act_info.c: && victim->pcdata->clan->badge ) act_info.c: ch_printf_color( ch, "%s ", victim->pcdata->clan->badge ); 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 ( pclan->clan_type == CLAN_GUILD ) act_info.c: else if ( pclan->clan_type == CLAN_ORDER ) act_info.c: if ( pclan->clan_type == CLAN_ORDER ) 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: else if ( pclan->clan_type == CLAN_GUILD ) 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: strcat( clan_name, pclan->name ); act_info.c: if ( pclan->clan_type == CLAN_GUILD ) act_info.c: else if ( pclan->clan_type == CLAN_ORDER ) act_info.c: pager_printf_color( ch, "%-18s\t", victim->pcdata->clan->badge ); act_info.c: || (ch->pcdata->clan->class != skill_table[sn]->guild) ) ) ) act_info.c: && ch->pcdata->clan->class != skill_table[sn]->guild ) act_info.c: if ( pclan->clan_type == CLAN_ORDER ) act_info.c: if ( !str_cmp( victim->name, pclan->deity ) ) act_info.c: else if ( !str_cmp( victim->name, pclan->leader ) ) act_info.c: else if ( !str_cmp( victim->name, pclan->number1 ) ) act_info.c: else if ( !str_cmp( victim->name, pclan->number2 ) ) act_info.c: else if ( pclan->clan_type == CLAN_GUILD ) act_info.c: if ( !str_cmp( victim->name, pclan->deity ) ) act_info.c: else if ( !str_cmp( victim->name, pclan->leader ) ) act_info.c: else if ( !str_cmp( victim->name, pclan->number1 ) ) act_info.c: else if ( !str_cmp( victim->name, pclan->number2 ) ) act_info.c: if ( !str_cmp( victim->name, pclan->deity ) ) act_info.c: else if ( !str_cmp( victim->name, pclan->leader ) ) act_info.c: else if ( !str_cmp( victim->name, pclan->number1 ) ) act_info.c: else if ( !str_cmp( victim->name, pclan->number2 ) ) act_info.c: send_to_pager( victim->pcdata->clan->name, ch ); act_obj.c: for ( clan = first_clan; clan; clan = clan->next ) act_obj.c: if ( clan->storeroom == ch->in_room->vnum ) act_obj.c: for ( clan = first_clan; clan; clan = clan->next ) act_obj.c: if ( clan->storeroom == ch->in_room->vnum ) act_obj.c: for ( clan = first_clan; clan; clan = clan->next ) act_obj.c: if ( clan->storeroom == ch->in_room->vnum ) act_obj.c: for ( clan = first_clan; clan; clan = clan->next ) act_obj.c: if ( clan->storeroom == ch->in_room->vnum ) 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: sprintf( filename, "%s%s.vault", CLAN_DIR, clan->filename ); act_obj.c: for ( clan = first_clan; clan; clan = clan->next ) act_obj.c: if ( clan->storeroom == ch->in_room->vnum ) act_wiz.c: victim->pcdata->clan->clan_type == CLAN_ORDER ? "Order" : act_wiz.c: victim->pcdata->clan->clan_type == CLAN_GUILD ? "Guild" : "Clan", act_wiz.c: victim->pcdata->clan->name ); act_wiz.c: if ( victim->pcdata->clan->clan_type == CLAN_GUILD) act_wiz.c: if (skill_table[sn]->guild == victim->pcdata->clan->class act_wiz.c: --victim->pcdata->clan->num_members; act_wiz.c: if (!str_cmp (victim->name, victim->pcdata->clan->leader) ) act_wiz.c: STRFREE (victim->pcdata->clan->leader); act_wiz.c: victim->pcdata->clan->leader = STRALLOC (""); act_wiz.c: if (!str_cmp (victim->name, victim->pcdata->clan->number1)) act_wiz.c: STRFREE (victim->pcdata->clan->number1); act_wiz.c: victim->pcdata->clan->number1 = STRALLOC (""); act_wiz.c: if (!str_cmp (victim->name, victim->pcdata->clan->number2)) act_wiz.c: STRFREE (victim->pcdata->clan->number2); act_wiz.c: victim->pcdata->clan->number2 = STRALLOC (""); act_wiz.c: ch->pcdata->clan->num_members--; act_wiz.c: location = get_room_index(victim->pcdata->clan->recall); act_wiz.c: if ( clan->clan_type == CLAN_GUILD ) act_wiz.c: if ( skill_table[sn]->guild == victim->pcdata->clan->class act_wiz.c: --clan->members; act_wiz.c: if ( !str_cmp(victim->name, clan->deity) ) act_wiz.c: STRFREE( clan->deity ); act_wiz.c: clan->deity = STRALLOC( "" ); act_wiz.c: if ( !str_cmp(victim->name, clan->leader) ) act_wiz.c: STRFREE( clan->leader ); act_wiz.c: clan->leader = STRALLOC( "" ); act_wiz.c: if ( !str_cmp(victim->name, clan->number1) ) act_wiz.c: STRFREE( clan->number1 ); act_wiz.c: clan->number1 = STRALLOC( "" ); act_wiz.c: if ( !str_cmp(victim->name, clan->number2) ) act_wiz.c: STRFREE( clan->number2 ); act_wiz.c: clan->number2 = STRALLOC( "" ); act_wiz.c: act( AT_MAGIC, "You remove $N from $t", ch, clan->name, victim, TO_CHAR ); act_wiz.c: act( AT_MAGIC, "$n totally removes $N from $t", ch, clan->name, victim, TO_ROOM ); act_wiz.c: act( AT_MAGIC, "$n totally removes you from $t", ch, clan->name, victim, TO_VICT ); act_wiz.c: if ( clan->clan_type == CLAN_GUILD ) act_wiz.c: if ( victim->class != clan->class) act_wiz.c: ++clan->members; act_wiz.c: if ( clan->clan_type != CLAN_ORDER && clan->clan_type != CLAN_GUILD ) act_wiz.c: if ( clan->clan_type != CLAN_NOKILL && clan->clan_type != CLAN_ORDER act_wiz.c: && clan->clan_type != CLAN_GUILD ) act_wiz.c: if ( clan->clan_type == CLAN_GUILD ) act_wiz.c: if ( skill_table[sn]->guild == clan->class act_wiz.c: victim->pcdata->clan_name = QUICKLINK( clan->name ); act_wiz.c: act( AT_MAGIC, "You induct $N into $t", ch, clan->name, victim, TO_CHAR ); act_wiz.c: act( AT_MAGIC, "$n inducts $N into $t", ch, clan->name, victim, TO_ROOM ); act_wiz.c: act( AT_MAGIC, "$n adds you into $t", ch, clan->name, victim, TO_VICT ); boards.c: if ( ch->pcdata->clan && !str_cmp( ch->pcdata->clan->name, board->read_group ) ) boards.c: if ( ch->pcdata->clan && !str_cmp( ch->pcdata->clan->name, board->post_group ) ) build.c: --victim->pcdata->clan->num_members; build.c: --victim->pcdata->clan->num_members; build.c: victim->pcdata->clan_name = QUICKLINK( clan->name ); build.c: ++victim->pcdata->clan->num_members; build.c: if ( victim->pcdata->clan->clan_type == CLAN_GUILD) build.c: if (skill_table[sn]->guild == victim->pcdata->clan->class build.c: --victim->pcdata->clan->num_members; build.c: if (!str_cmp (victim->name, victim->pcdata->clan->leader) ) build.c: STRFREE (victim->pcdata->clan->leader); build.c: victim->pcdata->clan->leader = STRALLOC (""); build.c: if (!str_cmp (victim->name, victim->pcdata->clan->number1)) build.c: STRFREE (victim->pcdata->clan->number1); build.c: victim->pcdata->clan->number1 = STRALLOC (""); build.c: if (!str_cmp (victim->name, victim->pcdata->clan->number2)) build.c: STRFREE (victim->pcdata->clan->number2); build.c: victim->pcdata->clan->number2 = STRALLOC (""); clans.c: for ( clan = first_clan; clan; clan = clan->next ) clans.c: if ( !str_cmp( name, clan->name ) ) clans.c: for ( tclan = first_clan; tclan; tclan = tclan->next ) clans.c: fprintf( fpout, "%s\n", tclan->filename ); clans.c: if ( !clan->filename || clan->filename[0] == '\0' ) clans.c: sprintf( buf, "save_clan: %s has no filename", clan->name ); clans.c: sprintf( filename, "%s%s", CLAN_DIR, clan->filename ); clans.c: if (clan->name && clan->name[0] != '\0') clans.c: fprintf( fp, "Name %s~\n", clan->name); clans.c: if (clan->filename && clan->filename[0] != '\0') clans.c: fprintf( fp, "Filename %s~\n", clan->filename); clans.c: if (clan->motto && clan->motto[0] != '\0') clans.c: fprintf( fp, "Motto %s~\n", clan->motto); clans.c: if (clan->description && clan->description[0] != '\0') clans.c: fprintf( fp, "Description %s~\n", clan->description); clans.c: if (clan->deity && clan->deity[0] != '\0') clans.c: fprintf( fp, "Deity %s~\n", clan->deity); clans.c: if (clan->leader && clan->leader[0] != '\0') clans.c: fprintf( fp, "Leader %s~\n", clan->leader); clans.c: if (clan->number1 && clan->number1[0] != '\0') clans.c: fprintf( fp, "NumberOne %s~\n", clan->number1); clans.c: if (clan->number2 && clan->number2[0] != '\0') clans.c: fprintf( fp, "NumberTwo %s~\n", clan->number2); clans.c: if (clan->badge && clan->badge[0] != '\0') clans.c: fprintf( fp, "Badge %s~\n", clan->badge); clans.c: clan->pkills[0], clan->pkills[1], clan->pkills[2], clans.c: clan->pkills[3], clan->pkills[4], clan->pkills[5], clans.c: clan->pkills[6]); clans.c: clan->pdeaths[0], clan->pdeaths[1], clan->pdeaths[2], clans.c: clan->pdeaths[3], clan->pdeaths[4], clan->pdeaths[5], clans.c: clan->pdeaths[6]); clans.c: fprintf( fp, "MKills %d\n", clan->mkills ); clans.c: fprintf( fp, "MDeaths %d\n", clan->mdeaths ); clans.c: fprintf( fp, "IllegalPK %d\n", clan->illegal_pk ); clans.c: fprintf( fp, "Score %d\n", clan->score ); clans.c: fprintf( fp, "Type %d\n", clan->clan_type ); clans.c: fprintf( fp, "Class %d\n", clan->class ); clans.c: fprintf( fp, "Favour %d\n", clan->favour ); clans.c: fprintf( fp, "Strikes %d\n", clan->strikes ); clans.c: fprintf( fp, "Members %d\n", clan->num_members ); clans.c: if (clan->members && clan->members[0] != '\0') clans.c: fprintf( fp, "NameMembers %s~\n", clan->members); clans.c: fprintf( fp, "MemLimit %d\n", clan->mem_limit ); clans.c: fprintf( fp, "Alignment %d\n", clan->alignment ); clans.c: fprintf( fp, "Board %d\n", clan->board ); clans.c: fprintf( fp, "ClanObjOne %d\n", clan->clanobj1 ); clans.c: fprintf( fp, "ClanObjTwo %d\n", clan->clanobj2 ); clans.c: fprintf( fp, "ClanObjThree %d\n", clan->clanobj3 ); clans.c: fprintf( fp, "ClanObjFour %d\n", clan->clanobj4 ); clans.c: fprintf( fp, "ClanObjFive %d\n", clan->clanobj5 ); clans.c: fprintf( fp, "Recall %d\n", clan->recall ); clans.c: fprintf( fp, "Storeroom %d\n", clan->storeroom ); clans.c: fprintf( fp, "GuardOne %d\n", clan->guard1 ); clans.c: fprintf( fp, "GuardTwo %d\n", clan->guard2 ); clans.c: if( (endstr = strstr( clan->members, name ) ) == NULL ) clans.c: length = strlen( clan->members ); clans.c: memcpy( newstring, clan->members, length ); clans.c: if( (strlen( endstr ) + strlen( name ) + 1) >= strlen( clan->members ) ) clans.c: DISPOSE( clan->members ); clans.c: clan->members = str_dup( finishedstring ); clans.c: sprintf( buf, "%s %s", clan->members, name ); clans.c: DISPOSE( clan->members ); clans.c: clan->members = str_dup( buf ); clans.c: clan->mem_limit = 0; /* Set up defaults */ clans.c: KEY( "Alignment", clan->alignment, fread_number( fp ) ); clans.c: KEY( "Badge", clan->badge, fread_string( fp ) ); clans.c: KEY( "Board", clan->board, fread_number( fp ) ); clans.c: KEY( "ClanObjOne", clan->clanobj1, fread_number( fp ) ); clans.c: KEY( "ClanObjTwo", clan->clanobj2, fread_number( fp ) ); clans.c: KEY( "ClanObjThree",clan->clanobj3, fread_number( fp ) ); clans.c: KEY( "ClanObjFour", clan->clanobj4, fread_number( fp ) ); clans.c: KEY( "ClanObjFive", clan->clanobj5, fread_number( fp ) ); clans.c: KEY( "Class", clan->class, fread_number( fp ) ); clans.c: KEY( "Deity", clan->deity, fread_string( fp ) ); clans.c: KEY( "Description", clan->description, fread_string( fp ) ); clans.c: if (!clan->name) clans.c: clan->name = STRALLOC( "" ); clans.c: if (!clan->leader) clans.c: clan->leader = STRALLOC( "" ); clans.c: if (!clan->description) clans.c: clan->description = STRALLOC( "" ); clans.c: if (!clan->motto) clans.c: clan->motto = STRALLOC( "" ); clans.c: if (!clan->number1) clans.c: clan->number1 = STRALLOC( "" ); clans.c: if (!clan->number2) clans.c: clan->number2 = STRALLOC( "" ); clans.c: if (!clan->deity) clans.c: clan->deity = STRALLOC( "" ); clans.c: if (!clan->badge) clans.c: clan->badge = STRALLOC( "" ); clans.c: if( !clan->members ) clans.c: clan->members = str_dup( "" ); clans.c: KEY( "Favour", clan->favour, fread_number( fp ) ); clans.c: KEY( "Filename", clan->filename, fread_string_nohash( fp ) ); clans.c: KEY( "GuardOne", clan->guard1, fread_number( fp ) ); clans.c: KEY( "GuardTwo", clan->guard2, fread_number( fp ) ); clans.c: KEY( "IllegalPK", clan->illegal_pk, fread_number( fp ) ); clans.c: KEY( "Leader", clan->leader, fread_string( fp ) ); clans.c: KEY( "MDeaths", clan->mdeaths, fread_number( fp ) ); clans.c: KEY( "Members", clan->num_members, fread_number( fp ) ); clans.c: KEY( "MemLimit", clan->mem_limit, fread_number( fp ) ); clans.c: KEY( "MKills", clan->mkills, fread_number( fp ) ); clans.c: KEY( "Motto", clan->motto, fread_string( fp ) ); clans.c: KEY( "Name", clan->name, fread_string( fp ) ); clans.c: KEY( "NameMembers", clan->members, fread_string_nohash( fp ) ); clans.c: KEY( "NumberOne", clan->number1, fread_string( fp ) ); clans.c: KEY( "NumberTwo", clan->number2, fread_string( fp ) ); clans.c: KEY( "PDeaths", clan->pdeaths[6], fread_number( fp ) ); clans.c: KEY( "PKills", clan->pkills[6], fread_number( fp ) ); clans.c: clan->pdeaths[0] = fread_number( fp ); clans.c: clan->pdeaths[1] = fread_number( fp ); clans.c: clan->pdeaths[2] = fread_number( fp ); clans.c: clan->pdeaths[3] = fread_number( fp ); clans.c: clan->pdeaths[4] = fread_number( fp ); clans.c: clan->pdeaths[5] = fread_number( fp ); clans.c: clan->pdeaths[6] = fread_number( fp ); clans.c: clan->pkills[0] = fread_number( fp ); clans.c: clan->pkills[1] = fread_number( fp ); clans.c: clan->pkills[2] = fread_number( fp ); clans.c: clan->pkills[3] = fread_number( fp ); clans.c: clan->pkills[4] = fread_number( fp ); clans.c: clan->pkills[5] = fread_number( fp ); clans.c: clan->pkills[6] = fread_number( fp ); clans.c: KEY( "Recall", clan->recall, fread_number( fp ) ); clans.c: KEY( "Score", clan->score, fread_number( fp ) ); clans.c: KEY( "Strikes", clan->strikes, fread_number( fp ) ); clans.c: KEY( "Storeroom", clan->storeroom, fread_number( fp ) ); clans.c: KEY( "Type", clan->clan_type, fread_number( fp ) ); clans.c: clan->pkills[0] = 0; clans.c: clan->pkills[1] = 0; clans.c: clan->pkills[2] = 0; clans.c: clan->pkills[3] = 0; clans.c: clan->pkills[4] = 0; clans.c: clan->pkills[5] = 0; clans.c: clan->pkills[6] = 0; clans.c: clan->pdeaths[0]= 0; clans.c: clan->pdeaths[1]= 0; clans.c: clan->pdeaths[2]= 0; clans.c: clan->pdeaths[3]= 0; clans.c: clan->pdeaths[4]= 0; clans.c: clan->pdeaths[5]= 0; clans.c: clan->pdeaths[6]= 0; clans.c: if ( clan->storeroom == 0 clans.c: || (storeroom = get_room_index( clan->storeroom )) == NULL ) clans.c: sprintf( filename, "%s%s.vault", CLAN_DIR, clan->filename ); clans.c: bug( clan->name, 0 ); clans.c: bug( clan->name, 0 ); clans.c: if ( str_cmp( ch->name, clan->leader ) clans.c: && str_cmp( ch->name, clan->deity ) clans.c:/* && (clan->clan_type != CLAN_GUILD 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: pObjIndex = get_obj_index( clan->clanobj1 ); clans.c: pObjIndex = get_obj_index( clan->clanobj2 ); clans.c: pObjIndex = get_obj_index( clan->clanobj3 ); clans.c: pObjIndex = get_obj_index( clan->clanobj4 ); clans.c: pObjIndex = get_obj_index( clan->clanobj5 ); clans.c: pObjIndex = get_obj_index( clan->clanobj1 ); clans.c: pObjIndex = get_obj_index( clan->clanobj2 ); clans.c: pObjIndex = get_obj_index( clan->clanobj3 ); clans.c: pObjIndex = get_obj_index( clan->clanobj4 ); clans.c: pObjIndex = get_obj_index( clan->clanobj5 ); 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: if ( clan->clan_type == CLAN_GUILD ) clans.c: if ( is_class( victim, clan->class)) clans.c: if ( victim->pcdata->clan->clan_type == CLAN_ORDER ) clans.c: else if ( victim->pcdata->clan->clan_type == CLAN_GUILD ) clans.c: if ( clan->mem_limit && clan->num_members >= clan->mem_limit ) clans.c: clan->num_members++; clans.c: if ( clan->clan_type != CLAN_ORDER && clan->clan_type != CLAN_GUILD ) clans.c:/* if ( clan->clan_type != CLAN_NOKILL && clan->clan_type != CLAN_ORDER clans.c: && clan->clan_type != CLAN_GUILD ) clans.c: if ( clan->clan_type != CLAN_GUILD && clan->clan_type != CLAN_ORDER clans.c: && clan->clan_type != CLAN_NOKILL ) clans.c: if (skill_table[sn]->guild == clan->class && clans.c: victim->pcdata->clan_name = QUICKLINK( clan->name ); clans.c: act( AT_MAGIC, "You induct $N into $t", ch, clan->name, victim, TO_CHAR ); clans.c: act( AT_MAGIC, "$n inducts $N into $t", ch, clan->name, victim, TO_NOTVICT ); clans.c: act( AT_MAGIC, "$n inducts you into $t", ch, clan->name, victim, TO_VICT ); clans.c: sprintf(buf, "%s has been inducted into %s!", victim->name, clan->name); clans.c: if ( !str_cmp( ch->name, ch->pcdata->clan->leader ) ) clans.c: ch_printf( ch, "Your status within %s has saved you from being outcast.\n\r", ch->pcdata->clan->name ); clans.c: if ( clan->clan_type != CLAN_GUILD && clan->clan_type != CLAN_ORDER clans.c: && clan->clan_type != CLAN_NOKILL ) clans.c: if ( skill_table[sn]->guild == ch->pcdata->clan->class clans.c: --clan->num_members; clans.c: if ( !str_cmp( ch->name, ch->pcdata->clan->number1 ) ) clans.c: STRFREE( ch->pcdata->clan->number1 ); clans.c: ch->pcdata->clan->number1 = STRALLOC( "" ); clans.c: if ( !str_cmp( ch->name, ch->pcdata->clan->number2 ) ) clans.c: STRFREE( ch->pcdata->clan->number2 ); clans.c: ch->pcdata->clan->number2 = STRALLOC( "" ); clans.c: if ( clan->clan_type != CLAN_GUILD ) clans.c: sprintf(buf, "%s has been outcasted from %s!", ch->name, clan->name); 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: if ( ch->pcdata->clan->clan_type == CLAN_ORDER ) clans.c: if ( ch->pcdata->clan->clan_type == CLAN_GUILD ) clans.c: if ( ch->pcdata->clan->clan_type == CLAN_ORDER ) clans.c: if ( ch->pcdata->clan->clan_type == CLAN_GUILD ) clans.c: if ( clan->clan_type != CLAN_GUILD && clan->clan_type != CLAN_ORDER clans.c: && clan->clan_type != CLAN_NOKILL ) clans.c: if ( skill_table[sn]->guild == victim->pcdata->clan->class clans.c: --clan->num_members; 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: act( AT_MAGIC, "You outcast $N from $t", ch, clan->name, victim, TO_CHAR ); clans.c: act( AT_MAGIC, "$n outcasts $N from $t", ch, clan->name, victim, TO_ROOM ); clans.c: act( AT_MAGIC, "$n outcasts you from $t", ch, clan->name, victim, TO_VICT ); clans.c: if ( clan->clan_type != CLAN_GUILD ) clans.c: sprintf(buf, "%s has been outcasted from %s!", victim->name, clan->name); clans.c:/* if ( clan->clan_type != CLAN_GUILD ) clans.c: STRFREE( clan->deity ); clans.c: clan->deity = STRALLOC( argument ); clans.c: STRFREE( clan->leader ); clans.c: clan->leader = STRALLOC( argument ); clans.c: STRFREE( clan->number1 ); clans.c: clan->number1 = STRALLOC( argument ); clans.c: STRFREE( clan->number2 ); clans.c: clan->number2 = STRALLOC( argument ); clans.c: STRFREE( clan->badge ); clans.c: clan->badge = STRALLOC( argument ); clans.c: clan->board = atoi( argument ); clans.c: clan->mem_limit = atoi( argument ); clans.c: clan->num_members = atoi( argument ); clans.c: clan->recall = atoi( argument ); clans.c: clan->storeroom = atoi( argument ); clans.c: clan->clanobj1 = atoi( argument ); clans.c: clan->clanobj2 = atoi( argument ); clans.c: clan->clanobj3 = atoi( argument ); clans.c: clan->clanobj4 = atoi( argument ); clans.c: clan->clanobj5 = atoi( argument ); clans.c: clan->guard1 = atoi( argument ); clans.c: clan->guard2 = atoi( argument ); clans.c: clan->alignment = atoi( argument ); clans.c: clan->clan_type = CLAN_ORDER; clans.c: clan->clan_type = CLAN_GUILD; clans.c: clan->clan_type = atoi( argument ); clans.c: clan->class = atoi( argument ); clans.c: STRFREE( clan->name ); clans.c: clan->name = STRALLOC( argument ); clans.c: if ( clan->filename && clan->filename[0] != '\0' ) clans.c: DISPOSE( clan->filename ); clans.c: clan->filename = str_dup( argument ); clans.c: STRFREE( clan->motto ); clans.c: clan->motto = STRALLOC( argument ); clans.c: STRFREE( clan->description ); clans.c: clan->description = STRALLOC( argument ); clans.c: clan->pkills[temp_value] = atoi( argument ); clans.c: clan->pdeaths[temp_value] = atoi( argument ); clans.c: clan->clan_type == CLAN_ORDER ? "Order" : clans.c: (clan->clan_type == CLAN_GUILD ? "Guild" : "Clan"), clans.c: clan->name, clans.c: clan->badge ? clan->badge : "(not set)", clans.c: clan->filename, clans.c: clan->motto ); clans.c: clan->description, clans.c: clan->deity, clans.c: clan->leader ); clans.c: clan->number1, clans.c: clan->number2); clans.c: clan->pkills[0], clan->pkills[1], clan->pkills[2], clans.c: clan->pkills[3], clan->pkills[4], clan->pkills[5], clans.c: clan->pkills[6]); clans.c: clan->pdeaths[0], clan->pdeaths[1], clan->pdeaths[2], clans.c: clan->pdeaths[3], clan->pdeaths[4], clan->pdeaths[5], clans.c: clan->pdeaths[6] ); clans.c: clan->illegal_pk ); clans.c: clan->mkills, clans.c: clan->mdeaths ); clans.c: clan->score, clans.c: clan->favour, clans.c: clan->strikes ); clans.c: clan->num_members, clans.c: clan->mem_limit, clans.c: clan->alignment ); clans.c: if ( clan->clan_type == CLAN_GUILD ) clans.c: clan->class, clans.c: npc_class[clan->class] ); clans.c: ch_printf_color( ch, "&wMembers : &W%s\n\r", clan->members ); clans.c: clan->board, clans.c: clan->recall, clans.c: clan->storeroom ); clans.c: clan->guard1, clans.c: clan->guard2 ); clans.c: clan->clanobj1, clans.c: clan->clanobj2, clans.c: clan->clanobj3, clans.c: clan->clanobj4, clans.c: clan->clanobj5 ); clans.c: clan->name = STRALLOC( argument ); clans.c: clan->motto = STRALLOC( "" ); clans.c: clan->description = STRALLOC( "" ); clans.c: clan->deity = STRALLOC( "" ); clans.c: clan->leader = STRALLOC( "" ); clans.c: clan->number1 = STRALLOC( "" ); clans.c: clan->number2 = STRALLOC( "" ); clans.c: clan->badge = STRALLOC( "" ); clans.c: clan->members = str_dup( "" ); clans.c: for ( clan = first_clan; clan; clan = clan->next ) clans.c: if ( clan->clan_type == CLAN_ORDER || clan->clan_type == CLAN_GUILD ) clans.c: ch_printf( ch, "%-13s %-13s %-13s", clan->name, clan->deity, clan->leader ); clans.c: clan->pkills[6], clans.c: (clan->pkills[2]+clan->pkills[3]+ clans.c: clan->pkills[4]+clan->pkills[5]) ); clans.c: if ( !clan || clan->clan_type == CLAN_GUILD || clan->clan_type == CLAN_ORDER ) clans.c: ch_printf( ch, "\n\r%s, '%s'\n\r\n\r", clan->name, clan->motto ); clans.c: clan->pkills[2], clans.c: clan->pkills[3], clans.c: clan->pkills[4], clans.c: clan->pkills[5] ); clans.c: clan->pkills[6] ); clans.c: clan->leader, clans.c: clan->number1, clans.c: clan->number2, clans.c: clan->deity ); 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: ch_printf( ch, "# of Members: %d\n\r", clan->num_members ); clans.c: ch_printf( ch, "Current members: %s\n\r", clan->members ); clans.c: ch_printf( ch, "\n\rDescription: %s\n\r", clan->description ); 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: if (clan->leader) clans.c: leader = capitalize (clan->leader); clans.c: if (clan->number1) clans.c: number1 = capitalize (clan->number1); clans.c: if (clan->number2) clans.c: number2 = capitalize (clan->number2); clans.c: if (clan->deity) clans.c: deity = capitalize (clan->deity); clans.c: if ( str_cmp ( ch->name, clan->leader ) ) clans.c: STRFREE ( clan->number1 ); clans.c: clan->number1 = STRALLOC (""); clans.c: clan->number1 = STRALLOC ( capitalize (arg2) ); clans.c: STRFREE ( clan->number2 ); clans.c: clan->number2 = STRALLOC (""); clans.c: clan->number2 = STRALLOC ( capitalize (arg2) ); comm.c: ch->pcdata->memorize[0] = ch->pcdata->clan->recall; deity.c: location = get_room_index( ch->pcdata->clan->recall ); fight.c: ( 1 + abs( ch->alignment - ch->pcdata->clan->alignment ) / 1000 ); 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: victim->pcdata->clan ? victim->pcdata->clan->badge : fight.c: victim->pcdata->clan->name == ch->pcdata->clan->name) fight.c: ch->pcdata->clan->mkills++; 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->clan->clan_type != CLAN_NOKILL fight.c: && victim->pcdata->clan->clan_type != CLAN_NOKILL 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: victim->pcdata->clan->pdeaths[0]++; fight.c: victim->pcdata->clan->pdeaths[1]++; fight.c: victim->pcdata->clan->pdeaths[2]++; fight.c: victim->pcdata->clan->pdeaths[3]++; fight.c: victim->pcdata->clan->pdeaths[4]++; fight.c: victim->pcdata->clan->pdeaths[5]++; fight.c: victim->pcdata->clan->pdeaths[6]++; fight.c: victim->pcdata->clan->mdeaths++; fight.c: ch->pcdata->clan->illegal_pk++; fight.c: victim->pcdata->clan->pdeaths[0]++; fight.c: victim->pcdata->clan->pdeaths[1]++; fight.c: victim->pcdata->clan->pdeaths[2]++; fight.c: victim->pcdata->clan->pdeaths[3]++; fight.c: victim->pcdata->clan->pdeaths[4]++; fight.c: victim->pcdata->clan->pdeaths[5]++; fight.c: victim->pcdata->clan->pdeaths[6]++; handler.c: location = get_room_index( ch->pcdata->clan->recall ); handler.c: clan_factor = 1 + abs( ch->alignment - ch->pcdata->clan->alignment ) / 1000; magic.c: || skill->guild != ch->pcdata->clan->class) ) medit.c: for ( clan = first_clan; clan; clan = clan->next ) medit.c: if ( clan->clan_type != CLAN_ORDER && clan->clan_type != CLAN_GUILD ) medit.c: olc_clan_list[count] = clan->name; medit.c: for ( clan = first_clan; clan; clan = clan->next ) medit.c: if ( clan->clan_type == CLAN_GUILD ) medit.c: olc_clan_list[count] = clan->name; medit.c: for ( clan = first_clan; clan; clan = clan->next ) medit.c: if ( clan->clan_type == CLAN_ORDER ) medit.c: olc_clan_list[count] = clan->name; medit.c: victim->pcdata->clan->clan_type == CLAN_ORDER ? "Order" : medit.c: victim->pcdata->clan->clan_type == CLAN_GUILD ? "Guild" : "Clan", medit.c: victim->pcdata->clan->name ); medit.c: --victim->pcdata->clan->num_members; medit.c: --victim->pcdata->clan->num_members; medit.c: victim->pcdata->clan_name = QUICKLINK( clan->name ); medit.c: ++victim->pcdata->clan->num_members; medit.c: olc_log( d, "Clan changed to %s", clan->name ); mud_prog.c: return mprog_seval(chkchar->pcdata->clan->name, opr, rval, mob); mud_prog.c: return mprog_seval(chkchar->pcdata->clan->name, opr, rval, mob); mud_prog.c: return mprog_veval(chkchar->pcdata->clan->clan_type, opr, atoi(rval), pfiles.c: for(clan = first_clan; clan; clan = clan->next) pfiles.c: clan->members = 0; 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->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->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->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); skills.c: location = get_room_index( ch->pcdata->clan->recall ); update.c: location = get_room_index( ch->pcdata->clan->recall );