act_comm.c: ROOM_INDEX_DATA *room = ch->in_room; act_comm.c: if ( IS_NPC( ch ) || !ch->pcdata ) return (char *) argument; act_comm.c: drunk = ch->pcdata->condition[COND_DRUNK]; act_comm.c: if ( IS_SET( och->deaf, channel ) ) act_comm.c: && (!str_cmp( och->pcdata->council_name, "Newbie Council" ) act_comm.c: || !str_cmp( och->pcdata->council2_name, "Newbie Council" ) ) ) ) act_comm.c: && vch->in_room->area != ch->in_room->area ) act_comm.c: if ( vch->pcdata->clan != ch->pcdata->clan ) act_comm.c: if (vch->pcdata->guild != ch->pcdata->guild ) act_comm.c: if (( vch->pcdata->council != ch->pcdata->council act_comm.c: && vch->pcdata->council2 != ch->pcdata->council )) act_comm.c: if (( vch->pcdata->council != ch->pcdata->council2 act_comm.c: && vch->pcdata->council2 != ch->pcdata->council2 )) act_comm.c: if ( !IS_NPC(ch) && xIS_SET( ch->act, PLR_NO_EMOTE ) ) act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: if ( ch->speaking & lang_array[lang] ) act_comm.c: || ((IS_AFFECTED(ch, AFF_CHARM) && !xIS_SET(ch->act, ACT_PET)) act_comm.c: || (xIS_SET(ch->act, PLR_SILENCE) && !IS_NPC(ch)) act_comm.c: || IS_SET(ch->in_room->room_flags, ROOM_SILENCE))) act_comm.c: if ( ch->master ) act_comm.c: ch_printf( ch->master, "A mystical force prevents %s from speaking.\n\r", IS_NPC( ch ) ? act_comm.c: ch->short_descr : capitalize( ch->name ) ); act_comm.c: REMOVE_BIT( ch->deaf, channel ); act_comm.c: || xIS_SET( ch->act, PLR_HOLYLIGHT ) ) act_comm.c: sprintf(buf, "Profanity by %s: %s", ch->name, argument); act_comm.c: sprintf( emotetxt, "%s %s", capitalize( ch->name ), argument+1 ); act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) act_comm.c: sprintf( buf2, "%s: %s (%s)", IS_NPC( ch ) ? ch->short_descr : capitalize( ch->name ), act_comm.c: IS_NPC( ch ) ? ch->short_descr : ch->name, act_comm.c:// sprintf( logbuf, "&G%s&w %sed&W: &G%s", ch->name, verb, argument ); act_comm.c: if( xIS_SET( ch->act, PLR_WIZINVIS ) ) act_comm.c: local_cfields[i].history[x][0] = str_dup( ch->short_descr ); act_comm.c: local_cfields[i].history[x][0] = str_dup( ch->name ); act_comm.c: local_cfields[i].history[x][0] = str_dup( ch->short_descr ); act_comm.c: local_cfields[i].history[x][0] = str_dup( ch->name ); act_comm.c: if ( d->connected == CON_PLAYING && vch != ch && !IS_SET( och->deaf, channel ) ) act_comm.c: || ( channel == CHANNEL_YELL && vch->in_room->area != ch->in_room->area ) act_comm.c: && !( och->pcdata->council && !str_cmp( och->pcdata->council->name, "Newbie Council" ) ) act_comm.c: || !( och->pcdata->council2 && !str_cmp( och->pcdata->council2_name, "Newbie Council") ) ) ) act_comm.c: && ( IS_NPC( vch ) || vch->pcdata->clan != ch->pcdata->clan ) ) act_comm.c: || ( ( channel == CHANNEL_RACETALK ) && ( vch->race != ch->race ) ) act_comm.c: || !( (vch->pcdata->council && vch->pcdata->council == ch->pcdata->council) act_comm.c: || (vch->pcdata->council2 && vch->pcdata->council2 == ch->pcdata->council) ) ) ) act_comm.c: || !( (vch->pcdata->council && vch->pcdata->council == ch->pcdata->council2) act_comm.c: || (vch->pcdata->council2 && vch->pcdata->council2 == ch->pcdata->council2) ) ) ) act_comm.c: if ( xIS_SET(ch->act, PLR_WIZINVIS) && act_comm.c: sprintf(lbuf, "(%d) ", (!IS_NPC(ch))?ch->pcdata->wizinvis act_comm.c: :ch->mobinvis); act_comm.c: position = vch->position; act_comm.c: vch->position = POS_STANDING; act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) act_comm.c: int speakswell = UMIN(knows_language(vch, ch->speaking, ch), act_comm.c: knows_language(ch, ch->speaking, vch)); act_comm.c: if ( !knows_language(vch, ch->speaking, ch) act_comm.c: && (!IS_NPC(ch) || ch->speaking != 0) ) act_comm.c: sbuf = scramble(argument, ch->speaking); act_comm.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance act_comm.c: && ch->pcdata->nuisance->flags > 7 act_comm.c: && (number_percent()<((ch->pcdata->nuisance->flags-7)*10* act_comm.c: ch->pcdata->nuisance->power))) act_comm.c: if ( !IS_NPC(vch) && vch->pcdata->nuisance && act_comm.c: vch->pcdata->nuisance->flags > 7 act_comm.c: &&(number_percent()<((vch->pcdata->nuisance->flags-7)*10* act_comm.c: vch->pcdata->nuisance->power))) act_comm.c: vch->position = position; act_comm.c: && !IS_SET(och->deaf, channel) act_comm.c: if ( IS_NPC( ch ) || !ch->pcdata->clan act_comm.c: || ch->pcdata->clan->clan_type == CLAN_ORDER act_comm.c: || ch->pcdata->clan->clan_type == CLAN_GUILD ) act_comm.c: && !( ch->pcdata->council && act_comm.c: !str_cmp( ch->pcdata->council->name, "Newbie Council" ) ) ) ) act_comm.c: if ( IS_NPC( ch ) || !ch->pcdata->clan act_comm.c: || ch->pcdata->clan->clan_type != CLAN_ORDER ) act_comm.c: if ( IS_NPC( ch ) || !ch->pcdata->council ) act_comm.c: if ( IS_NPC( ch ) || !ch->pcdata->council2 ) act_comm.c: if ( IS_NPC( ch ) || !ch->pcdata->clan || ch->pcdata->clan->clan_type != CLAN_GUILD ) act_comm.c: if ( ch->speaking & lang_array[lang] ) act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) act_comm.c: actflags = ch->act; act_comm.c: xREMOVE_BIT( ch->act, ACT_SECRETIVE ); act_comm.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) act_comm.c: if (found==TRUE && !str_cmp(argbuf, vch->name)) { act_comm.c: " are unable to do so.\n\r", ch->name); act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) act_comm.c: int speakswell = UMIN(knows_language(vch, ch->speaking, ch), act_comm.c: knows_language(ch, ch->speaking, vch)); act_comm.c: if ( !knows_language(vch, ch->speaking, ch) act_comm.c: && (!IS_NPC(ch) || ch->speaking != 0) ) act_comm.c: sbuf = scramble(argument, ch->speaking); act_comm.c: if(found && str_cmp(argbuf, vch->name) && ch != NULL && tmp != NULL){ act_comm.c: else if(found && !str_cmp(argbuf, vch->name) && ch!=NULL && tmp!=NULL) act_comm.c: ch->act = actflags; act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) act_comm.c: sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name, act_comm.c: if ( ch->in_room && IS_SET( ch->in_room->room_flags, ROOM_AMPLIFY ) ) act_comm.c: actflags = ch->act; act_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); act_comm.c: was_in_room = ch->in_room; act_comm.c: ch->in_room = pexit->to_room; act_comm.c: ch->act = actflags; act_comm.c: ch->in_room = was_in_room; act_comm.c: if ( ch->speaking & lang_array[lang] ) act_comm.c: if( ch->pcdata->say_history[x] == NULL ) act_comm.c: sprintf( buffer, " &c%s&w\n\r", ch->pcdata->say_history[x] ); act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) act_comm.c: actflags = ch->act; act_comm.c: xREMOVE_BIT( ch->act, ACT_SECRETIVE ); act_comm.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) act_comm.c: " are unable to do so.\n\r", ch->name); act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) act_comm.c: int speakswell = UMIN(knows_language(vch, ch->speaking, ch), act_comm.c: knows_language(ch, ch->speaking, vch)); act_comm.c: if ( !knows_language(vch, ch->speaking, ch) act_comm.c: && (!IS_NPC(ch) || ch->speaking != 0) ) act_comm.c: sbuf = scramble(argument, ch->speaking); act_comm.c: if( vch->pcdata->say_history[x] == '\0' ) act_comm.c: vch->pcdata->say_history[x] = strdup( tmpbuf ); act_comm.c: DISPOSE( vch->pcdata->say_history[i-1] ); act_comm.c: vch->pcdata->say_history[i-1] = strdup( vch->pcdata->say_history[i] ); act_comm.c: DISPOSE( vch->pcdata->say_history[x] ); act_comm.c: vch->pcdata->say_history[x] = strdup( tmpbuf ); act_comm.c: ch->act = actflags; act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) act_comm.c: sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name, act_comm.c: if ( ch->speaking & lang_array[lang] ) act_comm.c: && victim->in_room != ch->in_room ) act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) act_comm.c: actflags = ch->act; act_comm.c: xREMOVE_BIT( ch->act, ACT_SECRETIVE ); act_comm.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) act_comm.c: " are unable to do so.\n\r", ch->name); act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) act_comm.c: int speakswell = UMIN(knows_language(vch, ch->speaking, ch), act_comm.c: knows_language(ch, ch->speaking, vch)); act_comm.c: if ( !knows_language(vch, ch->speaking, ch) act_comm.c: && (!IS_NPC(ch) || ch->speaking != 0) ) act_comm.c: sbuf = scramble(argument, ch->speaking); act_comm.c: ch->act = actflags; act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) act_comm.c: sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name, act_comm.c: if ( ch->speaking & lang_array[lang] ) act_comm.c: REMOVE_BIT( ch->deaf, CHANNEL_WHISPER ); act_comm.c: "are unable to do so.\n\r", ch->name); act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) act_comm.c: int speakswell = UMIN(knows_language(victim, ch->speaking, ch), act_comm.c: knows_language(ch, ch->speaking, victim)); act_comm.c: if ( !knows_language(vch, ch->speaking, ch ) && act_comm.c: ( !IS_NPC(ch) || ch->speaking != 0) ) { act_comm.c: if ( !IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) act_comm.c: IS_NPC( ch ) ? ch->short_descr : ch->name, act_comm.c: ch_printf(victim, "&W^z%s beeps you from '%s'^x&w\a\n\r", PERS(ch, victim), ch->in_room->name); act_comm.c: if( ch->pcdata->tell_histories[x] == NULL ) act_comm.c: ch->pcdata->tell_histories[x] = str_dup( arg ); act_comm.c: DISPOSE( ch->pcdata->tell_histories[i-1] ); act_comm.c: ch->pcdata->tell_histories[i-1] = str_dup(ch->pcdata->tell_histories[i]); act_comm.c: ch->pcdata->tell_histories[x] = str_dup( arg ); act_comm.c: if ( ch->speaking & lang_array[lang] ) act_comm.c: REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) act_comm.c: && ( xIS_SET(ch->act, PLR_SILENCE) act_comm.c: || xIS_SET(ch->act, PLR_NO_TELL) ) ) act_comm.c: if( ch->pcdata->tell_histories[x] == NULL ) act_comm.c: sprintf(buf+strlen(buf), "%s\n\r", ch->pcdata->tell_histories[x] ); act_comm.c: || ( IS_NPC(victim) && victim->in_room != ch->in_room ) act_comm.c: "are unable to do so.\n\r", ch->name); act_comm.c: ch->retell = victim; act_comm.c: isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0])) act_comm.c: capitalize(IS_NPC(ch) ? ch->short_descr : ch->name), act_comm.c: tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]) - 'a'; act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) act_comm.c: int speakswell = UMIN(knows_language(victim, ch->speaking, ch), act_comm.c: knows_language(ch, ch->speaking, victim)); act_comm.c: capitalize(IS_NPC(ch) ? ch->short_descr : ch->name), act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) act_comm.c: IS_NPC( ch ) ? ch->short_descr : ch->name, act_comm.c: if ( ch->speaking & lang_array[lang] ) act_comm.c: REMOVE_BIT( ch->deaf, CHANNEL_TELLS ); act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) ) act_comm.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_SILENCE) ) act_comm.c: if ( ( victim = ch->reply ) == NULL ) act_comm.c: "are unable to do so.\n\r", ch->name); act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) act_comm.c: int speakswell = UMIN(knows_language(victim, ch->speaking, ch), act_comm.c: knows_language(ch, ch->speaking, victim)); act_comm.c: if ( knows_language( victim, ch->speaking, ch ) || act_comm.c: (IS_NPC(ch) && !ch->speaking) ) act_comm.c: act( AT_TELL, "$n tells you '$t'", ch, scramble(argument, ch->speaking), victim, TO_VICT ); act_comm.c: capitalize(IS_NPC(ch) ? ch->short_descr : ch->name), act_comm.c: ch->retell = victim; act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) act_comm.c: IS_NPC( ch ) ? ch->short_descr : ch->name, act_comm.c: isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0])) act_comm.c: capitalize(IS_NPC(ch) ? ch->short_descr : ch->name), act_comm.c: tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]) - 'a'; act_comm.c: if ( ch->speaking & lang_array[lang] ) act_comm.c: REMOVE_BIT(ch->deaf, CHANNEL_TELLS); act_comm.c: if(IS_SET(ch->in_room->room_flags, ROOM_SILENCE)) act_comm.c: if ( !IS_NPC(ch) && (xIS_SET(ch->act, PLR_SILENCE) act_comm.c: || xIS_SET(ch->act, PLR_NO_TELL)) ) act_comm.c: victim = ch->retell; act_comm.c: "are unable to do so.\n\r", ch->name); act_comm.c: isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0])) act_comm.c: capitalize(IS_NPC(ch) ? ch->short_descr : ch->name), act_comm.c: tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]) act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) act_comm.c: int speakswell = UMIN(knows_language(victim, ch->speaking, ch), act_comm.c: knows_language(ch, ch->speaking, victim)); act_comm.c: if(knows_language(victim, ch->speaking, ch) || act_comm.c: (IS_NPC(ch) && !ch->speaking)) act_comm.c: scramble(argument, ch->speaking), victim, TO_VICT); act_comm.c: if(IS_SET(ch->in_room->room_flags, ROOM_LOGSPEECH)) act_comm.c: IS_NPC(ch) ? ch->short_descr : ch->name, act_comm.c: if(IS_NPC(ch) || !IS_IMMORTAL(ch) || !ch->pcdata->tell_history) act_comm.c: index = ch->pcdata->lt_index; act_comm.c: if(ch->pcdata->tell_history[index]) act_comm.c: ch_printf(ch, ch->pcdata->tell_history[index]); act_comm.c: if ( ch->speaking & lang_array[lang] ) act_comm.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_NO_EMOTE) ) act_comm.c: actflags = ch->act; act_comm.c: xREMOVE_BIT( ch->act, ACT_SECRETIVE ); act_comm.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) act_comm.c: " are unable to do so.\n\r", ch->name); act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) act_comm.c: int speakswell = UMIN(knows_language(vch, ch->speaking, ch), act_comm.c: knows_language(ch, ch->speaking, vch)); act_comm.c: if ( !knows_language( vch, ch->speaking, ch ) && act_comm.c: (!IS_NPC(ch) && ch->speaking != 0) ) act_comm.c: sbuf = scramble(buf, ch->speaking); act_comm.c: ch->act = actflags; act_comm.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) ) act_comm.c: sprintf( buf, "%s %s (emote)", IS_NPC( ch ) ? ch->short_descr : ch->name, act_comm.c: if ( ch->position == POS_FIGHTING act_comm.c: || ch->position == POS_EVASIVE act_comm.c: || ch->position == POS_DEFENSIVE act_comm.c: || ch->position == POS_AGGRESSIVE act_comm.c: || ch->position == POS_BERSERK act_comm.c: if ( ch->position < POS_STUNNED ) act_comm.c: if ( IS_PKILL( ch ) && ch->wimpy > (int) ch->max_hit / 2.25 ) act_comm.c: drop_artifacts(ch, ch->last_carrying); act_comm.c: if ( ch->position == POS_MOUNTED ) act_comm.c: sprintf( log_buf, "%s has quit (Room %d).", ch->name, act_comm.c: ( ch->in_room ? ch->in_room->vnum : -1 ) ); act_comm.c: if ( sysdata.save_pets && ch->pcdata->pet ) act_comm.c: ch->pcdata->pet, TO_ROOM ); act_comm.c: extract_char( ch->pcdata->pet, TRUE ); act_comm.c: if ( ch->pcdata->clan ) act_comm.c: save_clan( ch->pcdata->clan ); act_comm.c: if ( ch->level >= 1 ) act_comm.c: for ( vch = first_char; vch; vch = vch->next ) act_comm.c: /* Expecting a ch->last_carrying or an obj->last_content act_comm.c: obj_to_room(tobj, ch->in_room); act_comm.c: write_to_buffer(ch->desc,BUFF,num); act_comm.c: write_to_buffer(ch->desc,BUFF,num); act_comm.c: write_to_buffer(ch->desc,BUFF,num); act_comm.c: write_to_buffer(ch->desc,BUFF,num); act_comm.c: sprintf(arg1,"%s: omenu %s",ch->name,argument); act_comm.c: ch->inter_type = OBJ_TYPE; act_comm.c: ch->inter_substate = SUB_NORTH; act_comm.c: if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing); act_comm.c: ch->inter_editing = str_dup(obj->pIndexData->name); act_comm.c: sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/ act_comm.c: ch->inter_editing_vnum = obj->pIndexData->vnum; act_comm.c: sprintf(arg1,"%s: rmenu %s",ch->name,argument); act_comm.c: idx = ch->in_room; act_comm.c: ch->inter_type = ROOM_TYPE; act_comm.c: ch->inter_substate = SUB_NORTH; act_comm.c: if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing); act_comm.c: ch->inter_editing = str_dup(idx->name); act_comm.c: sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/ act_comm.c: ch->inter_editing_vnum = idx->vnum; act_comm.c: sprintf(arg1,"%s: cmenu %s",ch->name,argument); act_comm.c: ch->inter_type = CONTROL_TYPE; act_comm.c: if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing); act_comm.c: ch->inter_editing = str_dup("Control Panel"); act_comm.c: sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/ act_comm.c: sprintf(arg1,"%s: mmenu %s",ch->name,argument); act_comm.c: ch->inter_type = MOB_TYPE; act_comm.c: if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing); act_comm.c: ch->inter_editing = str_dup(arg1); act_comm.c: sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/ act_comm.c: ch->inter_editing_vnum = victim->pIndexData->vnum; act_comm.c: xSET_BIT(ch->act,PLR_RIP); act_comm.c: xSET_BIT(ch->act,PLR_ANSI); act_comm.c: xREMOVE_BIT(ch->act,PLR_RIP); act_comm.c: xSET_BIT(ch->act,PLR_ANSI); act_comm.c: xREMOVE_BIT(ch->act,PLR_ANSI); act_comm.c: if ( ch->level < 2 && ch->level2 == -1 ) act_comm.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master ) act_comm.c: act( AT_PLAIN, "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR ); act_comm.c: if ( !ch->master ) act_comm.c: if ( ( ch->level - victim->level < -10 || ch->level - victim->level > 10 ) act_comm.c: && !IS_HERO(ch) && !(ch->level < 15 && !IS_NPC(victim) act_comm.c: if ( ch->master ) act_comm.c: if ( ch->master ) act_comm.c: ch->master = master; act_comm.c: ch->leader = NULL; act_comm.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_PET) && !IS_NPC(master) ) act_comm.c: if ( !ch->master ) act_comm.c: if ( IS_NPC(ch) && !IS_NPC(ch->master) && ch->master->pcdata->pet == ch ) act_comm.c: ch->master->pcdata->pet = NULL; act_comm.c: xREMOVE_BIT( ch->affected_by, AFF_CHARM ); act_comm.c: if ( can_see( ch->master, ch ) ) act_comm.c: if (!(!IS_NPC(ch->master) && IS_IMMORTAL(ch) && !IS_IMMORTAL(ch->master))) act_comm.c: act( AT_ACTION, "$n stops following you.", ch, NULL, ch->master, TO_VICT ); act_comm.c: act( AT_ACTION, "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 ) act_comm.c: ch->leader = NULL; act_comm.c: for ( fch = first_char; fch; fch = fch->next ) act_comm.c: if ( fch->master == ch ) act_comm.c: if ( fch->leader == ch ) act_comm.c: fch->leader = fch; act_comm.c: for ( och = ch->in_room->first_person; och; och = och_next ) act_comm.c: och_next = och->next_in_room; act_comm.c: if ( IS_AFFECTED(och, AFF_CHARM) && och->master == ch act_comm.c: sprintf( log_buf, "%s: order %s.", ch->name, argbuf ); act_comm.c: log_string_plus( log_buf, LOG_NORMAL, ch->level ); act_comm.c: leader = ch->leader ? ch->leader : ch; act_comm.c: ch->level < LEVEL_AVATAR ? " [to lvl]" : "" ); act_comm.c: for ( gch = first_char; gch; gch = gch->next ) act_comm.c: if (IS_AFFECTED(gch, AFF_POSSESS) || IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS)) act_comm.c: gch->level, act_comm.c: if ( gch->alignment > 750 ) sprintf(buf, " A"); act_comm.c: else if ( gch->alignment > 350 ) sprintf(buf, "-A"); act_comm.c: else if ( gch->alignment > 150 ) sprintf(buf, "+N"); act_comm.c: else if ( gch->alignment > -150 ) sprintf(buf, " N"); act_comm.c: else if ( gch->alignment > -350 ) sprintf(buf, "-N"); act_comm.c: else if ( gch->alignment > -750 ) sprintf(buf, "+S"); act_comm.c: gch->level, act_comm.c: /* IS_NPC(gch) ? "Mob" : class_table[gch->class]->who_name */ act_comm.c: if ( gch->hit < gch->max_hit/4 ) act_comm.c: else if ( gch->hit < gch->max_hit/2.5 ) act_comm.c: ch_printf( ch, "%5d", gch->hit ); act_comm.c: ch_printf( ch, "/%-5d ", gch->max_hit ); act_comm.c: IS_VAMPIRE(gch) ? gch->pcdata->condition[COND_BLOODTHIRST] : gch->mana, act_comm.c: IS_VAMPIRE(gch) ? 10 + gch->level : gch->max_mana ); act_comm.c: if ( gch->mental_state < -25 || gch->mental_state > 25 ) act_comm.c: gch->mental_state > 75 ? "+++" : act_comm.c: gch->mental_state > 50 ? "=++" : act_comm.c: gch->mental_state > 25 ? "==+" : act_comm.c: gch->mental_state > -25 ? "===" : act_comm.c: gch->mental_state > -50 ? "-==" : act_comm.c: gch->mental_state > -75 ? "--=" : act_comm.c: gch->move ); act_comm.c: ch_printf( ch, "%6s ", npc_race[gch->race]); act_comm.c: if ( gch->level < LEVEL_AVATAR ) act_comm.c: exp_level( gch, gch->level+1) - gch->exp ); act_comm.c: if ( ch->leader || ch->master ) act_comm.c: for ( gch = first_char; gch; gch = gch->next ) act_comm.c: gch->leader = NULL; act_comm.c: gch->master = NULL; act_comm.c: for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) act_comm.c: && rch->master == ch act_comm.c: && !ch->master act_comm.c: && !ch->leader act_comm.c:/* && abs( ch->level - rch->level ) < 8 Level restrict on groups is stupid -- Scion */ act_comm.c: rch->leader = ch; act_comm.c: if ( ch->master || ( ch->leader && ch->leader != ch ) ) act_comm.c: if ( ch->level - victim->level < -8 act_comm.c: || ch->level - victim->level > 8 act_comm.c: if ( ch->gold < amount ) act_comm.c: if ( ch->silver < amount ) act_comm.c: if ( ch->copper < amount ) act_comm.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) act_comm.c: if ( xIS_SET(ch->act, PLR_AUTOGOLD) && members < 2 ) act_comm.c: ch->gold -= amount; act_comm.c: ch->gold += share + extra; act_comm.c: ch->silver -= amount; act_comm.c: ch->silver += share + extra; act_comm.c: ch->copper -= amount; act_comm.c: ch->copper += share + extra; act_comm.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) act_comm.c: if (type == 0) gch->gold += share; act_comm.c: if (type == 1) gch->silver += share; act_comm.c: if (type == 2) gch->copper += share; act_comm.c: if ( ch->speaking & lang_array[lang] ) act_comm.c: if ( xIS_SET(ch->act, PLR_NO_TELL) ) act_comm.c:/* sprintf( buf, "%s tells the group '%s'.\n\r", ch->name, argument );*/ act_comm.c: for ( gch = first_char; gch; gch = gch->next ) act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) ) act_comm.c: int speakswell = UMIN(knows_language(gch, ch->speaking, ch), act_comm.c: knows_language(ch, ch->speaking, gch)); act_comm.c: ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, translate(speakswell, argument, lang_names[speaking]) ); act_comm.c: ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument ); act_comm.c: ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument ); act_comm.c: if ( knows_language( gch, ch->speaking, gch ) act_comm.c: || (IS_NPC(ch) && !ch->speaking) ) act_comm.c: ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument ); act_comm.c: ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, scramble(argument, ch->speaking) ); act_comm.c: if ( ach->leader ) ach = ach->leader; act_comm.c: if ( bch->leader ) bch = bch->leader; act_comm.c: if ( IS_NPC(ch) && !ch->speaks ) /* No langs = knows nothing for npcs */ act_comm.c: if ( IS_NPC(ch) && IS_SET(ch->speaks, (language & ~LANG_CLAN)) ) act_comm.c: return (50+(25 - ch->mod_int)*2); act_comm.c: return (50+(25 - ch->int)*2); act_comm.c: return (50+(25 - ch->int)*2); act_comm.c: if ( ch->pcdata->clan == cch->pcdata->clan && act_comm.c: ch->pcdata->clan != NULL ) act_comm.c: return (50+(25 - ch->int)*2); act_comm.c: if ( IS_SET(race_table[ch->race]->language, language) ) act_comm.c: return ((65+(25 - ch->mod_int)*2)<=100 ? (65+(25 - ch->mod_int)*2) : 100); act_comm.c: IS_SET(ch->speaks, lang_array[lang]) ) act_comm.c: return ch->pcdata->learned[sn]; act_comm.c: if ( race_table[ch->race]->language & language ) act_comm.c: if ( ch->speaks & language ) act_comm.c: if ( ch->pcdata->learned[sn] >= 99 ) act_comm.c: ch->speaking = ~LANG_CLAN; act_comm.c: (IS_NPC(ch) || !ch->pcdata->clan) ) act_comm.c: ch->speaking = lang_array[langs]; act_comm.c: if ( race_table[ch->race]->language & lang_array[lang] || act_comm.c: ch->pcdata->learned[sn] >= 99 ) act_comm.c: for ( sch = ch->in_room->first_person; sch; sch = sch->next_in_room ) act_comm.c: if ( IS_NPC(sch) && xIS_SET(sch->act, ACT_SCHOLAR) act_comm.c: && knows_language( sch, ch->speaking, ch ) act_comm.c: && (!sch->speaking || knows_language( ch, sch->speaking, sch )) ) act_comm.c: if ( countlangs(ch->speaks) >= (ch->level / 10) && act_comm.c: ch->pcdata->learned[sn] <= 0 ) act_comm.c: if ( ch->practice < prac ) act_comm.c: ch->practice -= prac; act_comm.c: ch->pcdata->learned[sn] += prct; act_comm.c: ch->pcdata->learned[sn] = UMIN(ch->pcdata->learned[sn], 99); act_comm.c: SET_BIT( ch->speaks, lang_array[lang] ); act_comm.c: if ( ch->pcdata->learned[sn] == prct ) act_comm.c: else if ( ch->pcdata->learned[sn] < 60 ) act_comm.c: else if ( ch->pcdata->learned[sn] < 60 + prct ) act_comm.c: else if ( ch->pcdata->learned[sn] < 99 ) act_comm.c: if ( ch->speaking & lang_array[lang] || act_comm.c: (IS_NPC(ch) && !ch->speaking) ) act_comm.c: if ( ch->level < 10 && ch->level2 == -1 ) act_comm.c: sprintf( save, "%s%c/%s", PLAYER_DIR, tolower( ch->pcdata->filename[0]), capitalize( ch->pcdata->filename ) ); act_comm.c: sprintf( back, "%s%c/%s", BACKUP_DIR, tolower( ch->pcdata->filename[0]), capitalize( ch->pcdata->filename ) ); act_info.c: if ( IS_NPC(ch) || xIS_SET(ch->act, PLR_COMBINE) ) act_info.c: ms = (ch->mental_state ? ch->mental_state : 1) act_info.c: * (IS_NPC(ch) ? 1 : (ch->pcdata->condition[COND_DRUNK] ? (ch->pcdata->condition[COND_DRUNK]/12) : 1)); act_info.c: if ( IS_NPC(ch) || xIS_SET(ch->act, PLR_COMBINE) ) act_info.c: if ( IS_NPC(ch) || xIS_SET(ch->act, PLR_COMBINE) ) act_info.c:/* if ( IS_NPC(ch) || xIS_SET(ch->act, PLR_COMBINE) ) */ act_info.c: if ( IS_NPC(ch) || xIS_SET(ch->act, PLR_COMBINE) ) act_info.c: if (IS_NPC(victim) &&ch->questmob > 0 && victim->pIndexData->vnum == ch->questmob) act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) ) act_info.c: if ( IS_NPC(victim) && ch->mount && ch->mount == victim act_info.c: && ch->in_room == ch->mount->in_room ) act_info.c: if ( !IS_NPC(victim) && !xIS_SET(ch->act, PLR_BRIEF) ) act_info.c: if ( !IS_NPC(victim) && !xIS_SET(ch->act, PLR_BRIEF) ) act_info.c: if (ch->position == POS_SITTING act_info.c: || ch->position == POS_RESTING ) act_info.c: if (ch->position == POS_RESTING) act_info.c: else if (ch->position == POS_MOUNTED) act_info.c: if (ch->position == POS_SITTING) act_info.c: else if (ch->position == POS_RESTING) act_info.c: if ( can_see( victim, ch ) && !IS_NPC( ch ) && !xIS_SET( ch->act, PLR_WIZINVIS ) ) act_info.c: if ( ch->pcdata->learned[gsn_peek] > 0 ) act_info.c: for ( rch = list; rch; rch = rch->next_in_room ) act_info.c: else if ( room_is_dark( ch->in_room ) act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) ) act_info.c: STRFREE( ch->in_room->name ); act_info.c: DISPOSE( ch->in_room->description ); act_info.c: else if (xIS_SET(ch->act, PLR_HOLYLIGHT)) act_info.c: if ( !ch->desc ) act_info.c: if ( ch->position < POS_SLEEPING ) act_info.c: if ( ch->position == POS_SLEEPING ) act_info.c: && !xIS_SET(ch->act, PLR_HOLYLIGHT) act_info.c: && room_is_dark( ch->in_room ) ) act_info.c: show_char_to_char( ch->in_room->first_person, ch ); act_info.c: switch ( ch->inter_page ) /* rmenu */ act_info.c: switch( ch->in_room->sector_type ) act_info.c: troom = ch->in_room; act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) ) act_info.c: send_to_char( ch->in_room->name, ch ); act_info.c: || ( !IS_NPC(ch) && !xIS_SET(ch->act, PLR_BRIEF) ) ) act_info.c: showRoom( ch, ch->in_room ); act_info.c: if( !ch->in_room->compress ) act_info.c: ch_printf( ch, "%s", ch->in_room->description ); act_info.c: else if (xIS_SET(ch->act, PLR_HOLYLIGHT)) act_info.c: decompressRoom( ch->in_room ); act_info.c: ch_printf( ch, "&z&WCompressed&w -\n\r%s", ch->in_room->uncomp_desc ); act_info.c: DISPOSE( ch->in_room->uncomp_desc ); act_info.c: decompressRoom( ch->in_room ); act_info.c: ch_printf( ch, "%s", ch->in_room->uncomp_desc ); act_info.c: DISPOSE( ch->in_room->uncomp_desc ); act_info.c:/* if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOMAP) ) */ /* maps */ act_info.c: if(ch->in_room->map != NULL) act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOEXIT)) act_info.c: show_list_to_char( ch->in_room->first_content, ch, FALSE, FALSE ); act_info.c: show_char_to_char( ch->in_room->first_person, ch ); act_info.c: if ( !CAN_WEAR( obj, ITEM_TAKE ) && ch->level < sysdata.level_getobjnotake ) act_info.c: if ( ch->carry_weight + obj->weight > can_carry_w( ch ) ) act_info.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) act_info.c: original = ch->in_room; act_info.c: if ( (pdesc=get_extra_descr(arg1, ch->in_room->first_extradesc)) != NULL ) act_info.c: original = ch->in_room; act_info.c: for ( cnt = 0, obj = ch->last_carrying; obj; obj = obj->prev_content ) act_info.c: for ( obj = ch->in_room->last_content; obj; obj = obj->prev_content ) act_info.c: if ( !ch->desc ) act_info.c: if ( ch->position < POS_SLEEPING ) act_info.c: if ( ch->position == POS_SLEEPING ) act_info.c: if ( xIS_SET(ch->act, PLR_BRIEF) ) act_info.c: xSET_BIT( ch->act, PLR_BRIEF ); act_info.c: xREMOVE_BIT(ch->act, PLR_BRIEF); act_info.c: // if ( xIS_SET( ch->act, PLR_AUTOMAP)) act_info.c: prep_map(ch->in_room, min,max); act_info.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) act_info.c: if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_HOLYLIGHT ) ) act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) ) act_info.c: else if( !IS_NPC( ch ) && IS_SET( ch->in_room->area->flags, AFLAG_EXIT_NAMES ) act_info.c: && !xIS_SET(ch->act, PLR_BRIEF) ) act_info.c: else if ( fAuto && !xIS_SET( ch->act, PLR_HOLYLIGHT ) && !showmap) act_info.c: temp = (ch->in_room->area->weather->temp + 3*weath_unit - 1)/ act_info.c: precip = (ch->in_room->area->weather->precip + 3*weath_unit - 1)/ act_info.c: wind = (ch->in_room->area->weather->wind + 3*weath_unit - 1)/ act_info.c: SET_BIT(ch->pcdata->flags, PCFLAG_HELPSTART); act_info.c: if ( !ch->desc ) act_info.c: switch( ch->substate ) act_info.c: if ( (pHelp = ch->dest_buf) == NULL ) act_info.c: bug( "hedit: sub_help_edit: NULL ch->dest_buf", 0 ); act_info.c: ch->substate = SUB_HELP_EDIT; act_info.c: ch->dest_buf = pHelp; act_info.c: wch->pcdata->extraname, act_info.c: wch->pcdata->lastname, act_info.c: wch->pcdata->title, act_info.c: (wch->desc && wch->desc->connected) ? " &Y[&WWRITING&Y]&G " : "", act_info.c: xIS_SET(wch->act, PLR_AFK) ? " &Y[&WAWAY&Y]&G " : "", act_info.c: xIS_SET(wch->act, PLR_ATTACKER) ? " &R(&W^zATTACKER^x&R)&G " : "", act_info.c: xIS_SET(wch->act, PLR_KILLER) ? " &R(&W^zKILLER^x&R)&G " : "", act_info.c: xIS_SET(wch->act, PLR_THIEF) ? " &R(&W^zTHIEF^x&R)&G " : "" act_info.c: if (!wch->leader || wch->leader == wch || !wch->leader->desc || act_info.c: IS_NPC(wch->leader) || IS_IMMORTAL(wch) || IS_IMMORTAL(wch->leader)) act_info.c: if (wch->leader && wch->leader != wch && wch->leader->desc && act_info.c: !IS_NPC(wch->leader) && !IS_IMMORTAL(wch) && act_info.c: !IS_IMMORTAL(wch->leader) && act_info.c: (whogr_t = find_whogr(wch->leader->desc, first_whogr))) act_info.c: if ( wch->level < iLevelLower act_info.c: || wch->level > iLevelUpper act_info.c: || ( fImmortalOnly && wch->level < LEVEL_IMMORTAL ) act_info.c: || ( fClassRestrict && !rgfClass[wch->class] ) act_info.c: || ( fClassRestrict && !rgfClass[wch->class2] ) act_info.c: || ( fRaceRestrict && !rgfRace[wch->race] ) act_info.c: || ( fClanMatch && ( pClan != wch->pcdata->clan )) /* SB */ act_info.c: || (( fCouncilMatch && ( pCouncil != wch->pcdata->council )) /* SB */ act_info.c: && ( fCouncilMatch && ( pCouncil != wch->pcdata->council2 )))/*RTD*/ act_info.c: || ( fDeityMatch && ( pDeity != wch->pcdata->deity )) ) act_info.c: if ( fLeader && !(wch->pcdata->council && act_info.c: ((wch->pcdata->council->head2 && act_info.c: !str_cmp(wch->pcdata->council->head2, wch->name)) || act_info.c: (wch->pcdata->council->head && act_info.c: !str_cmp(wch->pcdata->council->head, wch->name)))) && act_info.c: !(wch->pcdata->clan && ((wch->pcdata->clan->deity && act_info.c: !str_cmp(wch->pcdata->clan->deity,wch->name) ) act_info.c: || (wch->pcdata->clan->leader act_info.c: && !str_cmp(wch->pcdata->clan->leader, wch->name ) ) act_info.c: || (wch->pcdata->clan->number1 act_info.c: && !str_cmp(wch->pcdata->clan->number1, wch->name ) ) act_info.c: || (wch->pcdata->clan->number2 act_info.c: && !str_cmp(wch->pcdata->clan->number2, wch->name ))))) act_info.c: if (fGroup && !wch->leader && act_info.c: !IS_SET(wch->pcdata->flags, PCFLAG_GROUPWHO) && act_info.c: && wch->pcdata->homepage act_info.c: && wch->pcdata->homepage[0] != '\0' ) act_info.c: show_tilde( wch->pcdata->homepage ), wch->name ); act_info.c: strcpy( char_name, wch->name ); act_info.c: if( wch->level2 == -1 ) act_info.c: sprintf( class_text, "%3d %3.3s", wch->level, act_info.c: !str_cmp( class_table[wch->class]->who_name, "Assassin" ) act_info.c: ? "Asn" : class_table[wch->class]->who_name ); act_info.c: wch->level, act_info.c: !str_cmp( class_table[wch->class]->who_name, "Assassin" ) act_info.c: ? "Asn" : class_table[wch->class]->who_name, act_info.c: wch->level2, act_info.c: !str_cmp( class_table[wch->class2]->who_name, "Assassin" ) act_info.c: ? "Asn" : class_table[wch->class2]->who_name ); act_info.c: switch ( wch->level ) act_info.c: if ( !str_cmp( wch->name,sysdata.guild_overseer ) ) act_info.c: else if ( !str_cmp( wch->name, sysdata.guild_advisor ) ) act_info.c: else if ( wch->pcdata->rank && wch->pcdata->rank[0] != '\0' ) act_info.c: class = wch->pcdata->rank; act_info.c: if( IS_SET( wch->pcdata->flags, PCFLAG_ANONYMOUS) && (!ch act_info.c: if ( wch->pcdata->clan ) act_info.c: CLAN_DATA *pclan = wch->pcdata->clan; act_info.c: if ( !str_cmp( wch->name, pclan->deity ) ) act_info.c: else if ( !str_cmp( wch->name, pclan->leader ) ) act_info.c: else if ( !str_cmp( wch->name, pclan->number1 ) ) act_info.c: else if ( !str_cmp( wch->name, pclan->number2 ) ) act_info.c: if ( !str_cmp( wch->name, pclan->leader ) ) act_info.c: if ( !str_cmp( wch->name, pclan->number1 ) ) act_info.c: if ( !str_cmp( wch->name, pclan->number2 ) ) act_info.c: if ( !str_cmp( wch->name, pclan->deity ) ) act_info.c: else if ( !str_cmp( wch->name, pclan->leader ) ) act_info.c: else if ( !str_cmp( wch->name, pclan->number1 ) ) act_info.c: else if ( !str_cmp( wch->name, pclan->number2 ) ) act_info.c: if ( wch->pcdata->council ) act_info.c: if ( wch->pcdata->council->head2 == NULL || act_info.c: wch->pcdata->council->head2[0] == '\0' ) act_info.c: if (!str_cmp (wch->name, wch->pcdata->council->head)) act_info.c: if (!str_cmp (wch->name, wch->pcdata->council->head) act_info.c: || !str_cmp ( wch->name, wch->pcdata->council->head2) ) act_info.c: strcat( council_name, wch->pcdata->council_name ); act_info.c: if ( wch->pcdata->council2 ) act_info.c: if ( wch->pcdata->council2->head2 == NULL || act_info.c: wch->pcdata->council2->head2[0] == '\0' ) act_info.c: if (!str_cmp (wch->name, wch->pcdata->council2->head)) act_info.c: if (!str_cmp (wch->name, wch->pcdata->council2->head) act_info.c: || !str_cmp ( wch->name, wch->pcdata->council2->head2) ) act_info.c: strcat( council2_name, wch->pcdata->council2_name ); act_info.c: if ( xIS_SET(wch->act, PLR_WIZINVIS) ) act_info.c: sprintf( invis_str, " &R(&W%d&R)&w", wch->pcdata->wizinvis ); act_info.c: if( dcheck->character && wch->desc act_info.c: && dcheck->host == wch->desc->host ) act_info.c: IS_SET( wch->pcdata->flags, PCFLAG_DEADLY ) ? "&WP" : "-", act_info.c: (wch->fighting ? "&gF&W" : "-"), act_info.c: (wch->position == POS_INCAP) ? "&bI&W" : "-", act_info.c: (wch->pcdata->extraname ? wch->pcdata->extraname : ""), act_info.c: (wch->pcdata->lastname ? wch->pcdata->lastname : "" ), act_info.c: (wch->pcdata->afkmsg) ? wch->pcdata->afkmsg : wch->pcdata->title, act_info.c: (wch->bounty > 0) ? " &W(&RBOUNTY&W)&w " : "", act_info.c: xIS_SET(wch->act, PLR_MARRIED) ? " &Y[&WWED&Y]&w " : "", act_info.c: (wch->desc && wch->desc->connected) ? " &Y[&WWRITING&Y]&w " : "", act_info.c: xIS_SET(wch->act, PLR_AFK) ? " &Y[&WAWAY&Y]&w " : "", act_info.c: xIS_SET(wch->act, PLR_ATTACKER) ? " &R(&W^zATTACKER^x&R)&w " : "", act_info.c: xIS_SET(wch->act, PLR_KILLER) ? " &R(&W^zKILLER^x&R)&w " : "", act_info.c: xIS_SET(wch->act, PLR_THIEF) ? " &R(&W^zTHIEF^x&R)&w " : "" act_info.c: IS_SET( wch->pcdata->flags, PCFLAG_DEADLY ) ? "&WPK" : "&W--", act_info.c: (wch->pcdata->extraname ? wch->pcdata->extraname : ""), act_info.c: (wch->pcdata->lastname ? wch->pcdata->lastname : "" ), act_info.c: (wch->pcdata->afkmsg) ? wch->pcdata->afkmsg : wch->pcdata->title, act_info.c: (wch->bounty > 0) ? " &W(&RBOUNTY&W)&w " : "", act_info.c: xIS_SET(wch->act, PLR_MARRIED) ? " &Y[&WWED&Y]&w " : "", act_info.c: (wch->desc && wch->desc->connected) ? " &Y[&WWRITING&Y]&w " : "", act_info.c: xIS_SET(wch->act, PLR_AFK) ? " &Y[&WAWAY&Y]&w " : "", act_info.c: xIS_SET(wch->act, PLR_ATTACKER) ? " &R(&W^zATTACKER^x&R)&w " : "", act_info.c: xIS_SET(wch->act, PLR_KILLER) ? " &R(&W^zKILLER^x&R)&w " : "", act_info.c: xIS_SET(wch->act, PLR_THIEF) ? " &R(&W^zTHIEF^x&R)&w " : "" act_info.c: if ( wch->leader || (whogr_p && whogr_p->indent) ) act_info.c: for ( obj2 = ch->first_carrying; obj2; obj2 = obj2->next_content ) act_info.c: pager_printf( ch, "\n\rPlayers near you in %s:\n\r", ch->in_room->area->name ); act_info.c: && victim->in_room->area == ch->in_room->area act_info.c: && victim->in_room->area == ch->in_room->area act_info.c: diff = victim->level - ch->level; act_info.c: diff = (int) (victim->max_hit - ch->max_hit) / 6; act_info.c: if ( ch->level < 2 ) act_info.c: || (ch->pcdata->clan->class != skill_table[sn]->guild) ) ) ) act_info.c: if( ch->level2 == -1 ) act_info.c: if( ch->level < skill_table[sn]->skill_level[ch->class] act_info.c: || (!IS_IMMORTAL(ch) && skill_table[sn]->skill_level[ch->class] == 0 )) act_info.c: if( (ch->level < skill_table[sn]->skill_level[ch->class] act_info.c: && ch->level < skill_table[sn]->skill_level[ch->class2] ) act_info.c: || (!IS_IMMORTAL(ch) && (skill_table[sn]->skill_level[ch->class] == 0 act_info.c: && skill_table[sn]->skill_level[ch->class2] == 0))) act_info.c: if ( ch->pcdata->learned[sn] <= 0 act_info.c: if ( ch->pcdata->learned[sn] == 0) act_info.c: else if ( ch->pcdata->learned[sn] > 0 act_info.c: && (ch->pcdata->learned[sn] < skill_table[sn]->skill_adept[ch->class] act_info.c: || ch->pcdata->learned[sn] < skill_table[sn]->skill_adept[ch->class2])) act_info.c: else if ( ch->pcdata->learned[sn] > 0) act_info.c: if ( ch->pcdata->learned[sn] > 0 ) act_info.c: pager_printf( ch, " &W%3d%%&w ", ch->pcdata->learned[sn] ); act_info.c: ch->practice ); act_info.c: for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room ) act_info.c: if ( ch->practice <= 0 ) act_info.c: if( ch->level2 == -1 ) act_info.c: && ch->level < skill_table[sn]->skill_level[ch->class] act_info.c: && ch->level < skill_table[sn]->race_level[ch->race] act_info.c: && (ch->level < skill_table[sn]->skill_level[ch->class] act_info.c: && ch->level < skill_table[sn]->skill_level[ch->class2]) act_info.c: && ch->level < skill_table[sn]->race_level[ch->race] act_info.c: && ch->pcdata->clan->class != skill_table[sn]->guild ) act_info.c: if ( mob->level < skill_table[sn]->skill_level[ch->class] act_info.c: adept = class_table[ch->class]->skill_adept * 0.2; act_info.c: if ( ch->pcdata->learned[sn] >= adept ) act_info.c: ch->practice--; act_info.c: ch->pcdata->learned[sn] += int_app[get_curr_int(ch)].learn; act_info.c: if ( ch->pcdata->learned[sn] >= adept ) act_info.c: ch->pcdata->learned[sn] = adept; act_info.c: wimpy = (int) ch->max_hit / 2.25; act_info.c: wimpy = (int) ch->max_hit / 1.2; act_info.c: wimpy = (int) ch->max_hit / 5; act_info.c: if ( IS_PKILL( ch ) && wimpy > (int) ch->max_hit / 2.25 ) act_info.c: else if ( wimpy > (int) ch->max_hit / 1.2 ) act_info.c: ch->wimpy = wimpy; act_info.c: if ( strcmp( crypt( arg1, ch->pcdata->pwd ), ch->pcdata->pwd ) ) act_info.c: pwdnew = crypt( arg2, ch->name ); act_info.c: DISPOSE( ch->pcdata->pwd ); act_info.c: ch->pcdata->pwd = str_dup( pwdnew ); act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_SILENCE) ) act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_RACETALK )? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_CHAT ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_AUCTION ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_QUEST ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_WARTALK ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_AVTALK ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_MUSIC ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_ASK ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_SHOUT ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_YELL ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_GRATZ ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_TELLS ) ? act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_WHISPER ) ? act_info.c: if ( !IS_NPC( ch ) && ch->pcdata->clan ) act_info.c: if ( ch->pcdata->clan->clan_type == CLAN_ORDER ) act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_ORDER ) ? act_info.c: else if ( ch->pcdata->clan->clan_type == CLAN_GUILD ) act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_GUILD ) ? act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_CLAN ) ? act_info.c: if ( IS_IMMORTAL(ch) || ( ch->pcdata->council act_info.c: && !str_cmp( ch->pcdata->council->name, "Newbie Council" ) ) ) act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_NEWBIE) ? act_info.c: if ( IS_IMMORTAL(ch) || ( ch->pcdata->council2 act_info.c: && !str_cmp( ch->pcdata->council2->name, "Newbie Council" ) ) ) act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_NEWBIE2) ? act_info.c: if ( !IS_NPC( ch ) && ch->pcdata->council) act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_COUNCIL)? act_info.c: if ( !IS_NPC( ch ) && ch->pcdata->council2) act_info.c: ch_printf_color( ch, "%s", !IS_SET( ch->deaf, CHANNEL_COUNCIL2)? act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_IMMTALK ) ? act_info.c:/* send_to_char_color( !IS_SET( ch->deaf, CHANNEL_PRAY ) ? act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_HIGHGOD ) ? act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_MONITOR ) ? act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_AUTH ) ? act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_LOG ) ? act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_BUILD) ? act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_COMM ) ? act_info.c: send_to_char_color( !IS_SET (ch->deaf, CHANNEL_WARN) act_info.c: send_to_char_color( !IS_SET( ch->deaf, CHANNEL_HIGH ) ? act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_RACETALK); act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_AUCTION); act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_CHAT); act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_QUEST); act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_WARTALK); act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_PRAY); act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_MUSIC); act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_ASK); act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_SHOUT); act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_YELL); act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_GRATZ); act_info.c: /* if (ch->pcdata->clan) act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_CLAN); act_info.c: if (ch->pcdata->council) act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_COUNCIL); act_info.c: if (ch->pcdata->guild) act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_GUILD); act_info.c: if (ch->level >= LEVEL_IMMORTAL) act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_AVTALK); act_info.c: if (ch->level >= sysdata.log_level ) act_info.c: REMOVE_BIT (ch->deaf, CHANNEL_COMM); act_info.c: SET_BIT (ch->deaf, CHANNEL_RACETALK); act_info.c: SET_BIT (ch->deaf, CHANNEL_AUCTION); act_info.c: SET_BIT (ch->deaf, CHANNEL_CHAT); act_info.c: SET_BIT (ch->deaf, CHANNEL_QUEST); act_info.c: SET_BIT (ch->deaf, CHANNEL_PRAY); act_info.c: SET_BIT (ch->deaf, CHANNEL_MUSIC); act_info.c: SET_BIT (ch->deaf, CHANNEL_ASK); act_info.c: SET_BIT (ch->deaf, CHANNEL_SHOUT); act_info.c: SET_BIT (ch->deaf, CHANNEL_WARTALK); act_info.c: SET_BIT (ch->deaf, CHANNEL_YELL); act_info.c: SET_BIT (ch->deaf, CHANNEL_GRATZ); act_info.c: /* if (ch->pcdata->clan) act_info.c: SET_BIT (ch->deaf, CHANNEL_CLAN); act_info.c: if (ch->pcdata->council) act_info.c: SET_BIT (ch->deaf, CHANNEL_COUNCIL); act_info.c: SET_BIT (ch->deaf, CHANNEL_GUILD); act_info.c: if (ch->level >= LEVEL_IMMORTAL) act_info.c: SET_BIT (ch->deaf, CHANNEL_AVTALK); act_info.c: if (ch->level >= sysdata.log_level) act_info.c: SET_BIT (ch->deaf, CHANNEL_COMM); act_info.c: REMOVE_BIT (ch->deaf, bit); act_info.c: SET_BIT (ch->deaf, bit); act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_PAGERON ) ? "[+] PAGER" act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_GAG ) ? "[+] GAG" act_info.c: xIS_SET(ch->act, PLR_BRIEF ) ? "[+] BRIEF" act_info.c: xIS_SET(ch->act, PLR_COMBINE ) ? "[+] COMBINE" act_info.c: xIS_SET(ch->act, PLR_BLANK ) ? "[+] BLANK" act_info.c: xIS_SET(ch->act, PLR_PROMPT ) ? "[+] PROMPT" act_info.c: xIS_SET(ch->act, PLR_ANSI ) ? "[+] ANSI" act_info.c: xIS_SET(ch->act, PLR_RIP ) ? "[+] RIP" act_info.c: xIS_SET(ch->act, PLR_NOMENU ) ? "[+] NOMENU" act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_NOBEEP ) ? "[+] NOBEEP" act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS) ? "[+] ANONYMOUS" act_info.c: xIS_SET(ch->act, PLR_AUTOSAC ) ? "[+] AUTOSAC" act_info.c: xIS_SET(ch->act, PLR_AUTOGOLD ) ? "[+] AUTOGOLD" act_info.c: xIS_SET(ch->act, PLR_AUTOLOOT ) ? "[+] AUTOLOOT" act_info.c: xIS_SET(ch->act, PLR_AUTOEXIT ) ? "[+] AUTOEXIT" act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_NORECALL ) ? "[+] NORECALL" act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_NOSUMMON ) ? "[+] NOSUMMON" act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_IMMPROOF ) ? "[+] IMMPROOF" act_info.c: xIS_SET(ch->act, PLR_SHOVEDRAG ) ? "[+] DRAG" act_info.c: xIS_SET(ch->act, PLR_NICE ) ? "[+] NICE" act_info.c: xIS_SET(ch->act, PLR_TELNET_GA ) ? "[+] TELNETGA" act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_GROUPWHO ) ? "[+] GROUPWHO" act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_NOINTRO ) ? "[+] NOINTRO" act_info.c: ch->pcdata->pagerlen, act_info.c: ch->wimpy ); act_info.c: xIS_SET(ch->act, PLR_ROOMVNUM ) ? "+" act_info.c: xIS_SET(ch->act, PLR_AUTOMAP ) ? "+" act_info.c: xIS_SET( ch->act, PLR_ROOMVNUM ) ? "[+] VNUM" act_info.c: xIS_SET( ch->act, PLR_AUTOMAP ) ? "[+] MAP" act_info.c: /*IS_SET( ch->pcdata->flags, PCFLAG_IMMPROOF ) ? "[+] IMMPROOF" act_info.c: xIS_SET(ch->act, PLR_SILENCE ) ? act_info.c: xIS_SET(ch->act, PLR_NO_EMOTE ) ? act_info.c: xIS_SET(ch->act, PLR_NO_TELL ) ? act_info.c: xIS_SET(ch->act, PLR_LITTERBUG )? act_info.c: xIS_SET(ch->act, PLR_THIEF ) ? act_info.c: xIS_SET(ch->act, PLR_KILLER ) ? act_info.c: xSET_BIT (ch->act, bit); act_info.c: xREMOVE_BIT(ch->act, bit); act_info.c: SET_BIT (ch->pcdata->flags, bit); act_info.c: REMOVE_BIT (ch->pcdata->flags, bit); act_info.c: if xIS_SET(ch->act, PLR_AFK) act_info.c: xREMOVE_BIT(ch->act, PLR_AFK); act_info.c: if( ch->pcdata->afkmsg ) act_info.c: STRFREE( ch->pcdata->afkmsg ); act_info.c: ch->pcdata->afkmsg = NULL; act_info.c: xSET_BIT(ch->act, PLR_AFK); act_info.c: ch->pcdata->afkmsg = STRALLOC( buf ); act_info.c:if (ch->class==CLASS_WARRIOR) act_info.c: if(ch->pcdata->learned[sn] < 1 || act_info.c: if(ch->level>=skill->skill_level[ch->class] ) act_info.c: if(ch->pcdata->condition[COND_BLOODTHIRST] >= BLOOD) act_info.c: if(ch->mana >= MANA) act_info.c: ch_printf(ch, "%s, '%s' doesn't use %s points.\n\r", ch->name, skill->name, IS_VAMPIRE(ch)?"blood":"mana"); act_info.c: if(ch->pcdata->learned[sn] < 1) act_info.c: if ( ch->level < skill->skill_level[ch->class] ) act_info.c: classnum = ch->class; act_info.c: if ( ch->pcdata->learned[sn] <= 0 act_info.c: && (!charclass || ch->level2 == -1 act_info.c: || i != skill_table[sn]->skill_level[ch->class2] act_info.c: || i >= ch->level2)) act_info.c: temp = ch->class2; act_info.c: ch->pcdata->learned[sn], act_info.c: if ( IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ) act_info.c: ch_printf( ch, "Pager is now enabled at %d lines.\n\r", ch->pcdata->pagerlen ); act_info.c: ch->pcdata->pagerlen = atoi(arg); act_info.c: if ( ch->pcdata->pagerlen < 5 ) act_info.c: ch->pcdata->pagerlen = 5; act_info.c: ch_printf( ch, "Page pausing set to %d lines.\n\r", ch->pcdata->pagerlen ); act_info.c: if(!ch->pcdata->first_ignored) act_info.c: for(temp = ch->pcdata->first_ignored; temp; act_info.c: for(temp = ch->pcdata->first_ignored; temp; temp = next) act_info.c: UNLINK(temp, ch->pcdata->first_ignored, act_info.c: ch->pcdata->last_ignored, act_info.c: else if(!strcmp(arg, "self") || nifty_is_name(arg, ch->name)) act_info.c: if(!ch->reply) act_info.c: strcpy(arg, ch->reply->name); act_info.c: for(temp = ch->pcdata->first_ignored, i = 0; temp; act_info.c: UNLINK(temp, ch->pcdata->first_ignored, act_info.c: ch->pcdata->last_ignored, act_info.c: LINK(new, ch->pcdata->first_ignored, act_info.c: ch->pcdata->last_ignored, next, prev); act_info.c: for(temp = ch->pcdata->first_ignored; temp; temp = temp->next) act_info.c: if(nifty_is_name(temp->name, ign_ch->name)) act_info.c: xSET_BIT( ch->act, PLR_NEEDHELP ); act_info.c: sprintf( buf, "%s is requesting help: %s", ch->name, argument ); act_info.c: ch->pcdata->help_message = str_dup( argument ); act_info.c: ch->pcdata->killed[track].vnum; track++) act_info.c: tmob = get_mob_index(ch->pcdata->killed[track].vnum); act_info.c: ch->pcdata->killed[track].count); act_info.c: fprintf(fp, "%s hit a DT in room %d.\n", ch->name, ch->in_room->vnum); act_info.c: if( (!IS_NPC(ch)) && (ch->race>0) && (ch->race<MAX_RACE)) act_info.c: fprintf(fp, " %s", race_table[ch->race]->where_name[iWear]); act_move.c: cur = ch->carry_weight; act_move.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NOFLOOR ) act_move.c: || ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLYING ) ) ) ) act_move.c: bug( "Falling (in a loop?) more than 80 rooms: vnum %d", ch->in_room->vnum ); act_move.c: move_char( ch, get_exit(ch->in_room, DIR_DOWN), ++fall ); act_move.c: if (ch->on != NULL) /* is char on floor ??? */ act_move.c: if ( IS_DRUNK( ch, 2 ) && ( ch->position != POS_SHOVE ) act_move.c: && ( ch->position != POS_DRAG ) ) act_move.c: if ( ch->pcdata->nuisance && ch->pcdata->nuisance->flags > 8 && act_move.c: ( ch->position != POS_SHOVE ) && ( ch->position != POS_DRAG ) && act_move.c: number_percent() > (ch->pcdata->nuisance->flags*ch->pcdata->nuisance->power)) act_move.c: pexit = get_exit( ch->in_room, door ); act_move.c: sprintf( buf, "move_char: %s to door %d", ch->name, pexit->vdir ); act_move.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_MOUNTED) ) act_move.c: in_room = ch->in_room; act_move.c: if ( drunk && ch->position != POS_MOUNTED act_move.c: && ch->in_room->sector_type != SECT_WATER_SWIM act_move.c: && ch->in_room->sector_type != SECT_WATER_NOSWIM act_move.c: && ch->in_room->sector_type != SECT_UNDERWATER act_move.c: && ch->in_room->sector_type != SECT_OCEANFLOOR ) act_move.c: ch->position = POS_RESTING; act_move.c: ch->position = POS_INCAP; act_move.c: && ch->master act_move.c: && in_room == ch->master->in_room ) act_move.c: && ch->in_room->area != to_room->area ) act_move.c: if ( ch->level < to_room->area->low_hard_range ) act_move.c: switch( to_room->area->low_hard_range - ch->level ) act_move.c: if ( ch->level > to_room->area->hi_hard_range ) act_move.c: && ch->in_room->area != to_room->area ) act_move.c: if ( iClass != ch->class act_move.c: && !IS_SET( ch->in_room->area->flags, AFLAG_NOPKILL ) act_move.c: if ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLYING ) ) act_move.c: if ( !ch->mount && !IS_AFFECTED(ch, AFF_FLYING) ) act_move.c: if ( (ch->mount && !IS_FLOATING(ch->mount)) || !IS_FLOATING(ch) ) act_move.c: if ( ch->mount ) act_move.c: if ( ch->mount && IS_AFFECTED( ch->mount, AFF_FLYING ) ) act_move.c: if ( !found && !ch->mount ) act_move.c: || drunk || ch->mental_state < -90 ) act_move.c: if ( ch->mount ) act_move.c: switch (ch->mount->position) act_move.c: if ( !IS_FLOATING(ch->mount) ) act_move.c: if ( ch->mount->move < move ) act_move.c: if ( ch->move < move ) act_move.c: if ( ch->mount ) act_move.c: ch->mount->move -= move; act_move.c: ch->move -= move; act_move.c: int count = ch->mount ? 1 : 0; act_move.c: if ( ch->mount && count == to_room->tunnel ) act_move.c: && ( IS_NPC(ch) || !xIS_SET(ch->act, PLR_WIZINVIS) ) ) act_move.c: if ( ch->mount ) act_move.c: if ( IS_AFFECTED( ch->mount, AFF_FLOATING ) ) act_move.c: if ( IS_AFFECTED( ch->mount, AFF_FLYING ) ) act_move.c: if ( ch->position == POS_SHOVE ) act_move.c: if ( ch->position == POS_DRAG ) act_move.c: if ( ch->mount ) act_move.c: act( AT_ACTION, buf, ch, NULL, ch->mount, TO_NOTVICT ); act_move.c: if ( ch->mount ) act_move.c: rprog_leave_trigger( ch->mount ); act_move.c: if( ch->mount ) act_move.c: char_from_room( ch->mount ); act_move.c: char_to_room( ch->mount, to_room ); act_move.c: && ( IS_NPC(ch) || !xIS_SET(ch->act, PLR_WIZINVIS) ) ) act_move.c: if ( ch->mount ) act_move.c: if ( IS_AFFECTED( ch->mount, AFF_FLOATING ) ) act_move.c: if ( IS_AFFECTED( ch->mount, AFF_FLYING ) ) act_move.c: if ( ch->position == POS_SHOVE ) act_move.c: if ( ch->position == POS_DRAG ) act_move.c: if ( ch->mount ) act_move.c: act( AT_ACTION, buf, ch, NULL, ch->mount, TO_ROOM ); act_move.c: && ch->in_room->area != to_room->area ) act_move.c: if ( ch->level < to_room->area->low_soft_range ) act_move.c: if ( ch->level > to_room->area->hi_soft_range ) act_move.c: if ( IS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) ) act_move.c: if ( xIS_SET(ch->act, PLR_BRIEF) ) act_move.c: xREMOVE_BIT(ch->act, PLR_BRIEF); act_move.c: xSET_BIT(ch->act, PLR_BRIEF); act_move.c: if ( IS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) ) act_move.c: ch->name, ch->in_room->vnum ); act_move.c: for ( fch = from_room->first_person; fch; fch = fch->next_in_room ) act_move.c: nextinroom = fch->next_in_room; act_move.c: && fch->master == ch act_move.c: && fch->position == POS_STANDING ) act_move.c: if ( ch->in_room->first_content ) act_move.c: || ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLOATING ) ) ) act_move.c: move_char( ch, get_exit(ch->in_room, DIR_NORTH), 0 ); act_move.c: move_char( ch, get_exit(ch->in_room, DIR_EAST), 0 ); act_move.c: move_char( ch, get_exit(ch->in_room, DIR_SOUTH), 0 ); act_move.c: move_char( ch, get_exit(ch->in_room, DIR_WEST), 0 ); act_move.c: move_char( ch, get_exit(ch->in_room, DIR_UP), 0 ); act_move.c: move_char( ch, get_exit(ch->in_room, DIR_DOWN), 0 ); act_move.c: move_char( ch, get_exit(ch->in_room, DIR_NORTHEAST), 0 ); act_move.c: move_char( ch, get_exit(ch->in_room, DIR_NORTHWEST), 0 ); act_move.c: move_char( ch, get_exit(ch->in_room, DIR_SOUTHEAST), 0 ); act_move.c: move_char( ch, get_exit(ch->in_room, DIR_SOUTHWEST), 0 ); act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) act_move.c: if ( (pexit = get_exit( ch->in_room, door )) == NULL ) act_move.c: && pexit_rev->to_room == ch->in_room ) act_move.c: for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room ) act_move.c: && pexit_rev->to_room == ch->in_room ) act_move.c: for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room ) act_move.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) act_move.c: && (ch->level < skill_table[gsn_bashdoor]->skill_level[ch->class] act_move.c: || ch->level < skill_table[gsn_bashdoor]->skill_level[ch->class2]) ) act_move.c: if ( ch->fighting ) act_move.c: && ch->move >= 15 act_move.c: && pexit_rev->to_room == ch->in_room ) act_move.c: for ( rch = to_room->first_person; rch; rch = rch->next_in_room ) act_move.c: damage( ch, ch, ( ch->max_hit / 20 ), gsn_bashdoor ); act_move.c: damage( ch, ch, ( ch->max_hit / 20 ) + 10, gsn_bashdoor ); act_move.c: damage( ch, ch, ( ch->max_hit / 20 ) + 10, gsn_bashdoor ); act_move.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) act_move.c: && !gch->fighting act_move.c: && ( ch->level - gch->level <= 4 ) act_move.c: if (ch->position == POS_FIGHTING) act_move.c: ch->fur_pos = FURNITURE_UNUSED; act_move.c: ch->position = POS_STANDING; act_move.c: if (ch->on) act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next ) act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next ) act_move.c: ch->on = NULL; act_move.c: obj = get_obj_list(ch, arg,ch->in_room->first_content); act_move.c: || ((ch->on != obj) && (count_users(obj) >= obj->value[0]))) act_move.c: ch->on=obj; act_move.c: ch->fur_pos=type; act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next ) act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next ) 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: if(!ch->on) act_move.c: if(ch->on) act_move.c: ch->position = POS_STANDING; act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next ) act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next ) act_move.c: ch->on = NULL; act_move.c: ch->fur_pos = FURNITURE_UNUSED; act_move.c: switch ( ch->position ) act_move.c: ch->position = POS_SITTING; act_move.c: ch->position = POS_SITTING; act_move.c: obj = get_obj_list(ch, arg,ch->in_room->first_content); act_move.c: || ((ch->on != obj) && (count_users(obj) >= obj->value[0]))) act_move.c: ch->position = POS_SITTING; act_move.c: if (ch->weight >= ((obj->value[0] * 300) + number_range(-30, 30))) { act_move.c: ch->position = POS_RESTING; act_move.c: ch->on = obj; act_move.c: ch->fur_pos = type; act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next ) act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next ) act_move.c: ch->position = POS_SITTING; act_move.c: switch ( ch->position ) act_move.c: ch->position = POS_RESTING; act_move.c: obj = get_obj_list(ch, arg,ch->in_room->first_content); act_move.c: || ((ch->on != obj) && (count_users(obj) >= obj->value[0]))) act_move.c: if (ch->weight >= ((obj->value[0] * 300) + number_range(-30, 30))) { act_move.c: ch->position = POS_RESTING; act_move.c: ch->position = POS_RESTING; act_move.c: ch->on = obj; act_move.c: ch->fur_pos = type; act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next ) act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next ) act_move.c: ch->position = POS_RESTING; act_move.c: ch->position = POS_RESTING; act_move.c: switch ( ch->position ) act_move.c: if ( ch->mental_state > 30 && (number_percent()+10) < ch->mental_state ) act_move.c: ch->position = POS_SLEEPING; act_move.c: if ( ch->mental_state > 30 && (number_percent()+5) < ch->mental_state ) act_move.c: ch->position = POS_SLEEPING; act_move.c: if ( ch->mental_state > 30 && number_percent() < ch->mental_state ) act_move.c: obj = get_obj_list(ch, arg,ch->in_room->first_content); act_move.c: || ((ch->on != obj) && (count_users(obj) >= obj->value[0]))) act_move.c: if (ch->weight >= ((obj->value[0] * 300) + number_range(-30, 30))) { act_move.c: ch->position = POS_RESTING; act_move.c: ch->position = POS_SLEEPING; act_move.c: ch->on = obj; act_move.c: ch->fur_pos = type; act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next ) act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next ) act_move.c: ch->position = POS_SLEEPING; act_move.c: if ( IS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) ) act_move.c: ch->name, ch->in_room->vnum ); act_move.c: ROOM_INDEX_DATA *start = ch->in_room, *dest; act_move.c: nch_next = nch->next_in_room; act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) act_move.c: if ( ch->in_room->sector_type != SECT_INSIDE && IS_OUTSIDE(ch) ) act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) act_move.c: if ( ch->in_room->sector_type == SECT_INSIDE || !IS_OUTSIDE(ch) ) act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next ) act_move.c: if ( (room=ch->in_room) == NULL ) act_move.c: bug( "pullcheck: %s not in a room?!?", ch->name ); act_move.c: if ( (ch->mount && !IS_FLOATING(ch->mount)) act_move.c: || (!ch->mount && !IS_FLOATING(ch)) ) act_move.c: if ( (ch->mount && !IS_FLOATING(ch->mount)) act_move.c: || (!ch->mount && !IS_FLOATING(ch)) ) act_move.c: if ( ch->mount ) act_move.c: char_from_room(ch->mount); act_move.c: char_to_room(ch->mount, xit->to_room); act_move.c: do_look(ch->mount, "auto"); act_move.c: switch (ch->substate) act_move.c: sprintf( vnum, "(%d)", ch->pcdata->memorize[slot]); act_move.c: room = get_room_index(ch->pcdata->memorize[slot]); act_move.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NO_ASTRAL ) ) act_move.c: ch->tempnum = slot; act_move.c: ch->substate = SUB_NONE; act_move.c: if ( ch->pcdata->memorize[ch->tempnum] > 0) act_move.c: ch->pcdata->memorize[ch->tempnum] = ch->in_room->vnum; act_move.c: ch->substate = SUB_NONE; act_obj.c: if( ch->class == class ) act_obj.c: if( ch->level2 == -1 ) act_obj.c: if( ch->class == class ) act_obj.c: if( ch->class == class || ch->class2 == class ) act_obj.c: && (ch->level < sysdata.level_getobjnotake ) ) act_obj.c: if ( ch->level - obj->value[5] > 5 act_obj.c: || obj->value[5] - ch->level > 5 ) act_obj.c: if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) act_obj.c: if ( ch->carry_weight + weight > can_carry_w( ch ) ) act_obj.c: && !IS_NPC( ch ) && str_cmp( container->name+7, ch->name ) ) act_obj.c: if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) act_obj.c: if ( clan->storeroom == ch->in_room->vnum ) act_obj.c: switch(ch->race){ act_obj.c: if(obj->item_type == ITEM_GOLD) ch->gold += amt; act_obj.c: if(obj->item_type == ITEM_COPPER) ch->copper += amt; act_obj.c: if(obj->item_type == ITEM_SILVER) ch->silver +=amt; act_obj.c: if ( (ch->carry_number + number) > can_carry_n(ch) ) act_obj.c: obj = get_obj_list( ch, arg1, ch->in_room->first_content ); act_obj.c: save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */ act_obj.c: if ( IS_SET( ch->in_room->room_flags, ROOM_DONATION ) ) act_obj.c: for ( obj = ch->in_room->last_content; obj; obj = obj_next ) act_obj.c: || ch->carry_number >= can_carry_n( ch ) act_obj.c: || ch->carry_weight >= can_carry_w( ch ) act_obj.c: if ( ch->carry_weight + container->weight > can_carry_w( ch ) ) act_obj.c: && str_cmp( name, ch->name ) ) act_obj.c: && str_cmp( name, ch->name ) act_obj.c: && str_cmp( container->action_desc, ch->name ) ) act_obj.c: && !IS_NPC(ch) && str_cmp( name, ch->name ) act_obj.c: && !IS_NPC(ch) /*&& IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) */ act_obj.c: && container->value[4] - ch->level < 10 act_obj.c: && container->value[4] - ch->level > -10 ) act_obj.c: if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) ) act_obj.c: for ( gch = first_char; gch; gch = gch->next ) act_obj.c: && !str_cmp( name, gch->name ) ) act_obj.c: if( str_cmp( name, ch->name ) ) act_obj.c: sprintf( buf, "%s is looting %s's corpse! %s(room %d)", ch->name, act_obj.c: "(ClanObject) " : "", ch->in_room->vnum ); act_obj.c: sprintf( buf, "%s is looting %s's corpse at %s!", ch->name, capitalize( name ), ch->in_room->name ); act_obj.c: && str_cmp( ch->name, container->name+7 ) ) act_obj.c: || ch->carry_number >= can_carry_n( ch ) act_obj.c: || ch->carry_weight >= can_carry_w( ch ) act_obj.c: if ( ch->carry_weight + container->weight > can_carry_w(ch) ) act_obj.c: if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) act_obj.c: if ( clan->storeroom == ch->in_room->vnum ) act_obj.c: for ( obj = ch->first_carrying; obj; obj = obj_next ) act_obj.c: if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) act_obj.c: if ( clan->storeroom == ch->in_room->vnum ) act_obj.c: if ( xIS_SET( ch->act, PLR_LITTERBUG ) ) act_obj.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NODROP ) act_obj.c: if ( type == 0 && ch->gold < number ) act_obj.c: if ( type == 1 && ch->silver < number ) act_obj.c: if ( type == 2 && ch->copper < number ) act_obj.c: if ( type == 0 ) ch->gold -= number; act_obj.c: if ( type == 1 ) ch->silver -= number; act_obj.c: if ( type == 2 ) ch->copper -= number; act_obj.c: for ( obj = ch->in_room->first_content; obj; obj = obj_next ) act_obj.c: obj_to_room( create_money( number, 0 ), ch->in_room ); act_obj.c: obj_to_room( create_money( number, 1 ), ch->in_room ); act_obj.c: obj_to_room( create_money( number, 2 ), ch->in_room ); act_obj.c: obj = obj_to_room( obj, ch->in_room ); act_obj.c: if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) ) act_obj.c: if ( clan->storeroom == ch->in_room->vnum ) act_obj.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) act_obj.c: || IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) ) act_obj.c: for ( obj = ch->first_carrying; obj; obj = obj_next ) act_obj.c: obj_next = ch->first_carrying; act_obj.c: obj = obj_to_room( obj, ch->in_room ); act_obj.c: save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */ act_obj.c: if ( type == 0 && ch->gold < amount ) act_obj.c: if ( type == 1 && ch->silver < amount ) act_obj.c: if ( type == 2 && ch->copper < amount ) act_obj.c: ch->gold -= amount; act_obj.c: ch->silver -= amount; act_obj.c: ch->copper -= amount; act_obj.c: if ( !IS_NPC(ch) && (!IS_PKILL(ch) || (IS_PKILL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_GAG))) ) act_obj.c: ch->armor += apply_ac( obj, obj->wear_loc ); act_obj.c: ch->armor -= apply_ac( obj, obj->wear_loc ); act_obj.c: ch->armor -= apply_ac( obj, obj->wear_loc ); act_obj.c: && ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) act_obj.c: if ( IS_NPC(ch) || ch->pcdata->learned[gsn_dual_wield] ) act_obj.c: for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content ) act_obj.c: if( ch->level2 == -1 && obj->level > get_trust( ch ) ) act_obj.c: /* Note, ch->level HAS to be used as opposed to get_trust because ch->level act_obj.c: else if( ch->level2 != -1 && obj->level > ch->level && !IS_IMMORTAL( ch ) ) act_obj.c: || ( IS_OBJ_STAT(obj, ITEM_ANTI_VAMPIRE) && ch->race == RACE_VAMPIRE ) act_obj.c: bug( "wear_obj: uknown/unused item_wear bit %d. %s room %d", bit, ch->name, ch->in_room->vnum ); act_obj.c: for ( obj = ch->first_carrying; obj; obj = obj_next ) act_obj.c: for ( obj = ch->first_carrying; obj != NULL ; obj = obj_next ) act_obj.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) act_obj.c: obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); act_obj.c: || IS_NPC(ch) || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) act_obj.c: switch( ch->in_room->sector_type ) act_obj.c: if ( move > ch->move ) act_obj.c: ch->move -= move; act_obj.c: if ( ch->level - obj->value[5] > 5 act_obj.c: || obj->value[5] - ch->level > 5 ) act_obj.c: obj_to_room( tmpObj, ch->in_room ); act_obj.c: ch->copper += 1; act_obj.c: save_house_by_vnum(ch->in_room->vnum); /* Prevent House Object Duplication */ act_obj.c: if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) ) act_obj.c: if ( !IS_NPC( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != '\0' ) act_obj.c: strcpy( name, ch->pcdata->deity->name ); act_obj.c: else if ( !IS_NPC( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != '\0' ) act_obj.c: strcpy( name, ch->pcdata->clan->deity ); act_obj.c: for( obj = ch->in_room->first_content ; obj ; obj = obj_next ) act_obj.c: obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); act_obj.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next ) act_obj.c: vch_next = vch->next_in_room; act_obj.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) act_obj.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) act_obj.c: if ( arg[0] == '\0' && !ch->fighting ) act_obj.c: if ( ch->fighting ) act_obj.c: templvl = ch->level; act_obj.c: ch->level = LEVEL_HERO; /* make sure EQ doesn't get lost */ act_obj.c: contents = ch->in_room->last_content; act_obj.c: ch->level = templvl; act_obj.c: if ( ch->level < 3 ) act_obj.c: if ( ch->level < auction->item->level ) act_obj.c: chwealth = get_value(ch->gold, ch->silver, ch->copper); act_obj.c: if(ch->gold < gbid || ch->silver < sbid || ch->copper < cbid){ act_obj.c: ch->gold -= gbid; act_obj.c: ch->silver -= sbid; act_obj.c: ch->copper -= cbid; act_obj.c: rch = rch->next_in_room, chcnt++ ) act_obj.c: damage( vch, vch, dam*vch->level, TYPE_UNDEFINED ); act_obj.c: obj = recursive_note_find(ch->first_carrying, argument); act_obj.c: if ( IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) ) act_obj.c: if ( clan->storeroom == ch->in_room->vnum ) act_obj.c: for ( obj = ch->first_carrying; obj; obj = obj_next ) act_obj.c: if (!can_drop_obj(ch, obj) && ch->level < LEVEL_IMMORTAL ) act_obj.c: new_ob = create_object( get_obj_index( first_ob->value[2] ), ch->level ); act_wiz.c:// for ( vch = first_char; vch; vch = vch->next ) act_wiz.c: /* pager_printf( ch, "Saving %-s...\n\r", vch->name ); */ act_wiz.c: sprintf( fname, "%s%s", WATCH_DIR, strlower( ch->name ) ); act_wiz.c: sprintf( fname, "%s%s", WATCH_DIR, strlower( ch->name ) ); act_wiz.c: sprintf( fname, "%s%s", WATCH_DIR, strlower( ch->name ) ); act_wiz.c: if ( !str_cmp(ch->name, pw->imm_name) ) act_wiz.c: if ( !str_cmp(ch->name, pw->imm_name) ) act_wiz.c: if ( !str_cmp(ch->name, pw->imm_name) act_wiz.c: pinsert->imm_name = str_dup( strlower( ch->name ) ); act_wiz.c: if ( !str_cmp(ch->name, pw->imm_name) act_wiz.c: pinsert->imm_name = str_dup( strlower( ch->name ) ); act_wiz.c: if(!str_cmp(ch->name, pw->imm_name) act_wiz.c: pinsert->imm_name = str_dup(strlower(ch->name)); act_wiz.c: ch->name, cmd->name, level ); act_wiz.c: victim->pcdata->authed_by = QUICKLINK( ch->name ); act_wiz.c: DISPOSE( ch->pcdata->bamfin ); act_wiz.c: ch->pcdata->bamfin = str_dup( argument ); act_wiz.c: strcpy(newbamf, ch->name); act_wiz.c: strcat(newbamf, ch->name); act_wiz.c: a+=strlen(ch->name); act_wiz.c: DISPOSE( ch->pcdata->bamfin ); act_wiz.c: ch->pcdata->bamfin = str_dup( newbamf ); act_wiz.c: DISPOSE( ch->pcdata->bamfout ); act_wiz.c: ch->pcdata->bamfout = str_dup( argument ); act_wiz.c: strcpy(newbamf, ch->name); act_wiz.c: strcat(newbamf, ch->name); act_wiz.c: a+=strlen(ch->name); act_wiz.c: DISPOSE( ch->pcdata->bamfout ); act_wiz.c: ch->pcdata->bamfout = str_dup( newbamf ); act_wiz.c: if( ch->level2 != -1 ) act_wiz.c: if( ch->level < LEVEL_PCAVATAR ) act_wiz.c: DISPOSE( ch->pcdata->rank ); act_wiz.c: ch->pcdata->rank = str_dup( "" ); act_wiz.c: ch->pcdata->rank = str_dup( argument ); act_wiz.c: ch_printf( victim, "%s brings you back from retirement.\n\r", ch->name ); act_wiz.c: ch_printf( victim, "Courtesy of %s, you are now a retired immortal.\n\r", ch->name ); act_wiz.c: sprintf(arg,"Forceclose issued by %s on %s",ch->name,argument); act_wiz.c: if ( xIS_SET(ch->act, PLR_NO_EMOTE) ) { act_wiz.c: if ( xIS_SET(ch->act, PLR_NO_EMOTE) ) { act_wiz.c: echo_to_room ( color, ch->in_room, argument ); act_wiz.c: echo_to_room ( AT_IMMORT, ch->in_room, argument ); act_wiz.c: location = ch->in_room; act_wiz.c: sprintf(buf, "%d", ch->regoto); act_wiz.c: || !IS_NPC(wch) || wch->in_room == NULL) act_wiz.c: location = wch->in_room; act_wiz.c: original = ch->in_room; act_wiz.c: original = ch->in_room; act_wiz.c: original = ch->in_room; act_wiz.c: original = ch->in_room; act_wiz.c: location = ch->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: switch( ch->in_room->sector_type ) { act_wiz.c: if( !ch->in_room->compress ) act_wiz.c: decompressRoom( ch->in_room ); act_wiz.c: DISPOSE( ch->in_room->uncomp_desc ); act_wiz.c: showRoom( ch, ch->in_room ); act_wiz.c: for ( rch = location->first_person; rch; rch = rch->next_in_room ) act_wiz.c: one_argument( rch->name, buf ); act_wiz.c: sprintf( buf, "Reboot by %s.", ch->name ); act_wiz.c: for ( vch = first_char; vch; vch = vch->next ) act_wiz.c: sprintf( buf1, "\n\r&R[&WINFO&R] &cThe world darkens as %s recreates it and the rest of the universe.\n\r", ch->name); 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++; /* Advance_level doesn't do that */ act_wiz.c: && xIS_SET( och->act, PLR_SAVREBOOT ) ) act_wiz.c: sprintf( buf, "Shutdown by %s.", ch->name ); act_wiz.c: for ( vch = first_char; vch; vch = vch->next ) act_wiz.c: if( vch->desc ) act_wiz.c: I3_close_char( vch->desc ); act_wiz.c: if ( d->snoop_by == ch->desc ) act_wiz.c: if ( ch->desc ) act_wiz.c: for ( d = ch->desc->snoop_by; d; d = d->snoop_by ) act_wiz.c: victim->desc->snoop_by = ch->desc; act_wiz.c: if ( !ch->desc ) act_wiz.c: if ( ch->desc->original ) act_wiz.c: if ( !IS_NPC(victim) && ch->level < LEVEL_GREATER ) act_wiz.c: if ( ch->level <= victim->level ) { act_wiz.c: ch->desc->character = victim; act_wiz.c: ch->desc->original = ch; act_wiz.c: victim->desc = ch->desc; act_wiz.c: ch->desc = NULL; act_wiz.c: ch->switched = victim; act_wiz.c: if ( !ch->desc ) act_wiz.c: if ( !ch->desc->original ) act_wiz.c: xREMOVE_BIT( ch->affected_by, AFF_POSSESS ); act_wiz.c: ch->desc->character = ch->desc->original; act_wiz.c: ch->desc->original = NULL; act_wiz.c: ch->desc->character->desc = ch->desc; act_wiz.c: ch->desc->character->switched = NULL; act_wiz.c: ch->desc = NULL; act_wiz.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) act_wiz.c: char_to_room( victim, ch->in_room ); act_wiz.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) act_wiz.c: obj = obj_to_room( obj, ch->in_room ); act_wiz.c: for ( victim = ch->in_room->first_person; victim; victim = vnext ) act_wiz.c: for ( obj = ch->in_room->first_content; obj; obj = obj_next ) act_wiz.c: save_house_by_vnum(ch->in_room->vnum); /* Prevent House Object Duplication */ act_wiz.c: sprintf( buf2, "%s balzhuring %s", ch->name, buf ); act_wiz.c: sprintf( buf2, "%s destroying %s", ch->name, buf ); act_wiz.c: sprintf( buf, "%s%s", GOD_DIR, capitalize(ch->name) ); act_wiz.c: sprintf(arg,"elevate issued by %s on %s",ch->name,argument); act_wiz.c: if ( !ch->pcdata ) act_wiz.c: ch->pcdata->restore_time = current_time; act_wiz.c: vch_next = vch->next; act_wiz.c: vch->hit = vch->max_hit; act_wiz.c: vch->mana = vch->max_mana; act_wiz.c: vch->move = vch->max_move; act_wiz.c: vch->pcdata->condition[COND_BLOODTHIRST] = (10 + vch->level); act_wiz.c: if ( !ch->pcdata ) act_wiz.c: if ( !ch->pcdata->restore_time ) act_wiz.c: time_passed = current_time - ch->pcdata->restore_time; act_wiz.c: ch_printf( victim, "%s is attempting to freeze you.\n\r", ch->name ); act_wiz.c: for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) act_wiz.c: if ( rch->fighting ) act_wiz.c: for ( pwatch = first_watch; pwatch; pwatch = pwatch->next ) act_wiz.c: fprintf( fp, "%d %s~%s~%s~\n", pwatch->imm_level, pwatch->imm_name, act_wiz.c: pwatch->target_name?pwatch->target_name:" ", act_wiz.c: pwatch->player_site?pwatch->player_site:" " ); act_wiz.c: vch_next = vch->next; act_wiz.c: ch->pcdata->wizinvis = level; act_wiz.c: ch->mobinvis = level; act_wiz.c: if ( ch->pcdata->wizinvis < 2 ) act_wiz.c: ch->pcdata->wizinvis = ch->level; act_wiz.c: if ( ch->mobinvis < 2 ) act_wiz.c: ch->mobinvis = ch->level; act_wiz.c: if ( xIS_SET(ch->act, PLR_WIZINVIS) ) act_wiz.c: xREMOVE_BIT(ch->act, PLR_WIZINVIS); act_wiz.c: xSET_BIT(ch->act, PLR_WIZINVIS); act_wiz.c: if ( xIS_SET(ch->act, PLR_HOLYLIGHT) ) act_wiz.c: xREMOVE_BIT(ch->act, PLR_HOLYLIGHT); act_wiz.c: xSET_BIT(ch->act, PLR_HOLYLIGHT); act_wiz.c: ch->name, r_lo, r_hi ); act_wiz.c: ch->name, o_lo, o_hi ); act_wiz.c: ch->name, m_lo, m_hi ); act_wiz.c: char_to_room( d->character, ch->in_room ); act_wiz.c: sprintf( buf2, "%s mortalizing %s", ch->name, buf ); act_wiz.c: sprintf( buf2, "%s mortalizing %s", ch->name, buf ); act_wiz.c: char_to_room( d->character, ch->in_room ); act_wiz.c: ch->name, argument ); act_wiz.c: ch_printf( victim, "%s has removed your bestowed commands.\n\r", ch->name ); act_wiz.c: ch->name, argument ); act_wiz.c: ech_next = ech->next; act_wiz.c: if ( ech->fighting ) act_wiz.c: if ( URANGE(pArea->low_m_vnum, ech->pIndexData->vnum, act_wiz.c: pArea->hi_m_vnum) == ech->pIndexData->vnum || act_wiz.c: (ech->in_room && ech->in_room->area == pArea) ) act_wiz.c: if ( ech->in_room && ech->in_room->area == pArea ) act_wiz.c: ech_next = ech->next_in_room; act_wiz.c: if ( ech->fighting ) act_wiz.c: drop_artifacts(ch, ch->last_carrying); act_wiz.c: sprintf( buf2, "%s destroying %s", ch->name, buf ); act_wiz.c: sprintf( buf2, "%s destroying %s", ch->name, buf ); act_wiz.c: if( ch->pcdata->council ) act_wiz.c: ch->pcdata->council->num_members--; act_wiz.c: rem_council_member( ch->pcdata->council, ch->name ); act_wiz.c: if( ch->pcdata->council2 ) act_wiz.c: ch->pcdata->council->num_members--; act_wiz.c: rem_council_member( ch->pcdata->council, ch->name ); act_wiz.c: if( ch->pcdata->clan ) act_wiz.c: ch->pcdata->clan->num_members--; act_wiz.c: rem_clan_member( ch->pcdata->clan, ch->name ); act_wiz.c: sprintf( buf2, "%s destroying %s", ch->name, buf ); act_wiz.c: sprintf( buf, "%s destroying %s", ch->name, arg ); act_wiz.c: return ch->name; act_wiz.c: one_argument (ch->name, name); /* copy the first word into name */ act_wiz.c: for (rch = ch->in_room->first_person; rch && (rch != ch);rch = act_wiz.c: rch->next_in_room) act_wiz.c: if (is_name (name, rch->name)) act_wiz.c: old_room = ch->in_room; act_wiz.c: old_room = ch->in_room; act_wiz.c: victim->pcdata->helled_by = STRALLOC(ch->name); act_wiz.c: location = ch->in_room; act_wiz.c:/*ch->in_room = get_room_index(8);*/ act_wiz.c:/*ch->in_room = location; The case of unhell self, etc.*/ act_wiz.c: location = ch->in_room; act_wiz.c: if( str_cmp(ch->name, victim->pcdata->helled_by) ) act_wiz.c: if ( get_trust(ch) > LEVEL_SUB_IMPLEM || !str_cmp(ch->name, "Nivek")) act_wiz.c: if ((get_trust(ch) > LEVEL_GREATER || !str_cmp(ch->name, "Nivek")) act_wiz.c: if ( (!str_cmp(ch->name, "Nivek") || get_trust(ch) > LEVEL_SUB_IMPLEM) act_wiz.c: if ( command->level > get_trust(ch) && str_cmp(ch->name, "Nivek")) act_wiz.c: if ( get_trust(ch) <= LEVEL_SUB_IMPLEM && str_cmp(ch->name, "Nivek")) act_wiz.c: if (( str_cmp( ch->pcdata->council_name, "Quest Council" ) act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Quest Council")) act_wiz.c: t->tm_mon+1, t->tm_mday, ch->in_room ? ch->in_room->vnum : 0, act_wiz.c: IS_NPC( ch ) ? ch->short_descr : ch->name, argument ); act_wiz.c: ch_printf(ch, "Kill history for %s:\n\r", vch->name); act_wiz.c: vch->pcdata->killed[track].vnum; track++) act_wiz.c: tmob = get_mob_index(vch->pcdata->killed[track].vnum); act_wiz.c: vch->pcdata->killed[track].count); act_wiz.c: if( !ch->desc ) act_wiz.c: switch( ch->substate ) act_wiz.c: if ( !ch->pnote ) act_wiz.c: if ( ch->dest_buf != ch->pnote ) act_wiz.c: bug( "do_project: sub_writing_note: ch->dest_buf != ch->pnote", 0 ); act_wiz.c: STRFREE( ch->pnote->text ); act_wiz.c: ch->pnote->text = copy_buffer( ch ); act_wiz.c: if ( !ch->dest_buf ) act_wiz.c: bug( "do_project: sub_project_desc: NULL ch->dest_buf", 0 ); act_wiz.c: ch->substate = SUB_NONE; act_wiz.c: pproject = ch->dest_buf; act_wiz.c: ch->substate = ch->tempnum; act_wiz.c: if ( MINE &&(!pproject->owner||str_cmp( ch->name, pproject->owner)) act_wiz.c: && (!pproject->coder || str_cmp( ch->name, pproject->coder )) ) act_wiz.c: str_cmp(ch->name, "Kali") act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council") act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council"))) act_wiz.c: str_cmp(ch->name, "Kali") act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council") act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council"))) act_wiz.c: ch->tempnum = SUB_NONE; act_wiz.c: ch->substate = SUB_PROJ_DESC; act_wiz.c: ch->dest_buf = pproject; act_wiz.c: if( str_cmp(ch->name, "Kali") act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council") act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council")) && act_wiz.c: !str_cmp(pproject->owner, ch->name ) ) act_wiz.c: pproject->owner = STRALLOC( ch->name ); act_wiz.c: if ( pproject->coder && !str_cmp(ch->name, pproject->coder)) act_wiz.c: pproject->coder = str_dup( ch->name ); act_wiz.c: if( pproject->owner && str_cmp( pproject->owner, ch->name ) && act_wiz.c: && pproject->coder && str_cmp(pproject->coder, ch->name) && act_wiz.c: str_cmp(ch->name, "Kali") act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council") act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council"))) act_wiz.c: ch->substate = SUB_WRITING_NOTE; act_wiz.c: ch->dest_buf = ch->pnote; act_wiz.c: start_editing( ch, ch->pnote->text); act_wiz.c: STRFREE(ch->pnote->subject); act_wiz.c: ch->pnote->subject = STRALLOC( argument ); act_wiz.c: if( pproject->owner && str_cmp(ch->name, pproject->owner) && act_wiz.c: pproject->coder && str_cmp(ch->name, pproject->coder) && act_wiz.c: get_trust(ch) < LEVEL_GREATER && str_cmp(ch->name, "Kali") && act_wiz.c: (str_cmp(ch->pcdata->council_name, "Code Council") act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council"))) act_wiz.c: if ( !ch->pnote ) act_wiz.c: if ( !ch->pnote->subject ) act_wiz.c: ch->pnote->date = STRALLOC( strtime ); act_wiz.c: ch->pnote->sender = ch->name; act_wiz.c: plog = ch->pnote; act_wiz.c: ch->pnote = NULL; act_wiz.c: str_cmp(ch->name, pproject->owner) && get_trust(ch) < LEVEL_SAVIOR act_wiz.c: && str_cmp(ch->name, pproject->coder) act_wiz.c: && str_cmp(ch->name, "Kali") act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council") act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council"))) act_wiz.c: if( pproject->owner && str_cmp(ch->name, pproject->owner) && act_wiz.c: pproject->coder && str_cmp(ch->name, pproject->coder ) && act_wiz.c: str_cmp(ch->name, "Kali") act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council") act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council"))) act_wiz.c: str_cmp(ch->name, pproject->owner) && get_trust(ch) < LEVEL_SAVIOR act_wiz.c: && str_cmp(ch->name, pproject->coder ) act_wiz.c: && str_cmp(ch->name, "Kali") act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council") act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council"))) act_wiz.c: if ( inroom && ch->in_room != d->character->in_room ) act_wiz.c: if ( inarea && ch->in_room->area != d->character->in_room->area ) act_wiz.c: if ( ch->pcdata->area ) act_wiz.c: ch->pcdata->smited++; act_wiz.c: adjust_hiscore( "smiter", ch, ch->pcdata->smited ); act_wiz.c: if( str_cmp( ch->name, "Kratas" ) ) act_wiz.c: sprintf(buf, "Your Trust is %d.\n\r",ch->trust); act_wiz.c: if(ch->trust == 0) { act_wiz.c: ch->trust = ch->level; act_wiz.c: if ( level <= ch->level ) act_wiz.c: temp_prac = ch->practice; act_wiz.c: ch->level = 1; act_wiz.c: ch->exp = exp_level(ch,ch->level); act_wiz.c: ch->max_hit = 20; act_wiz.c: ch->max_mana = 100; act_wiz.c: ch->max_move = 100; act_wiz.c: ch->practice = 0; act_wiz.c: ch->hit = ch->max_hit; act_wiz.c: ch->mana = ch->max_mana; act_wiz.c: ch->move = ch->max_move; act_wiz.c: ch->practice = temp_prac; act_wiz.c: for ( iLevel = ch->level ; iLevel < level; iLevel++ ) act_wiz.c: ch->level += 1; act_wiz.c: sprintf(buf,"You are now level %d.\n\r",ch->level); act_wiz.c: ch->exp = exp_level(ch,ch->level) act_wiz.c: * UMAX( 1, ch->level ); act_wiz.c: if(ch->level < 103) { act_wiz.c: for (obj = ch->first_carrying; obj; obj = obj_next) act_wiz.c: if ( victim->level > ch->level ) act_wiz.c: sprintf(buf, "The Immortal %s has removed %s from their clan!", ch->name, victim->name); act_wiz.c: if ( victim->level > ch->level ) act_wiz.c: ch->name, skill_table[sn]->name); antitank.c: for( lowbie = ch->in_room->first_person ; lowbie ; lowbie = lowbie->next_in_room ) antitank.c: ch->pIndexData->vnum ); arena.c: sprintf(buf, "%s has ^zOPENED^x the arena with a MAX level of %d!",ch->name, hi_level); arena.c: sprintf(buf, "%s has ^zOPENED^x the arena with a MIN level of %d!",ch->name, low_level); arena.c: sprintf(buf, "%s has ^zOPENED^x the arena!", ch->name); arena.c: sprintf(buf,"%s has ^zOPENED^x the arena for levels %d through %d!", ch->name, low_level, hi_level); arena.c: sprintf(buf, "%s has closed betting. Let the games begin!", ch->name); arena.c: sprintf(buf, "%s has canceled the arena match!",ch->name); arena.c: if( ch->pcdata->arena ) arena.c: switch( ch->pcdata->arena->status ) arena.c: if ((ch->gold < arena_fee) && !IS_IMMORTAL(ch)) arena.c: if (ch->level<low_level && low_level != -1) arena.c: if (ch->level>hi_level && hi_level != -1) arena.c: if (ch->fighting) arena.c: bug("Cannot find a room in the arena for %s!", ch->name); arena.c: ch->position = POS_STANDING; arena.c: ch->retran = ch->in_room->vnum; arena.c: sprintf(buf, "Bill Gates donates %d coins for %s\'s entrance fee!",arena_fee, ch->name); arena.c: ch->gold-=arena_fee; arena.c: sprintf(buf, "%s has joined the arena match!", ch->name); arena.c: CREATE( ch->pcdata->arena, ARENA_DATA, 1 ); arena.c: ch->pcdata->arena->status = 2; arena.c: if( !ch->pcdata->arena ) arena.c: if( ch->pcdata->arena->status != 2 ) arena.c: if (ch->fighting) arena.c: ch->position = POS_STANDING; arena.c: char_to_room( ch, get_room_index(ch->retran) ); arena.c: sprintf(buf, "%s has wimped out of the arena match!", ch->name); arena.c: DISPOSE( ch->pcdata->arena ); arena.c: if( ch->pcdata->arena ) arena.c: if( ch->gold < betamt ) arena.c: CREATE( ch->pcdata->arena, ARENA_DATA, 1 ); arena.c: ch->pcdata->arena->bet = betamt; arena.c: ch->gold -= ch->pcdata->arena->bet; arena.c: ch->pcdata->arena->bet_on = victim; arena.c: ch->pcdata->arena->bet_on->pcdata->arena->num_bets++; arena.c: arena_total_bets+=ch->pcdata->arena->bet; arena.c: ch->pcdata->arena->status = 1; arena.c: if (ch->pcdata->arena && ch->pcdata->arena->status == 2) arena.c: if (sysdata.arena==1 && (ch->pcdata->arena && ch->pcdata->arena->status == 0)) arena.c: if( ch->pcdata->arena && ch->pcdata->arena->status == 2 ) arena.c: if( !ch->pcdata->arena ) arena.c: switch( ch->pcdata->arena->status ) arena.c: if( ch->pcdata->arena->bet_on != arena_winner ) arena.c: if (ch->pcdata->arena->bet_on->pcdata->arena->num_bets <= 0) arena.c: ch->pcdata->arena->bet_on->pcdata->arena->num_bets=1; arena.c: /* percent = ch->pcdata->arenabet/arena_total_bets; arena.c: percent = (arena_total_bets/ch->pcdata->arenabet); arena.c: percent = 1/ch->pcdata->arena->bet_on->pcdata->arena->num_bets; arena.c: amount = ch->pcdata->arena->bet * percent; arena.c: gold = ch->pcdata->arena->bet + amount; arena.c: ch->gold += gold; arena.c: DISPOSE( ch->pcdata->arena ); arena.c: sprintf(buf, "%s has ^zWON^x the arena match, and ^z%d^x coins!", ch->name, arena_prize); arena.c: ch->gold += arena_prize; arena.c: ch->pcdata->arena_wins++; arena.c: adjust_hiscore("arena_pkill", ch, ch->pcdata->arena_wins); arena.c: ch->position=POS_STANDING; arena.c: ch->hit = ch->max_hit; arena.c: ch->mana = ch->max_mana; arena.c: ch->move = ch->max_move; arena.c: ch->pcdata->condition[COND_BLOODTHIRST] = (10 + ch->level); arena.c: char_to_room( ch, get_room_index(ch->retran)); arena.c: DISPOSE( ch->pcdata->arena ); arena.c: DISPOSE( ch->pcdata->arena ); arena.c: DISPOSE( ch->pcdata->arena ); arena.c: sprintf( buf, "%s has been defeated by %s in the arena!", victim->name, ch->name); arena.c: (IS_NPC(ch) ? ch->short_descr : ch->name), arena.c: ch->pcdata->arena_kills++; assa.c: if ( (IS_NPC( ch ) && ( ch->desc->original )) assa.c: if ( ch->mount ) assa.c: percent = number_percent() + UMAX(0, (victim->level - ch->level) * 2); assa.c: if( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_assassinate] ) axsmaug.c: tarea=ch->in_room->area; ban.c: if (!ch->desc) /* No desc means no go :) */ ban.c: switch ( ch->substate ) { ban.c: ch->tempnum = SUB_NONE; ban.c: if (!ch->desc) /* No desc is a bad thing */ ban.c: if (!ch->desc) ban.c: switch ( ch->substate ) { ban.c: temp->ban_by = str_dup ( ch->name ); ban.c: pban->ban_by = str_dup ( ch->name ); ban.c: temp->ban_by = str_dup ( ch->name ); ban.c: pban->ban_by = str_dup ( ch->name ); ban.c: temp->ban_by = str_dup ( ch->name ); ban.c: pban->ban_by = str_dup ( ch->name ); ban.c: ch->substate = SUB_BAN_DESC; ban.c: ch->dest_buf = pban; ban.c: pban = ch->dest_buf; ban.c: bug ("do_ban: sub_ban_desc: NULL ch->dest_buf", 0); ban.c: ch->substate = SUB_NONE; ban.c: ch->substate = ch->tempnum; ban.c: for ( i = 0; i < (int) ( strlen( ch->desc->host ) ); i++ ) ban.c: new_host[i] = LOWER( ch->desc->host[i] ); ban.c: if ( type == BAN_CLASS && (pban->flag == ch->class || pban->flag == ch->class2) ) ban.c: if ( ch->level > pban->level ) ban.c: pban->name, ch->desc->host ); ban.c: if ( type == BAN_RACE && pban->flag == ch->race ) ban.c: if ( ch->level > pban->level ) ban.c: pban->name, ch->desc->host ); ban.c: str_cmp(pban->user, ch->desc->user) ) ban.c: if ( ch->level > pban->level ) ban.c: ch->name, ch->desc->host ); bank.c: for ( banker = ch->in_room->first_person; banker; banker = banker->next_in_room ) bank.c: sprintf( buf, "Sorry, %s, we don't do business with mobs.", ch->short_descr ); bank.c: sprintf( buf, "%s How much do you wish to deposit?", ch->name ); bank.c: sprintf( buf, "%s How much do you wish to deposit?", ch->name ); bank.c: sprintf( buf, "%s You must specify gold, silver, or copper.", ch->name ); bank.c: sprintf( buf, "%s I don't trade in that currency.", ch->name ); bank.c: isgold ? (amount = ch->gold) : issilver ? (amount = ch->silver) : (amount = ch->copper); bank.c: if ( ( amount > ch->gold && isgold ) || ( amount > ch->silver && issilver ) || ( amount > ch->copper && iscopper ) ) bank.c: sprintf( buf, "%s Sorry, but you don't have that much %s to deposit.", ch->name, isgold ? "gold" : issilver ? "silver" : bank.c: sprintf( buf, "%s Oh, I see.. I didn't know i was doing business with a comedian.", ch->name ); bank.c: if( ch->pcdata->balance == 5000000 ) bank.c: if( ch->pcdata->balance + amount > 5000000 ) bank.c: amount = 5000000 - ch->pcdata->balance; bank.c: ch->gold -= amount; bank.c: ch->silver -= amount; bank.c: ch->copper -= amount; bank.c: ch->pcdata->balance += newamount; bank.c: sprintf( buf, "Sorry, %s, we don't do business with mobs.", ch->short_descr ); bank.c: sprintf( buf, "%s How much do you wish to withdraw?", ch->name ); bank.c: sprintf( buf, "%s How much do you wish to withdraw?", ch->name ); bank.c: sprintf( buf, "%s You must specify gold, silver, or copper.", ch->name ); bank.c: thebalance = goldamount(ch->pcdata->balance); bank.c: thebalance = silvamount(ch->pcdata->balance); bank.c: thebalance = ch->pcdata->balance; bank.c: amount = ch->pcdata->balance; bank.c: sprintf( buf, "%s But you do not have that much %s in your account!", ch->name, isgold ? "gold" : issilver ? "silver" : bank.c: sprintf( buf, "%s Oh I see.. I didn't know i was doing business with a comedian.", ch->name ); bank.c: ch->pcdata->balance -= amount; bank.c: ch->copper += amount; bank.c: ch->pcdata->balance -= newamount; bank.c: ch->gold += amount; bank.c: ch->pcdata->balance -= newamount; bank.c: ch->silver += amount; bank.c: sprintf( buf, "Sorry, %s, we don't do business with mobs.", ch->short_descr ); bank.c: goldies = goldamount(ch->pcdata->balance); bank.c: silvies = silvamount(ch->pcdata->balance); bank.c: sprintf( buf, "&YGold: %d.\n\r&WSilver: %d.\n\r&RCopper: %d.\n\r\n\r", goldies, silvies, ch->pcdata->balance); bank.c: sprintf( buf, "Sorry, %s, we don't do business with mobs.", ch->short_descr ); bank.c: sprintf( buf, "%s How much do you wish to send to who?", ch->name ); bank.c: sprintf( buf, "%s How much do you wish to send to who?", ch->name ); bank.c: thebalance = goldamount(ch->pcdata->balance); bank.c: thebalance = silvamount(ch->pcdata->balance); bank.c: thebalance = ch->pcdata->balance; bank.c: sprintf( buf, "%s I don't trade in that currency.", ch->name ); bank.c: sprintf( buf, "%s %s could not be located.", ch->name, capitalize(arg2) ); bank.c: sprintf( buf, "%s We do not do business with mobiles...", ch->name ); bank.c: amount = ch->pcdata->balance; bank.c: sprintf( buf, "%s You are very generous, but you don't have that much gold!", ch->name ); bank.c: sprintf( buf, "%s Oh I see.. I didn't know I was doing business with a comedian.", ch->name ); bank.c: ch->pcdata->balance -= newamount; bank.c: ch->name, amount, isgold ? "gold" : issilver ? "silver" : "copper", (amount != 1) ? "s" : "" ); bits.c: for (bit = ch->first_abit; bit; bit = bit->next) { bits.c: for (bit = ch->pcdata->first_qbit; bit; bit = bit->next) { bits.c: LINK(bit, ch->first_abit, ch->last_abit, next, prev); bits.c: LINK(bit, ch->pcdata->first_qbit, ch->pcdata->last_qbit, next, prev); bits.c: if (!ch->first_abit) bits.c: bit = ch->first_abit; bits.c: UNLINK(tmp, ch->first_abit, ch->last_abit, next, prev); bits.c: if (!ch->pcdata->first_qbit) bits.c: bit = ch->pcdata->first_qbit; bits.c: UNLINK(tmp, ch->pcdata->first_qbit, ch->pcdata->last_qbit, next, prev); bits.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) bits.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) boards.c: if ( is_name( ch->name, board->extra_removers ) ) boards.c: if ( ch->pcdata->clan && !str_cmp( ch->pcdata->clan->name, board->read_group ) ) boards.c: if ( ch->pcdata->council && !str_cmp( ch->pcdata->council->name, board->read_group ) ) boards.c: if ( ch->pcdata->council2 && !str_cmp( ch->pcdata->council2->name, board->read_group ) ) boards.c: if ( is_name( ch->name, board->extra_readers ) ) boards.c: if ( ch->pcdata->clan && !str_cmp( ch->pcdata->clan->name, board->post_group ) ) boards.c: if ( ch->pcdata->council && !str_cmp( ch->pcdata->council->name, board->post_group ) ) boards.c: if ( ch->pcdata->council2 && !str_cmp( ch->pcdata->council2->name, board->post_group ) ) boards.c: for ( obj = ch->in_room->first_content; boards.c: if ( !str_cmp( ch->name, pnote->sender ) ) boards.c: if ( is_name( ch->name, pnote->to_list ) ) boards.c: if ( ch->pnote ) boards.c: pnote->sender = QUICKLINK( ch->name ); boards.c: ch->pnote = pnote; boards.c: for ( quill = ch->last_carrying; quill; quill = quill->prev_content ) boards.c: switch( ch->substate ) boards.c: switch( ch->substate ) boards.c: if ( !ch->desc ) boards.c: switch( ch->substate ) boards.c: ed = ch->dest_buf; boards.c: if ( ch->copper < 10 boards.c: ch->copper -= 10; boards.c: if ( str_cmp( ch->name, pnote->sender ) ) boards.c: if ( str_cmp( ch->name, pnote->sender ) ) boards.c: if ( is_name( ch->name, buf ) ) boards.c: sprintf( buf, "%s %s", pnote->yesvotes, ch->name ); boards.c: sprintf( buf, "%s %s", pnote->novotes, ch->name ); boards.c: sprintf( buf, "%s %s", pnote->abstentions, ch->name ); boards.c: if ( ch->substate == SUB_RESTRICTED ) boards.c: ch->substate = SUB_WRITING_NOTE; boards.c: ch->dest_buf = ed; boards.c: ch->name, boards.c: pnote->sender = QUICKLINK( ch->name ); boards.c: if ( ch->copper < 50 && get_trust(ch) < sysdata.read_mail_free ) boards.c: ch->copper -= 50; bounty.c: for ( bounty = ch->in_room->first_person; bounty; bounty = bounty->next_in_room ) bounty.c: else if ( ch->bounty > 0 ) bounty.c: ch_printf( ch, "&YYou have a bounty worth %d gold on your head.\n\r", ch->bounty ); bounty.c: else if ( ch->bowed > 0 ) bounty.c: ch_printf( ch, "&YYou are owed %d gold in bounty earnings.\n\r", ch->bowed ); bounty.c: ch->short_descr ); bounty.c: else if ( ch->bounty > 0 ) bounty.c: ch_printf( ch, "&YYou have a bounty worth %d gold on your head.\n\r", ch->bounty ); bounty.c: else if ( ch->bowed > 0 ) bounty.c: ch_printf( ch, "&YYou are owed %d gold in bounty earnings.\n\r", ch->bowed ); bounty.c: ch->name, victim->name, victim->bounty ); bounty.c: sprintf( buf, "%s That player has no bounty.", ch->name ); bounty.c: if ( ch->belig == 0 ) bounty.c: sprintf( buf, "%s You are already uneligible to have a bounty on your head!", ch->name ); bounty.c: if ( ch->gold < cost ) bounty.c: sprintf( buf, "%s I'm sorry, you can't afford this.", ch->name ); bounty.c: ch->gold -= cost; bounty.c: ch->belig = 0; bounty.c: sprintf( buf, "%s You are no longer eligible to have a bounty on your head.", ch->name ); bounty.c: if ( ch->bowed <= 0 ) bounty.c: sprintf( buf, "%s I owe you nothing %s!", ch->name, ch->name ); bounty.c: ch->gold += ch->bowed; bounty.c: sprintf( buf, "&YYou collect %d gold worth of bounties.\n\r", ch->bowed ); bounty.c: ch->bowed = 0; bounty.c: sprintf( buf, "%s A pleasure doing business with you.", ch->name ); bounty.c: amount = ch->gold; bounty.c: if ( amount > ch->gold ) bounty.c: sprintf( buf, "%s Check your pockets and try again, you don't have that much gold!", ch->name ); bounty.c: sprintf( buf, "%s That amount is too frugal, try again!", ch->name ); bounty.c: sprintf( buf, "%s How do you expect me to stay in business at those prices!?", ch->name ); bounty.c: sprintf( buf, "%s That would exceed the maximum allowable bounty of %d gold!", ch->name, bountymax ); bounty.c: sprintf( buf, "%s You may not place a bounty on the head of an immortal!", ch->name ); bounty.c: sprintf( buf, "%s You may only place a bounty on the head of a pkiller, or an eligible peaceful.", ch->name ); bounty.c: sprintf( buf, "%s Place a bounty on yourself? Ever considered suicide?", ch->name ); bounty.c: if ( !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) && ch->belig == 0 ) bounty.c: sprintf( buf, "%s By doing this you are now eligible to have bounties set on your own head!", ch->name ); bounty.c: sprintf( buf, "%s You can become uneligible again by typing bounty buy, at a cost of %d gold", ch->name, cost ); bounty.c: ch->belig = 1; bounty.c: ch->gold -= amount; bounty.c: sprintf( buf, "%s The bounty on %s has been increased by %d gold!", ch->name, victim->name, amount ); bsnip.c: tarea = ch->in_room->area; bsnip.c: tarea = ch->in_room->area; build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) 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->spare_ptr = NULL; build.c: ch->substate = SUB_NONE; build.c: if ( !ch->desc ) build.c: ch->desc->connected = CON_PLAYING; build.c: || vnum < 1 || IS_NPC(ch) || !ch->pcdata->area ) build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) build.c: location->area = ch->pcdata->area; build.c: in_room = ch->in_room; build.c: if ( ch->fighting ) build.c: if (ch->position != POS_STANDING) build.c: sprintf(buf2, "%s leaves in a swirling mist.", ch->name); build.c: fch_next = fch->next_in_room; build.c: && ((get_trust(fch) >= (IS_NPC(ch) ? ch->level : ch->pcdata->wizinvis)) build.c: || !xIS_SET(ch->act, PLR_WIZINVIS)) ) build.c: sprintf(buf, "&Y%s&w\r\n", (ch->pcdata && ch->pcdata->bamfout build.c: && ch->pcdata->bamfout[0] != '\0') build.c: ? ch->pcdata->bamfout : buf2); build.c: ch->regoto = ch->in_room->vnum; build.c: if ( ch->mount ) build.c: char_from_room( ch->mount ); build.c: char_to_room( ch->mount, location ); build.c: sprintf(buf2, "&Y%s appears in a swirling mist.&w", ch->name); build.c: for ( fch = ch->in_room->first_person; fch; fch = fch_next ) build.c: fch_next = fch->next_in_room; build.c: if (fch != ch && ((get_trust(fch) >= (IS_NPC(ch) ? ch->level : ch->pcdata->wizinvis)) || !xIS_SET(ch->act, PLR_WIZINVIS)) ) { build.c: sprintf(buf, "&Y%s&w\r\n", (ch->pcdata && ch->pcdata->bamfin build.c: && ch->pcdata->bamfin[0] != '\0') build.c: ? ch->pcdata->bamfin : buf2); build.c: if ( ch->in_room == in_room ) build.c: fch_next = fch->next_in_room; build.c: if ( fch->master == ch && IS_IMMORTAL(fch) ) build.c: else if ( IS_NPC(fch) && fch->master == ch ) build.c: if ( !ch->desc ) build.c: switch( ch->substate ) build.c: if ( !ch->dest_buf ) build.c: bug( "do_mset: sub_mob_desc: NULL ch->dest_buf", 0 ); build.c: ch->substate = SUB_NONE; build.c: victim = ch->dest_buf; build.c: ch->substate = ch->tempnum; build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: victim = ch->dest_buf; build.c: if ( ch->dest_buf ) build.c: RelDestroy( relMSET_ON, ch, ch->dest_buf ); build.c: ch->substate = SUB_NONE; build.c: ch->dest_buf = NULL; build.c: if ( ch->pcdata && ch->pcdata->subprompt ) build.c: STRFREE( ch->pcdata->subprompt ); build.c: ch->pcdata->subprompt = NULL; build.c: if ( arg1[0] == '\0' || (arg2[0] == '\0' && ch->substate != SUB_REPEATCMD) build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->dest_buf = NULL; build.c: ch->dest_buf = victim; build.c: ch->substate = SUB_REPEATCMD; build.c: ch->dest_buf = victim; build.c: if ( ch->pcdata ) build.c: if ( ch->pcdata->subprompt ) build.c: STRFREE( ch->pcdata->subprompt ); build.c: ch->pcdata->subprompt = STRALLOC( buf ); build.c: ch->pcdata->balance = value; build.c: pwdnew = crypt( arg3, ch->name ); build.c: ch_printf( victim, "Your password has been changed by %s.\n\r", ch->name ); build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->tempnum = SUB_REPEATCMD; build.c: ch->tempnum = SUB_NONE; build.c: ch->substate = SUB_MOB_DESC; build.c: ch->dest_buf = victim; build.c: && !is_name("protoflag", ch->pcdata->bestowments) ) build.c: if( ch->pcdata->wedto ) build.c: STRFREE( ch->pcdata->wedto ); build.c: ch->pcdata->wedto = STRALLOC( arg3 ); build.c: ch->pcdata->wedto = NULL; build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->substate = SUB_RESTRICTED; build.c: ch->substate = SUB_REPEATCMD; build.c: ch->last_cmd = do_mset; build.c: if ( !ch->desc ) build.c: switch( ch->substate ) build.c: if ( !ch->dest_buf ) build.c: bug( "do_oset: sub_obj_extra: NULL ch->dest_buf", 0 ); build.c: ch->substate = SUB_NONE; build.c: ed = ch->dest_buf; build.c: tmpobj = ch->spare_ptr; build.c: ch->dest_buf = tmpobj; build.c: ch->substate = ch->tempnum; build.c: if ( !ch->dest_buf ) build.c: bug( "do_oset: sub_obj_long: NULL ch->dest_buf", 0 ); build.c: ch->substate = SUB_NONE; build.c: obj = ch->dest_buf; build.c: tmpobj = ch->spare_ptr; build.c: ch->substate = ch->tempnum; build.c: ch->dest_buf = tmpobj; build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: obj = ch->dest_buf; build.c: if ( ch->dest_buf ) build.c: RelDestroy( relOSET_ON, ch, ch->dest_buf ); build.c: ch->substate = SUB_NONE; build.c: ch->dest_buf = NULL; build.c: if ( ch->pcdata && ch->pcdata->subprompt ) build.c: STRFREE( ch->pcdata->subprompt ); build.c: ch->pcdata->subprompt = NULL; build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->dest_buf = obj; build.c: ch->dest_buf = NULL; build.c: ch->substate = SUB_REPEATCMD; build.c: ch->dest_buf = obj; build.c: if ( ch->pcdata ) build.c: if ( ch->pcdata->subprompt ) build.c: STRFREE( ch->pcdata->subprompt ); build.c: ch->pcdata->subprompt = STRALLOC( buf ); build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->tempnum = SUB_REPEATCMD; build.c: ch->tempnum = SUB_NONE; build.c: ch->spare_ptr = obj; build.c: ch->spare_ptr = NULL; build.c: ch->substate = SUB_OBJ_LONG; build.c: ch->dest_buf = obj; build.c: && !is_name ("protoflag", ch->pcdata->bestowments) ) build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->tempnum = SUB_REPEATCMD; build.c: ch->tempnum = SUB_NONE; build.c: ch->spare_ptr = obj; build.c: ch->spare_ptr = NULL; build.c: ch->substate = SUB_OBJ_EXTRA; build.c: ch->dest_buf = ed; build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->substate = SUB_RESTRICTED; build.c: ch->substate = SUB_REPEATCMD; build.c: ch->last_cmd = do_oset; build.c: if ( ch->in_room ) build.c: rvnum = ch->in_room->vnum; build.c: if ( !ch->desc ) build.c: switch( ch->substate ) build.c: location = ch->dest_buf; build.c: bug( "redit: sub_room_desc: NULL ch->dest_buf", 0 ); build.c: location = ch->in_room; build.c: ch->substate = ch->tempnum; build.c: ed = ch->dest_buf; build.c: bug( "redit: sub_room_extra: NULL ch->dest_buf", 0 ); build.c: ch->substate = ch->tempnum; build.c: location = ch->in_room; build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: if ( ch->pcdata && ch->pcdata->subprompt ) build.c: STRFREE( ch->pcdata->subprompt ); build.c: ch->pcdata->subprompt = NULL; build.c: ch->substate = SUB_NONE; build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->substate = SUB_REPEATCMD; build.c: if ( ch->pcdata ) build.c: if ( ch->pcdata->subprompt ) build.c: STRFREE( ch->pcdata->subprompt ); build.c: ch->pcdata->subprompt = STRALLOC( "<&CRedit &W#%r&w> %i" ); build.c: ch->inter_substate = SUB_NORTH; build.c: ch->inter_substate = SUB_EAST; build.c: ch->inter_substate = SUB_SOUTH; build.c: ch->inter_substate = SUB_WEST; build.c: ch->inter_substate = SUB_UP; build.c: ch->inter_substate = SUB_DOWN; build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->tempnum = SUB_REPEATCMD; build.c: ch->tempnum = SUB_NONE; build.c: ch->substate = SUB_ROOM_DESC; build.c: ch->dest_buf = location; build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->tempnum = SUB_REPEATCMD; build.c: ch->tempnum = SUB_NONE; build.c: ch->substate = SUB_ROOM_EXTRA; build.c: ch->dest_buf = ed; build.c: switch(ch->inter_substate) build.c: switch(ch->inter_substate) build.c: switch(ch->inter_substate) build.c: switch(ch->inter_substate) build.c: switch(ch->inter_substate) build.c: if ( ch->substate == SUB_REPEATCMD ) build.c: ch->substate = SUB_RESTRICTED; build.c: ch->substate = SUB_REPEATCMD; build.c: ch->last_cmd = do_redit; build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) build.c: char_to_room( mob, ch->in_room ); build.c: if ( (d = ch->desc) == NULL ) build.c: if ( ch->substate <= SUB_PAUSE ) build.c: bug( "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: last_cmd = ch->last_cmd; build.c: ch->substate = SUB_RESTRICTED; build.c: ch->substate = substate; build.c: ch->last_cmd = last_cmd; build.c: if ( !ch->last_cmd ) build.c: (*ch->last_cmd) ( ch, "" ); build.c: if ( !ch->last_cmd ) build.c: (*ch->last_cmd) ( ch, "" ); build.c: && ch->pcdata->r_range_lo build.c: && ch->pcdata->r_range_hi ) build.c: tarea = ch->pcdata->area; build.c: sprintf( taf, "%s.are", capitalize( ch->name ) ); build.c: sprintf( buf, "Creating area entry for %s", ch->name ); build.c: log_string_plus( buf, LOG_NORMAL, ch->level ); build.c: sprintf( buf, "{PROTO} %s's area in progress", ch->name ); build.c: sprintf( buf2, "%s", ch->name ); build.c: sprintf( buf, "Updating area entry for %s", ch->name ); build.c: log_string_plus( buf, LOG_NORMAL, ch->level ); build.c: tarea->low_r_vnum = ch->pcdata->r_range_lo; build.c: tarea->low_o_vnum = ch->pcdata->o_range_lo; build.c: tarea->low_m_vnum = ch->pcdata->m_range_lo; build.c: tarea->hi_r_vnum = ch->pcdata->r_range_hi; build.c: tarea->hi_o_vnum = ch->pcdata->o_range_hi; build.c: tarea->hi_m_vnum = ch->pcdata->m_range_hi; build.c: ch->pcdata->area = tarea; build.c: ch->pcdata->area = NULL; build.c: if ( !ch->pcdata->area ) build.c: || (is_name( buf, ch->pcdata->bestowments ) build.c: || is_name( tmp->filename, ch->pcdata->bestowments ) || build.c: (ch->pcdata->council && is_name( "aassign", build.c: ch->pcdata->council->powers )) build.c: || ( ch->pcdata->council2 && is_name( "aassign", build.c: ch->pcdata->council2->powers )) ) build.c: ch->pcdata->area = tarea; build.c: if ( IS_NPC(ch) || get_trust( ch ) < LEVEL_CREATOR || !ch->pcdata build.c: || ( argument[0] == '\0' && !ch->pcdata->area) ) build.c: tarea = ch->pcdata->area; build.c: if ( IS_NPC(ch) || get_trust( ch ) < LEVEL_CREATOR || !ch->pcdata build.c: || ( argument[0] == '\0' && !ch->pcdata->area) ) build.c: tarea = ch->pcdata->area; build.c: tarea = ch->in_room->area; build.c: if ( IS_NPC(ch) || get_trust( ch ) < LEVEL_CREATOR || !ch->pcdata build.c: || ( !ch->pcdata->area && get_trust( ch ) < LEVEL_GREATER ) ) build.c: tarea = ch->pcdata->area; build.c: if ( IS_NPC(ch) || get_trust( ch ) < LEVEL_CREATOR || !ch->pcdata build.c: || ( !ch->pcdata->area && get_trust( ch ) < LEVEL_GREATER ) ) build.c: tarea = ch->pcdata->area; build.c: if ( IS_NPC(ch) || get_trust( ch ) < LEVEL_CREATOR || !ch->pcdata build.c: || ( !ch->pcdata->area && get_trust( ch ) < LEVEL_GREATER ) ) build.c: tarea = ch->pcdata->area; build.c: ch->substate = SUB_MPROG_EDIT; build.c: ch->dest_buf = mprg; build.c: if ( !ch->desc ) build.c: switch( ch->substate ) build.c: if ( !ch->dest_buf ) build.c: bug( "do_mpedit: sub_mprog_edit: NULL ch->dest_buf", 0 ); build.c: ch->substate = SUB_NONE; build.c: mprog = ch->dest_buf; build.c: if ( !ch->desc ) build.c: switch( ch->substate ) build.c: if ( !ch->dest_buf ) build.c: bug( "do_opedit: sub_oprog_edit: NULL ch->dest_buf", 0 ); build.c: ch->substate = SUB_NONE; build.c: mprog = ch->dest_buf; build.c: ch->substate = SUB_MPROG_EDIT; build.c: ch->dest_buf = mprg; build.c: if ( !ch->desc ) build.c: switch( ch->substate ) build.c: if ( !ch->dest_buf ) build.c: bug( "do_opedit: sub_oprog_edit: NULL ch->dest_buf", 0 ); build.c: ch->substate = SUB_NONE; build.c: mprog = ch->dest_buf; build.c: if ( !can_rmodify( ch, ch->in_room ) ) build.c: mprog = ch->in_room->mudprogs; build.c: xCLEAR_BITS(ch->in_room->progtypes); build.c: xSET_BIT(ch->in_room->progtypes, mprg->type); build.c: mprg_next = ch->in_room->mudprogs; build.c: ch->in_room->mudprogs = mprg_next->next; build.c: xREMOVE_BIT( ch->in_room->progtypes, mptype ); build.c: xSET_BIT(ch->in_room->progtypes, mptype); build.c: ch->in_room->mudprogs = mprg; build.c: xSET_BIT(ch->in_room->progtypes, mptype); build.c: ch->in_room->mudprogs = mprg; build.c: xSET_BIT(ch->in_room->progtypes, mptype); build.c: && ( location->vnum < ch->pcdata->r_range_lo || build.c: location->vnum > ch->pcdata->r_range_hi ) ) build.c: && ( obj->vnum < ch->pcdata->o_range_lo || build.c: obj->vnum > ch->pcdata->o_range_hi ) ) build.c: && ( mob->vnum < ch->pcdata->m_range_lo || build.c: mob->vnum > ch->pcdata->m_range_hi ) ) build.c: else if(!ch->in_room) build.c: else if(!ch->in_room->area) build.c: else if(!ch->in_room->area->weather) build.c: area = ch->in_room->area; build.c: tarea = ch->in_room->area; build.c: tarea = ch->in_room->area; clans.c: if ( IS_NPC( ch ) || !ch->pcdata->clan ) clans.c: clan = ch->pcdata->clan; clans.c: if ( str_cmp( ch->name, clan->leader ) clans.c: && str_cmp( ch->name, clan->deity ) clans.c: || (str_cmp( ch->name, clan->number1 ) clans.c: || str_cmp( ch->name, clan->number2 ))) ) */ clans.c: && str_cmp( ch->name, clan->number1 ) clans.c: && str_cmp( ch->name, clan->number2 ) ) clans.c: obj = obj_to_room( obj, ch->in_room ); clans.c: if ( IS_NPC( ch ) || !ch->pcdata->clan ) clans.c: clan = ch->pcdata->clan; clans.c: if ( (ch->pcdata && ch->pcdata->bestowments clans.c: && is_name("induct", ch->pcdata->bestowments)) clans.c: || !str_cmp( ch->name, clan->deity ) clans.c: || !str_cmp( ch->name, clan->leader ) clans.c: || !str_cmp( ch->name, clan->number1 ) clans.c: || !str_cmp( ch->name, clan->number2 ) clans.c: || IS_SET( ch->pcdata->flags, PCFLAG_INDUCTOR) ) clans.c: if ( victim->level > ch->level ) clans.c: ch_printf( victim, "%s instructs you in the ways of %s.\n\r", ch->name, skill_table[sn]->name); clans.c: if ((council->head == NULL || str_cmp (ch->name, council->head)) clans.c: && ( council->head2 == NULL || str_cmp ( ch->name, council->head2 )) clans.c: if ( council != ch->pcdata->council clans.c: && council != ch->pcdata->council2 ) clans.c: if ( IS_NPC( ch ) || !ch->pcdata->clan ) clans.c: clan = ch->pcdata->clan; clans.c: if ( (ch->pcdata && ch->pcdata->bestowments clans.c: && is_name("outcast", ch->pcdata->bestowments)) clans.c: || !str_cmp( ch->name, clan->deity ) clans.c: || !str_cmp( ch->name, clan->leader ) clans.c: || !str_cmp( ch->name, clan->number1 ) clans.c: || !str_cmp( ch->name, clan->number2 ) clans.c: || IS_SET( ch->pcdata->flags, PCFLAG_INDUCTOR)) clans.c: if ( ch->pcdata->clan->clan_type == CLAN_ORDER ) clans.c: if ( ch->pcdata->clan->clan_type == CLAN_GUILD ) clans.c: if ( victim->level > ch->level ) clans.c: if ( victim->pcdata->clan != ch->pcdata->clan ) clans.c: if ( ch->pcdata->clan->clan_type == CLAN_ORDER ) clans.c: if ( ch->pcdata->clan->clan_type == CLAN_GUILD ) clans.c: if ( !str_cmp( victim->name, ch->pcdata->clan->number1 ) ) clans.c: STRFREE( ch->pcdata->clan->number1 ); clans.c: ch->pcdata->clan->number1 = STRALLOC( "" ); clans.c: if ( !str_cmp( victim->name, ch->pcdata->clan->number2 ) ) clans.c: STRFREE( ch->pcdata->clan->number2 ); clans.c: ch->pcdata->clan->number2 = STRALLOC( "" ); clans.c: if ((council->head == NULL || str_cmp (ch->name, council->head)) clans.c: && ( council->head2 == NULL || str_cmp ( ch->name, council->head2 )) clans.c: if ( council != ch->pcdata->council clans.c: && council != ch->pcdata->council2 ) clans.c: if ( !str_cmp( ch->name, clan->deity ) clans.c: || !str_cmp( ch->name, clan->leader ) clans.c: || !str_cmp( ch->name, clan->number1 ) clans.c: || !str_cmp( ch->name, clan->number2 ) ) clans.c: if ( !str_cmp( ch->name, order->deity ) clans.c: || !str_cmp( ch->name, order->leader ) clans.c: || !str_cmp( ch->name, order->number1 ) clans.c: || !str_cmp( ch->name, order->number2 ) ) clans.c: if ( !str_cmp( ch->name, guild->deity ) clans.c: || !str_cmp( ch->name, guild->leader ) clans.c: || !str_cmp( ch->name, guild->number1 ) clans.c: || !str_cmp( ch->name, guild->number2 ) ) clans.c: if ( IS_NPC( ch ) || !ch->pcdata->clan ) clans.c: if ( ch->pcdata->clan->clan_type != CLAN_ORDER clans.c: && ch->pcdata->clan->clan_type != CLAN_GUILD ) { clans.c: CLAN_DIR, ch->pcdata->clan->name ); clans.c: if ( !str_cmp( ch->name, ch->pcdata->clan->leader ) clans.c: || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) clans.c: if ( ch->level - victim->level > 10 clans.c: || victim->level - ch->level > 10 ) clans.c: if ((pexit = get_exit(ch->in_room, exit_dir)) == NULL ) clans.c: if (ch->in_room->area != to_room->area clans.c: chance += (ch->level - victim->level); clans.c: if (ch->race == 1) clans.c: else if (ch->race == 2) clans.c: else if (ch->race == 3) clans.c: else if (ch->race == 4) clans.c: else if (ch->race == 6) clans.c: else if (ch->race == 7) clans.c: else if (ch->race == 8) clans.c: else if (ch->race == 9) clans.c: /* sprintf(buf, "Shove percentage of %s = %d", ch->name, chance); clans.c: move_char( victim, get_exit(ch->in_room,exit_dir), 0); clans.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) clans.c: /* || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) */ clans.c:/* if( !IS_SET(ch->pcdata->flags, PCFLAG_DEADLY ) && IS_SET( victim->pcdata->flags, PCFLAG_DEADLY ) ){ clans.c: if ( ch->level - victim->level > 10 clans.c: || victim->level - ch->level > 10 ) clans.c: && IS_SET(ch->pcdata->flags, PCFLAG_DEADLY) ) -- Scion */ clans.c: if ((pexit = get_exit(ch->in_room, exit_dir)) == NULL ) clans.c: if (ch->in_room->area != to_room->area clans.c: chance += (ch->level - victim->level); clans.c: if (ch->race == 1) clans.c: else if (ch->race == 2) clans.c: else if (ch->race == 3) clans.c: else if (ch->race == 4) clans.c: else if (ch->race == 6) clans.c: else if (ch->race == 7) clans.c: else if (ch->race == 8) clans.c: else if (ch->race == 9) clans.c: sprintf(buf, "Drag percentage of %s = %d", ch->name, chance); clans.c: move_char( victim, get_exit(ch->in_room,exit_dir), 0); clans.c: move_char( ch, get_exit(ch->in_room,exit_dir), 0); clans.c: clan = ch->pcdata->clan; clans.c: name = capitalize (ch->name); clans.c: if ( str_cmp ( ch->name, clan->leader ) ) comm.c: ch_next = ch->next; comm.c: for( ch = room->first_person ; ch ; ch = ch->next ) comm.c: watch_next =watch->next; comm.c: if ( watch->imm_name ) DISPOSE ( watch->imm_name ); comm.c: if ( watch->player_site ) DISPOSE( watch->player_site ); comm.c: if ( watch->target_name ) DISPOSE( watch->target_name ); comm.c: for (vch = first_char; vch; vch = vch->next) { comm.c: if( vch->desc ) comm.c: I3_close_char( vch->desc ); comm.c: for ( vch = first_char; vch; vch = vch->next ) comm.c: for ( ch = first_char; ch; ch = ch->next ) comm.c: ch->name, ch->in_room->vnum ); comm.c: ch ? ch->name : d->host, dclose, first_descriptor ); comm.c: ch ? ch->name : d->host, dclose, dp ); comm.c: ch ? ch->name : dclose->host, dclose ); comm.c: ch ? ch->name : d->host, dclose, last_descriptor ); comm.c: ch ? ch->name : d->host, dclose, dn ); comm.c: ch ? ch->name : dclose->host, dclose ); comm.c: drop_artifacts(ch, ch->last_carrying); comm.c: sprintf( log_buf, "Closing link to %s.", ch->pcdata->filename ); comm.c: log_string_plus( log_buf, LOG_COMM, UMAX( sysdata.log_level, ch->level ) ); comm.c: if ( ch->level < LEVEL_DEMI ) comm.c: to_channel( log_buf, CHANNEL_MONITOR, "Monitor", ch->level ); comm.c: ch->desc = NULL; comm.c: ch->desc = NULL; comm.c: if ( xIS_SET(ch->act, PLR_BLANK) ) comm.c: if ( xIS_SET(ch->act, PLR_PROMPT) ) comm.c: if ( xIS_SET(ch->act, PLR_TELNET_GA) ) comm.c: if ( !IS_SET( ch->pcdata->flags, PCFLAG_NOINTRO ) ) comm.c: if (xIS_SET(ch->act, PLR_RIP)) comm.c: if (xIS_SET(ch->act, PLR_ANSI)) comm.c: if ( xIS_SET(ch->act, PLR_DENY) ) comm.c: STRFREE( ch->name ); comm.c: ch->name = STRALLOC( argument ); comm.c: if ( strcmp( crypt( argument, ch->pcdata->pwd ), ch->pcdata->pwd ) ) comm.c: if ( check_playing( d, ch->pcdata->filename, TRUE ) ) comm.c: chk = check_reconnect( d, ch->pcdata->filename, TRUE ); comm.c: sprintf( buf, ch->pcdata->filename ); comm.c: if ( ch->position == POS_FIGHTING comm.c: || ch->position == POS_EVASIVE comm.c: || ch->position == POS_DEFENSIVE comm.c: || ch->position == POS_AGGRESSIVE comm.c: || ch->position == POS_BERSERK ) comm.c: ch->position = POS_STANDING; comm.c: sprintf( log_buf, "%s@%s(%s) has connected.", ch->pcdata->filename, comm.c: if ( ch->level < LEVEL_DEMI ) comm.c: /*to_channel( log_buf, CHANNEL_MONITOR, "Monitor", ch->level );*/ comm.c: log_string_plus( log_buf, LOG_COMM, ch->level ); comm.c: ch->name, echo_off_str ); comm.c: pwdnew = crypt( argument, ch->name ); comm.c: DISPOSE( 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': ch->sex = SEX_MALE; break; comm.c: case 'F': ch->sex = SEX_FEMALE; break; comm.c: case 'N': ch->sex = SEX_NEUTRAL; break; comm.c: STRFREE(ch->pcdata->hair_color); comm.c: ch->pcdata->hair_color = STRALLOC( "" ); comm.c: STRFREE(ch->pcdata->hair_length); comm.c: ch->pcdata->hair_length = STRALLOC( "" ); comm.c: STRFREE(ch->pcdata->eye_color); comm.c: ch->pcdata->eye_color = STRALLOC( "" ); comm.c: STRFREE(ch->pcdata->skin_tone); comm.c: ch->pcdata->skin_tone = STRALLOC(""); comm.c: STRFREE(ch->pcdata->ch_build); comm.c: ch->pcdata->ch_build = STRALLOC(""); comm.c: STRFREE(ch->pcdata->ch_height); comm.c: ch->pcdata->ch_height = STRALLOC(""); comm.c: ch->class = iClass; comm.c: && !IS_SET(race_table[iRace]->class_restriction, 1 << ch->class) comm.c: ch->race = iRace; comm.c: || IS_SET(race_table[iRace]->class_restriction, 1 << ch->class ) comm.c: case 'a': case 'A': xSET_BIT(ch->act,PLR_ANSI); break; comm.c: sprintf( log_buf, "%s@%s new %s %s.", ch->name, d->host, comm.c: race_table[ch->race]->race_name, comm.c: class_table[ch->class]->who_name ); comm.c: ch->level = 0; comm.c: ch->position = POS_STANDING; comm.c: if ( chk_watch(get_trust(ch), ch->name, d->host) ) /* --Gorog */ comm.c: SET_BIT( ch->pcdata->flags, PCFLAG_WATCH ); comm.c: REMOVE_BIT( ch->pcdata->flags, PCFLAG_WATCH ); comm.c: if ( xIS_SET(ch->act, PLR_RIP) ) comm.c: if ( xIS_SET(ch->act, PLR_ANSI) ) comm.c: else if (ch->level < 2) comm.c: if (xIS_SET(ch->act, PLR_NOMENU) || (ch->level < 2)) comm.c: if ( xIS_SET(ch->act, PLR_RIP) ) comm.c: if ( xIS_SET(ch->act, PLR_ANSI) ) comm.c: if ( ch->level >= 104) comm.c: else if (ch->level >= 101) comm.c: else if (ch->level >= 50) comm.c: else if (ch->level >= 2) comm.c: if (xIS_SET(ch->act, PLR_NOMENU) || (ch->level < 2)) comm.c: if (ch->level < 2) { comm.c: if ( xIS_SET(ch->act, PLR_ANSI) ) comm.c: if ( !xIS_SET(ch->act, PLR_NOMENU) ) { comm.c: if ( ch->level == 50) comm.c: if ( ch->level < 50 && ch->level > 0 ) comm.c: if ( ch->level == 0 ) comm.c: if ( ch->level >= 104) comm.c: else if (ch->level >= 101) comm.c: else if (ch->level >= 50) comm.c: else if (ch->level >= 2) comm.c: if ( ch->level == 0 ) comm.c: ch->pcdata->clan_name = STRALLOC( "" ); comm.c: ch->pcdata->clan = NULL; comm.c: switch ( class_table[ch->class]->attr_prime ) comm.c: case APPLY_STR: ch->perm_str = 16; break; comm.c: case APPLY_INT: ch->perm_int = 16; break; comm.c: case APPLY_WIS: ch->perm_wis = 16; break; comm.c: case APPLY_DEX: ch->perm_dex = 16; break; comm.c: case APPLY_CON: ch->perm_con = 16; break; comm.c: case APPLY_CHA: ch->perm_cha = 16; break; comm.c: case APPLY_LCK: ch->perm_lck = 16; break; comm.c: ch->perm_str += race_table[ch->race]->str_plus; comm.c: ch->perm_int += race_table[ch->race]->int_plus; comm.c: ch->perm_wis += race_table[ch->race]->wis_plus; comm.c: ch->perm_dex += race_table[ch->race]->dex_plus; comm.c: ch->perm_con += race_table[ch->race]->con_plus; comm.c: ch->perm_cha += race_table[ch->race]->cha_plus; comm.c: ch->affected_by = race_table[ch->race]->affected; comm.c: ch->perm_lck += race_table[ch->race]->lck_plus; comm.c: ch->armor += race_table[ch->race]->ac_plus; comm.c: ch->alignment += (race_table[ch->race]->alignment + class_table[ch->class]->alignment) / 2; comm.c: ch->attacks = race_table[ch->race]->attacks; comm.c: ch->defenses = race_table[ch->race]->defenses; comm.c: ch->saving_poison_death = race_table[ch->race]->saving_poison_death; comm.c: ch->saving_wand = race_table[ch->race]->saving_wand; comm.c: ch->saving_para_petri = race_table[ch->race]->saving_para_petri; comm.c: ch->saving_breath = race_table[ch->race]->saving_breath; comm.c: ch->saving_spell_staff = race_table[ch->race]->saving_spell_staff; comm.c: ch->height = number_range(race_table[ch->race]->height *.9, race_table[ch->race]->height *1.1); comm.c: ch->weight = number_range(race_table[ch->race]->weight *.9, race_table[ch->race]->weight *1.1); comm.c: ch->pcdata->learned[iLang] = 100; comm.c: if ( lang_array[iLang] == race_table[ch->race]->language ) comm.c: ch->pcdata->learned[iLang] = 100; comm.c: /* ch->resist += race_table[ch->race]->resist; drats */ comm.c: /* ch->susceptible += race_table[ch->race]->suscept; drats */ 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->hit += race_table[ch->race]->hit; comm.c: ch->mana += race_table[ch->race]->mana; comm.c: ch->move = ch->max_move; comm.c: if( ch->pcdata->clan ) comm.c: ch->pcdata->memorize[0] = ch->pcdata->clan->recall; comm.c: ch->pcdata->memorize[0] = ROOM_VNUM_TEMPLE; comm.c: title_table [ch->class] [ch->level] comm.c: [ch->sex == SEX_FEMALE ? 1 : 0] ); comm.c: xSET_BIT( ch->act, PLR_AUTOGOLD ); comm.c: xSET_BIT( ch->act, PLR_AUTOEXIT ); comm.c: obj = create_object( get_obj_index(class_table[ch->class]->weapon), comm.c: ch->pcdata->auth_state = 0; comm.c: SET_BIT(ch->pcdata->flags, PCFLAG_UNAUTHED); comm.c: ch->pcdata->prompt = STRALLOC(""); comm.c: else if ( !IS_IMMORTAL(ch) && ch->pcdata->release_date > 0 && comm.c: ch->pcdata->release_date > current_time ) comm.c: if ( ch->in_room->vnum == 6 ) comm.c: char_to_room( ch, ch->in_room ); comm.c: else if ( ch->in_room && ( IS_IMMORTAL( ch ) comm.c: || !IS_SET( ch->in_room->room_flags, ROOM_PROTOTYPE ) ) ) comm.c: char_to_room( ch, ch->in_room ); comm.c: ch->pcdata->outputprefix=NULL; comm.c: ch->pcdata->outputsuffix=NULL; comm.c: ch->pcdata->alias_queue=NULL; comm.c:/* for ( vch = first_char; vch; vch = vch->next ) comm.c: if (!xIS_SET( ch->act, PLR_NEWMONEY)) comm.c: ch->gold = (ch->gold/5000); comm.c: xSET_BIT(ch->act, PLR_NEWMONEY); comm.c: sprintf(buf, "%s has entered the realm.", ch->name); comm.c: log_string_plus( buf, LOG_COMM, ch->level+1 ); comm.c: if ( ch->pcdata->pet ) comm.c: ch->pcdata->pet, NULL, ch, TO_NOTVICT ); comm.c: ch, NULL, ch->pcdata->pet, TO_CHAR ); comm.c: SET_BIT(ch->pcdata->flags,PCFLAG_IMMPROOF); comm.c: if ( !ch->was_in_room && ch->in_room == get_room_index( ROOM_VNUM_TEMPLE )) comm.c: ch->was_in_room = get_room_index( ROOM_VNUM_TEMPLE ); comm.c: else if ( ch->was_in_room == get_room_index( ROOM_VNUM_TEMPLE )) comm.c: ch->was_in_room = get_room_index( ROOM_VNUM_TEMPLE ); comm.c: else if ( !ch->was_in_room ) comm.c: ch->was_in_room = ch->in_room; comm.c: for ( ch = first_char; ch; ch = ch->next ) comm.c: && ( !fConn || !ch->desc ) comm.c: && ch->pcdata->filename comm.c: && !str_cmp( name, ch->pcdata->filename ) ) comm.c: if ( fConn && ch->switched ) comm.c: d->character->pcdata->pwd = str_dup( ch->pcdata->pwd ); comm.c: ch->desc = d; comm.c: ch->timer = 0; comm.c: ch->pcdata->filename, d->host, d->user ); comm.c: log_string_plus( log_buf, LOG_COMM, UMAX( sysdata.log_level, ch->level ) ); comm.c: if ( ch->level < LEVEL_SAVIOR ) comm.c: to_channel( log_buf, CHANNEL_MONITOR, "Monitor", ch->level ); comm.c: if (ch->pcdata->in_progress) comm.c: if ( !ch->name comm.c: ch->pcdata->filename ); comm.c: ch->desc = d; comm.c: ch->timer = 0; comm.c: if ( ch->switched ) comm.c: do_return( ch->switched, "" ); comm.c: ch->switched = NULL; comm.c: ch->pcdata->filename, d->host ); comm.c: log_string_plus( log_buf, LOG_COMM, UMAX( sysdata.log_level, ch->level ) ); comm.c: if ( ch->level < LEVEL_SAVIOR ) comm.c: to_channel( log_buf, CHANNEL_MONITOR, "Monitor", ch->level ); comm.c: || !ch->desc comm.c: || ch->desc->connected != CON_PLAYING comm.c: || !ch->was_in_room comm.c: || ch->in_room != get_room_index( ROOM_VNUM_LIMBO ) ) comm.c: ch->timer = 0; comm.c: was_in_room = ch->was_in_room; comm.c: ch->was_in_room = NULL; comm.c: if ( txt && ch->desc ) comm.c: write_to_buffer( ch->desc, txt, strlen(txt) ); comm.c: if ( !txt || !ch->desc ) comm.c: d = ch->desc; comm.c: if ( txt && ch->desc ) comm.c: DESCRIPTOR_DATA *d = ch->desc; comm.c: if ( IS_NPC(ch) || !IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ) comm.c: if ( !txt || !ch->desc ) comm.c: d = ch->desc; comm.c: if ( IS_NPC(ch) || !IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ) comm.c: if ( !ch || !ch->desc ) comm.c: och = (ch->desc->original ? ch->desc->original : ch); comm.c: if ( !IS_NPC(och) && xIS_SET(och->act, PLR_ANSI) ) comm.c: ch->desc->prevcolor = AType; /* added this, was in 1.02 */ comm.c: ch->desc->pagecolor = AType; /* cooridnate page & nopage shogar*/ comm.c: write_to_buffer( ch->desc, buf, strlen(buf) ); comm.c: if ( !ch || !ch->desc ) comm.c: och = (ch->desc->original ? ch->desc->original : ch); comm.c: if ( !IS_NPC(och) && xIS_SET(och->act, PLR_ANSI) ) comm.c: ch->desc->pagecolor = AType; comm.c: ch->desc->prevcolor = AType; /* cooridnate page & nopage shogar*/ comm.c:#define MORPHNAME(ch) ((ch->morph&&ch->morph->morph)? \ comm.c: ch->morph->morph->short_desc: \ comm.c: IS_NPC(ch) ? ch->short_descr : ch->name) comm.c:#define NAME(ch) (IS_NPC(ch) ? ch->short_descr : ch->name) comm.c: if ( ch->morph == NULL ) comm.c: if ( vch->morph == NULL ) comm.c: case 'e': if (ch->sex > 2 || ch->sex < 0) comm.c: bug("act_string: player %s has sex set at %d!", ch->name, comm.c: ch->sex); comm.c: i = he_she [URANGE(0, ch->sex, 2)]; comm.c: case 'E': if (vch->sex > 2 || vch->sex < 0) comm.c: bug("act_string: player %s has sex set at %d!", vch->name, comm.c: vch->sex); comm.c: i = he_she [URANGE(0, vch->sex, 2)]; comm.c: case 'm': if (ch->sex > 2 || ch->sex < 0) comm.c: bug("act_string: player %s has sex set at %d!", ch->name, comm.c: ch->sex); comm.c: i = him_her[URANGE(0, ch->sex, 2)]; comm.c: case 'M': if (vch->sex > 2 || vch->sex < 0) comm.c: bug("act_string: player %s has sex set at %d!", vch->name, comm.c: vch->sex); comm.c: i = him_her[URANGE(0, vch->sex, 2)]; comm.c: case 's': if (ch->sex > 2 || ch->sex < 0) comm.c: bug("act_string: player %s has sex set at %d!", ch->name, comm.c: ch->sex); comm.c: i = his_her[URANGE(0, ch->sex, 2)]; comm.c: case 'S': if (vch->sex > 2 || vch->sex < 0) comm.c: bug("act_string: player %s has sex set at %d!", vch->name, comm.c: vch->sex); comm.c: i = his_her[URANGE(0, vch->sex, 2)]; comm.c: his_her[URANGE(0, ch->sex, 2)]; break; comm.c: if ( !ch->in_room ) comm.c: to = ch->in_room->first_person; comm.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_SECRETIVE) && type != TO_CHAR ) comm.c: bug( "%s (%s)", ch->name, format ); comm.c: if ( !vch->in_room ) comm.c: bug( "%s -> %s (%s)", ch->name, vch->name, format ); comm.c:/* to = vch->in_room->first_person;*/ comm.c: (!IS_IMMORTAL(to) && !IS_NPC(ch) && (xIS_SET(ch->act, PLR_WIZINVIS) comm.c: && (get_trust(to) < (ch->pcdata ? ch->pcdata->wizinvis : 0) ) ) ) ) ) comm.c: if ( !NOT_AUTHED(ch) || ch->pcdata->auth_state != 2) comm.c: if (!str_cmp(ch->name, argument)) comm.c: STRFREE( ch->name ); comm.c: ch->name = STRALLOC( argument ); comm.c: STRFREE( ch->pcdata->filename ); comm.c: ch->pcdata->filename = STRALLOC( argument ); comm.c: ch->pcdata->auth_state = 0; comm.c: bool ansi = (!IS_NPC(och) && xIS_SET(och->act, PLR_ANSI)); comm.c: if ( !IS_NPC(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_HELPSTART ) ) comm.c:else if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_AFK) ) comm.c: else if ( !IS_NPC(ch) && ch->substate != SUB_NONE && ch->pcdata->subprompt comm.c: && ch->pcdata->subprompt[0] != '\0' ) comm.c: prompt = ch->pcdata->subprompt; comm.c: else if (IS_NPC (ch) || (!ch->fighting && (!ch->pcdata->prompt comm.c: || !*ch->pcdata->prompt) ) ) comm.c: else if ( ch->fighting ) comm.c: if ( !ch->pcdata->fprompt || !*ch->pcdata->fprompt ) comm.c: prompt = ch->pcdata->fprompt; comm.c: prompt = ch->pcdata->prompt; comm.c: if ( ch->level >= 10 ) comm.c: stat = ch->alignment; comm.c: stat = ch->hit; comm.c: stat = ch->max_hit; comm.c: stat = ch->mana; comm.c: stat = ch->max_mana; comm.c: if ( !ch->fighting || ( victim = ch->fighting->who ) == NULL ) comm.c: if (!ch->fighting || (victim = ch->fighting->who) == NULL ) comm.c: stat = ch->pcdata->condition[COND_BLOODTHIRST]; comm.c: stat = ch->level + 10; comm.c: stat = ch->move; comm.c: stat = ch->max_move; comm.c: stat = ch->gold; comm.c:stat = ch->silver; comm.c:stat = ch->copper; comm.c: stat = ch->in_room->vnum; comm.c: sprintf( pbuf, "%s", flag_string( ch->in_room->room_flags, r_flags) ); comm.c: if ( xIS_SET(och->act, PLR_ROOMVNUM) ) comm.c: sprintf(pbuf, "<#%d> ", ch->in_room->vnum); comm.c: if ( xIS_SET(ch->act, PLR_AFK) ) comm.c: stat = ch->exp; comm.c: stat = exp_level(ch, ch->level+1) - ch->exp; comm.c: if ( ch->style == STYLE_BERSERK ) strcpy( pbuf, "B" ); comm.c: else if ( ch->style == STYLE_AGGRESSIVE ) strcpy( pbuf, "A" ); comm.c: else if ( ch->style == STYLE_DEFENSIVE ) strcpy( pbuf, "D" ); comm.c: else if ( ch->style == STYLE_EVASIVE ) strcpy( pbuf, "E" ); comm.c: if ( (!IS_NPC(ch) && xIS_SET(ch->act, PLR_WIZINVIS)) || comm.c: (IS_NPC(ch) && xIS_SET(ch->act, ACT_MOBINVIS)) ) comm.c: sprintf(pbuf, "(Invis %d) ", (IS_NPC(ch) ? ch->mobinvis : ch->pcdata->wizinvis)); comm.c: stat = (IS_NPC(ch) ? (xIS_SET(ch->act, ACT_MOBINVIS) ? ch->mobinvis : 0) comm.c: : (xIS_SET(ch->act, PLR_WIZINVIS) ? ch->pcdata->wizinvis : 0)); comm.c: ansi = (!IS_NPC(och) && xIS_SET(och->act, PLR_ANSI)); comm.c: pclines = UMAX(ch->pcdata->pagerlen, 5) - 1; comm.c: if ( xIS_SET( ch->act, PLR_ANSI ) ) comm.c: if ( xIS_SET( ch->act, PLR_ANSI ) ) comm.c: fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host); comm.c: if (och->level == 1) comm.c: och->level++; comm.c: sprintf (buf, "\r\n[INFO] COPYOVER by %s - please remain seated!\r\n\a", ch->name); comm.c: fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host); comm.c: if (och->level == 1) comm.c: och->level++; /* Advance_level doesn't do that */ comments.c: * save.c:107: if ( ch->comments ) (* saves comments *) comments.c: * save.c:411: ch->comments = NULL; (* nulls ch->comments *) comments.c: if ( !ch->desc ) comments.c: if ( ch->desc->connected == CON_EDITING || ch->desc->connected == CON_NOTE_TO ) comments.c: switch( ch->substate ) comments.c: if ( !ch->pnote ) comments.c: if ( ch->dest_buf != ch->pnote ) comments.c: bug( "do_comment: sub_writing_note: ch->dest_buf != ch->pnote", 0 ); comments.c: STRFREE( ch->pnote->text ); comments.c: ch->pnote->text = copy_buffer( ch ); comments.c: ch->substate = SUB_WRITING_NOTE; comments.c: ch->dest_buf = ch->pnote; comments.c: start_editing( ch, ch->pnote->text ); comments.c: STRFREE( ch->pnote->subject ); comments.c: ch->pnote->subject = STRALLOC( argument ); comments.c: STRFREE( ch->pnote->to_list ); comments.c: ch->pnote->to_list = STRALLOC( argument ); comments.c: if ( ch->pnote ) comments.c: STRFREE( ch->pnote->text ); comments.c: STRFREE( ch->pnote->subject ); comments.c: STRFREE( ch->pnote->to_list ); comments.c: STRFREE( ch->pnote->date ); comments.c: STRFREE( ch->pnote->sender ); comments.c: DISPOSE( ch->pnote ); comments.c: ch->pnote = NULL; comments.c: if ( !ch->pnote ) comments.c: ch->pnote->sender, comments.c: ch->pnote->subject, comments.c: ch->pnote->to_list comments.c: send_to_char( ch->pnote->text, ch ); comments.c: if ( !ch->pnote ) comments.c: ch->pnote->date = STRALLOC( strtime ); comments.c: pnote = ch->pnote; comments.c: ch->pnote = NULL; comments.c: if(!ch->comments) comments.c: for(pnote=ch->comments;pnote;pnote=pnote->next) comments.c: pnote->next = ch->comments; comments.c: ch->comments = pnote; copyover.c: sprintf (buf, "\n\r&R[&WINFO&R] &cCOPYOVER initiated by %s, sorry for the inconvenience!\n\r", ch->name); copyover.c: fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host); copyover.c: if (och->level == 1) copyover.c: och->level++; /* Advance_level doesn't do that */ db.c: for ( pch = first_char; pch; pch = pch->next ) db.c: && pch->in_room db.c: && pch->in_room->area == pArea db.c: && (pch->desc db.c: && pch->desc->connected == CON_PLAYING ) ) db.c: ch->editor = NULL; db.c: ch->hunting = NULL; db.c: ch->fearing = NULL; db.c: ch->hating = NULL; db.c: ch->name = NULL; db.c: ch->short_descr = NULL; db.c: ch->long_descr = NULL; db.c: ch->description = NULL; db.c: ch->next = NULL; db.c: ch->prev = NULL; db.c: ch->reply = NULL; db.c: ch->retell = NULL; db.c: ch->first_carrying = NULL; db.c: ch->last_carrying = NULL; db.c: ch->next_in_room = NULL; db.c: ch->prev_in_room = NULL; db.c: ch->fighting = NULL; db.c: ch->switched = NULL; db.c: ch->first_affect = NULL; db.c: ch->last_affect = NULL; db.c: ch->prev_cmd = NULL; /* maps */ db.c: ch->last_cmd = NULL; db.c: ch->dest_buf = NULL; db.c: ch->alloc_ptr = NULL; db.c: ch->spare_ptr = NULL; db.c: ch->mount = NULL; db.c: ch->morph = NULL; db.c: xCLEAR_BITS(ch->affected_by); 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 = 20; db.c: ch->max_hit = 20; db.c: ch->mana = 100; db.c: ch->max_mana = 100; db.c: ch->move = 100; db.c: ch->max_move = 100; db.c: ch->height = 72; db.c: ch->weight = 180; db.c: ch->xflags = 0; db.c: ch->race = 0; db.c: ch->class = 3; db.c: ch->class2 = 0; db.c: ch->level2 = -1; db.c: ch->speaking = LANG_COMMON; db.c: ch->speaks = LANG_COMMON; db.c: ch->barenumdie = 1; db.c: ch->baresizedie = 4; db.c: ch->substate = 0; db.c: ch->tempnum = 0; db.c: ch->perm_str = 13; db.c: ch->perm_dex = 13; db.c: ch->perm_int = 13; db.c: ch->perm_wis = 13; db.c: ch->perm_cha = 13; db.c: ch->perm_con = 13; db.c: ch->perm_lck = 13; db.c: ch->mod_str = 0; db.c: ch->mod_dex = 0; db.c: ch->mod_int = 0; db.c: ch->mod_wis = 0; db.c: ch->mod_cha = 0; db.c: ch->mod_con = 0; db.c: ch->mod_lck = 0; db.c: ch->pagelen = 24; /* BUILD INTERFACE */ db.c: ch->inter_page = NO_PAGE; /* BUILD INTERFACE */ db.c: ch->inter_type = NO_TYPE; /* BUILD INTERFACE */ db.c: ch->inter_editing = NULL; /* BUILD INTERFACE */ db.c: ch->inter_editing_vnum = -1; /* BUILD INTERFACE */ db.c: ch->inter_substate = SUB_NORTH; /* BUILD INTERFACE */ db.c: if ( ch->desc ) db.c: if ( ch->morph ) db.c: free_char_morph( ch->morph ); db.c: while ( (obj = ch->last_carrying) != NULL ) db.c: while ( (paf = ch->last_affect) != NULL ) db.c: while ( (timer = ch->first_timer) != NULL ) db.c: if ( ch->editor ) db.c: STRFREE( ch->name ); db.c: STRFREE( ch->short_descr ); db.c: STRFREE( ch->long_descr ); db.c: STRFREE( ch->description ); db.c: if ( ch->inter_editing ) db.c: DISPOSE( ch->inter_editing ); db.c: if ( ch->pnote ) db.c: free_note( ch->pnote ); db.c: if ( ch->pcdata ) db.c: for(temp = ch->pcdata->first_ignored; temp; temp = next) db.c: UNLINK(temp, ch->pcdata->first_ignored, db.c: ch->pcdata->last_ignored, next, prev); db.c: STRFREE( ch->pcdata->filename ); db.c: STRFREE( ch->pcdata->deity_name ); db.c: STRFREE( ch->pcdata->clan_name ); db.c: STRFREE( ch->pcdata->council_name ); db.c: STRFREE( ch->pcdata->council2_name ); db.c: DISPOSE( ch->pcdata->pwd ); /* no hash */ db.c: DISPOSE( ch->pcdata->bamfin ); /* no hash */ db.c: DISPOSE( ch->pcdata->bamfout ); /* no hash */ db.c: DISPOSE( ch->pcdata->rank ); db.c: STRFREE( ch->pcdata->title ); db.c: STRFREE( ch->pcdata->bio ); db.c: STRFREE( ch->pcdata->hair_color ); db.c: STRFREE( ch->pcdata->eye_color ); db.c: STRFREE( ch->pcdata->skin_tone ); db.c: STRFREE( ch->pcdata->ch_build ); db.c: STRFREE( ch->pcdata->hair_length ); db.c: STRFREE( ch->pcdata->ch_height ); db.c: if( ch->pcdata->wedto ) db.c: STRFREE( ch->pcdata->wedto ); db.c: if( ch->pcdata->in_progress ) db.c: free_global_note( ch->pcdata->in_progress ); db.c: if( ch->pcdata->extraname ) db.c: STRFREE( ch->pcdata->extraname ); db.c: if( ch->pcdata->lastname ) db.c: STRFREE( ch->pcdata->lastname ); db.c: for( count = 0 ; ch->pcdata->alias[count] ; count++ ) db.c: DISPOSE( ch->pcdata->alias[count] ); db.c: DISPOSE( ch->pcdata->alias_sub[count] ); db.c: if( ch->pcdata->outputprefix ) db.c: DISPOSE( ch->pcdata->outputprefix ); db.c: if( ch->pcdata->outputsuffix ) db.c: DISPOSE( ch->pcdata->outputsuffix ); db.c: for( alias = ch->pcdata->first_alias ; alias ; alias = alias_next ) db.c: if( ch->pcdata->arena ) db.c: DISPOSE( ch->pcdata->arena ); db.c: if( ch->pcdata->say_history[x] ) db.c: DISPOSE( ch->pcdata->say_history[x] ); db.c: if ( ch->pcdata->rreply ) db.c: DISPOSE( ch->pcdata->rreply ); /* no hash */ db.c: if ( ch->pcdata->rreply_name ) db.c: DISPOSE( ch->pcdata->rreply_name ); /* no hash */ db.c: DISPOSE( ch->pcdata->bestowments ); /* no hash */ db.c: DISPOSE( ch->pcdata->homepage ); /* no hash */ db.c: DISPOSE( ch->pcdata->email ); /* no hash */ db.c: STRFREE( ch->pcdata->authed_by ); db.c: STRFREE( ch->pcdata->prompt ); db.c: STRFREE( ch->pcdata->fprompt ); db.c: if ( ch->pcdata->helled_by ) db.c: STRFREE( ch->pcdata->helled_by ); db.c: if ( ch->pcdata->subprompt ) db.c: STRFREE( ch->pcdata->subprompt ); db.c: if(ch->pcdata->tell_history) db.c: if(ch->pcdata->tell_history[i]) db.c: STRFREE(ch->pcdata->tell_history[i]); db.c: DISPOSE(ch->pcdata->tell_history); db.c: DISPOSE(ch->pcdata->ice_listen); db.c: DISPOSE( ch->pcdata ); db.c: for ( mpact = ch->mpact; mpact; mpact = mpact_next ) db.c: for ( comments = ch->comments; comments; comments = comments_next ) db.c: ch->in_room ? ch->in_room->vnum : 0, ch->name, str ); db.c: ch_next = ch->next; db.c: if (ch->pIndexData == mob) db.c: pwatch->imm_level = number; db.c: pwatch->imm_name = fread_string_nohash(fp); db.c: pwatch->target_name = fread_string_nohash(fp); db.c: if ( strlen( pwatch->target_name ) < 2 ) db.c: DISPOSE( pwatch->target_name ); db.c: pwatch->player_site = fread_string_nohash(fp); db.c: if ( strlen ( pwatch->player_site ) < 2 ) db.c: DISPOSE( pwatch->player_site ); db.c: if ( pwatch->target_name ) db.c: for(cmd = command_hash[(int)pwatch->target_name[0]]; cmd; cmd = cmd->next) db.c: if(!str_cmp(pwatch->target_name, cmd->name)) deity.c: switch( ch->substate ) deity.c: deity = ch->dest_buf; deity.c: ch->substate = ch->tempnum; deity.c: if ( ch->substate == SUB_REPEATCMD ) deity.c: ch->tempnum = SUB_REPEATCMD; deity.c: ch->tempnum = SUB_NONE; deity.c: ch->substate = SUB_DEITYDESC; deity.c: ch->dest_buf = deity; deity.c:/* if ( ch->level < 5 ) deity.c: if ( !ch->pcdata->deity ) deity.c: --ch->pcdata->deity->worshippers; deity.c: ch->pcdata->favor = -2500; deity.c: ch->mental_state = -80; deity.c: xREMOVE_BITS( ch->affected_by, ch->pcdata->deity->affected ); deity.c: REMOVE_BIT( ch->resistant, ch->pcdata->deity->element ); deity.c: REMOVE_BIT( ch->susceptible, ch->pcdata->deity->suscept ); deity.c: save_deity(ch->pcdata->deity); deity.c: ch->pcdata->deity = NULL; deity.c: STRFREE(ch->pcdata->deity_name); deity.c: ch->pcdata->deity_name = STRALLOC( "" ); deity.c: if ( ch->pcdata->deity ) deity.c: && ( deity->sex != ch->sex ) ) deity.c: if ( ( deity->race != ch->race ) && ( deity->race2 != ch->race ) ) deity.c: if ( ch->pcdata->deity ) deity.c: --ch->pcdata->deity->worshippers; deity.c: ch->pcdata->favor = -2500; deity.c: xREMOVE_BITs( ch->affected_by, ch->pcdata->deity->affected ); deity.c: REMOVE_BIT( ch->resistant, ch->pcdata->deity->element ); deity.c: save_deity(ch->pcdata->deity); deity.c: STRFREE(ch->pcdata->deity_name); deity.c: ch->pcdata->deity_name = QUICKLINK( deity->name ); deity.c: ch->pcdata->deity = deity; deity.c: if ( ch->pcdata->favor > deity->affectednum ) deity.c: xSET_BITS( ch->affected_by, ch->pcdata->deity->affected ); deity.c: if ( ch->pcdata->favor > deity->elementnum ) deity.c: SET_BIT( ch->resistant, ch->pcdata->deity->element ); deity.c: if ( ch->pcdata->favor < deity->susceptnum ) deity.c: SET_BIT( ch->susceptible, ch->pcdata->deity->suscept ); deity.c: act( AT_MAGIC, "Body and soul, you devote yourself to $t!", ch, ch->pcdata->deity_name, NULL, TO_CHAR ); deity.c: ++ch->pcdata->deity->worshippers; deity.c: save_deity(ch->pcdata->deity); deity.c: if ( IS_NPC(ch) || !ch->pcdata->deity ) deity.c: oldfavor = ch->pcdata->favor; deity.c: if ( ch->pcdata->favor < ch->pcdata->deity->scorpse ) deity.c: if ( IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) ) deity.c: sprintf(buf2,"the corpse of %s", ch->name); deity.c: obj = obj_to_room(obj, ch->in_room); deity.c: ch->pcdata->favor -= ch->pcdata->deity->scorpse; deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum) deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept); deity.c: if((oldfavor > ch->pcdata->deity->affectednum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) || deity.c: (oldfavor > ch->pcdata->deity->elementnum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) || deity.c: (oldfavor < ch->pcdata->deity->susceptnum && deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum)) deity.c: if ( ch->pcdata->favor < ch->pcdata->deity->savatar ) deity.c: char_to_room( victim, ch->in_room ); deity.c: sprintf( buf, victim->short_descr, ch->pcdata->deity->name ); deity.c: sprintf( buf, victim->long_descr, ch->pcdata->deity->name ); deity.c: sprintf( buf, victim->description, ch->pcdata->deity->name ); deity.c: victim->hit = ch->hit*6 + ch->pcdata->favor; deity.c: victim->alignment = ch->pcdata->deity->alignment; deity.c: victim->max_hit = ch->hit*6 + ch->pcdata->favor; deity.c: ch->pcdata->favor -= ch->pcdata->deity->savatar; deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum) deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept); deity.c: if((oldfavor > ch->pcdata->deity->affectednum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) || deity.c: (oldfavor > ch->pcdata->deity->elementnum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) || deity.c: (oldfavor < ch->pcdata->deity->susceptnum && deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum)) deity.c: if ( ch->pcdata->favor < ch->pcdata->deity->sdeityobj ) deity.c: obj = create_object( pObjIndex, ch->level ); deity.c: obj = obj_to_room( obj, ch->in_room ); deity.c: sprintf( buf, "sigil %s", ch->pcdata->deity->name ); deity.c: sprintf( buf, obj->short_descr, ch->pcdata->deity->name ); deity.c: sprintf( buf, obj->description, ch->pcdata->deity->name ); deity.c: ch->pcdata->favor -= ch->pcdata->deity->sdeityobj; deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum) deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept); deity.c: if((oldfavor > ch->pcdata->deity->affectednum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) || deity.c: (oldfavor > ch->pcdata->deity->elementnum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) || deity.c: (oldfavor < ch->pcdata->deity->susceptnum && deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum)) deity.c: switch( ch->pcdata->deity->objstat ) deity.c: if (ch->pcdata->favor < ch->pcdata->deity->suplift ) { deity.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NOSUPPLICATE ) ) deity.c: if ((ch->hit) > (ch->max_hit/10)) deity.c: ch->hit+=10; deity.c: if ( ch->pcdata->favor < ch->pcdata->deity->srecall ) deity.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NOSUPPLICATE ) ) deity.c: if (ch->position == POS_FIGHTING) { deity.c: if ( !IS_NPC(ch) && ch->pcdata->clan ) deity.c: location = get_room_index( ch->pcdata->clan->recall ); deity.c: if ( ch->mount ) deity.c: char_from_room( ch->mount ); deity.c: char_to_room( ch->mount, location ); deity.c: ch->pcdata->favor -= ch->pcdata->deity->srecall; deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum) deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept); deity.c: if((oldfavor > ch->pcdata->deity->affectednum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) || deity.c: (oldfavor > ch->pcdata->deity->elementnum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) || deity.c: (oldfavor < ch->pcdata->deity->susceptnum && deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum)) deity.c: || !ch->pcdata->deity ) deity.c: oldfavor = ch->pcdata->favor; deity.c: if ( (ch->alignment - ch->pcdata->deity->alignment > 650 deity.c: || ch->alignment - ch->pcdata->deity->alignment < -650) deity.c: && ch->pcdata->deity->alignment != 0 ) deity.c: ch->pcdata->favor -= 2; deity.c: ch->pcdata->favor = URANGE( -2500, ch->pcdata->favor, 2500 ); deity.c: if(ch->pcdata->favor > ch->pcdata->deity->affectednum) deity.c: xSET_BITS(ch->affected_by, ch->pcdata->deity->affected); deity.c: if(ch->pcdata->favor > ch->pcdata->deity->elementnum) deity.c: SET_BIT(ch->resistant, ch->pcdata->deity->element); deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum) deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept); deity.c: if((oldfavor > ch->pcdata->deity->affectednum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) || deity.c: (oldfavor > ch->pcdata->deity->elementnum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) || deity.c: (oldfavor < ch->pcdata->deity->susceptnum && deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum)) deity.c: case 0: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->flee / mod); break; deity.c: case 1: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->flee_npcrace / mod); break; deity.c: case 2: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->kill / mod); break; deity.c: case 3: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->kill_npcrace / mod); break; deity.c: case 4: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->kill_magic / mod); break; deity.c: case 5: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->sac / mod); break; deity.c: case 6: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->bury_corpse / mod); break; deity.c: case 7: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->aid_spell / mod); break; deity.c: case 8: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->aid / mod); break; deity.c: case 9: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->steal / mod); break; deity.c: case 10: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->backstab / mod); break; deity.c: case 11: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->die / mod); break; deity.c: case 12: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->die_npcrace / mod); break; deity.c: case 13: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->spell_aid / mod); break; deity.c: case 14: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->dig_corpse / mod); break; deity.c: case 15: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->die_npcfoe / mod); break; deity.c: case 16: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->flee_npcfoe / mod); break; deity.c: case 17: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->kill_npcfoe / mod); break; deity.c: ch->pcdata->favor = URANGE( -2500, ch->pcdata->favor, 2500 ); deity.c: if(ch->pcdata->favor > ch->pcdata->deity->affectednum) deity.c: xSET_BITS(ch->affected_by, ch->pcdata->deity->affected); deity.c: if(ch->pcdata->favor > ch->pcdata->deity->elementnum) deity.c: SET_BIT(ch->resistant, ch->pcdata->deity->element); deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum) deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept); deity.c: if((oldfavor > ch->pcdata->deity->affectednum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) || deity.c: (oldfavor > ch->pcdata->deity->elementnum && deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) || deity.c: (oldfavor < ch->pcdata->deity->susceptnum && deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum)) disable.c: disabled->who = STRALLOC( ch->name ); fear.c: if( !ch->fighting ) fear.c: victim = ch->fighting->who; fight.c: if( !IS_NPC( ch ) && ch->pcdata->arena && sysdata.arena != 2 ) fight.c: hitroll = ch->hitroll + str_app[get_curr_str(ch)].tohit + 2 fight.c: damroll = ch->damroll + ch->damplus + str_app[get_curr_str(ch)].todam fight.c: + ((ch->mental_state > 5 && ch->mental_state < 15) ? 1 : 0); fight.c: if ( !ch->hunting || ch->hunting->who != victim ) fight.c: if ( !ch->hating || ch->hating->who != victim ) fight.c: if ( !ch->fearing || ch->fearing->who != victim ) fight.c: if ( ch->hunting ) fight.c: STRFREE( ch->hunting->name ); fight.c: DISPOSE( ch->hunting ); fight.c: ch->hunting = NULL; fight.c: if ( ch->hating ) fight.c: STRFREE( ch->hating->name ); fight.c: DISPOSE( ch->hating ); fight.c: ch->hating = NULL; fight.c: if ( ch->fearing ) fight.c: STRFREE( ch->fearing->name ); fight.c: DISPOSE( ch->fearing ); fight.c: ch->fearing = NULL; fight.c: if ( ch->hunting ) fight.c: CREATE( ch->hunting, HHF_DATA, 1 ); fight.c: ch->hunting->name = QUICKLINK( victim->name ); fight.c: ch->hunting->who = victim; fight.c: if ( ch->hating ) fight.c: CREATE( ch->hating, HHF_DATA, 1 ); fight.c: ch->hating->name = QUICKLINK( victim->name ); fight.c: ch->hating->who = victim; fight.c: if ( ch->fearing ) fight.c: CREATE( ch->fearing, HHF_DATA, 1 ); fight.c: ch->fearing->name = QUICKLINK( victim->name ); fight.c: ch->fearing->who = victim; fight.c: if ( ch == first_char && ch->prev ) fight.c: ch->prev = NULL; fight.c: gch_prev = ch->prev; fight.c: ch->name ); fight.c: ch->prev = NULL; fight.c: if ( !ch->in_room || !ch->name ) fight.c: sprintf( buf, "ch: %d ch->in_room: %d ch->prev: %d ch->next: %d", fight.c: (int) ch, (int) ch->in_room, (int) ch->prev, (int) ch->next ); fight.c: sprintf( buf, "lst_ch: %d lst_ch->prev: %d lst_ch->next: %d", fight.c: (int) lst_ch, (int) lst_ch->prev, (int) lst_ch->next ); fight.c: if ( ch->fighting ) fight.c: if ( (++ch->fighting->duration % 24) == 0 ) fight.c: ch->fighting->xp = ((ch->fighting->xp * 9) / 10); fight.c: for ( timer = ch->first_timer; timer; timer = timer_next ) fight.c: DISPOSE( ch->pcdata->nuisance ); fight.c: tempsub = ch->substate; fight.c: ch->substate = timer->value; fight.c: ch->substate = tempsub; fight.c: if ( ( ch->position == POS_FIGHTING fight.c: || ch->position == POS_EVASIVE fight.c: || ch->position == POS_DEFENSIVE fight.c: || ch->position == POS_AGGRESSIVE fight.c: || ch->position == POS_BERSERK ) fight.c: sprintf( buf, "%s fighting NULL! (Correcting)", ch->name ); fight.c: ch->position = POS_STANDING; fight.c: for ( paf = ch->first_affect; paf; paf = paf_next ) fight.c: ch->desc->character = ch->desc->original; fight.c: ch->desc->original = NULL; fight.c: ch->desc->character->desc = ch->desc; fight.c: ch->desc->character->switched = NULL; fight.c: ch->desc = NULL; fight.c: if( ch->pcdata->arena && ch->pcdata->arena->status == 2 && sysdata.arena != 2 ) fight.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE )) fight.c: ch->name, victim->name ); fight.c: else if ( IS_AWAKE(ch) && ch->in_room == victim->in_room ) fight.c: if ( !xIS_EMPTY(ch->attacks) ) fight.c: if ( 30 + (ch->level/4) >= number_percent( ) ) fight.c: if ( xIS_SET( ch->attacks, attacktype ) ) fight.c: retcode = spell_energy_drain( skill_lookup( "energy drain" ), ch->level, ch, victim ); fight.c: retcode = spell_fire_breath( skill_lookup( "fire breath" ), ch->level, ch, victim ); fight.c: retcode = spell_frost_breath( skill_lookup( "frost breath" ), ch->level, ch, victim ); fight.c: retcode = spell_acid_breath( skill_lookup( "acid breath" ), ch->level, ch, victim ); fight.c: retcode = spell_lightning_breath( skill_lookup( "lightning breath" ), ch->level, ch, victim ); fight.c: retcode = spell_gas_breath( skill_lookup( "gas breath" ), ch->level, ch, victim ); fight.c: ch->level, ch, victim ); fight.c: retcode = spell_poison( gsn_poison, ch->level, ch, victim ); fight.c: retcode = spell_nasty_poison( skill_lookup( "nasty poison" ), ch->level, ch, victim ); fight.c: retcode = spell_gaze( skill_lookup( "gaze" ), ch->level, ch, victim ); fight.c: retcode = spell_blindness( gsn_blindness, ch->level, ch, victim ); fight.c: retcode = spell_cause_serious( skill_lookup( "cause serious" ), ch->level, ch, victim ); fight.c: retcode = spell_earthquake( skill_lookup( "earthquake" ), ch->level, ch, victim ); fight.c: retcode = spell_cause_critical( skill_lookup( "cause critical" ), ch->level, ch, victim ); fight.c: retcode = spell_curse( skill_lookup( "curse" ), ch->level, ch, victim ); fight.c: retcode = spell_flamestrike( skill_lookup( "flamestrike" ), ch->level, ch, victim ); fight.c: retcode = spell_harm( skill_lookup( "harm" ), ch->level, ch, victim ); fight.c: retcode = spell_fireball( skill_lookup( "fireball" ), ch->level, ch, victim ); fight.c: retcode = spell_colour_spray( skill_lookup( "colour spray" ), ch->level, ch, victim ); fight.c: retcode = spell_weaken( skill_lookup( "weaken" ), ch->level, ch, victim ); fight.c: if ( !xIS_EMPTY(ch->defenses) ) fight.c: if ( 50 + (ch->level/4) > number_percent( ) ) fight.c: if ( xIS_SET( ch->defenses, attacktype ) ) fight.c: if( ch->hit < ch->max_hit ) fight.c: retcode = spell_smaug( skill_lookup( "cure light" ), ch->level, ch, ch ); fight.c: if( ch->hit < ch->max_hit ) fight.c: retcode = spell_smaug( skill_lookup( "cure serious" ), ch->level, ch, ch ); fight.c: if( ch->hit < ch->max_hit ) fight.c: retcode = spell_smaug( skill_lookup( "cure critical" ), ch->level, ch, ch ); fight.c: if( ch->hit < ch->max_hit ) fight.c: retcode = spell_smaug( skill_lookup( "heal" ), ch->level, ch, ch ); fight.c: retcode = spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, victim ); fight.c: retcode = spell_dispel_evil( skill_lookup( "dispel evil" ), ch->level, ch, victim ); fight.c: retcode = spell_smaug( skill_lookup( "shockshield" ), ch->level, ch, ch ); fight.c: retcode = spell_smaug( skill_lookup( "fireshield" ), ch->level, ch, ch ); fight.c: retcode = spell_smaug( skill_lookup( "iceshield" ), ch->level, ch, ch ); fight.c: retcode = spell_smaug( skill_lookup( "true" ), ch->level, ch, ch ); fight.c: retcode = spell_smaug( skill_lookup( "sanctuary" ), ch->level, ch, ch ); fight.c: for ( rch = ch->in_room->first_person; rch; rch = rch_next ) fight.c: rch_next = rch->next_in_room; fight.c: &&( rch->fighting ) fight.c: &&( who_fighting(rch->fighting->who) == ch ) fight.c: &&( !xIS_SET( rch->fighting->who->act, ACT_AUTONOMOUS ) ) fight.c: &&( rch->style < ch->style ) fight.c: rch->fighting->who->fighting->who = rch; fight.c: if ( IS_AWAKE(rch) && !rch->fighting ) fight.c: if ( ( ( !IS_NPC(rch) && rch->desc ) fight.c: && !xIS_SET(rch->act, ACT_NOASSIST) ) fight.c: if ( rch->pIndexData == ch->pIndexData fight.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next ) fight.c: if ( vch->mount && vch->mount == rch ) fight.c: if ( xIS_SET(ch->act, PLR_NICE) ) return rNONE; fight.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_NOATTACK) ) fight.c: dual_bonus = IS_NPC(ch) ? (ch->level / 10) : (LEARNED(ch, gsn_dual_wield) / 10); fight.c: chance = IS_NPC(ch) ? ch->level : LEARNED(ch, gsn_dual_wield); fight.c: if ( ch->move < 10 ) fight.c: if ( IS_NPC(ch) && ch->numattacks > 0 ) fight.c: for ( chance = 0; chance < ch->numattacks; chance++ ) fight.c: chance = IS_NPC(ch) ? ch->level fight.c: chance = IS_NPC(ch) ? ch->level fight.c: chance = IS_NPC(ch) ? ch->level fight.c: chance = IS_NPC(ch) ? ch->level fight.c: chance = IS_NPC(ch) ? ch->level fight.c: chance = IS_NPC(ch) ? ch->level fight.c: chance = IS_NPC(ch) ? ch->level fight.c: chance = IS_NPC(ch) ? (int) (ch->level / 2) : 0; fight.c: move = encumbrance( ch, movement_loss[UMIN(SECT_MAX-1, ch->in_room->sector_type)] ); fight.c: if ( ch->move ) fight.c: ch->move = UMAX( 0, ch->move - move ); fight.c: if ( !IS_NPC(ch) && ch->level > 5 && wield ) fight.c: ( 1 + abs( ch->alignment - ch->pcdata->clan->alignment ) / 1000 ); fight.c: bonus -= ch->pcdata->favor / -400 ; fight.c: lvl = UMAX( 1, (ch->level - 10) / 2 ); fight.c: return ch->level; fight.c: lvl = ch->level / 2; fight.c: if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) fight.c: if ( ch->fighting /* make sure fight is already started */ fight.c: && !xIS_EMPTY(ch->attacks) ) fight.c: if ( xIS_SET( ch->attacks, attacktype ) ) fight.c: thac0_00 = ch->mobthac0; fight.c: thac0_00 = class_table[ch->class]->thac0_00; fight.c: thac0_32 = class_table[ch->class]->thac0_32; fight.c:// thac0 = interpolate( ch->level, thac0_00, thac0_32 ) - GET_HITROLL(ch); fight.c: thac0 = interpolate( ch->level, thac0_00, thac0_32 ) - get_hitroll( ch, FALSE ); fight.c: if ( ch->fighting && ch->fighting->who == victim ) fight.c: sh_int times = ch->fighting->timeskilled; fight.c: dam = number_range( ch->barenumdie, ch->baresizedie * ch->barenumdie ); fight.c: if ( ch->position == POS_BERSERK ) fight.c: else if ( ch->position == POS_AGGRESSIVE ) fight.c: else if ( ch->position == POS_DEFENSIVE ) fight.c: else if ( ch->position == POS_EVASIVE ) fight.c: if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_enhanced_damage] > 0 ) fight.c: dam *= (2 + URANGE( 2, ch->level - (victim->level/4), 30 ) / 8); fight.c: dam *= (2 + URANGE( 2, ch->level - (victim->level/4), 30 ) / 16); fight.c: thac0_00 = ch->mobthac0; fight.c: thac0_00 = class_table[ch->class]->thac0_00; fight.c: thac0_32 = class_table[ch->class]->thac0_32; fight.c: // thac0 = interpolate( ch->level, thac0_00, thac0_32 ) - GET_HITROLL(ch) + (dist*2); fight.c: thac0 = interpolate( ch->level, thac0_00, thac0_32 ) - get_hitroll( ch, FALSE ) + (dist*2); fight.c: if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_enhanced_damage] > 0 ) fight.c: if ( IS_SET(ch->immune, ris ) && !IS_SET(ch->no_immune, ris) ) fight.c: if ( IS_SET(ch->resistant, ris ) && !IS_SET(ch->no_resistant, ris) ) fight.c: if ( IS_SET(ch->susceptible, ris ) && !IS_SET(ch->no_susceptible, ris) ) fight.c: sprintf( buf, "Damage: null victim! Player: %s", ch->name ); fight.c: if (ch->next) fight.c: if (ch->next->prev != ch) fight.c: bug("who_fighting: ch->next->prev != ch. Shortcutting!!",0); fight.c: ch->next->prev=ch; fight.c: if (ch->prev) fight.c: if (ch->prev->next != ch) fight.c: bug("who_fighting: ch->prev->next != ch. Shortcutting!!",0); fight.c: ch->prev->next=ch; fight.c: victim->hunting->name = QUICKLINK( ch->name ); fight.c: victim->hating->name = QUICKLINK( ch->name ); fight.c: maxdam = (ch->level2 == -1) ? ch->level * 80 : ch->level2 * 80; fight.c: maxdam = (ch->level2 == -1) ? ch->level * 40 : ch->level2 * 40; fight.c: if ( dam > maxdam && !( ch->level >= 115 ) && !IS_NPC(ch)) fight.c: ch->name, fight.c: ch->level, fight.c: if (!victim->fighting && victim->in_room == ch->in_room) fight.c: if (!ch->fighting && victim->in_room == ch->in_room) fight.c: && victim->master->in_room == ch->in_room fight.c: for (gch = ch->in_room->first_person; gch; gch = gch->next_in_room) fight.c: for (gch = victim->in_room->first_person; gch; gch = gch->next_in_room) fight.c: lch = ch->leader ? ch->leader : ch; fight.c: for (gch = ch->in_room->first_person; gch; fight.c: gch = gch->next_in_room) fight.c: for (gch = ch->in_room->first_person; gch; gch = gch->next_in_room) fight.c: gch = gch->next_in_room) fight.c: gch = gch->next_in_room) fight.c: for (gch = ch->in_room->first_person; gch; gch = gch->next_in_room) fight.c: for (gch = victim->in_room->first_person; gch; gch = gch->next_in_room) fight.c: (ch->leader == victim) ? victim : ch, NULL, fight.c: (ch->leader == victim) ? victim->master : ch->master, fight.c: if (ch->leader == victim) fight.c: if (ch->leader != NULL && !IS_NPC(ch->leader) && fight.c: !IS_PKILL(ch->leader)) fight.c: ch->master, TO_NOTVICT); fight.c: for (gch = ch->in_room->first_person; gch; gch = gch->next_in_room) fight.c: gch->master, TO_NOTVICT); fight.c: for (gch = victim->in_room->first_person; gch; gch = gch->next_in_room) fight.c: gch->master, TO_NOTVICT); fight.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) fight.c: for ( gch = victim->in_room->first_person; gch; gch = gch->next_in_room ) fight.c: xREMOVE_BIT(ch->affected_by, AFF_INVISIBLE); fight.c: xREMOVE_BIT(ch->affected_by, AFF_HIDE); fight.c: if (dt >= TYPE_HIT && ch->in_room == victim->in_room) fight.c: && xIS_SET(ch->defenses, DFND_DISARM) fight.c: && ch->level > 9 fight.c: && number_percent() < ch->level / 3) /* Was 2 try this --Shaddai*/ fight.c: && xIS_SET(ch->attacks, ATCK_TRIP) fight.c: && ch->level > 5 fight.c: && number_percent() < ch->level / 2) fight.c: && !IS_NPC(ch) && ch->fighting && ch->fighting->xp ) fight.c: if ( ch->fighting->who == victim ) fight.c: xp_gain = (int) (ch->fighting->xp * dam) / victim->max_hit; fight.c: && !saves_poison_death( ch->level, victim ) ) fight.c: if ( !IS_NPC( ch ) && !IS_NPC( victim ) && victim->bounty > 0 && ch != victim && ch->name != victim->name ) fight.c: ch->bowed += victim->bounty; fight.c: ch->bkills++; fight.c: adjust_hiscore("bounty", ch, ch->bkills); fight.c: sprintf( log_buf, "%s has claimed the bounty from the head of %s!", ch->name, victim->name ); fight.c: (IS_NPC(ch) ? ch->short_descr : ch->name) ); fight.c: (IS_NPC(ch) ? ch->short_descr : ch->name), fight.c: if (!IS_NPC( ch ) && !IS_IMMORTAL( ch ) && ch->pcdata->clan fight.c: && ch->pcdata->clan->clan_type != CLAN_ORDER fight.c: && ch->pcdata->clan->clan_type != CLAN_GUILD fight.c: sprintf( filename, "%s%s.record", CLAN_DIR, ch->pcdata->clan->name ); fight.c: ch->level, fight.c: ch->name, fight.c: ch->in_room->area->name ); fight.c: victim->pcdata->clan->name == ch->pcdata->clan->name) fight.c: if ( ch->in_room == victim->in_room ) fight.c: if ( xIS_SET(ch->act, PLR_AUTOGOLD) ) fight.c: init_gold = ch->gold; fight.c: init_silver = ch->silver; fight.c: init_copper = ch->copper; fight.c: new_gold = ch->gold; fight.c: new_silver = ch->silver; fight.c: new_copper = ch->copper; fight.c: if ( xIS_SET(ch->act, PLR_AUTOLOOT) fight.c: if ( xIS_SET(ch->act, PLR_AUTOSAC) ) fight.c: bug( "Is_safe: %s opponent does not exist!", ch->name ); fight.c: if ( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL ) fight.c: if ( (get_age( ch ) < 1 || ch->level < 5) && !in_arena(ch) ) /* Scion arenacode */ fight.c:/* if ( ch->level - victim->level > 5 fight.c: || victim->level - ch->level > 5 ) fight.c: if ((ch->level - victim->level > 10 fight.c: || victim->level - ch->level > 10) fight.c: if ( IS_NPC(ch) && !ch->master ) fight.c:/* && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) fight.c: level_ratio = URANGE( 1, ch->level / victim->level, LEVEL_AVATAR); fight.c: if ( ch->pcdata->clan ) fight.c: ch->pcdata->clan->mkills++; fight.c: ch->pcdata->mkills++; fight.c: adjust_hiscore("mkill", ch, ch->pcdata->mkills); fight.c: ch->in_room->area->mkills++; fight.c: if ( ch->pcdata->deity ) fight.c: if ( victim->race == ch->pcdata->deity->npcrace ) fight.c: if ( victim->race == ch->pcdata->deity->npcfoe ) fight.c: if ( ch == victim || ch->level >= LEVEL_IMMORTAL ) fight.c: ch->pcdata->pkills++; fight.c: adjust_hiscore("pkill", ch, ch->pcdata->pkills); fight.c: if ( ch->pcdata->clan ) fight.c: ch->pcdata->clan->pkills[0]++; fight.c: ch->pcdata->clan->pkills[1]++; fight.c: ch->pcdata->clan->pkills[2]++; fight.c: ch->pcdata->clan->pkills[3]++; fight.c: ch->pcdata->clan->pkills[4]++; fight.c: ch->pcdata->clan->pkills[5]++; fight.c: ch->pcdata->clan->pkills[6]++; fight.c: ch->pcdata->pkills++; fight.c: adjust_hiscore("pkill",ch, ch->pcdata->pkills); fight.c: ch->in_room->area->pkills++; fight.c:/* && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) fight.c: if ( !ch->pcdata->clan fight.c: || ( ch->pcdata->clan->clan_type != CLAN_NOKILL fight.c: && ch->pcdata->clan != victim->pcdata->clan ) ) fight.c: if ( ch->pcdata->clan ) fight.c: ch->pcdata->clan->pkills[0]++; fight.c: ch->pcdata->clan->pkills[1]++; fight.c: ch->pcdata->clan->pkills[2]++; fight.c: ch->pcdata->clan->pkills[3]++; fight.c: ch->pcdata->clan->pkills[4]++; fight.c: ch->pcdata->clan->pkills[5]++; fight.c: ch->pcdata->clan->pkills[6]++; fight.c: ch->pcdata->pkills++; fight.c: adjust_hiscore("pkill",ch,ch->pcdata->pkills); fight.c: ch->hit = ch->max_hit; fight.c: ch->mana = ch->max_mana; fight.c: ch->move = ch->max_move; fight.c: if ( ch->pcdata ) fight.c: ch->pcdata->condition[COND_BLOODTHIRST] = (10 + ch->level); fight.c: if ( ch->level < 10 ) fight.c: else if ( ch->level < 15 ) fight.c: else if ( ch->level < 20 ) fight.c: else if ( ch->level < 30 ) fight.c: else if ( ch->level < 40 ) fight.c: else if ( ch->level < 50 ) fight.c: if ( !ch->master ) fight.c: IS_NPC(ch) ? ch->short_descr : ch->name ); fight.c: xREMOVE_BIT( ch->affected_by, AFF_CHARM ); fight.c: if ( ch->master ) fight.c: check_killer( ch->master, victim ); fight.c: level_ratio = URANGE( 1, ch->level / victim->level, LEVEL_AVATAR ); fight.c: if ( ch->race == victim->pcdata->deity->npcrace ) fight.c: if ( ch->race == victim->pcdata->deity->npcfoe ) fight.c: if ( ch->pcdata->clan ) fight.c: ch->pcdata->clan->illegal_pk++; fight.c: ch->pcdata->illegal_pk++; fight.c: ch->in_room->area->illegal_pk++; fight.c: if ( ch->level < 10 ) fight.c: else if ( ch->level < 15 ) fight.c: else if ( ch->level < 20 ) fight.c: else if ( ch->level < 30 ) fight.c: else if ( ch->level < 40 ) fight.c: else if ( ch->level < 50 ) fight.c: if ( xIS_SET(ch->act, PLR_KILLER) ) fight.c: xSET_BIT(ch->act, PLR_KILLER); fight.c: if ( xIS_SET( ch->act, PLR_ATTACKER) ) fight.c: xREMOVE_BIT(ch->act, PLR_ATTACKER); fight.c: { if ( !(ch->pcdata->clan && victim->pcdata->clan fight.c: && ch->pcdata->clan == victim->pcdata->clan ) ) return; } fight.c: if ( !ch->master ) fight.c: IS_NPC(ch) ? ch->short_descr : ch->name ); fight.c: xREMOVE_BIT( ch->affected_by, AFF_CHARM ); fight.c: /* xSET_BIT(ch->master->act, PLR_ATTACKER);*/ fight.c: || ch->level >= LEVEL_IMMORTAL fight.c: || xIS_SET(ch->act, PLR_ATTACKER) fight.c: || xIS_SET(ch->act, PLR_KILLER) fight.c: xSET_BIT(ch->act, PLR_ATTACKER); fight.c: if ( ch->fighting ) fight.c: ch->name, victim->name, ch->fighting->who->name ); fight.c: ch->num_fighting = 1; fight.c: ch->fighting = fight; fight.c: /* ch->position = POS_FIGHTING; */ fight.c: ch->position = POS_FIGHTING; fight.c: switch(ch->style) fight.c: ch->position = POS_EVASIVE; fight.c: ch->position = POS_DEFENSIVE; fight.c: ch->position = POS_AGGRESSIVE; fight.c: ch->position = POS_BERSERK; fight.c: default: ch->position = POS_FIGHTING; fight.c: if ( !ch->fighting ) fight.c: if (ch->next) fight.c: if (ch->next->prev != ch) fight.c: bug("who_fighting: ch->next->prev != ch. Shortcutting!!",0); fight.c: ch->next->prev=ch; fight.c: if (ch->prev) fight.c: if (ch->prev->next != ch) fight.c: bug("who_fighting: ch->prev->next != ch. Shortcutting!!",0); fight.c: ch->prev->next=ch; fight.c: return ch->fighting->who; fight.c: if ( ch->fighting ) fight.c: if ( !char_died(ch->fighting->who) ) fight.c: --ch->fighting->who->num_fighting; fight.c: DISPOSE( ch->fighting ); fight.c: ch->fighting = NULL; fight.c: if ( ch->mount ) fight.c: ch->position = POS_MOUNTED; fight.c: ch->position = POS_STANDING; fight.c: for ( fch = first_char; fch; fch = fch->next ) fight.c: for(i = 0;i < 32 && ch->xflags;i++) fight.c: name = IS_NPC(ch) ? ch->short_descr : ch->name; fight.c: obj = obj_to_room( obj, ch->in_room ); fight.c: was_in_room = ch->in_room; fight.c: ch->in_room = pexit->to_room; fight.c: ch->in_room = was_in_room; fight.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) fight.c: if (xIS_SET(ch->act, PLR_QUESTOR)&&IS_NPC(victim)) fight.c: if (ch->questmob == victim->pIndexData->vnum) fight.c: ch->questmob = -1; fight.c: lch = ch->leader ? ch->leader : ch; fight.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) fight.c: if ( gch->level - lch->level > 8 ) fight.c: if ( gch->level - lch->level < -8 ) fight.c: if ( !gch->fighting ) fight.c: gch->alignment = align_compute( gch, victim ); fight.c: for ( obj = ch->first_carrying; obj; obj = obj_next ) fight.c: || obj->level > ch->level ) fight.c: obj = obj_to_room( obj, ch->in_room ); fight.c: if (gch->level <= 5) fight.c: return gch->alignment; fight.c: align = gch->alignment - victim->alignment; fight.c: if ( gch->alignment > -350 && gch->alignment < 350 ) fight.c: newalign = UMIN( gch->alignment + (align-500)/divalign, 1000 ); fight.c: newalign = UMAX( gch->alignment + (align+500)/divalign, -1000 ); fight.c: newalign = gch->alignment - (int) (gch->alignment/divalign); fight.c: int gchlev = gch->level; fight.c: align = gch->alignment - victim->alignment; fight.c: if ( gch->alignment > 300 && align < 250 ) fight.c: xp_ratio = (int) gch->played / gchlev; fight.c: if ( ch->in_room != victim->in_room ) fight.c: was_in_room = ch->in_room; fight.c: dt, ch->name, ch->in_room->vnum ); fight.c: (IS_SET(ch->pcdata->flags, PCFLAG_GAG)))) gcflag = TRUE; fight.c: dt, ch->name, ch->in_room->vnum ); fight.c: dt, ch->name, ch->in_room->vnum ); fight.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) fight.c: if ( ch->position == POS_FIGHTING fight.c: || ch->position == POS_EVASIVE fight.c: || ch->position == POS_DEFENSIVE fight.c: || ch->position == POS_AGGRESSIVE fight.c: || ch->position == POS_BERSERK fight.c: if ( ch->master == victim ) fight.c: if ( ch->master ) fight.c: xSET_BIT(ch->master->act, PLR_ATTACKER); fight.c: if ( ch->position == POS_FIGHTING fight.c: || ch->position == POS_EVASIVE fight.c: || ch->position == POS_DEFENSIVE fight.c: || ch->position == POS_AGGRESSIVE fight.c: || ch->position == POS_BERSERK fight.c: if ( !IS_NPC( victim ) && xIS_SET(ch->act, PLR_NICE ) ) fight.c: sprintf( log_buf, "%s: murder %s.", ch->name, victim->name ); fight.c: log_string_plus( log_buf, LOG_NORMAL, ch->level ); fight.c: IS_NPC( ch ) ? ch->short_descr : ch->name ); fight.c: if ( IS_SET(ch->in_room->room_flags, ROOM_ARENA) ) fight.c: if ( IS_SET(ch->in_room->area->flags, AFLAG_FREEKILL) ) fight.c: if ( ch->in_room->vnum >= 29 && ch->in_room->vnum <= 43 ) fight.c: if ( !str_cmp(ch->in_room->area->filename, "arena.are") ) fight.c: if ( ( !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) || fight.c: ||*/ ch->level - victim->level > 10 fight.c: /*|| !IS_SET(ch->pcdata->flags, PCFLAG_DEADLY)*/ ) fight.c: sprintf(buf, " (%s)", ch->name); fight.c: illegal_pkill->name = ch->name; fight.c: if ( victim->bounty > 0 && !(ch->level - victim->level) > 10) fight.c: if ( !IS_SET(ch->pcdata->flags, PCFLAG_DEADLY) && ch->belig == 0) fight.c: ch->belig = 1; fight.c: REMOVE_BIT(ch->pcdata->flags,PCFLAG_IMMPROOF); fight.c: if ( ch->position == POS_FIGHTING fight.c: || ch->position == POS_EVASIVE fight.c: || ch->position == POS_DEFENSIVE fight.c: || ch->position == POS_AGGRESSIVE fight.c: || ch->position == POS_BERSERK ) fight.c: if ( ch->mount ) fight.c: ch->position = POS_MOUNTED; fight.c: ch->position = POS_STANDING; fight.c: if ( ch->move <= 0 ) { fight.c: if ( !IS_NPC( ch ) && ch->position < POS_FIGHTING ) { fight.c: if ( IS_NPC( ch ) && ch->position <= POS_SLEEPING ) fight.c: was_in = ch->in_room; fight.c: xREMOVE_BIT ( ch->affected_by, AFF_SNEAK ); fight.c: if ( ch->mount && ch->mount->fighting ) fight.c: stop_fighting( ch->mount, TRUE ); 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: los = ( exp_level( ch, ch->level+1 ) - exp_level( ch, ch->level ) ) * 0.0015; fight.c: if ( ch->level < LEVEL_AVATAR ) fight.c: if ( wf && ch->pcdata->deity ) fight.c: int level_ratio = URANGE( 1, wf->level / ch->level, LEVEL_AVATAR ); fight.c: if ( wf && wf->race == ch->pcdata->deity->npcrace ) fight.c: if ( wf && wf->race == ch->pcdata->deity->npcfoe ) fight.c: los = ( exp_level( ch, ch->level+1 ) - exp_level( ch, ch->level ) ) * 0.005; fight.c: if ( ch->level < LEVEL_AVATAR ) gamble.c: if( ch->in_room != room ) gamble.c: sprintf(buf, "%s You can't bet now! Wait till it stops rolling, please.", ch->name ); gamble.c: if( ch->gold < amount ) gamble.c: ch->name, gamble.c: ch->gold -= amount; gamble.c: bet->player_name = QUICKLINK( ch->name ); gamble.c: ch->name, amount, get_bet_name( bet_type), ch->name ); gamble.c: ch->gold += gain; gamble.c: for( ch = room->first_person ; ch ; ch = ch->next_in_room ) gboards.c: if (!str_cmp (ch->name, note->sender)) gboards.c: if (is_full_name (ch->name, note->to_list)) gboards.c: if ( !ch->desc ) gboards.c: if ( ch->substate == SUB_RESTRICTED ) gboards.c: bug( "NOT GOOD: start_editing_note: ch->substate == SUB_RESTRICTED", 0 ); gboards.c: if ( ch->editor ) gboards.c: ch->editor = edit; gboards.c: ch->desc->connected = CON_NOTE_TEXT; gboards.c: if ( !ch->editor ) gboards.c: for ( x = 0; x < ch->editor->numlines; x++ ) gboards.c: strcpy( tmp, ch->editor->line[x] ); gboards.c: last_read = ch->pcdata->last_note[board_number(board)]; gboards.c: if (get_trust(ch) < ch->pcdata->board->write_level) gboards.c: if (ch->pcdata->in_progress && (!ch->pcdata->in_progress->text)) gboards.c: free_global_note (ch->pcdata->in_progress); gboards.c: ch->pcdata->in_progress = NULL; gboards.c: if (!ch->pcdata->in_progress) gboards.c: ch->pcdata->in_progress = new_note(); gboards.c: ch->pcdata->in_progress->sender = STRALLOC(ch->name); gboards.c: ch->pcdata->in_progress->date = str_dup( strtime ); gboards.c: ch->pcdata->in_progress->text ? "continuing" : "posting", gboards.c: ch->pcdata->board->short_name); gboards.c: sprintf (buf, "&YFrom&w: %s\n\r\n\r", ch->name); gboards.c: if (!ch->pcdata->in_progress->text) /* Are we continuing an old note or not? */ gboards.c: switch (ch->pcdata->board->force_type) gboards.c: ch->pcdata->board->names); gboards.c: ch->pcdata->board->names); gboards.c: ch->pcdata->board->names); gboards.c: ch->desc->connected = CON_NOTE_TO; gboards.c: ch->pcdata->in_progress->to_list, gboards.c: ctime(&ch->pcdata->in_progress->expire), gboards.c: ch->pcdata->in_progress->subject); gboards.c: send_to_char_color (ch->pcdata->in_progress->text,ch); gboards.c: ch->substate = SUB_GBOARD_NOTE; gboards.c: ch->dest_buf = ch->pcdata; gboards.c: ch->pcdata->in_progress->text = str_dup( "" ); gboards.c: start_editing_note( ch, ch->pcdata->in_progress->text ); gboards.c: ch->desc->connected = CON_NOTE_TEXT; gboards.c: time_t *last_note = &ch->pcdata->last_note[board_number(ch->pcdata->board)]; gboards.c: for (p = ch->pcdata->board->note_first; p; p = p->next) gboards.c: for (p = ch->pcdata->board->note_first; p ; p = p->next, count++) gboards.c: sprintf (buf, "Changed to next board, %s.\n\r", ch->pcdata->board->short_name); gboards.c: p = find_note (ch, ch->pcdata->board, atoi(argument)); gboards.c: if (str_cmp(ch->name,p->sender) && (get_trust(ch) < LEVEL_IMPLEMENTOR)) gboards.c: unlink_note (ch->pcdata->board,p); gboards.c: save_board(ch->pcdata->board); /* save the board */ gboards.c: for (p = ch->pcdata->board->note_first; p; p = p->next) gboards.c: last_note = ch->pcdata->last_note[board_number (ch->pcdata->board)]; gboards.c: for (p = ch->pcdata->board->note_first; p; p = p->next) gboards.c: for (p = ch->pcdata->board->note_first; p && p->next; p = p->next); gboards.c: ch->pcdata->last_note[board_number(ch->pcdata->board)] = p->date_stamp; gboards.c: if( ch->pcdata->board == NULL ) gboards.c: ch->pcdata->board = &boards[DEFAULT_BOARD]; gboards.c: sprintf (buf, "\n\rYou current board is &W%s&w.\n\r", ch->pcdata->board->short_name); gboards.c: if (ch->pcdata->board->read_level > get_trust(ch)) gboards.c: else if (ch->pcdata->board->write_level > get_trust(ch)) gboards.c: if (ch->pcdata->in_progress) gboards.c: ch->pcdata->board = &boards[i]; gboards.c: ch->pcdata->board = &boards[i]; gboards.c: int i = board_number (ch->pcdata->board) + 1; gboards.c: ch->pcdata->board = &boards[0]; gboards.c: ch->pcdata->board = &boards[i]; gboards.c: if (!ch->pcdata->in_progress) gboards.c: switch (ch->pcdata->board->force_type) gboards.c: ch->pcdata->in_progress->to_list = STRALLOC(ch->pcdata->board->names); gboards.c: sprintf (buf, "Assumed default recipient: &W%s&w\n\r", ch->pcdata->board->names); gboards.c: ch->pcdata->in_progress->to_list = STRALLOC(buf); gboards.c: if (!is_full_name (ch->pcdata->board->names, buf)) gboards.c: strcat (buf, ch->pcdata->board->names); gboards.c: ch->pcdata->in_progress->to_list = STRALLOC(buf); gboards.c: ch->pcdata->board->names, ch->pcdata->in_progress->to_list); gboards.c: ch->pcdata->in_progress->to_list = STRALLOC(buf); gboards.c: if (is_full_name (ch->pcdata->board->names, buf)) gboards.c: "&YTo&w: ", ch->pcdata->board->names); gboards.c: ch->pcdata->in_progress->to_list = STRALLOC(buf); gboards.c: if (!ch->pcdata->in_progress) gboards.c: ch->pcdata->in_progress->subject = str_dup(buf); gboards.c: ch->pcdata->board->purge_days); gboards.c: ch->pcdata->in_progress->expire = gboards.c: current_time + ch->pcdata->board->purge_days * 24L * 3600L; gboards.c: sprintf (buf, "This note will expire %s\r",ctime(&ch->pcdata->in_progress->expire)); gboards.c: ch->substate = SUB_GBOARD_NOTE; gboards.c: ch->dest_buf = ch->pcdata; gboards.c: ch->pcdata->in_progress->text = str_dup( "" ); gboards.c: start_editing_note( ch, ch->pcdata->in_progress->text ); gboards.c: if (!ch->pcdata->in_progress) gboards.c: days = ch->pcdata->board->purge_days; gboards.c: ch->pcdata->in_progress->expire = expire; gboards.c: ch->substate = SUB_GBOARD_NOTE; gboards.c: ch->dest_buf = ch->pcdata; gboards.c: ch->pcdata->in_progress->text = str_dup( "" ); gboards.c: start_editing_note( ch, ch->pcdata->in_progress->text ); gboards.c: if ( (d = ch->desc) == NULL ) gboards.c: if ( !ch->editor ) gboards.c: edit = ch->editor; gboards.c: if ( ch->substate == SUB_MPROG_EDIT || ch->substate == SUB_HELP_EDIT ) gboards.c: free_global_note( ch->pcdata->in_progress ); gboards.c: ch->pcdata->in_progress = NULL; gboards.c: int substate = ch->substate; gboards.c: last_cmd = ch->last_cmd; gboards.c: ch->substate = SUB_RESTRICTED; gboards.c: ch->substate = substate; gboards.c: ch->last_cmd = last_cmd; gboards.c: NOTE_DATA *note = ch->pcdata->in_progress; gboards.c: free_global_note( ch->pcdata->in_progress ); gboards.c: ch->pcdata->in_progress = NULL; gboards.c: NOTE_DATA *note = ch->pcdata->in_progress; gboards.c: if (!ch->pcdata->in_progress) gboards.c: ch->substate = SUB_GBOARD_NOTE; gboards.c: ch->dest_buf = ch->pcdata; gboards.c: ch->pcdata->in_progress->text = str_dup( "" ); gboards.c: start_editing_note( ch, ch->pcdata->in_progress->text ); gboards.c: if (ch->pcdata->in_progress->text) gboards.c: send_to_char_color ( ch->pcdata->in_progress->text, ch); gboards.c: finish_note (ch->pcdata->board, ch->pcdata->in_progress); gboards.c: ch->pcdata->in_progress = NULL; gboards.c: free_global_note( ch->pcdata->in_progress ); gboards.c: ch->pcdata->in_progress = NULL; grub.c: if ( d->snoop_by == ch->desc ) grub.c: victim->desc->snoop_by = ch->desc; grub.c: ch->name, ch->affected_by, ch->perm_str, ch->mod_str); grub.c:for (pa=ch->first_affect; pa; pa=pa->next) handler.c: return ch->exp; handler.c: exp = ch->level * ch->level * ch->level * 5; handler.c: exp += ch->max_hit; handler.c: exp -= (ch->armor-50) * 2; handler.c: exp += ( ch->barenumdie * ch->baresizedie + get_damroll( ch, FALSE ) ) * 50; handler.c: exp += get_hitroll( ch, FALSE ) * ch->level * 10; handler.c: return class_table[ch->class]->exp_base; handler.c: if ( /*!IS_NPC(ch) &&*/ ch->desc != NULL && ch->desc->original != NULL) handler.c: ch = ch->desc->original; handler.c: if ( ch->trust != 0 ) handler.c: return ch->trust; handler.c: if ( IS_NPC(ch) && ch->level >= LEVEL_AVATAR ) handler.c: if ( ch->level >= LEVEL_NEOPHYTE && IS_RETIRED( ch ) ) handler.c: if( ch->level2 != -1 && ch->level2 > ch->level ) handler.c: return ch->level2; handler.c: return ch->level; handler.c: return ((race_table[ch->race]->base_age) + 17 + ( ch->played + (current_time - ch->logon) ) / 7200); handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_STR ) handler.c: return URANGE( 3, ch->perm_str + ch->mod_str, max ); handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_INT ) handler.c: return URANGE( 3, ch->perm_int + ch->mod_int, max ); handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_WIS ) handler.c: return URANGE( 3, ch->perm_wis + ch->mod_wis, max ); handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_DEX ) handler.c: return URANGE( 3, ch->perm_dex + ch->mod_dex, max ); handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_CON ) handler.c: return URANGE( 3, ch->perm_con + ch->mod_con, max ); handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_CHA ) handler.c: return URANGE( 3, ch->perm_cha + ch->mod_cha, max ); handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_LCK ) handler.c: return URANGE( 3, ch->perm_lck + ch->mod_lck, max ); handler.c: if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) handler.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_PET) ) handler.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_IMMORTAL) ) handler.c: return ch->level*200; handler.c: return URANGE(5, (ch->level+15)/5 + get_curr_dex(ch)-13 - penalty, 20); handler.c: if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) handler.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_PET) ) handler.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_IMMORTAL) ) handler.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_PROTOTYPE) ) handler.c: ch->pcdata->learned[sn] += mod; handler.c: ch->pcdata->learned[sn] = URANGE(0, ch->pcdata->learned[sn] + mod, handler.c: bug("affect modify on %s",ch->name); handler.c: xSET_BITS( ch->affected_by, paf->bitvector ); handler.c: xSET_BIT(ch->affected_by, AFF_RECURRINGSPELL); handler.c: ch->name, mod ); handler.c: xREMOVE_BITS( ch->affected_by, paf->bitvector ); handler.c: ch->name, mod ); handler.c: xREMOVE_BIT(ch->affected_by, AFF_RECURRINGSPELL); handler.c: case APPLY_AFFECT: REMOVE_BIT( ch->affected_by.bits[0], mod ); return; handler.c: case APPLY_EXT_AFFECT: xREMOVE_BIT( ch->affected_by, mod ); return; handler.c: case APPLY_RESISTANT: REMOVE_BIT( ch->resistant, mod ); return; handler.c: case APPLY_IMMUNE: REMOVE_BIT( ch->immune, mod ); return; handler.c: case APPLY_SUSCEPTIBLE: REMOVE_BIT( ch->susceptible, mod ); return; handler.c: case APPLY_REMOVE: SET_BIT( ch->affected_by.bits[0], mod ); return; handler.c: case APPLY_STR: ch->mod_str += mod; break; handler.c: case APPLY_DEX: ch->mod_dex += mod; break; handler.c: case APPLY_INT: ch->mod_int += mod; break; handler.c: case APPLY_WIS: ch->mod_wis += mod; break; handler.c: case APPLY_CON: ch->mod_con += mod; break; handler.c: case APPLY_CHA: ch->mod_cha += mod; break; handler.c: case APPLY_LCK: ch->mod_lck += mod; break; handler.c: ch->sex = (ch->sex+mod) % 3; handler.c: if ( ch->sex < 0 ) handler.c: ch->sex += 2; handler.c: ch->sex = URANGE( 0, ch->sex, 2 ); handler.c: case APPLY_HEIGHT: ch->height += mod; break; handler.c: case APPLY_WEIGHT: ch->weight += mod; break; handler.c: case APPLY_MANA: ch->max_mana += mod; break; handler.c: case APPLY_HIT: ch->max_hit += mod; break; handler.c: case APPLY_MOVE: ch->max_move += mod; break; handler.c: case APPLY_AC: ch->armor += mod; break; handler.c: case APPLY_HITROLL: ch->hitroll += mod; break; handler.c: case APPLY_DAMROLL: ch->damroll += mod; break; handler.c: case APPLY_SAVING_POISON: ch->saving_poison_death += mod; break; handler.c: case APPLY_SAVING_ROD: ch->saving_wand += mod; break; handler.c: case APPLY_SAVING_PARA: ch->saving_para_petri += mod; break; handler.c: case APPLY_SAVING_BREATH: ch->saving_breath += mod; break; handler.c: case APPLY_SAVING_SPELL: ch->saving_spell_staff += mod; break; handler.c: case APPLY_AFFECT: SET_BIT( ch->affected_by.bits[0], mod ); break; handler.c: case APPLY_EXT_AFFECT: xSET_BIT( ch->affected_by, mod ); break; handler.c: case APPLY_RESISTANT: SET_BIT( ch->resistant, mod ); break; handler.c: case APPLY_IMMUNE: SET_BIT( ch->immune, mod ); break; handler.c: case APPLY_SUSCEPTIBLE: SET_BIT( ch->susceptible, mod ); break; handler.c: case APPLY_REMOVE: REMOVE_BIT(ch->affected_by.bits[0], mod); break; handler.c: ch->pcdata->condition[COND_FULL] = 40; handler.c: ch->pcdata->condition[COND_FULL] = handler.c: URANGE( 0, ch->pcdata->condition[COND_FULL] + mod, 48 ); handler.c: ch->pcdata->condition[COND_THIRST] = 40; handler.c: ch->pcdata->condition[COND_THIRST] = handler.c: URANGE( 0, ch->pcdata->condition[COND_THIRST] + mod, 48 ); handler.c: ch->pcdata->condition[COND_DRUNK] = handler.c: URANGE( 0, ch->pcdata->condition[COND_DRUNK] + mod, 48 ); handler.c: ch->pcdata->condition[COND_BLOODTHIRST] = handler.c: URANGE( 0, ch->pcdata->condition[COND_BLOODTHIRST] + mod, ch->level+10 ); handler.c: ch->mental_state = URANGE(-100, ch->mental_state + mod, 100); handler.c: ch->emotional_state = URANGE(-100, ch->emotional_state + mod, 100); handler.c: if ( IS_SET(ch->in_room->room_flags, ROOM_NO_MAGIC) handler.c: || IS_SET(ch->immune, RIS_MAGIC) handler.c: if ( (retcode=(*skill->spell_fun) ( mod, ch->level, ch, ch )) == rCHAR_DIED handler.c: bug( "Affect_to_char(%s, NULL)", ch->name ); handler.c: LINK( paf_new, ch->first_affect, ch->last_affect, next, prev ); handler.c: if ( !ch->first_affect ) handler.c: bug( "Affect_remove(%s, %d): no affect.", ch->name, handler.c: UNLINK( paf, ch->first_affect, ch->last_affect, next, prev ); handler.c: for ( paf = ch->first_affect; paf; paf = paf_next ) handler.c: for ( paf = ch->first_affect; paf; paf = paf->next ) handler.c: for ( paf_old = ch->first_affect; paf_old; paf_old = paf_old->next ) handler.c: xSET_BITS(ch->affected_by, paf->bitvector); handler.c: SET_BIT(ch->affected_by.bits[0], paf->modifier); handler.c: SET_BIT(ch->resistant, paf->modifier); handler.c: SET_BIT(ch->immune, paf->modifier); handler.c: SET_BIT(ch->susceptible, paf->modifier); handler.c: xCLEAR_BITS(ch->affected_by); handler.c: ch->resistant = 0; handler.c: ch->immune = 0; handler.c: ch->susceptible = 0; handler.c: xCLEAR_BITS(ch->no_affected_by); handler.c: ch->no_resistant = 0; handler.c: ch->no_immune = 0; handler.c: ch->no_susceptible = 0; handler.c: xSET_BITS(ch->affected_by, race_table[ch->race]->affected); handler.c: SET_BIT(ch->resistant, race_table[ch->race]->resist); handler.c: SET_BIT(ch->susceptible, race_table[ch->race]->suscept); handler.c: if (ch->pcdata->deity) handler.c: if (ch->pcdata->favor > ch->pcdata->deity->affectednum) handler.c: xSET_BITS(ch->affected_by, ch->pcdata->deity->affected); handler.c: if (ch->pcdata->favor > ch->pcdata->deity->elementnum) handler.c: SET_BIT(ch->resistant, ch->pcdata->deity->element); handler.c: if (ch->pcdata->favor < ch->pcdata->deity->susceptnum) handler.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept); handler.c: for (paf = ch->first_affect; paf; paf = paf->next) handler.c: for (obj = ch->first_carrying; obj; obj = obj->next_content) handler.c: if (ch->in_room) /* non-existant char booboo-fix --TRI */ handler.c: for (paf = ch->in_room->first_affect; paf; paf = paf->next) handler.c: if ( ch->morph ) handler.c: xSET_BITS(ch->affected_by, ch->morph->affected_by ); handler.c: SET_BIT(ch->immune, ch->morph->immune ); handler.c: SET_BIT(ch->resistant, ch->morph->resistant ); handler.c: SET_BIT(ch->susceptible, ch->morph->suscept ); handler.c: xSET_BITS(ch->no_affected_by, ch->morph->no_affected_by ); handler.c: SET_BIT(ch->no_immune, ch->morph->no_immune ); handler.c: SET_BIT(ch->no_resistant, ch->morph->no_resistant ); handler.c: SET_BIT(ch->no_susceptible, ch->morph->no_suscept ); handler.c: xSET_BIT(ch->affected_by, AFF_HIDE); handler.c: if ( !ch->in_room ) handler.c: --ch->in_room->area->nplayer; handler.c: && ch->in_room->light > 0 ) handler.c: --ch->in_room->light; handler.c: ch->in_room->area->ttl = 18; handler.c: for ( paf = ch->first_affect; paf; paf = paf->next ) handler.c: room_affect(ch->in_room, paf, FALSE); handler.c: for ( paf = ch->in_room->first_affect; paf; paf = paf->next ) handler.c: UNLINK( ch, ch->in_room->first_person, ch->in_room->last_person, handler.c:// CHECK_LINKS( ch->in_room->first_person, ch->in_room->last_person, handler.c: ch->was_in_room = ch->in_room; handler.c: ch->in_room = NULL; handler.c: ch->next_in_room = NULL; handler.c: ch->prev_in_room = NULL; handler.c: ch->name, ROOM_VNUM_LIMBO ); handler.c: ch->in_room = pRoomIndex; handler.c: for ( paf = ch->first_affect; paf; paf = paf->next ) handler.c: if ( !ch->was_in_room ) handler.c: ch->was_in_room = ch->in_room; handler.c: && (IS_NPC(ch) && !xIS_SET(ch->act, ACT_PROTOTYPE)) ) handler.c: return obj_to_room( obj, ch->in_room ); handler.c: for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content ) handler.c: if (!IS_NPC(ch) || !ch->pIndexData->pShop) handler.c: LINK( obj, ch->first_carrying, ch->last_carrying, handler.c: for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content) handler.c: INSERT(obj, otmp, ch->first_carrying, handler.c: INSERT(obj, otmp, ch->first_carrying, handler.c: LINK(obj, ch->first_carrying, ch->last_carrying, handler.c: ch->carry_number += onum; handler.c: ch->carry_weight += oweight; handler.c: ch->carry_weight += oweight; handler.c: UNLINK( obj, ch->first_carrying, ch->last_carrying, next_content, prev_content ); handler.c: ch->carry_number -= get_obj_number(obj); handler.c: ch->carry_weight -= get_obj_weight(obj); handler.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) handler.c: bug( "Equip_char: already equipped %s->%s Room %d.", obj->short_descr, ch->name, ch->in_room->vnum ); handler.c: obj_to_room( obj, ch->in_room ); handler.c: ch->armor -= apply_ac( obj, iWear ); handler.c: ch->carry_number -= get_obj_number( obj ); handler.c: ch->carry_weight -= get_obj_weight( obj ); handler.c: && ch->in_room ) handler.c: ++ch->in_room->light; handler.c: ch->carry_number += get_obj_number( obj ); handler.c: ch->carry_weight += get_obj_weight( obj ); handler.c: ch->armor += apply_ac( obj, obj->wear_loc ); handler.c: && ch->in_room handler.c: && ch->in_room->light > 0 ) handler.c: --ch->in_room->light; handler.c: if ( !ch->in_room ) handler.c: bug( "Extract_char: %s in NULL room.", ch->name ? ch->name : "???" ); handler.c: bug( "extract_char: %s already died!", ch->name ); handler.c: gch_prev = ch->prev; handler.c: if ( fPull && !xIS_SET(ch->act, ACT_POLYMORPHED)) handler.c: if ( ch->mount ) handler.c: xREMOVE_BIT( ch->mount->act, ACT_MOUNTED ); handler.c: ch->mount = NULL; handler.c: ch->position = POS_STANDING; handler.c: for ( wch = first_char; wch; wch = wch->next ) handler.c: if ( wch->mount == ch ) handler.c: wch->mount = NULL; handler.c: wch->position = POS_STANDING; handler.c: if ( wch->in_room == ch->in_room ) handler.c: if ( wch->pcdata && wch->pcdata->pet == ch ) handler.c: wch->pcdata->pet = NULL; handler.c: if ( wch->in_room == ch->in_room ) handler.c: xREMOVE_BIT( ch->act, ACT_MOUNTED ); handler.c: while ( (obj = ch->last_carrying) != NULL ) handler.c: if ( !IS_NPC(ch) && ch->pcdata->clan ) handler.c: location = get_room_index( ch->pcdata->clan->recall ); handler.c: capitalize( ch->name ) ); handler.c: ch->position = POS_RESTING; handler.c: --ch->pIndexData->count; handler.c: if ( ch->morph ) handler.c: if ( ch->desc && ch->desc->original ) handler.c: for ( wch = first_char; wch; wch = wch->next ) handler.c: if ( wch->reply == ch ) handler.c: wch->reply = NULL; handler.c: if( wch->retell == ch ) handler.c: wch->retell = NULL; handler.c: if ( ch->desc ) handler.c: if ( ch->desc->character != ch ) handler.c: ch->desc->character = NULL; handler.c: close_socket( ch->desc, FALSE ); handler.c: ch->desc = NULL; handler.c: for (fch = obj->in_room->first_person; fch != NULL; fch = fch->next_in_room) handler.c: if (fch->on == obj) handler.c: for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) handler.c: && (nifty_is_name( arg, rch->name ) handler.c: || (IS_NPC(rch) && vnum == rch->pIndexData->vnum)) ) handler.c: for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) handler.c: if ( !can_see( ch, rch ) || !nifty_is_name_prefix( arg, rch->name ) ) handler.c: for ( wch = ch->in_room->first_person; wch; wch = wch->next_in_room ) handler.c: || (IS_NPC(wch) && vnum == wch->pIndexData->vnum)) ) handler.c: if( can_see( ch, wch ) && (nifty_is_name( arg, wch->name ))) handler.c: for ( wch = first_char; wch; wch = wch->next ) handler.c: if ( can_see( ch, wch ) && (nifty_is_name( arg, wch->name ) handler.c: || (IS_NPC(wch) && vnum == wch->pIndexData->vnum)) ) handler.c: for ( wch = ch->in_room->first_person; wch; wch = wch->next_in_room ) handler.c: if ( !can_see( ch, wch ) || !nifty_is_name_prefix( arg, wch->name ) ) handler.c: for ( wch = first_char; wch; wch = wch->next ) handler.c: if ( !can_see( ch, wch ) || !nifty_is_name_prefix( arg, wch->name ) ) handler.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) handler.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) handler.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) handler.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) handler.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) handler.c: obj = get_obj_list_rev( ch, argument, ch->in_room->last_content ); handler.c: int ms = ch->mental_state; handler.c: int drunk = IS_NPC(ch) ? 0 : ch->pcdata->condition[COND_DRUNK]; handler.c: for ( rch = pRoomIndex->first_person; rch; rch = rch->next_in_room ) handler.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) ) handler.c: if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) ) handler.c: if( ch->pcdata->council && !str_cmp( ch->pcdata->council->name, "Newbie Council" ) ) handler.c: if( ch->pcdata->council2 && !str_cmp( ch->pcdata->council2->name, "Newbie Council" ) ) handler.c: if ( get_trust(ch) < victim->ghost_level && ch->in_room == victim->in_room) handler.c: if (ch->level < victim->incog_level && ch->in_room != victim->in_room) handler.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) ) handler.c: if ( IS_NPC( ch ) && ch->pIndexData->vnum == 3 ) handler.c: if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) ) handler.c: if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) handler.c: if ( IS_NPC(ch) && ch->pIndexData->vnum == 3 ) handler.c: if ( !ch->in_room || !ch->in_room->first_content ) handler.c: for ( check = ch->in_room->first_content; check; check = check->next_content ) handler.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) handler.c: for ( x = 0; x < strlen(ch->name); x++ ) handler.c: c = ch->name[x] + x; handler.c: ch->perm_str = UMIN( 18, ch->perm_str + a ); handler.c: ch->perm_dex = UMIN( 18, ch->perm_dex + a ); handler.c: ch->perm_wis = UMIN( 18, ch->perm_wis + a ); handler.c: ch->perm_int = UMIN( 18, ch->perm_int + a ); handler.c: ch->perm_con = UMIN( 18, ch->perm_con + a ); handler.c: ch->perm_cha = UMIN( 18, ch->perm_cha + a ); handler.c: ch->perm_lck = UMIN( 18, ch->perm_lck + a ); handler.c: ch->perm_str = UMAX( 9, ch->perm_str - a ); handler.c: ch->perm_dex = UMAX( 9, ch->perm_dex - a ); handler.c: ch->perm_wis = UMAX( 9, ch->perm_wis - a ); handler.c: ch->perm_int = UMAX( 9, ch->perm_int - a ); handler.c: ch->perm_con = UMAX( 9, ch->perm_con - a ); handler.c: ch->perm_cha = UMAX( 9, ch->perm_cha - a ); handler.c: ch->perm_lck = UMAX( 9, ch->perm_lck - a ); handler.c: while ( (obj=ch->first_carrying) != NULL ) handler.c: for ( aff = ch->first_affect; aff; aff = aff->next ) handler.c: xCLEAR_BITS(ch->affected_by); handler.c: xSET_BITS(ch->affected_by, race_table[ch->race]->affected); handler.c: ch->mental_state = -10; handler.c: ch->hit = UMAX( 1, ch->hit ); handler.c: ch->mana = UMAX( 1, ch->mana ); handler.c: ch->move = UMAX( 1, ch->move ); handler.c: ch->armor = 100; handler.c: ch->mod_str = 0; handler.c: ch->mod_dex = 0; handler.c: ch->mod_wis = 0; handler.c: ch->mod_int = 0; handler.c: ch->mod_con = 0; handler.c: ch->mod_cha = 0; handler.c: ch->mod_lck = 0; handler.c: ch->damroll = 0; handler.c: ch->hitroll = 0; handler.c: ch->alignment = URANGE( -1000, ch->alignment, 1000 ); handler.c: ch->saving_breath = 0; handler.c: ch->saving_wand = 0; handler.c: ch->saving_para_petri = 0; handler.c: ch->saving_spell_staff = 0; handler.c: ch->saving_poison_death = 0; handler.c: ch->carry_weight = 0; handler.c: ch->carry_number = 0; handler.c: for ( aff = ch->first_affect; aff; aff = aff->next ) handler.c: cur_room = ch->in_room; handler.c: ccd->room = ch->in_room; handler.c: for ( timer = ch->first_timer; timer; timer = timer->next ) handler.c: LINK( timer, ch->first_timer, ch->last_timer, next, prev ); handler.c: for ( timer = ch->first_timer; timer; timer = timer->next ) handler.c: UNLINK( timer, ch->first_timer, ch->last_timer, next, prev ); handler.c: for ( timer = ch->first_timer; timer; timer = timer->next ) handler.c: if ( ch->level >= tarea->low_soft_range || ch->level <= tarea->hi_soft_range ) handler.c: || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL ) handler.c: || victim->level >= ch->level + 15 handler.c: || ( IS_NPC( victim ) && saves_spell_staff( ch->level, victim ) ) handler.c: if ( ch->level >= tarea->low_hard_range && ch->level <= tarea->hi_hard_range ) handler.c: clan_factor = 1 + abs( ch->alignment - ch->pcdata->clan->alignment ) / 1000; handler.c: deity_factor = ch->pcdata->favor / -500; handler.c: ms = 10 - abs(ch->mental_state); handler.c: deity_factor = ch->pcdata->favor / -500; handler.c: if ( ch->mental_state < 0 ) handler.c: ch->mental_state = URANGE( -100, ch->mental_state + c, 0 ); handler.c: if ( ch->mental_state > 0 ) handler.c: ch->mental_state = URANGE( 0, ch->mental_state - c, 100 ); handler.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance &&ch->pcdata->nuisance->flags > 2 ) handler.c: c += .4*((ch->pcdata->nuisance->flags-2)*ch->pcdata->nuisance->power); handler.c: if ( ch->mental_state < 0 ) handler.c: ch->mental_state = URANGE( -100, ch->mental_state - c, 100 ); handler.c: if ( ch->mental_state > 0 ) handler.c: ch->mental_state = URANGE( -100, ch->mental_state + c, 100 ); handler.c: ch->mental_state -= c; handler.c: track = URANGE( 2, ((ch->level+3) * MAX_KILLTRACK)/LEVEL_AVATAR, MAX_KILLTRACK ); handler.c: if ( ch->pcdata->killed[x].vnum == vnum ) handler.c: if ( ch->pcdata->killed[x].count < 50 ) handler.c: ++ch->pcdata->killed[x].count; handler.c: if ( ch->pcdata->killed[x].vnum == 0 ) handler.c: memmove( (char *) ch->pcdata->killed+sizeof(KILLED_DATA), handler.c: ch->pcdata->killed, (track-1) * sizeof(KILLED_DATA) ); handler.c: ch->pcdata->killed[0].vnum = vnum; handler.c: ch->pcdata->killed[0].count = 1; handler.c: ch->pcdata->killed[track].vnum = 0; handler.c: track = URANGE( 2, ((ch->level+3) * MAX_KILLTRACK)/LEVEL_AVATAR, MAX_KILLTRACK ); handler.c: if ( ch->pcdata->killed[x].vnum == vnum ) handler.c: return ch->pcdata->killed[x].count; handler.c: if ( ch->pcdata->killed[x].vnum == 0 ) healer.c: for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room ) healer.c: if (cost > ch->gold ) healer.c: ch->gold -= cost; healer.c: ch->mana += dice(2,8) + ch->level / 3; healer.c: ch->mana += UMIN(ch->level,ch->max_mana - ch->mana); healer.c: spell(sn,ch->level,mob,ch); hiscores.c: old_pos = get_position( keyword, ch->name); hiscores.c: add_hiscore( keyword, ch->name, score ); hiscores.c: pos = get_position( keyword, ch->name ); hiscores.c: for ( vch = first_char; vch; vch = vch->next ) hiscores.c: ch->name, pos, table->desc ); house.c: switch( ch->substate ) house.c: location = ch->dest_buf; house.c: bug( "house: sub_room_desc: NULL ch->dest_buf", 0 ); house.c: location = ch->in_room; house.c: ch->substate = ch->tempnum; house.c: if (!str_cmp( homedata->name, ch->name)) house.c: if ( homedata->vnum[i] == ch->in_room->vnum) house.c: location=ch->in_room; house.c: ch->tempnum = SUB_NONE; house.c: ch->substate = SUB_ROOM_DESC; house.c: ch->dest_buf = location; house.c: if ( ch->pcdata->balance + ch->gold < ADDITIONAL_ROOM_COST) house.c: if ( ch->gold < ADDITIONAL_ROOM_COST) house.c: if ( ch->pcdata->balance < ADDITIONAL_ROOM_COST) house.c: ch->gold -= ADDITIONAL_ROOM_COST - ch->pcdata->balance; house.c: ch->pcdata->balance=0; house.c: ch->pcdata->balance -= ADDITIONAL_ROOM_COST; house.c: ch->gold -= ADDITIONAL_ROOM_COST; house.c: if ( !ch->desc ) house.c: if (!str_cmp( homedata->name, ch->name)) house.c: if ( xIS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ) house.c: if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ) house.c: switch( ch->position ) house.c: sprintf( buf, "%s disappears to their private sanctuary.", ch->name ); house.c: sprintf( buf, "As a vortex of luminescent light forms, %s slides gracefully through into their private sanctuary.", ch->name ); house.c: if( !str_cmp( homedata->name, ch->name)) house.c: if ( ch->pcdata->balance + ch->gold < tmpacc->price) house.c: if ( ch->gold < tmpacc->price) house.c: if ( ch->in_room->vnum == homedata->vnum[i]) house.c: location = ch->in_room; house.c: if ( ch->pcdata->balance < tmpacc->price) house.c: ch->gold -= tmpacc->price - ch->pcdata->balance; house.c: ch->pcdata->balance=0; house.c: ch->pcdata->balance -= tmpacc->price; house.c: ch->gold -= ADDITIONAL_ROOM_COST; house.c: if ( !str_cmp( tmphome->name, ch->name) && !IS_IMMORTAL(ch)) house.c: sprintf(buf, "%s has decided to sell %s %s.", ch->name, ch->sex == 1 ? "his" : ch->sex == 2 ? "her" : house.c: if ( !str_cmp( tmphome->name, ch->name)) house.c: if ( !str_cmp( checkhome->bidder, ch->name)) house.c: if ( !str_cmp( tmpres->seller, ch->name)) house.c: if ( ch->pcdata->balance + ch->gold < atoi(argument)) house.c: if ( ch->gold < atoi(argument)) house.c: tmpres->bidder = STRALLOC( ch->name); house.c: if ( !str_cmp( tmphome->name, ch->name)) house.c: if (!ch || !ch->name || vnum <= 0) house.c: tmphome->name = STRALLOC(ch->name); house.c: if (!str_cmp( homedata->name, ch->name)) house.c: if (!ch || IS_NPC(ch) || ch->desc != NULL || ch->switched != NULL) house.c: if ( ch->position == POS_MOUNTED ) house.c: if ( !ch->in_room || (get_room_index(ch->in_room->vnum)) == NULL) house.c: ch->in_room = get_room_index( ROOM_VNUM_LIMBO); house.c: if ( sysdata.save_pets && ch->pcdata && ch->pcdata->pet ) house.c: extract_char( ch->pcdata->pet, TRUE ); house.c: if ( ch->pcdata && ch->pcdata->clan ) house.c: save_clan( ch->pcdata->clan ); house.c: if ( !str_cmp( tmpmsg->name, ch->name)) house.c: sprintf ( buf, "Error: Unknown Homebuy login msg: %d for %s.", tmpmsg->type, ch->name); hskelter.c: if( !str_cmp( hpk->name, ch->name ) ) hskelter.c: hpk->name = STRALLOC( ch->name ); i3.c: if( !ch->desc ) i3.c: to_char_buffer( ch->desc, cbuf, 0 ); i3.c: to_char_buffer( ch->desc, "\e[0m", 0 ); /* Reset color to stop bleeding */ i3.c: if( this->desc == ch->desc ) i3.c: if( ch->pcdata->email ) i3.c: I3_write_buffer( ch->pcdata->email ); // email address i3.c: strcpy( smallbuf, ctime( &ch->logon ) ); // online since i3.c: if( ch->pcdata->homepage ) i3.c: I3_write_buffer( I3_escape( ch->pcdata->homepage ) ); i3.c: for( vch = first_char; vch; vch = vch->next ) i3.c: if( !IS_NPC( vch ) && vch->desc ) i3.c: I3_close_char( vch->desc ); i3.c: if( !ch->desc ) i3.c: case 6: I3_listen_channel( ch->desc, argument, FALSE, TRUE ); break; i3.c: if( ( listener = find_I3_listener_by_descriptor( channel, ch->desc ) ) == NULL ) i3.c: listener = new_I3_listener( channel, ch->desc ); i3.c: for( vch = first_char; vch; vch = vch->next ) i3.c: if( !IS_NPC(vch) && vch->desc ) ibuild.c: ch->pagelen = lines; ibuild.c: switch (ch->inter_page) { ibuild.c: if (!ch->desc) { ibuild.c: bug("Send_room_page_to_char: NULL ch->desc", 0); ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = ROOM_PAGE_D; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = ROOM_HELP_PAGE; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = ROOM_PAGE_C; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = ROOM_PAGE_B; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = ROOM_PAGE_A; ibuild.c: write_to_buffer(ch->desc, "50\E[;H\E[2J", strlen("50\E[;H\E[2J")); ibuild.c: write_to_buffer(ch->desc, menu_picture, strlen(menu_picture)); ibuild.c: if (!ch->desc) { ibuild.c: bug("Send_control_page_to_char: NULL ch->desc", 0); ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = CONTROL_HELP_PAGE; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = CONTROL_PAGE_A; ibuild.c: write_to_buffer(ch->desc, "50\E[;H\E[2J", strlen("50\E[;H\E[2J")); ibuild.c: write_to_buffer(ch->desc, menu_picture, strlen(menu_picture)); ibuild.c: if (!ch->desc) { ibuild.c: ch->inter_editing = NO_PAGE; ibuild.c: ch->inter_page = NO_PAGE; ibuild.c: sprintf(buf, "\E[%d;%dr", 1, ch->pagelen); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: write_to_buffer(ch->desc, "50\E[;H\E[2J", strlen("50\E[;H\E[2J")); ibuild.c: if (!ch->desc) { ibuild.c: bug("Send_page_to_char: NULL ch->desc", 0); ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = OBJ_HELP_PAGE; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = OBJ_PAGE_E; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = OBJ_PAGE_D; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = OBJ_PAGE_C; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = OBJ_PAGE_B; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = OBJ_PAGE_A; ibuild.c: write_to_buffer(ch->desc, "50\E[;H\E[2J", strlen("50\E[;H\E[2J")); ibuild.c: write_to_buffer(ch->desc, menu_picture, strlen(menu_picture)); ibuild.c: if (!ch->desc) { ibuild.c: bug("Send_page_to_char: NULL ch->desc", 0); ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = MOB_HELP_PAGE; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = MOB_PAGE_F; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = MOB_PAGE_E; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = MOB_PAGE_D; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = MOB_PAGE_C; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = MOB_PAGE_B; ibuild.c: format_string(buf,ch->inter_editing,10); ibuild.c: ch->inter_page = MOB_PAGE_A; ibuild.c: write_to_buffer(ch->desc, "50\E[;H\E[2J", strlen("50\E[;H\E[2J")); ibuild.c: write_to_buffer(ch->desc, menu_picture, strlen(menu_picture)); ibuild.c: switch (ch->inter_page) { ibuild.c: if(ch->inter_type== MOB_TYPE) ibuild.c: idx = get_mob_index(ch->inter_editing_vnum); ibuild.c: bug("do_redraw_page: Get_mob_index: bad vnum %d.", ch->inter_editing_vnum); ibuild.c: if(ch->inter_type== ROOM_TYPE) ibuild.c: ridx = get_room_index(ch->inter_editing_vnum); ibuild.c: bug("do_redraw_page: Get_room_index: bad vnum %d.", ch->inter_editing_vnum); ibuild.c: if(ch->inter_type== OBJ_TYPE) ibuild.c: oidx = get_obj_index(ch->inter_editing_vnum); ibuild.c: bug("do_redraw_page: Get_obj_index: bad vnum %d.", ch->inter_editing_vnum); ibuild.c: if(ch->inter_type== CONTROL_TYPE) ibuild.c: bug("do_redraw_page: Bad ch->inter_type: vnum %d.", ch->inter_editing_vnum); ibuild.c: switch (ch->inter_type) { ibuild.c: switch (ch->inter_page) { ibuild.c: idx = (MOB_INDEX_DATA *) get_mob_index(ch->inter_editing_vnum); ibuild.c: bug("refresh_page: Get_mob_index: bad vnum %d.", ch->inter_editing_vnum); ibuild.c: switch (ch->inter_page) { ibuild.c: idx = (ROOM_INDEX_DATA *) get_room_index(ch->inter_editing_vnum); ibuild.c: bug("refresh_page: Get_room_index: bad vnum %d.", ch->inter_editing_vnum); ibuild.c: switch (ch->inter_page) { ibuild.c: idx = (OBJ_INDEX_DATA *) get_obj_index(ch->inter_editing_vnum); ibuild.c: bug("refresh_page: Get_obj_index: bad vnum %d.", ch->inter_editing_vnum); ibuild.c: switch (ch->inter_page) { ibuild.c: if ((ch->inter_substate < 0) || (ch->inter_substate > 5)) { ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: sprintf(buf, "\E[%d;%dr", offset, ch->pagelen); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: sprintf(buf, "\E[%d;1H", (ch->pagelen)); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: if ((ch->inter_substate < 0) || (ch->inter_substate > 5)) { ibuild.c: room_page_c_data[0].data = (ch->inter_substate == SUB_NORTH) ? check : space; ibuild.c: room_page_c_data[1].data = (ch->inter_substate == SUB_UP) ? check : space; ibuild.c: room_page_c_data[2].data = (ch->inter_substate == SUB_EAST) ? check : space; ibuild.c: room_page_c_data[3].data = (ch->inter_substate == SUB_WEST) ? check : space; ibuild.c: room_page_c_data[4].data = (ch->inter_substate == SUB_SOUTH) ? check : space; ibuild.c: room_page_c_data[5].data = (ch->inter_substate == SUB_DOWN) ? check : space; ibuild.c: xit = get_exit(idx, ch->inter_substate); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: sprintf(buf, "\E[%d;%dr", offset, ch->pagelen); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: sprintf(buf, "\E[%d;1H", (ch->pagelen)); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: sprintf(buf, "\E[%d;%dr", offset, ch->pagelen); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: sprintf(buf, "\E[%d;1H", (ch->pagelen)); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: sprintf(buf, "\E[%d;%dr", offset, ch->pagelen); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); ibuild.c: sprintf(buf, "\E[%d;1H", (ch->pagelen)); ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf)); icec-mercbase.c: victim->in_room = ch->in_room; ident.c: (ch ? ch->name : "(unknown)"), a->d->host); ident.c: bug(bs, (ch ? ch->name : "(unknown)"), a->d->host); \ ident.c: user, a->d->host, (ch ? ch->name : "(unknown)")); ident.c: (ch ? ch->name : "(unknown)"), a->d->host); ident.c: bug(bs, (ch ? ch->name : "(unknown)"), d->host); \ imc-interp.c: else if (!strcasecmp(p->type, "switch-reply")) /* hub confirmed that it added a connection to us. -- Scion */ imc-interp.c: /* call catch-all fn if present */ imc-interp.c: strcpy(out.type, "switch-reply"); imc-mercbase.c: if (IS_SET(ch->pcdata->pflags, PFLAG_AFK)) imc-mercbase.c: if (IS_SET(ch->comm, COMM_AFK)) imc-mercbase.c: if (IS_SET(ch->comm, COMM_DEAF)) imc-mercbase.c: if (IS_SET(ch->pcdata->pflags, PFLAG_AFK)) imc-mercbase.c: if (IS_SET(ch->comm, COMM_AFK)) imc-mercbase.c: if (IS_SET(ch->comm, COMM_DEAF)) imc-mercbase.c: if (IS_SET(ch->comm, COMM_DEAF)) imc-mercbase.c: strcpy(pinger, ch->player.name); imc-mercbase.c: strcpy(pinger, ch->name ); imc-mercbase.c: !str_cmp(ch->player.name, pinger)) imc-mercbase.c: !str_cmp(ch->name, pinger)) imc-mercbase.c: if( vch->level < level ) imc-mercbase.c: if( vch->level < level ) imcng.c: for ( ch = first_char; ch; ch = ch->next) imcng.c: if ( ch->name && ch->name[0] != '\0' && !istring_cmp( ch->name, name)) imcng.c: for ( ch = first_char; ch; ch = ch->next) imcng.c: for ( ch = first_char; ch; ch = ch->next) imcng.c: if ( ch->name && ch->name[0] != '\0' && !istring_cmp( ch->name, name)) imcng.c: for ( ch = first_char; ch; ch = ch->next) imcng.c: strcat( buf, ch->name); imm_host.c: for ( i = 0; i < strlen( ch->name ); i++ ) imm_host.c: my_name[i] = LOWER( ch->name[i] ); immscore.c: pager_printf_color(ch, "\n\r&cImmortal Data: &W%s&c.\n\r", ch->name ); immscore.c: if ( get_trust( ch ) != ch->level ) immscore.c: ch->level, capitalize(get_class(ch)), (get_age(ch) - 17) * 2); immscore.c: if( ch->level2 != -1 ) immscore.c: ch->level2, capitalize(get_class2(ch)) ); immscore.c: get_age(ch), capitalize(get_race(ch)), ctime(&(ch->logon)) ); immscore.c: pager_printf_color(ch, "&RBamfin : &p%s\n\r", (ch->pcdata->bamfin[0] != '\0') immscore.c: ? ch->pcdata->bamfin : "Not changed/Switched."); immscore.c: pager_printf(ch, "&RBamfout: &p%s\n\r", (ch->pcdata->bamfout[0] != '\0') immscore.c: ? ch->pcdata->bamfout : "Not changed/Switched."); immscore.c: if (ch->pcdata->area) immscore.c: ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum, ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum, ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum); immscore.c: (IS_SET(ch->pcdata->area->status, AREA_LOADED)) immscore.c: xIS_SET( ch->act, PLR_HOLYLIGHT ) ? "&GON&c " : "&ROFF&c", immscore.c: xIS_SET( ch->act, PLR_WIZINVIS ) ? "&GON&c " : "&ROFF&c", immscore.c: ch->pcdata->wizinvis, immscore.c: ch->incog_level > 0 ? "&GON&c " : "&ROFF&c", immscore.c: ch->incog_level, immscore.c: ch->ghost_level > 0 ? "&GON&c " : "&ROFF&c", immscore.c: ch->ghost_level ); immscore.c: if ( ch->incog_level) immscore.c: ch->incog_level = 0; immscore.c: ch->incog_level = get_trust(ch); immscore.c: ch->ghost_level = 0; immscore.c: ch->reply = NULL; immscore.c: ch->incog_level = level; immscore.c: ch->ghost_level = 0; immscore.c: if ( ch->ghost_level) immscore.c: ch->ghost_level = 0; immscore.c: ch->ghost_level = get_trust(ch); immscore.c: ch->incog_level = 0; immscore.c: ch->reply = NULL; immscore.c: ch->ghost_level = level; immscore.c: ch->incog_level = 0; inferno.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) inferno.c: hpch = UMAX( 10, ch->hit ); inferno.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next ) inferno.c: vch_next = vch->next_in_room; inferno.c: if ( !vch->in_room ) inferno.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) interp.c: if ( IS_NPC( ch ) && ch->position > 3 ) /*Band-aid alert? -- Blod*/ interp.c: if ( ch->position < position ) interp.c: switch( ch->position ) interp.c: if(!found && ch->desc && get_trust(ch) < pw->imm_level interp.c: !str_prefix(pw->player_site, ch->desc->host)))) interp.c: ch->name, logline ); interp.c: if (((pw->target_name && !str_cmp (pw->target_name, ch->name)) interp.c: && !str_prefix(pw->player_site, ch->desc->host)) ) interp.c: && ch->desc ) interp.c: ch->name, logline ); interp.c: if ( !ch->in_room ) interp.c: if ( ch->substate == SUB_REPEATCMD ) interp.c: if ( (fun=ch->last_cmd) == NULL ) interp.c: ch->substate = SUB_NONE; interp.c: /* xREMOVE_BIT( ch->affected_by, AFF_HIDE ); */ interp.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_FREEZE) ) interp.c: || (!IS_NPC(ch) && ch->pcdata->council interp.c: && is_name( cmd->name, ch->pcdata->council->powers ) interp.c: || (!IS_NPC(ch) && ch->pcdata->council2 interp.c: && is_name( cmd->name, ch->pcdata->council2->powers ) interp.c: || (!IS_NPC(ch) && ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' interp.c: && is_name( cmd->name, ch->pcdata->bestowments ) interp.c: if( xIS_SET ( ch->act, PLR_AFK ) && !IS_NPC( ch )) interp.c: xREMOVE_BIT( ch->act, PLR_AFK ); interp.c: if( ch->pcdata->afkmsg ) interp.c: STRFREE( ch->pcdata->afkmsg ); interp.c: ch->pcdata->afkmsg = NULL; interp.c: sprintf( lastplayercmd, "** %s: %s", ch->name, logline ); interp.c: ch->pIndexData->vnum, ch->name, ch->in_room ? interp.c: ch->in_room->vnum : 0, logline ); interp.c: ch->name, ch->in_room ? ch->in_room->vnum : 0, logline ); interp.c: if ( !IS_NPC(ch) && ch->desc interp.c: else if(IS_SET(ch->pcdata->flags, PCFLAG_WATCH)) interp.c: if ( ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_LOG) ) interp.c: if ( ch->desc && ch->desc->original ) interp.c: sprintf( log_buf, "Log %s (%s): %s", ch->name, interp.c: ch->desc->original->name, logline ); interp.c: sprintf( log_buf, "Log %s: %s", ch->name, logline ); interp.c: && (IS_NPC(ch) || !xIS_SET(ch->act, PLR_LOG)) ) interp.c:/* if ( ch->desc && ch->desc->original ) interp.c: ch->desc->original->level ); interp.c: if ( ch->desc && ch->desc->snoop_by ) interp.c: sprintf( logname, "%s", ch->name); interp.c: write_to_buffer( ch->desc->snoop_by, logname, 0 ); 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->inter_type == OBJ_TYPE ) interp.c: switch (ch->inter_page) interp.c: sprintf(newcommand,m_data[i].cmdString,ch->inter_editing); interp.c: sprintf(newcommand,m_data[i].cmdString,ch->inter_editing, argument); interp.c: sprintf(newcommand,"omenu %s %c",argument,ch->inter_page); interp.c: if( ch->inter_type == MOB_TYPE ) interp.c: switch (ch->inter_page) interp.c: sprintf(newcommand,m_data[i].cmdString,ch->inter_editing); interp.c: sprintf(newcommand,m_data[i].cmdString,ch->inter_editing, argument); interp.c: sprintf(newcommand,"mmenu %s %c",argument,ch->inter_page); interp.c: if( ch->inter_type == ROOM_TYPE ) interp.c: switch (ch->inter_page) interp.c: ch->inter_editing, interp.c: tempsub = ch->substate; interp.c: ch->substate = SUB_TIMER_DO_ABORT; interp.c: if ( ch->substate != SUB_TIMER_CANT_ABORT ) interp.c: ch->substate = tempsub; interp.c: ch->substate = tempsub; interp.c: && !imc_command_check( command, argument,ch->name,get_trust(ch)) interp.c: if (!IS_NPC(ch) && ch->pcdata->outputprefix) { interp.c: send_to_char(ch->pcdata->outputprefix, ch); interp.c: if (!IS_NPC(ch) && ch->pcdata->outputsuffix) { interp.c: send_to_char(ch->pcdata->outputsuffix, ch); interp.c: if (!IS_NPC(ch) && ch->pcdata->outputprefix) { interp.c: send_to_char(ch->pcdata->outputprefix, ch); interp.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance && ch->pcdata->nuisance->flags > 9 interp.c: && number_percent() < ((ch->pcdata->nuisance->flags-9)*10 interp.c: *ch->pcdata->nuisance->power)) interp.c: ch->prev_cmd = ch->last_cmd; /* haus, for automapping */ interp.c: ch->last_cmd = cmd->do_fun; interp.c: if (!IS_NPC(ch) && ch->pcdata->outputsuffix) { interp.c: send_to_char(ch->pcdata->outputsuffix, ch); interp.c: sprintf(log_buf, "[*****] LAG: %s: %s %s (R:%d S:%ld.%06ld)", ch->name, interp.c: ch->in_room ? ch->in_room->vnum : 0, interp.c: sprintf(log_buf, "[*****] LAG: %s: %s %s (R:%d S:%d.%06d)", ch->name, interp.c: ch->in_room ? ch->in_room->vnum : 0, interp.c: if (!IS_NPC(ch) && ch->pcdata->outputprefix) { interp.c: send_to_char(ch->pcdata->outputprefix, ch); interp.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_NO_EMOTE) ) interp.c: switch ( ch->position ) interp.c: for(victim = ch->in_room->first_person;victim; interp.c: " but are unable to do so.\n\r", ch->name); interp.c: char_to_room(victim, ch->in_room); interp.c: if (!IS_NPC(ch) && ch->pcdata->outputsuffix) { interp.c: send_to_char(ch->pcdata->outputsuffix, ch); interp.c: for (alias=ch->pcdata->first_alias; alias; alias=alias->next) { interp.c: queue=ch->pcdata->alias_queue; interp.c: first=ch->pcdata->alias_queue; interp.c: sprintf(buf, "Alias limit reached on character %s!", ch->name); interp.c: ch->pcdata->alias_queue=NULL; interp.c: WAIT_STATE( ch, sysdata.alias_wait + ch->wait ); interp.c: WAIT_STATE( ch, 4 + ch->wait ); interp.c: ch->pcdata->alias_queue=first; interp.c: else if ( ch->morph != NULL interp.c: if ( !ch->pcdata->first_alias ) interp.c: for( alias = ch->pcdata->first_alias; alias; alias = alias->next, count++ ) interp.c: for( alias = ch->pcdata->first_alias; alias; alias = alias->next ) interp.c: LINK( alias, ch->pcdata->first_alias, ch->pcdata->last_alias, next, prev ); interp.c: UNLINK( alias, ch->pcdata->first_alias, ch->pcdata->last_alias, next, prev ); locker.c: sprintf( strsave, "%s%s", LOCKER_DIR, capitalize( ch->name ) ); locker.c: bug( ch->name, 0 ); locker.c: room = generate_virtual_room( ch->in_room ); locker.c: ch->pcdata->locker_vnum = ch->in_room->vnum; locker.c: ch->pcdata->locker_room = room; locker.c: bug( ch->name, 0 ); locker.c: for( obj = ch->in_room->first_content; obj; obj = obj->next_content ) locker.c: if( ! ch->pcdata->locker ) locker.c: bug( ch->name, 0 ); locker.c: sprintf( strsave, "%s%s", LOCKER_DIR, capitalize( ch->name ) ); locker.c: fprintf( fp, "Capacity %d\n", ch->pcdata->locker->capacity ); locker.c: fprintf( fp, "Flags %d\n", ch->pcdata->locker->flags ); locker.c: for( obj = ch->in_room->first_content; obj; obj = obj->next_content ) locker.c: if( ch->pcdata->locker ) locker.c: if(!IS_SET(ch->in_room->room_flags, ROOM_LOCKER)) locker.c: ch->pcdata->locker = locker; locker.c: if( ! ch->pcdata->locker ) locker.c: locker = ch->pcdata->locker; locker.c: for( obj = ch->in_room->first_content; obj; obj = obj->next_content ) locker.c: char_to_room( ch, get_room_index( ch->pcdata->locker_vnum ) ); locker.c: while ( ch->pcdata->locker_room->first_content ) locker.c: extract_obj( ch->pcdata->locker_room->first_content ); locker.c: DISPOSE( ch->pcdata->locker ); locker.c: ch->pcdata->locker = NULL; locker.c: ch->pcdata->locker_vnum = 0; locker.c: ch->pcdata->locker_room = NULL; locker.c: if( !IS_SET( ch->in_room->room_flags, ROOM_LOCKER ) ) locker.c: if( ch->gold >= LOCKER_PRICE ) locker.c: sprintf( buf, "%s%s", LOCKER_DIR, ch->name ); locker.c: ch->gold -= LOCKER_PRICE; locker.c: do_makelocker( ch, ch->name ); lzo.c: compressRoom( ch->in_room ); magic.c: case SD_FIRE: if (IS_SET(ch->immune, RIS_FIRE)) return TRUE; magic.c: case SD_COLD: if (IS_SET(ch->immune, RIS_COLD)) return TRUE; magic.c: case SD_ELECTRICITY: if (IS_SET(ch->immune, RIS_ELECTRICITY)) return TRUE; magic.c: case SD_ENERGY: if (IS_SET(ch->immune, RIS_ENERGY)) return TRUE; magic.c: case SD_ACID: if (IS_SET(ch->immune, RIS_ACID)) return TRUE; magic.c: case SD_POISON: if (IS_SET(ch->immune, RIS_POISON)) return TRUE; magic.c: case SD_DRAIN: if (IS_SET(ch->immune, RIS_DRAIN)) return TRUE; magic.c: if( ch->level2 == -1 ) magic.c: if ( ch->pcdata->learned[sn] > 0 magic.c: && ch->level >= skill_table[sn]->skill_level[ch->class] magic.c: if ( ch->pcdata->learned[sn] > 0 magic.c: && (ch->level >= (skill_table[sn]->skill_level[ch->class2] magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class]) magic.c: if ( !ch->pcdata ) magic.c: if ( !ch->pcdata->special_skills[sn] magic.c: || !ch->pcdata->special_skills[sn]->name ) magic.c: if ( LOWER(name[0]) == LOWER(ch->pcdata->special_skills[sn]->name[0]) magic.c: && !str_prefix( name, ch->pcdata->special_skills[sn]->name ) ) magic.c: if( ch->level2 == -1 ) magic.c: && ch->pcdata->learned[sn] > 0 magic.c: && ch->level >= skill_table[sn]->skill_level[ch->class] ) magic.c: && ch->pcdata->learned[sn] > 0 magic.c: && (ch->level >= skill_table[sn]->skill_level[ch->class2] magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class])) magic.c: if( ch->level2 == -1 ) magic.c: && ch->pcdata->learned[sn] > 0 magic.c: && ch->level >= skill_table[sn]->skill_level[ch->class] ) magic.c: && ch->pcdata->learned[sn] > 0 magic.c: && (ch->level >= skill_table[sn]->skill_level[ch->class2] magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class])) magic.c: for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room ) magic.c: act( AT_MAGIC, is_class( ch, rch->class ) ? buf : buf2, ch, NULL, rch, TO_VICT ); magic.c: if ( IS_SET(ch->immune, ris ) ) magic.c: if ( IS_SET(ch->resistant, ris ) ) magic.c: if ( IS_SET(ch->susceptible, ris ) ) magic.c: case 'H': case 'h': return ch->hit; magic.c: case 'M': case 'm': return ch->mana; magic.c: case 'V': case 'v': return ch->move; magic.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) magic.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) magic.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) magic.c: if ( ch->gold >= value ) magic.c: ch->gold -= value; magic.c: if ( ch->hit >= value ) magic.c: ch->hit -= value; magic.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance && magic.c: ch->pcdata->nuisance->flags > 5 magic.c: && number_percent() < (((ch->pcdata->nuisance->flags-5)*8)+ magic.c: ch->pcdata->nuisance->power*6)) magic.c: if ( xIS_SET(ch->act, PLR_NICE) && ch != *victim ) magic.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == *victim ) magic.c: if ( !IS_NPC(ch) && ch->fighting && ch->pcdata->nuisance && magic.c: ch->pcdata->nuisance->flags > 5 magic.c: && number_percent() < (((ch->pcdata->nuisance->flags-5)*8) + magic.c: 6*ch->pcdata->nuisance->power)) magic.c: if ( arg[0] != '\0' && !nifty_is_name( arg, ch->name ) ) magic.c: switch( ch->substate ) magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) ) magic.c: && ( ch->level < skill_table[sn]->skill_level[ch->class] magic.c: && ch->level < skill_table[sn]->skill_level[ch->class2] ) )) magic.c:/* || ( !IS_NPC(ch) && ch->level < SKILL_CLASS(ch, sn) ) ) */ magic.c: if ( ch->position < skill->minimum_position && !IS_NPC(ch) ) magic.c: switch( ch->position ) magic.c: && (!ch->pcdata->clan magic.c: || skill->guild != ch->pcdata->clan->class) ) magic.c: 100 / ( 2 + ch->level - skill->skill_level[ch->class] ) ); -- Scion */ magic.c: if (ch->pcdata->condition[COND_BLOODTHIRST] < blood) magic.c: if ( !IS_NPC(ch) && ch->mana < mana ) magic.c: ch->alloc_ptr = str_dup( staticbuf ); magic.c: ch->tempnum = sn; magic.c: DISPOSE( ch->alloc_ptr ); magic.c: if ( IS_VALID_SN((sn = ch->tempnum)) ) magic.c: 100 / ( 2 + ch->level - skill->skill_level[ch->class] ) ); -- Scion */ magic.c: if (ch->level < LEVEL_IMMORTAL) /* so imms dont lose mana */ magic.c: ch->mana -= mana / 3; magic.c: sn = ch->tempnum; magic.c: if ( !ch->alloc_ptr || !IS_VALID_SN(sn) || skill->type != SKILL_SPELL ) magic.c: bug( "do_cast: ch->alloc_ptr NULL or bad sn (%d)", sn ); magic.c: 100 / ( 2 + ch->level - skill->skill_level[ch->class] ) ); -- Scion */ magic.c: strcpy( staticbuf, ch->alloc_ptr ); magic.c: DISPOSE( ch->alloc_ptr ); magic.c: ch->substate = SUB_NONE; magic.c: for ( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room ) magic.c: for ( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room ) magic.c: if (ch->level < LEVEL_IMMORTAL) /* so imms dont lose mana */ magic.c: ch->mana -= mana / 2; magic.c: if (ch->level < LEVEL_IMMORTAL) /* so imms dont lose mana */ magic.c: ch->mana -= mana / 2; magic.c: && (number_percent( ) + skill->difficulty * 5) > ch->pcdata->learned[sn] ) magic.c: if ( ch->fighting ) magic.c: if ( ch->fighting ) magic.c: ch->mana -= mana / 2; magic.c: ch->mana -= mana; magic.c: chance = (IS_NPC(ch) ? ch->level : (int)( ( LEARNED(ch, gsn_second_cast) + (ch->level / 10) )/1.5 )); magic.c: chance = IS_NPC(ch) ? ch->level magic.c: : (int) ((LEARNED(ch, gsn_third_cast)+(ch->level / 10*1.5))/2); magic.c: chance = IS_NPC(ch) ? ch->level magic.c: : (int) ((LEARNED(ch, gsn_fourth_cast)+(ch->level / 10*2))/2.5); magic.c: chance = IS_NPC(ch) ? ch->level magic.c: : (int) ((LEARNED(ch, gsn_fifth_cast)+(ch->level / 10*2.5))/3); magic.c: chance = IS_NPC(ch) ? ch->level magic.c: : (int) ((LEARNED(ch, gsn_sixth_cast)+(ch->level / 10*3))/3.5); magic.c: chance = IS_NPC(ch) ? ch->level magic.c: : (int) ((LEARNED(ch, gsn_seventh_cast)+(ch->level / 10*3.5))/4); magic.c: chance = IS_NPC(ch) ? ch->level magic.c: : (int) ((LEARNED(ch, gsn_eighth_cast)+(ch->level / 10*4))/4.5); magic.c: ch->mana -= mana; magic.c: retcode = (*skill->spell_fun) ( sn, ch->level, ch, vo ); magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: int levdiff = ch->level - level; magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) ) magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) && magic.c: && IS_SET(ch->immune, RIS_MAGIC ) ) magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: if ( ch->in_room->area->weather->precip <= 0 ) magic.c: vch_next = vch->next; magic.c: if ( !vch->in_room ) magic.c: if ( vch->in_room == ch->in_room ) magic.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) magic.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) magic.c: && vch->in_room->area == ch->in_room->area magic.c: sprintf( buf, "%s has charmed %s.", ch->name, victim->name); magic.c: log_string_plus( buf, LOG_NORMAL, ch->level ); magic.c: to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) ); magic.c: weath = ch->in_room->area->weather; magic.c: (ch->level*3)/(2*max_vector); magic.c: mushroom = obj_to_room( mushroom, ch->in_room ); magic.c: weath = ch->in_room->area->weather; magic.c: if ( ch->alignment < 350 ) { magic.c: if ( IS_SET( ch->immune, RIS_MAGIC ) ) { magic.c: if ( ch->first_affect ) magic.c: while ( ch->first_affect ) magic.c: affect_remove ( ch, ch->first_affect ); magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) magic.c: vch_next = vch->next; magic.c: if ( !vch->in_room ) magic.c: if ( vch->in_room == ch->in_room ) magic.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) magic.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) magic.c: if ( !ch_died && 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 > ch->max_hit ) magic.c: ch->hit = ch->max_hit; magic.c: for ( ich = ch->in_room->first_person; ich; ich = ich->next_in_room ) magic.c: if ( !IS_NPC(ich) && xIS_SET(ich->act, PLR_WIZINVIS) ) magic.c: xREMOVE_BIT ( ich->affected_by, AFF_HIDE ); magic.c: xREMOVE_BIT ( ich->affected_by, AFF_INVISIBLE ); magic.c: xREMOVE_BIT ( ich->affected_by, AFF_SNEAK ); magic.c: ch->in_room ); magic.c: ((ch->level > victim->level + 10) magic.c: (ch->level > victim->level + 10) magic.c: if ( (chance(ch, 50) && ch->level >= victim->level + 10 ) magic.c: if ( !ch->in_room->first_content ) magic.c: for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) magic.c: sprintf( log_buf, "%s has cast sleep on %s.", ch->name, victim->name ); magic.c: log_string_plus( log_buf, LOG_NORMAL, ch->level ); magic.c: to_channel( log_buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) ); magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_ASTRAL) magic.c: || !in_hard_range( victim, ch->in_room->area ) magic.c: || (IS_SET(ch->in_room->area->flags, AFLAG_NOPKILL) && IS_PKILL(victim)) magic.c: if ( ch->in_room->area != victim->in_room->area ) magic.c: sprintf( buf, "%s summoned %s to room %d.", ch->name, magic.c: ch->in_room->vnum ); magic.c: log_string_plus( buf, LOG_NORMAL, ch->level ); magic.c: to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) ); magic.c: char_to_room( victim, ch->in_room ); magic.c: sprintf( buf, "%s teleported %s to room %d.", ch->name, magic.c: log_string_plus( buf, LOG_NORMAL, ch->level ); magic.c: to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) ); magic.c: pRoomIndex = get_room_index(ch->pcdata->memorize[i]); magic.c: sprintf( buf, "%s teleported %s to room %d.", ch->name, magic.c: ch->name, magic.c: ch->in_room->vnum ); magic.c: log_string_plus( buf, LOG_NORMAL, ch->level ); magic.c: to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) ); magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) magic.c: if ( !is_name( speaker, vch->name ) ) { magic.c: hpch = UMAX( 10, ch->hit ); magic.c: hpch = UMAX( 10, ch->hit ); magic.c: hpch = UMAX( 10, ch->hit ); magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) magic.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) magic.c: hpch = UMAX( 10, ch->hit ); magic.c: hpch = UMAX( 10, ch->hit ); magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_ASTRAL) magic.c: if (victim->in_room == ch->in_room) magic.c: fromRoom = ch->in_room; magic.c: sprintf( buf, "a portal created by %s", ch->name ); magic.c: portalObj = obj_to_room( portalObj, ch->in_room ); magic.c: ch->name, fromRoom->vnum, targetRoomVnum ); magic.c: log_string_plus( buf, LOG_NORMAL, ch->level ); magic.c: to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level) ); magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) magic.c: original = ch->in_room; magic.c: if ( chance(ch, 50 - (ch->level/2) ) ) magic.c: || (ch->in_room->sector_type != SECT_FOREST magic.c: && ch->in_room->sector_type != SECT_FIELD) magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) magic.c: if ( ch->in_room->sector_type == SECT_FOREST ) magic.c: if ( ch->in_room->sector_type == SECT_FOREST ) magic.c: && ch->pcdata->condition[COND_BLOODTHIRST] > 22 ) magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) magic.c: WEATHER_DATA *weath = ch->in_room->area->weather; magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) magic.c: if ( chance(ch, 50) && ch->level + 10 < victim->level ) magic.c: if ( chance(ch, 50) && ch->level + 15 < victim->level ) magic.c: for (corpse = ch->in_room->first_content; corpse; corpse = corpse_next) magic.c: if ( !IS_IMMORTAL(ch) && ch->pcdata->condition[COND_BLOODTHIRST] - magic.c: else if ( ch->mana - (pMobIndex->level*4) < 0 ) magic.c: ch->mana -= (pMobIndex->level*4); magic.c: if ( IS_IMMORTAL(ch) || ( chance(ch, 75) && pMobIndex->level - ch->level < 10 ) ) magic.c: char_to_room( mob, ch->in_room ); magic.c: mob->level = UMIN(ch->level / 2, pMobIndex->level); magic.c: ch->level * dice(20,10)), 1 ); magic.c: mob->damroll = ch->level / 8; magic.c: mob->hitroll = ch->level / 6; magic.c: mob->alignment = ch->alignment; magic.c: if (ch->desc->original) magic.c: af.duration = 20 + (ch->level - victim->level) / 2; magic.c: ch->desc->character = victim; magic.c: ch->desc->original = ch; magic.c: victim->desc = ch->desc; magic.c: ch->desc = NULL; magic.c: ch->switched = victim; magic.c: if ( pexit->rexit && pexit->rexit->to_room == ch->in_room ) magic.c: victim->in_room->area != ch->in_room->area ) magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) magic.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) magic.c: hpch = UMAX( 10, ch->hit ); magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) magic.c: if ( (dam > 0 && ch->fighting && ch->fighting->who == victim) magic.c: int xp = ch->fighting ? ch->fighting->xp : victim->fighting->xp; magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: if ( !IS_NPC(vch) && xIS_SET(vch->act, PLR_WIZINVIS) magic.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) magic.c: vch->hit = URANGE( 0, vch->hit + dam, vch->max_hit ); magic.c: if ( (dam > 0 && ch->fighting && ch->fighting->who == vch) magic.c: || (dam > 0 && vch->fighting && vch->fighting->who == ch) ) magic.c: int xp = ch->fighting ? ch->fighting->xp : vch->fighting->xp; magic.c: int xp_gain = (int) (xp * dam * 2) / vch->max_hit; magic.c: if ( (af.modifier > 0 && ch->fighting && ch->fighting->who == victim) magic.c: int xp = ch->fighting ? ch->fighting->xp : victim->fighting->xp; magic.c: victim = ch->in_room->first_person; magic.c: WEATHER_DATA *weath = ch->in_room->area->weather; magic.c: if ( ch->level - obj->level < 10 magic.c: ch->level * get_curr_int(ch) * get_curr_wis(ch) ) magic.c: if ( ch->level - obj->level < 20 magic.c: ch->level * get_curr_int(ch) / 5 ) magic.c: if ( ch->level - obj->level < 5 magic.c: ch->level * 10 * get_curr_int(ch) * get_curr_wis(ch) ) magic.c: if ( ch->level - obj->level < 5 magic.c: ch->level * 50 * get_curr_int(ch) * get_curr_wis(ch) ) magic.c: obj_to_room( obj, ch->in_room ); magic.c: char_to_room( mob, ch->in_room ); magic.c: ( ch->position == POS_FIGHTING magic.c: || ch->position == POS_EVASIVE magic.c: || ch->position == POS_DEFENSIVE magic.c: || ch->position == POS_AGGRESSIVE magic.c: || ch->position == POS_BERSERK ) ) magic.c: ch->gold += gval; magic.c:ch->silver += sval; magic.c:ch->copper += cval; magic.c: ch->gold += gval; magic.c:ch->silver += sval; magic.c:ch->copper += cval; magic.c: ch->gold += gval; magic.c:ch->silver += sval; magic.c:ch->copper += cval; magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) magic.c: hpch = UMAX( 10, ch->hit ); magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: if ( !vch->in_room ) magic.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL ) magic.c: if ((victim->hit + (ch->hit/2)) > victim->max_hit) { magic.c: ch->hit -= amt; magic.c: victim->hit += ch->hit; magic.c: ch->hit /= 2; makeobjs.c: if ( ch && ch->in_room ) makeobjs.c: name = ch->short_descr; makeobjs.c:if ( ch->gold > 0 ) makeobjs.c: if ( ch->in_room ) makeobjs.c: ch->in_room->area->gold_looted += ch->gold; makeobjs.c: sysdata.global_gold_looted += ch->gold/100; makeobjs.c: obj_to_obj( create_money( ch->gold,0 ), corpse ); makeobjs.c: ch->gold = 0; makeobjs.c:if ( ch->silver > 0 ) makeobjs.c: if ( ch->in_room ) makeobjs.c: ch->in_room->area->silver_looted += ch->silver; makeobjs.c: sysdata.global_silver_looted += ch->silver/100; makeobjs.c: obj_to_obj( create_money( ch->silver,1 ), corpse ); makeobjs.c: ch->silver = 0; makeobjs.c:if ( ch->copper > 0 ) makeobjs.c: if ( ch->in_room ) makeobjs.c: ch->in_room->area->copper_looted += ch->copper; makeobjs.c: sysdata.global_copper_looted += ch->copper/100; makeobjs.c: obj_to_obj( create_money( ch->copper,2 ), corpse ); makeobjs.c: ch->copper = 0; makeobjs.c: corpse->value[0] = (int)ch->pIndexData->vnum; makeobjs.c: corpse->value[1] = (int)ch->max_hit; makeobjs.c: corpse->gold_cost = (-(int)ch->pIndexData->vnum); makeobjs.c:corpse->silver_cost = (-(int)ch->pIndexData->vnum); makeobjs.c:corpse->copper_cost = (-(int)ch->pIndexData->vnum); makeobjs.c: name = ch->name; makeobjs.c: corpse->value[4] = ch->level; makeobjs.c: for ( obj = ch->first_carrying; obj; obj = obj_next ) makeobjs.c: if (IS_NPC(ch)|| ch->level > 10 ) makeobjs.c: obj_to_room( corpse, ch->in_room ); makeobjs.c: obj->value[1] = number_range( 3, UMIN(5, ch->level) ); makeobjs.c: obj_to_room( obj, ch->in_room ); makeobjs.c: obj_to_room( obj, ch->in_room ); map.c: prep_map(ch->in_room, min, max); mapout.c: if(map_index->map_of_vnums[y][x]==ch->in_room->vnum) mapout.c: if ( xIS_SET(ch->act, PLR_ANSI) ){ mapout.c: bug ("map_stats: ch->pnote==NULL!", 0); mapout.c: bug ("do_mapout: sub_writing_map: ch->dest_buf != ch->pnote", 0); mapout.c: if ( ch->prev_cmd == do_north ) mapout.c: tmp_x = get_exit(ch->in_room, DIR_SOUTH ); mapout.c: if ( ch->prev_cmd == do_east ) mapout.c: tmp_x = get_exit( ch->in_room, DIR_WEST ); mapout.c: if ( ch->prev_cmd == do_south ) mapout.c: tmp_x = get_exit( ch->in_room, DIR_NORTH ); mapout.c: if ( ch->prev_cmd == do_west ) mapout.c: tmp_x = get_exit( ch->in_room, DIR_EAST ); mapout.c: this_rm = ch->in_room; mapout.c: ch->in_room->vnum, mapout.c: ch->in_room->map->vnum); mapout.c: ch->in_room->vnum, mapout.c: ch->in_room->vnum, mapout.c: ch->in_room->map = map; mapout.c: map_index->map_of_vnums[y][x] = ch->in_room->vnum; mapout.c: this_rm = ch->in_room; mapout.c: ch->in_room->vnum); mapout.c: ch->in_room->vnum, mapout.c: ch->in_room->vnum, mapout.c: ch->in_room->vnum, mapout.c: ch->in_room->vnum, mapout.c: * This function takes the character string in ch->pnote and mapout.c: bug ("map_to_rooms: ch->pnote==NULL!", 0); mapout.c: for (i=ch->pcdata->r_range_lo;i<=ch->pcdata->r_range_hi;i++) { mccp.c: if (!ch->desc) mccp.c: if (!ch->desc->out_compress) mccp.c: if (!compressStart(ch->desc)) mccp.c: if (!compressEnd(ch->desc)) medit.c: if ( !IS_NPC( victim ) && str_cmp( ch->name, "Tagith" ) ) medit.c: d = ch->desc; medit.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) medit.c: CHAR_DATA *victim = ch->dest_buf; medit.c: switch ( ch->substate ) medit.c: if ( !ch->dest_buf ) medit.c: bug( "do_medit_reset: sub_mob_desc: NULL ch->dest_buf", 0 ); medit.c: cleanup_olc( ch->desc ); medit.c: ch->substate = SUB_NONE; medit.c: ch->dest_buf = victim; medit.c: ch->substate = SUB_NONE; medit.c: ch->desc->connected = CON_MEDIT; medit.c: medit_disp_menu( ch->desc ); misc.c: for ( source = ch->in_room->first_content; misc.c: || ch->carry_weight + get_obj_weight(source) > can_carry_w(ch) misc.c: ch->gold += source->value[0]; misc.c: ch->silver += source->value[0]; misc.c: ch->copper += source->value[0]; misc.c: || ch->carry_weight + get_obj_weight(source) > can_carry_w(ch) misc.c:/* || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY )*/ ) misc.c: if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) ) misc.c: for ( gch = first_char; gch; gch = gch->next ) misc.c: && !str_cmp( name, gch->name ) ) misc.c: || ch->carry_number + otmp->count > can_carry_n(ch) misc.c: || ch->carry_weight + get_obj_weight(otmp) > can_carry_w(ch) misc.c: for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) misc.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 40 ) misc.c: int amount = (10 + ch->level) - ch->pcdata->condition[COND_BLOODTHIRST]; misc.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] < (10 + ch->level) ) misc.c: if ( ch->pcdata->condition[COND_FULL] >= 48 misc.c: || ch->pcdata->condition[COND_THIRST] >= 48 ) misc.c: if (ch->pcdata->condition[COND_BLOODTHIRST] < (ch->level + 10)) misc.c: ch->pcdata->condition[COND_THIRST] = 40; misc.c: if ( ch->pcdata->condition[COND_DRUNK] > 24 ) misc.c: if ( ch->pcdata->condition[COND_DRUNK] > 18 ) misc.c: if ( ch->pcdata->condition[COND_DRUNK] > 12 ) misc.c: if ( ch->pcdata->condition[COND_DRUNK] > 8 ) misc.c: if ( ch->pcdata->condition[COND_DRUNK] > 5 ) misc.c: if ( ch->pcdata->condition[COND_FULL] > 40 ) misc.c: if ( ch->pcdata->condition[COND_THIRST] > 40 ) misc.c: if ( ch->pcdata->condition[COND_THIRST] > 36 ) misc.c: if ( ch->pcdata->condition[COND_THIRST] > 30 ) misc.c: ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 ); misc.c: if ( IS_NPC(ch) || ch->pcdata->condition[COND_FULL] > 5 ) misc.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) misc.c: if ( !IS_NPC(ch) && (!IS_PKILL(ch) || (IS_PKILL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_HIGHGAG) ) ) ) misc.c: if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 47) ) misc.c: ( ch->in_room->sector_type == SECT_UNDERWATER || misc.c: ch->in_room->sector_type == SECT_WATER_SWIM || misc.c: ch->in_room->sector_type == SECT_WATER_NOSWIM ) ? "dissolves in the water" : misc.c: ( ch->in_room->sector_type == SECT_AIR || misc.c: IS_SET( ch->in_room->room_flags, ROOM_NOFLOOR ) ) ? "falls far below" : misc.c: condition = ch->pcdata->condition[COND_FULL]; misc.c: if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 ) misc.c: else if ( ch->pcdata->condition[COND_FULL] > 40 ) misc.c: ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 ); misc.c: ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 ); misc.c: condition = ch->pcdata->condition[COND_FULL]; misc.c: if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 ) misc.c: else if ( ch->pcdata->condition[COND_FULL] > 40 ) misc.c: && ( ch->pcdata->condition[COND_FULL] >= 48 misc.c: || ch->pcdata->condition[COND_THIRST] >= 48 ) ) misc.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance && misc.c: ch->pcdata->nuisance->flags > 3 misc.c: &&(ch->pcdata->condition[COND_FULL]>=(48-(3*ch->pcdata->nuisance->flags)+ misc.c: ch->pcdata->nuisance->power) misc.c: ||ch->pcdata->condition[COND_THIRST]>=(48-(ch->pcdata->nuisance->flags)+ misc.c: ch->pcdata->nuisance->power))) misc.c: if ( !IS_NPC(ch) && (!IS_PKILL(ch) || (IS_PKILL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_HIGHGAG) ) ) ) misc.c: if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) ) misc.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 43 ) misc.c: &&(ch->level + 10 < scroll->value[0])) misc.c: for ( rch = room->first_person; rch; rch = rch->next_in_room ) misc.c: && pexit_rev->to_room == ch->in_room ) misc.c: && pexit_rev->to_room == ch->in_room ) misc.c: for ( rch = room->first_person; rch; rch = rch->next_in_room ) misc.c: && pexit_rev->to_room == ch->in_room ) misc.c: for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room ) misc.c: for ( rch = room->first_person; rch; rch = rch->next_in_room ) misc.c: && pexit_rev->to_room == ch->in_room ) misc.c: for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room ) misc.c: if ( ch->fighting ) misc.c: && pexit_rev->to_room == ch->in_room ) misc.c: for ( rch = to_room->first_person; rch; rch = rch->next_in_room ) misc.c: obj_cast_spell( sn, UMIN(skill->min_level, ch->level), misc.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NODROP ) misc.c: || ( !IS_NPC(ch) && xIS_SET( ch->act, PLR_LITTERBUG )) ) misc.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) misc.c: || IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) ) misc.c: if ( empty_obj( obj, NULL, ch->in_room ) ) misc.c: save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */ misc.c: if ( ch->fighting ) misc.c: iroom = IS_NPC( ch ) ? ch->short_descr : ch->name; misc.c: ch->gold = tmpvalue/10000; misc.c: ch->silver = tmpvalue/100; misc.c: ch->copper = tmpvalue; mobchat.c: if (!HAS_PROG(ch->pIndexData, SPEECH_PROG)) { motd.c: if ( ch->level >= 103 ) motd.c: else if ( ch->level >= 101 ) motd.c: else if ( ch->level >= 50 ) motd.c: else if ( ch->level >= 2 ) motd.c: else if ( ch->level == 1 ) mpxset.c: if ( !IS_NPC( ch ) || IS_AFFECTED(ch, AFF_CHARM) || ch->desc ) mpxset.c: if( ch->pcdata->wedto ) mpxset.c: STRFREE( ch->pcdata->wedto ); mpxset.c: ch->pcdata->wedto = str_dup( arg3 ); mpxset.c: ch->name, victim->name, value ); mpxset.c: if ( !IS_NPC( ch ) || IS_AFFECTED(ch, AFF_CHARM) || ch->desc ) mud_comm.c: if ( xIS_EMPTY(ch->in_room->progtypes) ) mud_comm.c: ch->in_room->name, ch->in_room->vnum ); mud_comm.c: for ( mprg = ch->in_room->mudprogs; mprg; mprg = mprg->next ) mud_comm.c: if ( ch->position == POS_FIGHTING mud_comm.c: || ch->position == POS_EVASIVE mud_comm.c: || ch->position == POS_DEFENSIVE mud_comm.c: || ch->position == POS_AGGRESSIVE mud_comm.c: || ch->position == POS_BERSERK mud_comm.c: for ( obj = ch->first_carrying; obj; obj = obj_next ) mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: was_in_room = ch->in_room; mud_comm.c: ch->in_room = pexit->to_room; mud_comm.c: ch->act = actflags; mud_comm.c: ch->in_room = was_in_room; mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: ch->act = actflags; mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: ch->act = actflags; mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: ch->act = actflags; mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: ch->act = actflags; mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: ch->act = actflags; mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: ch->act = actflags; mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: ch->act = actflags; mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: ch->act = actflags; mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: ch->act = actflags; mud_comm.c: char_to_room( victim, ch->in_room ); mud_comm.c: obj_to_room( obj, ch->in_room ); mud_comm.c: sprintf(arg1, "Mpqpadd: %d glory added to %s from mob #%d", amount, victim->name, ch->pIndexData->vnum); mud_comm.c: for ( victim = ch->in_room->first_person; victim; victim = vnext ) mud_comm.c: while ( ch->in_room->first_content ) mud_comm.c: extract_obj( ch->in_room->first_content ); mud_comm.c: ch->mobinvis = level; mud_comm.c: if ( ch->mobinvis < 2 ) mud_comm.c: ch->mobinvis = ch->level; mud_comm.c: if ( xIS_SET(ch->act, ACT_MOBINVIS) ) mud_comm.c: xREMOVE_BIT(ch->act, ACT_MOBINVIS); mud_comm.c: xSET_BIT(ch->act, ACT_MOBINVIS); mud_comm.c: in_room = ch->in_room; mud_comm.c: if ( ch->fighting ) mud_comm.c: fch_next = fch->next_in_room; mud_comm.c: if ( fch->mount && fch->mount == ch ) mud_comm.c: ch->pIndexData->vnum ); mud_comm.c: ch->pIndexData->vnum ); mud_comm.c: original = ch->in_room; mud_comm.c: if ( victim->level > ch->level ) mud_comm.c: for ( victim = ch->in_room->first_person; victim; victim = nextinroom ) mud_comm.c: || ch->in_room->area != d->character->in_room->area || mud_comm.c: location = ch->in_room; mud_comm.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) mud_comm.c: sprintf(arg, "Mpforce - Mob #%d in room %d attempting to force link dead immortal",ch->pIndexData->vnum, ch->in_room->vnum); mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: if ( !ch->pcdata->nuisance ) mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: actflags = ch->act; mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE); mud_comm.c: vch_next = vch->next; mud_comm.c: if ( vch->in_room->area == ch->in_room->area mud_comm.c: ch->act = actflags; mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: /* adept = class_table[ch->class]->skill_adept; */ mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: for ( victim = ch->in_room->first_person; victim; victim = nextinroom ) mud_comm.c: ch->short_descr, mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c:money = get_value(ch->gold, ch->silver, ch->copper); mud_comm.c:if ( gold <= money && ch->in_room ) mud_comm.c: boost_economy( ch->in_room->area, gold ); mud_comm.c: if ( ch->gold < 1000000000 && gold < 1000000000 && ch->in_room mud_comm.c: && economy_has( ch->in_room->area, gold ) ) mud_comm.c: money=get_value(ch->gold, ch->silver, ch->copper); mud_comm.c:lower_economy( ch->in_room->area, gold ); mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: for ( rch=ch->in_room->first_person; rch; rch=rch->next_in_room ) { mud_comm.c: if ( rch->fighting ) { mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) mud_comm.c: (IS_NPC(ch) ? ch->short_descr : ch->name) ); mud_comm.c: (IS_NPC(ch) ? ch->short_descr : ch->name), mud_prog.c: /* Due to remort, we return the persons trust, or ch->level, rather than mud_prog.c: * ch->level OR ch->level2 */ mud_prog.c: for ( ch = first_char; ch; ch = ch->next ) mud_prog.c: && ch->desc mud_prog.c: && ch->desc->host == chkchar->desc->host ) mud_prog.c: for ( ch = mob->in_room->first_person; ch; ch = ch->next_in_room ) mud_prog.c: && nifty_is_name(ch->name, cvar) ) mud_prog.c: for ( ch = first_char; ch; ch = ch->next ) mud_prog.c: && ch->in_room->area == mob->in_room->area mud_prog.c: && nifty_is_name(ch->name, cvar) ) mud_prog.c: for ( tch = room?room->first_person:NULL; tch; tch = tch->next_in_room ) mud_prog.c: for ( tch = room?room->first_person:NULL; tch; tch = tch->next_in_room ) mud_prog.c: for ( tch = room?room->first_person:NULL; tch; tch = tch->next_in_room ) mud_prog.c: for ( vch = mob->in_room->first_person; vch; vch = vch->next_in_room ) mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == mob->pIndexData ) mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == mob->pIndexData ) mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == mob->pIndexData ) mud_prog.c: sprintf( buf, "mprog_greet_trigger -> %s", ch->name ); mud_prog.c: for ( vmob = ch->in_room->first_person; vmob; vmob = vmob_next ) mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == vmob->pIndexData ) mud_prog.c: for ( vobj=ch->in_room->first_content; vobj; vobj = vobj->next_content ) mud_prog.c: for ( vobj=ch->in_room->first_content; vobj; vobj = vobj->next_content ) mud_prog.c: if ( HAS_PROG(ch->in_room, LEAVE_PROG) ) mud_prog.c: rset_supermob( ch->in_room ); mud_prog.c: if ( HAS_PROG(ch->in_room, ENTER_PROG) ) mud_prog.c: rset_supermob( ch->in_room ); mud_prog.c: if ( HAS_PROG(ch->in_room, SLEEP_PROG) ) mud_prog.c: rset_supermob( ch->in_room ); mud_prog.c: if( HAS_PROG(ch->in_room, REST_PROG) ) mud_prog.c: rset_supermob( ch->in_room ); mud_prog.c: if( HAS_PROG(ch->in_room, RFIGHT_PROG) ) mud_prog.c: rset_supermob( ch->in_room ); mud_prog.c: if( HAS_PROG(ch->in_room, RDEATH_PROG) ) mud_prog.c: rset_supermob( ch->in_room ); mud_prog.c: if( HAS_PROG(ch->in_room, SPEECH_PROG) ) mud_prog.c: rprog_wordlist_check( txt, supermob, ch, NULL, NULL, SPEECH_PROG, ch->in_room ); mud_prog.c: if ( HAS_PROG(ch->in_room, RAND_PROG) ) mud_prog.c: rset_supermob( ch->in_room ); mud_prog.c: if ( HAS_PROG(ch->in_room, TIME_PROG)) mud_prog.c: rset_supermob( ch->in_room ); mud_prog.c: rprog_time_check( supermob, NULL, NULL, ch->in_room, TIME_PROG ); mud_prog.c: if ( HAS_PROG(ch->in_room, HOUR_PROG)) mud_prog.c: rset_supermob( ch->in_room ); mud_prog.c: rprog_time_check( supermob, NULL, NULL, ch->in_room, HOUR_PROG ); mud_prog.c: if ( mpact->ch->in_room == room ) mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == mob->pIndexData ) mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == mob->pIndexData ) mudmsg.c: sysdata.mud_name, capitalize(ch->name), argument); mudmsg.c: // || IS_SET(och->deaf, CHANNEL_INTERMUD) new_auth.c: if ( !str_cmp( namestate->name, ch->name ) ) new_auth.c: new_name = get_auth_name( ch->name ); new_auth.c: new_name->name = STRALLOC( ch->name ); new_auth.c: old_auth = get_auth_name( ch->name ); new_auth.c: "Immortal's name. See 'help name'.\n\r", ch->name); new_auth.c: remove_from_auth( ch->name ); new_auth.c: name = capitalize( ch->name ); new_auth.c: if ( ch->pcdata->authed_by ) new_auth.c: STRFREE( ch->pcdata->authed_by ); new_auth.c: ch->pcdata->authed_by = QUICKLINK( old_auth->authed_by ); new_auth.c: ch->pcdata->authed_by = STRALLOC( "The Code" ); new_auth.c: "You are now free to roam the %s.\n\r", ch->name, sysdata.mud_name ); new_auth.c: REMOVE_BIT(ch->pcdata->flags, PCFLAG_UNAUTHED); new_auth.c: remove_from_auth( ch->name ); new_auth.c: auth->authed_by = QUICKLINK( ch->name ); new_auth.c: auth->denied_by = QUICKLINK( ch->name ); new_auth.c: auth->change_by = QUICKLINK( ch->name ); new_auth.c: victim->pcdata->authed_by = QUICKLINK( ch->name ); new_auth.c: if ( ch->level == 1 ) new_auth.c: if ( ch->level == 1 ) new_auth.c: auth->change_by = QUICKLINK( ch->name ); new_auth.c: auth_name = get_auth_name( ch->name ); new_auth.c: if (!str_cmp(ch->name, argument)) new_auth.c: sprintf( fname, "%s%c/%s", PLAYER_DIR, tolower(ch->name[0]), new_auth.c: capitalize(ch->name) ); new_auth.c: STRFREE( ch->name ); new_auth.c: ch->name = STRALLOC( argument ); new_auth.c: STRFREE( ch->pcdata->filename ); new_auth.c: ch->pcdata->filename = STRALLOC( argument ); new_auth.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM )) oedit.c: d = ch->desc; oedit.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) ) oedit.c: OBJ_DATA *obj = ch->dest_buf; oedit.c: EXTRA_DESCR_DATA *ed = ch->spare_ptr; oedit.c: MPROG_DATA *mprg = ch->spare_ptr; oedit.c: int mode = OLC_MODE(ch->desc); oedit.c: switch ( ch->substate ) oedit.c: if ( !ch->dest_buf ) oedit.c: bug( "do_oedit_reset: sub_obj_extra: NULL ch->dest_buf", 0 ); oedit.c: ch->substate = SUB_NONE; oedit.c: /* OLC_DESC(ch->desc) = ch->spare_ptr; */ oedit.c: ch->dest_buf = obj; oedit.c: ch->spare_ptr = ed; oedit.c: ch->substate = SUB_NONE; oedit.c: ch->desc->connected = CON_OEDIT; oedit.c: OLC_MODE(ch->desc) = OEDIT_EXTRADESC_CHOICE; oedit.c: oedit_disp_extra_choice( ch->desc ); oedit.c: if ( !ch->dest_buf ) oedit.c: bug( "do_oedit_reset: sub_obj_long: NULL ch->dest_buf", 0 ); oedit.c: ch->substate = SUB_NONE; oedit.c: ch->dest_buf = obj; oedit.c: ch->desc->connected = CON_OEDIT; oedit.c: ch->substate = SUB_NONE; oedit.c: OLC_MODE( ch->desc ) = OEDIT_MAIN_MENU; oedit.c: oedit_disp_menu( ch->desc ); oedit.c: ch->dest_buf = obj; oedit.c: ch->desc->connected = ch->tempnum; oedit.c: ch->substate = SUB_NONE; oedit.c: OLC_MODE( ch->desc ) = mode; oedit.c: oedit_disp_prog_choice( ch->desc ); player.c: if (ch->pcdata->outputprefix) player.c: DISPOSE(ch->pcdata->outputprefix); player.c: ch->pcdata->outputprefix = str_dup(argument); player.c: if (ch->pcdata->outputsuffix) player.c: DISPOSE(ch->pcdata->outputsuffix); player.c: ch->pcdata->outputsuffix = str_dup(argument); player.c: if (ch->level > 1 /*|| !NOT_AUTHED(ch)*/) player.c: if( ch->level2 != -1 ) player.c: ch->perm_str = 13; player.c: ch->perm_dex = 13; player.c: ch->perm_int = 13; player.c: ch->perm_wis = 13; player.c: ch->perm_cha = 13; player.c: ch->perm_con = 13; player.c: ch->perm_lck = 13; player.c: switch ( class_table[ch->class]->attr_prime ) player.c: case APPLY_STR: ch->perm_str = 16; break; player.c: case APPLY_INT: ch->perm_int = 16; break; player.c: case APPLY_WIS: ch->perm_wis = 16; break; player.c: case APPLY_DEX: ch->perm_dex = 16; break; player.c: case APPLY_CON: ch->perm_con = 16; break; player.c: case APPLY_CHA: ch->perm_cha = 16; break; player.c: case APPLY_LCK: ch->perm_lck = 16; break; player.c: ch->perm_str += race_table[ch->race]->str_plus; player.c: ch->perm_int += race_table[ch->race]->int_plus; player.c: ch->perm_wis += race_table[ch->race]->wis_plus; player.c: ch->perm_dex += race_table[ch->race]->dex_plus; player.c: ch->perm_con += race_table[ch->race]->con_plus; player.c: ch->perm_cha += race_table[ch->race]->cha_plus; player.c: ch->perm_lck += race_table[ch->race]->lck_plus; player.c: ch->perm_str, ch->perm_int, ch->perm_wis, ch->perm_dex, ch->perm_con, ch->perm_cha, ch->perm_lck); player.c: ch_printf( ch,"You have %s gold, ", num_punct(ch->gold) ); player.c: ch_printf( ch,"%s silver", num_punct(ch->silver) ); player.c: ch_printf( ch,", and %s copper coins.\n\r",num_punct(ch->copper) ); player.c: ch_printf( ch, "You have %d gold pieces on hand and %d gold pieces in the bank.\n\r", ch->gold, ch->pcdata->balance ); player.c: pager_printf(ch, "\n\rWorth for %s%s.\n\r", ch->name, ch->pcdata->title); player.c: if (!ch->pcdata->deity) sprintf( buf, "N/A" ); player.c: else if (ch->pcdata->favor > 2250) sprintf( buf, "loved" ); player.c: else if (ch->pcdata->favor > 2000) sprintf( buf, "cherished" ); player.c: else if (ch->pcdata->favor > 1750) sprintf( buf, "honored" ); player.c: else if (ch->pcdata->favor > 1500) sprintf( buf, "praised" ); player.c: else if (ch->pcdata->favor > 1250) sprintf( buf, "favored" ); player.c: else if (ch->pcdata->favor > 1000) sprintf( buf, "respected" ); player.c: else if (ch->pcdata->favor > 750) sprintf( buf, "liked" ); player.c: else if (ch->pcdata->favor > 250) sprintf( buf, "tolerated" ); player.c: else if (ch->pcdata->favor > -250) sprintf( buf, "ignored" ); player.c: else if (ch->pcdata->favor > -750) sprintf( buf, "shunned" ); player.c: else if (ch->pcdata->favor > -1000) sprintf( buf, "disliked" ); player.c: else if (ch->pcdata->favor > -1250) sprintf( buf, "dishonored" ); player.c: else if (ch->pcdata->favor > -1500) sprintf( buf, "disowned" ); player.c: else if (ch->pcdata->favor > -1750) sprintf( buf, "abandoned" ); player.c: else if (ch->pcdata->favor > -2000) sprintf( buf, "despised" ); player.c: else if (ch->pcdata->favor > -2250) sprintf( buf, "hated" ); player.c: if ( ch->level < 10 ) player.c: if (ch->alignment > 900) sprintf(buf2, "devout"); player.c: else if (ch->alignment > 700) sprintf(buf2, "noble"); player.c: else if (ch->alignment > 350) sprintf(buf2, "honorable"); player.c: else if (ch->alignment > 100) sprintf(buf2, "worthy"); player.c: else if (ch->alignment > -100) sprintf(buf2, "neutral"); player.c: else if (ch->alignment > -350) sprintf(buf2, "base"); player.c: else if (ch->alignment > -700) sprintf(buf2, "evil"); player.c: else if (ch->alignment > -900) sprintf(buf2, "ignoble"); player.c: sprintf(buf2, "%d", ch->alignment ); player.c: ch->level, buf, buf2, ch->exp ); player.c: switch (ch->style) { player.c: ch->pcdata->quest_curr, ch->carry_weight, buf, ch->gold ); player.c: num_punct(ch->silver)); player.c: num_punct(ch->copper)); player.c: if ( ch->level < 15 && !IS_PKILL(ch) ) player.c: ch->pcdata->balance ); player.c: get_hitroll( ch, FALSE ), get_damroll( ch, FALSE ), ch->pcdata->balance ); player.c: ch->pcdata->extraname ? ch->pcdata->extraname : "", player.c: ch->name, player.c: ch->pcdata->lastname ? ch->pcdata->lastname : "", player.c: ch->pcdata->title ); player.c: if ( get_trust( ch ) != ch->level && get_trust( ch ) != ch->level2 ) player.c: ch->level, capitalize(get_race(ch)), (get_age(ch) - (race_table[ch->race]->base_age + 17)) * 2); player.c: get_age(ch), capitalize(get_class(ch)), ctime(&(ch->logon)) ); player.c: if (ch->level >= 15 player.c: get_curr_str(ch), ch->perm_str, get_hitroll( ch, FALSE ), ch->save_time ? ctime(&(ch->save_time)) : "no save this session\n" ); player.c: get_curr_int(ch), ch->perm_int, get_damroll( ch, FALSE ), ctime(¤t_time) ); player.c: get_curr_str(ch), ch->perm_str, ch->save_time ? ctime(&(ch->save_time)) : "no\n" ); player.c: get_curr_int(ch), ch->perm_int, ctime(¤t_time) ); player.c: if (ch->level > 24) player.c: get_curr_wis(ch), ch->perm_wis, buf, GET_AC(ch)); player.c: get_curr_wis(ch), ch->perm_wis, buf); player.c: if (ch->alignment > 900) player.c: else if (ch->alignment > 700) player.c: else if (ch->alignment > 350) player.c: else if (ch->alignment > 100) player.c: else if (ch->alignment > -100) player.c: else if (ch->alignment > -350) player.c: else if (ch->alignment > -700) player.c: else if (ch->alignment > -900) player.c: if (ch->level < 10) player.c: get_curr_dex(ch), ch->perm_dex, buf, ch->carry_number, can_carry_n(ch)); player.c: get_curr_dex(ch), ch->perm_dex, buf, ch->alignment,ch->carry_number, can_carry_n(ch)); player.c: switch (ch->position) player.c: get_curr_con(ch), ch->perm_con, buf, ch->carry_weight, can_carry_w(ch)); player.c: get_curr_cha(ch), ch->perm_cha, ch->wimpy); player.c: switch (ch->style) { player.c: get_curr_lck(ch), ch->perm_lck); player.c: ch->pcdata->quest_curr, ch->pcdata->quest_accum, player.c: (IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? '*' : ' '), player.c: ch->pcdata->pagerlen); player.c: ch->practice, ch->hit, ch->max_hit, player.c: xIS_SET(ch->act, PLR_AUTOEXIT) ? '*' : ' '); player.c: ch->exp, ch->pcdata->condition[COND_BLOODTHIRST], 10 + ch->level, player.c: xIS_SET(ch->act, PLR_AUTOLOOT) ? '*' : ' '); player.c: ch->exp, ch->mana, ch->max_mana, xIS_SET(ch->act, PLR_AUTOLOOT) ? '*' : ' '); player.c:ch->move, ch->max_move, ch->pcdata->mdeaths, xIS_SET(ch->act, PLR_AUTOSAC) ? 'X' : ' '); player.c:pager_printf(ch, "Gold: %s ",num_punct(ch->gold)); player.c:pager_printf(ch, "Silver: %s ",num_punct(ch->silver)); player.c:pager_printf(ch, "Copper: %s\n\r",num_punct(ch->copper)); player.c: pager_printf( ch, "&CBalance: &Y%-10d\n\r", ch->pcdata->balance ); player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0) player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0) player.c: if ( ch->position != POS_SLEEPING ) player.c: switch( ch->mental_state / 10 ) player.c: else if ( ch->mental_state >45 ) player.c: else if ( ch->mental_state >25 ) player.c: else if ( ch->mental_state <-35 ) player.c: else if ( ch->mental_state <-25 ) player.c: || (IS_NPC(ch) && ch->speaks == 0) ) player.c: if ( lang_array[iLang] & ch->speaking player.c: || (IS_NPC(ch) && !ch->speaking) ) player.c: if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' ) player.c: ch->pcdata->bestowments ); player.c: if ( ch->morph && ch->morph->morph ) player.c: ch->morph->morph->vnum, ch->morph->morph->short_desc, player.c: ch->morph->timer ); player.c: ch->morph->morph->short_desc ); player.c: pager_printf(ch, "NonPC DATA: Mkills (&W%5.5d&C) Mdeaths (&W%5.5d&C)\n\r", ch->pcdata->mkills, ch->pcdata->mdeaths ); player.c: ch->pcdata->pkills, ch->pcdata->illegal_pk, ch->pcdata->pdeaths ); player.c: if( ch->pcdata->arena_wins != 0 || ch->pcdata->arena_deaths != 0 player.c: || ch->pcdata->arena_kills != 0 ) player.c: ch->pcdata->arena_wins, ch->pcdata->arena_kills, player.c: ch->pcdata->arena_deaths); player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type != CLAN_ORDER && ch->pcdata->clan->clan_type != CLAN_GUILD ) player.c: ch->pcdata->clan->name, ch->pcdata->clan->pkills[5], player.c: (ch->pcdata->clan->pkills[0]+ch->pcdata->clan->pkills[1]+ player.c: ch->pcdata->clan->pkills[2]+ch->pcdata->clan->pkills[3]+ player.c: ch->pcdata->clan->pkills[4]) ); player.c: ch->pcdata->clan->pdeaths[5], player.c: ( ch->pcdata->clan->pdeaths[0] + ch->pcdata->clan->pdeaths[1] + player.c: ch->pcdata->clan->pdeaths[2] + ch->pcdata->clan->pdeaths[3] + player.c: ch->pcdata->clan->pdeaths[4] ) ); player.c: if (ch->pcdata->deity) player.c: if (ch->pcdata->favor > 2250) player.c: else if (ch->pcdata->favor > 2000) player.c: else if (ch->pcdata->favor > 1750) player.c: else if (ch->pcdata->favor > 1500) player.c: else if (ch->pcdata->favor > 1250) player.c: else if (ch->pcdata->favor > 1000) player.c: else if (ch->pcdata->favor > 750) player.c: else if (ch->pcdata->favor > 250) player.c: else if (ch->pcdata->favor > -250) player.c: else if (ch->pcdata->favor > -750) player.c: else if (ch->pcdata->favor > -1000) player.c: else if (ch->pcdata->favor > -1250) player.c: else if (ch->pcdata->favor > -1500) player.c: else if (ch->pcdata->favor > -1750) player.c: else if (ch->pcdata->favor > -2000) player.c: else if (ch->pcdata->favor > -2250) player.c: pager_printf(ch, "&CDeity: &Y%-20s &CFavor: &G%s&C\n\r", ch->pcdata->deity->name, buf ); player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_ORDER ) player.c: ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths); player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_GUILD ) player.c: ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths); player.c: xIS_SET(ch->act, PLR_WIZINVIS) ? "*" : " ", ch->pcdata->wizinvis ); player.c: if( ch->pcdata->bamfin[0] == '\0' ) player.c: pager_printf( ch, "&CBamfin : &YNot changed/Switched.\n\r", ch->name ); player.c: pager_printf( ch, "&CBamfin : &Y%s\n\r", ch->pcdata->bamfin ); player.c: if( ch->pcdata->bamfout[0] == '\0' ) player.c: pager_printf( ch, "&CBamfout: &YNot changed/Switched.\n\r", ch->name ); player.c: pager_printf( ch, "&CBamfout: &Y%s\n\r", ch->pcdata->bamfout ); player.c: ch->pcdata->bamfin[0] != '\0' player.c: ? ch->pcdata->bamfin : "Not changed/Switched."); player.c: ch->pcdata->bamfout[0] != '\0' player.c: ? ch->pcdata->bamfout : "Not changed/Switched."); player.c: if (ch->pcdata->area) player.c: ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum, player.c: ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum, player.c: ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum); player.c: pager_printf(ch, "&CArea Loaded [&W%s&C]\n\r", (IS_SET (ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no"); player.c: if (ch->first_affect) player.c: for (paf = ch->first_affect; paf; paf = paf->next) player.c: if (ch->level < 20) player.c: if (ch->level >= 20) player.c: pager_printf_color(ch, "\n\r&C%s%s.\n\r", ch->name, ch->pcdata->title); player.c: if ( get_trust( ch ) != ch->level ) player.c: ch->level, capitalize(get_race(ch)), (get_age(ch) - 17) * 2); player.c: get_age(ch), capitalize(get_class(ch)), ctime(&(ch->logon)) ); player.c: if (ch->level >= 15 player.c: get_curr_str(ch), ch->perm_str, get_hitroll( ch, FALSE ), ch->save_time ? ctime(&(ch->save_time)) : "no save this session\n" ); player.c: get_curr_int(ch), ch->perm_int, get_damroll( ch, FALSE ), ctime(¤t_time) ); player.c: get_curr_str(ch), ch->perm_str, ch->save_time ? ctime(&(ch->save_time)) : "no\n" ); player.c: get_curr_int(ch), ch->perm_int, ctime(¤t_time) ); player.c: if (ch->level > 24) player.c: get_curr_wis(ch), ch->perm_wis, GET_AC(ch), buf); player.c: get_curr_wis(ch), ch->perm_wis, buf); player.c: if (ch->alignment > 900) player.c: else if (ch->alignment > 700) player.c: else if (ch->alignment > 350) player.c: else if (ch->alignment > 100) player.c: else if (ch->alignment > -100) player.c: else if (ch->alignment > -350) player.c: else if (ch->alignment > -700) player.c: else if (ch->alignment > -900) player.c: if (ch->level < 10) player.c: get_curr_dex(ch), ch->perm_dex, buf, ch->carry_number, can_carry_n(ch)); player.c: get_curr_dex(ch), ch->perm_dex, ch->alignment, buf, ch->carry_number, can_carry_n(ch)); player.c: switch (ch->position) player.c: get_curr_con(ch), ch->perm_con, buf, ch->carry_weight, can_carry_w(ch)); player.c: get_curr_cha(ch), ch->perm_cha, ch->wimpy); player.c: switch (ch->style) { player.c: get_curr_lck(ch), ch->perm_lck, buf ); player.c: ch->pcdata->quest_curr, ch->pcdata->quest_accum ); player.c: ch->practice, ch->hit, ch->max_hit, player.c: IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? 'X' : ' ', player.c: ch->pcdata->pagerlen, xIS_SET(ch->act, PLR_AUTOEXIT) ? 'X' : ' '); player.c: ch->exp, ch->pcdata->condition[COND_BLOODTHIRST], 10 + ch->level, ch->pcdata->mkills, player.c: xIS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' '); player.c: else if (ch->class == CLASS_WARRIOR && ch->level2 == -1) player.c: ch->exp, ch->pcdata->mkills, xIS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' '); player.c: ch->exp, ch->mana, ch->max_mana, ch->pcdata->mkills, xIS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' '); player.c:ch->move, ch->max_move, ch->pcdata->mdeaths, xIS_SET(ch->act, PLR_AUTOSAC) ? 'X' : ' '); player.c:pager_printf_color(ch,"&CGold: &Y%s ",num_punct(ch->gold)); player.c:pager_printf_color(ch,"&CSilver: &Y%s ",num_punct(ch->silver)); player.c:pager_printf_color(ch,"&CCopper: &Y%s\n\r",num_punct(ch->copper)); player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0) player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0) player.c: if ( ch->position != POS_SLEEPING ) player.c: switch( ch->mental_state / 10 ) player.c: if ( ch->mental_state >45 ) player.c: if ( ch->mental_state >25 ) player.c: if ( ch->mental_state <-35 ) player.c: if ( ch->mental_state <-25 ) player.c: || (IS_NPC(ch) && ch->speaks == 0) ) player.c: if ( lang_array[iLang] & ch->speaking player.c: || (IS_NPC(ch) && !ch->speaking) ) player.c: if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' ) player.c: ch->pcdata->bestowments ); player.c: if ( ch->morph && ch->morph->morph ) player.c: ch->morph->morph->vnum, ch->morph->morph->short_desc, player.c: ch->morph->timer player.c: ch->morph->morph->short_desc ); player.c: ch->pcdata->pkills, ch->pcdata->illegal_pk, ch->pcdata->pdeaths ); player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type != CLAN_ORDER && ch->pcdata->clan->clan_type != CLAN_GUILD ) player.c: ch->pcdata->clan->name, ch->pcdata->clan->pkills[5], player.c: (ch->pcdata->clan->pkills[0]+ch->pcdata->clan->pkills[1]+ player.c: ch->pcdata->clan->pkills[2]+ch->pcdata->clan->pkills[3]+ player.c: ch->pcdata->clan->pkills[4]) ); player.c: ch->pcdata->clan->pdeaths[5], player.c: ( ch->pcdata->clan->pdeaths[0] + ch->pcdata->clan->pdeaths[1] + player.c: ch->pcdata->clan->pdeaths[2] + ch->pcdata->clan->pdeaths[3] + player.c: ch->pcdata->clan->pdeaths[4] ) ); player.c: if (ch->pcdata->deity) player.c: if (ch->pcdata->favor > 2250) player.c: else if (ch->pcdata->favor > 2000) player.c: else if (ch->pcdata->favor > 1750) player.c: else if (ch->pcdata->favor > 1500) player.c: else if (ch->pcdata->favor > 1250) player.c: else if (ch->pcdata->favor > 1000) player.c: else if (ch->pcdata->favor > 750) player.c: else if (ch->pcdata->favor > 250) player.c: else if (ch->pcdata->favor > -250) player.c: else if (ch->pcdata->favor > -750) player.c: else if (ch->pcdata->favor > -1000) player.c: else if (ch->pcdata->favor > -1250) player.c: else if (ch->pcdata->favor > -1500) player.c: else if (ch->pcdata->favor > -1750) player.c: else if (ch->pcdata->favor > -2000) player.c: else if (ch->pcdata->favor > -2250) player.c: pager_printf_color(ch, "&CDeity: &W%-20s &CFavor: &W%s&C\n\r", ch->pcdata->deity->name, buf ); player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_ORDER ) player.c: ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths); player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_GUILD ) player.c: ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths); player.c: if (ch->first_affect && !str_cmp( arg, "affects" ) ) player.c: for (paf = ch->first_affect; paf; paf = paf->next) player.c: if (ch->level < 20) player.c: if (ch->level >= 20) player.c: sprintf( extrabuf, "%s ", ch->pcdata->extraname ); player.c: sprintf( buf+strlen(buf), "%s%s%s\n\r", (ch->pcdata->extraname[0] != '\0') player.c: ? extrabuf : "", ch->name, ch->pcdata->title ); player.c: ch->level, get_race(ch), capitalize(get_class(ch)) ); player.c: if( ch->level2 != -1 ) player.c: ch->level2, capitalize(get_class2(ch)) ); player.c: get_curr_str(ch), ch->perm_str, get_curr_int(ch), ch->perm_int, player.c: get_curr_wis(ch), ch->perm_wis ); player.c: get_curr_dex(ch), ch->perm_dex, get_curr_con(ch), ch->perm_con, player.c: get_curr_cha(ch), ch->perm_cha ); player.c: get_curr_lck(ch), ch->perm_lck, ch->practice, ((ch->played + (current_time - ch->logon)) / 3600) ); player.c: in_comma(ch->exp) ); player.c: sprintf( buf+strlen(buf), "&W(&b%s TNL&W)&w\n\r", in_comma(exp_level(ch, ch->level+1) - ch->exp) ); player.c: if (ch->alignment > 900) player.c: else if (ch->alignment > 700) player.c: else if (ch->alignment > 350) player.c: else if (ch->alignment > 100) player.c: else if (ch->alignment > -100) player.c: else if (ch->alignment > -350) player.c: else if (ch->alignment > -700) player.c: else if (ch->alignment > -900) player.c: ch->alignment, extrabuf, GET_AC(ch) ); player.c: switch (ch->position) player.c: sprintf(buf+strlen(buf), "&CGold: &Y%s ",num_punct(ch->gold)); player.c: sprintf(buf+strlen(buf),"&CSilver: &Y%s ",num_punct(ch->silver)); player.c: sprintf(buf+strlen(buf),"&CCopper: &Y%s\n\r",num_punct(ch->copper)); player.c: sprintf( buf+strlen(buf), "&Y%s&w in the bank.\n\r\n\r", in_comma(ch->pcdata->balance) ); player.c: sprintf( buf+strlen(buf), "&rHitpoints&w: %-8d &rof&w %-8d\n\r", ch->hit, ch->max_hit ); player.c: sprintf( buf+strlen(buf), "&b Mana&w: %-8d &bof&w %-8d\n\r", ch->mana, ch->max_mana ); player.c: sprintf( buf+strlen(buf), "&O Move&w: %-8d &Oof&w %-8d\n\r\n\r", ch->move, ch->max_move ); player.c: if( ch->pcdata->area ) player.c: IS_SET( ch->pcdata->area->status, AREA_LOADED ) ? "is" : "is not" ); player.c: xIS_SET(ch->act, PLR_WIZINVIS) ? "are" : "are not" ); player.c: ch->pcdata->wizinvis ); player.c: if( ch->pcdata->bamfin[0] == '\0' ) player.c: sprintf( buf+strlen(buf), "&CBamfin &W:&w %s appears in a swirling mist.\n\r", ch->name ); player.c: sprintf( buf+strlen(buf), "&CBamfin &W:&w %s\n\r", ch->pcdata->bamfin ); player.c: if( ch->pcdata->bamfout[0] == '\0' ) player.c: sprintf( buf+strlen(buf), "&CBamfout&W:&w %s appears in a swirling mist.\n\r", ch->name ); player.c: sprintf( buf+strlen(buf), "&CBamfout&W:&w %s\n\r", ch->pcdata->bamfout ); player.c: ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum, player.c: ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum, player.c: ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum); player.c: xIS_SET(ch->act, PLR_WIZINVIS) ? "are" : "are not" ); player.c: ch->pcdata->wizinvis ); player.c: if( ch->pcdata->bamfin[0] == '\0' ) player.c: sprintf( buf+strlen(buf), "&CBamfin &W:&w %s appears in a swirling mist.\n\r", ch->name ); player.c: sprintf( buf+strlen(buf), "&CBamfin &W:&w %s\n\r", ch->pcdata->bamfin ); player.c: if( ch->pcdata->bamfout[0] == '\0' ) player.c: sprintf( buf+strlen(buf), "&CBamfout&W:&w %s appears in a swirling mist.\n\r", ch->name ); player.c: sprintf( buf+strlen(buf), "&CBamfout&W:&w %s\n\r", ch->pcdata->bamfout ); player.c: if ( ch->class < MAX_NPC_CLASS && ch->class >= 0) player.c: return ( npc_class[ch->class] ); player.c: if ( ch->class2 < MAX_NPC_CLASS && ch->class2 >= 0) player.c: return ( npc_class[ch->class2] ); player.c: if( ch->race < MAX_RACE && ch->race >= 0) player.c: return (race_table[ch->race]->race_name); player.c: if ( ch->race < MAX_NPC_RACE && ch->race >= 0) player.c: return ( npc_race[ch->race] ); player.c: ch->name, player.c: IS_NPC(ch) ? "" : ch->pcdata->title, player.c: ch->level, player.c: if ( get_trust( ch ) != ch->level ) player.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_MOBINVIS) ) player.c: ch->mobinvis); player.c: ch->hit, ch->max_hit, player.c: ch->pcdata->condition[COND_BLOODTHIRST], 10 + ch->level, player.c: ch->move, ch->max_move, player.c: ch->practice ); player.c: ch->hit, ch->max_hit, player.c: ch->mana, ch->max_mana, player.c: ch->move, ch->max_move, player.c: ch->practice ); player.c: ch->carry_number, can_carry_n(ch), player.c: ch->carry_weight, can_carry_w(ch) ); player.c: pager_printf(ch,"You have scored %s exp, and have ",num_punct(ch->exp)); player.c:pager_printf(ch,"%s gold, ", num_punct(ch->gold) ); player.c:pager_printf(ch,"%s silver, and ",num_punct(ch->silver)); player.c:pager_printf(ch,"%s copper coins.\n\r",num_punct(ch->copper)); player.c: ch->pcdata->quest_accum, ch->pcdata->quest_curr ); player.c: (!IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no", player.c: (!IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no", player.c: (!IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no", player.c: (!IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" ); player.c: pager_printf( ch, "Wimpy set to %d hit points.\n\r", ch->wimpy ); player.c: if ( ch->pcdata->condition[COND_DRUNK] > 10 ) player.c: if ( ch->pcdata->condition[COND_THIRST] == 0 ) player.c: if ( ch->pcdata->condition[COND_FULL] == 0 ) player.c: switch( ch->mental_state / 10 ) player.c: switch ( ch->position ) player.c: if ( ch->level >= 25 ) player.c: if ( ch->level >= 15 player.c: if ( ch->level >= 10 ) player.c: pager_printf( ch, "Alignment: %d. ", ch->alignment ); player.c: if ( ch->alignment > 900 ) send_to_pager( "angelic.\n\r", ch ); player.c: else if ( ch->alignment > 700 ) send_to_pager( "saintly.\n\r", ch ); player.c: else if ( ch->alignment > 350 ) send_to_pager( "good.\n\r", ch ); player.c: else if ( ch->alignment > 100 ) send_to_pager( "kind.\n\r", ch ); player.c: else if ( ch->alignment > -100 ) send_to_pager( "neutral.\n\r", ch ); player.c: else if ( ch->alignment > -350 ) send_to_pager( "mean.\n\r", ch ); player.c: else if ( ch->alignment > -700 ) send_to_pager( "evil.\n\r", ch ); player.c: else if ( ch->alignment > -900 ) send_to_pager( "demonic.\n\r", ch ); player.c: if ( ch->first_affect ) player.c: for ( paf = ch->first_affect; paf; paf = paf->next ) player.c: if ( ch->level >= 20 ) player.c: ch->pcdata->wizinvis, player.c: xIS_SET(ch->act, PLR_WIZINVIS) ? "ON" : "OFF" ); player.c: if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi ) player.c: pager_printf( ch, "Room Range: %d - %d\n\r", ch->pcdata->r_range_lo, player.c: ch->pcdata->r_range_hi ); player.c: if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi ) player.c: pager_printf( ch, "Obj Range : %d - %d\n\r", ch->pcdata->o_range_lo, player.c: ch->pcdata->o_range_hi ); player.c: if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi ) player.c: pager_printf( ch, "Mob Range : %d - %d\n\r", ch->pcdata->m_range_lo, player.c: ch->pcdata->m_range_hi ); player.c: if ( ch->level == 1 ) player.c: lowlvl = UMAX( 2, ch->level - 5 ); player.c: hilvl = URANGE( ch->level, ch->level + 5, MAX_LEVEL ); player.c: sprintf( buf, " exp (You have: %14s)", in_comma(ch->exp) ); player.c: sprintf( buf2," exp (To level: %14s)", in_comma(exp_level(ch, ch->level+1) - ch->exp) ); player.c: (x == ch->level) ? buf : (x == ch->level+1) ? buf2 : " exp" ); player.c: if ( !ch->pcdata->deity ) { player.c: if ( ch->pcdata->favor < ch->level*2 ) { player.c: pager_printf( ch, "%s appears in a vision, revealing that your remains... ", ch->pcdata->deity->name ); player.c: sprintf( buf, "the corpse of %s", ch->name ); player.c: ch->pcdata->favor -= ch->level*2; player.c: !xIS_EMPTY(ch->affected_by) ? affect_bit_name( &ch->affected_by ) : "nothing" ); player.c: if ( ch->level >= 20 ) player.c: if ( ch->resistant > 0 ) player.c: ch_printf_color( ch, "&C%s\n\r", flag_string(ch->resistant, ris_flags) ); player.c: if ( ch->immune > 0 ) player.c: ch_printf_color( ch, "&C%s\n\r", flag_string(ch->immune, ris_flags) ); player.c: if ( ch->susceptible > 0 ) player.c: ch_printf_color( ch, "&C%s\n\r", flag_string(ch->susceptible, ris_flags) ); player.c: if ( !ch->first_affect ) player.c: for (paf = ch->first_affect; paf; paf = paf->next) player.c: if ( ch->level >= 20 player.c: show_list_to_char( ch->first_carrying, ch, TRUE, TRUE ); player.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) player.c: if( (!IS_NPC(ch)) && (ch->race>0) && (ch->race<MAX_RACE)) player.c: send_to_char(race_table[ch->race]->where_name[iWear], ch); player.c: STRFREE( ch->pcdata->title ); player.c: ch->pcdata->title = STRALLOC( buf ); player.c: STRFREE( ch->pcdata->extraname ); player.c: ch->pcdata->extraname = STRALLOC( buf ); player.c: STRFREE( ch->pcdata->lastname ); player.c: ch->pcdata->lastname = STRALLOC( buf ); player.c: if ( ch->level < 5 ) player.c: if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE )) player.c: if ( ch->level < 5 ) player.c: if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE )) player.c: if ( ch->level < 5 ) player.c: if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE )) player.c: if ( ch->level < 5 ) player.c: if ( !ch->pcdata->homepage ) player.c: ch->pcdata->homepage = str_dup( "" ); player.c: show_tilde( ch->pcdata->homepage ) ); player.c: if ( ch->pcdata->homepage ) player.c: DISPOSE(ch->pcdata->homepage); player.c: ch->pcdata->homepage = str_dup(""); player.c: if ( ch->pcdata->homepage ) player.c: DISPOSE(ch->pcdata->homepage); player.c: ch->pcdata->homepage = str_dup(buf); player.c: if ( ch->level < 5 ) player.c: if ( !ch->pcdata->email ) player.c: ch->pcdata->email = str_dup( "" ); player.c: show_tilde( ch->pcdata->email ) ); player.c: if ( ch->pcdata->email ) player.c: DISPOSE(ch->pcdata->email); player.c: ch->pcdata->email = str_dup(""); player.c: if ( ch->pcdata->email ) player.c: DISPOSE(ch->pcdata->email); player.c: ch->pcdata->email = str_dup(buf); player.c: if ( !ch->desc ) player.c: switch( ch->substate ) player.c: ch->substate = SUB_PERSONAL_DESC; player.c: ch->dest_buf = ch; player.c: start_editing( ch, ch->description ); player.c: STRFREE( ch->description ); player.c: ch->description = copy_buffer( ch ); player.c: if ( ch->level < 5 ) player.c: if ( !ch->desc ) player.c: switch( ch->substate ) player.c: ch->substate = SUB_PERSONAL_BIO; player.c: ch->dest_buf = ch; player.c: start_editing( ch, ch->pcdata->bio ); player.c: STRFREE( ch->pcdata->bio ); player.c: ch->pcdata->bio = copy_buffer( ch ); player.c: ch->hit, ch->max_hit, ch->pcdata->condition[COND_BLOODTHIRST], player.c: 10 + ch->level, ch->move, ch->max_move, ch->exp ); player.c: ch->hit, ch->max_hit, ch->pcdata->condition[COND_BLOODTHIRST], player.c: 10 + ch->level, ch->move, ch->max_move, ch->exp ); player.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana, player.c: ch->move, ch->max_move, ch->exp ); player.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana, player.c: ch->move, ch->max_move, ch->exp ); player.c: ch->perm_str, ch->perm_wis, ch->perm_int, ch->perm_dex, player.c: ch->perm_con, ch->perm_cha, ch->perm_lck ); player.c: ch->perm_str, ch->perm_wis, ch->perm_int, ch->perm_dex, player.c: ch->perm_con, ch->perm_cha, ch->perm_lck ); player.c: ch->hit, ch->max_hit, ch->pcdata->condition[COND_BLOODTHIRST], player.c: 10 + ch->level, ch->move, ch->max_move, ch->exp ); player.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana, player.c: ch->move, ch->max_move, ch->exp ); player.c: ch->perm_str, ch->perm_wis, ch->perm_int, ch->perm_dex, player.c: ch->perm_con, ch->perm_cha, ch->perm_lck ); player.c: if ( IS_NPC( ch ) && ch->fighting ) player.c: ch->hit, ch->max_hit, player.c: ch->pcdata->condition[COND_BLOODTHIRST], 10 + ch->level, player.c: ch->move, ch->max_move, player.c: ch->exp ); player.c: ch->hit, ch->max_hit, player.c: ch->mana, ch->max_mana, player.c: ch->move, ch->max_move, player.c: ch->exp ); player.c: ch->hit, ch->max_hit, player.c: ch->pcdata->condition[COND_BLOODTHIRST], 10 + ch->level, player.c: ch->move, ch->max_move, player.c: ch->exp ); player.c: ch->hit, ch->max_hit, player.c: ch->mana, ch->max_mana, player.c: ch->move, ch->max_move, player.c: ch->exp ); player.c: ch_printf( ch, "%s\n\r", !str_cmp( ch->pcdata->fprompt, "" ) ? "(default prompt)" player.c: : ch->pcdata->fprompt ); player.c: ch_printf( ch, "%s\n\r", !str_cmp( ch->pcdata->fprompt, "" ) ? "(default prompt)" player.c: : ch->pcdata->fprompt ); player.c: if (ch->pcdata->fprompt) player.c: STRFREE(ch->pcdata->fprompt); player.c: ch->pcdata->fprompt = STRALLOC(""); player.c: ch->pcdata->fprompt = STRALLOC(argument); player.c: ch_printf( ch, "%s\n\r", !str_cmp( ch->pcdata->prompt, "" ) ? "(default prompt)" player.c: : ch->pcdata->prompt ); player.c: ch_printf( ch, "%s\n\r", !str_cmp( ch->pcdata->prompt, "" ) ? "(default prompt)" player.c: : ch->pcdata->prompt ); player.c: if (ch->pcdata->prompt) player.c: STRFREE(ch->pcdata->prompt); player.c: ch->pcdata->prompt = STRALLOC(""); player.c: ch->pcdata->prompt = STRALLOC(argument); player.c: for( tmp = ch->in_room->first_person ; tmp ; tmp = tmp->next_in_room ) player.c: int max = (class_table[ch->class]->attr_prime == APPLY_STR) ? player.c: if( ch->practice - 10 < 0 ) player.c: ch->name ); player.c: if( ch->perm_str + 1 > max ) player.c: ch->name ); player.c: ch->perm_str++; player.c: ch->practice -= 10; player.c: sprintf( buf, "%s Enjoy!", ch->name ); player.c: int max = (class_table[ch->class]->attr_prime == APPLY_INT) ? player.c: if( ch->practice - 10 < 0 ) player.c: ch->name ); player.c: if( ch->perm_int + 1 > max ) player.c: ch->name ); player.c: ch->perm_int++; player.c: ch->practice -= 10; player.c: sprintf( buf, "%s Enjoy!", ch->name ); player.c: int max = (class_table[ch->class]->attr_prime == APPLY_WIS) ? player.c: if( ch->practice - 10 < 0 ) player.c: ch->name ); player.c: if( ch->perm_wis + 1 > max ) player.c: ch->name ); player.c: ch->perm_wis++; player.c: ch->practice -= 10; player.c: sprintf( buf, "%s Enjoy!", ch->name ); player.c: int max = (class_table[ch->class]->attr_prime == APPLY_DEX) ? player.c: if( ch->practice - 10 < 0 ) player.c: ch->name ); player.c: if( ch->perm_dex + 1 > max ) player.c: ch->name ); player.c: ch->perm_dex++; player.c: ch->practice -= 10; player.c: sprintf( buf, "%s Enjoy!", ch->name ); player.c: int max = (class_table[ch->class]->attr_prime == APPLY_CON) ? player.c: if( ch->practice - 10 < 0 ) player.c: ch->name ); player.c: if( ch->perm_con + 1 > max ) player.c: ch->name ); player.c: ch->perm_con++; player.c: ch->practice -= 10; player.c: sprintf( buf, "%s Enjoy!", ch->name ); player.c: int max = (class_table[ch->class]->attr_prime == APPLY_CHA) ? player.c: if( ch->practice - 10 < 0 ) player.c: ch->name ); player.c: if( ch->perm_cha + 1 > max ) player.c: ch->name ); player.c: ch->perm_cha++; player.c: ch->practice -= 10; player.c: sprintf( buf, "%s Enjoy!", ch->name ); player.c: int max = (class_table[ch->class]->attr_prime == APPLY_LCK) ? player.c: if( ch->practice - 10 < 0 ) player.c: ch->name ); player.c: if( ch->perm_lck + 1 > max ) player.c: ch->name ); player.c: ch->perm_lck++; player.c: ch->practice -= 10; player.c: sprintf( buf, "%s Enjoy!", ch->name ); player.c: if( ch->practice - 10 < 0 ) player.c: ch->name ); player.c: ch->max_hit += 5; player.c: ch->practice -= 10; player.c: sprintf( buf, "%s Enjoy!", ch->name ); player.c: if( ch->practice - 10 < 0 ) player.c: ch->name ); player.c: ch->max_mana += 5; player.c: ch->practice -= 10; player.c: sprintf( buf, "%s Enjoy!", ch->name ); player.c: if( ch->practice - 10 < 0 ) player.c: ch->name ); player.c: ch->max_move += 5; player.c: ch->practice -= 10; player.c: sprintf( buf, "%s Enjoy!", ch->name ); player.c: int gold = ch->gold; player.c: // int mgold = (ch->level * 2000000); player.c: // int mgold = (ch->level * 100000); player.c: int tax = (ch->gold * .05); player.c: ch->level, mgold ); player.c: tax, ch->gold ); player.c: (ch->gold - tax)); player.c: ch->gold -= tax; player.c: int banktax = ch->pcdata->balance * .05; player.c: int balanceamount = ch->pcdata->balance; player.c: ch->pcdata->balance = balanceamount; player.c: for ( undertaker = ch->in_room->first_person; undertaker; undertaker = undertaker->next_in_room ) player.c: cost = 20 * ch->level; player.c: if (cost > ch->gold ) player.c: strcpy( buf, ch->name ); player.c: obj_to_room( outer_obj, ch->in_room ); player.c: ch->gold -= cost; polymorph.c: if (!ch->desc) polymorph.c: switch( ch->substate ) polymorph.c: if ( !ch->dest_buf ) polymorph.c: bug( "do_morphset: sub_morph_desc: NULL ch->dest_buf", 0 ); polymorph.c: ch->substate = SUB_NONE; polymorph.c: morph = ch->dest_buf; polymorph.c: ch->substate = ch->tempnum; polymorph.c: if ( ch->substate == SUB_REPEATCMD ) polymorph.c: ch->dest_buf = morph; polymorph.c: if ( !ch->dest_buf ) polymorph.c: bug( "do_morphset: sub_morph_help: NULL ch->dest_buf", 0 ); polymorph.c: ch->substate = SUB_NONE; polymorph.c: morph = ch->dest_buf; polymorph.c: ch->substate = ch->tempnum; polymorph.c: if ( ch->substate == SUB_REPEATCMD ) polymorph.c: ch->dest_buf = morph; polymorph.c: if ( ch->substate == SUB_REPEATCMD ) polymorph.c: morph = ch->dest_buf; polymorph.c: ch->substate = SUB_NONE; polymorph.c: ch->dest_buf = NULL; polymorph.c: if (ch->pcdata && ch->pcdata->subprompt) { polymorph.c: STRFREE (ch->pcdata->subprompt); polymorph.c: ch->pcdata->subprompt = NULL; polymorph.c: if ( ch->substate != SUB_REPEATCMD && arg1[0] != '\0' && polymorph.c: if (arg1[0] == '\0' || (arg2[0] == '\0' && ch->substate != SUB_REPEATCMD) polymorph.c: if (ch->substate == SUB_REPEATCMD) polymorph.c: ch->substate = SUB_REPEATCMD; polymorph.c: ch->dest_buf = morph; polymorph.c: if (ch->pcdata) polymorph.c: if (ch->pcdata->subprompt) { polymorph.c: STRFREE (ch->pcdata->subprompt); polymorph.c: ch->pcdata->subprompt = NULL; polymorph.c: ch->pcdata->subprompt = STRALLOC (buf); polymorph.c: if ( ch->substate == SUB_REPEATCMD ) polymorph.c: ch->tempnum = SUB_REPEATCMD; polymorph.c: ch->tempnum = SUB_NONE; polymorph.c: ch->substate = SUB_MORPH_DESC; polymorph.c: ch->dest_buf = morph; polymorph.c: if ( ch->substate == SUB_REPEATCMD ) polymorph.c: ch->tempnum = SUB_REPEATCMD; polymorph.c: ch->tempnum = SUB_NONE; polymorph.c: ch->substate = SUB_MORPH_HELP; polymorph.c: ch->dest_buf = morph; polymorph.c: else if ( ch->substate == SUB_REPEATCMD ) polymorph.c: ch->substate = SUB_RESTRICTED; polymorph.c: ch->substate = SUB_REPEATCMD; polymorph.c: ch->last_cmd = do_morphset; polymorph.c: if ( ch->morph ) polymorph.c: if ( ch->hit < morph->hpused ) polymorph.c: ch->hit -= morph->hpused; polymorph.c: if ( ch->move < morph->moveused ) polymorph.c: ch->move -= morph->moveused; polymorph.c: if ( ch->mana < morph->manaused ) polymorph.c: ch->mana -= morph->manaused; polymorph.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] < morph->bloodused ) polymorph.c: ch->pcdata->condition[COND_BLOODTHIRST]-= morph->bloodused; polymorph.c: if ( IS_NPC(ch) || !ch->pcdata->deity || polymorph.c: ch->pcdata->favor < morph->favourused ) polymorph.c: ch->pcdata->favor -= morph->favourused; polymorph.c: if ( ch->pcdata->favor < ch->pcdata->deity->susceptnum ) polymorph.c: SET_BIT( ch->susceptible, ch->pcdata->deity->suscept ); polymorph.c: if ( !IS_NPC(ch) && ch->pcdata->quest_curr < morph->gloryused ) polymorph.c: ch->pcdata->quest_curr -= morph->gloryused; polymorph.c: if ( !ch->morph ) polymorph.c: temp = ch->morph->morph; polymorph.c: if ( ch->level < morph->level ) polymorph.c: if ( morph->sex != -1 && morph->sex != ch->sex ) polymorph.c: if ( morph->class != 0 && !IS_SET( morph->class, (1 << ch->class) ) ) polymorph.c: if ( morph->race != 0 && IS_SET( morph->race, (1 << ch->race ) ) ) polymorph.c: if ( morph->deity && ( !ch->pcdata->deity || !get_deity ( morph->deity ) ) ) polymorph.c: if ( ch->morph ) polymorph.c: ch->armor += morph->ac; polymorph.c: ch->mod_str += morph->str; polymorph.c: ch->mod_int += morph->inte; polymorph.c: ch->mod_wis += morph->wis; polymorph.c: ch->mod_dex += morph->dex; polymorph.c: ch->mod_cha += morph->cha; polymorph.c: ch->mod_lck += morph->lck; polymorph.c: ch->saving_breath += morph->saving_breath; polymorph.c: ch->saving_para_petri += morph->saving_para_petri; polymorph.c: ch->saving_poison_death += morph->saving_poison_death; polymorph.c: ch->saving_spell_staff += morph->saving_spell_staff; polymorph.c: ch->saving_wand += morph->saving_wand; polymorph.c: ch->hitroll += ch_morph->hitroll; polymorph.c: ch->damroll += ch_morph->damroll; polymorph.c: if ( (ch->hit + ch_morph->hit ) > 32700 ) polymorph.c: ch_morph->hit = (32700 - ch->hit); polymorph.c: ch->hit += ch_morph->hit; polymorph.c: if ( (ch->move + ch_morph->move ) > 32700 ) polymorph.c: ch_morph->move = (32700 - ch->move); polymorph.c: ch->move += ch_morph->move; polymorph.c: ch->pcdata->condition[COND_BLOODTHIRST] += ch_morph->blood; polymorph.c: if ( (ch->mana + ch_morph->mana ) > 32700 ) polymorph.c: ch_morph->mana = (32700 - ch->mana); polymorph.c: ch->mana += ch_morph->mana; polymorph.c: xSET_BITS ( ch->affected_by, morph->affected_by ); polymorph.c: SET_BIT ( ch->immune, morph->immune ); polymorph.c: SET_BIT ( ch->resistant, morph->resistant ); polymorph.c: SET_BIT ( ch->susceptible, morph->suscept ); polymorph.c: xREMOVE_BITS ( ch->affected_by, morph->no_affected_by ); polymorph.c: REMOVE_BIT ( ch->immune, morph->no_immune ); polymorph.c: REMOVE_BIT ( ch->resistant, morph->no_resistant ); polymorph.c: REMOVE_BIT ( ch->susceptible, morph->no_suscept ); polymorph.c: ch->morph = ch_morph; polymorph.c: if ( (morph = ch->morph) == NULL ) polymorph.c: ch->armor -= morph->ac; polymorph.c: ch->mod_str -= morph->str; polymorph.c: ch->mod_int -= morph->inte; polymorph.c: ch->mod_wis -= morph->wis; polymorph.c: ch->mod_dex -= morph->dex; polymorph.c: ch->mod_cha -= morph->cha; polymorph.c: ch->mod_lck -= morph->lck; polymorph.c: ch->saving_breath -= morph->saving_breath; polymorph.c: ch->saving_para_petri -= morph->saving_para_petri; polymorph.c: ch->saving_poison_death -= morph->saving_poison_death; polymorph.c: ch->saving_spell_staff -= morph->saving_spell_staff; polymorph.c: ch->saving_wand -= morph->saving_wand; polymorph.c: ch->hitroll -= morph->hitroll; polymorph.c: ch->damroll -= morph->damroll; polymorph.c: ch->hit -= morph->hit; polymorph.c: ch->move -= morph->move; polymorph.c: ch->pcdata->condition[COND_BLOODTHIRST]-=morph->blood; polymorph.c: ch->mana -= morph->mana; polymorph.c: xREMOVE_BITS( ch->affected_by, morph->affected_by ); polymorph.c: REMOVE_BIT ( ch->immune, morph->immune ); polymorph.c: REMOVE_BIT ( ch->resistant, morph->resistant ); polymorph.c: REMOVE_BIT ( ch->susceptible, morph->suscept ); polymorph.c: free_char_morph ( ch->morph ); polymorph.c: ch->morph = NULL; polymorph.c: if ( ch->morph == NULL ) polymorph.c: morph = ch->morph; polymorph.c: ch->morph = morph; polymorph.c: for (vch = first_char; vch; vch = vch->next ) polymorph.c: if ( vch->morph == NULL || vch->morph->morph == NULL || polymorph.c: vch->morph->morph != morph ) quest.c: if (xIS_SET(ch->act, PLR_QUESTOR)) quest.c: if (ch->questmob == -1 && ch->questgiver->short_descr != NULL) quest.c: sprintf(buf, "Your quest is ALMOST complete!\n\rGet back to %s before your time runs out!\n\r",ch->questgiver->short_descr); quest.c: else if (ch->questobj > 0) quest.c: questinfoobj = get_obj_index(ch->questobj); quest.c: else if (ch->questmob > 0) quest.c: questinfo = get_mob_index(ch->questmob); quest.c: sprintf(buf, "You have %d quest points.\n\r",ch->pcdata->quest_curr); quest.c: if (!xIS_SET(ch->act, PLR_QUESTOR)) quest.c: if (ch->nextquest > 350) { quest.c: ch->nextquest = 0; } quest.c: if (ch->nextquest > 1) quest.c: sprintf(buf, "There are %d minutes remaining until you can go on another quest.\n\r",ch->nextquest); quest.c: else if (ch->nextquest == 1) quest.c: else if (ch->countdown > 0) quest.c: sprintf(buf, "Time left for current quest: %d\n\r",ch->countdown); quest.c: for ( questman = ch->in_room->first_person; questman != NULL; questman = questman->next_in_room ) quest.c: ch->questgiver = questman; quest.c: bug("Error loading quest objects. Char: ", ch->name); quest.c: if (ch->pcdata->quest_curr >= QUEST_VALUE1) quest.c: ch->pcdata->quest_curr -= QUEST_VALUE1; quest.c: obj = create_object(get_obj_index(QUEST_ITEM1),ch->level); quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); quest.c: if (ch->pcdata->quest_curr >= QUEST_VALUE2) quest.c: ch->pcdata->quest_curr -= QUEST_VALUE2; quest.c: obj = create_object(get_obj_index(QUEST_ITEM2),ch->level); quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); quest.c: if (ch->pcdata->quest_curr >= QUEST_VALUE3) quest.c: ch->pcdata->quest_curr -= QUEST_VALUE3; quest.c: obj = create_object(get_obj_index(QUEST_ITEM3),ch->level); quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); quest.c: if (ch->pcdata->quest_curr >= QUEST_VALUE4) quest.c: ch->pcdata->quest_curr -= QUEST_VALUE4; quest.c: obj = create_object(get_obj_index(QUEST_ITEM4),ch->level); quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); quest.c: if (ch->pcdata->quest_curr >= QUEST_VALUE5) quest.c: ch->pcdata->quest_curr -= QUEST_VALUE5; quest.c: obj = create_object(get_obj_index(QUEST_ITEM5),ch->level); quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); quest.c: if (ch->pcdata->quest_curr >= 500) quest.c: ch->pcdata->quest_curr -= 500; quest.c: ch->practice += 30; quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); quest.c: if (ch->pcdata->quest_curr >= 500) quest.c: ch->pcdata->quest_curr -= 500; quest.c: ch->gold += 100; quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name); quest.c: sprintf(buf, "I don't have that item, %s.",ch->name); quest.c: if (ch->nextquest > 0 && !(ch->level >= LEVEL_IMMORTAL)) quest.c: sprintf( buf, "You're not on a quest %s.", ch->name ); quest.c: if (xIS_SET(ch->act, PLR_QUESTOR)) quest.c: xREMOVE_BIT(ch->act, PLR_QUESTOR); quest.c: ch->questgiver = NULL; quest.c: ch->countdown = 0; quest.c: ch->questmob = 0; quest.c: ch->questobj = 0; quest.c: if (ch->level >= LEVEL_IMMORTAL) quest.c: ch->nextquest = 0; quest.c: ch->nextquest = 30; quest.c: sprintf( buf, "Very well %s, we can't all be heroes.", ch->name ); quest.c: if (xIS_SET(ch->act, PLR_QUESTOR)) quest.c: if (ch->nextquest > 350) { quest.c: ch->nextquest = 0; } quest.c: if (ch->nextquest > 0) quest.c: sprintf(buf, "You're very brave, %s, but let someone else have a chance.",ch->name); quest.c: sprintf(buf, "Please come back in about %d minutes.", ch->nextquest); quest.c: sprintf(buf, "Thank you, brave %s!",ch->name); quest.c: if (ch->questmob > 0 || ch->questobj > 0) quest.c: ch->countdown = number_range(10,30); quest.c: xSET_BIT(ch->act, PLR_QUESTOR); quest.c: sprintf(buf, "You have %d minutes to complete this quest.",ch->countdown); quest.c: if (ch->questgiver != questman) quest.c: if (xIS_SET(ch->act, PLR_QUESTOR)) quest.c: if (ch->questmob == -1 && ch->countdown > 0) quest.c: ch->practice += pracreward; quest.c: xREMOVE_BIT(ch->act, PLR_QUESTOR); quest.c: ch->questgiver = NULL; quest.c: ch->countdown = 0; quest.c: ch->questmob = 0; quest.c: ch->questobj = 0; quest.c: ch->nextquest = 30; quest.c: ch->gold += reward; quest.c: ch->pcdata->quest_curr += pointreward; quest.c: ch->pcdata->quest_accum += pointreward; quest.c: else if (ch->questobj > 0 && ch->countdown > 0) quest.c: for (obj = ch->first_carrying; obj != NULL; obj = obj_next) quest.c: if (obj != NULL && obj->pIndexData->vnum == ch->questobj) quest.c: ch->practice += pracreward; quest.c: xREMOVE_BIT(ch->act, PLR_QUESTOR); quest.c: ch->questgiver = NULL; quest.c: ch->countdown = 0; quest.c: ch->questmob = 0; quest.c: ch->questobj = 0; quest.c: ch->nextquest = 30; quest.c: ch->gold += reward; quest.c: ch->pcdata->quest_curr += pointreward; quest.c: ch->pcdata->quest_accum += pointreward; quest.c: else if ((ch->questmob > 0 || ch->questobj > 0) && ch->countdown > 0) quest.c: if (ch->nextquest > 0) quest.c: else sprintf(buf, "You have to REQUEST a quest first, %s.",ch->name); quest.c: while (ch->nextquest > 350 && ch->nextquest < 356) quest.c: if (ch->nextquest == 355) quest.c: ch->nextquest = 400; quest.c: ch->nextquest++; quest.c: level_diff = vsearch->level - ch->level; quest.c: || (ch->level > 30 && ch->level < 40 && vsearch->level > 30 && vsearch->level < 50) quest.c: || (ch->level > 40 && ch->level < 50 && vsearch->level > 40 && vsearch->level < 60) quest.c: || (ch->level > 50 && ch->level < 60 && vsearch->level > 50 && vsearch->level < 70) quest.c: || (ch->level > 60 && ch->level < 70 && vsearch->level > 60 && vsearch->level < 80) quest.c: || (ch->level > 70 && ch->level < 80 && vsearch->level > 70 && vsearch->level < 90) quest.c: || (ch->level > 80 && ch->level < 90 && vsearch->level > 80 && vsearch->level < 100) quest.c: || (ch->level > 90 && vsearch->level > 90)) quest.c: && vsearch->pShop == NULL quest.c: && vsearch->rShop == NULL quest.c: && !xIS_SET(vsearch->act,ACT_TRAIN) quest.c: && !xIS_SET(vsearch->act,ACT_PRACTICE) quest.c: && !xIS_SET(vsearch->act,ACT_IMMORTAL) quest.c: && !xIS_SET(vsearch->act,ACT_NOQUEST) quest.c: && !xIS_SET(vsearch->act,ACT_PACIFIST)) break; quest.c: if ( vsearch == NULL || ( victim = get_char_world( ch, vsearch->player_name ) ) == NULL || !IS_NPC(victim)) quest.c: if ((ch->nextquest > 350 && ch->nextquest < 356) || ch->nextquest == 0); quest.c: if (ch->nextquest == 0) quest.c: ch->nextquest = 351; quest.c: if (ch->nextquest == 400) quest.c: ch->nextquest = 5; quest.c: ch->nextquest = 5; quest.c: questitem = create_object( get_obj_index(objvnum), ch->level ); quest.c: ch->questobj = questitem->pIndexData->vnum; quest.c: ch->nextquest = 0; quest.c: ch->nextquest = 0; quest.c: ch->questmob = victim->pIndexData->vnum; quest.c: ch_next = ch->next; quest.c: if (ch->nextquest > 0) quest.c: ch->nextquest--; quest.c: if (ch->nextquest == 0) quest.c: else if (xIS_SET(ch->act,PLR_QUESTOR)) quest.c: if (--ch->countdown <= 0) quest.c: ch->nextquest = 30; quest.c: sprintf(buf, "You have run out of time for your quest!\n\rYou may quest again in %d minutes.\n\r",ch->nextquest); quest.c: xREMOVE_BIT(ch->act, PLR_QUESTOR); quest.c: ch->questgiver = NULL; quest.c: ch->countdown = 0; quest.c: ch->questmob = 0; quest.c: if (ch->countdown > 0 && ch->countdown < 6) redit.c: if ( IS_NPC(ch) || !ch->desc ) redit.c: room = ch->in_room; redit.c: d = ch->desc; redit.c: if ( !ch->pcdata || !( pArea = ch->pcdata->area ) ) redit.c: copy->area = (ch->pcdata->area) ? ch->pcdata->area : orig->area; redit.c: ROOM_INDEX_DATA *room = ch->dest_buf; redit.c: EXTRA_DESCR_DATA *ed = ch->spare_ptr; redit.c: switch( ch->substate ) redit.c: if ( !ch->dest_buf ) redit.c: bug( "do_redit_reset: sub_obj_extra: NULL ch->dest_buf", 0 ); redit.c: ch->substate = SUB_NONE; redit.c: ch->desc->connected = CON_PLAYING; redit.c: ch->dest_buf = room; redit.c: ch->desc->connected = CON_REDIT; redit.c: ch->substate = SUB_NONE; redit.c: olc_log( ch->desc, "Edited room description" ); redit.c: redit_disp_menu( ch->desc ); redit.c: ch->dest_buf = room; redit.c: ch->spare_ptr = ed; redit.c: ch->substate = SUB_NONE; redit.c: ch->desc->connected = CON_REDIT; redit.c: oedit_disp_extra_choice( ch->desc ); redit.c: OLC_MODE(ch->desc) = REDIT_EXTRADESC_CHOICE; redit.c: olc_log( ch->desc, "Edit description for exdesc %s", ed->keyword ); remort.c: if( IS_SET( race_table[ch->race]->class_restriction, 1 << x ) ) remort.c: if( x != ch->class && str_cmp( class_table[x]->who_name, "Dragon" )) remort.c: if( ch->level < LEVEL_PCAVATAR ) remort.c: if( ch->level2 != -1 ) remort.c: if( IS_SET( race_table[ch->race]->class_restriction, 1 << x ) ) remort.c: if( ch->class == x ) remort.c: ch->level2 = ch->level; remort.c: ch->level = 1; remort.c: ch->class2 = ch->class; remort.c: ch->class = x; remort.c: ch->max_hit = 20; remort.c: ch->hit = ch->max_hit + race_table[ch->race]->hit; remort.c: ch->max_mana = 100; remort.c: ch->mana = ch->max_mana + race_table[ch->race]->mana; remort.c: ch->max_move = 100; remort.c: ch->move = ch->max_move; remort.c: ch->exp = 0; remort.c: DISPOSE( ch->pcdata->rank ); remort.c: ch->pcdata->rank = str_dup( "" ); remort.c: race_table[ch->race]->race_name, class_table[x]->who_name ); remort.c: sprintf( buf, "%s has just remorted!", ch->name ); reset.c: * pRoom->people, rch->carrying, obj->contains, and pArea->reset_first .. reset.c: pRoom = ch->in_room; reset.c: char *nm = (ch->substate == SUB_REPEATCMD ? "" : (aRoom ? "rreset " reset.c: ch->substate = SUB_REPEATCMD; reset.c: ch->dest_buf = (aRoom ? (void *)aRoom : (void *)pArea); reset.c: vnum = (aRoom ? aRoom->vnum : ch->in_room->vnum); reset.c: pRoom = ch->in_room; reset.c: pRoom = ch->in_room; reset.c: if ( ch->substate == SUB_REPEATCMD ) reset.c: ch->substate = SUB_NONE; reset.c: ch->substate = SUB_REPEATCMD; reset.c: ch->last_cmd = (aRoom ? do_rreset : do_reset); reset.c: if ( ch->substate == SUB_REPEATCMD ) reset.c: pArea = ch->dest_buf; reset.c: if ( pArea && pArea != ch->pcdata->area && pArea != ch->in_room->area ) reset.c: ch->name); /* why was this cast to an int? */ reset.c: ch->substate = SUB_NONE; reset.c: ch->dest_buf = NULL; reset.c: ch->substate = SUB_NONE; reset.c: ch->dest_buf = NULL; reset.c: pArea = ch->pcdata->area; reset.c: pArea = ch->in_room->area; reset.c: pArea = ch->pcdata->area; reset.c: if ( ch->substate == SUB_REPEATCMD ) reset.c: pRoom = ch->dest_buf; reset.c: bug("do_rreset: %s's dest_buf points to invalid room", (int)ch->name); reset.c: ch->substate = SUB_NONE; reset.c: ch->dest_buf = NULL; reset.c: pRoom = ch->in_room; reset.c: for ( rch = pRoom->first_person; rch; rch = rch->next_in_room ) reset.c: add_reset( pArea, 'M', 1, rch->pIndexData->vnum, rch->pIndexData->count, reset.c: for ( obj = rch->first_carrying; obj; obj = obj->next_content ) reset.c: if ( IS_NPC(ch) || get_trust(ch) < LEVEL_SAVIOR || !ch->pcdata || reset.c: !ch->pcdata->area ) reset.c: pArea = ch->pcdata->area; reset.c: if ( IS_NPC(ch) || get_trust(ch) < LEVEL_SAVIOR || !ch->pcdata || reset.c: !ch->pcdata->area ) reset.c: pArea = ch->pcdata->area; save.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) save.c: ch->name, MAX_LAYERS, obj->wear_loc, obj->name ); save.c: sprintf( buf, "%s had on %s: ch->level = %d obj->level = %d", save.c: ch->name, obj->name, save.c: ch->level, obj->level ); save.c: if ( IS_NPC(ch) || (ch->level < 2 && ch->level2 == -1) ) save.c: if ( ch->desc && ch->desc->original ) save.c: ch = ch->desc->original; save.c: ch->save_time = current_time; save.c: sprintf( strsave, "%s%c/%s",PLAYER_DIR,tolower(ch->pcdata->filename[0]), save.c: capitalize( ch->pcdata->filename ) ); save.c: sprintf( strback,"%s%c/%s",BACKUP_DIR,tolower(ch->pcdata->filename[0]), save.c: capitalize( ch->pcdata->filename ) ); save.c: if ( ch->level >= LEVEL_IMMORTAL ) save.c: sprintf( strback, "%s%s", GOD_DIR, capitalize( ch->pcdata->filename ) ); save.c: fprintf( fp, "Level %d\n", ch->level ); save.c: fprintf( fp, "Pcflags %d\n", ch->pcdata->flags ); save.c: if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi ) save.c: fprintf( fp, "RoomRange %d %d\n", ch->pcdata->r_range_lo, save.c: ch->pcdata->r_range_hi ); save.c: if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi ) save.c: fprintf( fp, "ObjRange %d %d\n", ch->pcdata->o_range_lo, save.c: ch->pcdata->o_range_hi ); save.c: if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi ) save.c: fprintf( fp, "MobRange %d %d\n", ch->pcdata->m_range_lo, save.c: ch->pcdata->m_range_hi ); save.c: if( ch->level > 103 && ch->level != 110 ) save.c: sprintf( strback, "%s%s.immlist", GOD_DIR, capitalize( ch->pcdata->filename ) ); save.c: fprintf( fp, "Name %s~\n", ch->name ); save.c: fprintf( fp, "Level %d\n", ch->level ); save.c: if( ch->pcdata->lastname && ch->pcdata->lastname[0] != '\0' ) save.c: fprintf( fp, "Lastname %s~\n", ch->pcdata->lastname ); save.c: if( ch->pcdata->email && ch->pcdata->email[0] != '\0' ) save.c: fprintf( fp, "Email %s~\n", ch->pcdata->email ); save.c: if ( ch->morph ) save.c: if ( ch->first_carrying ) save.c: fwrite_obj( ch, ch->last_carrying, fp, 0, OS_CARRY ); save.c: if ( !IS_NPC( ch ) && ch->pcdata->first_alias ) save.c: fwrite_alias( ch, ch->pcdata->first_alias, fp ); save.c: if ( sysdata.save_pets && ch->pcdata->pet ) save.c: fwrite_mobile( fp, ch->pcdata->pet ); save.c: if ( ch->comments ) /* comments */ save.c: fprintf( fp, "Name %s~\n", ch->name ); save.c: if ( ch->description ) save.c: fprintf( fp, "Description %s~\n", ch->description ); save.c: fprintf( fp, "Sex %d\n", ch->sex ); save.c: fprintf( fp, "HairColor %s~\n", ch->pcdata->hair_color ); save.c: fprintf( fp, "HairLength %s~\n", ch->pcdata->hair_length ); save.c: fprintf( fp, "EyeColor %s~\n", ch->pcdata->eye_color ); save.c: fprintf( fp, "SkinTone %s~\n", ch->pcdata->skin_tone ); save.c: fprintf( fp, "CHBuild %s~\n", ch->pcdata->ch_build ); save.c: fprintf( fp, "CHHeight %s~\n", ch->pcdata->ch_height ); save.c: fprintf( fp, "Class %d\n", ch->class ); save.c: fprintf( fp, "Class2 %d\n", ch->class2 ); save.c: fprintf( fp, "Race %d\n", ch->race ); save.c: fprintf( fp, "Languages %d %d\n", ch->speaks, ch->speaking ); save.c: fprintf( fp, "Level %d\n", ch->level ); save.c: fprintf( fp, "Level2 %d\n", ch->level2 ); 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 ) save.c: ? ch->was_in_room->vnum save.c: : ch->in_room->vnum ); save.c: if (ch->nextquest != 0) save.c: fprintf( fp, "QuestNext %d\n", ch->nextquest ); save.c: else if (ch->countdown != 0) save.c: ch->pcdata->memorize[0], save.c: ch->pcdata->memorize[1], save.c: ch->pcdata->memorize[2], save.c: ch->pcdata->memorize[3], save.c: ch->pcdata->memorize[4], save.c: ch->pcdata->memorize[5], save.c: ch->pcdata->memorize[6], save.c: ch->pcdata->memorize[7] ); save.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move ); save.c: fprintf( fp, "Gold %d\n", ch->gold ); save.c: fprintf( fp, "Silver %d\n", ch->silver ); save.c: fprintf( fp, "Copper %d\n", ch->copper ); save.c: fprintf( fp, "Exp %d\n", ch->exp ); save.c: fprintf( fp, "Exp2 %d\n", ch->exp2 ); save.c: fprintf( fp, "Smites %d\n", ch->pcdata->smites ); save.c: fprintf( fp, "Smited %d\n", ch->pcdata->smited ); save.c: fprintf( fp, "Height %d\n", ch->height ); save.c: fprintf( fp, "Weight %d\n", ch->weight ); save.c: if ( !xIS_EMPTY(ch->act) ) save.c: fprintf( fp, "Act %s\n", print_bitvector(&ch->act) ); save.c: if ( !xIS_EMPTY(ch->affected_by) ) save.c: fprintf( fp, "AffectedBy %s\n", print_bitvector(&ch->affected_by) ); save.c: if ( !xIS_EMPTY(ch->no_affected_by) ) save.c: fprintf( fp, "NoAffectedBy %s\n", print_bitvector(&ch->no_affected_by) ); save.c: pos = ch->position; save.c: fprintf( fp, "Style %d\n", ch->style); save.c: fprintf( fp, "Practice %d\n", ch->practice ); save.c: ch->saving_poison_death, save.c: ch->saving_wand, save.c: ch->saving_para_petri, save.c: ch->saving_breath, save.c: ch->saving_spell_staff ); save.c: fprintf( fp, "Alignment %d\n", ch->alignment ); save.c: fprintf( fp, "Favor %d\n", ch->pcdata->favor ); save.c: fprintf( fp, "Balance %d\n", ch->pcdata->balance ); save.c: fprintf( fp, "Glory %d\n", ch->pcdata->quest_curr ); save.c: fprintf( fp, "MGlory %d\n", ch->pcdata->quest_accum ); 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, "Bounty %d\n", ch->bounty ); save.c: fprintf( fp, "Bowed %d\n", ch->bowed ); save.c: fprintf( fp, "Belig %d\n", ch->belig ); save.c: fprintf( fp, "Bkills %d\n", ch->bkills ); save.c: if( ch->pcdata->wedto ) save.c: fprintf( fp, "WedTo %s~\n", ch->pcdata->wedto ); save.c: if ( ch->wimpy ) save.c: fprintf( fp, "Wimpy %d\n", ch->wimpy ); save.c: if ( ch->deaf ) save.c: fprintf( fp, "Deaf %d\n", ch->deaf ); save.c: if ( ch->pcdata->imc_deaf ) save.c: fprintf( fp, "IMC %ld\n", ch->pcdata->imc_deaf ); save.c: if ( ch->pcdata->imc_allow ) save.c: fprintf( fp, "IMCAllow %ld\n", ch->pcdata->imc_allow ); save.c: if ( ch->pcdata->imc_deny ) save.c: fprintf( fp, "IMCDeny %ld\n", ch->pcdata->imc_deny ); save.c: fprintf(fp, "ICEListen %s~\n", ch->pcdata->ice_listen); save.c: if ( ch->resistant ) save.c: fprintf( fp, "Resistant %d\n", ch->resistant ); save.c: if ( ch->no_resistant ) save.c: fprintf( fp, "NoResistant %d\n", ch->no_resistant ); save.c: if ( ch->immune ) save.c: fprintf( fp, "Immune %d\n", ch->immune ); save.c: if ( ch->no_immune ) save.c: fprintf( fp, "NoImmune %d\n", ch->no_immune ); save.c: if ( ch->susceptible ) save.c: fprintf( fp, "Susceptible %d\n", ch->susceptible ); save.c: if ( ch->no_susceptible ) save.c: fprintf( fp, "NoSusceptible %d\n",ch->no_susceptible ); save.c: if ( ch->pcdata && ch->pcdata->outcast_time ) save.c: fprintf( fp, "Outcast_time %ld\n",ch->pcdata->outcast_time ); save.c: if ( ch->pcdata && ch->pcdata->nuisance ) save.c: fprintf( fp, "NuisanceNew %ld %ld %d %d\n", ch->pcdata->nuisance->time, save.c: ch->pcdata->nuisance->max_time,ch->pcdata->nuisance->flags, save.c: ch->pcdata->nuisance->power ); save.c: if ( ch->mental_state != -10 ) save.c: fprintf( fp, "Mentalstate %d\n", ch->mental_state ); save.c: fprintf( fp, "Password %s~\n", ch->pcdata->pwd ); save.c: if ( ch->pcdata->rank && ch->pcdata->rank[0] != '\0' ) save.c: fprintf( fp, "Rank %s~\n", ch->pcdata->rank ); save.c: if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' ) save.c: fprintf( fp, "Bestowments %s~\n", ch->pcdata->bestowments ); save.c: fprintf( fp, "Title %s~\n", ch->pcdata->title ); save.c: if (ch->pcdata->extraname && ch->pcdata->extraname[0] != '\0' ) save.c: fprintf( fp, "Extraname %s~\n", ch->pcdata->extraname ); save.c: if (ch->pcdata->lastname && ch->pcdata->lastname[0] != '\0' ) save.c: fprintf( fp, "Lastname %s~\n", ch->pcdata->lastname ); save.c: if ( ch->pcdata->homepage && ch->pcdata->homepage[0] != '\0' ) save.c: fprintf( fp, "Homepage %s~\n", ch->pcdata->homepage ); save.c: if ( ch->pcdata->email && ch->pcdata->email[0] != '\0' ) save.c: fprintf( fp, "Email %s~\n", ch->pcdata->email ); save.c: if ( ch->pcdata->bio && ch->pcdata->bio[0] != '\0' ) save.c: fprintf( fp, "Bio %s~\n", ch->pcdata->bio ); save.c: if ( ch->pcdata->authed_by && ch->pcdata->authed_by[0] != '\0' ) save.c: fprintf( fp, "AuthedBy %s~\n", ch->pcdata->authed_by ); save.c: if ( ch->pcdata->min_snoop ) save.c: fprintf( fp, "Minsnoop %d\n", ch->pcdata->min_snoop ); save.c: if ( ch->pcdata->prompt && *ch->pcdata->prompt ) save.c: fprintf( fp, "Prompt %s~\n", ch->pcdata->prompt ); save.c: if ( ch->pcdata->fprompt && *ch->pcdata->fprompt ) save.c: fprintf( fp, "FPrompt %s~\n", ch->pcdata->fprompt ); save.c: if ( ch->pcdata->pagerlen != 24 ) save.c: fprintf( fp, "Pagerlen %d\n", ch->pcdata->pagerlen ); save.c: fprintf (fp, "%s %ld ", boards[i].short_name, ch->pcdata->last_note[i]); save.c: if ( !ch->pcdata->alias[pos] save.c: || !ch->pcdata->alias_sub[pos] ) save.c: fprintf( fp, "Alias %s %s~\n", ch->pcdata->alias[pos], save.c: ch->pcdata->alias_sub[pos] ); save.c: for(temp = ch->pcdata->first_ignored; temp; temp = temp->next) save.c: if ( ch->pcdata->bamfin && ch->pcdata->bamfin[0] != '\0' ) save.c: fprintf( fp, "Bamfin %s~\n", ch->pcdata->bamfin ); save.c: if ( ch->pcdata->bamfout && ch->pcdata->bamfout[0] != '\0' ) save.c: fprintf( fp, "Bamfout %s~\n", ch->pcdata->bamfout ); save.c: if ( ch->trust ) save.c: fprintf( fp, "Trust %d\n", ch->trust ); save.c: if ( ch->pcdata && ch->pcdata->restore_time ) save.c: fprintf( fp, "Restore_time %ld\n",ch->pcdata->restore_time ); save.c: fprintf( fp, "WizInvis %d\n", ch->pcdata->wizinvis ); save.c: fprintf( fp, "GhostLevel %d\n", ch->ghost_level ); save.c: if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi ) save.c: fprintf( fp, "RoomRange %d %d\n", ch->pcdata->r_range_lo, save.c: ch->pcdata->r_range_hi ); save.c: if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi ) save.c: fprintf( fp, "ObjRange %d %d\n", ch->pcdata->o_range_lo, save.c: ch->pcdata->o_range_hi ); save.c: if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi ) save.c: fprintf( fp, "MobRange %d %d\n", ch->pcdata->m_range_lo, save.c: ch->pcdata->m_range_hi ); save.c: if ( ch->pcdata->council) save.c: fprintf( fp, "Council %s~\n", ch->pcdata->council_name ); save.c: if ( ch->pcdata->council2 ) save.c: fprintf( fp, "Council2 %s~\n", ch->pcdata->council2_name); save.c: if ( ch->pcdata->deity_name && ch->pcdata->deity_name[0] != '\0' ) save.c: fprintf( fp, "Deity %s~\n", ch->pcdata->deity_name ); save.c: if ( ch->pcdata->clan_name && ch->pcdata->clan_name[0] != '\0' ) save.c: fprintf( fp, "Clan %s~\n", ch->pcdata->clan_name ); save.c: fprintf( fp, "Flags %d\n", ch->pcdata->flags ); save.c: if ( ch->pcdata->release_date > current_time ) save.c: (int)ch->pcdata->release_date, ch->pcdata->helled_by ); save.c: fprintf( fp, "PKills %d\n", ch->pcdata->pkills ); save.c: fprintf( fp, "PDeaths %d\n", ch->pcdata->pdeaths ); save.c: fprintf( fp, "MKills %d\n", ch->pcdata->mkills ); save.c: fprintf( fp, "MDeaths %d\n", ch->pcdata->mdeaths ); save.c: fprintf( fp, "ArenaWins %d\n", ch->pcdata->arena_wins ); save.c: fprintf( fp, "ArenaKills %d\n", ch->pcdata->arena_kills ); save.c: fprintf( fp, "ArenaDeaths %d\n", ch->pcdata->arena_deaths); save.c: fprintf( fp, "IllegalPK %d\n", ch->pcdata->illegal_pk ); save.c: ch->perm_str, save.c: ch->perm_int, save.c: ch->perm_wis, save.c: ch->perm_dex, save.c: ch->perm_con, save.c: ch->perm_cha, save.c: ch->perm_lck ); save.c: ch->mod_str, save.c: ch->mod_int, save.c: ch->mod_wis, save.c: ch->mod_dex, save.c: ch->mod_con, save.c: ch->mod_cha, save.c: ch->mod_lck ); save.c: ch->pcdata->condition[0], save.c: ch->pcdata->condition[1], save.c: ch->pcdata->condition[2], save.c: ch->pcdata->condition[3] ); save.c: if ( ch->desc && ch->desc->host ) save.c: fprintf( fp, "Site %s\n", ch->desc->host ); save.c: if ( skill_table[sn]->name && ch->pcdata->learned[sn] > 0 ) save.c: ch->pcdata->learned[sn], skill_table[sn]->name ); save.c: ch->pcdata->learned[sn], skill_table[sn]->name ); save.c: ch->pcdata->learned[sn], skill_table[sn]->name ); save.c: ch->pcdata->learned[sn], skill_table[sn]->name ); save.c: for ( paf = ch->first_affect; paf; paf = paf->next ) save.c: track = URANGE( 2, ((ch->level+3) * MAX_KILLTRACK)/LEVEL_AVATAR, MAX_KILLTRACK ); save.c: if ( ch->pcdata->killed[sn].vnum == 0 ) save.c: ch->pcdata->killed[sn].vnum, save.c: ch->pcdata->killed[sn].count ); save.c: if (ch->pcdata->first_qbit) save.c: for (bit = ch->pcdata->first_qbit; bit; bit = bit->next) save.c: CREATE( ch->pcdata, PC_DATA, 1 ); save.c: ch->desc = d; save.c: ch->pcdata->filename = STRALLOC( name ); save.c: ch->name = NULL; save.c: ch->act = multimeb(PLR_BLANK, PLR_COMBINE, PLR_PROMPT, -1); save.c: ch->perm_str = 13; save.c: ch->perm_int = 13; save.c: ch->perm_wis = 13; save.c: ch->perm_dex = 13; save.c: ch->perm_con = 13; save.c: ch->perm_cha = 13; save.c: ch->perm_lck = 13; save.c: ch->no_resistant = 0; save.c: ch->no_susceptible = 0; save.c: ch->no_immune = 0; save.c: ch->was_in_room = NULL; save.c: xCLEAR_BITS(ch->no_affected_by); save.c: ch->pcdata->condition[COND_THIRST] = 40; save.c: ch->pcdata->condition[COND_FULL] = 40; save.c: ch->pcdata->condition[COND_THIRST] = 48; save.c: ch->pcdata->condition[COND_FULL] = 48; save.c: ch->pcdata->condition[COND_BLOODTHIRST] = 10; save.c: ch->pcdata->nuisance = NULL; save.c: ch->pcdata->wizinvis = 0; save.c: ch->pcdata->balance = 0; save.c: ch->mental_state = -10; save.c: ch->mobinvis = 0; save.c: ch->pcdata->learned[i] = 0; save.c: ch->pcdata->release_date = 0; save.c: ch->pcdata->helled_by = NULL; save.c: ch->saving_poison_death = 0; save.c: ch->saving_wand = 0; save.c: ch->saving_para_petri = 0; save.c: ch->saving_breath = 0; save.c: ch->saving_spell_staff = 0; save.c: ch->style = STYLE_FIGHTING; save.c: ch->comments = NULL; /* comments */ save.c: ch->pcdata->pagerlen = 24; save.c: ch->pcdata->first_ignored = NULL; /* Ignore list */ save.c: ch->pcdata->last_ignored = NULL; save.c: ch->pcdata->tell_history = NULL; /* imm only lasttell cmnd */ save.c: ch->pcdata->lt_index = 0; /* last tell index */ save.c: ch->morph = NULL; save.c: ch->pcdata->smites = 0; save.c: ch->pcdata->smited = 0; save.c: ch->pcdata->imc_deaf = 0; save.c: ch->pcdata->imc_deny = 0; save.c: ch->pcdata->imc_allow = 0; save.c: ch->pcdata->ice_listen = NULL; save.c: ch->pcdata->wedto = NULL; save.c: ch->pcdata->afkmsg = NULL; save.c: ch->pcdata->arena = NULL; save.c: ch->pcdata->say_history[0] = NULL; save.c: ch->pcdata->tell_histories[0] = NULL; save.c: preload ? "Preloading" : "Loading", ch->pcdata->filename, save.c: ch->pcdata->pet = mob; save.c: if ( ch->pcdata->ice_listen == NULL ) save.c: ch->pcdata->ice_listen = str_dup(""); save.c: ch->name = STRALLOC( name ); save.c: ch->short_descr = STRALLOC( "" ); save.c: ch->long_descr = STRALLOC( "" ); save.c: ch->description = STRALLOC( "" ); save.c: ch->editor = NULL; save.c: ch->pcdata->clan_name = STRALLOC( "" ); save.c: ch->pcdata->clan = NULL; save.c: ch->pcdata->council_name = STRALLOC( "" ); save.c: ch->pcdata->council = NULL; save.c: ch->pcdata->council2_name = STRALLOC( "" ); save.c: ch->pcdata->council2 = NULL; save.c: ch->pcdata->deity_name = STRALLOC( "" ); save.c: ch->pcdata->deity = NULL; save.c: ch->pcdata->pet = NULL; save.c: ch->pcdata->pwd = str_dup( "" ); save.c: ch->pcdata->board = &boards[DEFAULT_BOARD]; save.c: ch->pcdata->bamfin = str_dup( "" ); save.c: ch->pcdata->bamfout = str_dup( "" ); save.c: ch->pcdata->rank = str_dup( "" ); save.c: ch->pcdata->bestowments = str_dup( "" ); save.c: ch->pcdata->title = STRALLOC( "" ); save.c: ch->pcdata->extraname = STRALLOC( "" ); save.c: ch->pcdata->lastname = STRALLOC( "" ); save.c: ch->pcdata->homepage = str_dup( "" ); save.c: ch->pcdata->email = str_dup( "" ); save.c: ch->pcdata->bio = STRALLOC( "" ); save.c: ch->pcdata->authed_by = STRALLOC( "" ); save.c: ch->pcdata->prompt = STRALLOC( "" ); save.c: ch->pcdata->fprompt = STRALLOC( "" ); save.c: ch->pcdata->r_range_lo = 0; save.c: ch->pcdata->r_range_hi = 0; save.c: ch->pcdata->m_range_lo = 0; save.c: ch->pcdata->m_range_hi = 0; save.c: ch->pcdata->o_range_lo = 0; save.c: ch->pcdata->o_range_hi = 0; save.c: ch->pcdata->wizinvis = 0; save.c: ch->pcdata->hair_color = STRALLOC( "" ); save.c: ch->pcdata->eye_color = STRALLOC( "" ); save.c: ch->pcdata->skin_tone = STRALLOC( "" ); save.c: ch->pcdata->ch_build = STRALLOC( "" ); save.c: ch->pcdata->hair_length = STRALLOC( "" ); save.c: ch->pcdata->ch_height = STRALLOC( "" ); save.c: if ( !ch->name ) save.c: ch->name = STRALLOC( name ); save.c: if ( !ch->pcdata->clan_name ) save.c: ch->pcdata->clan_name = STRALLOC( "" ); save.c: ch->pcdata->clan = NULL; save.c: if ( !ch->pcdata->council_name ) save.c: ch->pcdata->council_name = STRALLOC( "" ); save.c: ch->pcdata->council = NULL; save.c: if ( !ch->pcdata->council2_name ) save.c: ch->pcdata->council2_name = STRALLOC( "" ); save.c: ch->pcdata->council2 = NULL; save.c: if ( !ch->pcdata->deity_name ) save.c: ch->pcdata->deity_name = STRALLOC( "" ); save.c: ch->pcdata->deity = NULL; save.c: if ( !ch->pcdata->bio ) save.c: ch->pcdata->bio = STRALLOC( "" ); save.c: if ( !ch->pcdata->authed_by ) save.c: ch->pcdata->authed_by = STRALLOC( "" ); save.c: if ( xIS_SET(ch->act, PLR_FLEE) ) save.c: xREMOVE_BIT(ch->act, PLR_FLEE); save.c: if ( ch->pcdata->wizinvis < 2 ) save.c: ch->pcdata->wizinvis = ch->level; save.c: REMOVE_BIT(ch->speaks, LANG_COMMON | race_table[ch->race]->language); save.c: if ( countlangs(ch->speaks) < (ch->level / 10) && !IS_IMMORTAL(ch) ) save.c: int need = (ch->level / 10) - countlangs(ch->speaks); save.c: if ( ch->practice >= prac ) save.c: if ( ch->pcdata->learned[iLang] > 0 ) save.c: SET_BIT(ch->speaks, lang_array[lang]); save.c: ch->pcdata->learned[iLang] = 70; save.c: ch->speaks &= VALID_LANGS; save.c: REMOVE_BIT(ch->speaks, save.c: LANG_COMMON | race_table[ch->race]->language); save.c: ch->silver=0; save.c: ch->copper=0; save.c: KEY( "Act", ch->act, fread_bitvector( fp ) ); save.c: KEY( "AffectedBy", ch->affected_by, fread_bitvector( fp ) ); save.c: KEY( "Alignment", ch->alignment, fread_number( fp ) ); save.c: KEY( "Armor", ch->armor, fread_number( fp ) ); save.c: KEY( "ArenaWins", ch->pcdata->arena_wins, fread_number( fp ) ); save.c: KEY( "ArenaKills", ch->pcdata->arena_kills,fread_number( fp ) ); save.c: KEY( "ArenaDeaths", ch->pcdata->arena_deaths,fread_number( fp ) ); save.c: LINK(paf, ch->first_affect, ch->last_affect, next, prev ); save.c: ch->mod_str = x1; save.c: ch->mod_int = x2; save.c: ch->mod_wis = x3; save.c: ch->mod_dex = x4; save.c: ch->mod_con = x5; save.c: ch->mod_cha = x6; save.c: ch->mod_lck = x7; save.c: ch->mod_lck = 0; save.c: ch->pcdata->alias[count] = str_dup( fread_word( fp ) ); save.c: ch->pcdata->alias_sub[count] = fread_string_nohash( fp ); save.c: ch->perm_str = x1; save.c: ch->perm_int = x2; save.c: ch->perm_wis = x3; save.c: ch->perm_dex = x4; save.c: ch->perm_con = x5; save.c: ch->perm_cha = x6; save.c: ch->perm_lck = x7; save.c: ch->perm_lck = 13; save.c: KEY( "AuthedBy", ch->pcdata->authed_by, fread_string( fp ) ); save.c: KEY( "BL", ch->pcdata->ch_height, fread_string( fp ) ); save.c: KEY( "BU", ch->pcdata->ch_build, fread_string( fp ) ); save.c: KEY( "Balance", ch->pcdata->balance, fread_number( fp ) ); save.c: KEY( "Bamfin", ch->pcdata->bamfin, fread_string_nohash( fp ) ); save.c: KEY( "Bamfout", ch->pcdata->bamfout, fread_string_nohash( fp ) ); save.c: KEY( "Belig", ch->belig, fread_number( fp ) ); save.c: KEY( "Bkills", ch->bkills, fread_number( fp ) ); save.c: KEY( "Bounty", ch->bounty, fread_number( fp ) ); save.c: KEY( "Bowed", ch->bowed, 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( "Bestowments", ch->pcdata->bestowments,fread_string_nohash( fp ) ); save.c: KEY( "Bio", ch->pcdata->bio, fread_string( fp ) ); save.c: KEY( "CHBuild", ch->pcdata->ch_build, fread_string( fp ) ); save.c: KEY( "CHHeight", ch->pcdata->ch_height, fread_string( fp ) ); save.c: ch->pcdata->clan_name = fread_string( fp ); save.c: && ch->pcdata->clan_name[0] != '\0' save.c: && ( ch->pcdata->clan = get_clan( ch->pcdata->clan_name )) == NULL ) save.c: ch->pcdata->clan_name ); save.c: STRFREE( ch->pcdata->clan_name ); save.c: ch->pcdata->clan_name = STRALLOC( "" ); save.c: KEY( "Class", ch->class, fread_number( fp ) ); save.c: ch->class2 = fread_number( fp ); save.c: if( ch->class2 < 0 ) save.c: ch->class2 = 0; save.c:/* KEY( "Class3", ch->class3, fread_number( fp ) ); */ save.c: ch->pcdata->condition[0] = x1; save.c: ch->pcdata->condition[1] = x2; save.c: ch->pcdata->condition[2] = x3; save.c: ch->pcdata->condition[3] = x4; save.c: KEY("Copper", ch->copper, fread_number(fp)); save.c: ch->pcdata->council_name = fread_string( fp ); save.c: && ch->pcdata->council_name[0] != '\0' save.c: && ( ch->pcdata->council = get_council( ch->pcdata->council_name )) == NULL ) save.c: ch->pcdata->council_name ); save.c: STRFREE( ch->pcdata->council_name ); save.c: ch->pcdata->council_name = STRALLOC( "" ); save.c: ch->pcdata->council2_name = fread_string( fp ); save.c: && ch->pcdata->council2_name[0] != '\0' save.c: && ( ch->pcdata->council2 = get_council( ch->pcdata->council2_name )) == NULL ) save.c: ch->pcdata->council2_name ); save.c: STRFREE( ch->pcdata->council2_name ); save.c: ch->pcdata->council2_name = STRALLOC( "" ); save.c: KEY( "Damroll", ch->damroll, fread_number( fp ) ); save.c: KEY( "Deaf", ch->deaf, fread_number( fp ) ); save.c: ch->pcdata->deity_name = fread_string( fp ); save.c: && ch->pcdata->deity_name[0] != '\0' save.c: && ( ch->pcdata->deity = get_deity( ch->pcdata->deity_name )) == NULL ) save.c: ch->pcdata->deity_name ); save.c: STRFREE( ch->pcdata->deity_name ); save.c: ch->pcdata->deity_name = STRALLOC( "" ); save.c: ch->pcdata->favor = 0; save.c: KEY( "Description", ch->description, fread_string( fp ) ); save.c: KEY( "Favor", ch->pcdata->favor, fread_number( fp ) ); save.c: KEY( "Flags", ch->pcdata->flags, fread_number( fp ) ); save.c: KEY( "FPrompt", ch->pcdata->fprompt, fread_string( fp ) ); save.c: KEY( "GhostLevel", ch->ghost_level, fread_number( fp ) ); save.c: KEY( "Glory", ch->pcdata->quest_curr, fread_number( fp ) ); save.c: KEY( "Gold", ch->gold, fread_number( fp ) ); save.c: ch->pcdata->clan_name = fread_string( fp ); save.c: && ch->pcdata->clan_name[0] != '\0' save.c: && ( ch->pcdata->clan = get_clan( ch->pcdata->clan_name )) == NULL ) save.c: ch->pcdata->clan_name ); save.c: STRFREE( ch->pcdata->clan_name ); save.c: ch->pcdata->clan_name = STRALLOC( "" ); save.c: KEY( "Height", ch->height, fread_number( fp ) ); save.c: KEY( "HairColor", ch->pcdata->hair_color, fread_string( fp ) ); save.c: KEY( "HairLength", ch->pcdata->hair_length,fread_string( fp ) ); save.c: KEY( "HC", ch->pcdata->hair_color, fread_string( fp ) ); save.c: KEY( "HL", ch->pcdata->hair_length, fread_string( fp ) ); save.c: ch->pcdata->release_date = fread_number(fp); save.c: ch->pcdata->helled_by = fread_string(fp); save.c: if ( ch->pcdata->release_date < current_time ) save.c: STRFREE(ch->pcdata->helled_by); save.c: ch->pcdata->helled_by = NULL; save.c: ch->pcdata->release_date = 0; save.c: KEY( "Hitroll", ch->hitroll, fread_number( fp ) ); save.c: KEY( "Homepage", ch->pcdata->homepage, fread_string_nohash( 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: for(ign = 0, inode = ch->pcdata->first_ignored; inode; save.c: LINK(inode, ch->pcdata->first_ignored, save.c: ch->pcdata->last_ignored, next, save.c: KEY( "IllegalPK", ch->pcdata->illegal_pk, fread_number( fp ) ); save.c: KEY ( "IMC", ch->pcdata->imc_deaf, fread_number( fp ) ); save.c: KEY ( "IMCAllow", ch->pcdata->imc_allow, fread_number( fp ) ); save.c: KEY ( "IMCDeny", ch->pcdata->imc_deny, fread_number( fp ) ); save.c: KEY ( "ICEListen", ch->pcdata->ice_listen, fread_string_nohash( fp ) ); save.c: KEY( "Immune", ch->immune, fread_number( fp ) ); save.c: ch->pcdata->killed[killcnt].vnum = fread_number( fp ); save.c: ch->pcdata->killed[killcnt++].count = fread_number( fp ); save.c: ch->pcdata->lastname = fread_string( fp ); save.c: if ( isalpha(ch->pcdata->lastname[0]) save.c: || isdigit(ch->pcdata->lastname[0]) ) save.c: sprintf( buf, " %s", ch->pcdata->lastname ); save.c: if ( ch->pcdata->lastname ) save.c: STRFREE( ch->pcdata->lastname ); save.c: ch->pcdata->lastname = STRALLOC( buf ); save.c: KEY( "Level", ch->level, fread_number( fp ) ); save.c: ch->level2 = -1; save.c: ch->level2 = x1; save.c: /* KEY( "Level3", ch->level3, fread_number( fp ) ); */ save.c: KEY( "LongDescr", ch->long_descr, fread_string( fp ) ); save.c: ch->speaks = fread_number( fp ); save.c: ch->speaking = fread_number( fp ); save.c: KEY( "MDeaths", ch->pcdata->mdeaths, fread_number( fp ) ); save.c: ch->pcdata->memorize[0] = fread_number( fp ); save.c: ch->pcdata->memorize[1] = fread_number( fp ); save.c: ch->pcdata->memorize[2] = fread_number( fp ); save.c: ch->pcdata->memorize[3] = fread_number( fp ); save.c: ch->pcdata->memorize[4] = fread_number( fp ); save.c: ch->pcdata->memorize[5] = fread_number( fp ); save.c: ch->pcdata->memorize[6] = fread_number( fp ); save.c: ch->pcdata->memorize[7] = fread_number( fp ); save.c: KEY( "Mentalstate", ch->mental_state, fread_number( fp ) ); save.c: KEY( "MGlory", ch->pcdata->quest_accum,fread_number( fp ) ); save.c: KEY( "Minsnoop", ch->pcdata->min_snoop, fread_number( fp ) ); save.c: KEY( "MKills", ch->pcdata->mkills, fread_number( fp ) ); save.c: KEY( "Mobinvis", ch->mobinvis, fread_number( fp ) ); save.c: ch->pcdata->m_range_lo = fread_number( fp ); save.c: ch->pcdata->m_range_hi = fread_number( fp ); save.c: KEY ("Name", ch->name, fread_string( fp ) ); save.c: KEY ("NoAffectedBy", ch->no_affected_by, fread_bitvector( fp ) ); save.c: KEY ("NoImmune", ch->no_immune, fread_number( fp ) ); save.c: KEY ("NoResistant", ch->no_resistant, fread_number( fp ) ); save.c: KEY ("NoSusceptible", ch->no_susceptible, fread_number( fp ) ); save.c: CREATE( ch->pcdata->nuisance, NUISANCE_DATA, 1 ); save.c: ch->pcdata->nuisance->time = fread_number( fp ); save.c: ch->pcdata->nuisance->max_time = fread_number( fp ); save.c: ch->pcdata->nuisance->flags = fread_number( fp ); save.c: ch->pcdata->nuisance->power = 1; save.c: CREATE( ch->pcdata->nuisance, NUISANCE_DATA, 1 ); save.c: ch->pcdata->nuisance->time = fread_number( fp ); save.c: ch->pcdata->nuisance->max_time = fread_number( fp ); save.c: ch->pcdata->nuisance->flags = fread_number( fp ); save.c: ch->pcdata->nuisance->power = fread_number( fp ); save.c: KEY( "Outcast_time", ch->pcdata->outcast_time, fread_number( fp ) ); save.c: ch->pcdata->o_range_lo = fread_number( fp ); save.c: ch->pcdata->o_range_hi = fread_number( fp ); save.c: KEY( "Pagerlen", ch->pcdata->pagerlen, fread_number( fp ) ); save.c: KEY( "Password", ch->pcdata->pwd, fread_string_nohash( fp ) ); save.c: KEY( "PDeaths", ch->pcdata->pdeaths, fread_number( fp ) ); save.c: KEY( "PKills", ch->pcdata->pkills, fread_number( fp ) ); save.c: KEY( "Played", ch->played, fread_number( fp ) ); save.c: /* KEY( "Position", ch->position, fread_number( fp ) );*/ save.c: ch->position = fread_number( fp ); save.c: if(ch->position<100){ save.c: switch(ch->position){ save.c: case 5: ch->position=6; break; save.c: case 6: ch->position=8; break; save.c: case 7: ch->position=9; break; save.c: case 8: ch->position=12; break; save.c: case 9: ch->position=13; break; save.c: case 10: ch->position=14; break; save.c: case 11: ch->position=15; break; save.c: ch->position-=100; save.c: KEY( "Practice", ch->practice, fread_number( fp ) ); save.c: KEY( "Prompt", ch->pcdata->prompt, fread_string( fp ) ); save.c: KEY( "QuestNext", ch->nextquest, fread_number( fp ) ); save.c: LINK(bit, ch->pcdata->first_qbit, ch->pcdata->last_qbit, next, prev); save.c: KEY( "Race", ch->race, fread_number( fp ) ); save.c: KEY( "Rank", ch->pcdata->rank, fread_string_nohash( fp ) ); save.c: KEY( "Resistant", ch->resistant, fread_number( fp ) ); save.c: KEY( "Restore_time",ch->pcdata->restore_time, fread_number( fp ) ); save.c: ch->in_room = get_room_index( fread_number( fp ) ); save.c: if ( !ch->in_room ) save.c: ch->in_room = get_room_index( ROOM_VNUM_LIMBO ); save.c: ch->pcdata->r_range_lo = fread_number( fp ); save.c: ch->pcdata->r_range_hi = fread_number( fp ); save.c: KEY( "SkinTone", ch->pcdata->skin_tone, fread_string( fp ) ); save.c: KEY( "ST", ch->pcdata->skin_tone, fread_string( fp ) ); save.c: KEY( "Sex", ch->sex, fread_number( fp ) ); save.c: KEY( "ShortDescr", ch->short_descr, fread_string( fp ) ); save.c: KEY( "Silver", ch->silver, fread_number( fp ) ); save.c: KEY( "Smites", ch->pcdata->smites, fread_number( fp ) ); save.c: KEY( "Smited", ch->pcdata->smited, fread_number( fp ) ); save.c: KEY( "Style", ch->style, fread_number( fp ) ); save.c: KEY( "Susceptible", ch->susceptible, fread_number( fp ) ); save.c: ch->saving_wand = fread_number( fp ); save.c: ch->saving_poison_death = ch->saving_wand; save.c: ch->saving_para_petri = ch->saving_wand; save.c: ch->saving_breath = ch->saving_wand; save.c: ch->saving_spell_staff = ch->saving_wand; save.c: ch->saving_poison_death = fread_number( fp ); save.c: ch->saving_wand = fread_number( fp ); save.c: ch->saving_para_petri = fread_number( fp ); save.c: ch->saving_breath = fread_number( fp ); save.c: ch->saving_spell_staff = fread_number( fp ); save.c: ch->pcdata->learned[sn] = value; save.c: if ( ch->level < LEVEL_IMMORTAL ) save.c: if( ch->level2 != -1 ) save.c: if ( (skill_table[sn]->skill_level[ch->class] save.c: && skill_table[sn]->skill_level[ch->class2]) >= LEVEL_IMMORTAL ) save.c: ch->pcdata->learned[sn] = 0; save.c: ch->practice++; save.c: if ( skill_table[sn]->skill_level[ch->class] >= LEVEL_IMMORTAL ) save.c: ch->pcdata->learned[sn] = 0; save.c: ch->practice++; save.c: ch->pcdata->learned[sn] = value; save.c: if ( ch->level < LEVEL_IMMORTAL ) save.c: if( ch->level2 != -1 ) save.c: if ( (skill_table[sn]->skill_level[ch->class] save.c: && skill_table[sn]->skill_level[ch->class2]) >= LEVEL_IMMORTAL ) save.c: ch->pcdata->learned[sn] = 0; save.c: ch->practice++; save.c: if ( skill_table[sn]->skill_level[ch->class] >= LEVEL_IMMORTAL ) save.c: ch->pcdata->learned[sn] = 0; save.c: ch->practice++; save.c: KEY( "Email", ch->pcdata->email, fread_string_nohash( fp ) ); save.c: KEY( "EyeColor", ch->pcdata->eye_color, fread_string( fp ) ); save.c: KEY( "EC", ch->pcdata->eye_color, fread_string( fp ) ); save.c: ch->pcdata->extraname = fread_string( fp ); save.c: if ( isalpha(ch->pcdata->extraname[0]) save.c: || isdigit(ch->pcdata->extraname[0]) ) save.c: sprintf( buf, " %s", ch->pcdata->extraname ); save.c: if ( ch->pcdata->extraname ) save.c: STRFREE( ch->pcdata->extraname ); save.c: ch->pcdata->extraname = STRALLOC( buf ); save.c: if (!ch->short_descr) save.c: ch->short_descr = STRALLOC( "" ); save.c: if (!ch->long_descr) save.c: ch->long_descr = STRALLOC( "" ); save.c: if (!ch->description) save.c: ch->description = STRALLOC( "" ); save.c: if (!ch->pcdata->pwd) save.c: ch->pcdata->pwd = str_dup( "" ); save.c: if (!ch->pcdata->bamfin) save.c: ch->pcdata->bamfin = str_dup( "" ); save.c: if (!ch->pcdata->bamfout) save.c: ch->pcdata->bamfout = str_dup( "" ); save.c: if (!ch->pcdata->bio) save.c: ch->pcdata->bio = STRALLOC( "" ); save.c: if (!ch->pcdata->rank) save.c: ch->pcdata->rank = str_dup( "" ); save.c: if (!ch->pcdata->bestowments) save.c: ch->pcdata->bestowments = str_dup( "" ); save.c: if (!ch->pcdata->title) save.c: ch->pcdata->title = STRALLOC( "" ); save.c: if (!ch->pcdata->extraname) save.c: ch->pcdata->extraname = STRALLOC( "" ); save.c: if (!ch->pcdata->lastname) save.c: ch->pcdata->lastname = STRALLOC( "" ); save.c: if (!ch->pcdata->homepage) save.c: ch->pcdata->homepage = str_dup( "" ); save.c: if (!ch->pcdata->email) save.c: ch->pcdata->email = str_dup( "" ); save.c: if (!ch->pcdata->authed_by) save.c: ch->pcdata->authed_by = STRALLOC( "" ); save.c: if (!ch->pcdata->prompt ) save.c: ch->pcdata->prompt = STRALLOC( "" ); save.c: if (!ch->pcdata->fprompt ) save.c: ch->pcdata->fprompt = STRALLOC( "" ); save.c: if( !ch->pcdata->hair_color ) save.c: ch->pcdata->hair_color = STRALLOC( "" ); save.c: if( !ch->pcdata->eye_color ) save.c: ch->pcdata->eye_color = STRALLOC( "" ); save.c: if( !ch->pcdata->skin_tone ) save.c: ch->pcdata->skin_tone = STRALLOC( "" ); save.c: if( !ch->pcdata->ch_build ) save.c: ch->pcdata->ch_build = STRALLOC( "" ); save.c: if( !ch->pcdata->hair_length ) save.c: ch->pcdata->hair_length = STRALLOC( "" ); save.c: if( !ch->pcdata->ch_height ) save.c: ch->pcdata->ch_height = STRALLOC( "" ); save.c: ch->editor = NULL; save.c: killcnt = URANGE( 2, ((ch->level+3) * MAX_KILLTRACK)/LEVEL_AVATAR, MAX_KILLTRACK ); save.c: ch->pcdata->killed[killcnt].vnum = 0; save.c: if ( !IS_IMMORTAL( ch ) && !ch->speaking ) save.c: ch->speaking = LANG_COMMON; save.c: /* ch->speaking = race_table[ch->race]->language; */ save.c: ch->speaks = ~0; save.c: if ( ch->speaking == 0 ) save.c: ch->speaking = ~0; save.c: CREATE(ch->pcdata->tell_history, char *, 26); save.c: ch->pcdata->tell_history[i] = NULL; save.c: if ( !ch->pcdata->prompt ) save.c: ch->pcdata->prompt = STRALLOC(""); save.c: if ( ch->height== 72) save.c: ch->height = number_range(race_table[ch->race]->height *.9, race_table[ch->race]->height *1.1); save.c: if ( ch->weight==180) save.c: ch->weight = number_range(race_table[ch->race]->weight *.9, race_table[ch->race]->weight *1.1); save.c: KEY( "Exp", ch->exp, fread_number( fp ) ); save.c: KEY( "Exp2", ch->exp2, fread_number( fp ) ); save.c: ch->pcdata->learned[sn] = value; save.c: if ( ch->level < LEVEL_IMMORTAL ) save.c: if( ch->level2 != -1 ) save.c: if ( (skill_table[sn]->skill_level[ch->class] save.c: && skill_table[sn]->skill_level[ch->class2]) >= LEVEL_IMMORTAL ) save.c: ch->pcdata->learned[sn] = 0; save.c: ch->practice++; save.c: if ( skill_table[sn]->skill_level[ch->class] >= LEVEL_IMMORTAL ) save.c: ch->pcdata->learned[sn] = 0; save.c: ch->practice++; save.c: KEY( "Trust", ch->trust, fread_number( fp ) ); save.c: ch->trust = UMIN( ch->trust, MAX_LEVEL - 1 ); 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: if ( ch->pcdata->title ) save.c: STRFREE( ch->pcdata->title ); save.c: ch->pcdata->title = STRALLOC( buf ); save.c: ch->pIndexData = get_mob_index( fread_number( fp ) ); save.c: KEY( "WedTo", ch->pcdata->wedto, fread_string( fp ) ); save.c: KEY( "Weight", ch->weight, fread_number( fp ) ); save.c: ch->pcdata->learned[sn] = value; save.c: if ( ch->level < LEVEL_IMMORTAL ) save.c: if( ch->level2 != -1 ) save.c: if ( (skill_table[sn]->skill_level[ch->class] save.c: && skill_table[sn]->skill_level[ch->class2]) >= LEVEL_IMMORTAL ) save.c: ch->pcdata->learned[sn] = 0; save.c: ch->practice++; save.c: if ( skill_table[sn]->skill_level[ch->class] >= LEVEL_IMMORTAL ) save.c: ch->pcdata->learned[sn] = 0; save.c: ch->practice++; save.c: KEY( "Wimpy", ch->wimpy, fread_number( fp ) ); save.c: KEY( "WizInvis", ch->pcdata->wizinvis, fread_number( fp ) ); save.c: room = ch->in_room; save.c: obj = obj_to_room( obj, ch->pcdata->locker_room ); save.c: LINK( alias, ch->pcdata->first_alias, ch->pcdata->last_alias, next, prev ); save.c: name = ch->name; save.c: if ( IS_NPC( ch ) || !ch->pcdata->pet ) save.c: mob = ch->pcdata->pet; save.c: if (ch->in_room) save.c: return ch->in_room->vnum; save.c: bug("get_obj_room_vnum_recursive: Char \"%s\" not in room?!",ch->name); save.c: for (rch = first_char; rch; rch = rch->next ) { save.c: if (!IS_NPC(rch) || rch==supermob || xIS_SET(rch->act, ACT_PROTOTYPE) || xIS_SET(rch->act, ACT_PET)) saveall.c: for ( vch = first_char; vch; vch = vch->next ) saveall.c: pager_printf( ch, "Saving %-s...\n\r", vch->name); sharpen.c: for ( pobj = ch->first_carrying; pobj; pobj = pobj->next_content ) sharpen.c: if ( !IS_NPC( ch ) && percent > ch->pcdata->learned[gsn_sharpen] ) sharpen.c: level = ch->level; shops.c: for ( keeper = ch->in_room->first_person; shops.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_KILLER) ) shops.c: sprintf( buf, "%s the KILLER is over here!\n\r", ch->name ); shops.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_THIEF) ) shops.c: sprintf( buf, "%s the THIEF is over here!\n\r", ch->name ); shops.c: speakswell = UMIN(knows_language(keeper, ch->speaking, ch), shops.c: knows_language(ch, ch->speaking, keeper)); shops.c: sprintf( buf, "%s Could you repeat that? I didn't quite catch it.", ch->name ); shops.c: sprintf( buf, "%s Could you say that a little more clearly please?", ch->name ); shops.c: sprintf( buf, "%s Sorry... What was that you wanted?", ch->name ); shops.c: sprintf( buf, "%s I can't understand you.", ch->name ); shops.c: for ( keeper = ch->in_room->first_person; shops.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_KILLER) ) shops.c: sprintf( buf, "%s the KILLER is over here!\n\r", ch->name ); shops.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_THIEF) ) shops.c: sprintf( buf, "%s the THIEF is over here!\n\r", ch->name ); shops.c: speakswell = UMIN(knows_language(keeper, ch->speaking, ch), shops.c: knows_language(ch, ch->speaking, keeper)); shops.c: sprintf( buf, "%s Could you repeat that? I didn't quite catch it.", ch->name ); shops.c: sprintf( buf, "%s Could you say that a little more clearly please?", ch->name ); shops.c: sprintf( buf, "%s Sorry... What was that you wanted?", ch->name ); shops.c: sprintf( buf, "%s I can't understand you.", ch->name ); shops.c: if ( ch->gold > (ch->level * ch->level * 100000) ) shops.c: + ((URANGE(5,ch->level,LEVEL_AVATAR)-20)/2); shops.c: cost = (int) (cost * (80 + UMIN(ch->level, LEVEL_AVATAR))) / 100; shops.c: switch(ch->race) /* racism... should compare against shopkeeper's race */ shops.c: if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) shops.c: pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); shops.c: bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum ); shops.c: in_room = ch->in_room; shops.c: ch->in_room = pRoomIndexNext; shops.c: ch->in_room = in_room; shops.c: if ( xIS_SET(ch->act, PLR_BOUGHT_PET) ) shops.c: wealth = get_value(ch->gold, ch->silver ,ch->copper); shops.c: if ( ch->level < pet->level ) shops.c: if(ch->gold < gcost || ch->silver < scost || ch->copper < ccost){ shops.c: ch->gold -= gcost; shops.c: ch->silver -= scost; shops.c: ch->copper -= ccost; shops.c: boost_economy( ch->in_room->area, maxgold ); shops.c: xSET_BIT(ch->act, PLR_BOUGHT_PET); shops.c: pet->description, ch->name ); shops.c: char_to_room( pet, ch->in_room ); shops.c: ch->reply = keeper; shops.c: ch->reply = keeper; shops.c: ch->reply = keeper; shops.c: plrmoney = get_value(ch->gold,ch->silver,ch->copper); shops.c: ch->reply = keeper; shops.c: if ( obj->level > ch->level ) shops.c: ch->reply = keeper; shops.c: if ( xIS_SET(keeper->act, ACT_GLORYSHOP) && ch->pcdata->quest_curr < tvalue ) shops.c: ch->reply = keeper; shops.c: ch->reply = keeper; shops.c: ch->reply = keeper; shops.c: if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) shops.c: if ( ch->carry_weight + ( get_obj_weight( obj ) * noi ) shops.c: ch->pcdata->quest_curr -= tvalue; shops.c: if(ch->gold < gcost || ch->silver < scost || ch->copper < ccost){ shops.c: plrmoney = get_value(ch->gold, ch->silver, ch->copper); shops.c: ch->gold -= gcost; shops.c: ch->silver -= scost; shops.c: ch->copper -= ccost; shops.c: if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) shops.c: pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); shops.c: bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum ); shops.c: ch->reply = keeper; shops.c: ch->gold += gcost; shops.c: ch->silver += scost; shops.c: ch->copper += ccost; shops.c: ch->reply = keeper; shops.c: ch->reply = keeper; shops.c: plrmoney=get_value(ch->gold, ch->silver, ch->copper); shops.c: if(ch->gold < gcost || ch->silver < scost || ch->copper < ccost){ shops.c: plrmoney = get_value(ch->gold, ch->silver, ch->copper); shops.c: ch->gold -= gcost; shops.c: ch->silver -= scost; shops.c: ch->copper -= ccost; shops.c: for ( obj = ch->first_carrying; obj ; obj = obj->next_content ) shops.c: ch->reply = keeper; shops.c: for ( obj = ch->first_carrying; obj != NULL ; obj = obj->next_content ) shops.c: if ( total > get_value(ch->gold,ch->silver,ch->copper )) shops.c: ch->reply = keeper; shops.c: if ( cost > get_value(ch->gold,ch->silver,ch->copper ) ) skills.c: if ( ch->pcdata->clan && ch->pcdata->clan == vch->pcdata->clan ) skills.c: || (ch->pcdata->learned[sn] > 0 skills.c: && ch->level >= skill_table[sn]->skill_level[ch->class])) ) skills.c: 100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) ); skills.c: if (ch->pcdata->condition[COND_BLOODTHIRST] < blood) skills.c: if ( !IS_NPC(ch) && ch->mana < mana ) skills.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) skills.c: ch->mana -= mana/2; skills.c: ch->mana -= mana; skills.c: retcode = (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, vo ); skills.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next ) skills.c: vch_next = vch->next_in_room; skills.c: ch->mana -= mana; skills.c: ch->prev_cmd = ch->last_cmd; /* haus, for automapping */ skills.c: ch->last_cmd = skill_table[sn]->skill_fun; skills.c: if ( IS_NPC(ch) || ch->pcdata->learned[sn] <= 0 ) skills.c: sklvl = skill_table[sn]->skill_level[ch->class]; skills.c: sklvl = ch->level; skills.c: if ( ch->pcdata->learned[sn] < adept ) skills.c: chance = ch->pcdata->learned[sn] + (5 * skill_table[sn]->difficulty); skills.c: ch->pcdata->learned[sn] = UMIN( adept, ch->pcdata->learned[sn] + learn ); skills.c: if ( ch->pcdata->learned[sn] == adept ) /* fully learned! */ skills.c: if ( !ch->fighting && sn != gsn_hide && sn != gsn_sneak ) skills.c: if ( IS_NPC(ch) || ch->pcdata->learned[sn] <= 0 ) skills.c: chance = ch->pcdata->learned[sn] + (5 * skill_table[sn]->difficulty); skills.c: if ( ch->pcdata->learned[sn] < (adept-1) ) skills.c: ch->pcdata->learned[sn] = UMIN( adept, ch->pcdata->learned[sn] + 1 ); skills.c: if ( ch->mount ) skills.c: dam = number_range( 5, ch->level ); skills.c: af.duration = ( ch->level+10 ) / get_curr_con( victim ); skills.c: af.duration = 3 + (ch->level/15); skills.c: switch( ch->substate ) skills.c: if ( ch->mount ) skills.c: if ( !ch->in_room->first_content ) skills.c: for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) skills.c: ch->alloc_ptr = str_dup( obj->name ); skills.c: if ( !ch->alloc_ptr ) skills.c: bug( "do_detrap: ch->alloc_ptr NULL!", 0 ); skills.c: strcpy( arg, ch->alloc_ptr ); skills.c: DISPOSE( ch->alloc_ptr ); skills.c: ch->alloc_ptr = NULL; skills.c: ch->substate = SUB_NONE; skills.c: DISPOSE(ch->alloc_ptr); skills.c: ch->substate = SUB_NONE; skills.c: if ( !ch->in_room->first_content ) skills.c: for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) skills.c: percent = number_percent( ) - ( ch->level / 15 ) skills.c: switch( ch->substate ) skills.c: if ( ch->mount ) skills.c: switch( ch->in_room->sector_type ) skills.c: ch->alloc_ptr = str_dup( arg ); skills.c: if ( !ch->alloc_ptr ) skills.c: strcpy( arg, ch->alloc_ptr ); skills.c: DISPOSE( ch->alloc_ptr ); skills.c: DISPOSE( ch->alloc_ptr ); skills.c: ch->substate = SUB_NONE; skills.c: ch->substate = SUB_NONE; skills.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) skills.c: startobj = ch->in_room->first_content; skills.c: (IS_NPC(ch) ? 80 : ch->pcdata->learned[gsn_dig]) ) skills.c: switch( ch->substate ) skills.c: if ( ch->mount ) skills.c: ch->alloc_ptr = str_dup( arg ); skills.c: if ( !ch->alloc_ptr ) skills.c: strcpy( arg, ch->alloc_ptr ); skills.c: DISPOSE( ch->alloc_ptr ); skills.c: DISPOSE( ch->alloc_ptr ); skills.c: ch->substate = SUB_NONE; skills.c: ch->substate = SUB_NONE; skills.c: startobj = ch->in_room->first_content; skills.c: percent = number_percent( ) + number_percent( ) - ( ch->level / 10 ); skills.c: if ( (pexit = get_exit( ch->in_room, door )) != NULL skills.c: if ( ch->mount ) skills.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) skills.c: if ((ch->level > victim->level + 10) && !IS_NPC(victim)) { skills.c: if ((ch->level < victim->level - 10) && !IS_NPC(victim)) { skills.c: if( ch->level + 10 < victim->level ) skills.c: sprintf( buf, "%s is a bloody thief!", ch->name ); skills.c: if ( (mst = ch->master) == NULL ) skills.c: ch->gold += amount; skills.c: || obj->level > ch->level ) skills.c: if ( ch->carry_number + (get_obj_number(obj)/obj->count) > can_carry_n( ch ) ) skills.c: if ( ch->carry_weight + (get_obj_weight(obj)/obj->count) > can_carry_w( ch ) ) skills.c: if ( ch->mount ) skills.c: if ( !IS_NPC(ch) && !IS_NPC(victim) && xIS_SET(ch->act,PLR_NICE) ) skills.c: if ( ch->mount ) skills.c: if ( !ch->fighting ) skills.c: if ( ch->fighting ) skills.c: /* && ch->level < skill_table[gsn_kick]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_kick ) ) skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_kick ); skills.c: /*&& ch->level < skill_table[gsn_punch]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_punch ) ) skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_punch ); skills.c: /* && ch->level < skill_table[gsn_bite]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_bite ) ) skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_bite ); skills.c: /* && ch->level < skill_table[gsn_claw]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_claw ) ) skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_claw ); skills.c: /* && ch->level < skill_table[gsn_sting]->skill_level[ch->class] )*/ skills.c: && ch->level < SKILL_CLASS( ch, gsn_sting ) ) skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_sting ); skills.c: /* && ch->level < skill_table[gsn_tail]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_tail ) ) skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_tail ); skills.c: /* && ch->level < skill_table[gsn_bash]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_bash ) ) skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_bash ); skills.c: /* && ch->level < skill_table[gsn_stun]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_stun ) ) skills.c: if ( !IS_NPC(ch) && ch->move < ch->max_move/10 ) skills.c: chance = ris_save( victim, ch->level, RIS_PARALYSIS ); skills.c: ch->move -= ch->max_move/10; skills.c: ch->move -= ch->max_move/15; skills.c: if ( ch->fighting ) skills.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] < 10 ) skills.c: obj_to_room( obj, ch->in_room ); skills.c: if ( ch->mount ) skills.c: dam = number_range( 1, ch->level ); skills.c: && ch->fighting skills.c: && ch->pcdata->condition[COND_BLOODTHIRST] < (10 + ch->level) ) skills.c: UMIN( number_range(1, (ch->level+victim->level / 20) + 3 ), skills.c: (10 + ch->level) - ch->pcdata->condition[COND_BLOODTHIRST] ) ); skills.c: if ( ch->pcdata->condition[COND_FULL] <= 37 ) skills.c: && ch->fighting skills.c: && ch->pcdata->condition[COND_BLOODTHIRST] < (10 + ch->level) ) skills.c: /* && ch->level < skill_table[gsn_disarm]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_disarm ) ) skills.c: percent = number_percent( ) + victim->level - ch->level skills.c: if ( ch->mount ) { skills.c: if ( IS_PKILL(ch) && ch->pcdata->condition[COND_BLOODTHIRST] > 22 ) skills.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) skills.c: || victim->level >= ch->level + 15 skills.c: || (IS_NPC(victim) && saves_spell_staff( ch->level, victim )) skills.c: if ( ch->mount ) { skills.c: if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) skills.c: if ( ch->mount ) skills.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) skills.c: if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) skills.c:/* for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room ) skills.c: if ( IS_NPC(gch) && IS_AWAKE(gch) && xIS_SET(gch->act, ACT_GUARDIAN ) ) skills.c: && pexit_rev->to_room == ch->in_room ) skills.c: if ( ch->mount ) skills.c: af.duration = ch->level * DUR_CONV; skills.c: if ( ch->mount ) skills.c: xREMOVE_BIT(ch->affected_by, AFF_HIDE); skills.c: xSET_BIT(ch->affected_by, AFF_HIDE); skills.c: xREMOVE_BIT ( ch->affected_by, AFF_HIDE ); skills.c: xREMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); skills.c: xREMOVE_BIT ( ch->affected_by, AFF_SNEAK ); skills.c: if (IS_AFFECTED(ch, AFF_CHARM) && ch->master && !IS_NPC(ch->master)) skills.c: location = get_room_index( ch->pcdata->memorize[0] ); skills.c: if ( !location && !IS_NPC(ch) && ch->pcdata->clan ) skills.c: location = get_room_index( ch->pcdata->clan->recall ); skills.c: if ( !IS_NPC( ch ) && !location && ch->level >= 5 skills.c: /* && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) */ ) skills.c: location = get_room_index(race_table[ch->race]->race_recall); skills.c: if ( ch->in_room == location ) skills.c: if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ) skills.c: lose = (exp_level(ch, ch->level+1) - exp_level(ch, ch->level)) * 0.1; skills.c: if ( ch->desc ) skills.c: if ( ch->mount ) skills.c: char_from_room( ch->mount ); skills.c: char_to_room( ch->mount, location ); skills.c: if ( ch->mount ) skills.c: /* && ch->level < skill_table[gsn_mount]->skill_level[ch->class] )*/ skills.c: && ch->level < SKILL_CLASS( ch, gsn_mount ) ) skills.c: if ( ch->mount ) skills.c: ch->mount = victim; skills.c: ch->position = POS_MOUNTED; skills.c: if ( (victim = ch->mount) == NULL ) skills.c: ch->mount = NULL; skills.c: ch->position = POS_STANDING; skills.c: ch->mount = NULL; skills.c: ch->position = POS_SITTING; skills.c: if ( !chance( victim, chances + victim->level - ch->level ) ) skills.c: && !IS_SET( ch->pcdata->flags, PCFLAG_GAG) ) /* SB */ skills.c: if ( !chance( victim, chances + victim->level - ch->level ) ) skills.c: if ( !IS_NPC(ch) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG) ) skills.c: if ( !chance( victim, chances + victim->level - ch->level ) ) skills.c: if ( !IS_NPC(ch) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG ) ) skills.c: /* && ch->level < skill_table[gsn_poison_weapon]->skill_level[ch->class] )*/ skills.c: && ch->level < SKILL_CLASS( ch, gsn_poison_weapon ) ) skills.c: if ( ch->fighting ) skills.c: for ( pobj = ch->first_carrying; pobj; pobj = pobj->next_content ) skills.c: for ( wobj = ch->first_carrying; wobj; wobj = wobj->next_content ) skills.c: && ( (get_curr_dex( ch ) < 17) || ch->pcdata->condition[COND_DRUNK] > 0 ) ) skills.c: damage( ch, ch, ch->level, gsn_poison_weapon ); skills.c: obj->timer = UMIN( obj->level, ch->level ); skills.c:/* && ch->level < skill_table[gsn_scribe]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_scribe ) ) skills.c: 100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) ); skills.c: if ( !IS_NPC(ch) && ch->mana < mana ) skills.c: ch->mana -= (mana / 2); skills.c: if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_scribe] ) skills.c: ch->mana -= (mana / 2); skills.c: scroll->value[0] = ch->level; skills.c: ch->mana -= mana; skills.c: ch->mana -= (mana / 2); skills.c: if (scroll->value[0] > ch->level ) skills.c: scroll->value[0] = ch->level; skills.c: ch->mana -= mana; skills.c: ch->mana -= (mana / 2); skills.c: if (scroll->value[0] > ch->level ) skills.c: scroll->value[0] = ch->level; skills.c: ch->mana -= mana; skills.c: /* && ch->level < skill_table[gsn_brew]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_brew ) ) skills.c: 100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) ); skills.c: if ( !IS_NPC(ch) && ch->mana < mana ) skills.c: for ( fire = ch->in_room->first_content; fire; skills.c: ch->mana -= (mana / 2); skills.c: ch->mana -= (mana / 2); skills.c: potion->value[0] = ch->level; skills.c: ch->mana -= mana; skills.c: if ( number_percent( ) >= chance + victim->level - ch->level ) skills.c: if ( ch->mount ) skills.c: if ( !ch->fighting ) skills.c: if ( !ch->fighting ) skills.c: af.duration = number_range(ch->level/5, ch->level*2/5); skills.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) ) skills.c: if ( !ch->in_room->first_person ) skills.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next ) skills.c: vch_next = vch->next_in_room; skills.c: if ( ++nvict > ch->level / 5 ) skills.c: ch->move = UMAX(0, ch->move-nvict*3+nhit); skills.c: if (/* ( !IS_SET( victim->pcdata->flags, PCFLAG_DEADLY ) || */ch->level - victim->level > 10 skills.c: /* || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) */ skills.c: (IS_NPC(ch) ? ch->short_descr : ch->name), skills.c: was_in_room = ch->in_room; skills.c: if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) skills.c: if ( ch->level < 50 ) --max_dist; skills.c: if ( ch->level < 40 ) --max_dist; skills.c: if ( ch->level < 30 ) --max_dist; skills.c: && ch->level < LEVEL_GREATER ) skills.c: send_to_char( ch->in_room->name, ch ); skills.c: show_list_to_char( ch->in_room->first_content, ch, FALSE, FALSE ); skills.c: show_char_to_char( ch->in_room->first_person, ch ); skills.c: switch( ch->in_room->sector_type ) skills.c: if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) skills.c: was_in_room = ch->in_room; skills.c: if ( ch->level < 50 ) --max_dist; skills.c: if ( ch->level < 40 ) --max_dist; skills.c: if ( ch->level < 30 ) --max_dist; skills.c: && ch->level < LEVEL_GREATER ) skills.c: switch( ch->in_room->sector_type ) skills.c: if ( (pexit=get_exit(ch->in_room, dir)) == NULL ) skills.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) skills.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) ) skills.c: global_retcode = spell_attack( dt, ch->level, ch, victim ); skills.c: if ( IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) skills.c: || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) ) skills.c: if ( ch->in_room->tunnel > 0 ) skills.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) skills.c: if ( count >= ch->in_room->tunnel ) skills.c: if ( IS_NPC(vch) && xIS_SET(vch->act, ACT_STAY_AREA) skills.c: && ch->in_room->area != vch->in_room->area) ) skills.c: if ( IS_SET(vch->in_room->room_flags, ROOM_NOMISSILE) ) skills.c: if ( vch->num_fighting > max_fight(vch) ) skills.c: xIS_SET(ch->act, PLR_NICE ) ) skills.c: was_in_room = ch->in_room; skills.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) skills.c: if ( victim && ch->in_room == victim->in_room ) skills.c: obj_to_room(projectile, ch->in_room); skills.c: if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) skills.c: obj_to_room(projectile, ch->in_room); skills.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) skills.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) skills.c: for ( throw_obj = ch->last_carrying; throw_obj; skills.c: if ( ch->fighting ) skills.c: victim = ch->fighting; skills.c: /* && ch->level < skill_table[gsn_slice]->skill_level[ch->class] ) */ skills.c: && ch->level < SKILL_CLASS( ch, gsn_slice ) ) skills.c: damage(ch, ch, ch->level, gsn_slice); skills.c: ch->style == STYLE_BERSERK ? "&Rberserk" : skills.c: ch->style == STYLE_AGGRESSIVE ? "&Raggressive" : skills.c: ch->style == STYLE_DEFENSIVE ? "&Ydefensive" : skills.c: ch->style == STYLE_EVASIVE ? "&Yevasive" : skills.c: /*ch->level < skill_table[gsn_style_evasive]->skill_level[ch->class]) */ skills.c: ch->level < SKILL_CLASS( ch, gsn_style_evasive ) ) skills.c: if(ch->fighting) skills.c: ch->position = POS_EVASIVE; skills.c: ch->style = STYLE_EVASIVE; skills.c: /* ch->level < skill_table[gsn_style_defensive]->skill_level[ch->class]) */ skills.c: ch->level < SKILL_CLASS( ch, gsn_style_defensive ) ) skills.c: if(ch->fighting) { skills.c: ch->position = POS_DEFENSIVE; skills.c: ch->style = STYLE_DEFENSIVE; skills.c: /*ch->level < skill_table[gsn_style_standard]->skill_level[ch->class])*/ skills.c: ch->level < SKILL_CLASS( ch, gsn_style_standard ) ) skills.c: if(ch->fighting) { skills.c: ch->position = POS_FIGHTING; skills.c: ch->style = STYLE_FIGHTING; skills.c: /*ch->level < skill_table[gsn_style_aggressive]->skill_level[ch->class])*/ skills.c: ch->level < SKILL_CLASS( ch, gsn_style_aggressive ) ) skills.c: if(ch->fighting) { skills.c: ch->position = POS_AGGRESSIVE; skills.c: ch->style = STYLE_AGGRESSIVE; skills.c: /*ch->level < skill_table[gsn_style_berserk]->skill_level[ch->class])*/ skills.c: ch->level < SKILL_CLASS( ch, gsn_style_berserk ) ) skills.c: if(ch->fighting) { skills.c: ch->position = POS_BERSERK; skills.c: ch->style = STYLE_BERSERK; skills.c: else if ( ch->morph && ch->morph->morph && ch->morph->morph->skills && skills.c: ch->morph->morph->skills[0] != '\0' && skills.c: is_name( skill_table[gsn]->name, ch->morph->morph->skills ) && skills.c: if ( ch->morph && ch->morph->morph && ch->morph->morph->no_skills && skills.c: ch->morph->morph->no_skills[0] != '\0' && skills.c: is_name( skill_table[gsn]->name, ch->morph->morph->no_skills ) ) skills.c: /*ch->level < skill_table[gsn_cook]->skill_level[ch->class] )*/ skills.c: ch->level < SKILL_CLASS( ch, gsn_cook ) ) skills.c: for ( fire = ch->in_room->first_content; fire; fire = fire->next_content ) skills.c: if ( number_percent() >= 55 + ch->pcdata->learned[gsn_study] * 4/5) skills.c: if ( ch->pcdata->learned[sn]) skills.c: ch->pcdata->learned[sn] = 1; skills.c: if ( number_percent() >= 15 + ch->pcdata->learned[gsn_study] * 4/5) skills.c: if ( ch->pcdata->learned[sn]) skills.c: ch->pcdata->learned[sn] = 1; skills.c: if (ch->fighting) skills.c: if (ch->mount) skills.c: if (ch->in_room->sector_type == SECT_UNDERWATER || skills.c: ch->in_room->sector_type == SECT_OCEANFLOOR) skills.c: for (tch = ch->in_room->first_person; tch; tch = tch_next) skills.c: tch_next = tch->next_in_room; skills.c: && tch->level < LEVEL_IMMORTAL skills.c: if (number_percent() < ch->pcdata->learned[gsn_listen]) skills.c: if (ch->level > 15) skills.c: if ((pexit = get_exit(ch->in_room, dir)) == NULL) skills.c: original = ch->in_room; skills.c: for (tch = ch->in_room->first_person; tch; tch = tch_next) skills.c: tch_next = tch->next_in_room; skills.c: if (tch->level < LEVEL_IMMORTAL skills.c: if (number_percent() < ch->pcdata->learned[gsn_listen]) skills.c: if (ch->level > 15) /*arbitrary, adjust to suit*/ slay.c: if ( !IS_NPC(victim) && victim->level > ch->level ) slay.c: || ( !str_cmp( slay->owner, ch->name ) && !str_cmp( type, slay->type ) ) ) slay.c: switch( ch->substate ) slay.c: slay = ch->dest_buf; slay.c: ch->substate = ch->tempnum; slay.c: slay = ch->dest_buf; slay.c: ch->substate = ch->tempnum; slay.c: slay = ch->dest_buf; slay.c: ch->substate = ch->tempnum; slay.c: if ( ch->substate == SUB_REPEATCMD ) slay.c: ch->tempnum = SUB_REPEATCMD; slay.c: ch->tempnum = SUB_NONE; slay.c: ch->substate = SUB_SLAYCMSG; slay.c: ch->dest_buf = slay; slay.c: if ( ch->substate == SUB_REPEATCMD ) slay.c: ch->tempnum = SUB_REPEATCMD; slay.c: ch->tempnum = SUB_NONE; slay.c: ch->substate = SUB_SLAYVMSG; slay.c: ch->dest_buf = slay; slay.c: if ( ch->substate == SUB_REPEATCMD ) slay.c: ch->tempnum = SUB_REPEATCMD; slay.c: ch->tempnum = SUB_NONE; slay.c: ch->substate = SUB_SLAYRMSG; slay.c: ch->dest_buf = slay; special.c: if ( ch->position <= POS_SLEEPING ) special.c: if ( ch->fighting || ch->fearing special.c: || !ch->hating || IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) special.c: if ( ch->hunting ) special.c: one_argument( ch->hating->name, name ); special.c: if ( !str_cmp( ch->hating->name, victim->name ) ) special.c: if ( ch->in_room == victim->in_room ) special.c: if ( ch->position != POS_FIGHTING special.c: && ch->position != POS_EVASIVE special.c: && ch->position != POS_DEFENSIVE special.c: && ch->position != POS_AGGRESSIVE special.c: && ch->position != POS_BERSERK ) special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next ) special.c: ch->name,spell_name); special.c: (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, victim ); special.c: if ( ch->position != POS_FIGHTING special.c: && ch->position != POS_EVASIVE special.c: && ch->position != POS_DEFENSIVE special.c: && ch->position != POS_AGGRESSIVE special.c: && ch->position != POS_BERSERK special.c: if ( ch->position != POS_FIGHTING special.c: && ch->position != POS_EVASIVE special.c: && ch->position != POS_DEFENSIVE special.c: && ch->position != POS_AGGRESSIVE special.c: && ch->position != POS_BERSERK special.c: (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, NULL ); special.c: if ( !IS_AWAKE(ch) || ch->fighting ) special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next ) special.c: spell_smaug( skill_lookup( "armor" ), ch->level, ch, victim ); special.c: spell_smaug( skill_lookup( "bless" ), ch->level, ch, victim ); special.c: ch->level, ch, victim ); special.c: ch->level, ch, victim ); special.c: ch->level, ch, victim ); special.c: spell_smaug( skill_lookup( "refresh" ), ch->level, ch, victim ); special.c: spell_smaug( skill_lookup( "cure serious" ), ch->level, ch, victim ); special.c: spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, victim ); special.c: spell_smaug( skill_lookup( "restore mana" ), ch->level, ch, victim ); special.c: if ( ch->position != POS_FIGHTING special.c: && ch->position != POS_EVASIVE special.c: && ch->position != POS_DEFENSIVE special.c: && ch->position != POS_AGGRESSIVE special.c: && ch->position != POS_BERSERK special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next ) special.c: if ( ch->level >= min_level ) special.c: (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, victim ); special.c: if ( ch->position != POS_FIGHTING special.c: && ch->position != POS_EVASIVE special.c: && ch->position != POS_DEFENSIVE special.c: && ch->position != POS_AGGRESSIVE special.c: && ch->position != POS_BERSERK special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next ) special.c: if ( ch->level >= min_level ) special.c: (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, victim ); special.c: if ( ch->position != POS_FIGHTING special.c: && ch->position != POS_EVASIVE special.c: && ch->position != POS_DEFENSIVE special.c: && ch->position != POS_AGGRESSIVE special.c: && ch->position != POS_BERSERK special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next ) special.c: if ( ch->level >= min_level ) special.c: (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, victim ); special.c: if ( !IS_AWAKE(ch) || ch->fighting ) special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next ) special.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) special.c: char_to_room( create_mobile( cityguard ), ch->in_room ); special.c: char_to_room( create_mobile( cityguard ), ch->in_room ); special.c: for ( corpse = ch->in_room->first_content; corpse; corpse = c_next ) special.c: obj_to_room( obj, ch->in_room ); special.c: if ( !IS_AWAKE(ch) || ch->fighting ) special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next ) special.c: if ( victim && IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) special.c: for ( trash = ch->in_room->first_content; trash; trash = trash_next ) special.c: if ( ch->fighting ) special.c: if ( !move || ch->position < POS_SLEEPING ) special.c: move_char( ch, get_exit( ch->in_room, path[pos] - '0' ), 0 ); special.c: ch->position = POS_STANDING; special.c: ch->position = POS_SLEEPING; special.c: if ( ch->position != POS_FIGHTING special.c: && ch->position != POS_EVASIVE special.c: && ch->position != POS_DEFENSIVE special.c: && ch->position != POS_AGGRESSIVE special.c: && ch->position != POS_BERSERK special.c: || number_percent( ) > 2 * ch->level ) special.c: spell_poison( gsn_poison, ch->level, ch, victim ); special.c: if ( ch->position != POS_STANDING ) special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next ) special.c: if ( IS_AWAKE(victim) && number_range( 0, ch->level ) == 0 ) special.c: maxgold = ch->level * ch->level * 1000; special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100; special.c: ch->gold += 9 * gold / 10; special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100; special.c: ch->silver += 9 * silver / 10; special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100; special.c: ch->copper += 9 * copper / 10; special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100; special.c: ch->gold += 9 * gold / 10; special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100; special.c: ch->silver += 9 * silver / 10; special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100; special.c: ch->copper += 9 * copper / 10; special.c: money=get_value(ch->gold, ch->silver, ch->copper); special.c: boost_economy( ch->in_room->area, money - maxgold/2 ); starmap.c: precip = (ch->in_room->area->weather->precip + 3*weath_unit - 1)/ stat_obj.c: if (!ch->desc) { suicide.c: if (strcmp (crypt (arg, ch->pcdata->pwd), ch->pcdata->pwd)) suicide.c: do_destroy (ch, ch->name); suicide.c: sprintf (buf, "%s has committed suicide.", ch->name); tag.c: ch->name, prize, tag.c: sprintf( buf, "%s has closed the joining stage, let the game begin!", ch->name ); tag.c: sprintf( buf, "%s has ended the game of Tag!", ch->name ); tag.c: if (ch->pcdata->team != team_red tag.c: && ch->pcdata->team != team_blue tag.c: && ch->pcdata->team != 0) tag.c: sprintf( buf, "Tag!: %s has an invalid tag status!", ch->name ); tag.c: if (ch->pcdata->team > 0) tag.c: if (ch->pcdata->team != 0) tag.c: if (ch->fighting) tag.c: bug("Cannot find a room in the arena for %s!", ch->name); tag.c: ch->position = POS_STANDING; tag.c: ch->retran = ch->in_room->vnum; tag.c: sprintf(buf, "%s has joined the game of Tag!", ch->name); tag.c: ch->pcdata->team = team_blue; tag.c: sprintf(buf, "%s has joined Team Blue!", ch->name); tag.c: ch->pcdata->team = team_red; tag.c: sprintf(buf, "%s has joined Team Red!", ch->name); tag.c: if (ch->pcdata->team != team_red && ch->pcdata->team != team_blue) tag.c: bug("%s has joined the arena match, but has no team!", ch->name); tag.c: if (ch->pcdata->team != team_blue && ch->pcdata->team != team_red) tag.c: if ( victim != ch && victim->name != ch->name ) tag.c: sprintf( buf, "%s has quit the game of Tag!", ch->name ); tag.c: sprintf( buf, "%s has quit, there are no longer enough players to continue!", ch->name ); tag.c: if (ch->pcdata->team != team_blue && ch->pcdata->team != team_red) tag.c: if ( ch->pcdata->team != team_red && ch->pcdata->team != team_blue ) tag.c: if ( ch == victim || ch->name == victim->name ) tag.c: if ( ch->pcdata->team == victim->pcdata->team ) tag.c: if (xIS_SET(ch->act, PLR_TAGGED)) tag.c: sprintf( buf, "%s has tagged you, releasing you back into the game.\n\r", ch->name); tag.c: ch->name ); tag.c: && (victim->pcdata->team == (ch->pcdata->team - 1) tag.c: || victim->pcdata->team == (ch->pcdata->team + 1))) tag.c: if (xIS_SET(ch->act, PLR_TAGGED)) tag.c: ch->pcdata->team == team_blue ? "&B" : "&R", ch->name ); tag.c: sprintf( buf, "%s has tagged you, freezing you on the spot!\n\r", ch->name ); tag.c: bug( "Tag!: Tag victim %s has no team! Tagged by %s", victim->name, ch->name ); track.c: if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_track] <= 0 ) track.c: maxdist = 100 + ch->level * 30; track.c: dir = find_first_step(ch->in_room, vict->in_room, maxdist); track.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) track.c: if (!ch || !ch->hunting) track.c: if ( ch->hunting->who == tmp ) track.c: if ( ch->in_room == ch->hunting->who->in_room ) track.c: if ( ch->fighting ) track.c: found_prey( ch, ch->hunting->who ); track.c: ret = find_first_step(ch->in_room, ch->hunting->who->in_room, 500 + ch->level * 25); track.c: if ( (pexit=get_exit(ch->in_room, ret)) == NULL ) track.c: if ( !ch->hunting ) track.c: if ( !ch->in_room ) track.c: bug( "Hunt_victim: no ch->in_room! Mob #%d, name: %s. Placing mob in limbo.", track.c: ch->pIndexData->vnum, ch->name ); track.c: if ( ch->in_room == ch->hunting->who->in_room ) track.c: found_prey(ch, ch->hunting->who); track.c: if ( (vch=scan_for_victim(ch, pexit, ch->hunting->name)) != NULL ) track.c: if ( !mob_fire(ch, ch->hunting->who->name) ) track.c: if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_track] <= 0 ) track.c: maxdist = 100 + ch->level * 30; track.c: && ( find_first_step(ch->in_room, target->in_room, maxdist) != BFS_NO_PATH ) ) update.c: if( ch->level2 == -1 ) update.c: title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] ); update.c: if (!IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS)) update.c: class_table[ch->class]->hp_min, update.c: class_table[ch->class]->hp_max ); update.c: add_mana = class_table[ch->class]->fMana ? number_range(2, (2*(get_curr_int(ch)+get_curr_wis(ch)))/8) : 0; update.c: if( ch->level2 != -1 ) update.c: add_hp += race_table[ch->race]->hit; update.c: add_mana += race_table[ch->race]->mana; update.c: ch->max_hit += add_hp; update.c: ch->max_mana += add_mana; update.c: ch->max_move += add_move; update.c: ch->practice += add_prac; update.c: ch->hit = ch->max_hit; update.c: xREMOVE_BIT( ch->act, PLR_BOUGHT_PET ); update.c: if ( ch->level == LEVEL_PCAVATAR ) update.c: sprintf( buf, "%s has just become an Avatar!", ch->name ); update.c: if ( ch->level == LEVEL_AVATAR ) update.c: sprintf( buf, "%s has just become a Demi-God!", ch->name ); update.c: if ( ch->level < LEVEL_IMMORTAL && exp_level == TRUE) update.c: add_hp, ch->max_hit, update.c: 1, ch->level + 10, update.c: add_move, ch->max_move, update.c: add_prac, ch->practice update.c: add_hp, ch->max_hit, update.c: add_mana, ch->max_mana, update.c: add_move, ch->max_move, update.c: add_prac, ch->practice update.c: if ( IS_NPC(ch) || ch->level >= LEVEL_AVATAR ) update.c: if(modgain>0 /*&& IS_PKILL(ch)*/ && ch->level<33){ update.c: if(ch->level<=9){ update.c: if(ch->level<=18 && ch->level>=10){ update.c: if(ch->level<=27 && ch->level>=19){ update.c: if(ch->level<=28 && ch->level>=36){ update.c: modgain *= ( race_table[ch->race]->exp_multiplier/100.0); update.c: if( ch->exp + modgain < exp_level(ch, ch->level)){ update.c: modgain = exp_level(ch, ch->level) - ch->exp; update.c: exp_level(ch, ch->level+2) - exp_level(ch, ch->level+1)); update.c: ch->exp = UMAX( 0, ch->exp + modgain ); update.c: if (NOT_AUTHED(ch) && ch->exp >= exp_level(ch, ch->level+1)) update.c: ch->exp = (exp_level(ch, (ch->level+1)) - 1); update.c: while ( ch->level < LEVEL_AVATAR && ch->exp >= exp_level(ch, ch->level+1)) update.c: ch_printf( ch, "You have now obtained experience level %d!\n\r", ++ch->level ); update.c: if (!IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS)) { update.c: sprintf( buf, "%s has achieved level %d!", ch->name, ch->level ); update.c: gain = ch->level * 3 / 2; update.c: gain = UMIN( 5, ((ch->level + get_curr_con(ch))/ 8) ); update.c: switch ( ch->position ) update.c: case POS_SLEEPING: gain += get_curr_con(ch) * 2.0; if(ch->on) gain += 5; break; update.c: case POS_RESTING: gain += get_curr_con(ch) * 1.25;if(ch->on) gain += 2; break; update.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 ) update.c: else if ( ch->pcdata->condition[COND_BLOODTHIRST] >= (8 + ch->level) ) update.c: if ( ch->pcdata->condition[COND_FULL] == 0 ) update.c: if ( ch->pcdata->condition[COND_THIRST] == 0 ) update.c: return UMIN(gain, ch->max_hit - ch->hit); update.c: gain = ch->level; update.c: gain = UMIN( 5, ((ch->level + get_curr_int(ch)) / 8) ); update.c: if ( ch->position < POS_SLEEPING ) update.c: switch ( ch->position ) update.c: case POS_SLEEPING: gain += get_curr_int(ch) * 3.25; if(ch->on) gain += 5; break; update.c: case POS_RESTING: gain += get_curr_int(ch) * 1.75; if(ch->on) gain += 2; break; update.c: if ( ch->pcdata->condition[COND_FULL] == 0 ) update.c: if ( ch->pcdata->condition[COND_THIRST] == 0 ) update.c: return UMIN(gain, ch->max_mana - ch->mana); update.c: gain = ch->level; update.c: gain = UMAX( 15, ((2*ch->level + get_curr_dex(ch)) / 8) ); update.c: switch ( ch->position ) update.c: case POS_SLEEPING: gain += get_curr_dex(ch) * 4.5;if(ch->on) gain+=5; break; update.c: case POS_RESTING: gain += get_curr_dex(ch) * 2.5;if(ch->on) gain+=2; break; update.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 ) update.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] >= (8 + ch->level) ) update.c: if ( ch->pcdata->condition[COND_FULL] == 0 ) update.c: if ( ch->pcdata->condition[COND_THIRST] == 0 ) update.c: return UMIN(gain, ch->max_move - ch->move); update.c: if (value == 0 || IS_NPC(ch) || ch->level >= LEVEL_IMMORTAL || NOT_AUTHED(ch)) update.c: if ((ch->desc) && ((ch->desc->connected == CON_PLAYING) && (ch->desc->idle > 1200 && !xIS_SET(ch->act, PLR_AFK)))) update.c: condition = ch->pcdata->condition[iCond]; update.c: ch->pcdata->condition[iCond] = 40; update.c: ch->pcdata->condition[iCond] = (10 + ch->level); update.c: if( race_table[ch->race]->hunger_mod == -1 && iCond == COND_FULL ) update.c: ch->pcdata->condition[iCond] = URANGE(0, condition+value, (10 + ch->level)); update.c: ch->pcdata->condition[iCond] = 40;*/ update.c: ch->pcdata->condition[iCond] = URANGE(0, condition+value, 48); update.c: if ( ch->pcdata->condition[iCond] == 0 ) update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE ) update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE ) update.c: if ( ch->level < LEVEL_AVATAR) update.c: bug("gain_condition: bloodthirst update for non blood ch: %s", ch->name); update.c: retcode = damage(ch, ch, ch->max_hit / 20, TYPE_UNDEFINED); update.c: if ( ch->pcdata->condition[iCond] == 1 ) update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE ) update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE ) update.c: if ( ch->level < LEVEL_AVATAR ) update.c: if ( ch->pcdata->condition[iCond] == 2 ) update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE ) update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE ) update.c: if ( ch->level < LEVEL_AVATAR ) update.c: if ( ch->pcdata->condition[iCond] == 3 ) update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE ) update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE ) update.c: if ( ch->level < LEVEL_AVATAR ) update.c: if ((!ch->pcdata) && !(xIS_SET(ch->act, ACT_IS_NPC))) update.c: bug( "Mob %d in room %d was not set with the NPC flag! Fixing...", ch->pIndexData->vnum, ch->in_room->vnum); update.c: xSET_BIT( ch->act, ACT_IS_NPC ); update.c: if ( ch == first_char && ch->prev ) update.c: ch->prev = NULL; update.c: gch_prev = ch->prev; update.c: ch->name ); update.c: ch->prev = NULL; update.c: if ( !ch->in_room update.c: if ( ch->pIndexData->vnum == 5 && !IS_AFFECTED(ch, AFF_CHARM) ) update.c: if(ch->in_room->first_person) update.c: if ( !xIS_SET( ch->act, ACT_RUNNING ) update.c: && !xIS_SET( ch->act, ACT_SENTINEL ) update.c: && !ch->fighting && ch->hunting ) update.c: sprintf( buf, "%s hunting %s from %s.", ch->name, update.c: ch->hunting->name, update.c: ch->in_room->name ); update.c: if ( !xIS_SET( ch->act, ACT_RUNNING ) update.c: && ch->spec_fun ) update.c: if ( (*ch->spec_fun) ( ch ) ) update.c: if ( HAS_PROG( ch->pIndexData, SCRIPT_PROG ) ) update.c: if ( ch->position != POS_STANDING ) update.c: if ( xIS_SET(ch->act, ACT_MOUNTED ) ) update.c: if ( xIS_SET(ch->act, ACT_AGGRESSIVE) update.c: || xIS_SET(ch->act, ACT_META_AGGR) ) update.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE ) update.c: && (xIS_SET(ch->act, ACT_AGGRESSIVE) || xIS_SET(ch->act, ACT_META_AGGR)) ) update.c: if(! ch->in_room->area) update.c: ch->in_room->vnum,ch->name); update.c: if(ch->was_in_room) update.c: bug("Was in room %d",ch->was_in_room->vnum); update.c: if ( ch->in_room->area->nplayer > 0 ) update.c: if ( ch->position < POS_STANDING ) update.c: if ( ch->position < POS_STANDING ) update.c: if ((obj->cost > big_obj->cost) && (ch->gold >= big_obj->cost)) update.c: if (big_obj == ch->last_carrying) update.c: for (obj=ch->last_carrying; obj; obj=obj->next_content) update.c: if ( ch->in_room->first_content update.c: if (!xIS_SET(ch->act, ACT_SCAVENGER) && number_percent() < 70) update.c: for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) update.c: || (ch->in_room->area->weather->precip > 10)) update.c: if (ch->in_room->area->weather->precip > 10) update.c: * if (ch->last_carrying && find_keeper(ch)!=ch) update.c: if ( !xIS_SET(ch->act, ACT_RUNNING) update.c: && !xIS_SET(ch->act, ACT_SENTINEL) update.c: && !xIS_SET(ch->act, ACT_PROTOTYPE) update.c: && ( pexit = get_exit(ch->in_room, door) ) != NULL update.c: && ( !xIS_SET(ch->act, ACT_STAY_AREA) || pexit->to_room->area == ch->in_room->area ) ) update.c: if ( retcode != rNONE || xIS_SET(ch->act, ACT_SENTINEL) update.c: || ch->position < POS_STANDING ) update.c: if ( ch->hit < ch->max_hit / 2 update.c: && ( pexit = get_exit(ch->in_room,door) ) != NULL update.c: for ( rch = ch->in_room->first_person; update.c: rch = rch->next_in_room ) update.c: sprintf( buf, "Get away from me, %s!", rch->name ); update.c: sprintf( buf, "Leave me be, %s!", rch->name ); update.c: sprintf( buf, "%s is trying to kill me! Help!", rch->name ); update.c: sprintf( buf, "Someone save me from %s!", rch->name ); update.c: if ( ch == first_char && ch->prev ) update.c: ch->prev = NULL; update.c: gch_prev = ch->prev; update.c: bug( "char_gains: ch->prev->next != ch", 0 ); update.c: if ( ch->position >= POS_STUNNED ) update.c: if ( ch->hit < ch->max_hit ) update.c: ch->hit += hit_gain(ch); update.c: if ( ch->mana < ch->max_mana ) update.c: ch->mana += mana_gain(ch); update.c: if ( ch->move < ch->max_move ) update.c: ch->move += move_gain(ch); update.c: if ( ch == first_char && ch->prev ) update.c: ch->prev = NULL; update.c: gch_prev = ch->prev; update.c: bug( "char_gains: ch->prev->next != ch", 0 ); update.c: gain_condition( ch, COND_FULL, -1 + race_table[ch->race]->hunger_mod ); update.c: if ( ch == first_char && ch->prev ) update.c: ch->prev = NULL; update.c: gch_prev = ch->prev; update.c: bug( "char_update: ch->prev->next != ch", 0 ); update.c: && ( !ch->desc || ch->desc->connected == CON_PLAYING ) update.c: && ch->level >= 2 update.c: && current_time - ch->save_time > (sysdata.save_frequency*60) ) update.c: if ( ch->position >= POS_STUNNED ) update.c: if ( ch->hit < ch->max_hit ) update.c: ch->hit += hit_gain(ch); update.c: if ( ch->mana < ch->max_mana ) update.c: ch->mana += mana_gain(ch); update.c: if ( ch->move < ch->max_move ) update.c: ch->move += move_gain(ch); update.c: if ( ch->position == POS_STUNNED ) update.c: if ( ch->morph ) { update.c: if ( ch->morph->timer > 0 ) update.c: ch->morph->timer--; update.c: if ( ch->morph->timer == 0 ) update.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance ) update.c: if ( ch->pcdata->nuisance->flags < MAX_NUISANCE_STAGE ) update.c: temp = ch->pcdata->nuisance->max_time-ch->pcdata->nuisance->time; update.c: temp *= ch->pcdata->nuisance->flags; update.c: temp += ch->pcdata->nuisance->time; update.c: ch->pcdata->nuisance->flags++; update.c: if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL ) update.c: if ( --obj->value[2] == 0 && ch->in_room ) update.c: ch->in_room->light -= obj->count; update.c: if (ch->in_room->light < 0 ) update.c: ch->in_room->light=0; update.c: if ( ++ch->timer >= 12 ) update.c: if ( ch->timer == 12 && ch->in_room ) update.c: ch->was_in_room = ch->in_room; update.c: if ( ch->fighting ) update.c: if ( ch->pcdata->condition[COND_DRUNK] > 8 ) update.c: worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK]/8 ); update.c: if ( ch->pcdata->condition[COND_FULL] > 1 ) update.c: switch( ch->position ) update.c: if ( ch->pcdata->condition[COND_THIRST] > 1 ) update.c: switch( ch->position ) update.c: gain_condition( ch, COND_FULL, -1 + race_table[ch->race]->hunger_mod ); update.c: if ( IS_VAMPIRE(ch) && ch->level >= 10 ) update.c: if ( CAN_PKILL( ch ) && ch->pcdata->condition[COND_THIRST] - 9 > 10 ) update.c: if ( !IS_NPC( ch ) && ch->pcdata->nuisance ) update.c: value = ((0 - ch->pcdata->nuisance->flags)*ch->pcdata->nuisance->power); update.c: if ( ch->in_room ) update.c: switch( ch->in_room->sector_type ) update.c: gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod); break; update.c: gain_condition( ch, COND_THIRST, -3 + race_table[ch->race]->thirst_mod); break; update.c: gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod); break; update.c: if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) && ch->pcdata->release_date > 0 && update.c: ch->pcdata->release_date <= current_time ) update.c: if ( ch->pcdata->clan ) update.c: location = get_room_index( ch->pcdata->clan->recall ); update.c: location = ch->in_room; update.c: STRFREE( ch->pcdata->helled_by ); update.c: ch->pcdata->release_date = 0; update.c: ch->mental_state = URANGE( 20, ch->mental_state update.c: if ( ch->position == POS_INCAP ) update.c: if ( ch->position == POS_MORTAL ) update.c: for ( paf = ch->first_affect; paf; paf = paf_next ) update.c: if ( (*skill->spell_fun)(paf->modifier, ch->level, ch, ch) == rCHAR_DIED update.c: xREMOVE_BIT(ch->affected_by, AFF_RECURRINGSPELL); update.c: if(ch->alignment<race_table[ch->race]->minalign) update.c: if(ch->alignment>race_table[ch->race]->maxalign) update.c: if ( ch->mental_state >= 30 ) update.c: switch( (ch->mental_state+5) / 10 ) update.c: if ( ch->mental_state <= -30 ) update.c: switch( (abs(ch->mental_state)+5) / 10 ) update.c: if ( ch->position > POS_SLEEPING ) update.c: if ( (ch->position == POS_STANDING update.c: || ch->position < POS_FIGHTING) update.c: && number_percent()+10 < abs(ch->mental_state) ) update.c: if ( ch->position > POS_SLEEPING ) update.c: if ( (ch->position == POS_STANDING update.c: || ch->position < POS_FIGHTING) update.c: && (number_percent()+20) < abs(ch->mental_state) ) update.c: if ( ch->position > POS_SLEEPING ) update.c: if ( ch->position < POS_SITTING update.c: && (number_percent()+30) < abs(ch->mental_state) ) update.c: if ( ch->position > POS_RESTING ) update.c: if ( ch->position > POS_RESTING ) update.c: if ( ch->position > POS_RESTING ) update.c: if ( ch->position > POS_RESTING ) update.c: if ( ch->position > POS_RESTING ) update.c: if ( ch->timer > 24 ) update.c: ch_next = ch->next; update.c: if ( xIS_SET(ch->act, ACT_RUNNING) ) update.c: if ( !xIS_SET(ch->act, ACT_SENTINEL) update.c: && !ch->fighting && ch->hunting ) update.c: if ( ch->spec_fun ) update.c: if ( (*ch->spec_fun) ( ch ) ) update.c: if ( !xIS_SET(ch->act, ACT_SENTINEL) update.c: && !xIS_SET(ch->act, ACT_PROTOTYPE) update.c: && ( pexit = get_exit(ch->in_room, door) ) != NULL update.c: && ( !xIS_SET(ch->act, ACT_STAY_AREA) update.c: || pexit->to_room->area == ch->in_room->area ) ) update.c: if ( retcode != rNONE || xIS_SET(ch->act, ACT_SENTINEL) update.c: || ch->position < POS_STANDING ) update.c: if ( ch->mount update.c: && ch->in_room != ch->mount->in_room ) update.c: xREMOVE_BIT( ch->mount->act, ACT_MOUNTED ); update.c: ch->mount = NULL; update.c: ch->position = POS_STANDING; update.c: if ( ( ch->in_room && ch->in_room->sector_type == SECT_UNDERWATER ) update.c: || ( ch->in_room && ch->in_room->sector_type == SECT_OCEANFLOOR ) ) update.c: if ( ch->level < LEVEL_IMMORTAL ) update.c: dam = number_range( ch->max_hit / 100, ch->max_hit / 50 ); update.c: if ( ch->in_room update.c: && (( ch->in_room->sector_type == SECT_WATER_NOSWIM ) update.c: || ( ch->in_room->sector_type == SECT_WATER_SWIM ) ) ) update.c: && !ch->mount ) update.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content ) update.c: if ( ch->level < LEVEL_IMMORTAL ) update.c: if ( ch->move > 0 ) update.c: mov = number_range( ch->max_move / 20, ch->max_move / 5 ); update.c: if ( ch->move - mov < 0 ) update.c: ch->move = 0; update.c: ch->move -= mov; update.c: dam = number_range( ch->max_hit / 20, ch->max_hit / 5 ); update.c: if ( !ch->desc ) update.c: for ( wch = ch->in_room->first_person; wch; wch = wch_next ) update.c: wch_next = wch->next_in_room; update.c: || wch->fighting update.c: || (xIS_SET(wch->act, ACT_WIMPY) && IS_AWAKE(ch) ) update.c: if ( (!xIS_SET(wch->act, ACT_AGGRESSIVE) update.c: && !xIS_SET(wch->act, ACT_META_AGGR)) update.c: || xIS_SET(wch->act, ACT_MOUNTED) update.c: || IS_SET(wch->in_room->room_flags, ROOM_SAFE ) ) update.c: if ( IS_NPC( wch ) && wch->mpactnum > 0 update.c: && wch->in_room->area->nplayer > 0 ) update.c: for ( tmp_act = wch->mpact; tmp_act; update.c: for ( tmp_act = wch->mpact; tmp_act; tmp_act = tmp2_act ) update.c: wch->mpactnum = 0; update.c: wch->mpact = NULL; update.c: if ( !char_died(wch) && wch->mpactnum > 0 ) update.c: while ( (tmp_act = wch->mpact) != NULL ) update.c: wch->mpact = tmp_act->next; update.c: wch->mpactnum = 0; update.c: wch->mpact = NULL; update.c: || wch->level >= LEVEL_IMMORTAL update.c: || !wch->in_room ) update.c: for ( ch = wch->in_room->first_person; ch; ch = ch_next ) update.c: ch_next = ch->next_in_room; update.c: || ch->fighting update.c: || (xIS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) ) update.c: if ( (!xIS_SET(ch->act, ACT_AGGRESSIVE) update.c: && !xIS_SET(ch->act, ACT_META_AGGR)) update.c: || xIS_SET(ch->act, ACT_MOUNTED) update.c: || IS_SET(ch->in_room->room_flags, ROOM_SAFE ) ) update.c: for ( vch = wch->in_room->first_person; vch; vch = vch_next ) update.c: vch_next = vch->next_in_room; update.c: if ( (!IS_NPC(vch) || xIS_SET(ch->act, ACT_META_AGGR) update.c: || xIS_SET(vch->act, ACT_ANNOYING)) update.c: && vch->level < LEVEL_IMMORTAL update.c: && (!xIS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) ) update.c: if ( IS_NPC(ch) && xIS_SET(ch->attacks, ATCK_BACKSTAB ) ) update.c: if ( !ch->mount update.c: || number_percent( )+5 < ch->level ) update.c: if ( IS_NPC( ch ) || ch->pcdata->condition[COND_DRUNK] <= 0 ) update.c: drunk = ch->pcdata->condition[COND_DRUNK]; update.c: position = ch->position; update.c: ch->position = POS_STANDING; update.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room ) update.c: check_social( ch, "puke", (rvch ? rvch->name : "") ); update.c: ch->position = position; update.c: if ( ch->mental_state >= 30 && number_bits(5 - (ch->mental_state >= 50) - (ch->mental_state >= 75)) == 0 ) update.c: switch( number_range( 1, UMIN(21, (ch->mental_state+5) / 5)) ) update.c: fprintf( fp, "%d %s %s\n", d->descriptor, och->name, d->host ); update.c: if ( och->level == 1 ) update.c: och->level++; /* Advance_level doesn't do that */ update.c: && xIS_SET( och->act, PLR_SAVREBOOT ) ) update.c: for ( vch = first_char; vch; vch = vch->next ) vendor.c:if ( (ch->gold < COST_BUY_VENDOR ) ) vendor.c:if ( (ch->level) < LEVEL_BUY_VENDOR ) vendor.c:ch->gold = ch->gold - COST_BUY_VENDOR; vendor.c:int vnum = ch->in_room->vnum; vendor.c:char_to_room( create_mobile( temp ), ch->in_room ); vendor.c:sprintf (buf, vendor->long_descr, ch->name); vendor.c:sprintf (buf, "%s", ch->name); vendor.c:vendor->home = ch->in_room; vendor.c:if ( ch->fighting) vendor.c:if ( ch->fighting) vendor.c:ch->gold += gold; vendor.c: sprintf( strsave, "%s%s",VENDOR_DIR, capitalize( ch->owner ) ); vendor.c: if ( ch->first_carrying ) vendor.c: fwrite_obj( ch, ch->last_carrying, fp, 0, OS_CARRY ); websvr.c: if(change_web_pass(ch->name, buf))