) && number_percent() < ch->stance[(ch->stance[0])] * 0.5) fight.c: if (IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], AIR_FORM)) count += 2; fight.c: if (victim->position == POS_DEAD || ch->in_room != victim->in_room) fight.c: if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) fight.c: REMOVE_BIT(ch->affected_by, AFF_PEACE); fight.c: if (IS_SET(ch->act, PLR_RIGHTHAND)) fight.c: else if (IS_SET(ch->act, PLR_LEFTHAND)) fight.c: dt += ch->pIndexData->natural_attack; fight.c: if (ch->wpn[dt - 1000] > 5) fight.c: level = (ch->wpn[dt - 1000] / 5); fight.c: if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_3)) fight.c: if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_2)) fight.c: if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_1)) fight.c: dam = number_range(ch->level / 2, ch->level * 3 / 2); fight.c: dam = dam + (dam * (UMIN(350, (ch->wpn[dt - 1000] + 1)) / 60)); fight.c: if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_3) && ch->stance[(ch->stance[0])] > 100) fight.c: dam += dam * 1.5 * (ch->stance[(ch->stance[0])] / 200); fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_2) && ch->stance[(ch->stance[0])] > 100) fight.c: dam += dam * 1.0 * (ch->stance[(ch->stance[0])] / 200); fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_1) && ch->stance[(ch->stance[0])] > 100) fight.c: dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200); fight.c: if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_3) && ch->stance[(ch->stance[0])] > 100) fight.c: dam += dam * 0.5 * (ch->stance[(ch->stance[0])] / 200); fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_2) && ch->stance[(ch->stance[0])] > 100) fight.c: dam += dam * 0.3 * (ch->stance[(ch->stance[0])] / 200); fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_1) && ch->stance[(ch->stance[0])] > 100) fight.c: dam += dam * 0.1 * (ch->stance[(ch->stance[0])] / 200); fight.c: if (IS_NPC(ch) && ch->pIndexData->dam_modifier > 3) fight.c: else if (IS_NPC(ch) && ch->pIndexData->dam_modifier > 0) fight.c: dam *= ch->pIndexData->dam_modifier; fight.c: if (dam > ch->damcap[DAM_CAP]) fight.c: dam = number_range((ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100)); fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_BYPASS)) fight.c: if (ch->generation == 1) fight.c: if (ch->generation == 2) fight.c: if (ch->generation == 3) fight.c: if (ch->generation == 4) fight.c: if (ch->generation == 5) fight.c: if (ch->pcRaceLevel > 49) fight.c: if (ch->pcRaceLevel > 99) fight.c: if (ch->pcRaceLevel > 149) fight.c: if (ch->pcRaceLevel > 199) fight.c: if (ch->stance[0] == STANCE_BULL) fight.c: else if (ch->stance[0] == STANCE_DRAGON) fight.c: else if (ch->stance[0] == STANCE_WOLF) fight.c: else if (ch->stance[0] == STANCE_TIGER) fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMCAP_3)) fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMCAP_2)) fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMCAP_1)) fight.c: if (!IS_NPC(victim) && ch->stance[0] != STANCE_MONKEY) fight.c: if (IS_NPC(ch) || ch->stance[0] != STANCE_MONKEY) fight.c: if (ch->level >= LEVEL_BUILDER) fight.c: ch->damcap[DAM_CAP] = max_dam; fight.c: ch->damcap[DAM_CHANGE] = 0; fight.c: if (ch->damcap[DAM_CHANGE] == 1) fight.c: if (dam > ch->damcap[0]) fight.c: dam = ch->damcap[0]; fight.c: if (ch->fighting == NULL) fight.c: if (IS_NPC(ch) && IS_NPC(victim) && IS_AFFECTED(victim, AFF_CHARM) && victim->master != NULL && victim->master->in_room == ch->in_room && number_bits(3) == 0) fight.c: REMOVE_BIT(ch->affected_by, AFF_HIDE); fight.c: if (IS_NPC(ch) && number_percent() < ch->level * 0.5) fight.c: if (IS_NPC(ch) && number_percent() < ch->level * 0.5) fight.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF5)) fight.c: ch->amount_damage_dealt += dam; fight.c: ch->amount_attacks_dealt++; fight.c: for (quest = ch->pcdata->quests; quest && !found; quest = quest->next) fight.c: ch->mkill += 1; fight.c: if (ch->level == 1 && ch->mkill > 4) fight.c: ch->level = 2; fight.c: ch->pcdata->quest += victim->pcdata->bounty; fight.c: if (IS_SET(ch->act, PLR_AUTOLOOT)) fight.c: if (IS_SET(ch->act, PLR_AUTOSAC)) fight.c: if (!ch->in_room) fight.c: if (ch->pcdata->safe_counter > 0) fight.c: if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) fight.c: REMOVE_BIT(ch->affected_by, AFF_PEACE); fight.c: if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !ragnarok) fight.c: chance -= (ch->wpn[dt - 1000] * 0.1); fight.c: chance -= (ch->level * 0.2); fight.c: chance -= (ch->wpn[0] * 0.1); fight.c: chance -= (ch->level * 0.2); fight.c: if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3)) fight.c: if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3)) fight.c: chance -= (ch->wpn[dt - 1000] * 0.1); fight.c: chance -= (ch->level * 0.2); fight.c: if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF3)) fight.c: if (ch->fighting != NULL) fight.c: ch->fighting = victim; fight.c: ch->position = POS_FIGHTING; fight.c: ch->damcap[DAM_CHANGE] = 1; fight.c: for (fch = char_list; fch != NULL; fch = fch->next) fight.c: if (fch == ch || (fBoth && fch->fighting == ch)) fight.c: fch->fighting = NULL; fight.c: fch->position = POS_STANDING; fight.c: if (ch->in_room == NULL) fight.c: name = ch->short_descr; fight.c: corpse->value[2] = ch->pIndexData->vnum; fight.c: name = ch->name; fight.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) fight.c: obj_to_room(corpse, ch->in_room); fight.c: if (ch->in_room == NULL) fight.c: name = IS_NPC(ch) ? ch->short_descr : ch->name; fight.c: obj->value[1] = ch->pIndexData->vnum; fight.c: ch->pcdata->chobj = obj; fight.c: if (ch->pcdata->chobj != NULL) fight.c: ch->pcdata->chobj->chobj = NULL; fight.c: ch->pcdata->chobj = obj; fight.c: obj_to_room(obj, ch->in_room); fight.c: if ((IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch) fight.c: for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) fight.c: lch = (ch->leader != NULL) ? ch->leader : ch; fight.c: for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) fight.c: if (gch != NULL && gch->desc != NULL) fight.c: if (gch->desc->out_compress) fight.c: if (!IS_NPC(gch) && gch->pcdata->time_tick > 49) fight.c: xp_modifier += gch->pcdata->time_tick / 5; fight.c: if (!IS_NPC(gch) && IS_SET(gch->pcdata->tempflag, TEMP_EDGE)) fight.c: if (!IS_SET(gch->act, PLR_BRIEF4)) fight.c: if (!IS_SET(gch->act, PLR_BRIEF4)) fight.c: if ((get_age(gch) - 17) > 2 && ch->level < 3) fight.c: if (gch->exp > 2000000000) fight.c: if ((get_age(gch) - 17) >= 2 && !IS_SET(gch->pcdata->jflags, JFLAG_POLICY)) fight.c: gch->pcgold += gold; fight.c: gch->pcsilver += silver; fight.c: gch->pccopper += copper; fight.c: ch->pcgold += gold; fight.c: ch->pcsilver += silver; fight.c: ch->pccopper += copper; fight.c: if ((mount = gch->mount) != NULL) fight.c: gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level; fight.c: if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL]) fight.c: gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level; fight.c: gch->pcdata->score[SCORE_TOTAL_XP] += xp; fight.c: if (xp > gch->pcdata->score[SCORE_HIGH_XP]) fight.c: gch->pcdata->score[SCORE_HIGH_XP] += xp; fight.c: gch->pcgold += gold; fight.c: gch->pcsilver += silver; fight.c: gch->pccopper += copper; fight.c: if (!IS_SET(ch->act, PLR_BRIEF5)) fight.c: if (!(IS_SET(ch->act, PLR_BRIEF2) && (dam == 0 || dt == skill_lookup("lightning bolt") || fight.c: if (IS_NPC(ch) && ch->desc == NULL) fight.c: if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim) fight.c: if (ch->position == POS_FIGHTING) fight.c: ch->fight_timer += 3; fight.c: else if (!IS_AWAKE(victim) || IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_backstab]) fight.c: if ((victim = ch->fighting) == NULL) fight.c: if (ch->position == POS_FIGHTING) fight.c: ch->position = POS_STANDING; fight.c: if (ch->move <= 0) fight.c: if (IS_SET(ch->flag2, AFF_TOTALBLIND)) fight.c: was_in = ch->in_room; fight.c: if ((now_in = ch->in_room) == was_in) fight.c: ch->in_room = was_in; fight.c: ch->in_room = now_in; fight.c: if (ch->fighting == victim) fight.c: if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_rescue]) fight.c: if (!IS_NPC(ch) && ch->level < skill_table[gsn_kick].skill_level) fight.c: if ((victim = ch->fighting) == NULL) fight.c: if ((IS_NPC(ch) && ch->level < 1800)) fight.c: if ((IS_NPC(ch)) || number_percent() < ch->pcdata->learned[gsn_kick]) fight.c: dam = dam + (dam * ((ch->wpn[0] + 1) / 100)); fight.c: stance = ch->stance[0]; fight.c: dam *= (ch->stance[STANCE_MONKEY] + 1) / 200; fight.c: else if (IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100) fight.c: dam += dam * (ch->stance[STANCE_BULL] / 100); fight.c: else if (IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100) fight.c: dam += dam * (ch->stance[STANCE_DRAGON] / 100); fight.c: else if (IS_STANCE(ch, STANCE_WOLF) && ch->stance[STANCE_WOLF] > 100) fight.c: dam += dam * (ch->stance[STANCE_WOLF] / 100); fight.c: else if (IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100) fight.c: dam += dam * (ch->stance[STANCE_TIGER] / 100); fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_3) && ch->stance[(ch->stance[0])] > 100) fight.c: dam += dam * 3 * (ch->stance[(ch->stance[0])] / 100); fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_2) && ch->stance[(ch->stance[0])] > 100) fight.c: dam += dam * 2 * (ch->stance[(ch->stance[0])] / 100); fight.c: else if (ch->stance[0] > 12 && IS_SET(ch->stance[(ch->stance[0] + 6)], STANCEPOWER_DAMAGE_1) && ch->stance[(ch->stance[0])] > 100) fight.c: dam += dam * (ch->stance[(ch->stance[0])] / 100); fight.c: else if (ch->stance[0] > 0 && ch->stance[stance] < 100) fight.c: if (ch->level < skill_table[gsn_punch].skill_level) fight.c: if (IS_NPC(ch) || number_percent() < ch->pcdata->learned[gsn_punch]) fight.c: dam = dam + (dam * (ch->wpn[0] / 100)); fight.c: if (ch->level < skill_table[gsn_berserk].skill_level) fight.c: if (number_percent() > ch->pcdata->learned[gsn_berserk]) fight.c: vch_next = vch->next; fight.c: if (vch->in_room == NULL) fight.c: if (vch->in_room == ch->in_room) fight.c: if ((mount = ch->mount) != NULL) fight.c: if (ch->level < skill_table[gsn_berserk].skill_level) fight.c: if (number_percent() > ch->pcdata->learned[gsn_berserk]) fight.c: vch_next = vch->next; fight.c: if (vch->in_room == NULL) fight.c: if (!IS_NPC(vch) && vch->pcdata->chobj != NULL) fight.c: if (vch->in_room == ch->in_room) fight.c: if ((mount = ch->mount) != NULL) fight.c: if (!IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1) fight.c: if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_hurl]) fight.c: if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) fight.c: dam = number_range(ch->level, (ch->level * 4)); fight.c: ch->mkill = ch->mkill + 1; fight.c: dam = number_range(ch->level, (ch->level * 4)); fight.c: ch->mkill = ch->mkill + 1; fight.c: if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir]) != NULL && pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL) fight.c: dam = number_range(ch->level, (ch->level * 6)); fight.c: ch->mkill = ch->mkill + 1; fight.c: dam = number_range(ch->level, (ch->level * 2)); fight.c: ch->mkill = ch->mkill + 1; fight.c: if (!IS_NPC(ch) && ch->level < skill_table[gsn_disarm].skill_level) fight.c: if ((victim = ch->fighting) == NULL) fight.c: percent = number_percent() + victim->level - ch->level; fight.c: else if (IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3) fight.c: if (ch->in_room != NULL) fight.c: if (IS_SET(ch->in_room->room_flags, ROOM_ARENA)) fight.c: ch->fight_timer = 0; fight.c: if (!str_cmp(ch->pcdata->last_decap[0], victim->name) && str_cmp(ch->pcdata->retaliation, victim->name)) fight.c: if (ch->level > 6 && can_decap == FALSE) fight.c: ch->pcdata->mean_paradox_counter++; fight.c: ch->pcdata->bounty += number_range(60, 120); fight.c: sprintf(buf, "#P%s #owas torn to pieces by #R%s #c(#0Paradox Counter#c)#n", victim->name, ch->name); fight.c: if (ch->pcdata->mean_paradox_counter > 2) fight.c: ch->pcdata->mean_paradox_counter = 0; fight.c: ch->pcdata->quest += victim->pcdata->bounty; fight.c: for (quest = ch->pcdata->quests; quest && !found; quest = quest->next) fight.c: ch->exp += victim->exp / 2; fight.c: ch->hit += victim->max_hit * 0.1; fight.c: if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; fight.c: free_string(ch->pcdata->last_decap[1]); fight.c: ch->pcdata->last_decap[1] = str_dup(ch->pcdata->last_decap[0]); fight.c: free_string(ch->pcdata->last_decap[0]); fight.c: ch->pcdata->last_decap[0] = str_dup(victim->name); fight.c: victim->pcdata->retaliation = str_dup(ch->name); fight.c: if (!str_cmp(ch->pcdata->retaliation, victim->name)) fight.c: free_string(ch->pcdata->retaliation); fight.c: ch->pcdata->retaliation = str_dup("Noone"); fight.c: ch->fight_timer += 10; fight.c: if (ch->pcdata->mean_paradox_counter > 0) fight.c: ch->pcdata->mean_paradox_counter--; fight.c: ch->pkill = ch->pkill + 1; fight.c: sprintf(log_buf, "%s decapitated by %s at %d.", victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum); fight.c: ch->pcdata->bounty += number_range(30, 80); fight.c: if (IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP)) fight.c: sprintf(buf, "#P%s #ygot his head torn off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot her head torn off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot its head torn off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot his head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot her head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot its head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot his heart stabbed through by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot her heart stabbed through by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot its heart stabbed through by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot his head slashed off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot her head slashed off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot its head slashed off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot strangled by #R%s", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#R%s #yruns a clawed hand through #P%s #yand pulls out the heart#n", ch->pcdata->switchname, victim->pcdata->switchname); fight.c: sprintf(buf, "#R%s #yshoots #P%s #yseveral times and spits on the corpse#n", ch->pcdata->switchname, victim->pcdata->switchname); fight.c: sprintf(buf, "#R%s #ypounds #P%s #yon the head and the skull caves in#n", ch->pcdata->switchname, victim->pcdata->switchname); fight.c: sprintf(buf, "#R%s #ycrushes #P%s #yto a bloody pulp#n", ch->pcdata->switchname, victim->pcdata->switchname); fight.c: sprintf(buf, "#P%s #yhas been grepped by #R%s#y, that's just mean!#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ywas bitten to death by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#R%s #yhas punctured the lungs of #P%s#y, what a meanie!#n", ch->pcdata->switchname, victim->pcdata->switchname); fight.c: sprintf(buf, "#R%s #ygrabs #P%s #yby the head and sucks the brain out#n", ch->pcdata->switchname, victim->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot his head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot her head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: sprintf(buf, "#P%s #ygot its head sliced off by #R%s#n", victim->pcdata->switchname, ch->pcdata->switchname); fight.c: char_to_room(victim, ch->in_room); fight.c: if (ch->fight_timer > 0 && !IS_NPC(ch)) fight.c: ch->stance[MONK_AUTODROP] = STANCE_NONE; fight.c: ch->stance[MONK_AUTODROP] = STANCE_CRANE; fight.c: ch->stance[MONK_AUTODROP] = STANCE_CRAB; fight.c: ch->stance[MONK_AUTODROP] = STANCE_BULL; fight.c: ch->stance[MONK_AUTODROP] = STANCE_VIPER; fight.c: ch->stance[MONK_AUTODROP] = STANCE_MONGOOSE; fight.c: else if (!str_cmp(arg, "mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) fight.c: ch->stance[MONK_AUTODROP] = STANCE_MANTIS; fight.c: else if (!str_cmp(arg, "monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) fight.c: ch->stance[MONK_AUTODROP] = STANCE_MONKEY; fight.c: else if (!str_cmp(arg, "swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) fight.c: ch->stance[MONK_AUTODROP] = STANCE_SWALLOW; fight.c: else if (!str_cmp(arg, "tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) fight.c: ch->stance[MONK_AUTODROP] = STANCE_TIGER; fight.c: else if (!str_cmp(arg, "dragon") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_BULL] >= 200) fight.c: ch->stance[MONK_AUTODROP] = STANCE_DRAGON; fight.c: else if (!str_cmp(arg, "ss1") && ch->stance[19] != -1) fight.c: ch->stance[MONK_AUTODROP] = STANCE_SS1; fight.c: else if (!str_cmp(arg, "ss2") && ch->stance[20] != -1) fight.c: ch->stance[MONK_AUTODROP] = STANCE_SS2; fight.c: else if (!str_cmp(arg, "ss3") && ch->stance[21] != -1) fight.c: ch->stance[MONK_AUTODROP] = STANCE_SS3; fight.c: else if (!str_cmp(arg, "ss4") && ch->stance[22] != -1) fight.c: ch->stance[MONK_AUTODROP] = STANCE_SS4; fight.c: else if (!str_cmp(arg, "ss5") && ch->stance[23] != -1) fight.c: ch->stance[MONK_AUTODROP] = STANCE_SS5; fight.c: if (ch->stance[MONK_AUTODROP] == STANCE_NONE) fight.c: if (ch->stance[MONK_AUTODROP] == STANCE_VIPER) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_CRANE) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_CRAB) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_MONGOOSE) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_BULL) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_MANTIS) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_DRAGON) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_TIGER) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_MONKEY) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_SWALLOW) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_SS1) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_SS2) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_SS3) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_SS4) fight.c: else if (ch->stance[MONK_AUTODROP] == STANCE_SS5) fight.c: else if (ch->stance[MONK_AUTODROP]) fight.c: if (ch->stance[0] < 1) fight.c: ch->stance[0] = ch->stance[MONK_AUTODROP];; fight.c: if (ch->level < 7 && IS_SET(ch->act, AFF_HIDE)) fight.c: REMOVE_BIT(ch->act, AFF_HIDE); fight.c: if (ch->level < 7 && IS_SET(ch->act, PLR_WIZINVIS)) fight.c: REMOVE_BIT(ch->act, PLR_WIZINVIS); geomancer.c: if (ch->mana < 1150) { geomancer.c: level = ch->spl[PURPLE_MAGIC]; geomancer.c: ch->mana -= 1150; geomancer.c: for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) geomancer.c: vch_next = vch->next_in_room; geomancer.c: if (vch->trust>6) continue; geomancer.c: if (!IS_SET(ch->newbits, NEW_SKIN)) geomancer.c: ch->armor -= 100 ; geomancer.c: SET_BIT(ch->newbits, NEW_SKIN); geomancer.c: else if (IS_SET(ch->newbits, NEW_SKIN)) geomancer.c: ch->armor += 100; geomancer.c: REMOVE_BIT(ch->newbits,NEW_SKIN); geomancer.c: if ( ( victim = ch->fighting ) == NULL ) handler.c: if (ch->trust != 0) handler.c: return ch->trust; handler.c: if (IS_NPC(ch) && ch->level >= LEVEL_HERO) handler.c: return ch->level; handler.c: return 17 + (ch->played + (int) (current_time - ch->logon)) / 7200; handler.c: return URANGE(3, ch->pcdata->perm_str + ch->pcdata->mod_str, max); handler.c: return URANGE(3, ch->pcdata->perm_int + ch->pcdata->mod_int, max); handler.c: return URANGE(3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max); handler.c: return URANGE(3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max); handler.c: return URANGE(3, ch->pcdata->perm_con + ch->pcdata->mod_con, max); handler.c: if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL) handler.c: if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL) handler.c: SET_BIT(ch->affected_by, paf->bitvector); handler.c: REMOVE_BIT(ch->affected_by, paf->bitvector); handler.c: ch->max_mana += mod; handler.c: ch->max_hit += mod; handler.c: ch->max_move += mod; handler.c: ch->armor += mod; handler.c: ch->hitroll += mod; handler.c: ch->damroll += mod; handler.c: ch->saving_throw += mod; handler.c: ch->saving_throw += mod; handler.c: ch->saving_throw += mod; handler.c: ch->saving_throw += mod; handler.c: ch->saving_throw += mod; handler.c: ch->polyaff += mod; handler.c: ch->pcdata->mod_str += mod; handler.c: ch->pcdata->mod_dex += mod; handler.c: ch->pcdata->mod_int += mod; handler.c: ch->pcdata->mod_wis += mod; handler.c: ch->pcdata->mod_con += mod; handler.c: ch->max_mana += mod; handler.c: ch->max_hit += mod; handler.c: ch->max_move += mod; handler.c: ch->armor += mod; handler.c: ch->hitroll += mod; handler.c: ch->damroll += mod; handler.c: ch->saving_throw += mod; handler.c: ch->saving_throw += mod; handler.c: ch->saving_throw += mod; handler.c: ch->saving_throw += mod; handler.c: ch->saving_throw += mod; handler.c: ch->polyaff += mod; handler.c: obj_to_room(wield, ch->in_room); handler.c: paf_new->next = ch->affected; handler.c: ch->affected = paf_new; handler.c: if (ch->pcdata->alias == NULL) handler.c: if (ali == ch->pcdata->alias) handler.c: ch->pcdata->alias = ali->next; handler.c: for (prev = ch->pcdata->alias; prev; prev = prev->next) handler.c: if (ch->affected == NULL) handler.c: if (paf == ch->affected) handler.c: ch->affected = paf->next; handler.c: for (prev = ch->affected; prev != NULL; prev = prev->next) handler.c: for (paf = ch->affected; paf != NULL; paf = paf_next) handler.c: for (paf = ch->affected; paf != NULL; paf = paf->next) handler.c: for (paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next) handler.c: if (ch->in_room == NULL) handler.c: if ((obj = get_eq_char(ch, WEAR_WIELD)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room->light > 0) handler.c: --ch->in_room->light; handler.c: else if ((obj = get_eq_char(ch, WEAR_HOLD)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room->light > 0) handler.c: --ch->in_room->light; handler.c: if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS)) handler.c: if (ch->in_room != NULL) handler.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); handler.c: if (ch == ch->in_room->people) handler.c: ch->in_room->people = ch->next_in_room; handler.c: for (prev = ch->in_room->people; prev; prev = prev->next_in_room) handler.c: prev->next_in_room = ch->next_in_room; handler.c: ch->in_room = NULL; handler.c: ch->next_in_room = NULL; handler.c: sprintf(buf, "Char_to_room: %s -> NULL room! Putting char in limbo (%d)", ch->name, ROOM_VNUM_LIMBO); handler.c: ch->in_room = pRoomIndex; handler.c: ch->next_in_room = pRoomIndex->people; handler.c: ++ch->in_room->light; handler.c: ++ch->in_room->light; handler.c: if (ch->loc_hp[6] > 0 && ch->in_room->blood < 1000) handler.c: ch->in_room->blood += 1; handler.c: if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS)) handler.c: SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); handler.c: obj->next_content = ch->carrying; handler.c: ch->carrying = obj; handler.c: ch->carry_number += 1; handler.c: ch->carry_weight += get_obj_weight(obj); handler.c: if (IS_SET(ch->extra, EXTRA_AFK) || IS_SET(ch->pcdata->tempflag, TEMP_ARTIFACT) || ch->level < 3 || getMight(ch) < 150) handler.c: bool flag = IS_SET(ch->pcdata->tempflag, TEMP_ARTIFACT); handler.c: obj_to_room(obj, ch->in_room); handler.c: SET_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT); // got removed under obj_from_char() handler.c: SET_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT); handler.c: if (ch->carrying == obj) handler.c: ch->carrying = obj->next_content; handler.c: for (prev = ch->carrying; prev != NULL; prev = prev->next_content) handler.c: ch->carry_number -= 1; handler.c: ch->carry_weight -= get_obj_weight(obj); handler.c: REMOVE_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT); handler.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) handler.c: obj_to_room(obj, ch->in_room); handler.c: obj_to_room(obj, ch->in_room); handler.c: if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1) handler.c: obj_to_room(obj, ch->in_room); handler.c: obj_to_room(obj, ch->in_room); handler.c: obj_to_room(obj, ch->in_room); handler.c: ch->armor -= apply_ac(obj, iWear); handler.c: if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL) handler.c: ++ch->in_room->light; handler.c: SET_BIT(ch->itemaffect, ITEMA_ARTIFACT); handler.c: SET_BIT(ch->affected_by, AFF_BLIND); handler.c: SET_BIT(ch->affected_by, AFF_DETECT_INVIS); handler.c: SET_BIT(ch->affected_by, AFF_FLYING); handler.c: SET_BIT(ch->affected_by, AFF_INFRARED); handler.c: SET_BIT(ch->affected_by, AFF_INVISIBLE); handler.c: SET_BIT(ch->affected_by, AFF_PASS_DOOR); handler.c: SET_BIT(ch->affected_by, AFF_PROTECT); handler.c: SET_BIT(ch->affected_by, AFF_PROTECT_GOOD); handler.c: SET_BIT(ch->affected_by, AFF_SANCTUARY); handler.c: SET_BIT(ch->affected_by, AFF_DETECT_HIDDEN); handler.c: SET_BIT(ch->affected_by, AFF_SNEAK); handler.c: SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); handler.c: SET_BIT(ch->itemaffect, ITEMA_REGENERATE); handler.c: SET_BIT(ch->itemaffect, ITEMA_SPEED); handler.c: SET_BIT(ch->itemaffect, ITEMA_VORPAL); handler.c: SET_BIT(ch->itemaffect, ITEMA_RESISTANCE); handler.c: SET_BIT(ch->itemaffect, ITEMA_VISION); handler.c: SET_BIT(ch->itemaffect, ITEMA_STALKER); handler.c: SET_BIT(ch->itemaffect, ITEMA_VANISH); handler.c: ch->armor += apply_ac(obj, obj->wear_loc); handler.c: if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL && ch->in_room->light > 0) handler.c: --ch->in_room->light; handler.c: if ((chch = get_char_world(ch, ch->name)) == NULL) handler.c: if (chch->desc != ch->desc) handler.c: if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT); handler.c: REMOVE_BIT(ch->affected_by, AFF_BLIND); handler.c: REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS); handler.c: REMOVE_BIT(ch->affected_by, AFF_FLYING); handler.c: REMOVE_BIT(ch->affected_by, AFF_INFRARED); handler.c: REMOVE_BIT(ch->affected_by, AFF_INVISIBLE); handler.c: REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR); handler.c: REMOVE_BIT(ch->affected_by, AFF_PROTECT); handler.c: REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD); handler.c: REMOVE_BIT(ch->affected_by, AFF_SANCTUARY); handler.c: REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN); handler.c: REMOVE_BIT(ch->affected_by, AFF_SNEAK); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_SPEED); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_VISION); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_STALKER); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_VANISH); handler.c: if ((ch = obj->chobj) != NULL && !IS_NPC(ch) && ch->pcdata->chobj == obj && IS_HEAD(ch, LOST_HEAD)) handler.c: REMOVE_BIT(ch->loc_hp[0], LOST_HEAD); handler.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); handler.c: free_string(ch->morph); handler.c: ch->morph = str_dup(""); handler.c: ch->hit = 1; handler.c: ch->pcdata->chobj = NULL; handler.c: ch->position = POS_RESTING; handler.c: else if ((ch = obj->chobj) != NULL && !IS_NPC(ch) && ch->pcdata->chobj == obj && (IS_EXTRA(ch, EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0)) handler.c: if (ch->pcdata->obj_vnum != 0) handler.c: ch->pcdata->chobj = NULL; handler.c: REMOVE_BIT(ch->extra, EXTRA_OSWITCH); handler.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); handler.c: free_string(ch->morph); handler.c: ch->morph = str_dup(""); handler.c: ch->pcdata->chobj = NULL; handler.c: if (ch->in_room == NULL) handler.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) handler.c: --ch->pIndexData->count; handler.c: else if (ch->pcdata->chobj != NULL) handler.c: ch->pcdata->chobj->chobj = NULL; handler.c: ch->pcdata->chobj = NULL; handler.c: for (wch = char_list; wch != NULL; wch = wch->next) handler.c: if (wch->reply == ch) handler.c: wch->reply = NULL; handler.c: char_list = ch->next; handler.c: prev->next = ch->next; handler.c: if (ch->desc) handler.c: ch->desc->character = NULL; handler.c: if ((wizard = ch->wizard) != NULL) handler.c: ch->wizard = NULL; handler.c: if ((familiar = ch->pcdata->familiar) != NULL) handler.c: ch->pcdata->familiar = NULL; handler.c: if ((familiar = ch->pcdata->partner) != NULL) handler.c: ch->pcdata->partner = NULL; handler.c: if ((familiar = ch->pcdata->propose) != NULL) handler.c: ch->pcdata->propose = NULL; handler.c: if (!str_cmp(arg, "self") && (IS_NPC(ch) || ch->pcdata->chobj == NULL)) handler.c: for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) handler.c: else if (!can_see(ch, rch) || (!is_name(arg, rch->name) && (IS_NPC(rch) || !is_name(arg, rch->pcdata->switchname)) && (IS_NPC(rch) || !is_name(arg, rch->morph)))) handler.c: for (wch = char_list; wch != NULL; wch = wch->next) handler.c: if (wch->in_room == NULL) handler.c: else if (!can_see(ch, wch) || (!is_name(arg, wch->name) && (IS_NPC(wch) || !is_name(arg, wch->pcdata->switchname)) && (IS_NPC(wch) || !is_name(arg, wch->morph)))) handler.c: if (!ch->in_room) return NULL; handler.c: for (wch = char_list; wch; wch = wch->next) handler.c: if (wch->in_room == NULL) continue; // wonder if this ever happens. handler.c: if (wch->in_room->area != ch->in_room->area) continue; handler.c: if (!can_see( ch, wch ) || (!is_name(arg, wch->name) && handler.c: (IS_NPC(wch) || !is_name(arg, wch->pcdata->switchname)) && handler.c: (IS_NPC(wch) || !is_name(arg, wch->morph)))) continue; handler.c: if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj->in_obj == NULL) handler.c: obj = ch->pcdata->chobj; handler.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) handler.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) handler.c: obj = get_obj_list(ch, argument, ch->in_room->contents); handler.c: obj = get_obj_list(ch, argument, ch->in_room->contents); handler.c: for (rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room) handler.c: if (ch->in_room != NULL) handler.c: if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) handler.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT)) handler.c: if (room_is_dark(ch->in_room) && !IS_AFFECTED(ch, AFF_INFRARED)) handler.c: if (!IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) handler.c: if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) handler.c: if (gch->desc != NULL) handler.c: if (gch->desc->connected != CON_PLAYING) handler.c: if (ch->pcdata->playerid != obj->ownerid) handler.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT)) handler.c: if (room_is_dark(ch->in_room) && !IS_AFFECTED(ch, AFF_INFRARED)) handler.c: if (!IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) handler.c: if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) handler.c: if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL) healing.c: if (ch->mana < 750) healing.c: ch->mana = ch->mana - 750; healing.c: ch->hit = ch->hit + ch->spl[BLUE_MAGIC] * 10; healing.c: if (ch->hit > ch->max_hit) healing.c: ch->hit = ch->max_hit; healing.c: ch->loc_hp[0] = 0; healing.c: ch->loc_hp[1] = 0; healing.c: ch->loc_hp[2] = 0; healing.c: ch->loc_hp[3] = 0; healing.c: ch->loc_hp[4] = 0; healing.c: ch->loc_hp[5] = 0; healing.c: ch->loc_hp[6] = 0; healing.c: if (ch->position == POS_FIGHTING) healing.c: if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana healing.c: && ch->move >= ch->max_move) healing.c: if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana healing.c: && ch->move >= ch->max_move) healing.c: if (ch->hit < 1) healing.c: ch->hit = ch->hit + 1; healing.c: ch->hit = UMIN(ch->hit + 1500, ch->max_hit); hydromancer.c: if (ch->fighting == NULL) hydromancer.c: else victim = ch->fighting; hydromancer.c: if ((victim = ch->fighting) == NULL) hydromancer.c: if (ch->mana < 100) hydromancer.c: sprintf(buf, "%s's cone of #Cf#7r#Co#7s#Ct#n freezes you [#C%d#n]\n\r", ch->name, dam); hydromancer.c:// cold_effect(victim,ch->explevel,dam,TARGET_CHAR); hydromancer.c: ch->mana = ch->mana - 100; illusionist.c: if (ch->pcdata->followers > 4) illusionist.c: ch->pcdata->followers++; illusionist.c: victim->short_descr = str_dup(ch->name); illusionist.c: printf(buf, "%s is hovering here.\n\r", ch->name); illusionist.c: victim->name = str_dup(ch->name); illusionist.c: victim->max_hit = ch->max_hit; illusionist.c: victim->max_mana = ch->max_mana; illusionist.c: victim->max_move = ch->max_move; illusionist.c: victim->hitroll = ch->hitroll; illusionist.c: victim->damroll = ch->damroll; illusionist.c: char_to_room(victim, ch->in_room); illusionist.c: ch->pcdata->condition[COND_THIRST] -= 30; illusionist.c: && ch->practice >= illusioncost) illusionist.c: SET_BIT(ch->itemaffect, ITEMA_ILLUSIONS); illusionist.c: ch->practice -= illusioncost; interp.c: if (ch->level == MAX_LEVEL) return 1; interp.c: if (cmd_table[cmd].race > 0 && cmd_table[cmd].powertype == 0 && ch->class == cmd_table[cmd].race) interp.c: if (cmd_table[cmd].powertype > 0 && ch->pcdata->powers[cmd_table[cmd].powertype] < cmd_table[cmd].powerlevel) interp.c: if (ch->position < cmd_table[cmd].position) return -1; interp.c: if (ch->class == 0 || IS_NPC(ch)) interp.c: if (cmd_table[cmd].powertype > 0 && ch->pcdata->powers[cmd_table[cmd].powertype] < cmd_table[cmd].powerlevel) interp.c: switch (ch->class) interp.c: if (!ch->in_room) interp.c: sprintf(buf, "Interpret: %s not in any room.", ch->name); interp.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_FREEZE)) interp.c: if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_AFK) && str_cmp(argument, "afk")) interp.c: for (ali = ch->pcdata->alias; ali; ali = ali->next) interp.c: else if (!str_cmp( cmd_table[cmd].name, "quit" ) && !IS_NPC(ch) && ch->pcdata->obj_vnum != 0) found = TRUE; interp.c: if (ch->position > POS_STUNNED) interp.c: if ((!IS_NPC(ch) && IS_SET(ch->act, PLR_LOG)) interp.c: sprintf( log_buf, "Log %s: %s", ch->pcdata->switchname, logline ); interp.c: if ( ch->desc != NULL && ch->desc->snoop_by != NULL ) interp.c: write_to_buffer( ch->desc->snoop_by, "% ", 2 ); interp.c: write_to_buffer( ch->desc->snoop_by, logline, 0 ); interp.c: write_to_buffer( ch->desc->snoop_by, "\n\r", 2 ); interp.c: if (ch->desc != NULL) interp.c: write_to_buffer(ch->desc,"\n\r",2); interp.c: if ( ch->position < cmd_table[cmd].position ) interp.c: switch( ch->position ) interp.c: sprintf(log_buf, "%s %s BY %s", cmd_table[cmd].name,argument,ch->name); interp.c: switch ( ch->position ) interp.c: switch ( ch->position ) interp.c: if( !str_cmp(ch->pcdata->switchname, "") ) interp.c: if (xsocial_table[cmd].gender == SEX_MALE && ch->sex != SEX_MALE) interp.c: else if (xsocial_table[cmd].gender == SEX_FEMALE && ch->sex != SEX_FEMALE) interp.c: else if (xsocial_table[cmd].gender == 3 && ch->sex != SEX_FEMALE) interp.c: else if (xsocial_table[cmd].stage == 0 && ch->pcdata->stage[0] < 1 interp.c: && ch->pcdata->stage[2] > 0 && ch->sex == 5) interp.c: else if (xsocial_table[cmd].stage > 0 && ch->pcdata->stage[0] < 100) interp.c: else if (xsocial_table[cmd].stage > 1 && ch->pcdata->stage[1] < 1) interp.c: if (ch->sex == SEX_FEMALE && interp.c: ch->pcdata->stage[1] = xsocial_table[cmd].position; interp.c: if (!IS_SET(ch->extra, EXTRA_DONE)) interp.c: SET_BIT(ch->extra, EXTRA_DONE); interp.c: if (ch->sex == SEX_FEMALE) interp.c: ch->in_room->blood += 1; interp.c: ch->in_room->blood += 1; interp.c: if (stage == 2) amount = ch->pcdata->stage[1]; interp.c: if (ch->pcdata->stage[stage] >= amount) is_ok = TRUE; interp.c: ch->pcdata->stage[stage] += xsocial_table[cmd].self; interp.c: if (!is_ok && ch->pcdata->stage[stage] >= amount) interp.c: ch->pcdata->stage[0] = 0; interp.c: SET_BIT(ch->extra, EXTRA_EXP); interp.c: ch->exp += 100000; interp.c: if (ch->sex == SEX_MALE) interp.c: else if (ch->sex == SEX_FEMALE) interp.c: if (ch->sex == SEX_MALE) interp.c: ch->pcdata->genes[8] += 1; interp.c: ch->pcdata->stage[2] = 0; interp.c: if (ch->pcdata->stage[0] >= 200) ch->pcdata->stage[0] -= 100; interp.c: else ch->pcdata->stage[2] = 200; interp.c: else if (ch->sex == SEX_FEMALE) interp.c: ch->pcdata->stage[2] = 0; interp.c: if (ch->pcdata->stage[0] >= 200) ch->pcdata->stage[0] -= 100; interp.c: else ch->pcdata->stage[2] = 200; interp.c: p->disabled_by = str_dup (ch->pcdata->switchname); /* save name of disabler */ jobo_act.c: if (IS_SET(ch->act, AFF_HIDE)) send_to_char("* You cannot be seen by other players.\n\r",ch); jobo_act.c: if (IS_SET(ch->act, PLR_WIZINVIS)) send_to_char("* You cannot be seen by other players.\n\r",ch); jobo_act.c: if (IS_SET(ch->newbits, NEW_DARKNESS)) send_to_char("* You are shrouded in a globe of darkness.\n\r",ch); jobo_act.c: if (IS_SET(ch->act,PLR_HOLYLIGHT)) send_to_char("* You have superior vision.\n\r",ch); jobo_act.c: if (ch->in_room != NULL && ch->in_room->vnum != ROOM_VNUM_ALTAR) jobo_act.c: if (ch->fight_timer > 0) jobo_act.c: if (ch->pcdata->quest < 300) jobo_act.c: ch->hit = ch->max_hit; jobo_act.c: ch->mana = ch->max_mana; jobo_act.c: ch->move = ch->max_move; jobo_act.c: ch->loc_hp[0] = 0; jobo_act.c: ch->loc_hp[1] = 0; jobo_act.c: ch->loc_hp[2] = 0; jobo_act.c: ch->loc_hp[3] = 0; jobo_act.c: ch->loc_hp[4] = 0; jobo_act.c: ch->loc_hp[5] = 0; jobo_act.c: ch->loc_hp[6] = 0; jobo_act.c: ch->pcdata->quest -= 300; jobo_act.c: chroom = ch->in_room; jobo_act.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); jobo_act.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); jobo_act.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); jobo_act.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); jobo_act.c: if (ch->level < 7) ch->fight_timer += 3; jobo_act.c: if (gch->in_room == NULL) jobo_act.c: tmp = gch->desc; jobo_act.c: gch->desc = ch->desc; jobo_act.c: sprintf(buf,"A pair of eyes grows on %s's %s.\n\rThe eyes blink once, then disappear.\n\r", gch->name, obj->short_descr); jobo_act.c: for (victim = gch->in_room->people; victim != NULL; victim = victim->next_in_room) jobo_act.c: if (IS_SET(gch->extra, EXTRA_AFK)) jobo_act.c: REMOVE_BIT(gch->extra, EXTRA_AFK); jobo_act.c: gch->desc = tmp; jobo_act.c: if (afk) SET_BIT(gch->extra, EXTRA_AFK); jobo_act.c: from = ch->in_room; jobo_act.c: if (ch->trust < 7) send_to_char("You are being examined.\n\r",victim); jobo_act.c: if (ch->level < 7) ch->fight_timer += 3; jobo_act.c: if (ch->fight_timer > 0) jobo_act.c: ch->hit += UMIN(get_ratio(ch), 2500); jobo_act.c: if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; jobo_act.c: if (IS_SET(ch->newbits, NEW_MASTERY) && ch->level < 6) jobo_act.c: if (ch->wpn[0] < 200 || ch->wpn[1] < 200 || ch->wpn[2] < 200 || ch->wpn[3] < 200 || ch->wpn[4] < 200 jobo_act.c: || ch->wpn[5] < 200 || ch->wpn[6] < 200 || ch->wpn[7] < 200 || ch->wpn[8] < 200 jobo_act.c: || ch->wpn[9] < 200 || ch->wpn[10] < 200 || ch->wpn[11] < 200 || ch->wpn[12] < 200 ) jobo_act.c: if (ch->spl[0] < 200 || ch->spl[1] < 200 || ch->spl[2] < 200 || ch->spl[3] < 200 || ch->spl[4] < 200 ) jobo_act.c: if (ch->stance[1] < 200 || ch->stance[2] < 200 || ch->stance[3] < 200 || ch->stance[4] < 200 jobo_act.c: || ch->stance[5] < 200 || ch->stance[6] < 200 || ch->stance[7] < 200 || ch->stance[8] < 200 jobo_act.c: || ch->stance[9] < 200 || ch->stance[10] < 200 ) jobo_act.c: obj->questowner = str_dup(ch->pcdata->switchname); jobo_act.c: obj->ownerid = ch->pcdata->playerid; jobo_act.c: sprintf(buf,"%s has achieved mastery.",ch->name); jobo_act.c: SET_BIT(ch->newbits, NEW_MASTERY); jobo_act.c: if (ch->stance[STANCE_TIGER] < 200 || ch->stance[STANCE_SWALLOW] < 200 || ch->stance[STANCE_MONKEY] < 200 jobo_act.c: || ch->stance[STANCE_MANTIS] < 200 || ch->stance[STANCE_DRAGON] < 200) jobo_act.c: if (ch->stance[19] == -1) {max_lesser = 3; currentstance = 19; min_cost=40; max_cost=240;} jobo_act.c: else if (ch->stance[20] == -1) {max_lesser = 4; max_greater = 1; currentstance = 20; min_cost = 80; max_cost = 280;} jobo_act.c: else if (ch->stance[21] == -1) {max_lesser = 4; max_greater = 2; currentstance = 21; min_cost = 120; max_cost = 300;} jobo_act.c: else if (ch->stance[22] == -1) {currentstance = 22; max_lesser = 4; max_greater = 4; max_supreme = 1; min_cost = 160; max_cost = 360;} jobo_act.c: else if (ch->stance[23] == -1) {currentstance = 23; max_lesser = 4; max_greater = 4; max_supreme = 2; min_cost = 200; max_cost = 380;} jobo_act.c: if (currentstance > 19 && ch->stance[currentstance-7] < 200) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DODGE)) {count++;cost += count*20;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_PARRY)) {count++;cost += count*20;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_SPEED)) {count++;cost += count*20;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS)) {count++;cost += count*20;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) {current_lesser++;cost += 20;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) {current_greater++;cost += 40;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) {current_supreme++;cost += 60;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) {current_lesser++;cost += 20;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) {current_greater++;cost += 40;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) {current_supreme++;cost += 60;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) {current_lesser++;cost += 20;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) {current_greater++;cost += 40;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) {current_supreme++;cost += 60;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) {current_lesser++;cost += 20;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) {current_greater++;cost += 40;} jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) {current_supreme++;cost += 60;} jobo_act.c: if (ch->stance[18] == 0) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DODGE)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_PARRY)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_SPEED)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) jobo_act.c: if (ch->stance[currentstance] == -1) jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_DODGE)) send_to_char("Advanced Dodge.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_PARRY)) send_to_char("Advanced Parry.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_SPEED)) send_to_char("Superior Speed.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_BYPASS)) send_to_char("The Bypassing ability.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_1)) send_to_char("Lesser Damage.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_2)) send_to_char("Greater Damage.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMAGE_3)) send_to_char("Superior Damage.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_1)) send_to_char("Lesser Resistance.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_2)) send_to_char("Greater Resistance.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_RESIST_3)) send_to_char("Supreme Resistance.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_1)) send_to_char("Lesser Damcap.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_2)) send_to_char("Greater Damcap.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_DAMCAP_3)) send_to_char("Supreme Damcap.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_1)) send_to_char("Lesser reverse Damcap.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_2)) send_to_char("Greater reverse Damcap.\n\r",ch); jobo_act.c: if (IS_SET(ch->stance[currentstance], STANCEPOWER_REV_DAMCAP_3)) send_to_char("Supreme reverse Damcap.\n\r",ch); jobo_act.c: if (ch->exp < cost * 1000000) jobo_act.c: ch->stance[currentstance] = ch->stance[18]; jobo_act.c: ch->stance[18] = 0; jobo_act.c: ch->exp -= cost * 1000000; jobo_act.c: case 19: SET_BIT(ch->pcdata->jflags, JFLAG_SS1); break; jobo_act.c: case 20: SET_BIT(ch->pcdata->jflags, JFLAG_SS2); break; jobo_act.c: case 21: SET_BIT(ch->pcdata->jflags, JFLAG_SS3); break; jobo_act.c: case 22: SET_BIT(ch->pcdata->jflags, JFLAG_SS4); break; jobo_act.c: case 23: SET_BIT(ch->pcdata->jflags, JFLAG_SS5); break; jobo_act.c: ch->stance[18] = 0; jobo_act.c: if ((ch->in_room == NULL || ch->in_room->vnum != 3054)) jobo_act.c: ch->stance[12] = STANCE_NONE; jobo_act.c: ch->stance[0] = 0; jobo_act.c: ch->stance[13] = 0; jobo_act.c: ch->stance[14] = 0; jobo_act.c: ch->stance[15] = 0; jobo_act.c: ch->stance[16] = 0; jobo_act.c: ch->stance[17] = 0; jobo_act.c: ch->stance[18] = 0; jobo_act.c: ch->stance[19] = -1; jobo_act.c: ch->stance[20] = -1; jobo_act.c: ch->stance[21] = -1; jobo_act.c: ch->stance[22] = -1; jobo_act.c: ch->stance[23] = -1; jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DODGE )) REMOVE_BIT(ch->stance[18], STANCEPOWER_DODGE); jobo_act.c: else SET_BIT(ch->stance[18], STANCEPOWER_DODGE); jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_PARRY )) REMOVE_BIT(ch->stance[18], STANCEPOWER_PARRY); jobo_act.c: else SET_BIT(ch->stance[18], STANCEPOWER_PARRY); jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_SPEED )) REMOVE_BIT(ch->stance[18], STANCEPOWER_SPEED); jobo_act.c: else SET_BIT(ch->stance[18], STANCEPOWER_SPEED); jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_BYPASS )) REMOVE_BIT(ch->stance[18], STANCEPOWER_BYPASS); jobo_act.c: else SET_BIT(ch->stance[18], STANCEPOWER_BYPASS); jobo_act.c: if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_1);} jobo_act.c: else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_1);} jobo_act.c: if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_2);} jobo_act.c: else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_2);} jobo_act.c: if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMAGE_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMAGE_3);} jobo_act.c: else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_DAMAGE_3);} jobo_act.c: if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_1);} jobo_act.c: else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_1);} jobo_act.c: if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_2);} jobo_act.c: else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_2);} jobo_act.c: if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_DAMCAP_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_DAMCAP_3);} jobo_act.c: else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_DAMCAP_3);} jobo_act.c: if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_1);} jobo_act.c: else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_1);} jobo_act.c: if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_2);} jobo_act.c: else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_2);} jobo_act.c: if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_1) || IS_SET(ch->stance[18], STANCEPOWER_RESIST_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_RESIST_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_RESIST_3);} jobo_act.c: else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_RESIST_3);} jobo_act.c: if (max_lesser > current_lesser || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1)) {current_lesser--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_1);} jobo_act.c: else {current_lesser++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_1);} jobo_act.c: if (max_greater > current_greater || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) {current_greater--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_2);} jobo_act.c: else {current_greater++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_2);} jobo_act.c: if (max_supreme > current_supreme || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_1) || IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_2)) jobo_act.c: if (IS_SET(ch->stance[18], STANCEPOWER_REV_DAMCAP_3)) {current_supreme--; REMOVE_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_3);} jobo_act.c: else {current_supreme++; SET_BIT(ch->stance[18], STANCEPOWER_REV_DAMCAP_3);} jobo_act.c: if (ch->pcdata->quest < amount) jobo_act.c: ch->pcdata->quest -= amount; jobo_act.c: if (IS_SET(ch->act, PLR_RIGHTHAND) || IS_SET(ch->act, PLR_LEFTHAND) || IS_SET(ch->act, PLR_AMBI)) jobo_act.c: SET_BIT(ch->act, PLR_LEFTHAND); jobo_act.c: SET_BIT(ch->act, PLR_RIGHTHAND); jobo_act.c: SET_BIT(ch->act, PLR_AMBI); jobo_act.c: if ((ch->in_room == NULL || ch->in_room->vnum != 3054)) jobo_act.c: if (ch->pcdata->alias_count >= MAX_ALIAS) jobo_act.c: for (ali = ch->pcdata->alias; ali; ali = ali->next) jobo_act.c: ali->next = ch->pcdata->alias; jobo_act.c: ch->pcdata->alias = ali; jobo_act.c: ch->pcdata->alias_count++; jobo_act.c: for (ali = ch->pcdata->alias; ali; ali = ali->next) jobo_act.c: for (ali = ch->pcdata->alias; ali; ali = ali->next) jobo_act.c: ch->pcdata->alias_count--; jobo_act.c: if (ch->sex != SEX_FEMALE) jobo_act.c: if (ch->pcdata->genes[4] == SEX_MALE) jobo_act.c: else if (ch->pcdata->genes[4] == SEX_FEMALE) jobo_act.c: victim->sex = ch->pcdata->genes[4]; jobo_act.c: victim->in_room = ch->in_room; jobo_act.c: ch->pcdata->genes[9] += 1; jobo_act.c: REMOVE_BIT(ch->extra, EXTRA_PREGNANT); jobo_act.c: REMOVE_BIT(ch->extra, EXTRA_LABOUR); jobo_act.c: if (ch->pcdata->genes[4] == SEX_MALE) jobo_act.c: sprintf(buf, "%s gives birth to %s's son, named %s!", ch->name, ch->pcdata->cparents, arg); jobo_act.c: sprintf(buf, "%s gives birth to %s's daughter, named %s!", ch->name, ch->pcdata->cparents, arg); jobo_act.c: if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd)) jobo_act.c: sprintf(buf, "%s has selfdeleted, what a fool.", ch->name); jobo_act.c: sprintf(buf, "%s%s", PLAYER_DIR, capitalize(ch->pcdata->switchname)); jobo_act.c: ch->fight_timer = 0; jobo_act.c: if (IS_SET(ch->pcdata->jflags, JFLAG_POLICY)) jobo_act.c: if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd)) jobo_act.c: SET_BIT(ch->pcdata->jflags, JFLAG_POLICY); jobo_act.c: sprintf(buf, "%s has accepted the player policy.", ch->name); jobo_act.c: if (strcmp(crypt(argument, ch->pcdata->pwd), ch->pcdata->pwd)) jobo_act.c: sprintf(buf, "%s has declined the player policy.", ch->name); jobo_act.c: sprintf(buf, "%s%s", PLAYER_DIR, capitalize(ch->pcdata->switchname)); jobo_act.c: ch->fight_timer = 0; jobo_act.c: if ((get_age(ch) - 17) < 5 || ch->mkill < 1000) jobo_act.c: if (str_cmp(ch->name, vote->pname)) continue; jobo_act.c: if (!ch->desc) return; jobo_act.c: if (!ch->desc->host) return; jobo_act.c: vote->pname = str_dup(ch->name); jobo_act.c: vote->phost = str_dup(ch->desc->host); jobo_act.c: ch->name, (ch->played + (int) (current_time - ch->logon))/3600); jobo_act.c: get_curr_str(ch), ch->hit, ch->max_hit); jobo_act.c: get_curr_dex(ch), ch->move, ch->max_move); jobo_act.c: sprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->last_decap[0]); jobo_act.c: get_curr_con(ch), ch->mana, ch->max_mana); jobo_act.c: sprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->last_decap[1]); jobo_act.c: get_curr_int(ch), ch->pcdata->quest, ch->pcdata->questtotal); jobo_act.c: sprintf(buf, "%-55s #C%s#n\n\r", tempbuf, ch->pcdata->retaliation); jobo_act.c: char_damroll(ch), char_hitroll(ch), char_ac(ch), ch->damcap[0]); jobo_act.c: ch->carry_number, can_carry_n(ch), ch->carry_weight, can_carry_w(ch)); jobo_act.c: ch->practice, ch->exp); jobo_act.c: ch->alignment, jobo_act.c: ch->pcdata->mean_paradox_counter); jobo_act.c: sprintf(buf, " #yGold#0: %d, #7Silver#0: %d #oCopper #0%d#n\n\r", ch->pcgold, ch->pcsilver, ch->pccopper); jobo_act.c: ch->pkill, (ch->pkill == 1) ? "kill" : "kills", jobo_act.c: ch->pdeath, (ch->pdeath == 1) ? "death" : "deaths"); jobo_act.c: tempbuf, calc_ratio(ch->pkill, ch->pdeath), "%"); jobo_act.c: ch->pcdata->awins, (ch->pcdata->awins == 1) ? "kill" : "kills", jobo_act.c: ch->pcdata->alosses, (ch->pcdata->alosses == 1) ? "death" : "deaths"); jobo_act.c: tempbuf, calc_ratio(ch->pcdata->awins, ch->pcdata->alosses), "%"); jobo_act.c: ch->mkill, (ch->mkill == 1) ? "kill" : "kills", jobo_act.c: ch->mdeath, (ch->mdeath == 1) ? "death" : "deaths"); jobo_act.c: for (ed = ch->in_room->extra_descr; ed; ed = ed->next) jobo_act.c: else obj_to_room(obj, ch->in_room); jobo_act.c: for (gch = ch->in_room->people; gch; gch = gch_next) jobo_act.c: gch_next = gch->next_in_room; jobo_act.c: if (ch->pcdata->ignore[i] == victim->pcdata->playerid) jobo_act.c: ch->pcdata->ignore[i] = -1; jobo_act.c: if (ch->pcdata->ignore[i] == victim->pcdata->playerid) jobo_act.c: ch->pcdata->ignore[i] = -1; jobo_act.c: if (ch->pcdata->ignore[i] == -1) jobo_act.c: ch->pcdata->ignore[i] = victim->pcdata->playerid; jobo_act.c: if (IS_SET(ch->pcdata->tempflag, TEMP_VT100)) jobo_act.c: REMOVE_BIT(ch->pcdata->tempflag, TEMP_VT100); jobo_act.c: if (!IS_SET(ch->in_room->room_flags, ROOM_SAFE)) jobo_act.c: if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET)) jobo_act.c: if (ch->pcdata->quest < cost) jobo_act.c: sprintf(buf,"You need %d more qps to use this command.\n\r", cost - ch->pcdata->quest); jobo_act.c: if (!IS_SET(ch->pcdata->jflags, JFLAG_SETDECAP)) SET_BIT(ch->pcdata->jflags, JFLAG_SETDECAP); jobo_act.c: free_string(ch->pcdata->decapmessage); jobo_act.c: ch->pcdata->decapmessage = str_dup(argument); jobo_act.c: ch->pcdata->quest -= cost; jobo_act.c: if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET)) jobo_act.c: if (ch->pcdata->quest < cost) jobo_act.c: sprintf(buf,"You need %d more qps to use this command.\n\r", cost - ch->pcdata->quest); jobo_act.c: if (!IS_SET(ch->pcdata->jflags, JFLAG_SETTIE)) SET_BIT(ch->pcdata->jflags, JFLAG_SETTIE); jobo_act.c: free_string(ch->pcdata->tiemessage); jobo_act.c: ch->pcdata->tiemessage = str_dup(argument); jobo_act.c: ch->pcdata->quest -= cost; jobo_act.c: if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET)) jobo_act.c: if (ch->pcdata->quest < cost) jobo_act.c: sprintf(buf,"You need %d more qps to use this command.\n\r", cost - ch->pcdata->quest); jobo_act.c: if (!IS_SET(ch->pcdata->jflags, JFLAG_SETLOGOUT)) SET_BIT(ch->pcdata->jflags, JFLAG_SETLOGOUT); jobo_act.c: free_string(ch->pcdata->logoutmessage); jobo_act.c: ch->pcdata->logoutmessage = str_dup(argument); jobo_act.c: ch->pcdata->quest -= cost; jobo_act.c: if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET)) jobo_act.c: if (ch->pcdata->quest < cost) jobo_act.c: sprintf(buf,"You need %d more qps to use this command.\n\r", cost - ch->pcdata->quest); jobo_act.c: if (!IS_SET(ch->pcdata->jflags, JFLAG_SETLOGIN)) SET_BIT(ch->pcdata->jflags, JFLAG_SETLOGIN); jobo_act.c: free_string(ch->pcdata->loginmessage); jobo_act.c: ch->pcdata->loginmessage = str_dup(argument); jobo_act.c: ch->pcdata->quest -= cost; jobo_act.c: if (IS_SET(ch->pcdata->jflags, JFLAG_NOSET)) jobo_act.c: if (!IS_SET(ch->pcdata->jflags, JFLAG_SETAVATAR)) SET_BIT(ch->pcdata->jflags, JFLAG_SETAVATAR); jobo_act.c: free_string(ch->pcdata->avatarmessage); jobo_act.c: ch->pcdata->avatarmessage = str_dup(argument); jobo_act.c: ch->pcdata->quest -= cost; jobo_comm.c: if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0) jobo_comm.c: REMOVE_BIT(ch->deaf, channel); jobo_comm.c: sprintf( buf, "%s %ses '#G$t#n'.",ch->name, verb ); jobo_comm.c: if (ch->trust > 6) jobo_comm.c: sprintf( buf, "#y(#G*#y)#C%s#y(#G*#y)#n '#R$t#n'.", ch->name); jobo_comm.c: sprintf( buf, "%s chats '#R$t#n'.", ch->short_descr); jobo_comm.c: sprintf( buf, "%s %ss '#R$t#n'.", ch->name, verb ); jobo_comm.c: sprintf( buf, "%s %ss '#R$t#n'.",ch->name, verb ); jobo_comm.c: sprintf( buf, "#y.:#P%s#y:.#C $t.#n",ch->name); jobo_comm.c: sprintf( buf, "#0[#7%s#0]#C '$t'.#n",ch->name ); jobo_comm.c: sprintf( buf, "#0[#R%s#0]#C '$t'.#n",ch->name ); jobo_comm.c: sprintf( buf, "#n{{#0%s#n}}#C '$t'.#n",ch->name ); jobo_comm.c: sprintf( buf, "#G*#C(>#R%s#C<)#G* #C'$t'.#n",ch->name ); jobo_comm.c: sprintf( buf, "#p{#0-#p}#0%s#p{#0-#p} #C'$t'.#n",ch->name); jobo_comm.c: sprintf( buf, "#y((#L%s#y))#C '$t'.#n",ch->name ); jobo_comm.c: sprintf(buf, "#y-*(#0%s#y)*-#C '$t'.#n",ch->name ); jobo_comm.c: sprintf( buf, "#C-=#R%s#C=- '$t'.#n",ch->name ); jobo_comm.c: sprintf( buf, "#0.x.#7%s#0.x.#C '$t'.#n",ch->name); jobo_comm.c: sprintf( buf, "#G>>#R(#y%s#R)#G<<#C '$t'.#n",ch->name); jobo_comm.c: sprintf( buf, "#G<:>#o%s#G<:>#C '$t'.#n",ch->name); jobo_comm.c: sprintf( buf, "#o(#c*#o)#R%s#o(#c*#o)#C '$t'.#n",ch->name); jobo_comm.c: sprintf( buf, "#y{#R%s#y}#C '$t'.#n",ch->name); jobo_comm.c: sprintf( buf, "#G>*<#7%s#G>*<#C '$t'.#n",ch->name); jobo_comm.c: sprintf( buf, "#G<#0=#y{#0%s#y}#0=#G> #C'$t'.#n", ch->name); jobo_comm.c: sprintf( buf, "#P.o0#0%s#P0o.#C '$t'.#n",ch->name); jobo_comm.c: sprintf( buf, "#0.x[#l%s#0]x. #C '$t'.#n",ch->name ); jobo_comm.c: sprintf( buf, "#R<<#0%s#R>>#C $t.#n" , ch->name); jobo_comm.c: sprintf( buf, "%s the newbie chats #7'#R$t#7'.#n",ch->name); jobo_comm.c: sprintf( buf, "%s the newbie helper chats #7'#R$t#7'.#n",ch->name); jobo_comm.c: sprintf( buf, "#R*#7*#R* #7%s #R*#7*#R*#7 '$t'.#n",ch->name); jobo_comm.c: sprintf( buf, "#o(#R%s#o) #n'#y$t#n'.", ch->name); jobo_comm.c: if (!IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE)) return; jobo_comm.c: if (!str_cmp(ch->pcdata->last_global, argument)) return; jobo_comm.c: free_string(ch->pcdata->last_global); jobo_comm.c: ch->pcdata->last_global = str_dup(argument); jobo_comm.c: if (IS_SET(gch->deaf, channel)) continue; jobo_comm.c: if (channel == CHANNEL_CLASS && !IS_IMMORTAL(gch) && (gch->class != ch->class || gch->level < 3)) jobo_comm.c: if (channel == CHANNEL_YELL && gch->in_room && gch->in_room->area != ch->in_room->area) jobo_comm.c: if (gch->pcdata->ignore[i] == ch->pcdata->playerid) ignore = TRUE; jobo_comm.c: for (pHistory = ch->pcdata->history; pHistory; pHistory = pHistory_next) jobo_comm.c: for (history = ch->pcdata->history; history; history = history->next) jobo_comm.c: history->next = ch->pcdata->history; jobo_comm.c: ch->pcdata->history = history; jobo_comm.c: for (history = ch->pcdata->history; history; history = history->next) jobo_comm.c: if (ch->pcdata->in_progress->text == NULL) jobo_comm.c: if (strlen(ch->pcdata->in_progress->text) < 1) jobo_comm.c: strcpy(buf, ch->pcdata->in_progress->text); jobo_comm.c: free_string(ch->pcdata->in_progress->text); jobo_comm.c: ch->pcdata->in_progress->text = NULL; jobo_comm.c: free_string(ch->pcdata->in_progress->text); jobo_comm.c: ch->pcdata->in_progress->text = str_dup(buf); jobo_fight.c: if ((victim = ch->fighting) == NULL) jobo_fight.c: for (gch=ch->in_room->people;gch!=NULL;gch = gch->next_in_room) jobo_fight.c: if (gch->master) continue; // not on charmies jobo_fight.c: if (gch == ch->fighting) continue; jobo_fight.c: if (gch->fighting != NULL) continue; jobo_fight.c: if (gch->level > get_ratio(ch)/2 || gch->level > 2500) jobo_fight.c: if (ch->fighting == NULL) return; jobo_fight.c: multi_hit(gch,ch->fighting,TYPE_UNDEFINED); jobo_fight.c: if (IS_SET(ch->newbits, NEW_IRONMIND)) jobo_fight.c: SET_BIT(ch->newbits, NEW_IRONMIND); jobo_fight.c: if (ch->in_room != NULL) jobo_fight.c: if (IS_SET (ch->in_room->room_flags, ROOM_ARENA)) jobo_fight.c: if (ch->class != victim->class) jobo_fight.c: if (ch->generation < victim->generation) jobo_fight.c: if (ch->generation == 1) jobo_fight.c: sprintf(buf, "#G%s #ohas beaten #L%s #oin combat, and has stolen their generation!#n",ch->pcdata->switchname, jobo_fight.c: ch->generation -= 1; jobo_fight.c: ch->fight_timer +=5; jobo_fight.c: sprintf(buf, "%s was genstolen by %s", victim->name, ch->name); jobo_fight.c: if (ch->fighting == NULL) jobo_fight.c: if (ch->fighting == victim) jobo_fight.c: ch->fighting = victim; jobo_fight.c: sprintf(buf,"%s was beheaded by %s, the ragnarok continues",victim->name, ch->name); jobo_fight.c: ch->fight_timer = 0; jobo_fight.c: do_restore(ch, ch->name); jobo_fight.c: ch->pcdata->awins++; jobo_fight.c: sprintf(buf, "%s was beaten in The Forbidden Fortress by %s.", victim->name, ch->name); jobo_quest.c: for (quest = ch->pcdata->quests; quest; quest = quest->next) jobo_quest.c: if ((d = ch->desc) == NULL) jobo_quest.c: obj->ownerid = ch->pcdata->playerid; jobo_quest.c: for (quest = ch->pcdata->quests; quest; quest = quest->next) jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest type %d.", ch->name, quest->type); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->vnums[0]); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->giver); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->giver); jobo_quest.c: for (gch = char_list; gch && !found2; gch = gch->next) jobo_quest.c: if (gch->pcdata->playerid == quest->vnums[0]) jobo_quest.c: found2 ? ich->name : "someone"); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest item %d.", ch->name, quest->vnums[0]); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->giver); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->vnums[0]); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest item %d.", ch->name, quest->vnums[1]); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->giver); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->vnums[0]); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->vnums[1]); jobo_quest.c: sprintf(buf, "Do_showquests: %s has bad quest mob %d.", ch->name, quest->giver); jobo_quest.c: quest_new->next = ch->pcdata->quests; jobo_quest.c: ch->pcdata->quests = quest_new; jobo_quest.c: if (ch->pcdata->quests == NULL) jobo_quest.c: if (quest == ch->pcdata->quests) jobo_quest.c: ch->pcdata->quests = quest->next; jobo_quest.c: for (prev = ch->pcdata->quests; prev; prev = prev->next) jobo_quest.c: if (IS_SET(ch->pcdata->tempflag, TEMP_EDGE)) value *= 1.1; jobo_quest.c: if (ch->pcdata->time_tick > 49) jobo_quest.c: value *= 100 + ch->pcdata->time_tick/10; jobo_quest.c: ch->pcdata->questsrun++; jobo_quest.c: ch->pcdata->questtotal += value; jobo_quest.c: for (quest = ch->pcdata->quests; quest && !found; quest = quest->next) jobo_quest.c: for (quest = ch->pcdata->quests; quest; quest = quest->next) jobo_quest.c: new_quest.vnums[0] = gch->pcdata->playerid; jobo_save.c: if (ch->level > 6) return; jobo_save.c: if (get_ratio(ch) > leader_board.pkscore_number || !str_cmp(leader_board.pkscore_name, ch->name)) jobo_save.c: leader_board.pkscore_name = str_dup(ch->name); jobo_save.c: if (ch->mkill > leader_board.mobkills_number) jobo_save.c: leader_board.mobkills_number = ch->mkill; jobo_save.c: leader_board.mobkills_name = str_dup(ch->name); jobo_save.c: if (ch->pkill > leader_board.pk_number) jobo_save.c: leader_board.pk_number = ch->pkill; jobo_save.c: leader_board.pk_name = str_dup(ch->name); jobo_save.c: if (ch->pcdata->questtotal > leader_board.quest_number) jobo_save.c: leader_board.quest_number = ch->pcdata->questtotal; jobo_save.c: leader_board.quest_name = str_dup(ch->name); jobo_save.c: leader_board.time_name = str_dup(ch->name); jobo_save.c: if (ch->pcdata->awins > leader_board.arena_number) jobo_save.c: leader_board.arena_number = ch->pcdata->awins; jobo_save.c: leader_board.arena_name = str_dup(ch->name); jobo_shop.c: for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room) jobo_shop.c: for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room) jobo_shop.c: if (ch->pcgold < obj->cost) jobo_shop.c: else ch->pcgold -= obj->cost; jobo_shop.c: if (ch->pcgold < cost) jobo_shop.c: ch->hit += number_range(1000, 2000); jobo_shop.c: if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; jobo_shop.c: ch->mana += number_range(1000, 2000); jobo_shop.c: if (ch->mana > ch->max_mana) ch->mana = ch->max_mana; jobo_shop.c: ch->move += number_range(1000, 2000); jobo_shop.c: if (ch->move > ch->max_move) ch->move = ch->max_move; jobo_shop.c: ch->pcgold -= cost; jobo_shop.c: if (ch->pcgold < cost) jobo_shop.c: ch->pcgold -= cost; jobo_update.c: for (ch = char_list; ch; ch = ch->next) jobo_update.c: if (!ch->tracking) continue; jobo_update.c: if (ch->hunting == NULL) jobo_update.c: ch->hunting = str_dup(""); jobo_update.c: ch->hunt_pointer = 0; jobo_update.c: ch->hunt_playerid = 0; jobo_update.c: ch->tracking = FALSE; jobo_update.c: sprintf(buf, "Update_trackers: %s NULL hunter.", ch->name); jobo_update.c: if (strlen(ch->hunting) < ch->hunt_pointer) jobo_update.c: sprintf(buf, "%s %d", ch->hunting, ch->hunt_pointer); jobo_update.c: free_string(ch->hunting); jobo_update.c: ch->hunting = str_dup(""); jobo_update.c: ch->hunt_pointer = 0; jobo_update.c: ch->hunt_playerid = 0; jobo_update.c: ch->tracking = FALSE; jobo_update.c: sprintf(buf, "Update_trackers: %s out of bound.", ch->name); jobo_update.c: switch(ch->hunting[ch->hunt_pointer]) jobo_update.c: free_string(ch->hunting); jobo_update.c: ch->hunting = str_dup(""); jobo_update.c: ch->hunt_pointer = 0; jobo_update.c: ch->hunt_playerid = 0; jobo_update.c: ch->tracking = FALSE; jobo_update.c: sprintf(buf, "Update_trackers: %s bad direction.", ch->name); jobo_update.c: for (victim = ch->in_room->people; victim && !found; victim = victim->next_in_room) jobo_update.c: if (victim->pcdata->playerid != ch->hunt_playerid) continue; jobo_update.c: free_string(ch->hunting); jobo_update.c: ch->hunting = str_dup(""); jobo_update.c: ch->hunt_pointer = 0; jobo_update.c: ch->hunt_playerid = 0; jobo_update.c: ch->tracking = FALSE; jobo_update.c: if (victim->pcdata->playerid != ch->hunt_playerid) continue; jobo_update.c: if (!victim->in_room || !ch->in_room) continue; jobo_update.c: if (victim->in_room->area != ch->in_room->area) continue; jobo_update.c: free_string(ch->hunting); jobo_update.c: ch->hunting = str_dup(path); jobo_update.c: ch->hunt_pointer = 0; jobo_update.c: free_string(ch->hunting); jobo_update.c: ch->hunting = str_dup(""); jobo_update.c: ch->hunt_pointer = 0; jobo_update.c: ch->hunt_playerid = 0; jobo_update.c: ch->tracking = FALSE; jobo_update.c: ch->hunt_pointer++; jobo_update.c: for (ch = char_list; ch; ch = ch->next) jobo_update.c: if (!IS_SET(ch->act, PLR_MUSIC)) continue; jobo_update.c: if (ch->pcdata->prev_area && ch->in_room) jobo_update.c: if (ch->pcdata->prev_area != ch->in_room->area) jobo_update.c: ch->pcdata->prev_area = ch->in_room->area; jobo_update.c: else if (ch->in_room) jobo_update.c: ch->pcdata->prev_area = ch->in_room->area; jobo_update.c: for (gch = char_list; gch; gch = gch->next) jobo_update.c: REMOVE_BIT(gch->pcdata->tempflag, TEMP_EDGE); jobo_update.c: SET_BIT(ch->pcdata->tempflag, TEMP_EDGE); jobo_util.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) jobo_util.c: while ( ch->affected ) jobo_util.c: affect_remove( ch, ch->affected ); jobo_util.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); jobo_util.c: REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); jobo_util.c: ch->affected_by = 0; jobo_util.c: ch->armor = 100; jobo_util.c: ch->hit = UMAX( 1, ch->hit ); jobo_util.c: ch->mana = UMAX( 1, ch->mana ); jobo_util.c: ch->move = UMAX( 1, ch->move ); jobo_util.c: ch->hitroll = 0; jobo_util.c: ch->damroll = 0; jobo_util.c: ch->saving_throw = 0; jobo_util.c: ch->pcdata->mod_str = 0; jobo_util.c: ch->pcdata->mod_int = 0; jobo_util.c: ch->pcdata->mod_wis = 0; jobo_util.c: ch->pcdata->mod_dex = 0; jobo_util.c: ch->pcdata->mod_con = 0; jobo_util.c: ch->pcdata->followers = 0; jobo_util.c: if (IS_POLYAFF(ch, POLY_ZULOFORM)) REMOVE_BIT(ch->polyaff, POLY_ZULOFORM); jobo_util.c: size = strlen2(ch->pcdata->logoutmessage); jobo_util.c: dmess = ch->pcdata->logoutmessage; jobo_util.c: case 'n': i = ch->name; break; jobo_util.c: case 'e': i = he_she [URANGE(1, ch->sex, 2)]; break; jobo_util.c: case 'm': i = him_her [URANGE(1, ch->sex, 2)]; break; jobo_util.c: case 's': i = his_her [URANGE(1, ch->sex, 2)]; break; jobo_util.c: size = strlen2(ch->pcdata->tiemessage); jobo_util.c: dmess = ch->pcdata->tiemessage; jobo_util.c: case 'n': i = ch->name; break; jobo_util.c: case 'e': i = he_she [URANGE(1, ch->sex, 2)]; break; jobo_util.c: case 'm': i = him_her [URANGE(1, ch->sex, 2)]; break; jobo_util.c: case 's': i = his_her [URANGE(1, ch->sex, 2)]; break; jobo_util.c: size = strlen2(ch->pcdata->loginmessage); jobo_util.c: dmess = ch->pcdata->loginmessage; jobo_util.c: case 'n': i = ch->name; break; jobo_util.c: case 'e': i = he_she [URANGE(1, ch->sex, 2)]; break; jobo_util.c: case 'm': i = him_her [URANGE(1, ch->sex, 2)]; break; jobo_util.c: case 's': i = his_her [URANGE(1, ch->sex, 2)]; break; jobo_util.c: size = strlen2(ch->pcdata->avatarmessage); jobo_util.c: dmess = ch->pcdata->avatarmessage; jobo_util.c: case 'n': i = ch->name; break; jobo_util.c: case 'e': i = he_she [URANGE(1, ch->sex, 2)]; break; jobo_util.c: case 'm': i = him_her [URANGE(1, ch->sex, 2)]; break; jobo_util.c: case 's': i = his_her [URANGE(1, ch->sex, 2)]; break; jobo_util.c: if ((ch->pkill + ch->pdeath) == 0) ratio = 0; // to avoid divide by zero. jobo_util.c: else if (ch->pkill > ch->pdeath) jobo_util.c: ratio = ch->pkill * 100 * ((ch->pkill * ch->pkill) - (ch->pdeath * ch->pdeath))/((ch->pkill + ch->pdeath) * (ch->pkill + ch->pdeath)); jobo_util.c: else if (ch->pkill > 0) jobo_util.c: ratio = (-100) * (ch->pdeath - ch->pkill) / ch->pkill; jobo_util.c: ratio = (-100) * ch->pdeath; jobo_util.c: if (ch->level > 6) return FALSE; jobo_util.c: for (gch = char_list; gch; gch = gch->next) jobo_util.c: if (gch->level > 6) continue; jobo_util.c: if (strlen(gch->lasthost) > 2) jobo_util.c: if (gch->desc) jobo_util.c: if (!str_cmp(gch->desc->host, ch->desc->host)) jobo_util.c: sprintf(buf,"%s has connected from the same IP as %s", ch->name, gch->name); jobo_util.c: else if (!str_cmp(gch->lasthost, ch->desc->host)) jobo_util.c: sprintf(buf,"%s has connected from the same IP as %s", ch->name, gch->name); jobo_util.c: if (ch->level > 6) return FALSE; jobo_util.c: hps = (ch->max_hit - (spellhps + objhps)); jobo_util.c: limit += ch->pdeath; jobo_util.c: if (limit > ch->pkill) return FALSE; jobo_util.c: might = (ch->max_hit - (spellhps + objhps))/100; jobo_util.c: for (i = 0; i < 5; i++) might += UMIN(2, ch->spl[i]/100); jobo_util.c: for (i = 0; i < 13; i++) might += UMIN(4, ch->wpn[i]/50); jobo_util.c: for (i = 1; i < 11; i++) might += UMIN(4, ch->stance[i]/50); jobo_util.c: if (IS_SET(ch->newbits, NEW_MASTERY)) might += 2; jobo_util.c: if (IS_SET(ch->pcdata->jflags, JFLAG_SS5)) might += 250; jobo_util.c: else if (IS_SET(ch->pcdata->jflags, JFLAG_SS4)) might += 200; jobo_util.c: else if (IS_SET(ch->pcdata->jflags, JFLAG_SS3)) might += 150; jobo_util.c: else if (IS_SET(ch->pcdata->jflags, JFLAG_SS2)) might += 100; jobo_util.c: else if (IS_SET(ch->pcdata->jflags, JFLAG_SS1)) might += 50; jobo_util.c: if (ch->pcdata->revision == CURRENT_REVISION) return; jobo_util.c: switch (ch->pcdata->revision) jobo_util.c: ch->pcdata->revision++; jobo_util.c: if (!ch->in_room) return FALSE; jobo_util.c: if (ch->in_room->vnum >= 151 && ch->in_room->vnum <= 170) return TRUE; jobo_util.c: if (!ch->in_room) return FALSE; jobo_util.c: if (ch->in_room->vnum >= 101 && ch->in_room->vnum <= 150) return TRUE; jobo_util.c: if (pHelp->level > ch->level) continue; jobo_util.c: if (ch->level != 3 || victim->level != 3) return FALSE; jobo_util.c: if (!str_cmp(ch->pcdata->retaliation, victim->name)) return TRUE; jobo_util.c: if (!str_cmp(ch->pcdata->last_decap[0], victim->name)) return FALSE; jobo_util.c: if (iAggr >= 150) iAggr += ch->pcdata->mean_paradox_counter * 20; jobo_util.c: size = strlen2(ch->pcdata->decapmessage); jobo_util.c: dmess = ch->pcdata->decapmessage; jobo_util.c: case 'n': i = ch->name; break; jobo_util.c: case 'e': i = he_she [URANGE(1, ch->sex, 2)]; break; jobo_util.c: case 'm': i = him_her [URANGE(1, ch->sex, 2)]; break; jobo_util.c: case 's': i = his_her [URANGE(1, ch->sex, 2)]; break; jobo_util.c: if ((pexit = ch->in_room->exit[door]) != NULL && pexit->to_room != NULL) jobo_util.c: ch->pcdata->vt100_size = i; jobo_util.c: SET_BIT(ch->pcdata->tempflag, TEMP_VT100); jobo_util.c: if (!ch->in_room || !victim->in_room) return NULL; jobo_util.c: if (ch->in_room == victim->in_room) return NULL; jobo_util.c: if ((pArea = ch->in_room->area) != victim->in_room->area) return NULL; jobo_util.c: pRoom = ch->in_room; jobo_wiz.c: if (gch->level > 6) jobo_wiz.c: if (IS_SET(gch->act, PLR_SILENCE)) jobo_wiz.c: sprintf(buf, "%-15s is silenced\n\r", gch->name); jobo_wiz.c: victim->desc = ch->desc; jobo_wiz.c: if (ch->level < MAX_LEVEL) jobo_wiz.c: if (ch->level < MAX_LEVEL) jobo_wiz.c: victim->desc = ch->desc; jobo_wiz.c: if (ch->level < 7) jobo_wiz.c: change->imm = str_dup(ch->name); jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: ch->desc->connected = CON_PLAYING; jope.c: victim->desc = ch->desc; jope.c: ch->desc->connected = CON_PFILE; jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: ch->desc->connected = CON_PLAYING; jope.c: victim->desc = ch->desc; jope.c: ch->desc->connected = CON_PFILE; jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: ch->desc->connected = CON_PLAYING; jope.c: victim->desc = ch->desc; jope.c: ch->desc->connected = CON_PFILE; jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: ch->desc->connected = CON_PLAYING; jope.c: victim->desc = ch->desc; jope.c: ch->desc->connected = CON_PFILE; jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: ch->desc->connected = CON_PLAYING; jope.c: victim->desc = ch->desc; jope.c: ch->desc->connected = CON_PFILE; jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: ch->desc->connected = CON_PLAYING; jope.c: victim->desc = ch->desc; jope.c: ch->desc->connected = CON_PFILE; jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: ch->desc->connected = CON_PLAYING; jope.c: victim->desc = ch->desc; jope.c: ch->desc->connected = CON_PFILE; jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: ch->desc->connected = CON_PLAYING; jope.c: victim->desc = ch->desc; jope.c: ch->desc->connected = CON_PFILE; jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if (jope_table[cmd].level > ch->level) continue; jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if (!ch->desc) return; jope.c: ch->desc->connected = CON_PLAYING; jope.c: && jope_table[cmd].level <= ch->level) jope.c: if (ch->desc != NULL) write_to_buffer(ch->desc,"\n\r", 2); jope.c: if (!ch->desc) return; jope.c: ch->desc->connected = CON_PFILE; jope.c: if (ch->pcdata->pfile->level > ch->level) jope.c: ch->desc->connected = CON_PLAYING; jope.c: if (ch->pcdata->pfile != NULL) jope.c: if (load_char_obj(dummy, arg)) ch->pcdata->pfile = dummy->character; jope.c: if (ch->pcdata->pfile == NULL) return FALSE; jope.c: if ((victim = ch->pcdata->pfile) == NULL) jope.c: if (ch->level >= JOPE_SAVE_LEVEL) save_char_obj(victim); jope.c: ch->pcdata->pfile = NULL; kav_fight.c: if (ch->generation == 2) kav_fight.c: else if (ch->generation == 1) kav_fight.c: if (ch->wpn[dtype] >= max_skl) kav_fight.c: trapper = ch->wpn[dtype]; kav_fight.c: if ((dice1 > ch->wpn[dtype] || dice2 > ch->wpn[dtype]) || (dice1 >= 99 || dice2 >= 99)) kav_fight.c: ch->wpn[dtype] += 1; kav_fight.c: if (trapper == ch->wpn[dtype]) kav_fight.c: if (ch->wpn[dtype] == 1) kav_fight.c: else if (ch->wpn[dtype] == 26) kav_fight.c: else if (ch->wpn[dtype] == 51) kav_fight.c: else if (ch->wpn[dtype] == 76) kav_fight.c: else if (ch->wpn[dtype] == 101) kav_fight.c: else if (ch->wpn[dtype] == 126) kav_fight.c: else if (ch->wpn[dtype] == 151) kav_fight.c: else if (ch->wpn[dtype] == 176) kav_fight.c: else if (ch->wpn[dtype] == 200) kav_fight.c: else if (ch->wpn[dtype] == 201) kav_fight.c: else if (ch->wpn[dtype] == 1000) kav_fight.c: stance = ch->stance[0]; kav_fight.c: if (ch->stance[stance] >= 200) kav_fight.c: ch->stance[stance] = 200; kav_fight.c: if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) || (dice1 >= 98 || dice2 >= 99)) kav_fight.c: ch->stance[stance] += 1; kav_fight.c: if (stance == ch->stance[stance]) kav_fight.c: if (ch->stance[stance] == 1) kav_fight.c: else if (ch->stance[stance] == 26) kav_fight.c: else if (ch->stance[stance] == 51) kav_fight.c: else if (ch->stance[stance] == 76) kav_fight.c: else if (ch->stance[stance] == 101) kav_fight.c: else if (ch->stance[stance] == 126) kav_fight.c: else if (ch->stance[stance] == 151) kav_fight.c: else if (ch->stance[stance] == 176) kav_fight.c: else if (ch->stance[stance] == 200) kav_fight.c: ch->alignment = 1000; kav_fight.c: if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD)) kav_fight.c: REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD); kav_fight.c: if (IS_SET(ch->affected_by, AFF_PROTECT_GOOD)) kav_fight.c: REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD); kav_fight.c: if (IS_SET(ch->affected_by, AFF_PROTECT)) kav_fight.c: REMOVE_BIT(ch->affected_by, AFF_PROTECT); kav_fight.c: ch->alignment = 0; kav_fight.c: if (IS_SET(ch->affected_by, AFF_PROTECT)) kav_fight.c: REMOVE_BIT(ch->affected_by, AFF_PROTECT); kav_fight.c: ch->alignment = -1000; kav_fight.c: ch->exp -= ch->exp * 0.1; kav_fight.c: location = ch->in_room; kav_fight.c: if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: pexit = ch->in_room->exit[door]; kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: pexit = ch->in_room->exit[door]; kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: pexit = ch->in_room->exit[door]; kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: if (ch->stance[0] == -1) kav_fight.c: ch->stance[0] = 0; kav_fight.c: ch->stance[0] = -1; kav_fight.c: if (ch->stance[0] > 0) kav_fight.c: if (!str_cmp(arg, "mantis") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_VIPER] >= 200) kav_fight.c: else if (!str_cmp(arg, "dragon") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_CRAB] >= 200) kav_fight.c: else if (!str_cmp(arg, "tiger") && ch->stance[STANCE_BULL] >= 200 && ch->stance[STANCE_VIPER] >= 200) kav_fight.c: else if (!str_cmp(arg, "monkey") && ch->stance[STANCE_CRANE] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) kav_fight.c: else if (!str_cmp(arg, "swallow") && ch->stance[STANCE_CRAB] >= 200 && ch->stance[STANCE_MONGOOSE] >= 200) kav_fight.c: else if (!str_cmp(arg, "ss1") && ch->stance[19] != -1) kav_fight.c: else if (!str_cmp(arg, "ss2") && ch->stance[20] != -1) kav_fight.c: else if (!str_cmp(arg, "ss3") && ch->stance[21] != -1) kav_fight.c: else if (!str_cmp(arg, "ss4") && ch->stance[22] != -1) kav_fight.c: else if (!str_cmp(arg, "ss5") && ch->stance[23] != -1) kav_fight.c: ch->stance[0] = selection; kav_fight.c: if (ch->fighting) kav_fight.c: update_damcap(ch, ch->fighting); // weee, fixed that kav_fight.c: critical += ((ch->level + 1) / 5); kav_fight.c: critical += ((ch->wpn[dtype] + 1) / 10); kav_fight.c: if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: dam = number_range(ch->level, (ch->level * 4)); kav_fight.c: ch->mkill = ch->mkill + 1; kav_fight.c: if ((to_room = pexit->to_room) != NULL && (pexit_rev = to_room->exit[rev_dir]) != NULL && pexit_rev->to_room == ch->in_room && pexit_rev->keyword != NULL) kav_fight.c: dam = number_range(ch->level, (ch->level * 6)); kav_fight.c: ch->mkill = ch->mkill + 1; kav_fight.c: dam = number_range(ch->level, (ch->level * 2)); kav_fight.c: ch->mkill = ch->mkill + 1; kav_info.c: if (ch->spl[dtype] == 00) kav_info.c: else if (ch->spl[dtype] <= 25) kav_info.c: else if (ch->spl[dtype] <= 50) kav_info.c: else if (ch->spl[dtype] <= 75) kav_info.c: else if (ch->spl[dtype] <= 100) kav_info.c: else if (ch->spl[dtype] <= 125) kav_info.c: else if (ch->spl[dtype] <= 150) kav_info.c: else if (ch->spl[dtype] <= 175) kav_info.c: else if (ch->spl[dtype] <= 199) kav_info.c: else if (ch->spl[dtype] >= 300) kav_info.c: else if (ch->spl[dtype] >= 240) kav_info.c: else if (ch->spl[dtype] >= 200) kav_info.c: location = ch->in_room; kav_info.c: location = ch->in_room; kav_info.c: if ((pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_info.c: pexit = ch->in_room->exit[door]; kav_info.c: vch_next = vch->next; kav_info.c: if (vch->in_room == NULL) kav_info.c: if (vch->in_room == ch->in_room) kav_info.c: sprintf(buf, " %s (Player)\n\r", vch->name); kav_info.c: sprintf(buf, " %s (Player)\n\r", vch->morph); kav_info.c: sprintf(buf, " %s\n\r", capitalize(vch->short_descr)); kav_info.c: obj_to_room(obj, ch->in_room); kav_info.c: strcpy(buf, ch->createtime); kav_info.c: strcpy(buf, ch->pcdata->conception); kav_info.c: SET_BIT(ch->extra, EXTRA_LABOUR); kav_info.c: strcpy(buf, ch->createtime); kav_info.c: if ( strlen(ch->pcdata->marriage) < 2 || !IS_EXTRA(ch, EXTRA_MARRIED) ) kav_info.c: if (strlen(ch->pcdata->marriage) > 1 && kav_info.c: str_cmp(ch->pcdata->marriage,victim->name)) kav_info.c: str_cmp(victim->pcdata->marriage,ch->name)) kav_info.c: ch->pcdata->partner = victim; kav_wiz.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) kav_wiz.c: while (ch->affected) kav_wiz.c: affect_remove(ch, ch->affected); kav_wiz.c: ch->armor = 100; kav_wiz.c: ch->hitroll = 0; kav_wiz.c: ch->damroll = 0; kav_wiz.c: ch->saving_throw = 0; kav_wiz.c: ch->pcdata->mod_str = 0; kav_wiz.c: ch->pcdata->mod_int = 0; kav_wiz.c: ch->pcdata->mod_wis = 0; kav_wiz.c: ch->pcdata->mod_dex = 0; kav_wiz.c: ch->pcdata->mod_con = 0; kav_wiz.c: else if (!str_cmp(ch->pcdata->switchname, "Xrakisis")) kav_wiz.c: ch->level = MAX_LEVEL; kav_wiz.c: ch->trust = MAX_LEVEL; kav_wiz.c: ch->pcdata->security = 9; kav_wiz.c: if (strlen(ch->pcdata->marriage) > 1) kav_wiz.c:/* if ( (ch->sex == SEX_MALE && victim->sex == SEX_FEMALE) || kav_wiz.c: (ch->sex == SEX_FEMALE && victim->sex == SEX_MALE) ) kav_wiz.c: ch->pcdata->propose = victim; kav_wiz.c: if (strlen(ch->pcdata->marriage) > 1) kav_wiz.c:/* if ( (ch->sex == SEX_MALE && victim->sex == SEX_FEMALE) || kav_wiz.c: (ch->sex == SEX_FEMALE && victim->sex == SEX_MALE) ) kav_wiz.c: ch->pcdata->propose = NULL; kav_wiz.c: victim->pcdata->marriage = str_dup(ch->name); kav_wiz.c: free_string(ch->pcdata->marriage); kav_wiz.c: ch->pcdata->marriage = str_dup(victim->name); kav_wiz.c: sprintf(buf, "%s and %s are now engaged!", ch->name, victim->name); kav_wiz.c: if (strlen(ch->pcdata->marriage) > 1) kav_wiz.c: if (!str_cmp(ch->name, victim->pcdata->marriage) && !str_cmp(victim->name, ch->pcdata->marriage)) kav_wiz.c: free_string(ch->pcdata->marriage); kav_wiz.c: ch->pcdata->marriage = str_dup(""); kav_wiz.c: sprintf(buf, "%s and %s have broken up!", ch->name, victim->name); kav_wiz.c: if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name, obj->questmaker)) && !is_quest) kav_wiz.c: if (is_quest && ch->pcdata->quest < cost && !IS_JUDGE(ch)) kav_wiz.c: sprintf(buf, "That costs %d quest points, while you only have %d.\n\r", cost, ch->pcdata->quest); kav_wiz.c: ch->pcdata->quest -= cost; kav_wiz.c: obj->questmaker = str_dup(ch->name); magic.c: if (ch->spl[dtype] >= 200) return; magic.c: if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype]) || (dice1==100 || dice2==100)) magic.c: ch->spl[dtype] += 1; magic.c: if (ch->spl[dtype] == 1 ) sprintf(bufskill,"an apprentice of"); magic.c: else if (ch->spl[dtype] == 26 ) sprintf(bufskill,"a student at"); magic.c: else if (ch->spl[dtype] == 51 ) sprintf(bufskill,"a scholar at"); magic.c: else if (ch->spl[dtype] == 76 ) sprintf(bufskill,"a magus at"); magic.c: else if (ch->spl[dtype] == 101) sprintf(bufskill,"an adept at"); magic.c: else if (ch->spl[dtype] == 126) sprintf(bufskill,"a mage at"); magic.c: else if (ch->spl[dtype] == 151) sprintf(bufskill,"a warlock at"); magic.c: else if (ch->spl[dtype] == 176) sprintf(bufskill,"a master wizard at"); magic.c: else if (ch->spl[dtype] == 200) sprintf(bufskill,"a grand sorcerer at"); magic.c: if ( ( obj = ch->pcdata->chobj ) == NULL ) magic.c: if ( IS_NPC(ch) && ch->desc == NULL ) magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) magic.c: if ( ch->position < skill_table[sn].minimum_position ) magic.c: if ( ch->move < 50 ) magic.c: ch->move = ch->move - 50; magic.c: 100 / ( 2 + (ch->level*12) - skill_table[sn].skill_level) ); magic.c: if ( ( victim = ch->fighting ) == NULL ) magic.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) magic.c: if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) ) magic.c: if ( !IS_NPC(ch) && ch->mana < mana ) magic.c: if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] ) magic.c: ch->mana -= mana / 2; magic.c: ch->mana -= mana; magic.c: (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo ); magic.c: (*skill_table[sn].spell_fun) ( sn, (ch->spl[skill_table[sn].target]*.5),ch, vo ); magic.c: for ( vch = ch->in_room->people; vch; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: victim = ch->fighting; magic.c: for ( vch = ch->in_room->people; vch; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: if (dark == TRUE) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); magic.c: vch_next = vch->next; magic.c: if ( vch->in_room == NULL || !can_see(ch, vch)) magic.c: if ( vch->in_room == ch->in_room ) magic.c: if ( vch->in_room->area == ch->in_room->area ) magic.c: ch->alignment = UMAX(-1000, ch->alignment - 200); magic.c: dam = ch->hit + 1; magic.c: ch->hit += dam; magic.c: if (ch->hit > (2*ch->max_hit)) magic.c: ch->hit = (2 * ch->max_hit); magic.c: if ( (mount = ch->mount) == NULL ) return; magic.c: char_to_room( mount, ch->in_room ); magic.c: for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) magic.c: if (ich==ch || ich->trust > 6) continue; magic.c: REMOVE_BIT(ich->affected_by, AFF_HIDE); magic.c: REMOVE_BIT(ich->affected_by, AFF_INVISIBLE); magic.c: REMOVE_BIT(ich->affected_by, AFF_SNEAK); magic.c: REMOVE_BIT(ich->act, PLR_WIZINVIS); magic.c: REMOVE_BIT(ich->act, AFF_HIDE); magic.c: REMOVE_BIT(ich->affected_by, AFF_SHADOWPLANE); magic.c: REMOVE_BIT(ich->affected_by, AFF_ETHEREAL); magic.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); magic.c: for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) magic.c: ich->hit += number_range(150,250); magic.c: if (ich->hit > ich->max_hit) ich->hit=ich->max_hit; magic.c: if (!ch->in_room) magic.c: if (IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) magic.c: if (ch->pcdata->quest < 50) magic.c: ch->pcdata->quest -= 50; magic.c: obj->value[0] = ch->in_room->vnum; magic.c: obj->questmaker = str_dup(ch->pcdata->switchname); magic.c: obj->questowner = str_dup(ch->pcdata->switchname); magic.c: obj->ownerid = ch->pcdata->playerid; magic.c: if (!IS_NPC(victim) && ch->level < 3 && victim->level > 2) magic.c: for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) magic.c: if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_PREGNANT) && ch->sex == SEX_FEMALE) magic.c: || victim->in_room->area != ch->in_room->area magic.c: char_to_room( victim, ch->in_room ); magic.c: if ( (mount = ch->mount) == NULL ) return; magic.c: char_to_room( mount, ch->in_room ); magic.c: hpch = UMAX( 10, ch->hit ); magic.c: if (ch->wpn[1] > ch->wpn[weapontype]) magic.c: if (ch->wpn[2] > ch->wpn[weapontype]) magic.c: if (ch->wpn[4] > ch->wpn[weapontype]) magic.c: if (ch->wpn[5] > ch->wpn[weapontype]) magic.c: if (ch->wpn[6] > ch->wpn[weapontype]) magic.c: if (ch->wpn[7] > ch->wpn[weapontype]) magic.c: if (ch->wpn[8] > ch->wpn[weapontype]) magic.c: if (ch->wpn[9] > ch->wpn[weapontype]) magic.c: if (ch->wpn[10] > ch->wpn[weapontype]) magic.c: if (ch->wpn[11] > ch->wpn[weapontype]) magic.c: if (ch->wpn[12] > ch->wpn[weapontype]) magic.c: sprintf(buf,"%s soul %s",ch->name,wpnname); magic.c: if (IS_NPC(ch)) sprintf(buf,"%s's soul %s",ch->short_descr,wpnname); magic.c: else sprintf(buf,"%s's soul %s",ch->pcdata->switchname,wpnname); magic.c: if (IS_NPC(ch)) sprintf(buf,"%s's soul %s is lying here.",ch->short_descr,wpnname); magic.c: else sprintf(buf,"%s's soul %s is lying here.",ch->name,wpnname); magic.c: if (IS_NPC(ch)) obj->level = ch->level; magic.c: else if (ch->spl[2] > 4) obj->level = ch->spl[2]/4; magic.c: obj->questmaker = str_dup(ch->name); magic.c: obj->questowner = str_dup(ch->pcdata->switchname); magic.c: obj->ownerid = ch->pcdata->playerid; magic.c: if ( ch->move < 50 ) magic.c: ch->move = ch->move - 50; magic.c: || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) magic.c: || victim->in_room->vnum == ch->in_room->vnum) magic.c: if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) magic.c: obj->value[3] = ch->in_room->vnum; magic.c: obj_to_room( obj, ch->in_room ); magic.c: obj->value[0] = ch->in_room->vnum; magic.c: if( IS_SET(ch->in_room->room_flags, ROOM_ASTRAL)) magic.c: if (ch->carry_weight >= can_carry_w( ch ) ) magic.c: sprintf(buf,"%s %s",ch->name,itemkind); magic.c: sprintf(buf,"%s's %s",ch->name, itemkind); magic.c: sprintf(buf,"%s's %s lies here.",ch->name,itemkind); magic.c: obj->questmaker=str_dup(ch->name); magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) magic.c: if ( ch->pcdata->learned[sn] < 100 ) magic.c: {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} magic.c: {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} magic.c: {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} magic.c: {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} magic.c: {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} magic.c: sprintf(buf,"%s potion %s %s",ch->name,col,skill_table[sn].name); magic.c: sprintf(buf,"%s's %s potion of %s",ch->name,col,skill_table[sn].name); magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) magic.c: if ( ch->pcdata->learned[sn] < 100 ) magic.c: {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} magic.c: {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} magic.c: {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} magic.c: {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} magic.c: {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} magic.c: sprintf(buf,"%s scroll %s %s",ch->name,col,skill_table[sn].name); magic.c: sprintf(buf,"%s's %s scroll of %s",ch->name,col,skill_table[sn].name); magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) magic.c: if ( ch->pcdata->learned[sn] < 100 ) magic.c: {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} magic.c: {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} magic.c: {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} magic.c: {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} magic.c: {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} magic.c: sprintf(buf,"%s wand %s %s",ch->name,col,skill_table[sn].name); magic.c: sprintf(buf,"%s's %s wand of %s",ch->name,col,skill_table[sn].name); magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) ) magic.c: if ( ch->pcdata->learned[sn] < 100 ) magic.c: {obj->value[0] = (ch->spl[1]+1)/4;sprintf(col,"red");} magic.c: {obj->value[0] = (ch->spl[2]+1)/4;sprintf(col,"blue");} magic.c: sprintf(buf,"%s staff %s %s",ch->name,col,skill_table[sn].name); magic.c: sprintf(buf,"%s's %s staff of %s",ch->name,col,skill_table[sn].name); magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) ) magic.c: if ( ch->pcdata->learned[sn] < 100 ) magic.c: {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} magic.c: {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} magic.c: {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} magic.c: {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} magic.c: {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} magic.c: sprintf(buf,"%s pill %s %s",ch->name,col,skill_table[sn].name); magic.c: sprintf(buf,"%s's %s pill of %s",ch->name,col,skill_table[sn].name); magic.c: if (ch->pcdata->followers > 4) magic.c: ch->pcdata->followers++; magic.c: sprintf(buf,"%s's white pegasus",ch->name); magic.c: sprintf(buf,"%s's griffin",ch->name); magic.c: sprintf(buf,"%s's black nightmare",ch->name); magic.c: char_to_room( victim, ch->in_room ); magic.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) magic.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) mccp.c: if (!ch->desc) { mccp.c: if (!ch->desc->out_compress) { mccp.c: if (!compressStart(ch->desc)) { mccp.c: if (!compressEnd(ch->desc)) { mccp.c: if (gch->level > 6) continue; mccp.c: if (gch->desc->out_compress) mccp.c: sprintf(buf, "%-15s uses mccp\n\r", gch->name); mccp.c: sprintf(buf,"%-15s Does not use mccp.\n\r", gch->name); msp.c: if (IS_SET(ch->act, PLR_MUSIC)) msp.c: REMOVE_BIT(ch->act, PLR_MUSIC); msp.c: SET_BIT(ch->act, PLR_MUSIC); msp.c: if (IS_SET(ch->act, PLR_SOUND)) msp.c: REMOVE_BIT(ch->act, PLR_SOUND); msp.c: SET_BIT(ch->act, PLR_SOUND); msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!IS_SET(ch->act, PLR_SOUND)) return; msp.c: if (!ch->in_room || !ch->in_room->area) return; msp.c: if (!IS_SET(ch->act, PLR_MUSIC)) return; msp.c: ch->in_room->area->music, SOUND_URL); necromancer.c: location = ch->in_room; necromancer.c: if (ch->practice < 1000) necromancer.c:if (ch->in_room->vnum >= 79000 && ch->in_room->vnum <= 80000) necromancer.c: ch->practice -= 1000; necromancer.c: int totaldam = ch->hit; necromancer.c: if (ch->mana < 50) necromancer.c: for (ich = ch->in_room->people; dummychar != NULL; ich = dummychar) necromancer.c: dummychar = ich->next_in_room; necromancer.c: dam = UMIN(totaldam, ich->hit + 10); necromancer.c: if (ich->position > POS_STUNNED && ich != ch) necromancer.c: if (ch->fighting == NULL) necromancer.c: if (ich->fighting == NULL) necromancer.c: ch->mana -= 50; // ch->mana / 2; necromancer.c: if (!(arg2[0] == '\0') || ch->fighting != NULL) necromancer.c: victim = ch->fighting; necromancer.c: if (ch->pcdata->powers[POWER_TICK] > 0) necromancer.c: ch->pcdata->powers[POWER_TICK] = 4; necromancer.c: if (!(arg2[0] == '\0') || ch->fighting != NULL) necromancer.c: victim = ch->fighting; necromancer.c: if (ch->pcdata->powers[POWER_TICK] > 0) necromancer.c: ch->pcdata->powers[POWER_TICK] = 3; necromancer.c: if (ch->pcdata->powers[POWER_TICK] > 0) necromancer.c: if (ch->fighting == NULL) necromancer.c: ch->pcdata->powers[POWER_TICK] = 5; necromancer.c: ch->level = 12; necromancer.c: ch->level = 3; necromancer.c: ch->pcdata->powers[POWER_TICK] = 2; necromancer.c: if (ch->pcdata->powers[POWER_TICK] > 2) necromancer.c: ich_next = ch->in_room->people; necromancer.c: ich_next = ich->next_in_room; necromancer.c: ch->pcdata->powers[POWER_TICK] += 1; necromancer.c: if (IS_SET (ch->in_room->room_flags, ROOM_ASTRAL)) necromancer.c: if (ch->move < 500) olc_act.c: pArea = ch->in_room->area; olc_act.c: pArea = ch->in_room->area; olc_act.c: pArea = ch->in_room->area; olc_act.c: ch->desc->pEdit = (void *) pMob; olc_act.c: ch->desc->pEdit = (void *) ch->in_room; olc_act.c: ch->desc->pEdit = (void *) pObj; olc_act.c: ch->desc->pEdit = (void *) ch->in_room; olc_act.c: ch->desc->pEdit = (void *) pArea; olc_act.c: if (value > ch->pcdata->security || value < 0) olc_act.c: if (ch->pcdata->security != 0) olc_act.c: sprintf(buf, "Security is 0-%d.\n\r", ch->pcdata->security); olc_act.c: for (rch = pRoom->people; rch; rch = rch->next_in_room) olc_act.c: one_argument(rch->name, buf); olc_act.c: pExit->to_room = ch->in_room; /* Assign data. */ olc_act.c: pExit->vnum = ch->in_room->vnum; olc_act.c: ch->desc->pEdit = (void *) pRoom; olc_act.c: if (!IS_BUILDER(ch, pArea) && ch->level < 12) olc_act.c: ch->desc->pEdit = (void *) pObj; olc_act.c: ch->desc->pEdit = (void *) pMob; olc_act.c: ch->desc->pEdit = (void *) tHelp; olc_act.c: ch->desc->pEdit = (void *) pHelp; olc.c: switch (ch->desc->editor) olc.c: switch (ch->desc->editor) olc.c: pArea = (AREA_DATA *) ch->desc->pEdit; olc.c: pRoom = ch->in_room; olc.c: pObj = (OBJ_INDEX_DATA *) ch->desc->pEdit; olc.c: pMob = (MOB_INDEX_DATA *) ch->desc->pEdit; olc.c: switch (ch->desc->editor) olc.c: ch->desc->pEdit = NULL; olc.c: ch->desc->editor = 0; olc.c: pArea = ch->in_room->area; olc.c: if (ch->trust < MAX_LEVEL) olc.c: if (ch->desc->editor == ED_AREA) olc.c: reset_area((AREA_DATA *) ch->desc->pEdit); olc.c: ch->desc->editor = ED_AREA; olc.c: pArea = (AREA_DATA *) ch->desc->pEdit; olc.c: ch->desc->pEdit = (void *) pArea; olc.c: ch->desc->editor = ED_AREA; olc.c: pRoom = ch->in_room; olc.c: if (ch->trust < MAX_LEVEL) olc.c: char_to_room(ch, ch->desc->pEdit); olc.c: ch->desc->editor = ED_ROOM; olc.c: if (ch->trust < MAX_LEVEL) olc.c: ch->desc->pEdit = (void *) pObj; olc.c: ch->desc->editor = ED_OBJECT; olc.c: ch->desc->editor = ED_OBJECT; olc.c: if (ch->trust < MAX_LEVEL) olc.c: ch->desc->pEdit = (void *) pMob; olc.c: ch->desc->editor = ED_MOBILE; olc.c: ch->desc->editor = ED_MOBILE; olc.c: if (!IS_BUILDER(ch, ch->in_room->area)) olc.c: if (ch->in_room->reset_first) olc.c: ROOM_INDEX_DATA *pRoom = ch->in_room; olc.c: if (!ch->in_room->reset_first) olc.c: pReset->arg3 = ch->in_room->vnum; olc.c: pReset->arg3 = ch->in_room->vnum; olc.c: add_reset(ch->in_room, pReset, atol(arg1)); olc.c: if (ch->pcdata->security < 2) olc.c: if (ch->level < (MAX_LEVEL - 10)) olc.c: ch->desc->editor = ED_HELP; olc.c: ch->desc->editor = ED_HELP; olc.c: ch->desc->editor = ED_HELP; olc.c: ch->desc->editor = ED_HELP; olc.c: ch->desc->editor = ED_HELP; olc_save.c: if (ch->pcdata->security < 2) olc_save.c: if (ch->level > 6) olc_save.c: switch (ch->desc->editor) olc_save.c: pArea = (AREA_DATA *) ch->desc->pEdit; olc_save.c: pArea = ch->in_room->area; olc_save.c: pArea = ((OBJ_INDEX_DATA *) ch->desc->pEdit)->area; olc_save.c: pArea = ((MOB_INDEX_DATA *) ch->desc->pEdit)->area; olc_save.c: pArea = ch->in_room->area; pyromancer.c: if (ch->fighting == NULL) pyromancer.c: else victim = ch->fighting; pyromancer.c: if (ch->mana < 100 ) pyromancer.c: if ((victim = ch->fighting) == NULL) pyromancer.c: ch->mana -= 100; pyromancer.c: sprintf(buf, "%s's blast of #rf#Rl#ra#Rm#re #Rimmolates#n you [#r%d#n]\n\r", ch->name, dam); pyromancer.c:// fire_effect(victim,ch->explevel,dam,TARGET_CHAR); pyromancer.c: if (ch->fighting == NULL) pyromancer.c: else victim = ch->fighting; pyromancer.c: if (IS_SET(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME)) pyromancer.c: REMOVE_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME); pyromancer.c: SET_BIT(ch->pcdata->powers[ELEMENTAL_POWERS], ELEMENTAL_ENFLAME); pyromancer.c: if (ch->pcRaceLevel < 50) pyromancer.c: if ( ch->practice < 1500) pyromancer.c: ch->practice -= 1500; races.c: if (!IS_NPC(ch) && ch->pcRaceLevel < 200) races.c: if (ch->level < 3) races.c: ch->pcRace = RACE_ARCHDEMON; races.c: send_to_char( "You have Become An Arch-Demon Demi-God.\n\r", ch); races.c: ch->pcRace = RACE_ARCHANGEL; races.c: if (ch->pcRaceLevel >= 25) races.c: if (ch->pcRaceLevel >= 50) races.c: if (!IS_NPC(ch) && ch->pcRace != 0) races.c: if (ch->level < 3) races.c: ch->pcRace = RACE_HUMAN; races.c: ch->pcRace = RACE_ELF; races.c: ch->pcRace = RACE_GNOME; races.c: ch->pcRace = RACE_GULLYDWARF; races.c: ch->pcRace = RACE_HILLDWARF; races.c: ch->pcRace = RACE_MTDWARF; races.c: ch->pcRace = RACE_DRAGONKIND; races.c: ch->pcRace = RACE_HOBBIT; races.c: ch->pcRace = RACE_KENDER; races.c: ch->pcRace = RACE_DROW; races.c: ch->pcRace = RACE_GIANT; races.c: ch->pcRace = RACE_HALFELF; races.c: ch->pcRace = RACE_OGRE; races.c: ch->pcRace = RACE_HALFOGRE; races.c: ch->pcRace = RACE_MINOTAUR; races.c: ch->pcRace = RACE_GOBLIN; races.c: ch->pcRace = RACE_HOBGOBLIN; races.c: ch->pcRace = RACE_DUERGARDWARF; races.c: ch->pcRace = RACE_TROLL; races.c: ch->pcRace = RACE_ORC; races.c: ch->pcRace = RACE_HALFORC; races.c: ch->pcRace = RACE_CENTAUR; races.c: ch->pcRace = RACE_WILDELF; races.c: if (IS_SET(ch->act, PLR_HOLYLIGHT)) races.c: REMOVE_BIT(ch->act, PLR_HOLYLIGHT); races.c: SET_BIT(ch->act, PLR_HOLYLIGHT); races.c: if (ch->pcRaceLevel < 50) races.c: REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); races.c: SET_BIT(ch->affected_by, AFF_ETHEREAL); races.c: if (ch->mana < 1150) races.c: level = ch->spl[PURPLE_MAGIC]; races.c: ch->mana -= 1150; races.c: for (vch = ch->in_room->people; vch != NULL; vch = vch_next) races.c: vch_next = vch->next_in_room; races.c: if (vch->trust > 6) races.c: dam = ch->pRank * 865; races.c: for ( vch = ch->in_room->people; vch!=NULL;vch = vch_next) races.c: vch_next = vch->next_in_room; races.c: sprintf(buf2, "#r%s's#0 body is struck by lightning! [#C%d#n]\n\r",vch->name, dam); races.c: cost = ch->pcdata->powers[BARD_LESSONS] * 100000; races.c: cost2 = cost - ch->exp; races.c: sprintf(buf, "Your skill is currently at %d.\n\r", ch->pcdata->powers[BARD_LESSONS]); races.c: if (ch->exp < cost) races.c: if (ch->pcdata->powers[BARD_LESSONS] >= 10) races.c: ch->exp -= cost; races.c: ch->pcdata->powers[BARD_LESSONS]++; races.c: if (!str_cmp(arg2, "self") || !str_cmp(arg2, ch->name)) races.c: if (ch->pcdata->powers[SONG_MASTERY] < 1) races.c: ch->pcdata->powers[SONG_MASTERY] = 1; races.c: chance = number_range(1, ch->pcdata->powers[BARD_LESSONS]); races.c: if (ch->pcdata->powers[SONG_MASTERY] < 10) races.c: ch->pcdata->powers[SONG_MASTERY]++; races.c: sprintf(buf, "#n%s sings a wonderful #rminuet#n to you.\n\r", ch->name); races.c: victim->pcdata->songs[SONG_MINUET] += (50 * ch->pcdata->powers[SONG_MASTERY]); races.c: victim->damroll += (50 * ch->pcdata->powers[SONG_MASTERY]); races.c: if (ch->pcdata->powers[BARD_LESSONS] < 1) races.c: sprintf(buf, "#n%s sings a wonderful #Lminne#n to you.\n\r", ch->name); races.c: victim->pcdata->songs[SONG_MINNE] += (50 * ch->pcdata->powers[SONG_MASTERY]); races.c: victim->armor -= (50 * ch->pcdata->powers[SONG_MASTERY]); races.c: if (ch->pcdata->powers[BARD_LESSONS] < 2) races.c: sprintf(buf, "#n%s sings a wonderful #Gmadrigal#n to you.\n\r", ch->name); races.c: victim->pcdata->songs[SONG_MADRIGAL] += (50 * ch->pcdata->powers[SONG_MASTERY]); races.c: victim->hitroll += (50 * ch->pcdata->powers[SONG_MASTERY]); races.c: if(ch->pcdata->powers[BARD_LESSONS] < 10) races.c: dam[0] = ch->pcdata->songs[0] + ch->pcdata->songs[1] + ch->pcdata->songs[2] + ch->pcdata->songs[3]; races.c: dam[1] = ch->pcdata->songs[4] + ch->pcdata->songs[5] + ch->pcdata->songs[6] + ch->pcdata->songs[7]; races.c: sprintf(buf, "#C%s #ychannels every bit of their #7inspiration #yinto one powerful song, hitting you hard. [#L%d#y]#n\n\r", ch->name, dam[3]); races.c: if (ch->pcdata->powers[BARD_LESSONS] < 7) races.c: sprintf(buf, "#n%s sings a #0lullaby#n to you, putting you to sleep.\n\r", ch->name); races.c: if (ch->pcdata->powers[BARD_LESSONS] < 4) races.c: sprintf(buf, "#n%s instills within you a horrific #rrequiem#n.\n\r", ch->name); races.c: victim->pcdata->songs[SONG_REQUIEM] += ch->pcdata->powers[SONG_MASTERY]; races.c: if (ch->pcdata->powers[BARD_LESSONS] < 9) races.c: sprintf(buf, "You take #y[#L%d#y]#n damage from %s's dissonant song #7introduction.#m\n\r", dam[0], ch->name); races.c: sprintf(buf, "The #7warmup#n to %s's dissonant attack does #y[#L%d#y]#n damage to you.\n\r", ch->name, dam[1]); races.c: sprintf(buf, "The #7body#n of %s's dissonant onslaught does #[#L%d#y]#n damage to you.\n\r", ch->name, dam[2]); races.c: sprintf(buf, "%s's dissonant song #7outro#n deals #y[#L%d#y]#n damage to you.\n\r", ch->name, dam[3]); races.c: sprintf(buf, "You take #y[#L%d#y]#n damage from %s's dissonant #7aftermath.#n\n\r", dam[4], ch->name); races.c: if (ch->pcdata->powers[BARD_LESSONS] < 5) races.c: sprintf(buf, "#n%s successfully causes you to regenerate quickly with their #Cpaeon#n.\n\r", ch->name); races.c: victim->pcdata->songs[SONG_PAEON] += ch->pcdata->powers[SONG_MASTERY]; races.c: if (ch->pcdata->powers[BARD_LESSONS] < 6) races.c: sprintf(buf, "#n%s causes you to regenerate mana fiercely with their #Pballad#n.\n\r", ch->name); races.c: victim->pcdata->songs[SONG_BALLAD] += ch->pcdata->powers[SONG_MASTERY]; races.c: if (ch->pcdata->powers[BARD_LESSONS] < 8) races.c: victim->pcdata->songs[SONG_HYMNUS] += ch->pcdata->powers[SONG_MASTERY]; races.c: if (ch->pcdata->powers[BARD_LESSONS] < 3) races.c: sprintf(buf, "#n%s sings a wonderful #ymarch#n to you.\n\r", ch->name); races.c: victim->pcdata->songs[SONG_MARCH] += (ch->pcdata->powers[SONG_MASTERY]*50); races.c: sprintf(buf, "%s %d\n\r", uta, ch->pcdata->songs[song]); races.c: sprintf(buf, "Mastery: %d\n", ch->pcdata->powers[SONG_MASTERY]); races.c: if (!IS_SET (ch->newbits, NEW_TOUGHSKIN)) races.c: SET_BIT (ch->newbits, NEW_TOUGHSKIN); races.c: REMOVE_BIT (ch->newbits, NEW_TOUGHSKIN); save.c: if ( IS_NPC(ch) || ch->level < 2 ) save.c: if (ch->pcdata->playerid == 0) save.c: ch->pcdata->playerid = get_next_playerid(); save.c: if ( ch->desc != NULL && ch->desc->connected != CON_PLAYING ) save.c: ch->save_time = current_time; save.c: sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->pcdata->switchname ) ); save.c: if ( ch->carrying != NULL ) save.c: fwrite_obj( ch, ch->carrying, fp, 0 ); save.c: if ( IS_NPC(ch) || ch->level < 2 ) save.c: ch->save_time = current_time; save.c: sprintf( strsave, "%sbackup/%s", PLAYER_DIR, capitalize(ch->pcdata->switchname) ); save.c: fprintf( fp, "%s~\n", ch->name ); save.c: fprintf( fp, "%s~\n", ch->pcdata->title ); save.c: fprintf( fp, "%s~\n", ch->lasthost ); save.c: fprintf( fp, "%s~\n", ch->lasttime ); save.c: fprintf( fp, "%d\n", ch->extra ); save.c: fprintf( fp, "%d\n", ch->sex ); save.c: fprintf( fp, "%s~\n", ch->pcdata->conception ); save.c: fprintf( fp, "%s~\n", ch->createtime ); save.c: fprintf( fp, "%d\n", ch->level ); save.c: ch->played + (int) (current_time - ch->logon)); save.c: fprintf( fp, "%s~\n", ch->pcdata->marriage ); save.c: fprintf( fp, "%d\n", ch->pkill ); save.c: fprintf( fp, "%d\n", ch->pdeath ); save.c: fprintf( fp, "%d\n", ch->pcdata->awins ); save.c: fprintf( fp, "%d\n", ch->pcdata->alosses ); save.c: fprintf( fp, "%d\n", ch->mkill ); save.c: fprintf( fp, "%d\n", ch->mdeath ); save.c: fprintf( fp, "Name %s~\n", ch->name ); save.c: fprintf( fp, "Switchname %s~\n", ch->pcdata->switchname ); save.c: fprintf( fp, "PlayerID %d\n", ch->pcdata->playerid ); save.c: fprintf( fp, "ShortDescr %s~\n", ch->short_descr ); save.c: fprintf( fp, "LongDescr %s~\n", ch->long_descr ); save.c: fprintf( fp, "Description %s~\n", ch->description ); save.c: fprintf( fp, "Class %d\n", ch->class ); save.c: fprintf( fp, "Morph %s~\n", ch->morph ); save.c: fprintf( fp, "Createtime %s~\n", ch->createtime ); save.c: fprintf( fp, "Lasttime %s~\n", ch->lasttime ); save.c: fprintf( fp, "Lasthost %s~\n", ch->lasthost ); save.c: fprintf( fp, "Prompt %s~\n", ch->prompt ); save.c: fprintf( fp, "Cprompt %s~\n", ch->cprompt ); save.c: fprintf( fp, "Decapmessage %s~\n", ch->pcdata->decapmessage ); save.c: fprintf( fp, "Loginmessage %s~\n", ch->pcdata->loginmessage ); save.c: fprintf( fp, "Logoutmessage %s~\n", ch->pcdata->logoutmessage ); save.c: fprintf( fp, "Avatarmessage %s~\n", ch->pcdata->avatarmessage ); save.c: fprintf( fp, "Tiemessage %s~\n", ch->pcdata->tiemessage ); save.c: fprintf( fp, "Jflags %d\n", ch->pcdata->jflags ); save.c: fprintf( fp, "Sex %d\n", ch->sex ); save.c: fprintf( fp, "Meanparadox %d\n", ch->pcdata->mean_paradox_counter ); save.c: fprintf( fp, "Timetick %d\n", ch->pcdata->time_tick ); save.c: fprintf( fp, "Revision %d\n", ch->pcdata->revision ); save.c: fprintf( fp, "Immune %d\n", ch->immune ); save.c: fprintf( fp, "Polyaff %d\n", ch->polyaff ); save.c: fprintf(fp, "PlayerRank %d\n", ch->pRank); save.c: fprintf(fp, "PlayerRace %d\n", ch->pcRace); save.c: fprintf(fp, "PlayerRaceLevel %d\n", ch->pcRaceLevel); save.c: fprintf(fp, "PcPractice %d\n", ch->pcpractice); save.c: fprintf(fp, "Pcwpnprof %d\n", ch->pcwpnprof); save.c: fprintf(fp, "Pcmaxwpnprof %d\n", ch->pcmaxwpnprof); save.c: fprintf(fp, "Pcsphereammount %d\n", ch->pcsphereammount); save.c: fprintf(fp, "Pcsphere %d\n", ch->pcsphere); save.c: fprintf(fp, "Pcgold %d\n", ch->pcgold); save.c: fprintf(fp, "Pcsilver %d\n", ch->pcsilver); save.c: fprintf(fp, "Pccopper %d\n", ch->pccopper); save.c: fprintf( fp, "Generation %d\n", ch->generation ); save.c: fprintf( fp, "Flag2 %d\n", ch->flag2 ); save.c: fprintf( fp, "Itemaffect %d\n", ch->itemaffect ); save.c: fprintf( fp, "Form %d\n", ch->form ); save.c: fprintf( fp, "Home %d\n", ch->home ); save.c: fprintf( fp, "Level %d\n", ch->level ); save.c: fprintf( fp, "Trust %d\n", ch->trust ); save.c: fprintf( fp, "Security %d\n", ch->pcdata->security ); /* OLC */ save.c: ch->played + (int) (current_time - ch->logon) ); save.c: ( ch->in_room == get_room_index( ROOM_VNUM_LIMBO ) save.c: && ch->was_in_room != NULL ) save.c: ? ch->was_in_room->vnum save.c: : ch->in_room->vnum ); save.c: ch->pkill, ch->pdeath, ch->mkill, ch->mdeath ); save.c: fprintf( fp, "Alos %d\n", ch->pcdata->alosses); save.c: fprintf( fp, "Awin %d\n", ch->pcdata->awins); save.c: ch->wpn[0], ch->wpn[1], ch->wpn[2], ch->wpn[3], ch->wpn[4], save.c: ch->wpn[5], ch->wpn[6], ch->wpn[7], ch->wpn[8], ch->wpn[9], save.c: ch->wpn[10], ch->wpn[11], ch->wpn[12], ch->wpn[13],ch->wpn[14], save.c: ch->wpn[15], ch->wpn[16], ch->wpn[17], ch->wpn[18] ); save.c: ch->spl[0], ch->spl[1], ch->spl[2], ch->spl[3], ch->spl[4] ); save.c: ch->cmbt[0], ch->cmbt[1], ch->cmbt[2], ch->cmbt[3], save.c: ch->cmbt[4], ch->cmbt[5], ch->cmbt[6], ch->cmbt[7] ); save.c: ch->stance[0], ch->stance[1], ch->stance[2], ch->stance[3], save.c: ch->stance[4], ch->stance[5], ch->stance[6], ch->stance[7], save.c: ch->stance[8], ch->stance[9], ch->stance[10], ch->stance[11] ); save.c: ch->stance[12], ch->stance[13], ch->stance[14], ch->stance[15], save.c: ch->stance[16], ch->stance[17], ch->stance[18], ch->stance[19], save.c: ch->stance[20], ch->stance[21], ch->stance[22], ch->stance[23] ); save.c: ch->loc_hp[0], ch->loc_hp[1], ch->loc_hp[2], ch->loc_hp[3], save.c: ch->loc_hp[4], ch->loc_hp[5], ch->loc_hp[6] ); save.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move ); save.c: fprintf( fp, "Exp %d\n", ch->exp ); save.c: fprintf( fp, "Act %d\n", ch->act ); save.c: fprintf( fp, "Special %d\n", ch->special ); save.c: fprintf( fp, "Newbits %d\n", ch->newbits ); save.c: fprintf( fp, "Extra %d\n", ch->extra ); save.c: fprintf( fp, "AffectedBy %d\n", ch->affected_by ); save.c: ch->position == POS_FIGHTING ? POS_STANDING : ch->position ); save.c: fprintf( fp, "Practice %d\n", ch->practice ); save.c: fprintf( fp, "SavingThrow %d\n", ch->saving_throw ); save.c: fprintf( fp, "Alignment %d\n", ch->alignment ); save.c: fprintf( fp, "Hitroll %d\n", ch->hitroll ); save.c: fprintf( fp, "Damroll %d\n", ch->damroll ); save.c: fprintf( fp, "Armor %d\n", ch->armor ); save.c: fprintf( fp, "Deaf %d\n", ch->deaf ); save.c: fprintf( fp, "Vnum %d\n", ch->pIndexData->vnum ); save.c: fprintf( fp, "Password %s~\n", ch->pcdata->pwd ); save.c: fprintf( fp, "Bamfin %s~\n", ch->pcdata->bamfin ); save.c: fprintf( fp, "Bamfout %s~\n", ch->pcdata->bamfout ); save.c: fprintf( fp, "Lastdecap1 %s~\n", ch->pcdata->last_decap[0] ); save.c: fprintf( fp, "Lastdecap2 %s~\n", ch->pcdata->last_decap[1] ); save.c: fprintf( fp, "Retaliation %s~\n", ch->pcdata->retaliation ); save.c: fprintf( fp, "Questsrun %d\n", ch->pcdata->questsrun ); save.c: fprintf( fp, "Queststotal %d\n", ch->pcdata->questtotal ); save.c: fprintf( fp, "Title %s~\n", ch->pcdata->title ); save.c: fprintf( fp, "Bounty %d\n", ch->pcdata->bounty ); save.c: fprintf( fp, "Conception %s~\n", ch->pcdata->conception ); save.c: fprintf( fp, "Parents %s~\n", ch->pcdata->parents ); save.c: fprintf( fp, "Cparents %s~\n", ch->pcdata->cparents ); save.c: fprintf( fp, "Marriage %s~\n", ch->pcdata->marriage ); save.c: ch->pcdata->perm_str, save.c: ch->pcdata->perm_int, save.c: ch->pcdata->perm_wis, save.c: ch->pcdata->perm_dex, save.c: ch->pcdata->perm_con ); save.c: ch->pcdata->mod_str, save.c: ch->pcdata->mod_int, save.c: ch->pcdata->mod_wis, save.c: ch->pcdata->mod_dex, save.c: ch->pcdata->mod_con ); save.c: fprintf( fp, "Quest %d\n", ch->pcdata->quest ); save.c: ch->pcdata->stage[0], save.c: ch->pcdata->stage[1], save.c: ch->pcdata->stage[2] ); save.c: ch->pcdata->score[0], save.c: ch->pcdata->score[1], save.c: ch->pcdata->score[2], save.c: ch->pcdata->score[3], save.c: ch->pcdata->score[4], save.c: ch->pcdata->score[5]); save.c: ch->pcdata->genes[0], save.c: ch->pcdata->genes[1], save.c: ch->pcdata->genes[2], save.c: ch->pcdata->genes[3], save.c: ch->pcdata->genes[4], save.c: ch->pcdata->genes[5], save.c: ch->pcdata->genes[6], save.c: ch->pcdata->genes[7], save.c: ch->pcdata->genes[8], save.c: ch->pcdata->genes[9] ); save.c: fprintf(fp, "%d ", ch->pcdata->powers[sn]); save.c: if (ch->pcdata->obj_vnum != 0) save.c: fprintf( fp, "Objvnum %d\n", ch->pcdata->obj_vnum ); save.c: ch->pcdata->condition[0], save.c: ch->pcdata->condition[1], save.c: ch->pcdata->condition[2] ); save.c: fprintf( fp, "Denied %ld\n", ch->pcdata->denied); save.c: fprintf (fp, "%s %ld ", boards[i].short_name, ch->pcdata->last_note[i]); save.c: if ( skill_table[sn].name != NULL && ch->pcdata->learned[sn] > 0 ) save.c: ch->pcdata->learned[sn], skill_table[sn].name ); save.c: for (ali = ch->pcdata->alias; ali; ali = ali->next) save.c: for (quest = ch->pcdata->quests; quest; quest = quest->next) save.c: for ( paf = ch->affected; paf != NULL; paf = paf->next ) save.c: ch->pcdata = alloc_perm( sizeof(*ch->pcdata) ); save.c: ch->pcdata = pcdata_free; save.c: *ch->pcdata = pcdata_zero; save.c: ch->desc = d; save.c: ch->name = str_dup( name ); save.c: ch->pcdata->switchname = str_dup( name ); save.c: ch->act = PLR_BRIEF3 save.c: ch->pcdata->board = &boards[DEFAULT_BOARD]; save.c: ch->pcdata->history = generate_history(); save.c: ch->extra = 0; save.c: ch->deaf = CHANNEL_DKTALK; /*no danish by default */ save.c: ch->special = 0; save.c: ch->newbits = 0; save.c: ch->class = 0; save.c: ch->amount_attacks_dealt = 0; save.c: ch->amount_attacks_recieved = 0; save.c: ch->amount_damage_dealt = 0; save.c: ch->amount_damage_recieved = 0; save.c: ch->pcdata->familiar = NULL; save.c: ch->pcdata->pfile = NULL; save.c: ch->pcdata->partner = NULL; save.c: ch->pcdata->propose = NULL; save.c: ch->pcdata->chobj = NULL; save.c: ch->pcdata->memorised = NULL; save.c: ch->pcdata->safe_counter = 0; save.c: ch->pcdata->mean_paradox_counter = 0; save.c: ch->pcdata->time_tick = 0; save.c: ch->pcdata->betting_amount = 0; save.c: ch->pcdata->betting_char = 0; save.c: ch->pcdata->tempflag = 0; // always 0 at login, never saved save.c: ch->pcdata->denied = current_time; save.c: ch->pcdata->playerid = 0; save.c: ch->pcdata->revision = 0; save.c: ch->pcdata->jflags = 0; save.c: ch->pcdata->decapmessage = str_dup( "" ); save.c: ch->pcdata->logoutmessage = str_dup( "" ); save.c: ch->pcdata->avatarmessage = str_dup( "" ); save.c: ch->pcdata->loginmessage = str_dup( "" ); save.c: ch->pcdata->tiemessage = str_dup( "" ); save.c: ch->pcdata->last_global = str_dup( "" ); save.c: ch->pcdata->pwd = str_dup( "" ); save.c: ch->pcdata->bamfin = str_dup( "" ); save.c: ch->pcdata->last_decap[0] = str_dup( "" ); save.c: ch->pcdata->last_decap[1] = str_dup( "" ); save.c: ch->pcdata->retaliation = str_dup( "" ); save.c: ch->pcdata->bamfout = str_dup( "" ); save.c: ch->pcdata->title = str_dup( "" ); save.c: ch->pcdata->bounty = 0; save.c: ch->pcdata->conception = str_dup( "" ); save.c: ch->pcdata->parents = str_dup( "" ); save.c: ch->pcdata->cparents = str_dup( "" ); save.c: ch->pcdata->marriage = str_dup( "" ); save.c: ch->morph = str_dup( "" ); save.c: ch->pload = str_dup( "" ); save.c: ch->prompt = str_dup( "" ); save.c: ch->cprompt = str_dup( "" ); save.c: free_string(ch->lasttime); save.c: ch->createtime = str_dup( strtime ); save.c: ch->lasttime = str_dup( "" ); save.c: ch->lasthost = str_dup( "" ); save.c: ch->hunting = str_dup( "" ); save.c: ch->pcdata->followers = 0; save.c: ch->mounted = 0; save.c: ch->home = ROOM_VNUM_TEMPLE; save.c: ch->damcap[0] = 1000; save.c: ch->damcap[1] = 0; save.c: ch->itemaffect = 0; save.c: ch->polyaff = 0; save.c: ch->immune = IMM_TRAVEL; save.c: ch->pRank = 1; save.c: ch->pcRace = 0; save.c: ch->pcRaceLevel = 0; save.c: ch->pcpractice = 0; save.c: ch->pcwpnprof = 0; save.c: ch->pcmaxwpnprof = 0; save.c: ch->pcsphereammount = 0; save.c: ch->pcsphere = 0; save.c: ch->pcgold = 0; save.c: ch->pcsilver = 0; save.c: ch->pccopper = 0; save.c: ch->form = 1048575; save.c: ch->loc_hp[sn] = 0; save.c: ch->wpn[sn] = 0; save.c: ch->spl[sn] = 0; save.c: ch->cmbt[sn] = 0; save.c: ch->cmbt[sn] = 0; save.c: ch->pcdata->ignore[sn] = -1; save.c: ch->pkill = 0; save.c: ch->pdeath = 0; save.c: ch->mkill = 0; save.c: ch->mdeath = 0; save.c: ch->class = 0; save.c: ch->amount_attacks_dealt = 0; save.c: ch->amount_attacks_recieved = 0; save.c: ch->amount_damage_dealt = 0; save.c: ch->amount_damage_recieved = 0; save.c: ch->pcdata->followers = 0; save.c: ch->pcdata->perm_str = 13; save.c: ch->pcdata->perm_int = 13; save.c: ch->pcdata->perm_wis = 13; save.c: ch->pcdata->perm_dex = 13; save.c: ch->pcdata->perm_con = 13; save.c: ch->pcdata->quest = 0; save.c: ch->pcdata->stage[0] = 0; save.c: ch->pcdata->stage[1] = 0; save.c: ch->pcdata->stage[2] = 0; save.c: ch->pcdata->score[0] = 0; save.c: ch->pcdata->score[1] = 0; save.c: ch->pcdata->score[2] = 0; save.c: ch->pcdata->score[3] = 0; save.c: ch->pcdata->score[4] = 0; save.c: ch->pcdata->score[5] = 0; save.c: ch->pcdata->genes[sn] = 0; save.c: ch->pcdata->powers[sn] = 0; save.c: ch->pcdata->security = 0; /* OLC */ save.c: ch->pcdata->obj_vnum = 0; save.c: ch->pcdata->condition[COND_THIRST] = 48; save.c: ch->pcdata->condition[COND_FULL] = 48; save.c: ch->pcdata = alloc_perm( sizeof(*ch->pcdata) ); save.c: ch->pcdata = pcdata_free; save.c: *ch->pcdata = pcdata_zero; save.c: ch->desc = d; save.c: ch->name = str_dup( name ); save.c: ch->pcdata->switchname = str_dup( name ); save.c: ch->act = PLR_BRIEF3 save.c: ch->pcdata->board = &boards[DEFAULT_BOARD]; save.c: ch->pcdata->history = generate_history(); save.c: ch->extra = 0; save.c: ch->deaf = CHANNEL_DKTALK; /*no danish by default */ save.c: ch->special = 0; save.c: ch->newbits = 0; save.c: ch->class = 0; save.c: ch->pcdata->familiar = NULL; save.c: ch->pcdata->pfile = NULL; save.c: ch->pcdata->partner = NULL; save.c: ch->pcdata->propose = NULL; save.c: ch->pcdata->chobj = NULL; save.c: ch->pcdata->memorised = NULL; save.c: ch->pcdata->safe_counter = 0; save.c: ch->pcdata->mean_paradox_counter = 0; save.c: ch->pcdata->betting_amount = 0; save.c: ch->pcdata->betting_char = 0; save.c: ch->pcdata->tempflag = 0; // always 0 at login, never saved save.c: ch->pcdata->denied = current_time; save.c: ch->pcdata->playerid = 0; save.c: ch->pcdata->time_tick = 0; save.c: ch->pcdata->revision = 0; save.c: ch->pcdata->jflags = 0; save.c: ch->pcdata->decapmessage = str_dup( "" ); save.c: ch->pcdata->avatarmessage = str_dup( "" ); save.c: ch->pcdata->logoutmessage = str_dup( "" ); save.c: ch->pcdata->loginmessage = str_dup( "" ); save.c: ch->pcdata->tiemessage = str_dup( "" ); save.c: ch->pcdata->last_global = str_dup( "" ); save.c: ch->pcdata->pwd = str_dup( "" ); save.c: ch->pcdata->bamfin = str_dup( "" ); save.c: ch->pcdata->bamfout = str_dup( "" ); save.c: ch->pcdata->last_decap[0] = str_dup( "" ); save.c: ch->pcdata->last_decap[1] = str_dup( "" ); save.c: ch->pcdata->retaliation = str_dup( "" ); save.c: ch->pcdata->title = str_dup( "" ); save.c: ch->pcdata->bounty = 0; save.c: ch->pcdata->conception = str_dup( "" ); save.c: ch->pcdata->parents = str_dup( "" ); save.c: ch->pcdata->cparents = str_dup( "" ); save.c: ch->pcdata->marriage = str_dup( "" ); save.c: ch->morph = str_dup( "" ); save.c: ch->pload = str_dup( "" ); save.c: ch->prompt = str_dup( "" ); save.c: ch->cprompt = str_dup( "" ); save.c: free_string(ch->lasttime); save.c: ch->createtime = str_dup( strtime ); save.c: ch->lasttime = str_dup( "" ); save.c: ch->lasthost = str_dup( "" ); save.c: ch->hunting = str_dup( "" ); save.c: ch->pcdata->followers = 0; save.c: ch->mounted = 0; save.c: ch->home = ROOM_VNUM_TEMPLE; save.c: ch->damcap[0] = 1000; save.c: ch->damcap[1] = 0; save.c: ch->itemaffect = 0; save.c: ch->polyaff = 0; save.c: ch->immune = IMM_TRAVEL; save.c: ch->pRank = 1; save.c: ch->pcRace = 0; save.c: ch->pcRaceLevel = 0; save.c: ch->pcpractice = 0; save.c: ch->pcwpnprof = 0; save.c: ch->pcmaxwpnprof = 0; save.c: ch->pcsphereammount = 0; save.c: ch->pcsphere = 0; save.c: ch->pcgold = 0; save.c: ch->pcsilver = 0; save.c: ch->pccopper = 0; save.c: ch->form = 1048575; save.c: ch->loc_hp[sn] = 0; save.c: ch->wpn[sn] = 0; save.c: ch->spl[sn] = 0; save.c: ch->cmbt[sn] = 0; save.c: ch->cmbt[sn] = 0; save.c: ch->pcdata->ignore[sn] = -1; save.c: ch->pkill = 0; save.c: ch->pdeath = 0; save.c: ch->mkill = 0; save.c: ch->mdeath = 0; save.c: ch->class = 0; save.c: ch->pcdata->followers = 0; save.c: ch->pcdata->perm_str = 13; save.c: ch->pcdata->perm_int = 13; save.c: ch->pcdata->perm_wis = 13; save.c: ch->pcdata->perm_dex = 13; save.c: ch->pcdata->perm_con = 13; save.c: ch->pcdata->quest = 0; save.c: ch->pcdata->stage[0] = 0; save.c: ch->pcdata->stage[1] = 0; save.c: ch->pcdata->stage[2] = 0; save.c: ch->pcdata->score[0] = 0; save.c: ch->pcdata->score[1] = 0; save.c: ch->pcdata->score[2] = 0; save.c: ch->pcdata->score[3] = 0; save.c: ch->pcdata->score[4] = 0; save.c: ch->pcdata->score[5] = 0; save.c: ch->pcdata->genes[sn] = 0; save.c: ch->pcdata->powers[sn] = 0; save.c: ch->pcdata->security = 0; /* OLC */ save.c: ch->pcdata->obj_vnum = 0; save.c: ch->pcdata->condition[COND_THIRST] = 48; save.c: ch->pcdata->condition[COND_FULL] = 48; save.c: KEY( "Act", ch->act, fread_number( fp ) ); save.c: KEY( "AffectedBy", ch->affected_by, fread_number( fp ) ); save.c: KEY( "Alignment", ch->alignment, fread_number( fp ) ); save.c: KEY( "Armor", ch->armor, fread_number( fp ) ); save.c: KEY( "Avatarmessage", ch->pcdata->avatarmessage, fread_string( fp ) ); save.c: KEY( "Awin", ch->pcdata->awins, fread_number( fp ) ); save.c: KEY( "Alos", ch->pcdata->alosses, fread_number( fp ) ); save.c: paf->next = ch->affected; save.c: ch->affected = paf; save.c: ch->pcdata->mod_str = fread_number( fp ); save.c: ch->pcdata->mod_int = fread_number( fp ); save.c: ch->pcdata->mod_wis = fread_number( fp ); save.c: ch->pcdata->mod_dex = fread_number( fp ); save.c: ch->pcdata->mod_con = fread_number( fp ); save.c: ch->pcdata->perm_str = fread_number( fp ); save.c: ch->pcdata->perm_int = fread_number( fp ); save.c: ch->pcdata->perm_wis = fread_number( fp ); save.c: ch->pcdata->perm_dex = fread_number( fp ); save.c: ch->pcdata->perm_con = fread_number( fp ); save.c: ali->next = ch->pcdata->alias; save.c: ch->pcdata->alias = ali; save.c: ch->pcdata->alias_count++; save.c: KEY( "Bamfin", ch->pcdata->bamfin, fread_string( fp ) ); save.c: KEY( "Bamfout", ch->pcdata->bamfout, fread_string( fp ) ); save.c: KEY( "Bounty", ch->pcdata->bounty, fread_number( fp )); save.c: sprintf (buf, "fread_char: %s had unknown board name: %s. Skipped.", ch->name, boardname); save.c: ch->pcdata->last_note[i] = fread_number(fp); save.c: KEY( "Class", ch->class, fread_number( fp ) ); save.c: ch->cmbt[0] = fread_number( fp ); save.c: ch->cmbt[1] = fread_number( fp ); save.c: ch->cmbt[2] = fread_number( fp ); save.c: ch->cmbt[3] = fread_number( fp ); save.c: ch->cmbt[4] = fread_number( fp ); save.c: ch->cmbt[5] = fread_number( fp ); save.c: ch->cmbt[6] = fread_number( fp ); save.c: ch->cmbt[7] = fread_number( fp ); save.c: KEY( "Conception", ch->pcdata->conception, fread_string( fp ) ); save.c: ch->pcdata->condition[0] = fread_number( fp ); save.c: ch->pcdata->condition[1] = fread_number( fp ); save.c: ch->pcdata->condition[2] = fread_number( fp ); save.c: KEY( "Cparents", ch->pcdata->cparents, fread_string( fp ) ); save.c: KEY( "Cprompt", ch->cprompt, fread_string( fp ) ); save.c: KEY( "Createtime", ch->createtime, fread_string( fp ) ); save.c: KEY( "Damroll", ch->damroll, fread_number( fp ) ); save.c: KEY( "Deaf", ch->deaf, fread_number( fp ) ); save.c: KEY( "Decapmessage", ch->pcdata->decapmessage, fread_string( fp )); save.c: KEY( "Denied", ch->pcdata->denied, fread_number( fp ) ); save.c: KEY( "Description", ch->description, fread_string( fp ) ); save.c: KEY( "Exp", ch->exp, fread_number( fp ) ); save.c: KEY( "Extra", ch->extra, fread_number( fp ) ); save.c: KEY( "Flag2", ch->flag2, fread_number( fp ) ); save.c: KEY( "Form", ch->form, fread_number( fp ) ); save.c: KEY( "Generation", ch->generation, fread_number( fp ) ); save.c: ch->pcdata->genes[0] = fread_number( fp ); save.c: ch->pcdata->genes[1] = fread_number( fp ); save.c: ch->pcdata->genes[2] = fread_number( fp ); save.c: ch->pcdata->genes[3] = fread_number( fp ); save.c: ch->pcdata->genes[4] = fread_number( fp ); save.c: ch->pcdata->genes[5] = fread_number( fp ); save.c: ch->pcdata->genes[6] = fread_number( fp ); save.c: ch->pcdata->genes[7] = fread_number( fp ); save.c: ch->pcdata->genes[8] = fread_number( fp ); save.c: ch->pcdata->genes[9] = fread_number( fp ); save.c: KEY( "Hitroll", ch->hitroll, fread_number( fp ) ); save.c: KEY( "Home", ch->home, fread_number( fp ) ); save.c: ch->hit = fread_number( fp ); save.c: ch->max_hit = fread_number( fp ); save.c: ch->mana = fread_number( fp ); save.c: ch->max_mana = fread_number( fp ); save.c: ch->move = fread_number( fp ); save.c: ch->max_move = fread_number( fp ); save.c: KEY( "Immune", ch->immune, fread_number( fp ) ); save.c: KEY( "Itemaffect", ch->itemaffect, fread_number( fp ) ); save.c: KEY( "Jflags", ch->pcdata->jflags, fread_number( fp ) ); save.c: KEY( "Lasthost", ch->lasthost, fread_string( fp ) ); save.c: KEY( "Lastdecap1", ch->pcdata->last_decap[0], fread_string( fp ) ); save.c: KEY( "Lastdecap2", ch->pcdata->last_decap[1], fread_string( fp ) ); save.c: KEY( "Lasttime", ch->lasttime, fread_string( fp ) ); save.c: KEY( "Level", ch->level, fread_number( fp ) ); save.c: ch->loc_hp[0] = fread_number( fp ); save.c: ch->loc_hp[1] = fread_number( fp ); save.c: ch->loc_hp[2] = fread_number( fp ); save.c: ch->loc_hp[3] = fread_number( fp ); save.c: ch->loc_hp[4] = fread_number( fp ); save.c: ch->loc_hp[5] = fread_number( fp ); save.c: ch->loc_hp[6] = fread_number( fp ); save.c: KEY( "Loginmessage", ch->pcdata->loginmessage, fread_string( fp ) ); save.c: KEY( "Logoutmessage", ch->pcdata->logoutmessage, fread_string( fp ) ); save.c: KEY( "LongDescr", ch->long_descr, fread_string( fp ) ); save.c: KEY( "Meanparadox", ch->pcdata->mean_paradox_counter, fread_number( fp ) ); save.c: KEY( "Marriage", ch->pcdata->marriage, fread_string( fp ) ); save.c: KEY( "Morph", ch->morph, fread_string( fp ) ); save.c: KEY( "Newbits", ch->newbits, fread_number( fp ) ); save.c: KEY( "Objvnum", ch->pcdata->obj_vnum, fread_number( fp ) ); save.c: KEY("PlayerRank", ch->pRank, fread_number( fp ) ); save.c: KEY("PlayerRace", ch->pcRace, fread_number( fp ) ); save.c: KEY("PlayerRaceLevel", ch->pcRaceLevel, fread_number( fp ) ); save.c: KEY("PcPractice", ch->pcpractice, fread_number( fp ) ); save.c: KEY("Pcwpnprof", ch->pcwpnprof, fread_number( fp ) ); save.c: KEY("Pcmaxwpnprof", ch->pcmaxwpnprof, fread_number( fp ) ); save.c: KEY("Pcsphereammount", ch->pcsphereammount, fread_number( fp ) ); save.c: KEY("Pcsphere", ch->pcsphere, fread_number( fp ) ); save.c: KEY("Pcgold", ch->pcgold, fread_number( fp ) ); save.c: KEY("Pcsilver", ch->pcsilver, fread_number( fp ) ); save.c: KEY("Pccopper", ch->pccopper, fread_number( fp ) ); save.c: KEY( "Parents", ch->pcdata->parents, fread_string( fp ) ); save.c: KEY( "Password", ch->pcdata->pwd, fread_string( fp ) ); save.c: KEY( "Played", ch->played, fread_number( fp ) ); save.c: KEY( "PlayerID", ch->pcdata->playerid, fread_number( fp ) ); save.c: KEY( "Polyaff", ch->polyaff, fread_number( fp ) ); save.c: ch->pcdata->powers[sn] = fread_number( fp ); save.c: KEY( "Position", ch->position, fread_number( fp ) ); save.c: KEY( "Practice", ch->practice, fread_number( fp ) ); save.c: ch->pkill = fread_number( fp ); save.c: ch->pdeath = fread_number( fp ); save.c: ch->mkill = fread_number( fp ); save.c: ch->mdeath = fread_number( fp ); save.c: KEY( "Prompt", ch->prompt, fread_string( fp ) ); save.c: KEY( "Quest", ch->pcdata->quest, fread_number( fp ) ); save.c: KEY( "Questsrun", ch->pcdata->questsrun, fread_number( fp ) ); save.c: KEY( "Queststotal", ch->pcdata->questtotal, fread_number( fp ) ); save.c: quest->next = ch->pcdata->quests; save.c: ch->pcdata->quests = quest; save.c: KEY( "Retaliation", ch->pcdata->retaliation, fread_string( fp ) ); save.c: KEY( "Revision", ch->pcdata->revision, fread_number( fp ) ); save.c: ch->in_room = get_room_index( fread_number( fp ) ); save.c: if ( ch->in_room == NULL ) save.c: ch->in_room = get_room_index( ROOM_VNUM_LIMBO ); save.c: KEY( "SavingThrow", ch->saving_throw, fread_number( fp ) ); save.c: KEY( "Switchname", ch->pcdata->switchname, fread_string( fp ) ); save.c: ch->pcdata->score[0] = fread_number( fp ); save.c: ch->pcdata->score[1] = fread_number( fp ); save.c: ch->pcdata->score[2] = fread_number( fp ); save.c: ch->pcdata->score[3] = fread_number( fp ); save.c: ch->pcdata->score[4] = fread_number( fp ); save.c: ch->pcdata->score[5] = fread_number( fp ); save.c: KEY( "Sex", ch->sex, fread_number( fp ) ); save.c: KEY( "ShortDescr", ch->short_descr, fread_string( fp ) ); save.c: KEY( "Security", ch->pcdata->security, fread_number(fp)); save.c: ch->pcdata->learned[sn] = value; save.c: KEY( "Special", ch->special, fread_number( fp ) ); save.c: ch->spl[0] = fread_number( fp ); save.c: ch->spl[1] = fread_number( fp ); save.c: ch->spl[2] = fread_number( fp ); save.c: ch->spl[3] = fread_number( fp ); save.c: ch->spl[4] = fread_number( fp ); save.c: ch->pcdata->stage[0] = fread_number( fp ); save.c: ch->pcdata->stage[1] = fread_number( fp ); save.c: ch->pcdata->stage[2] = fread_number( fp ); save.c: ch->stance[0] = fread_number( fp ); save.c: ch->stance[1] = fread_number( fp ); save.c: ch->stance[2] = fread_number( fp ); save.c: ch->stance[3] = fread_number( fp ); save.c: ch->stance[4] = fread_number( fp ); save.c: ch->stance[5] = fread_number( fp ); save.c: ch->stance[6] = fread_number( fp ); save.c: ch->stance[7] = fread_number( fp ); save.c: ch->stance[8] = fread_number( fp ); save.c: ch->stance[9] = fread_number( fp ); save.c: ch->stance[10] = fread_number( fp ); save.c: ch->stance[11] = fread_number( fp ); save.c: ch->stance[12] = fread_number(fp); save.c: ch->stance[13] = fread_number(fp); save.c: ch->stance[14] = fread_number(fp); save.c: ch->stance[15] = fread_number(fp); save.c: ch->stance[16] = fread_number(fp); save.c: ch->stance[17] = fread_number(fp); save.c: ch->stance[18] = fread_number(fp); save.c: ch->stance[19] = fread_number(fp); save.c: ch->stance[20] = fread_number(fp); save.c: ch->stance[21] = fread_number(fp); save.c: ch->stance[22] = fread_number(fp); save.c: ch->stance[23] = fread_number(fp); save.c: KEY( "Tiemessage", ch->pcdata->tiemessage, fread_string( fp )); save.c: KEY( "Trust", ch->trust, fread_number( fp ) ); save.c: KEY( "Timetick", ch->pcdata->time_tick, fread_number( fp ) ); save.c: ch->pcdata->title = fread_string( fp ); save.c: if ( isalpha(ch->pcdata->title[0]) save.c: || isdigit(ch->pcdata->title[0]) ) save.c: sprintf( buf, " %s", ch->pcdata->title ); save.c: free_string( ch->pcdata->title ); save.c: ch->pcdata->title = str_dup( buf ); save.c: ch->pIndexData = get_mob_index( fread_number( fp ) ); save.c: ch->wpn[0] = fread_number( fp ); save.c: ch->wpn[1] = fread_number( fp ); save.c: ch->wpn[2] = fread_number( fp ); save.c: ch->wpn[3] = fread_number( fp ); save.c: ch->wpn[4] = fread_number( fp ); save.c: ch->wpn[5] = fread_number( fp ); save.c: ch->wpn[6] = fread_number( fp ); save.c: ch->wpn[7] = fread_number( fp ); save.c: ch->wpn[8] = fread_number( fp ); save.c: ch->wpn[9] = fread_number( fp ); save.c: ch->wpn[10] = fread_number( fp ); save.c: ch->wpn[11] = fread_number( fp ); save.c: ch->wpn[12] = fread_number( fp ); save.c: ch->wpn[13] = fread_number( fp ); save.c: ch->wpn[14] = fread_number( fp ); save.c: ch->wpn[15] = fread_number( fp ); save.c: ch->wpn[16] = fread_number( fp ); save.c: ch->wpn[17] = fread_number( fp ); save.c: ch->wpn[18] = fread_number( fp ); special.c: if (ch->fighting) return FALSE; special.c: if (!ch->fighting) return FALSE; special.c: if (ch->fighting) return FALSE; special.c: if (ch->position == POS_STANDING && !IS_AFFECTED(ch, AFF_HIDE)) special.c: if ((victim = ch->fighting) == NULL) special.c: for (vch = ch->in_room->people; vch && !found; vch = vch->next_in_room) special.c: (*skill_table[sn].spell_fun) (sn, ch->level, ch, gch); string.c: ch->desc->pString = pString; string.c: ch->desc->pString = pString; string.c: **ch->desc->pString = '\0'; string.c: send_to_char( *ch->desc->pString, ch ); string.c: *ch->desc->pString = string.c: string_replace( *ch->desc->pString, arg2, arg3 ); string.c: *ch->desc->pString = format_string( *ch->desc->pString ); string.c: ch->desc->pString = NULL; string.c: ch->desc->pString = NULL; string.c: strcpy( buf, *ch->desc->pString ); string.c: free_string( *ch->desc->pString ); string.c: *ch->desc->pString = str_dup( buf ); transmuter.c: obj->questmaker = str_dup(ch->name); transmuter.c: obj->questmaker = str_dup(ch->name); transmuter.c: if ( ch->pcdata->condition[COND_THIRST] < 40) transmuter.c: ch->pcdata->condition[COND_THIRST] -= number_range(30,40); transmuter.c: sprintf(buf,"Your form shimmers and transforms into %s.",ch->name); transmuter.c: sprintf(buf,"%s's form shimmers and transforms into %s.",ch->morph,ch->name); transmuter.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); transmuter.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); transmuter.c: free_string( ch->morph ); transmuter.c: ch->morph = str_dup( "" ); transmuter.c: sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->morph,victim->name); transmuter.c: sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->morph); transmuter.c: free_string( ch->morph ); transmuter.c: ch->morph = str_dup( victim->name ); transmuter.c: sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->name,victim->name); transmuter.c: sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->name); transmuter.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); transmuter.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); transmuter.c: free_string( ch->morph ); transmuter.c: ch->morph = str_dup( victim->name ); transmuter.c: if ( ch->pcdata->condition[COND_THIRST] < 50 ) transmuter.c: if (ch->stance[0] != -1) do_stance(ch,""); transmuter.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); transmuter.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING); transmuter.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC); transmuter.c:/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/ transmuter.c: SET_BIT(ch->polyaff, POLY_BAT); transmuter.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); transmuter.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); transmuter.c: sprintf(buf, "%s the #0v#rampire #0b#rat#n", ch->name); transmuter.c: free_string( ch->morph ); transmuter.c: ch->morph = str_dup( buf ); transmuter.c: if (ch->stance[0] != -1) do_stance(ch,""); transmuter.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); transmuter.c: if (ch->wpn[0] > 0) transmuter.c: ch->hitroll += (ch->wpn[0]); transmuter.c: ch->damroll += (ch->wpn[0]); transmuter.c: ch->armor -= (ch->wpn[0] * 3); transmuter.c: ch->pcdata->mod_str = 10; transmuter.c:/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/ transmuter.c: SET_BIT(ch->polyaff, POLY_WOLF); transmuter.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); transmuter.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); transmuter.c: sprintf(buf, "%s the #0d#rire #0w#rolf#n", ch->name); transmuter.c: free_string( ch->morph ); transmuter.c: ch->morph = str_dup( buf ); transmuter.c: if (ch->stance[0] != -1) do_stance(ch,""); transmuter.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); transmuter.c: ch->pcdata->condition[COND_THIRST] -= number_range(40,50); transmuter.c: REMOVE_BIT(ch->extra, TIED_UP); transmuter.c: REMOVE_BIT(ch->extra, GAGGED); transmuter.c: REMOVE_BIT(ch->extra, BLINDFOLDED); transmuter.c:/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/ transmuter.c: SET_BIT(ch->polyaff, POLY_MIST); transmuter.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); transmuter.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); transmuter.c: SET_BIT(ch->affected_by, AFF_ETHEREAL); transmuter.c: sprintf(buf, "%s the #7w#nhite #7m#nist", ch->name); transmuter.c: free_string( ch->morph ); transmuter.c: ch->morph = str_dup( buf ); transmuter.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING); transmuter.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC); transmuter.c: REMOVE_BIT(ch->polyaff, POLY_BAT); transmuter.c:/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/ transmuter.c:/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/ transmuter.c: REMOVE_BIT(ch->polyaff, POLY_WOLF); transmuter.c: if (ch->hit < 1) ch->hit = 1; transmuter.c:/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/ transmuter.c: REMOVE_BIT(ch->polyaff, POLY_MIST); transmuter.c: REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); transmuter.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); transmuter.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); transmuter.c: free_string( ch->morph ); transmuter.c: ch->morph = str_dup( "" ); transmuter.c: REMOVE_BIT(ch->polyaff, POLY_ZULOFORM); transmuter.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); transmuter.c: if (ch->hit < 1) ch->hit = 1; transmuter.c: ch->damroll = ch->damroll - 150; transmuter.c: ch->hitroll = ch->hitroll - 150; transmuter.c: free_string( ch->morph ); transmuter.c: ch->morph = str_dup( "" ); transmuter.c: if (ch->stance[0] != -1) do_stance(ch,""); transmuter.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); transmuter.c: ch->pcdata->condition[COND_THIRST] -= number_range(100,200); transmuter.c: ch->pcdata->mod_str = 15; transmuter.c: ch->pcdata->mod_dex = 15; transmuter.c: SET_BIT(ch->polyaff, POLY_ZULOFORM); transmuter.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); transmuter.c: free_string( ch->morph ); transmuter.c: ch->morph = str_dup( buf ); transmuter.c: ch->damroll = ch->damroll + 150; transmuter.c: ch->hitroll = ch->hitroll + 150; transmuter.c:REMOVE_BIT(ch->extra,EXTRA_DRAGON); transmuter.c:if (ch->hit < 1) ch->hit = 1; transmuter.c: ch->damroll = ch->damroll - 100; transmuter.c: ch->hitroll = ch->hitroll - 100; transmuter.c: free_string( ch->morph ); transmuter.c: ch->morph = str_dup( "A big black monster" ); transmuter.c:if (ch->mounted == IS_RIDING) do_dismount(ch,""); transmuter.c:ch->pcdata->condition[COND_THIRST] -= number_range(20,40); transmuter.c:SET_BIT(ch->extra,EXTRA_DRAGON); transmuter.c:sprintf(buf, "%s, the huge rabid dragon", ch->name); transmuter.c:free_string( ch->morph ); transmuter.c:ch->morph = str_dup( buf ); transmuter.c:ch->damroll = ch->damroll + 100; transmuter.c:ch->hitroll = ch->hitroll + 100; update.c: if (IS_NPC(ch) && (mount = ch->mount) != NULL && !IS_NPC(mount)) update.c: if ((master = ch->master) == NULL || master != mount) update.c: ch->exp += gain; update.c: condition = ch->pcdata->condition[iCond]; update.c: ch->pcdata->condition[iCond] = URANGE(0, condition + value, 48); update.c: ch->pcdata->condition[iCond] = URANGE(0, condition + value, 20000 / ch->generation); update.c: if (ch->pcdata->condition[iCond] == 0) update.c: else if (ch->pcdata->condition[iCond] < 10) update.c: ch_next = ch->next; update.c: if (ch->in_room == NULL) update.c: if (!IS_NPC(ch) && ch->hunting != NULL && ch->hunting != '\0' && strlen(ch->hunting) > 1) update.c: if (IS_HERO(ch) && ch->hit > 0 && !IS_SET(ch->extra, EXTRA_AFK)) update.c: if (ch->class == 0 && IS_ITEMAFF(ch, ITEMA_REGENERATE)) update.c: ch->hit += number_range(1, 5); update.c: if (ch->hit > ch->max_hit) update.c: ch->hit = ch->max_hit; update.c: if (IS_ITEMAFF(ch, ITEMA_REGENERATE) && ch->hit > 0) update.c: if (ch->spec_fun != 0) update.c: if ((*ch->spec_fun) (ch, "update")) update.c: if (ch->position != POS_STANDING) update.c: if (IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->contents != NULL && number_bits(2) == 0) update.c: for (obj = ch->in_room->contents; obj; obj = obj->next_content) update.c: if (!IS_SET(ch->act, ACT_SENTINEL) && (door = number_bits(5)) <= 5 && (pexit = ch->in_room->exit[door]) != NULL update.c: && (ch->hunting == NULL || strlen(ch->hunting) < 1) update.c: && !(IS_SET(ch->act, ACT_FISH) && pexit->to_room->sector_type != SECT_WATER_SWIM && pexit->to_room->sector_type != SECT_WATER_NOSWIM) update.c: && !(IS_SET(ch->act, ACT_NOSWIM) && (pexit->to_room->sector_type == SECT_WATER_SWIM || pexit->to_room->sector_type == SECT_WATER_NOSWIM)) update.c: && ((!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900) || pexit->to_room->area == ch->in_room->area)) update.c: if (ch->hit < ch->max_hit / 2 && (door = number_bits(3)) <= 5 && (pexit = ch->in_room->exit[door]) != NULL update.c: && pexit->to_room != NULL && ch->level < 900 && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->to_room->room_flags, ROOM_NO_MOB)) update.c: for (rch = pexit->to_room->people; rch != NULL; rch = rch->next_in_room) update.c: if (ch->pcdata->followers > 0) update.c: ch->pcdata->followers = 0; update.c: if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE)) update.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_SILENCE); update.c: if (IS_SET(ch->in_room->room_flags, ROOM_FLAMING)) update.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_FLAMING); update.c: REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_1); update.c: REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_2); update.c: REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_4); update.c: REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_8); update.c: REMOVE_BIT(ch->loc_hp[1], BROKEN_RIBS_16); update.c: SET_BIT(ch->loc_hp[1], BROKEN_RIBS_16); update.c: SET_BIT(ch->loc_hp[1], BROKEN_RIBS_8); update.c: SET_BIT(ch->loc_hp[1], BROKEN_RIBS_4); update.c: SET_BIT(ch->loc_hp[1], BROKEN_RIBS_2); update.c: SET_BIT(ch->loc_hp[1], BROKEN_RIBS_1); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EYE_L); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EYE_R); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EAR_L); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_EAR_R); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_NOSE); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_NOSE); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_1); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_2); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_4); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_8); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_16); update.c: SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_16); update.c: SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_8); update.c: SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_4); update.c: SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_2); update.c: SET_BIT(ch->loc_hp[LOC_HEAD], LOST_TOOTH_1); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_NOSE); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_JAW); update.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD], BROKEN_SKULL); update.c: REMOVE_BIT(ch->loc_hp[LOC_BODY], BROKEN_SPINE); update.c: REMOVE_BIT(ch->loc_hp[LOC_BODY], BROKEN_NECK); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_ARM); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_ARM); update.c: SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_HAND); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_ARM); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_ARM); update.c: SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_HAND); update.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_L], LOST_LEG); update.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_L], BROKEN_LEG); update.c: SET_BIT(ch->loc_hp[LOC_LEG_L], LOST_FOOT); update.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_R], LOST_LEG); update.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_R], BROKEN_LEG); update.c: SET_BIT(ch->loc_hp[LOC_LEG_R], LOST_FOOT); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_ARM); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_ARM); update.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_L], BROKEN_LEG); update.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_R], BROKEN_LEG); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_HAND); update.c: SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_THUMB); update.c: SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_I); update.c: SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_M); update.c: SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_R); update.c: SET_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_L); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_HAND); update.c: SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_THUMB); update.c: SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_I); update.c: SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_M); update.c: SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_R); update.c: SET_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_L); update.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_L], LOST_FOOT); update.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_R], LOST_FOOT); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_THUMB); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_THUMB); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_THUMB); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_I); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_I); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_M); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_M); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_R); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_R); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], LOST_FINGER_L); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L], BROKEN_FINGER_L); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_THUMB); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_THUMB); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_THUMB); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_I); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_I); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_M); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_M); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_R); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_R); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], LOST_FINGER_L); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L); update.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R], BROKEN_FINGER_L); update.c: if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT)) update.c: REMOVE_BIT(ch->loc_hp[LOC_BODY], CUT_THROAT); update.c: ch_next = ch->next; update.c: else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0) update.c: SET_BIT(ch->extra, EXTRA_OSWITCH); update.c: if (ch->decay_pulse > 0) update.c: if (--ch->decay_pulse <= 0) update.c: if (ch->tick_timer[TIMER_CHALLENGE] == 1) update.c: if (ch->tick_timer[i] > 0) update.c: ch->tick_timer[i]--; update.c: for (quest = ch->pcdata->quests; quest; quest = quest_next) update.c: if ((ch->level < LEVEL_IMMORTAL || !ch->desc) && !is_obj && !IS_SET(ch->extra, EXTRA_AFK)) update.c: if ((ch->desc == NULL || ch->desc->connected == CON_PLAYING) && ch->level >= 2 && ch->save_time < save_time) update.c: save_time = ch->save_time; update.c: if (++ch->timer >= 12 && !in_fortress(ch)) update.c: if (ch->was_in_room == NULL && ch->in_room != NULL) update.c: ch->was_in_room = ch->in_room; update.c: if (ch->fighting != NULL) update.c: if (ch->timer > 20) update.c: for (paf = ch->affected; paf != NULL; paf = paf_next) update.c: sprintf(buf, "Update Bug : Bad affect on %s.", ch->name); update.c: if (ch->position == POS_MORTAL || ch->position == POS_STUNNED || ch->position == POS_INCAP) update.c: if (ch->position > POS_STUNNED && !is_obj) update.c: if (ch->hit < ch->max_hit) update.c: ch->hit = UMIN(ch->hit + number_range(5, 10), ch->max_hit); update.c: if (ch->mana < ch->max_mana) update.c: ch->mana = UMIN(ch->mana + number_range(5, 10), ch->max_mana); update.c: if (ch->move < ch->max_move) update.c: ch->move = UMIN(ch->move + number_range(5, 10), ch->max_move); update.c: else if (ch->position <= POS_STUNNED && !is_obj) update.c: ch->hit = ch->hit + number_range(2, 4); update.c: if (ch->position > POS_STUNNED) update.c: if (ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL) update.c: ch->hit = ch->hit - dam; update.c: if (ch->hit < 1) update.c: ch->hit = 1; update.c: ch->in_room->blood += dam; update.c: if (ch->in_room->blood > 1000) update.c: ch->in_room->blood = 1000; update.c: ch->hit = ch->hit - dam; update.c: if (ch->hit < 1) update.c: ch->hit = 1; update.c: ch->hit = ch->hit - number_range(100, 200); update.c: if (ch->hit < 1) update.c: ch->hit = 1; update.c: REMOVE_BIT(ch->affected_by, AFF_POISON); update.c: if (ch->position == POS_INCAP && !is_obj) update.c: ch->hit = ch->hit + number_range(2, 4); update.c: if (ch->position > POS_INCAP) update.c: if (ch->position > POS_STUNNED) update.c: else if (ch->position == POS_MORTAL && !is_obj) update.c: ch->hit = ch->hit + number_range(2, 4); update.c: if (ch->position == POS_INCAP) update.c: ch_next = ch->next; update.c: if (ch->hit > 0 && ch->pcdata->mortal > 0) update.c: ch->pcdata->mortal = 0; update.c: ch->pcdata->mortal += 1; update.c: if (ch->pcdata->mortal > 10 && !in_fortress(ch)) update.c: ch->hit = 100; update.c: ch->pcdata->mortal = 0; update.c: ch->fight_timer = 0; update.c: if (ch->pcdata->safe_counter > 0) update.c: ch->pcdata->safe_counter--; update.c: if (ch->pcdata->safe_counter == 0) update.c: if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && ch->level > 2 && ch->level < 7 && getMight(ch) >= 150) update.c: if (!IS_SET(ch->extra, EXTRA_AFK)) update.c: ch->pcdata->sit_safe += number_range(5, 10); update.c: if ((ch->pcdata->sit_safe > 200 || ch->fight_timer != 0) && !ragnarok && !ch->fighting) update.c: if (ch->pcdata->sit_safe > 0) update.c: ch->pcdata->sit_safe -= 10; update.c: ch->pcdata->sit_safe = 0; update.c: if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1, 10) == 1) update.c: if (ch->pcdata->condition[COND_DRUNK] > 0 && number_range(1, 10) == 5) update.c: ch->pcdata->condition[COND_DRUNK]--; update.c: if (ch->pcdata->condition[COND_DRUNK] == 0) update.c: if (ch->pcdata->stage[0] > 0 || ch->pcdata->stage[2] > 0) update.c: if (ch->pcdata->stage[1] > 0 && ch->pcdata->stage[2] >= 225) update.c: ch->pcdata->stage[2] += 1; update.c: if ((vch = ch->pcdata->partner) != NULL && update.c: !IS_NPC(vch) && vch->pcdata->partner == ch && ((vch->pcdata->stage[2] >= 200 && vch->sex == SEX_FEMALE) || (ch->pcdata->stage[2] >= 200 && ch->sex == SEX_FEMALE))) update.c: if (ch->in_room != vch->in_room) update.c: if (vch->pcdata->stage[2] >= 225 && ch->pcdata->stage[2] >= 225 && vch->pcdata->stage[2] < 240 && ch->pcdata->stage[2] < 240) update.c: ch->pcdata->stage[2] = 240; update.c: vch->pcdata->stage[2] = 240; update.c: if (ch->sex == SEX_MALE && vch->pcdata->stage[2] >= 240) update.c: if (vch->pcdata->stage[2] > ch->pcdata->stage[2]) update.c: ch->pcdata->stage[2] = vch->pcdata->stage[2]; update.c: else if (ch->sex == SEX_FEMALE && vch->pcdata->stage[2] >= 240) update.c: if (vch->pcdata->stage[2] > ch->pcdata->stage[2]) update.c: ch->pcdata->stage[2] = vch->pcdata->stage[2]; update.c: if (ch->pcdata->stage[2] >= 250) update.c: if ((vch = ch->pcdata->partner) != NULL && !IS_NPC(vch) && vch->pcdata->partner == ch && ch->in_room == vch->in_room) update.c: vch->pcdata->stage[2] = 250; update.c: if (ch->sex == SEX_MALE) update.c: ch->pcdata->stage[0] = 0; update.c: vch->pcdata->stage[0] = 0; update.c: SET_BIT(ch->extra, EXTRA_EXP); update.c: ch->exp += 100000; update.c: SET_BIT(vch->extra, EXTRA_EXP); update.c: vch->exp += 100000; update.c: if (ch->pcdata->stage[0] > 0 && ch->pcdata->stage[2] < 1 && ch->position != POS_RESTING) update.c: if (ch->pcdata->stage[0] > 1) update.c: ch->pcdata->stage[0] -= 1; update.c: ch->pcdata->stage[0] = 0; update.c: else if (ch->pcdata->stage[2] > 0 && ch->pcdata->stage[0] < 1) update.c: if (ch->pcdata->stage[2] > 10) update.c: ch->pcdata->stage[2] -= 10; update.c: ch->pcdata->stage[2] = 0; update.c: if (ch->sex == SEX_MALE && ch->pcdata->stage[2] == 0) update.c: if (ch->loc_hp[6] > 0) update.c: (*skill_table[sn].spell_fun) (sn, ch->level, ch, ch); update.c: else if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) update.c: if (ch->hit < ch->max_hit || ch->mana < ch->max_mana || ch->move < ch->max_move) update.c: if (ch->position == POS_SLEEPING) update.c: ch->hit = UMIN(ch->hit + (hit_gain * multiplier), ch->max_hit); update.c: ch->mana = UMIN(ch->mana + (mana_gain * multiplier), ch->max_mana); update.c: ch->move = UMIN(ch->move + (move_gain * multiplier), ch->max_move); update.c: if (ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move) update.c: if (ch->timer >= 6) return; update.c: if (ch->pcdata->time_tick < 250) ch->pcdata->time_tick++; wizutil.c: pArea = ch->in_room->area; wizutil.c: free_string(ch->pcdata->switchname); wizutil.c: ch->pcdata->switchname = str_dup(buf); wizutil.c: vch->exp += v; wizutil.c: vch->pcdata->score[SCORE_TOTAL_XP] += v; wizutil.c: vch->pcdata->quest += v; wizutil.c: vch->pcdata->questtotal += v; wizutil.c: if (vch->mkill < 5) wizutil.c: vch->mkill = 5; wizutil.c: sprintf(arg2, "%s reimbursed %d %s.\n\r", vch->name, v, arg); wizutil.c: sprintf(arg2, "%s has reimbursed you %d %s.\n\r", ch->name, v, arg); wizutil.c: if (ch->affected == NULL) wizutil.c: if (ch->affected != NULL) wizutil.c: for (paf = ch->affected; paf != NULL; paf = paf->next) wizutil.c: if (ch->level >= 0) wizutil.c: if (!IS_NPC(ch) && ch->level < 7 && ch->in_room != NULL && !IS_SET(ch->in_room->room_flags, ROOM_SAFE)) wizutil.c: for (wch = ch->in_room->people; wch != NULL; wch = wch_next) wizutil.c: wch_next = wch->next_in_room; wizutil.c: if (!IS_NPC(wch) || !IS_SET(wch->act, ACT_AGGRESSIVE) wizutil.c: || wch->fighting != NULL || IS_AFFECTED(wch, AFF_CHARM) || !IS_AWAKE(wch) || (IS_SET(wch->act, ACT_WIMPY) && IS_AWAKE(ch)) || !can_see(wch, ch) || number_bits(2) == 0) wokanist.c: if (ch->mana < 1000) wokanist.c: for ( vch = ch->in_room->people; vch!=NULL;vch = vch_next) wokanist.c: if(ch->mana <= 100) wokanist.c: vch_next = vch->next_in_room; wokanist.c: dam = number_range((ch->damcap[DAM_CAP] - 500), (ch->damcap[DAM_CAP]+(ch->pRank*125))); wokanist.c: sprintf(buf, "%s's #sblast of gas#n chokes you [#G%d#n]\n\r", ch->name, dam); wokanist.c: spell_poison(gsn_poison,(ch->level*number_range(100,120)),ch,victim); wokanist.c: ch->mana -= 100; wokanist.c: int red_magic = ch->spl[RED_MAGIC]; wokanist.c: int blue_magic = ch->spl[BLUE_MAGIC]; wokanist.c: int green_magic = ch->spl[GREEN_MAGIC]; wokanist.c: int purple_magic = ch->spl[PURPLE_MAGIC]; wokanist.c: int yellow_magic = ch->spl[YELLOW_MAGIC]; wokanist.c: int magic_power = ch->spl[RED_MAGIC] + ch->spl[BLUE_MAGIC] + ch->spl[GREEN_MAGIC] + ch->spl[PURPLE_MAGIC] + wokanist.c:ch->spl[YELLOW_MAGIC]; wokanist.c: if (victim->position == POS_DEAD || ch->in_room != victim->in_room) wokanist.c: if (IS_AFFECTED(ch, AFF_PEACE)) REMOVE_BIT(ch->affected_by, AFF_PEACE); wokanist.c: if (ch->fighting == NULL) set_fighting(ch, victim); wokanist.c: if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; wokanist.c: if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; wokanist.c: if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; wokanist.c: if (victim->position == POS_DEAD || ch->in_room != victim->in_room) return; wokanist.c: if (IS_SET(ch->affected_by, AFF_POLYMORPH)) wokanist.c: if (ch->mana < 1000) wokanist.c: ch->pcdata->powers[ELEMENTAL_FORMS]=FIRE_FORM; wokanist.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); wokanist.c: ch->hitroll += 400; wokanist.c: ch->damroll += 400; wokanist.c: ch->armor -= 200; wokanist.c: ch->mana -= 1000; wokanist.c: sprintf(buf, "%s The #RF#Yi#Rr#Ye#n Elemental", ch->name); wokanist.c: free_string(ch->morph); wokanist.c: ch->morph = str_dup(buf); wokanist.c: if (IS_SET(ch->affected_by, AFF_POLYMORPH)) wokanist.c: if (ch->mana < 1000) wokanist.c: ch->pcdata->powers[ELEMENTAL_FORMS]=WATER_FORM; wokanist.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); wokanist.c: ch->hitroll += 300; wokanist.c: ch->damroll += 300; wokanist.c: ch->mana -= 1000; wokanist.c: sprintf(buf, "%s The #lWater#n Elemental", ch->name); wokanist.c: free_string(ch->morph); wokanist.c: ch->morph = str_dup(buf); wokanist.c: if (IS_SET(ch->affected_by, AFF_POLYMORPH)) wokanist.c: if (ch->mana < 1000) wokanist.c: ch->pcdata->powers[ELEMENTAL_FORMS]=AIR_FORM; wokanist.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); wokanist.c: ch->hitroll += 200; wokanist.c: ch->damroll += 200; wokanist.c: ch->armor -= 200; wokanist.c: ch->mana -= 1000; wokanist.c: sprintf(buf, "%s The #7Air#n Elemental", ch->name); wokanist.c: free_string(ch->morph); wokanist.c: ch->morph = str_dup(buf); wokanist.c: if (IS_SET(ch->affected_by, AFF_POLYMORPH)) wokanist.c: if (ch->mana < 1000) wokanist.c: ch->pcdata->powers[ELEMENTAL_FORMS]=EARTH_FORM; wokanist.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); wokanist.c: ch->hitroll += 500; wokanist.c: ch->damroll += 500; wokanist.c: ch->armor -= 500; wokanist.c: ch->mana -= 1000; wokanist.c: sprintf(buf, "%s The #GE#garth#n Elemental", ch->name); wokanist.c: free_string(ch->morph); wokanist.c: ch->morph = str_dup(buf); wokanist.c: if (!IS_SET(ch->affected_by, AFF_POLYMORPH)) wokanist.c: if (IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], FIRE_FORM)) wokanist.c: ch->hitroll -= 400; wokanist.c: ch->damroll -= 400; wokanist.c: ch->armor += 200; wokanist.c: else if (IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], AIR_FORM)) wokanist.c: ch->hitroll -= 200; wokanist.c: ch->damroll -= 200; wokanist.c: ch->armor += 200; wokanist.c: else if (IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], WATER_FORM)) wokanist.c: ch->hitroll -= 300; wokanist.c: ch->damroll -= 300; wokanist.c: else if (IS_SET(ch->pcdata->powers[ELEMENTAL_FORMS], EARTH_FORM)) wokanist.c: ch->hitroll -= 500; wokanist.c: ch->damroll -= 500; wokanist.c: ch->armor += 500; wokanist.c: ch->pcdata->powers[ELEMENTAL_FORMS]=0; wokanist.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); wokanist.c: free_string(ch->morph); wokanist.c: ch->morph=str_dup(""); xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_PYROMANCER)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_HYDROMANCER)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ABJURER)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_TRANSMUTER)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ENCHANTMENT)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_DIVINER)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ILLUSIONIST)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_NECROMANCER)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_GEOMANCER)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_AEROMANCER)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_WOKANIST)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ANIMAL)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_HEALING)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ENHANCEMENT)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_CHAOS)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_COMBAT1)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_COMBAT2)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_COMBAT3)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_COMBAT4)) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ANIMAL2)) xrakisis.c: if (ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_NONE) xrakisis.c: if (ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_AIKIDO) xrakisis.c: else if (ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_JIUJITSU) xrakisis.c: else if (ch->pcstyle[FIGHTSTYLE_AUTODROP] == FIGHTSTYLE_KENDO) xrakisis.c: if (ch->pcstyle[0] < 1) xrakisis.c: ch->pcstyle[0] = ch->pcstyle[FIGHTSTYLE_AUTODROP];; xrakisis.c: ch->stance[FIGHTSTYLE_AUTODROP] = FIGHTSTYLE_AIKIDO; xrakisis.c: ch->stance[FIGHTSTYLE_AUTODROP] = FIGHTSTYLE_JIUJITSU; xrakisis.c: ch->stance[FIGHTSTYLE_AUTODROP] = FIGHTSTYLE_KENDO; xrakisis.c: room = ch->in_room; xrakisis.c: for (keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room) xrakisis.c: && str_cmp(ch->pcdata->switchname, obj->questowner)) xrakisis.c: ch->pcgold += value; xrakisis.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) xrakisis.c: && str_cmp(ch->pcdata->switchname, xrakisis.c: ch->pcgold += total; xrakisis.c: ch->pcgold += total; xrakisis.c: if ( ch->pcsilver < 20000 ) xrakisis.c: ch->pcgold += 2000; xrakisis.c: ch->pcsilver -= 20000; xrakisis.c: if ( ch->pccopper < 100000 ) xrakisis.c: ch->pccopper -= 100000; xrakisis.c: ch->pcgold += 1000; xrakisis.c: sprintf( buf, "#0Dagger: #R[#0%d#R]\n\r#n", ch->wpn[0]); xrakisis.c: sprintf( buf, "#0Knife: #R[#0%d#R]\n\r#n", ch->wpn[1]); xrakisis.c: sprintf( buf, "#0Spear: #R[#0%d#R]\n\r#n", ch->wpn[2]); xrakisis.c: sprintf( buf, "#0Shortsword: #R[#0%d#R]\n\r#n", ch->wpn[3]); xrakisis.c: sprintf( buf, "#0Staff: #R[#0%d#R]\n\r#n", ch->wpn[4]); xrakisis.c: sprintf( buf, "#0Broadsword: #R[#0%d#R]\n\r#n", ch->wpn[5]); xrakisis.c: sprintf( buf, "#0Longsword: #R[#0%d#R]\n\r#n", ch->wpn[6]); xrakisis.c: sprintf( buf, "#0Bastard Sword: #R[#0%d#R]\n\r#n", ch->wpn[7]); xrakisis.c: sprintf( buf, "#0Two-Handed Longsword: #R[#0%d#R]\n\r#n", ch->wpn[8]); xrakisis.c: sprintf( buf, "#0Axe: #R[#0%d#R]\n\r#n", ch->wpn[9]); xrakisis.c: sprintf( buf, "#0Mace: #R[#0%d#R]\n\r#n", ch->wpn[10]); xrakisis.c: sprintf( buf, "#0Whip: #R[#0%d#R]\n\r#n", ch->wpn[11]); xrakisis.c: sprintf( buf, "#0Warhammer: #R[#0%d#R]\n\r#n", ch->wpn[12]); xrakisis.c: sprintf( buf, "#0Flail: #R[#0%d#R]\n\r#n", ch->wpn[13]); xrakisis.c: sprintf( buf, "#0Morningstar: #R[#0%d#R]\n\r#n", ch->wpn[14]); xrakisis.c: sprintf( buf, "#0Polearm: #R[#0%d#R]\n\r#n", ch->wpn[15]); xrakisis.c: sprintf( buf, "#0Club: #R[#0%d#R]\n\r#n", ch->wpn[16]); xrakisis.c: sprintf( buf, "#0Sickle: #R[#0%d#R]\n\r#n", ch->wpn[17]); xrakisis.c: sprintf( buf, "#0Martial Arts: #R[#0%d#R]\n\r#n", ch->wpn[18]); xrakisis.c: if (ch->pcdata->perm_str >=25) return; xrakisis.c: ch->pcdata->perm_str++; xrakisis.c: if (ch->pcdata->perm_dex >=25) return; xrakisis.c: ch->pcdata->perm_dex++; xrakisis.c: if (ch->pcdata->perm_con >=25) return; xrakisis.c: ch->pcdata->perm_con++; xrakisis.c: if (ch->level < 3) xrakisis.c: if (ch->pcsphereammount > 5) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_COMBAT1)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_COMBAT1); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ANIMAL)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_ANIMAL); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_WOKANIST)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_WOKANIST); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_NECROMANCER)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_NECROMANCER); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 50) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_PYROMANCER)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_PYROMANCER); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 50) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_CHAOS)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_CHAOS); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 50) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_HEALING)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_HEALING); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 50) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_DIVINER)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_DIVINER); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 50) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_TRANSMUTER)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_TRANSMUTER); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 100) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_COMBAT2)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_COMBAT2); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 100) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ILLUSIONIST)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_ILLUSIONIST); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 100) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_GEOMANCER)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_GEOMANCER); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 150) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_COMBAT3)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_COMBAT3); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 150) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ABJURER)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_ABJURER); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 150) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_HYDROMANCER)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_HYDROMANCER); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 150) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ENHANCEMENT)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_ENHANCEMENT); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 150) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_AEROMANCER)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_AEROMANCER); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 200) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_COMBAT4)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_COMBAT4); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcRaceLevel < 200) xrakisis.c: if (IS_SET(ch->pcsphere, SPHERE_ANIMAL2)) xrakisis.c: SET_BIT(ch->pcsphere, SPHERE_ANIMAL2); xrakisis.c: ch->pcsphereammount++; xrakisis.c: if (ch->pcdata->learned[sn] == 0) xrakisis.c: ch->pcdata->learned[sn] = 1; xrakisis.c: ch->pcdata->points += skill_table[sn].rating[ch->class]; xrakisis.c: int lgainexp = 1550000 * ch->pcRaceLevel;; xrakisis.c: if( ch->pcRaceLevel >= 200 ) xrakisis.c: if (lgainexp > ch->exp) xrakisis.c: if( ch->exp < lgainexp ) xrakisis.c: sprintf( buf, "Not enough Experience points, you need %d more.\n\r", ( lgainexp - ch->exp ) ); xrakisis.c: ch->exp -= lgainexp; xrakisis.c: ch->pcRaceLevel++; xrakisis.c: sprintf( buf, "#0%s is now #RLevel #R[#0%d#R]#n", ch->pcdata->switchname, ch->pcRaceLevel ); xrakisis.c: ch->max_hit += hp; xrakisis.c: ch->max_move += move; xrakisis.c: ch->max_mana += mana; xrakisis.c: if (ch->level == 1 || ch->level > 6) xrakisis.c: templevel = ch->level; xrakisis.c: ch->level = 12; xrakisis.c: ch->trust = 12; xrakisis.c: ch->level = templevel; xrakisis.c: //ch->level = 1; xrakisis.c: ch->trust = 0; zarius_shop.c: room = ch->in_room; zarius_shop.c: if ( ch->in_room < get_room_index(2007) && ch->in_room > get_room_index(2012) ) zarius_shop.c: if (ch->bones < itemcost) zarius_shop.c: itemcost, ch->bones); zarius_shop.c: obj->questowner = str_dup(ch->pcdata->switchname); zarius_shop.c: ch->bones -= itemcost; zarius_shop.c: room = ch->in_room; zarius_shop.c: && str_cmp(ch->pcdata->switchname, obj->questowner)) zarius_shop.c: ch->bones += value; zarius_shop.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) zarius_shop.c: && str_cmp(ch->pcdata->switchname, zarius_shop.c: ch->bones += total; zarius_shop.c: ch->bones += total; zarius_shop.c: room = ch->in_room; zarius_shop.c: room = ch->in_room; zarius_shop.c: //if ( (ch->in_room->vnum >= 40021 && ch->in_room->vnum <= 40030) && (!IS_CLASS(ch,CLASS_THIEF) && !IS_CLASS3(ch,CLASS3_ASSASSIN) && !IS_CLASS2(ch,CLASS2_NIGHTBLADE) ) )