aedit.c: pArea = (AREA_DATA *) ch->desc->pEdit; aedit.c: ch->desc->pEdit = NULL; aedit.c: ch->desc->connected = CON_PLAYING; aedit.c: ch->desc->pEdit = (void *) pArea; aedit.c: s = (SOCIAL *) ch->desc->pEdit; aedit.c: ch->desc->pEdit = NULL; aedit.c: ch->desc->connected = CON_PLAYING; aedit.c: ch->desc->pEdit = s; alien.c:if (ch->in_room->vnum != AUGMENT_ROOM) alien.c: if (!IS_SET(ch->pcdata->augments, oldnum)) alien.c: if (IS_SET(race_info[ch->pcdata->race].nat_augments, oldnum)) alien.c: if (IS_SET(align_info[ch->pcdata->alignment].nat_augments, oldnum)) alien.c: if (ch->pcdata->bank < 5000) alien.c: ch->pcdata->bank -= 5000; alien.c: REMOVE_BIT(ch->pcdata->augments, oldnum); alien.c: SET_BIT(ch->pcdata->augments, newnum); alien.c:if (ch->pcdata->remort_times < pow.augment_cost[num][0]) alien.c: sprintf(buf, "You need %d remorts to get this augment and you only have %d.\n\r", pow.augment_cost[num][0], ch->pcdata->remort_times); alien.c:if (ch->pcdata->warpoints < pow.augment_cost[num][3]) alien.c: sprintf(buf, "You need %d warpoints to get this augment and you only have %ld.\n\r", pow.augment_cost[num][3], ch->pcdata->warpoints); alien.c:if (ch->pcdata->killpoints < pow.augment_cost[num][4]) alien.c: sprintf(buf, "You need %d killpoints to get this augment and you only have %d.\n\r", pow.augment_cost[num][4], ch->pcdata->killpoints); alien.c:ch->pcdata->warpoints -= pow.augment_cost[num][3]; alien.c:ch->pcdata->killpoints -= pow.augment_cost[num][4]; alien.c:ch->pcdata->augments ^= augment_flagss[num_wanted].flagname; alien.c: augment = ch->pcdata->augments; alien.c: affect = ch->affected_by; alien.c: affect = ch->more_affected_by; alien.c: int augment = ch->pcdata->augments; alien.c: !IS_SET(race_info[ch->pcdata->race].nat_augments,augment_flagss[i].flagname) && alien.c: !IS_SET(align_info[ch->pcdata->alignment].nat_augments,augment_flagss[i].flagname)) alien.c: sprintf(buf, "-->You are level %d, with %d remorts, %ld warpoints, and %d killpoints.\n\r", LEVEL(ch), ch->pcdata->remort_times, ch->pcdata->warpoints, ch->pcdata->killpoints); alien.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) alien.c: if (pow.max_remorts == 1 && ch->pcdata->remort_times > 0) alien.c: if (ch->pcdata->remort_times >= pow.max_remorts) alien.c: (!ch->in_room || ch->in_room->vnum != pow.transform_in_room) && alien.c: ch->pcdata->race < 11) || alien.c: (!ch->in_room || ch->in_room->vnum != pow.asctransform_in_room) && alien.c: ch->pcdata->race > 10)) alien.c: if (ch->pcdata->remort_times > 1) alien.c: if(ch->pcdata->stat[k] > race_info[ch->pcdata->race].limits[k]) alien.c: i += ch->pcdata->stat[k] - race_info[ch->pcdata->race].limits[k]; alien.c: ch->pcdata->stat[k] = race_info[ch->pcdata->race].limits[k]; alien.c: l = race_info[ch->pcdata->race].limits[k] - ch->pcdata->stat[k]; alien.c: ch->pcdata->stat[k] += l; alien.c: ch->pcdata->stat[k] += i; alien.c: if (ch->pcdata->stat[i] + tmp_stat[i] > 36) alien.c: ch->pcdata->stat[guild_data[i].stat_modified]--; alien.c: if ((ch->pcdata->stat[i] + tmp_stat[i]) > alien.c: (race_info[ch->pcdata->race].limits[i]+ alien.c: align_info[ch->pcdata->alignment].limits[i])) alien.c: ch->pcdata->stat[guild_data[i].stat_modified]++; alien.c: ch->pcdata->stat[guild_data[i].stat_modified]++; alien.c: ch->pcdata->stat[i] += tmp_stat[i]; alien.c: for (obj = ch->carrying; obj != NULL; obj = next_obj) alien.c: SET_BIT (ch->pcdata->augments, augment_flagss[augmented].flagname); alien.c: ch->pcdata->level = 1; alien.c: ch->exp = 1; alien.c: free_string(ch->fgt->phunting); alien.c: ch->fgt->phunting = NULL; alien.c: free_string(ch->fgt->hunting); alien.c: ch->fgt->hunting = NULL; alien.c: ch->pcdata->voting_on = 0; alien.c: ch->pcdata->deaths =0; alien.c: REMOVE_BIT(ch->act, PLR_PKED_THIS_MORT); alien.c: ch->pcdata->practice = 10; alien.c: ch->pcdata->learn = 2; alien.c: ch->pcdata->remort_times++; alien.c: ch->pcdata->learned[k] = -100; alien.c: sprintf (workstr, "This is remort number \x1B[1;37m%d\x1B[37;0m for your character!\n\r", ch->pcdata->remort_times); alien.c: if (ch->pcdata->remort_times == 2) alien.c: if (ch->pcdata->remort_times == 5) alien.c: max_remort_times[ch->pcdata->alignment] = alien.c: UMAX(max_remort_times[ch->pcdata->alignment], ch->pcdata->remort_times); alien.c: for (obj = ch->carrying; obj != NULL; obj = nxt) alien.c: if (ch->position != POSITION_STANDING) alien.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_warcry] < 50) alien.c: if (IS_PLAYER(ch) && (number_percent() > ch->pcdata->learned[gsn_warcry])) alien.c: if (ch->move < s->mana) ansi_out.c: if (txt != NULL && ch->desc != NULL) ansi_out.c: if (!IS_SET (ch->pcdata->act2, PLR_ANSI) && !IS_SET (ch->pcdata->act2, PLR_VT100)) ansi_out.c: else if (IS_SET (ch->pcdata->act2, PLR_VT100) && !IS_SET (ch->pcdata->act2, PLR_ANSI)) ansi_out.c: write_to_buffer (ch->desc, txt, strlen (txt)); ansi_out.c: if(!ch || !ch->in_room || (!ch->desc && (type == TO_CHAR || type == ansi_out.c: check_room_more(ch->in_room); ansi_out.c: to = ch->in_room->more->people; ar.c: if (IS_SET (ch->affected_by, AFF_FLYING)) ar.c:/*if (victim->level>ch->level) ar.c: ch->fgt->riding = victim; ar.c: check_fgt (ch->fgt->riding); ar.c: ch->fgt->riding->fgt->mounted_by = NULL; ar.c: ch->fgt->riding = NULL; ar.c: check_fgt (ch->fgt->mounted_by); ar.c: ch->fgt->mounted_by->fgt->riding = NULL; ar.c: NEW_POSITION(ch->fgt->mounted_by, POSITION_RESTING); ar.c: ch->fgt->mounted_by = NULL; ar.c: if (ch->pcdata->voting_on == 998 || PHUNTING(ch) != NULL) ar.c: if (ch->position == POSITION_FIGHTING) ar.c: if (IS_PLAYER (ch) && ch->pcdata->learned[gsn_track] < 3 && !is_member (ch, GUILD_RANGER)) ar.c: ch->pcdata->voting_on = 0; ar.c: ch->pcdata->voting_on = 0; ar.c: free_string (ch->fgt->hunting); ar.c: ch->fgt->hunting = NULL; ar.c: ch->pcdata->voting_on = 0; ar.c: ch->pcdata->voting_on = 0; ar.c: ch->fgt->hunting = str_dup (arg); ar.c: ch->pcdata->tickcounts = 9; ar.c: if (ch->position == POSITION_CASTING) { ar.c: ch->pcdata->voting_on = 999; ar.c: ch->pcdata->voting_on = 0; ar.c: free_string (ch->fgt->hunting); ar.c: ch->fgt->hunting = NULL; ar.c: ch->pcdata->voting_on = 0; ar.c: ch->pcdata->voting_on = 0; ar.c: free_string(ch->fgt->hunting); ch->fgt->hunting=NULL; ar.c: ch->pcdata->voting_on=0; ar.c: ch->fgt->hunting = str_dup (arg); ar.c: ch->pcdata->tickcounts = 9; ar.c: if (ch->position == POSITION_CASTING) { ar.c: ch->pcdata->voting_on = 999; ar.c: if (ch->position == POSITION_FIGHTING) ar.c: if (IS_PLAYER (ch) && ch->pcdata->learned[gsn_track] < 3 && !is_member (ch, GUILD_RANGER)) ar.c: free_string(ch->fgt->hunting); ch->fgt->hunting=NULL; ar.c: free_string (ch->fgt->hunting); ar.c: ch->fgt->hunting = NULL; ar.c: free_string(ch->fgt->hunting); ch->fgt->hunting=NULL; ar.c: (ch->pcdata->learned[gsn_track] < number_range (0, 50) && !is_member (ch, GUILD_RANGER))) ar.c: free_string(ch->fgt->hunting); ch->fgt->hunting=NULL; ar.c: ch->pcdata->voting_on=0; ar.c: for (tr = ch->in_room->tracks; tr != NULL; tr = tr->next_track_in_room) ar.c: (IS_MOB (tr->ch) && is_name (HUNTING (ch), tr->ch->pIndexData->name))) ar.c: if (tr->dir_left == 10 || tr->ch->in_room == ch->in_room) ar.c: free_string (ch->fgt->hunting); ar.c: ch->fgt->hunting = NULL; ar.c: ch->pcdata->voting_on = 0; ar.c: ch->fgt->hunting = str_dup (arg); ar.c: dir = find_first_step( ch->in_room, vict->in_room ); ar.c: free_string(ch->fgt->hunting); ch->fgt->hunting=NULL; ar.c: free_string(ch->fgt->hunting); ch->fgt->hunting=NULL; ar.c: ch->pcdata->voting_on=0; ar.c: ch->pcdata->voting_on=0; ar.c: free_string(ch->fgt->hunting); ch->fgt->hunting=NULL; ar.c: (ch->pcdata->learned[gsn_track]<number_range(0,90) && !is_member(ch,GUILD_RANGER))) ar.c: ch->fgt->hunting=str_dup( arg ); ar.c: if (ch->in_room && ch->in_room->ptracks != NULL) ar.c: for (ptrk = ch->in_room->ptracks; (ptrk != NULL && !found); ptrk = ptrk->next_track_in_room) ar.c: dir = find_first_step (ch->in_room, vict->in_room); ar.c: dir = find_first_step (ch->in_room, get_room_index (atoi (HUNTING (ch)))); ar.c: if (!ch->in_room->exit[dir] || (ROOM_DATA *) ! ch->in_room->exit[dir]->to_room) ar.c: if (!is_number (HUNTING (ch)) && ch->in_room->exit[dir] && (ROOM_DATA *) ch->in_room->exit[dir]->to_room && ar.c: ch->in_room->area != ((ROOM_DATA *) ch->in_room->exit[dir]->to_room)->area) ar.c: if (ch->in_room && ch->in_room->exit[dir] && ch->in_room->exit[dir]->d_info && ar.c: IS_SET (ch->in_room->exit[dir]->d_info->exit_info, EX_CLOSED) && ar.c: IS_SET (ch->in_room->exit[dir]->d_info->exit_info, EX_ISDOOR) && ar.c: !IS_SET (ch->in_room->exit[dir]->d_info->exit_info, EX_LOCKED) && ar.c: !IS_SET (ch->in_room->exit[dir]->d_info->exit_info, EX_HIDDEN)) ar.c: do_open (ch, ch->in_room->exit[dir]->d_info->keyword); ar.c: if (is_number (HUNTING (ch)) && ch->in_room->vnum == atoi (HUNTING (ch))) ar.c: free_string (ch->fgt->hunting); ar.c: ch->fgt->hunting = NULL; ar.c: if (!is_number (HUNTING (ch)) && ch->in_room == vict->in_room) ar.c: if (ch->fgt && ch->fgt->hunting) ar.c: free_string (ch->fgt->hunting); ar.c: ch->fgt->hunting = NULL; ar.c: if (IS_MOB (ch) && IS_MOB (vict) && !IS_SET (ch->pcdata->act3, ACT3_MUTE) && arena.c: if (ch->pcdata->bgf) arena.c: ch->pcdata->bgf = FALSE; arena.c: ch->pcdata->bgf = TRUE; arena.c: for (fch = char_list; fch != NULL; fch = fch->next) arena.c: if(fch->fgt->challenge == 10) arena.c: ch->pcdata->arena_msg = TRUE; arena.c: ch->pcdata->arena_msg = FALSE; arena.c: position = ch->position; arena.c: ch->position = POSITION_STANDING; arena.c: ch->position = position; arena.c: ch->pcdata->bank += biddata.bids[kkkk]; arena.c: if (bet < 1 || bet > ch->pcdata->bank) arena.c: ch->pcdata->bank += biddata.bids[kkkk]; arena.c: ch->pcdata->bank -= bet; arena.c: if (!ch->pcdata->challenged_by) arena.c: strcpy (tempstr, ch->pcdata->challenged_by); arena.c: sprintf (buf, "\x1B[1;37mYou have been challenged by \x1B[32m%s\x1B[37m.\x1B[37;0m Type ACCEPT YES to accept the challenge.\n\r", ch->pcdata->challenged_by); arena.c: if (ch->hit < ch->max_hit) arena.c: if (ch->pcdata->challenged_by) arena.c: free_string (ch->pcdata->challenged_by); arena.c: ch->pcdata->challenged_by = NULL; arena.c: if (ch->in_room && ch->in_room->vnum < 1000) arena.c: if (ch->pcdata->challenged_by) arena.c: free_string (ch->pcdata->challenged_by); arena.c: ch->pcdata->challenged_by = NULL; arena.c: if (!ch->pcdata->challenged_by) arena.c: strcpy (tempstr, ch->pcdata->challenged_by); arena.c: sprintf (buf, "\x1B[1;37mYou have been challenged by \x1B[32m%s\x1B[37m.\x1B[37;0m Type DECLINE YES to decline the challenge.\n\r", ch->pcdata->challenged_by); arena.c: if (ch->pcdata->challenged_by) arena.c: free_string (ch->pcdata->challenged_by); arena.c: ch->pcdata->challenged_by = NULL; arena.c: if (ch->pcdata->challenged_by) arena.c: free_string (ch->pcdata->challenged_by); arena.c: ch->pcdata->challenged_by = NULL; arena.c: /* if (ch->pcdata->challenge_on) arena.c: ch->pcdata->challenge_on=FALSE; arena.c: ch->pcdata->challenge_on=TRUE; arena.c: ch->pcdata->challenge_on = TRUE; arena.c: ch->pcdata->challenge_on = FALSE; arena.c: if (ch->hit != ch->max_hit) arena.c: if (ch->pcdata->challenge_on == FALSE) arena.c: if (ch->in_room && ch->in_room->vnum < 1000) arena.c: ch->pcdata->challenge_time = 0; arena.c: if (ch->pcdata->challenge_time > 0) arena.c: if (ch->pcdata->no_quit_pk > 0) arena.c: ch->pcdata->challenge_time = 5; armor.c: tprotect = ch->armor / ARC; armor.c: for (o = ch->carrying; o != NULL; o = o->next_content) armor.c: tprotect = ch->armor / ARC; armor.c: for (o = ch->carrying; o != NULL; o = o->next_content) armor.c: tprotect = ch->armor / ARC; armor.c: for (o = ch->carrying; o != NULL; o = o->next_content) armor.c: tprotect = ch->armor / ARC; armor.c: for (o = ch->carrying; o != NULL; o = o->next_content) armor.c: tprotect =ch->armor / ARC; armor.c: for (o = ch->carrying; o != NULL; o = o->next_content) armor.c: i = ch->armor/ARC; armor.c: i += ch->pcdata->armor[hit_loc -1]; auction.c: if (ch->in_room->vnum < 1000) auction.c: if (IS_SET(ch->act, PLR_NOAUCTION)) auction.c: REMOVE_BIT(ch->pcdata->deaf, CHANNEL_AUCTION); auction.c: if (bid < auct->minbid || bid < auct->bid + 100 || ch->pcdata->bank < bid + prevbids) auction.c: if (IS_SET (ch->pcdata->deaf, CHANNEL_AUCTION)) auction.c: if (pow.auction_lag && ch->pcdata->no_quit_pk > 0) auction.c: if (IS_SET(ch->act, PLR_NOAUCTION)) auction.c: if (ch->in_room->vnum < 1000) auction.c: ch->pcdata->auction_count += 50; auction.c: if (ch->pcdata->auction_count > 400) auction.c: SET_BIT(ch->act, PLR_NOAUCTION); auction.c: if (ch->pcdata->bank < tobj->cost/7) auction.c: ch->pcdata->bank -= tobj->cost/7; auction.c: ch->pcdata->listen_auction = TRUE; auction.c: ch->pcdata->auction_count += 50; auction.c: if (ch->pcdata->auction_count > 400) auction.c: SET_BIT(ch->act, PLR_NOAUCTION); autoeq.c: if (!ch->in_room) return; autoeq.c: if (ch->in_room->vnum != 90000) autoeq.c: pArea = ch->in_room->area; aw.c: if (ch->pcdata->learned[spell->gsn] == -100) aw.c: if (ch->pcdata->learned[i] < 0) aw.c: ch->pcdata->learned[spell->gsn] = -100; aw.c: ch->pcdata->learned[i] = -100; aw.c: ch->pcdata->practice = (1 + (((LEVEL (ch) - 1) * aw.c: ch->pcdata->learn = (LEVEL (ch) * 2); aw.c: ch->pcdata->learn = 6 + (LEVEL (ch) - 3); aw.c: if (IS_SET (ch->act, WIZ_NOTIFY)) aw.c: REMOVE_BIT (ch->act, WIZ_NOTIFY); aw.c: SET_BIT (ch->act, WIZ_NOTIFY); aw.c: if (IS_SET (ch->act, WIZ_NOTIFY_DEATH)) aw.c: REMOVE_BIT (ch->act, WIZ_NOTIFY_DEATH); aw.c: SET_BIT (ch->act, WIZ_NOTIFY_DEATH); aw.c: if (IS_SET (ch->act, WIZ_NOTIFY_BUG)) aw.c: REMOVE_BIT (ch->act, WIZ_NOTIFY_BUG); aw.c: SET_BIT (ch->act, WIZ_NOTIFY_BUG); aw.c: if (IS_SET (ch->act, WIZ_NOTIFY_LOG)) aw.c: REMOVE_BIT (ch->act, WIZ_NOTIFY_LOG); aw.c: SET_BIT (ch->act, WIZ_NOTIFY_LOG); aw.c: if (IS_SET (ch->act, WIZ_NOTIFY_BUG)) aw.c: if (IS_SET (ch->act, WIZ_NOTIFY_LOGIN)) aw.c: REMOVE_BIT (ch->act, WIZ_NOTIFY_LOGIN); aw.c: SET_BIT (ch->act, WIZ_NOTIFY_LOGIN); aw.c: IS_SET (ch->act, WIZ_NOTIFY_LOGIN) ? "ON" : "OFF"); aw.c: IS_SET (ch->act, WIZ_NOTIFY_BUG) ? "ON" : "OFF"); aw.c: IS_SET (ch->act, WIZ_NOTIFY_LOG) ? "ON" : "OFF"); aw.c: IS_SET (ch->act, WIZ_NOTIFY_DEATH) ? "ON" : "OFF"); aw.c: IS_SET (ch->act, WIZ_NOTIFY) ? "active" : "inactive"); aw.c: free_string (ch->pcdata->beamin); aw.c: ch->pcdata->beamin = str_dup (argy); aw.c: free_string (ch->pcdata->beamout); aw.c: ch->pcdata->beamout = str_dup (argy); aw.c: && d->character->in_room == ch->in_room) aw.c: && d->character->in_room == ch->in_room) aw.c: location = ch->in_room; aw.c: original = ch->in_room; aw.c: original = ch->in_room; aw.c: gotoxy (ch, 1, ch->pcdata->pagelen); aw.c: if (ch != NULL && ch->in_room != NULL) sectr = ch->in_room->sector_type; aw.c: location = (arg[0] == '\0') ? ch->in_room : find_location (ch, arg); aw.c: location = ch->in_room; aw.c: (IS_PLAYER (tr->ch) ? NAME (tr->ch) : tr->ch->pIndexData->short_descr), aw.c: pArea = ch->in_room->area; aw.c: pArea = ch->in_room->area; aw.c: pArea = ch->in_room->area; aw.c: if (d->snoop_by == ch->desc) aw.c: if (ch->desc != NULL) aw.c: for (d = ch->desc->snoop_by; d != NULL; d = d->snoop_by) aw.c: victim->desc->snoop_by = ch->desc; aw.c: if (IS_MOB (ch) || ch->desc == NULL) aw.c: if (ch->desc->original != NULL) aw.c: ch->desc->character = victim; aw.c: ch->desc->original = ch; aw.c: victim->desc = ch->desc; aw.c: ch->desc = NULL; aw.c: if (ch->desc == NULL) aw.c: if (ch->desc->original == NULL) aw.c: ch->desc->character = ch->desc->original; aw.c: ch->desc->original = NULL; aw.c: ch->desc->character->desc = ch->desc; aw.c: ch->desc = NULL; aw.c: char_to_room (victim, ch->in_room); aw.c: obj_to (obj, ch->in_room); aw.c: if (!ch->in_room->more) aw.c: raw_purge (ch->in_room); aw.c: for (v = ch->in_room->more->people; v != NULL; v = v->next_in_room) aw.c: check_room_more (ch->in_room); aw.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) aw.c: rch->fgt->fighting = NULL; aw.c: if (rch->fgt->hunting != NULL) aw.c: free_string (rch->fgt->hunting); aw.c: rch->fgt->hunting = NULL; aw.c: if (rch->fgt->phunting !=NULL) /* JRAJRA - track stuff */ aw.c: free_string (rch->fgt->phunting); aw.c: rch->fgt->phunting = NULL; aw.c: ch->desc->pString = &obj->description; aw.c: ch->desc->pString = &victim->pcdata->long_descr; aw.c: if (ch->pcdata->level > MAX_LEVEL) aw.c: ch->pcdata->level = MAX_LEVEL; aw.c: for (tch = char_list; tch != NULL; tch = tch->next) aw.c: if (IS_PLAYER (tch) && tch->desc == NULL) aw.c: ch->pcdata->level = MAX_LEVEL; aw.c: vch_next = vch->next; aw.c: oldinvis = ch->pcdata->wizinvis; aw.c: ch->pcdata->wizinvis = ch->pcdata->wizinvis == 0 ? LEVEL (ch) : 0; aw.c: ch->pcdata->wizinvis = atoi (arg); aw.c: ch->pcdata->wizinvis = ch->pcdata->wizinvis <= LEVEL (ch) ? ch->pcdata->wizinvis : LEVEL (ch); aw.c: if (ch->pcdata->wizinvis <= LEVEL_IMMORTAL && ch->pcdata->wizinvis != 0) aw.c: ch->pcdata->wizinvis = 0; aw.c: if (ch->pcdata->wizinvis == oldinvis || aw.c: (ch->pcdata->wizinvis >= LEVEL_IMMORTAL && oldinvis >= LEVEL_IMMORTAL)) aw.c: if (ch->pcdata->wizinvis < oldinvis && ch->pcdata->wizinvis == 0) aw.c: else if (ch->pcdata->wizinvis >= LEVEL_IMMORTAL && ch->pcdata->wizinvis > oldinvis) aw.c: if (IS_SET (ch->act, PLR_HOLYWALK)) aw.c: REMOVE_BIT (ch->act, PLR_HOLYWALK); aw.c: SET_BIT (ch->act, PLR_HOLYWALK); aw.c: if (IS_SET (ch->pcdata->act2, PLR_MAPPING) || IS_AFFECTED(ch,AFF_BLIND)) aw.c: REMOVE_BIT (ch->pcdata->act2, PLR_MAPPING); aw.c: SET_BIT (ch->pcdata->act2, PLR_MAPPING); aw.c: if (IS_SET (ch->pcdata->act2, PLR_NOIBM)) aw.c: REMOVE_BIT (ch->pcdata->act2, PLR_NOIBM); aw.c: SET_BIT (ch->pcdata->act2, PLR_NOIBM); aw.c: if (IS_SET (ch->pcdata->act2, PLR_MAPSPAM)) aw.c: REMOVE_BIT (ch->pcdata->act2, PLR_MAPSPAM); aw.c: SET_BIT (ch->pcdata->act2, PLR_MAPSPAM); aw.c: if (IS_SET (ch->pcdata->act2, PLR_VIEWMOBS)) aw.c: REMOVE_BIT (ch->pcdata->act2, PLR_VIEWMOBS); aw.c: SET_BIT (ch->pcdata->act2, PLR_VIEWMOBS); aw.c: if (IS_SET (ch->pcdata->act2, PLR_VIEWPLAYERS)) aw.c: REMOVE_BIT (ch->pcdata->act2, PLR_VIEWPLAYERS); aw.c: SET_BIT (ch->pcdata->act2, PLR_VIEWPLAYERS); aw.c: if (IS_SET (ch->pcdata->act2, PLR_HOLYLAG)) aw.c: REMOVE_BIT (ch->pcdata->act2, PLR_HOLYLAG); aw.c: SET_BIT (ch->pcdata->act2, PLR_HOLYLAG); aw.c: if (IS_SET (ch->act, PLR_HOLYPEACE)) aw.c: REMOVE_BIT (ch->act, PLR_HOLYPEACE); aw.c: SET_BIT (ch->act, PLR_HOLYPEACE); aw.c: if (IS_SET (ch->act, PLR_HOLYLIGHT)) aw.c: REMOVE_BIT (ch->act, PLR_HOLYLIGHT); aw.c: SET_BIT (ch->act, PLR_HOLYLIGHT); aw.c: (ch->in_room->area == pAreat ? "*" : " "), aw.c: (ch->in_room->area == pAreat ? "*" : " "), bank.c: check_room_more (ch->in_room); bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: if ((type == 'G') && (ch->pcdata->bank < (amount*100))) bank.c: else if ((type == 'W') && (ch->pcdata->warpoints < amount)) bank.c: bank_num = ch->pcdata->alignment; bank.c: ch->pcdata->warpoints -= amount; bank.c: ch->pcdata->bank -= 100*amount; bank.c: ch->pcdata->warpoints -= amount; bank.c: ch->pcdata->bank -= 100*amount; bank.c: align = ch->pcdata->alignment; bank.c: sprintf(buf, "You have %ld gold and %ld warpoints.\n\r", ((ch->pcdata->bank)/100), ch->pcdata->warpoints); bank.c: check_room_more (ch->in_room); bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: sprintf (buf, "The banker tells you 'You have %ld coins in your account.'\n\r", ch->pcdata->bank); bank.c: if (ch->pcdata->storage[k] != NULL) bank.c: sprintf (buf, "\x1B[1;37m%-2d> \x1B[0m%-30s \x1B[1;30m[\x1B[34m%d coins get back\x1B[30m]\x1B[37;0m\n\r", k + 1, strip_ansi_codes (OOSTR (ch->pcdata->storage[k], short_descr)), ch->pcdata->storage[k]->cost / STOREDIV); bank.c: check_room_more (ch->in_room); bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: if (tally_coins (ch) < store_cost && ch->pcdata->bank < store_cost) bank.c: ch->pcdata->bank -= store_cost; bank.c: ch->pcdata->storage[k] = obj; bank.c: if (ch->pcdata->storage[k] != NULL) bank.c: sprintf (buf, "\x1B[1;37m%-2d> \x1B[0m%-30s \x1B[1;30m[\x1B[34m%d coins get back\x1B[30m]\x1B[37;0m\n\r", k + 1, strip_ansi_codes (OOSTR (ch->pcdata->storage[k], short_descr)), ch->pcdata->storage[k]->cost / STOREDIV); bank.c: check_room_more (ch->in_room); bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: if (ch->pcdata->storage[itemnum] == NULL) bank.c: obj = ch->pcdata->storage[itemnum]; bank.c: if (ch->pcdata->storage[k] != NULL && is_name (arg1, ch->pcdata->storage[k]->pIndexData->name)) bank.c: obj = ch->pcdata->storage[k]; bank.c: if (tally_coins (ch) < remove_cost && ch->pcdata->bank < remove_cost) bank.c: ch->pcdata->bank -= remove_cost; bank.c: ch->pcdata->storage[k] = NULL; bank.c: if (ch->in_room->vnum >= cdat->start_vnum + 1 && ch->in_room->vnum <= cdat->start_vnum + 20) bank.c: if (!IS_SET(ch->in_room->room_flags, ROOM_CLANSTORE)) bank.c: if ((ch->in_room->vnum >= clan->start_vnum) && (ch->in_room->vnum - clan->start_vnum) < 50) bank.c: if (!IS_SET(ch->in_room->room_flags, ROOM_CLANSTORE)) bank.c: if ((ch->in_room->vnum >= clan->start_vnum) && (ch->in_room->vnum - clan->start_vnum) < 50) bank.c: check_room_more (ch->in_room); bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: ch->pcdata->bank += amount; bank.c: sprintf (buf, "Your new balance is: %ld copper.\n\r", ch->pcdata->bank); bank.c: ch->pcdata->bank += amount; bank.c: sprintf (buf, "Your new balance is: %ld copper.\n\r", ch->pcdata->bank); bank.c: check_room_more (ch->in_room); bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: amount = ch->pcdata->bank; bank.c: ch->pcdata->bank -= amount; bank.c: sprintf (buf, "Your new balance is: \e[1;36m%ld\e[0m.\n\r", ch->pcdata->bank); bank.c: if (amount < 1 || amount > ch->pcdata->bank) bank.c: ch->pcdata->bank -= amount; bank.c: sprintf (buf, "Your new balance is: \e[1;36m%ld\e[0m.\n\r", ch->pcdata->bank); bank.c: check_room_more (ch->in_room); bank.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) bank.c: ch->pcdata->bank += amount; bank.c: ch->pcdata->bank -= amount; bank.c: ch->pcdata->bank -= amount; bank.c: ch->pcdata->bank -= amount; bank.c: ch->pcdata->bank += amount; buysell.c: check_room_more (ch->in_room); buysell.c: for (keeper = ch->in_room->more->people; keeper; keeper = keeper->next_in_room) buysell.c: sprintf(buff, "Ahh, welcome %s. It is so good to see you again. I am currently partaking of my midday meal. Perhaps if you would be so kind as to return in a little while, I will be able to assist you, as you are one of my most valued customers. We strive for one hundred percent customer satisfaction here at %s. However, I must eat my lunch, Thank you, come again.\n\r", NAME(ch), ch->in_room->name); buysell.c: check_room_more (ch->in_room); buysell.c: for (keeper = ch->in_room->more->people; keeper; keeper = keeper->next_in_room) buysell.c: if(number_range(1,130) < (ch->pcdata->learned[gsn_patch] + buysell.c: if(number_range(1,130) < (ch->pcdata->learned[gsn_patch] + buysell.c: for (obj = ch->carrying; obj != NULL; obj = obj_nxt) buysell.c: for (obj = ch->carrying; obj != NULL; obj = obj_nxt) buysell.c: for (obj = ch->carrying; obj != NULL; obj = obj_nxt) buysell.c: for (obj = ch->carrying; obj != NULL; obj = obj_nxt) buysell.c: if (LEVEL (ch) > 100 && !IS_REAL_GOD (ch) && ch->in_room->area->open == 1) buysell.c: if (IS_SET (ch->in_room->room_flags, ROOM_PET_SHOP)) buysell.c: oneroomNext = get_room_index (ch->in_room->vnum + 1); buysell.c: bug ("Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum); buysell.c: in_room = ch->in_room; buysell.c: ch->in_room = oneroomNext; buysell.c: ch->in_room = in_room; buysell.c: if (ch->pcdata->number_pets > 1) buysell.c: if (ch->pcdata->number_pets > 2) buysell.c: if (ch->pcdata->number_pets > 3) buysell.c: if (ch->pcdata->number_pets > 4) buysell.c: ch->pcdata->number_pets++; buysell.c: char_to_room (pet, ch->in_room); buysell.c: if (IS_SET (ch->in_room->room_flags, ROOM_PET_SHOP)) buysell.c: oneroomNext = get_room_index (ch->in_room->vnum + 1); buysell.c: bug ("Do_list: bad pet shop at vnum %d.", ch->in_room->vnum); buysell.c: flex = 14-(strlen(ch->in_room->name))/2; buysell.c: sprintf(hugebuf_o, "\x1b[1;36m_\\|%s\x1b[0;32mWelcome to %s, what would you like to buy?%s%s\x1b[1;36m|/_\n\n\r", buff,ch->in_room->name,buff,(IS_SET(strlen(ch->in_room->name), 1) ? " " : "")); buysell.c: if (LEVEL (ch) > 100 && ch->in_room->area->open == 1 && !IS_REAL_GOD (ch)) chan.c: pp = ch->position; chan.c: ch->position = POSITION_STANDING; chan.c: ch->position = POSITION_STANDING; channels.c: if (IS_PLAYER (ch) && IS_SET (ch->pcdata->act2, PLR_SILENCE)) channels.c: j = ch->position; channels.c: ch->position = POSITION_STANDING; channels.c: for (i = ch->pcdata->ctell_counter + 1; i != ch->pcdata->ctell_counter; i++) channels.c: if (ch->pcdata->last_ctells[i]) channels.c: act (ch->pcdata->last_ctells[i], ch, NULL, ch, TO_CHAR); channels.c: ch->position = j; channels.c: ch->position = j; channels.c: if (!IS_SET (ch->pcdata->chan_ignore, (1 << channel))) channels.c: ch->pcdata->chan_ignore ^= (1 << channel); channels.c: if (IS_SET (ch->pcdata->chan_ignore, (1 << channel))) channels.c: ch->pcdata->chan_ignore ^= (1 << channel); channels.c: if (IS_PLAYER(ch) && IS_SET (ch->pcdata->chan_ignore, (1 << channel))) channels.c: ch->pcdata->chan_ignore ^= (1 << channel); channels.c: if (ch->move < (c->moves+5)) channels.c: p = ch->position; channels.c: ch->position = POSITION_STANDING; channels.c: ch->pcdata->chan_color[channel], c->channel_name, channels.c: argy, ch->pcdata->chan_color[channel], channels.c: ch->position = p; channels.c: sprintf (format, "%s%10s > %s%s%s\x1B[37;0m", ch->pcdata->chan_color[channel], NAME(ch), channels.c: sprintf (format, "%s%10s > %s%s%s\x1B[37;0m", ch->pcdata->chan_color[channel], channels.c: sprintf (format, "%s%10s > %s%s%s\x1B[37;0m", ch->pcdata->chan_color[channel],NAME(ch), channels.c: if (ch->pcdata->last_ctells[ch->pcdata->ctell_counter]) channels.c: free (ch->pcdata->last_ctells[ch->pcdata->ctell_counter]); channels.c: ch->pcdata->last_ctells[ch->pcdata->ctell_counter] = malloc (strlen (format) + 1); channels.c: strcpy (ch->pcdata->last_ctells[ch->pcdata->ctell_counter], format); channels.c: ch->pcdata->ctell_counter++; channels.c: if (ch->pcdata->ctell_counter > 14) channels.c: ch->pcdata->ctell_counter = 0; channels.c: sprintf (format, "%s%10s > %s%s%s\x1B[37;0m", ch->pcdata->chan_color[channel],NAME(ch), channels.c: if (ch->pcdata->ignore[k]) channels.c: sprintf (general_use, "+= %s =+\n\r", ch->pcdata->ignore[k]); channels.c: if (ch->pcdata->ignore[k] && !str_cmp (ch->pcdata->ignore[k], argy)) channels.c: free_string (ch->pcdata->ignore[k]); channels.c: ch->pcdata->ignore[k] = NULL; channels.c: if (!ch->pcdata->ignore[k]) channels.c: ch->pcdata->ignore[k] = str_dup (capitalize (argy)); channels.c: if (!ch->pcdata->ignore[k]) channels.c: if (!str_prefix (ch->pcdata->ignore[k], NAME (victim))) channels.c: if (IS_PLAYER(ch) && IS_SET(ch->pcdata->act2, PLR_SILENCE)) return; channels.c: if (IS_MOB (ch) && ch->position == POSITION_SLEEPING) channels.c: if (IS_SET (ch->in_room->room_flags, ROOM_SILENCE)) channels.c: (IS_MOB (ch) ? "\x1B[1;37m" : color_table[ch->pcdata->colors[COLOR_SAY]].code), verb, channels.c: if (ch->desc != NULL) channels.c: sprintf (buf, "%s says (%d): %s\n", NAME (ch), ch->in_room->vnum, conv); channels.c: if (ch->in_room->vnum == tr->attached_to_room) channels.c: s->room = ch->in_room; channels.c: check_room_more (ch->in_room); channels.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) channels.c: switch (ch->pIndexData->mobtype) channels.c: /* if not arguments, then list back the last ch->pcdata->tell_counter tells */ channels.c: j = ch->position; channels.c: ch->position = POSITION_STANDING; channels.c: for (i = ch->pcdata->tell_counter + 1; i != ch->pcdata->tell_counter; i++) channels.c: if (ch->pcdata->last_tells[i]) channels.c: act (ch->pcdata->last_tells[i], ch, NULL, ch, TO_CHAR); channels.c: ch->position = j; channels.c: if (IS_SET (ch->in_room->room_flags, ROOM_SILENCE)) channels.c: if (IS_PLAYER (ch) && ch->pcdata->quiet) channels.c: || (IS_MOB (victim) && victim->in_room != ch->in_room) || channels.c: (IS_MOB (ch) ? "$7" : color_table[ch->pcdata->colors[COLOR_TELL]].act_code), channels.c: position = ch->position; channels.c: ch->position = POSITION_STANDING; channels.c: ch->position = position; channels.c: if (ch->pcdata->last_tells[ch->pcdata->tell_counter]) channels.c: free (ch->pcdata->last_tells[ch->pcdata->tell_counter]); channels.c: ch->pcdata->last_tells[ch->pcdata->tell_counter] = malloc (strlen (buf) + 1); channels.c: strcpy (ch->pcdata->last_tells[ch->pcdata->tell_counter], buf); channels.c: ch->pcdata->tell_counter++; channels.c: if (ch->pcdata->tell_counter > 14) channels.c: ch->pcdata->tell_counter = 0; channels.c: if ((victim = ch->ced->reply) == NULL || (DIFF_ALIGN(ch, victim) && channels.c: (IS_MOB (ch) ? "$7" : color_table[ch->pcdata->colors[COLOR_TELL]].act_code), channels.c: position = ch->position; channels.c: ch->position = POSITION_STANDING; channels.c: ch->position = position; channels.c: if (ch->pcdata->last_tells[ch->pcdata->tell_counter]) channels.c: free (ch->pcdata->last_tells[ch->pcdata->tell_counter]); channels.c: ch->pcdata->last_tells[ch->pcdata->tell_counter] = malloc (strlen (buf) + 1); channels.c: strcpy (ch->pcdata->last_tells[ch->pcdata->tell_counter], buf); channels.c: ch->pcdata->tell_counter++; channels.c: if (ch->pcdata->tell_counter > 14) channels.c: ch->pcdata->tell_counter = 0; channels.c: if (!ch->pcdata->quiet) channels.c: ch->pcdata->quiet = 1; channels.c: ch->pcdata->quiet = 0; channels.c: if (!ch->in_room) return; channels.c: check_room_more(ch->in_room); channels.c: if (IS_SET (ch->in_room->room_flags, ROOM_SILENCE)) channels.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) channels.c: j = ch->position; channels.c: ch->position = POSITION_STANDING; channels.c: for (i = ch->pcdata->gtell_counter + 1; i != ch->pcdata->gtell_counter; i++) channels.c: if (ch->pcdata->last_gtells[i]) channels.c: act (ch->pcdata->last_gtells[i], ch, NULL, ch, TO_CHAR); channels.c: ch->position = j; channels.c: (IS_MOB (ch) ? "\x1B[37;0m" : color_table[ch->pcdata->colors[COLOR_TELL]].code), channels.c: oldpos = ch->position; channels.c: ch->position = POSITION_STANDING; channels.c: ch->position = oldpos; channels.c: for (gch = char_list; gch != NULL; gch = gch->next) channels.c: (IS_MOB (gch) ? "\x1B[37;0m" : color_table[gch->pcdata->colors[COLOR_TELL]].code), channels.c: position = gch->position; channels.c: gch->position = POSITION_STANDING; channels.c: (IS_MOB (gch) ? "\x1B[37;0m" : color_table[gch->pcdata->colors[COLOR_TELL]].code), channels.c: if (gch->pcdata->last_gtells[gch->pcdata->gtell_counter]) channels.c: free (gch->pcdata->last_gtells[gch->pcdata->gtell_counter]); channels.c: gch->pcdata->last_gtells[gch->pcdata->gtell_counter] = malloc (strlen (buf) + 1); channels.c: strcpy (gch->pcdata->last_gtells[gch->pcdata->gtell_counter], buf); channels.c: gch->pcdata->gtell_counter++; channels.c: if (gch->pcdata->gtell_counter > 14) channels.c: gch->pcdata->gtell_counter = 0; channels.c: gch->position = position; channels.c: (IS_MOB (ch) ? "\x1B[37;0m" : color_table[ch->pcdata->colors[COLOR_TELL]].code), channels.c: if (ch->pcdata->last_gtells[ch->pcdata->gtell_counter]) channels.c: free (ch->pcdata->last_gtells[ch->pcdata->gtell_counter]); channels.c: ch->pcdata->last_gtells[ch->pcdata->gtell_counter] = malloc (strlen (buf) + 1); channels.c: strcpy (ch->pcdata->last_gtells[ch->pcdata->gtell_counter], buf); channels.c: ch->pcdata->gtell_counter++; channels.c: if (ch->pcdata->gtell_counter > 14) channels.c: ch->pcdata->gtell_counter = 0; char.c: ch->data_type = K_CHAR; char.c: ch->desc = NULL; char.c: ch->ced = NULL; char.c: ch->in_room = NULL; char.c: ch->gen_next = NULL; char.c: ch->data_type = K_CHAR; char.c: ch->armor = 100; char.c: ch->position = POSITION_STANDING; char.c: ch->next_fighting = NULL; char.c: ch->exp = 0; char.c: ch->height = -1; char.c: ch->special = 0; char.c: ch->pIndexData = NULL; char.c: ch->affected = NULL; char.c: ch->timer = -1; char.c: ch->wait = 0; char.c: ch->affected_by = 0; char.c: ch->more_affected_by = 0; char.c: ch->act = 0; char.c: ch->copper = 0; char.c: ch->gold = 0; char.c: ch->position = POSITION_STANDING; char.c: ch->carrying = NULL; char.c: ch->hold1 = NULL; char.c: ch->hold2 = NULL; char.c: ch->hitroll = 0; char.c: ch->damroll = 0; char.c: ch->hit = 20; char.c: ch->max_hit = 20; char.c: ch->move = 70; char.c: ch->max_move = 70; clan.c: ClanData = (CLAN_DATA *) ch->desc->pEdit; clan.c: if (ch->fgt->attacker_turn) clan.c: ch->desc->pEdit = NULL; clan.c: ch->desc->connected = CON_PLAYING; clan.c: if (str_cmp (ch->pcdata->name, ClanData->leader)) clan.c: if (str_cmp (ch->pcdata->name, ClanData->leader)) clan.c: ch->pcdata->clan = -1; clan.c: if (ClanData->alignment != ch->pcdata->alignment) climb.c: in_room = ch->in_room; climb.c: move -= ch->pcdata->carry_number - get_curr_str (ch); climb.c: if (ch->move < move) climb.c: fch_next = fch->next_in_room; climb.c: if (IS_SET (fch->act, PLR_HOLYLIGHT)) climb.c: else if (IS_MOB (ch) && IS_SET (ch->act, ACT_SCRAMBLE)) climb.c: if (MOUNTED_BY (ch) != NULL && ch->in_room != MOUNTED_BY (ch)->in_room) climb.c: fch_next = fch->next_in_room; climb.c: if (IS_SET (fch->act, PLR_HOLYLIGHT)) climb.c: else if (IS_MOB (ch) && IS_SET (ch->act, ACT_SCRAMBLE)) climb.c: fch_next = fch->next_in_room; climb.c: if (MASTER (fch) == ch && fch->position >= POSITION_STANDING) comm.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) comm.c: ch->carrying = NULL; comm.c: ch->pcdata->storage[i] = NULL; comm.c: ch->pcdata->learned[i] = -100; comm.c: if (FIGHTING (ch) == NULL && ch->position == POSITION_FIGHTING) comm.c: ch->pcdata->tickcounts = 0; comm.c: ch->wait = 0; comm.c: ch->pcdata->speedwalk = 0; comm.c: ch->pcdata->auction_count = 0; comm.c: if (--ch->pcdata->tickcounts <= 0) comm.c: ch->pcdata->tickcounts = 0; comm.c: if (--ch->pcdata->auction_count <= 0) comm.c: ch->pcdata->auction_count = 0; comm.c: if (--ch->pcdata->speedwalk <= 0) comm.c: ch->pcdata->speedwalk = 0; comm.c: if (--ch->wait <= 0) comm.c: ch->wait = 0; comm.c: if (ch->in_room && ch->pcdata->tickcounts < 1) comm.c: if (ch->position == POSITION_CASTING && ch->pcdata->temp) comm.c: ch->wait = 0; comm.c: do_actual_cast (ch, ch->pcdata->temp->temp_string); comm.c: else if (ch->position == POSITION_CHARGING && ch->pcdata->temp) comm.c: ch->wait = 0; comm.c: do_actual_charge (ch, ch->pcdata->temp->temp_string); comm.c: else if (ch->position == POSITION_CIRCLE) comm.c: else if (ch->position == POSITION_INVEST && ch->pcdata->temp) comm.c: do_actual_investigate (ch, ch->pcdata->temp->temp_string); comm.c: else if (ch->position == POSITION_BACKSTAB && ch->pcdata->temp) comm.c: do_actual_backstab (ch, ch->pcdata->temp->temp_string); comm.c: ch->wait = 8; comm.c: else if (ch->position == POSITION_SEARCHING && ch->pcdata->temp) comm.c: do_actual_search (ch, ch->pcdata->temp->temp_string); comm.c: else if (ch->position == POSITION_SHOOTING && ch->pcdata->temp) comm.c: do_actual_shoot (ch, ch->pcdata->temp->temp_string); comm.c: else if (ch->position == POSITION_MINING) comm.c: if (ch->pcdata->voting_on == 999) comm.c: ch->pcdata->voting_on = 10; comm.c: if (ch->pcdata->voting_on == 998) comm.c: ch->pcdata->voting_on = 11; comm.c: if (FIGHTING (ch) == NULL && ch->position == POSITION_FIGHTING) comm.c: if (ch && ch->pcdata && ch->pcdata->tickcounts > 0) comm.c: switch (ch->position) comm.c: ch->pcdata->tickcounts = 0; comm.c: ch->pcdata->tickcounts = 0; comm.c: ch->pcdata->tickcounts = 0; comm.c: ch->pcdata->tickcounts = 0; comm.c: ch->pcdata->tickcounts = 0; comm.c: ch->pcdata->tickcounts = 0; comm.c: if ((ch = dclose->character) != NULL && dclose->descriptor > 0 && ch->data_type != 50) comm.c: sprintf (log_buf, "Closing link to %s.", ch->pcdata->name); comm.c: ch->desc = NULL; comm.c: ch->desc = NULL; comm.c: for (tch = char_list; tch != NULL; tch = tch->next) comm.c: if (IS_SET (ch->pcdata->act2, PLR_BLANK) || !ch) comm.c: if (ch && IS_SET (ch->pcdata->act2, PLR_PROMPT) && comm.c: ch->pcdata->nat_armor = 100; comm.c: ch->affected_by = 0; comm.c: ch->pcdata->nat_abilities = 0; comm.c: ch->pcdata->nat_abilities2 = 0; comm.c: ch->pcdata->augments = 0; comm.c: ch->pcdata->stat[i] = 0; comm.c: ch->pcdata->stat_mod[i] = 0; comm.c: ch->pcdata->alignment = 0; comm.c: ch->pcdata->race = 0; comm.c: ch->height = 0; comm.c: ch->pcdata->stat[i] = 0; comm.c: ch->pcdata->stat_mod[i] = 0; comm.c: ch->pcdata->stat[j] = 0; comm.c: ch->pcdata->stat_mod[j] = 0; comm.c: ch->pcdata->stat_mod[k] += comm.c: ch->pcdata->nat_armor = race_info[ch->pcdata->race].natarmor; comm.c: ch->pcdata->nat_abilities = race_info[ch->pcdata->race].affect_bits; comm.c: ch->pcdata->nat_abilities2 = race_info[ch->pcdata->race].affect_bits2; comm.c: ch->pcdata->augments = race_info[ch->pcdata->race].nat_augments; comm.c: ch->pcdata->alignment = race_info[ch->pcdata->race].start_room -100; comm.c: ch->pcdata->stat[i] = ch->pcdata->stat_mod[i] + race_info[ch->pcdata->race].bonus[i] + align_info[ch->pcdata->alignment].bonus[i]; comm.c: ch->pcdata->stat_mod[i] = 0; comm.c: if (ch->pcdata->stat[i] > 23) { comm.c: ch->pcdata->stat[i] = 23; comm.c: if (i+1 < NUM_STATS) ch->pcdata->stat[i+1]++; comm.c: if (ch->pcdata->stat[i] > 24) { comm.c: ch->pcdata->stat[i] = 24; comm.c: if (i+1 < NUM_STATS) ch->pcdata->stat[i+1]++; comm.c: ch->pcdata->start_stat[i] = ch->pcdata->stat[i]; comm.c: if (!IS_SET (ch->pcdata->act2, PLR_ANSI)) comm.c: ch->pcdata->act2 = PLR_AUTOGOLD | PLR_AUTOLOOT | PLR_AUTOEXIT | PLR_ASSIST | PLR_AUTOSPLIT | PLR_BLANK | PLR_COMBINE | PLR_PROMPT | PLR_AUTOSCAN; comm.c: ch->pcdata->act2 = PLR_AUTOGOLD | PLR_AUTOLOOT | PLR_AUTOEXIT | PLR_ASSIST | PLR_AUTOSPLIT | PLR_BLANK | PLR_COMBINE | PLR_PROMPT | PLR_AUTOSCAN | PLR_ANSI; comm.c: ch->pcdata->temp_room = get_room_index (race_info[ch->pcdata->race].start_room); comm.c: ch->pcdata->level = 0; comm.c: if ((IS_SET(d->act, DESC_WRONG_PWD) || pow.validation) && !IS_SET (ch->act, ACT_UNVAL)) comm.c: ch->act |= ACT_UNVAL; comm.c: sprintf (buf, "the %s Adventurer", race_info[ch->pcdata->race].name); comm.c: ch->pcdata->n_mana = ch->pcdata->n_max_mana; comm.c: if (!ch->pcdata->pwd || ch->pcdata->pwd[0] == '\0' || ch->pcdata->pwd == "") { comm.c: /* if (strcmp (argy, ch->pcdata->pwd) && */ comm.c: if (strcmp(argy,ch->pcdata->rpwd)) { /* JRAJRA */ comm.c: (ch->desc ? ch->desc->username : "nodesc"),(ch->desc ? ch->desc->host : "nodesc"), NAME(ch)); comm.c: if (ch->pcdata->rpwd != NULL) free_string(ch->pcdata->rpwd); comm.c: ch->pcdata->rpwd = str_dup(argy); comm.c: if (ch->desc && ch->desc->host[29] != 1 ) { comm.c: write_to_buffer (ch->desc, echo_on_str, 0); comm.c: if (check_reconnect (d, ch->pcdata->name, TRUE)) { /*Player entered NM & PW */ comm.c: if (IS_SET (ch->act, ACT_UNVAL)) { comm.c: kks = ch->pcdata->pagelen; comm.c: ch->pcdata->pagelen = 99; comm.c: ch->pcdata->pagelen = kks; comm.c: ch->pcdata->stat_mod[i] = 0; comm.c: ch->pcdata->name, echo_off_str); comm.c: if (ch->pcdata->pwd) comm.c: free_string (ch->pcdata->pwd); comm.c: ch->pcdata->pwd = str_dup (pwdnew); comm.c: if (ch->pcdata->rpwd) comm.c: free_string(ch->pcdata->rpwd); comm.c: ch->pcdata->rpwd = str_dup (argy); comm.c: if (strcmp (argy, ch->pcdata->pwd) && comm.c: strcmp(argy, ch->pcdata->rpwd)) comm.c: if (ch->pcdata->rpwd) comm.c: free_string(ch->pcdata->rpwd); comm.c: ch->pcdata->rpwd = str_dup(argy); comm.c: sprintf (buf2, "New player %s@%s.", ch->pcdata->name, d->host); comm.c: ch->pcdata->sex = SEX_MALE; comm.c: ch->pcdata->sex = SEX_FEMALE; comm.c: ch->pcdata->sex = SEX_NEUTRAL; comm.c: SET_BIT (ch->pcdata->act2, PLR_TELNET_GA); comm.c: SET_BIT (ch->pcdata->act2, PLR_ANSI); comm.c: SET_BIT (ch->pcdata->act2, PLR_ANSI); comm.c: strcpy (ch->pcdata->email, argy); comm.c: ch->pcdata->race = iRace; comm.c: ch->pcdata->alignment = race_info[iRace].start_room -100; comm.c: ch->pcdata->pray_points = BASE_ROLLING_POINTS-2; comm.c: ch->pcdata->tmp_str = 15; comm.c: ch->pcdata->tmp_con = 15; comm.c: ch->pcdata->tmp_dex = 15; comm.c: ch->pcdata->tmp_int = 15; comm.c: ch->pcdata->tmp_wis = 15; comm.c: if (ch->pcdata->pray_points>0 && ch->pcdata->tmp_str < 24 && ch->pcdata->tmp_str < race_info[ch->pcdata->race].limits[0]) comm.c: ch->pcdata->tmp_str++; comm.c: ch->pcdata->pray_points--; comm.c: if (ch->pcdata->pray_points>0 && ch->pcdata->tmp_con < 24 && ch->pcdata->tmp_con < race_info[ch->pcdata->race].limits[4]) comm.c: ch->pcdata->tmp_con++; comm.c: ch->pcdata->pray_points--; comm.c: if (ch->pcdata->pray_points>0 && ch->pcdata->tmp_dex < 24 && ch->pcdata->tmp_dex < race_info[ch->pcdata->race].limits[3]) comm.c: ch->pcdata->tmp_dex++; comm.c: ch->pcdata->pray_points--; comm.c: if (ch->pcdata->pray_points>0 && ch->pcdata->tmp_int < 24 && ch->pcdata->tmp_int < race_info[ch->pcdata->race].limits[1]) comm.c: ch->pcdata->tmp_int++; comm.c: ch->pcdata->pray_points--; comm.c: if (ch->pcdata->pray_points>0 && ch->pcdata->tmp_wis < 24 && ch->pcdata->tmp_wis < race_info[ch->pcdata->race].limits[2]) comm.c: ch->pcdata->tmp_wis++; comm.c: ch->pcdata->pray_points--; comm.c: if (ch->pcdata->tmp_str>3) comm.c: ch->pcdata->tmp_str--; comm.c: ch->pcdata->pray_points++; comm.c: if (ch->pcdata->tmp_con>3) comm.c: ch->pcdata->tmp_con--; comm.c: ch->pcdata->pray_points++; comm.c: if(ch->pcdata->tmp_dex>3) comm.c: ch->pcdata->tmp_dex--; comm.c: ch->pcdata->pray_points++; comm.c: if(ch->pcdata->tmp_int>3) comm.c: ch->pcdata->tmp_int--; comm.c: ch->pcdata->pray_points++; comm.c: if(ch->pcdata->tmp_wis>3) comm.c: ch->pcdata->tmp_wis--; comm.c: ch->pcdata->pray_points++; comm.c: tmp_stats[0] = ch->pcdata->tmp_str; comm.c: tmp_stats[4] = ch->pcdata->tmp_con; comm.c: tmp_stats[3] = ch->pcdata->tmp_dex; comm.c: tmp_stats[1] = ch->pcdata->tmp_int; comm.c: tmp_stats[2] = ch->pcdata->tmp_wis; comm.c: ch->pcdata->nat_armor = race_info[ch->pcdata->race].natarmor; comm.c: ch->pcdata->nat_abilities = race_info[ch->pcdata->race].affect_bits; comm.c: ch->pcdata->nat_abilities2 = race_info[ch->pcdata->race].affect_bits2; comm.c: ch->pcdata->augments = race_info[ch->pcdata->race].nat_augments; comm.c: ch->pcdata->alignment = race_info[ch->pcdata->race].start_room -100; comm.c: /* ch->pcdata->stat[i] = ch->pcdata->stat_mod[i] comm.c: + race_info[ch->pcdata->race].bonus[i] comm.c: + align_info[ch->pcdata->alignment].bonus[i] comm.c: ch->pcdata->stat[i] = tmp_stats[i]; comm.c: ch->pcdata->stat_mod[i] = 0; comm.c: ch->pcdata->start_stat[i] = ch->pcdata->stat[i]; comm.c: if (!IS_SET (ch->pcdata->act2, PLR_ANSI)) comm.c: ch->pcdata->act2 = PLR_AUTOGOLD | PLR_AUTOLOOT | PLR_AUTOEXIT | PLR_ASSIST | PLR_AUTOSPLIT | PLR_BLANK | PLR_COMBINE | PLR_PROMPT | PLR_AUTOSCAN; comm.c: ch->pcdata->act2 = PLR_AUTOGOLD | PLR_AUTOLOOT | PLR_AUTOEXIT | PLR_ASSIST | PLR_AUTOSPLIT | PLR_BLANK | PLR_COMBINE | PLR_PROMPT | PLR_AUTOSCAN | PLR_ANSI; comm.c: ch->pcdata->temp_room = get_room_index (race_info[ch->pcdata->race].start_room); comm.c: ch->pcdata->level = 0; comm.c: if ((IS_SET(d->act, DESC_WRONG_PWD) || pow.validation) && !IS_SET (ch->act, ACT_UNVAL)) comm.c: ch->act |= ACT_UNVAL; comm.c: sprintf (buf, "the %s Adventurer", race_info[ch->pcdata->race].name); comm.c: ch->pcdata->n_mana = ch->pcdata->n_max_mana; comm.c: ch->pcdata->pray_points = BASE_ROLLING_POINTS + (4 * ch->pcdata->ascend_times); comm.c: ch->pcdata->tmp_str = 15; comm.c: ch->pcdata->tmp_con = 15; comm.c: ch->pcdata->tmp_dex = 15; comm.c: ch->pcdata->tmp_int = 15; comm.c: ch->pcdata->tmp_wis = 15; comm.c: if (ch->pcdata->pray_points>0 && ch->pcdata->tmp_str < 26 && ch->pcdata->tmp_str < race_info[ch->pcdata->race].limits[0]) comm.c: ch->pcdata->tmp_str++; comm.c: ch->pcdata->pray_points--; comm.c: if (ch->pcdata->pray_points>0 && ch->pcdata->tmp_con < 26 && ch->pcdata->tmp_con < race_info[ch->pcdata->race].limits[4]) comm.c: ch->pcdata->tmp_con++; comm.c: ch->pcdata->pray_points--; comm.c: if (ch->pcdata->pray_points>0 && ch->pcdata->tmp_dex < 26 && ch->pcdata->tmp_dex < race_info[ch->pcdata->race].limits[3]) comm.c: ch->pcdata->tmp_dex++; comm.c: ch->pcdata->pray_points--; comm.c: if (ch->pcdata->pray_points>0 && ch->pcdata->tmp_int < 26 && ch->pcdata->tmp_int < race_info[ch->pcdata->race].limits[1]) comm.c: ch->pcdata->tmp_int++; comm.c: ch->pcdata->pray_points--; comm.c: if (ch->pcdata->pray_points>0 && ch->pcdata->tmp_wis < 26 && ch->pcdata->tmp_wis < race_info[ch->pcdata->race].limits[2]) comm.c: ch->pcdata->tmp_wis++; comm.c: ch->pcdata->pray_points--; comm.c: if (ch->pcdata->tmp_str>3) comm.c: ch->pcdata->tmp_str--; comm.c: ch->pcdata->pray_points++; comm.c: if (ch->pcdata->tmp_con>3) comm.c: ch->pcdata->tmp_con--; comm.c: ch->pcdata->pray_points++; comm.c: if(ch->pcdata->tmp_dex>3) comm.c: ch->pcdata->tmp_dex--; comm.c: ch->pcdata->pray_points++; comm.c: if(ch->pcdata->tmp_int>3) comm.c: ch->pcdata->tmp_int--; comm.c: ch->pcdata->pray_points++; comm.c: if(ch->pcdata->tmp_wis>3) comm.c: ch->pcdata->tmp_wis--; comm.c: ch->pcdata->pray_points++; comm.c: if(ch->pcdata->pray_points == 0) { comm.c: tmp_stats[0] = ch->pcdata->tmp_str; comm.c: tmp_stats[4] = ch->pcdata->tmp_con; comm.c: tmp_stats[3] = ch->pcdata->tmp_dex; comm.c: tmp_stats[1] = ch->pcdata->tmp_int; comm.c: tmp_stats[2] = ch->pcdata->tmp_wis; comm.c: ch->pcdata->nat_armor = race_info[ch->pcdata->race].natarmor; comm.c: ch->pcdata->nat_abilities = race_info[ch->pcdata->race].affect_bits; comm.c: ch->pcdata->nat_abilities2 = race_info[ch->pcdata->race].affect_bits2; comm.c: ch->pcdata->augments = race_info[ch->pcdata->race].nat_augments; comm.c: //ch->pcdata->alignment = race_info[ch->pcdata->race].start_room -100; comm.c: /* ch->pcdata->stat[i] = ch->pcdata->stat_mod[i] comm.c: + race_info[ch->pcdata->race].bonus[i] comm.c: + align_info[ch->pcdata->alignment].bonus[i] comm.c: ch->pcdata->stat[i] = tmp_stats[i]; comm.c: ch->pcdata->stat_mod[i] = 0; comm.c: ch->pcdata->start_stat[i] = ch->pcdata->stat[i]; comm.c: //if (!IS_SET (ch->pcdata->act2, PLR_ANSI)) comm.c: // ch->pcdata->act2 = PLR_AUTOGOLD | PLR_AUTOLOOT | PLR_AUTOEXIT | PLR_ASSIST | PLR_AUTOSPLIT | PLR_BLANK | PLR_COMBINE | PLR_PROMPT | PLR_AUTOSCAN; comm.c: // ch->pcdata->act2 = PLR_AUTOGOLD | PLR_AUTOLOOT | PLR_AUTOEXIT | PLR_ASSIST | PLR_AUTOSPLIT | PLR_BLANK | PLR_COMBINE | PLR_PROMPT | PLR_AUTOSCAN | PLR_ANSI; comm.c: ch->pcdata->temp_room = get_room_index (race_info[ch->pcdata->race].start_room); comm.c: ch->pcdata->level = 0; comm.c: //if ((IS_SET(d->act, DESC_WRONG_PWD) || pow.validation) && !IS_SET (ch->act, ACT_UNVAL)) comm.c: // ch->act |= ACT_UNVAL; comm.c: sprintf (buf, "the Ascended %s", race_info[ch->pcdata->race].name); comm.c: ch->pcdata->n_mana = ch->pcdata->n_max_mana; comm.c: if (ch->pcdata->stat[WIS] == 0) comm.c: ch->pcdata->nat_armor = 100; comm.c: ch->affected_by = 0; comm.c: ch->pcdata->nat_abilities = 0; comm.c: ch->pcdata->nat_abilities2 = 0; comm.c: ch->pcdata->augments = 0; comm.c: ch->pcdata->stat[i] = 0; comm.c: ch->pcdata->stat_mod[i] = 0; comm.c: ch->height = 0; comm.c: ch->pcdata->stat[i] = 0; comm.c: ch->pcdata->stat_mod[i] = 0; comm.c: SET_BIT (ch->pcdata->act2, PLR_HARDCORE); comm.c: sprintf (log_buf, "%s@%s new player.", ch->pcdata->name, d->host); comm.c: ch->pcdata->pray_points = -1; comm.c: ch->pcdata->bank = 50; comm.c: fprintf (fpp, "Email Address....... '%s'\n", ch->pcdata->email); comm.c: fprintf (fpp, "Current Site Logon.. '%s'\n", ch->desc->host); comm.c: if (!str_cmp (playerbase->player_name, ch->pcdata->name)) comm.c: if (!str_cmp (playerbase->email_address, ch->pcdata->email) && playerbase->player_level != -1) comm.c: ch->pcdata->temp_room = get_room_index (race_info[ch->pcdata->race].start_room); comm.c: int i=ch->pcdata->pagelen; comm.c: ch->pcdata->pagelen=100; comm.c: ch->pcdata->pagelen=i; comm.c: sprintf (log_buf, "%s@%s ascended.", ch->pcdata->name, d->host); comm.c: ch->pcdata->pray_points = -1; comm.c: if (ch->in_room) char_from_room (ch); comm.c: ch->pcdata->temp_room = get_room_index(100+ch->pcdata->alignment); comm.c: char_to_room (ch, ch->pcdata->temp_room); comm.c: for (tch = char_list; tch != NULL; tch = tch->next) comm.c: ch->next = char_list; comm.c: if (!str_cmp (ch->pcdata->name, online->name)) comm.c: ch->pcdata->online_spot = online; comm.c: online_new->name = str_dup(ch->pcdata->name); comm.c: ch->pcdata->online_spot = online_new; comm.c: sprintf (buf2, "%s@%s has entered the game.", ch->pcdata->name, d->host); comm.c: ch->pcdata->voting_on = 0; comm.c: ch->pcdata->tickcounts = 0; comm.c: if (ch->position != POSITION_SLEEPING comm.c: || ch->position != POSITION_RESTING comm.c: || ch->position != POSITION_STANDING comm.c: || ch->position != POSITION_MEDITATING) comm.c: ch->affected_by |= ch->pcdata->nat_abilities; comm.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; comm.c: if (ch->pcdata->ignore[k]) comm.c: if (!str_cmp (playerbase->player_name, ch->pcdata->ignore[k])) comm.c: sprintf (bufnot, "Ignore -= %s =- not found in playerbase; removing.\n\r", ch->pcdata->ignore[k]); comm.c: free_string (ch->pcdata->ignore[k]); comm.c: ch->pcdata->ignore[k] = NULL; comm.c: playerbase->player_last_login = (int) ch->pcdata->logon; comm.c: playerbase->player_align = ch->pcdata->alignment; comm.c: playerbase->player_level = (ch->pcdata->level); comm.c: strcpy (playerbase->email_address, ch->pcdata->email); comm.c: playerbase->player_remort_times = ch->pcdata->remort_times; comm.c: playerbase->player_created = ch->pcdata->created; comm.c: strcpy (playerbase->email_address, ch->pcdata->email); comm.c: playerbase->player_last_login = (int) ch->pcdata->logon; comm.c: playerbase->player_align = ch->pcdata->alignment; comm.c: playerbase->player_level = ch->pcdata->level; comm.c: playerbase->player_remort_times = ch->pcdata->remort_times; comm.c: if (ch->in_room) comm.c: if (ch->pcdata->temp_room == NULL) comm.c: ch->pcdata->temp_room = get_room_index(100+ch->pcdata->alignment); comm.c: if(ch->pcdata->temp_room->vnum > 500 && ch->pcdata->temp_room->vnum < 510) comm.c: ch->pcdata->temp_room = get_room_index (100+ch->pcdata->alignment); comm.c: char_to_room (ch, ch->pcdata->temp_room); comm.c: ch->pcdata->level = 1; comm.c: ch->pcdata->created = current_time; comm.c: if (CHALLENGE (ch) != 10 && ch->in_room && ch->in_room->vnum < 1000) comm.c: char_to_room(ch, ch->pcdata->temp_room); comm.c: ch->pcdata->clan = clan_number(ch); comm.c: ch->pcdata->clan2 = clan_number_2(ch); comm.c: ch->pcdata->pet_temp[uui] = 0; comm.c: if (is_note_to (ch, pnote) && str_cmp (ch->pcdata->name, pnote->sender) && pnote->date_stamp > ch->pcdata->last_note) comm.c: if (is_note_to (ch, pnote) && str_cmp (ch->pcdata->name, pnote->sender) && pnote->date_stamp > ch->pcdata->last_note && pnote->board_num == 1) comm.c: for (cch = char_list; cch != NULL; cch = cch->next) comm.c: if ((cch->pcdata->alignment == ch->pcdata->alignment && str_cmp(ch->pcdata->name,cch->pcdata->name)) || IS_IMMORTAL(cch)) comm.c: if(ch->pcdata->alignment == 1) comm.c: sprintf(buf,"\n\r\x1b[0;31mThe forces of evil strengthen as \x1B[32;0m%s\x1B[0;37m\x1b[0;31m steps from the shadows.\x1b[0;37m\n\r",ch->pcdata->name); comm.c: else if(ch->pcdata->alignment == 2) comm.c: sprintf(buf,"\n\r\x1b[1;37mThe forces of good strengthen as \x1B[32;0m%s\x1B[0;37m\x1b[1;37m emerges from a beam of light.\x1b[0;37m\n\r",ch->pcdata->name); comm.c: else if(ch->pcdata->alignment == 0) comm.c: sprintf(buf, "\n\r\x1b[1;37mThe \x1b[0;34mp\x1b[1;34mr\x1b[0;36mo\x1b[1;36mt\x1b[1;37me\x1b[1;36mc\x1b[0;36mt\x1b[1;34me\x1b[0;34md\x1b[1;37m forces become stronger as \x1b[1;36m%s\x1b[1;37m emerges from a beam of light.\x1b[0;37m\n\r",ch->pcdata->name); comm.c: else if(!str_cmp(ch->pcdata->name,"Bern") && str_cmp(cch->pcdata->name,ch->pcdata->name)) comm.c: for (ch = char_list; ch != NULL; ch = ch->next) comm.c: || ch->desc == NULL comm.c: || ch->desc->connected != CON_PLAYING comm.c: || (ch->ced && ch->ced->was_in_room == NULL)) comm.c: ch->timer = 0; comm.c: if (txt != NULL && ch->desc != NULL) comm.c: write_to_buffer (ch->desc, txt, strlen (txt)); comm.c: if (txt == NULL || ch->desc == NULL || !txt) comm.c: free_string (ch->desc->showstr_head); comm.c: ch->desc->showstr_head = add_color (txt); comm.c: ch->desc->showstr_point = ch->desc->showstr_head; comm.c: show_string (ch->desc, ""); comm.c: if (txt == NULL || ch->desc == NULL || !txt) comm.c: free_string (ch->desc->showstr_head); comm.c: ch->desc->showstr_head = add_color_limited (txt); comm.c: ch->desc->showstr_point = ch->desc->showstr_head; comm.c: show_string (ch->desc, ""); comm.c: race_info[ch->pcdata->race].name); comm.c: race_info[ch->pcdata->race].limits[STR],ch->pcdata->tmp_str); comm.c: race_info[ch->pcdata->race].limits[CON],ch->pcdata->tmp_con); comm.c: race_info[ch->pcdata->race].limits[DEX],ch->pcdata->tmp_dex); comm.c: race_info[ch->pcdata->race].limits[INT],ch->pcdata->tmp_int); comm.c: race_info[ch->pcdata->race].limits[WIS],ch->pcdata->tmp_wis); comm.c: ch->pcdata->pray_points); config.c: if (IS_SET (ch->pcdata->act2, PLR_BLANK)) config.c: if (IS_PLAYER (ch) && IS_SET (ch->act, PLR_SILENCE)) config.c: send_to_char (!IS_SET (ch->pcdata->deaf, CHANNEL_AUCTION) config.c: send_to_char (!IS_SET (ch->pcdata->deaf, CHANNEL_YELL) config.c: REMOVE_BIT (ch->pcdata->deaf, bit); config.c: SET_BIT (ch->pcdata->deaf, bit); config.c: if (IS_SET (ch->ced->fight_ops, F_JUJI)) config.c: if (IS_SET (ch->ced->fight_ops, F_CHOKE)) config.c: if (IS_SET (ch->ced->fight_ops, F_BITE)) config.c: if (IS_SET (ch->ced->fight_ops, F_ELBOW)) config.c: if (IS_SET (ch->ced->fight_ops, F_KNEE)) config.c: if (IS_SET (ch->ced->fight_ops, F_HEADBUTT)) config.c: if (IS_SET (ch->ced->fight_ops, F_POWER)) config.c: if (IS_SET (ch->ced->fight_ops, F_AGGRESSIVE)) config.c: if (IS_SET (ch->ced->fight_ops, F_GROUND)) config.c: ch->ced->fight_ops ^= F_JUJI; config.c: ch->ced->fight_ops ^= F_HEADBUTT; config.c: ch->ced->fight_ops ^= F_ELBOW; config.c: ch->ced->fight_ops ^= F_KNEE; config.c: ch->ced->fight_ops ^= F_BITE; config.c: ch->ced->fight_ops ^= F_CHOKE; config.c: if (IS_SET(ch->ced->fight_ops, F_AGGRESSIVE)) config.c: ch->damroll -=2; config.c: ch->damroll +=2; config.c: ch->ced->fight_ops ^= F_AGGRESSIVE; config.c: if (IS_SET(ch->ced->fight_ops, F_POWER)) config.c: ch->damroll -=1; config.c: ch->damroll +=1; config.c: ch->ced->fight_ops ^= F_POWER; config.c: ch->ced->fight_ops ^= F_GROUND; config.c: if (ch->pcdata->learned[gsn_stance1] < 68) config.c: if (ch->pcdata->stance == 0) config.c: if (ch->pcdata->stance == 1) config.c: if (ch->pcdata->stance == 2) config.c: if (ch->pcdata->stance == 3) config.c: if (ch->pcdata->stance == 4) config.c: if (ch->pcdata->stance == 5) config.c: if (ch->pcdata->stance == 6) config.c: if (ch->pcdata->stance == 7) config.c: if (ch->pcdata->stance == 8) config.c: ch->pcdata->stance = 0; config.c: ch->pcdata->stance = 1; config.c: ch->pcdata->stance = 2; config.c: ch->pcdata->stance = 3; config.c: else if (!strcmp(argy, "tiger") && ch->pcdata->race > 11) config.c: ch->pcdata->stance = 4; config.c: else if (!strcmp(argy, "mongoose") && ch->pcdata->race > 11) config.c: ch->pcdata->stance = 5; config.c: else if (!strcmp(argy, "bear") && ch->pcdata->race > 11) config.c: ch->pcdata->stance = 6; config.c: else if (!strcmp(argy, "dragon") && ch->pcdata->level > 79 config.c: && ch->pcdata->race > 11) config.c: ch->pcdata->stance = 7; config.c: else if (!strcmp(argy, "crane") && ch->pcdata->level > 79 config.c: && ch->pcdata->race > 11) config.c: ch->pcdata->stance = 8; config.c: if (wimpy > (ch->max_hit / 3)) config.c: ch->ced->wimpy = wimpy; config.c: if (IS_SET (ch->pcdata->act2, PLR_BRIEF)) config.c: ch->pcdata->pagelen = lines; config.c: if (ch->pcdata->rprompt) config.c: free_string (ch->pcdata->rprompt); config.c: ch->pcdata->rprompt = str_dup (argy); config.c: if (!IS_SET (ch->pcdata->act2, PLR_PROMPT)) config.c: SET_BIT (ch->pcdata->act2, PLR_PROMPT); config.c: REMOVE_BIT (ch->pcdata->act2, PLR_PROMPT); config.c: if (ch->position == POSITION_GROUNDFIGHTING) config.c: if (ch->position != POSITION_STANDING) config.c: ch->fgt->fighting = victim->fgt->fighting; config.c: if (IS_SET (ch->pcdata->act2, PLR_ANSI)) config.c: p = ch->position; config.c: ch->position = POSITION_STANDING; config.c: sprintf (buf, "$R%s", ch->pcdata->chan_color[i]); config.c: ch->pcdata->chan_color[i]); config.c: ch->position = p; config.c: strcpy (ch->pcdata->chan_color[i], argy); config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_PROMPT_UP) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_AUTOEXIT) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_AUTOLOOT) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_AUTOSAC) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_AUTOGOLD) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_AUTOSPLIT) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_AUTOSCAN) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_AUTOBLINK) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_ASSIST) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_BLANK) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_BRIEF) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_COMBINE) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_PROMPT) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_ANSI) config.c: /* send_to_char( IS_SET(ch->pcdata->act2, PLR_TELNET_GA) config.c: send_to_char (ch->pcdata->challenge_on config.c: send_to_char (ch->pcdata->arena_msg == 1 config.c: : (ch->pcdata->arena_msg == 2 config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_SILENCE) config.c: send_to_char (IS_SET (ch->act, PLR_HOLYLIGHT) && IS_IMMORTAL (ch) config.c: send_to_char (IS_SET (ch->act, PLR_HOLYPEACE) && IS_IMMORTAL (ch) config.c: send_to_char (IS_SET (ch->pcdata->act2, PLR_HOLYLAG) && IS_IMMORTAL (ch) config.c: send_to_char (IS_SET (ch->act, PLR_HOLYWALK) && IS_IMMORTAL (ch) config.c: if (ch->pcdata->challenge_on) config.c: ch->pcdata->challenge_on = FALSE; config.c: ch->pcdata->challenge_on = TRUE; config.c: if (ch->pcdata->arena_msg == 2) config.c: ch->pcdata->arena_msg = 0; config.c: else if (ch->pcdata->arena_msg == 1) config.c: ch->pcdata->arena_msg = 2; config.c: ch->pcdata->arena_msg = 1; config.c: SET_BIT (ch->pcdata->act2, bit); config.c: REMOVE_BIT (ch->pcdata->act2, bit); config.c: if (IS_SET (ch->pcdata->act2, bit)) config.c: REMOVE_BIT (ch->pcdata->act2, bit); config.c: SET_BIT (ch->pcdata->act2, bit); config.c: free_string (ch->pcdata->title); config.c: ch->pcdata->title = str_dup (buf); config.c: if (strlen(ch->pcdata->title) > 80) config.c: free_string (ch->pcdata->title); config.c: ch->pcdata->title = str_dup ("my title was too long"); config.c: if (IS_SET(ch->act, PLR_LAMER)) config.c: if (IS_SET(ch->act, PLR_LAMER)) config.c: string_append (ch, &ch->pcdata->description); config.c:/*if (ch->description!=NULL) { config.c: for (t=ch->description; *t!='\0'; t++) { config.c: strcpy(tp,ch->description); config.c: free_string(ch->description); config.c: ch->description=str_dup(tp); config.c: free_string( ch->description ); config.c: ch->description = str_dup( buf ); config.c: send_to_char( ch->description ? ch->description : "(None).\n\r", ch ); consid.c: ch_dam += ch->pIndexData->damroll; consid.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_resilience] > 7) consid.c: ch_absorb +=(ch->pcdata->learned[gsn_resilience]/4); consid.c: if (ch->pcdata->learned[571] > 0) consid.c: ch_attacks += ch->pcdata->learned[571]*3/50 + 1; consid.c: if (ch->pcdata->learned[gsn_second_attack] > 0) consid.c: ch_attacks += ch->pcdata->learned[gsn_second_attack]*3/50 + 1; consid.c: if (ch->pcdata->learned[gsn_third_attack] > 0) consid.c: ch_attacks += ch->pcdata->learned[gsn_third_attack]/20 + 1; consid.c: rounds_to_kill_ch = ch->hit * 10/victim_dam; consid.c: for (attacker = ch->in_room->more->people; attacker !=NULL; attacker = attacker->next_in_room) consid.c: rounds_to_kill_ch = ch->hit * 10/victim_dam + number_range(0,2); create.c: if(!ch->in_room) return; create.c: if (ch->in_room->sector_type != SECT_FOREST && create.c: ch->in_room->sector_type != SECT_WOODS && create.c: ch->in_room->sector_type != SECT_BRUSH) create.c: if (!check_skill(ch, gsn_chop) || number_range(1,300) > ch->pcdata->learned[gsn_chop]) create.c: if (ch->pcdata->online_spot->chopped > 200 && LEVEL(ch) < 100) create.c: if (ch->in_room->minerals <= 0) create.c: obj_to(log, ch->in_room); create.c: ch->in_room->minerals--; create.c: ch->pcdata->online_spot->chopped++; create.c: if(!ch->in_room) return; create.c: check_room_more (ch->in_room); create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) create.c: check_room_more (ch->in_room); create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) create.c: if (!ch->in_room) return; create.c: check_room_more(ch->in_room); create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) create.c: for(obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) create.c: if(ch->pcdata->learned[spell[i]->gsn] < pow.max_prac_spells) create.c: ch->pcdata->tickcounts = number_range(10,45); create.c: ch->position = POSITION_STANDING; create.c: if (ch->in_room->sector_type != SECT_MOUNTAIN && create.c: ch->in_room->sector_type != SECT_HILLS && create.c: ch->in_room->sector_type != SECT_ROCKY && create.c: ch->in_room->sector_type != SECT_CANYON && create.c: ch->in_room->sector_type < SECT_CAVE) create.c: if (ch->pcdata->online_spot->mined > 200) create.c: if (ch->in_room->minerals <= 0) create.c: ch->in_room->minerals--; create.c: ch->pcdata->online_spot->mined++; create.c: if (ch->max_hit < 800) create.c: if (ch->pcdata->learned[gsn_enchant] < pow.max_prac_skills) create.c: ch->hit = 1; create.c: if (ch->pcdata->bank < cost) create.c: ch->max_hit--; create.c: ch->pcdata->bank -= cost/10; create.c: ch->hit = 1; create.c: ch->max_hit--; create.c: ch->pcdata->bank -= cost; create.c: if (number_range(1,220) < ch->pcdata->learned[gsn_lore] && pot_info[potion_number].ingredients[i] > 0) dam.c: ch->position=nw; dam.c: if (!ch || ch->data_type==50) dam.c:ch->hit-=i; dam.c: if (!ch || ch->data_type==50) dam.c: ch->move-=i; dam.c:ch->hit+=i; dam.c: ch->move+=i; dam.c: ch->hit=ch->max_hit; dam.c: ch->move=ch->max_move; dam2.c: if( IS_MOB(ch) && ch->pIndexData->mobtype == MOB_DUMMY ) dam2.c: if(IS_MOB(ch) && ch->pIndexData->mobtype == MOB_DUMMY) return; dam2.c: if (!ch->pIndexData->attackname || !str_cmp ("(null)", ch->pIndexData->attackname) || !str_cmp ("N/A", ch->pIndexData->attackname) || ch->pIndexData->attackname == NULL || ch->pIndexData->attackname[0] == ' ') dam2.c: if (!str_cmp (mob_type_attack (ch->pIndexData->mobtype), "punch") && FIGHTING (ch) != NULL && dam2.c: strcpy (bare, mob_type_attack (ch->pIndexData->mobtype)); dam2.c: if (!str_cmp (ch->pIndexData->attackname, "punch") && FIGHTING (ch) != NULL && FIGHTING (ch)->position == POSITION_GROUNDFIGHTING) dam2.c: strcpy (bare, ch->pIndexData->attackname); dam2.c: if (victim->in_room != ch->in_room) db2.c: if (!ch->pcdata->script_flags[i]) continue; db2.c: for (temp=sa_head[CALCULATE_HEAD(ch->pcdata->script_flags[i])]; temp!=NULL; temp=temp->next) { db2.c: if (!str_cmp(temp->flagname,ch->pcdata->script_flags[i])) { db2.c: if (!allf && oneroom->area != ch->in_room->area) db2.c: write_to_descriptor2 (ch->desc, tmpbuf, 0); db2.c: ch->in_room ? ch->in_room->vnum : 0, NAME (ch), str); death.c: check_room_more (ch->in_room); death.c: if (ch->pcdata->learned[gsn_invest] < 1) death.c: if ((obj = get_obj_list (ch, argy, ch->in_room->more->contents)) == NULL) death.c: ch->pcdata->tickcounts = 21; death.c: strcpy (ch->pcdata->temp->temp_string, argy); death.c: if ((obj = get_obj_list (ch, argy, ch->in_room->more->contents)) == NULL) death.c: if (number_range (1, 90) > ch->pcdata->learned[gsn_invest]) death.c: check_room_more (ch->in_room); death.c: ((I_CONTAINER *) (corpse->more))->key_vnum=ch->pIndexData->vnum; death.c: if (IS_PLAYER (ch) || (IS_MOB (ch) && ch->pIndexData->pShop == NULL)) death.c: check_room_more (ch->in_room); death.c: ch->in_room->more->copper += ch->copper; death.c: ch->in_room->more->gold += ch->gold; death.c: ch->gold=0; death.c: ch->copper=0; death.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) death.c: obj_to (obj, ch->in_room); death.c: || IS_SET(ch->pcdata->act2, PLR_HARDCORE)) death.c: obj_to (obj, ch->in_room); death.c: ch->gold = 0; death.c: ch->copper = 0; death.c: obj_to (corpse, ch->in_room); death.c: if (IS_MOB (ch) && ch->pIndexData->mobtype == MOB_REPTILE) death.c: else if (IS_MOB (ch) && ch->pIndexData->mobtype == MOB_UNDEAD) death.c: else if (IS_MOB (ch) && ch->pIndexData->mobtype == MOB_GHOST) death.c: else if (IS_MOB (ch) && ch->pIndexData->mobtype == MOB_FISH) death.c: else if (IS_MOB (ch) && ch->pIndexData->mobtype == MOB_PLANT) death.c: else if (IS_MOB (ch) && ch->pIndexData->mobtype == MOB_STATUE) death.c: else if (IS_MOB (ch) && ch->pIndexData->mobtype == MOB_BIRD) death.c: obj_to (obj, ch->in_room); death.c: was_in_room = ch->in_room; death.c: ch->in_room = pexit->to_room; death.c: ch->in_room = was_in_room; death.c: tmpchnx = tmpch->next_in_room; death.c: if (tmpch->fgt && tmpch->fgt->fighting == victim) death.c: tmpch->fgt->fighting = NULL; death.c: tmpch->position = POSITION_STANDING; death.c: if(tmpch->fgt && tmpch->fgt->phunting && death.c: !str_cmp(tmpch->fgt->phunting, NAME(victim))) death.c: free_string(tmpch->fgt->phunting); death.c: tmpch->fgt->phunting = NULL; death.c: if (tmpch->fgt && tmpch->fgt->hunting && death.c: !str_cmp(tmpch->fgt->hunting, NAME(victim))) death.c: free_string(tmpch->fgt->hunting); death.c: tmpch->fgt->hunting = NULL; death.c: tmpchnx = tmpch->next; death.c: if (tmpch->fgt && (tmpch->fgt->fighting == victim)) death.c: tmpch->fgt->fighting = NULL; death.c: tmpch->position = POSITION_STANDING; death.c: if (tmpch->in_room) death.c: check_room_more(tmpch->in_room); death.c: for (cd = tmpch->in_room->more->people; cd != NULL; cd = cdnext) death.c: tmpch->fgt->fighting = cd; death.c: tmpch->position = POSITION_FIGHTING; death.c: if (HUNTING (tmpch) && !str_cmp (tmpch->fgt->hunting, NAME (victim))) death.c: free_string (tmpch->fgt->hunting); death.c: tmpch->fgt->hunting = NULL; death.c: for (gch = curr_room->more->people; gch != NULL; gch =gch->next_in_room) death.c: ch->pcdata->remort_times <= victim->pcdata->remort_times && death.c: ch->pcdata->hard_pkills++; death.c: for (gch = curr_room->more->people; gch != NULL; gch = gch->next_in_room) death.c: gch->pcdata->pkills++; death.c: gch->pcdata->pklevels += LEVEL(victim); death.c: gch->pcdata->pkhelpers += same_align; death.c: gch->pcdata->totalkills++; death.c: gch->pcdata->killpoints++; death.c: gch->pcdata->killpoints++; death.c: gch->pcdata->killpoints++; death.c: gch->pcdata->killpoints++; death.c: if (IS_SET(gch->pcdata->act2, PLR_HARDCORE)) death.c: sprintf (g_exp, "You've gained %d experience for the kill, and %d for fighting.\n\r", xp, gch->pcdata->voting_on); death.c: gch->pcdata->voting_on = 0; draw.c: write_to_buffer (ch->desc, "\x1B[37;0m\x1B[2J\x1B[1;1f", 0); draw.c: write_to_buffer (ch->desc, tt, 0); draw.c: write_to_descriptor (ch->desc->descriptor, tt, 0); draw.c: if (!ch->desc) draw.c: if (IS_SET(ch->pcdata->act2, PLR_NOIBM)) draw.c: ch->pcdata->maxx = maxx; draw.c: ch->pcdata->maxy = maxy; draw.c: go_display (ch, ch->in_room, (maxx/2), (maxy/2), maxy, maxx); draw.c: write_to_buffer(ch->desc, "\x1B[0;37m", 0); draw.c: undisplay(ch, ch->in_room, 150); draw.c: gotoxy(ch, 1, ch->pcdata->pagelen); draw.c: bool ibm = !IS_SET(ch->pcdata->act2, PLR_NOIBM); draw.c: for (j = 1; j < ch->pcdata->maxx+1; j++) draw.c: write_to_buffer (ch->desc, " ", 0); draw.c: write_to_buffer (ch->desc, scrnn[j][i], 0); draw.c: write_to_buffer (ch->desc, outp[j][i], 0); /* Draw the char */ draw.c: if (!ch->desc) draw.c: write_to_buffer (ch->desc, "\x1B[0;37m", 0); draw.c: sprintf (tt, "\x1B[%d;1f", ch->pcdata->pagelen); draw.c: for(rch = rid->more->people; rch != NULL; rch=rch->next_in_room) draw.c: for (rch = rid->more->people; rch != NULL; rch = rch->next_in_room) draw.c: for(rch = rid->more->people; rch != NULL; rch=rch->next_in_room) draw.c: for (rch = rid->more->people; rch != NULL; rch =rch->next_in_room) draw.c: if (IS_SET(ch->pcdata->act2, PLR_NOIBM)) noibm = TRUE; draw.c: if (IS_SET(ch->pcdata->act2, PLR_VIEWMOBS)) mb = TRUE; draw.c: if (IS_SET(ch->pcdata->act2, PLR_VIEWPLAYERS)) kk = TRUE; draw.c: ch->pcdata->x = (MAP_WIDTH/2); draw.c: ch->pcdata->y = (MAP_HEIGHT/2); draw.c: sml_noibm(ch, ch->in_room,MAP_WIDTH/2, MAP_HEIGHT/2); draw.c: sml_ibm(ch, ch->in_room, MAP_WIDTH/2, MAP_HEIGHT/2); draw.c: write_to_buffer(ch->desc, "\x1B[0;37m", 0); draw.c: undisplay(ch, ch->in_room, 50); draw.c: gotoxy(ch, 1, ch->pcdata->pagelen); draw.c: sprintf(buf, "\x1b[%d;%dr", MAP_HEIGHT, ch->pcdata->pagelen); draw.c: write_to_buffer (ch->desc, " ", 0); draw.c: write_to_buffer (ch->desc, color_table[smlcolors[j][i]].code, 0); draw.c: write_to_buffer (ch->desc, smlmap[j][i] , 0); draw.c: sprintf(buf, "\x1b[%d;1f", ch->pcdata->pagelen); edit.c: sprintf (buf, "\x1B[24;1f%d,%d [%d] ", row, col, ch->desc->location); edit.c: write_to_descriptor2 (ch->desc, buf, 0); edit.c: write_to_descriptor2 (ch->desc, buf, 0); edit.c: if (!ch->desc->pString) edit.c: ch->desc->connected = CON_PLAYING; edit.c: strcpy (buf, *ch->desc->pString); edit.c: if (!ch->desc) edit.c: if (!ch->pcdata->name) edit.c: tpos = ch->desc->location; edit.c: ch->desc->location = ll; edit.c: position_cursor (ch, ch->desc->location, *ch->desc->pString); edit.c: tpos = ch->desc->location; edit.c: for (spl = ch->desc->location;; spl--) edit.c: for (snl = ch->desc->location;; snl++) edit.c: ch->desc->location = ppp; edit.c: position_cursor (ch, ch->desc->location, *ch->desc->pString); edit.c: if (ch->desc->location + 1 <= max) edit.c: ch->desc->location++; edit.c: if (ch->desc->location > 1 && buf[ch->desc->location - 1] == '\n') edit.c: if (ch->desc->location + 1 <= max) edit.c: ch->desc->location += 1; edit.c: position_cursor (ch, ch->desc->location, *ch->desc->pString); edit.c: if (ch->desc->location - 1 >= 0) edit.c: ch->desc->location--; edit.c: if (buf[ch->desc->location] == '\r') edit.c: if (ch->desc->location - 1 >= 0) edit.c: ch->desc->location--; edit.c: position_cursor (ch, ch->desc->location, *ch->desc->pString); edit.c: free_string (*ch->desc->pString); edit.c: *ch->desc->pString = str_dup (""); edit.c: ch->desc->location = 0; edit.c: write_to_descriptor2 (ch->desc, "\x1B[2J", 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[24;15fCTRL-E = CLEAR @ = Save/Quit CTRL-R = Redraw CTRL-F = Format", 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[1;1f", 0); edit.c: *ch->desc->pString = format_string (*ch->desc->pString); edit.c: ch->desc->location = 0; edit.c: write_to_descriptor2 (ch->desc, "\x1B[2J", 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[1;1f", 0); edit.c: strcpy (buf, *ch->desc->pString); edit.c: write_to_descriptor2 (ch->desc, buf, 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[24;15fCTRL-E = CLEAR @ = Save/Quit CTRL-R = Redraw CTRL-F = Format", 0); edit.c: position_cursor (ch, ch->desc->location, buf); edit.c: write_to_descriptor2 (ch->desc, "\x1B[2J\x1B[1;1f", 0); edit.c: write_to_descriptor2 (ch->desc, buf, 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[24;15fCTRL-E = CLEAR @ = Save/Quit CTRL-R = Redraw CTRL-F = Format", 0); edit.c: position_cursor (ch, ch->desc->location, buf); edit.c: if (ch->desc->location - 1 < 0) edit.c: if (ch->desc->location - 1 >= 0 && buf[ch->desc->location - 1] == '\r') edit.c: for (ii = ch->desc->location - 1; ii < oldlen; ii++) edit.c: ch->desc->location--; edit.c: for (ii = ch->desc->location - 1; ii < oldlen; ii++) edit.c: ch->desc->location--; edit.c: free_string (*ch->desc->pString); edit.c: *ch->desc->pString = str_dup (buf); edit.c: write_to_descriptor2 (ch->desc, "\x1B[2J", 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[1;1f", 0); edit.c: write_to_descriptor2 (ch->desc, buf, 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[24;15fCTRL-E = CLEAR @ = Save/Quit CTRL-R = Redraw CTRL-F = Format", 0); edit.c: position_cursor (ch, ch->desc->location, buf); edit.c: strcpy (buf, *ch->desc->pString); edit.c: for (ctr = ch->desc->location;; ctr++) edit.c: position_cursor (ch, ch->desc->location, *ch->desc->pString); edit.c: write_to_descriptor2 (ch->desc, "\x1B[K", 0); edit.c: write_to_descriptor2 (ch->desc, teol, 0); edit.c: position_cursor (ch, ch->desc->location, *ch->desc->pString); edit.c: ch->desc->pString = NULL; edit.c: ch->desc->location = 0; edit.c: ch->desc->connected = CON_PLAYING; edit.c: SET_BIT (ch->pcdata->act2, PLR_TELNET_GA); edit.c: write_to_descriptor2 (ch->desc, linemode_on, 0); edit.c: write_to_descriptor2 (ch->desc, echo_on_str, 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[24;1f\x1B[KText Saved. Press Enter. ", 0); edit.c: if (!IS_SET(ch->desc->act, DESC_INSERT)) edit.c: if (buf[ch->desc->location] != '\0') edit.c: position_cursor (ch, ch->desc->location, buf); edit.c: for (tt = slb; tt >= ch->desc->location; tt--) edit.c: buf[ch->desc->location] = to_add[i]; edit.c: for (pteol = ch->desc->location; pteol < slb; pteol++) edit.c: write_to_descriptor2 (ch->desc, "\x1B[2J", 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[1;1f", 0); edit.c: write_to_descriptor2 (ch->desc, buf, 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[24;15fCTRL-E = CLEAR @ = Save/Quit CTRL-R = Redraw CTRL-F = Format", 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[K", 0); edit.c: write_to_descriptor2 (ch->desc, ts, 0); edit.c: position_cursor (ch, ch->desc->location + 1, buf); edit.c: buf[ch->desc->location] = to_add[i]; edit.c: ch->desc->location++; edit.c: position_cursor (ch, ch->desc->location, buf); edit.c: free_string (*ch->desc->pString); edit.c: *ch->desc->pString = str_dup (buf); edit.c: write_to_descriptor2 (ch->desc, dontecho, 0); edit.c: write_to_descriptor2 (ch->desc, echo_off_str, 0); edit.c: write_to_descriptor2 (ch->desc, linemode_off, 0); edit.c: write_to_descriptor2 (ch->desc, echo_off_str, 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[2J", 0); edit.c: REMOVE_BIT (ch->pcdata->act2, PLR_TELNET_GA); edit.c: write_to_descriptor2 (ch->desc, "\x1B[1;1f", 0); edit.c: write_to_descriptor2 (ch->desc, *pString, 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[24;15fCTRL-E = CLEAR @ = Save/Quit CTRL-R = Redraw CTRL-F = Format", 0); edit.c: write_to_descriptor2 (ch->desc, "\x1B[1;1f", 0); edit.c: ch->desc->location = 0; edit.c: ch->desc->pString = pString; edit.c: ch->desc->connected = CON_FSEDITOR; emlen.h: (ch->pcdata->security <= area->security \ emlen.h: || strstr( area->builders, ch->pcdata->name ) != NULL \ emlen.h:#define IS_OUTSIDE(ch) (!IS_SET((ch)->in_room->room_flags, ROOM_INDOORS) && ch->in_room->sector_type !=SECT_INSIDE && ch->in_room->sector_type < SECT_CAVE) emlen.h:#define NAME( ch ) (( IS_PLAYER( ch ) ? (ch)->pcdata->name : ch->pIndexData->short_descr )) emlen.h: if (ch->in_room) strcat(cl,itoa(ch->in_room->vnum)); \ emlen.h:#define BUILDERS_CAN_GIVE(yn) if ( !(yn) && IS_PLAYER(ch) && ch->pcdata->level>99 && ch->pcdata->level<110 ) {send_to_char("Builders cannot use the 'give' command, sorry.\n\r",ch); return;} emlen.h:#define TEMPFLAG(num) (ch->pcdata->tempflag[(num)]) emlen.h:#define FLAG(num) (ch->pcdata->complete[(num)]) emlen.h:/* Example: LOOP(ch,char_list,ch->next) { blah } */ fgt.c: if (spl->guilds & ~(ch->pcdata->guilds)) fgt.c: if (ch->pcdata->learned[gsn] == -100 || number_range(1,103) > ch->pcdata->learned[gsn]) fgt.c: if (IS_MOB(victim) || !ch->in_room) fgt.c: check_room_more(ch->in_room); fgt.c: if (IS_PLAYER(ch) && (ch != victim) && (!ch->fgt || ch->fgt->fighting != victim)) fgt.c: if ((!IS_SET(victim->act, PLR_SAME_SIDE_PK) && ch->in_room->vnum >= 1000 && !DIFF_ALIGN(ch, victim)) || LEVEL(victim) >= IMM_LEVEL) fgt.c: sprintf(log_buf, "ILLEGAL PKILL %s attacked %s at %d.\n\r", NAME(ch), NAME(victim), ch->in_room->vnum); fgt.c: SET_BIT(ch->act, PLR_SAME_SIDE_PK); fgt.c: else if (!DIFF_ALIGN(ch, victim) && ch->in_room->vnum >=1000) fgt.c: sprintf(log_buf, "OK PKILL %s attacked %s at %d.\n\r", NAME(ch), NAME(victim), ch->in_room->vnum); fgt.c: SET_BIT(ch->act, PLR_SAME_SIDE_PK); fgt.c: sprintf(buf, "Help, I am being attacked by %s at %s.\n\r",rNAME(ch, victim), ch->in_room->name); fgt.c: if (IS_PLAYER (ch) && ch->pcdata->no_quit_pk == 0 && IS_PLAYER(victim) && ALIGN(ch)!= 0 fgt.c: && ALIGN(victim)!=0 && !IN_BATTLE(ch) && ch->fgt->challenge != 10) fgt.c: ch->pcdata->no_quit_pk = 4; fgt.c: && ALIGN(victim)!=0 && !IN_BATTLE(ch) && ch->fgt->challenge != 10) fgt.c: ch->fgt->fighting = guarder; fgt.c: if (!IS_SET (ch->ced->fight_ops, F_GROUND)) { fgt.c: if (ch->fgt->ears > 9) { fgt.c: if (ch->wait > 2) return; fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: (str_cmp(race_info[ch->pcdata->race].name, "minotaur") && fgt.c: str_cmp(race_info[ch->pcdata->race].name, "gargoyle")))) { fgt.c: if ((ch->hold1 != NULL && (ch->hold1->pIndexData->item_type == ITEM_WEAPON))) fgt.c:if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_grapple] > 0) fgt.c: chan += (ch->pcdata->learned[gsn_grapple]/4); fgt.c:if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_tackle] > 0) fgt.c: chan += (ch->pcdata->learned[gsn_tackle]/4); fgt.c:chan += ch->height / 5; fgt.c:if (IS_PLAYER(ch) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") fgt.c: || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) fgt.c:if ((number_range (0, xn) > chan && IS_AWAKE (victim)) || (number_range(1,70) > ch->pcdata->learned[gsn_tackle])) fgt.c:ch->ced->ground_pos = 0; fgt.c:ch->fgt->fighting = victim; fgt.c:ch->ced->ground_pos = 0; fgt.c: if (ch->data_type==50) fgt.c: ch->fgt->fighting=NULL; fgt.c: ch_next = ch->next_fighting; fgt.c: ch->fgt->ears--; fgt.c: if (ch->fgt->ears <= 10) fgt.c: ch->fgt->ears = 2; fgt.c: if (ch->position == POSITION_BASHED) fgt.c: if (ch->position == POSITION_FIGHTING) fgt.c: if (IS_SET (ch->pIndexData->act, ACT_FASTHUNT) && fgt.c: ch->fgt->hunting != NULL && fgt.c: ch->position == POSITION_STANDING && fgt.c: ch->fgt->master != NULL && fgt.c: ch->fgt->master->in_room == ch->in_room && fgt.c: ch->fgt->master->fgt != NULL && fgt.c: ch->fgt->master->fgt->fighting != NULL) fgt.c: multi_hit (ch, ch->fgt->master->fgt->fighting, TYPE_UNDEFINED); fgt.c: ch->fgt->fighting = NULL; fgt.c: ch->position = POSITION_STANDING; fgt.c: if (IS_AWAKE (ch) && ch->in_room == victim->in_room) fgt.c: if (IS_MOB (ch) && IS_SET (ch->act, ACT_MOBSWITCH)) fgt.c: for (cir = ch->in_room->more->people; cir != NULL; cir = cir->next_in_room) fgt.c: if (ch->fgt->challenge == 10 && number_range (1, 7) == 2) fgt.c: if (ch != victim && ch->position == POSITION_GROUNDFIGHTING && victim->position == POSITION_GROUNDFIGHTING) fgt.c: else if (ch->position != POSITION_CASTING) fgt.c: if (ch->fgt->challenge == 10 && number_range (1, 5) == 2) fgt.c: if (IS_MOB (ch) && ch->pIndexData && ch->pIndexData->opt) fgt.c: if (number_range (1, 101) < ch->pIndexData->opt->warrior_percent) fgt.c: if (number_range (1, 101) < ch->pIndexData->opt->cast_percent) fgt.c: if (number_range (1, 2) == 1 && ch->pIndexData->opt->cast_spells[iil] != NULL) fgt.c: if ((spl = skill_lookup (ch->pIndexData->opt->cast_spells[iil], -1)) == NULL) fgt.c: if(number_percent() < ch->pcdata->learned[gsn_guard]) fgt.c: ch->fgt->fighting = guarder; fgt.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch_next) fgt.c: rch_next = rch->next_in_room; fgt.c: && IS_SET (rch->pcdata->act2, PLR_ASSIST) fgt.c: && rch->position == POSITION_STANDING) fgt.c: if (IS_MOB (rch) && !IS_AFFECTED (rch, AFF_CHARM) && (rch->pIndexData == ch->pIndexData) &&LEVEL (rch) > 9 && can_see (rch, victim)) fgt.c: rch->fgt->fighting = victim; fgt.c: if (ch->fgt->ears > 9) fgt.c: if (ch->pcdata->tickcounts > 3) fgt.c: if (ch->wait > 1) fgt.c: if (ch->position != POSITION_FIGHTING) fgt.c: if (ch->pcdata->learned[!gsn_circle] < 3) fgt.c: ch->pcdata->tickcounts = spl->mana; /*13; */ fgt.c: if (ch->wait > 1) fgt.c: if (ch->position != POSITION_CIRCLE && !used_flash) fgt.c: if (ch->pcdata->learned[gsn_circle] < 2) fgt.c: if (number_range (0, 104) < ch->pcdata->learned[gsn_circle]) fgt.c: ch->pcdata->tickcounts = spl->casting_time; fgt.c: if (ch->in_room != victim->in_room) fgt.c: ch->fgt->fighting=NULL; fgt.c: ch->position=POSITION_STANDING; fgt.c: if (IS_MOB (ch) && (ch->pIndexData->mobtype == MOB_DUMMY)) fgt.c: if (ch->position == POSITION_SLEEPING) fgt.c: if (ch->position <= POSITION_STUNNED && ch->position >= 0) fgt.c: ch->wait = 0; fgt.c: wield1 = ((ch->hold1 != NULL && ch->hold1->pIndexData->item_type == fgt.c: ITEM_WEAPON) ? ch->hold1 : NULL); fgt.c: wield2 = ((ch->hold2 != NULL && ch->hold2->pIndexData->item_type == fgt.c: ITEM_WEAPON) ? ch->hold2 : NULL); fgt.c: if (IS_PLAYER (ch) && ch->desc != NULL && FIGHTING (ch) == NULL) fgt.c: write_to_descriptor2 (ch->desc, "\n\r", 2); fgt.c: ch->fgt->fighting = victim; fgt.c: ch->fgt->fighting = victim; fgt.c: ch->ced->attackers[0] = victim; fgt.c: for (vch = victim->in_room->more->people; vch != NULL; vch = vch->next_in_room) fgt.c: if (ch->fgt->combat_delay_count <= -5) fgt.c: ch->fgt->combat_delay_count--; fgt.c: if (ch->fgt->combat_delay_count < -8) fgt.c: ch->fgt->combat_delay_count = -1; fgt.c: if (ch->fgt->combat_delay_count > 0) fgt.c: ch->fgt->combat_delay_count--; fgt.c: if (ch->position != POSITION_BASHED && ch->fgt->combat_delay_count == 0) fgt.c: ch->fgt->combat_delay_count = -1; fgt.c: ch->fgt->ears = 2; fgt.c: if (IS_MOB (ch) && ch->position == POSITION_BASHED && ch->fgt->combat_delay_count < 1) fgt.c: ch->fgt->combat_delay_count = -5; fgt.c: ch->fgt->ears = 2; fgt.c: if (ch->position == POSITION_BASHED) fgt.c: if (ch->fgt->combat_delay_count < 1 && ch->position == POSITION_STANDING) fgt.c: && ch->hit < ch->max_hit/2) fgt.c: !IS_SET (ch->ced->fight_ops, F_GROUND) || fgt.c: ch->position == POSITION_GROUNDFIGHTING) fgt.c: if (number_range(1,4) == 2 && ch->pcdata->learned[gsn_unarmed] > 85) fgt.c: if (number_range(1,4) == 2 && ch->pcdata->stance != 2) fgt.c: (ch->pcdata->stance == 1 || ch->pcdata->stance == 4 || fgt.c: ch->pcdata->stance == 7) ) fgt.c: if (number_range(1,4) == 2 && ch->pcdata->stance == 4) fgt.c: if (number_range(1,4) == 2 && ch->pcdata->stance == 4) fgt.c: IS_SET(ch->pcdata->elemental_alignment, ELEMENTAL_ALIGN_FIRE) && fgt.c: IS_SET(ch->pcdata->elemental_alignment, ELEMENTAL_ALIGN_EARTH) && fgt.c: IS_SET(ch->pcdata->elemental_alignment, ELEMENTAL_ALIGN_AIR) && fgt.c: IS_SET(ch->pcdata->elemental_alignment, ELEMENTAL_ALIGN_WATER) && fgt.c: number_percent() < ch->pcdata->learned[571]*3/5) fgt.c: ((ch->pcdata->learned[gsn_second_attack]*3/5)); /* JRAJRA were 4 */ fgt.c: ch->pcdata->learned[gsn_third_attack]/2); /* JRAJRA was 4 */ fgt.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: if (ch->pcdata->stance == 1) fgt.c: else if (ch->pcdata->stance == 4) fgt.c: else if (ch->pcdata->stance == 5) fgt.c: else if (ch->pcdata->stance == 8) fgt.c: if (ch->pcdata->stance == 1) fgt.c: else if (ch->pcdata->stance == 4) fgt.c: else if (ch->pcdata->stance == 5) fgt.c: else if (ch->pcdata->stance == 8) fgt.c: return (ch->pcdata->learned[gsn_polearm] == -100 ? -30 : (-20+ch->pcdata->learned[gsn_polearm] / 7)); fgt.c: return (ch->pcdata->learned[gsn_pierce] == -100 ? 0 : ch->pcdata->learned[gsn_pierce] / 4); fgt.c: return (ch->pcdata->learned[gsn_concussion] == -100 ? 0 : ch->pcdata->learned[gsn_concussion] / 5); fgt.c: return (ch->pcdata->learned[gsn_whip] == -100 ? 0 : ch->pcdata->learned[gsn_whip] / 4); fgt.c: else if (ch->pcdata->learned[gsn_slashing] == -100) fgt.c: return (ch->pcdata->learned[gsn_slashing] / 7); fgt.c: return (ch->pcdata->learned[gsn_slashing] / 6); fgt.c: return (ch->pcdata->learned[gsn_slashing] / 5); fgt.c: return (ch->pcdata->learned[gsn_slashing] / 4); fgt.c: return ((ch->pcdata->learned[gsn_slashing] / 4) + ((get_curr_str (ch) - 5) / 2)); fgt.c: return (ch->pcdata->learned[gsn_slashing] / 5); fgt.c: return (ch->pcdata->learned[gsn_polearm] == -100 ? -30 : (-20+ch->pcdata->learned[gsn_polearm] / 7)); fgt.c: return (ch->pcdata->learned[gsn_pierce] == -100 ? 0 : ch->pcdata->learned[gsn_pierce] / 4); fgt.c: return (ch->pcdata->learned[gsn_concussion] == -100 ? 0 : ch->pcdata->learned[gsn_concussion] / 5); fgt.c: return (ch->pcdata->learned[gsn_whip] == -100 ? 0 : ch->pcdata->learned[gsn_whip] / 4); fgt.c: else if (ch->pcdata->learned[gsn_slashing] == -100) fgt.c: return (ch->pcdata->learned[gsn_slashing] / 7); fgt.c: return (ch->pcdata->learned[gsn_slashing] / 6); fgt.c: return (ch->pcdata->learned[gsn_slashing] / 5); fgt.c: return (ch->pcdata->learned[gsn_slashing] / 4); fgt.c: return ((ch->pcdata->learned[gsn_slashing] / 4) + ((get_curr_str (ch) - 5) / 2)); fgt.c: return (ch->pcdata->learned[gsn_slashing] / 5); fgt.c: if (IS_MOB (ch) && (ch->pIndexData->mobtype == MOB_DUMMY)) { fgt.c: if(ch->pIndexData->mobtype == MOB_DUMMY) send_to_char("Its a dummy\n\r",victim); fgt.c: if (ch->in_room != victim->in_room || victim->position == POSITION_DEAD) fgt.c: ch->fgt->fighting=NULL; fgt.c: ch->position=POSITION_STANDING; fgt.c: free_string (ch->fgt->hunting); fgt.c: ch->fgt->hunting = NULL; fgt.c: ch->fgt->hunting = str_dup (NAME (victim)); fgt.c: ch->fgt->riding = NULL; fgt.c: if (ch-> hit > dam) fgt.c: (IS_MOB(ch) ? ch->pIndexData->hitroll : (ch->pcdata->learned[gsn_accuracy] > 0 ? ch->pcdata->learned[gsn_accuracy]/8 : 0)); fgt.c: dam += ch->pIndexData->damroll/2; fgt.c: if (is_member(ch, GUILD_MONK) && ch->pcdata->stance == 7 fgt.c: int monkbonus = ch->pcdata->learned[gsn_unarmed] - 68; fgt.c: if (ch->pcdata->stance == 3) fgt.c: else if (ch->pcdata->stance == 6) fgt.c: else if (ch->pcdata->stance == 7) fgt.c: else if (ch->pcdata->stance == 2) fgt.c: else if (ch->pcdata->stance == 5) fgt.c: if (is_member(ch, GUILD_MONK) && IS_SET(ch->act, PLR_HAS_SHIELD)) fgt.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: if (ch->pcdata->alignment == fch->pcdata->alignment) fgt.c: else if (fch->pcdata->alignment > 0) fgt.c: if (ch->pcdata->learned[gsn_enhanced_damage] > 0) fgt.c: roll = number_range(0, ch->pcdata->learned[gsn_enhanced_damage]); fgt.c: if (IS_PLAYER (ch) && dif > 4 && number_range (1, 100) < ch->pcdata->learned[gsn_penetration]) fgt.c: if (ch->in_room->sector_type == SECT_ASTRAL) fgt.c: dam = dam * (race_info[ch->pcdata->race].backstab_percent + fgt.c: align_info[ch->pcdata->alignment].backstab_percent)/100; fgt.c: if (number_range(1,38) == 2 && ch->position != POSITION_BASHED && victim->position != POSITION_BASHED) fgt.c: if (ch->hit > 7) fgt.c: if (ch->hit > 10) fgt.c: dam = (dam*(race_info[ch->pcdata->race].backstab_percent + fgt.c: align_info[ch->pcdata->alignment].backstab_percent))/100; fgt.c: if (number_range (1, 5) == 1 && ch->move > 0) { fgt.c: if (ch->pIndexData->mobtype == MOB_HUMAN fgt.c: || ch->pIndexData->mobtype == MOB_DWARF fgt.c: || ch->pIndexData->mobtype == MOB_ELF fgt.c: || ch->pIndexData->mobtype == MOB_GIANT fgt.c: || ch->pIndexData->mobtype == MOB_DRAGON) fgt.c: if (ch->pIndexData->mobtype == MOB_GHOST) fgt.c: if (ch->pIndexData->mobtype == MOB_DRAGON) fgt.c: if (ch->pIndexData->mobtype == MOB_GHOST) fgt.c: if (ch->in_room != victim->in_room) /* Not a spell or ranged */ fgt.c: ch->fgt->fighting=NULL; fgt.c: ch->position=POSITION_STANDING; fgt.c: if (IS_PLAYER(ch) && LEVEL(ch) >= IMM_LEVEL && LEVEL(ch) < MAX_LEVEL && (!ch->in_room->area || ch->in_room->area->open == 1)) fgt.c: ch->fgt->fighting = NULL; fgt.c: ch->wait = 0; fgt.c: if (ch->in_room == victim->in_room) fgt.c: if (FIGHTING (victim) == ch && FIGHTING (ch) != victim && !(victim->position == POSITION_GROUNDFIGHTING && ch->position == POSITION_GROUNDFIGHTING) && dt != gsn_kick && victim->position != POSITION_CASTING && victim->position != POSITION_BASHED fgt.c: && ch->position != POSITION_CASTING && ch->position != POSITION_BASHED) fgt.c: ch->fgt->fighting = victim; fgt.c: if (ch->position == POSITION_GROUNDFIGHTING && victim->position != POSITION_GROUNDFIGHTING) fgt.c: if(ch->pcdata->no_quit_pk < MOB_QUIT_TIMER) fgt.c: ch->pcdata->no_quit_pk = MOB_QUIT_TIMER; fgt.c: ch->pcdata->no_quit_pk = PK_QUIT_TIMER; fgt.c: if (can_yell (victim) && victim->hit < 8 && victim->max_hit > 100 && ch->hit > 60 && dt > 300) fgt.c: ch->pcdata->voting_on += gn; fgt.c: REMOVE_BIT (ch->affected_by, AFF_HIDE); fgt.c: REMOVE_BIT (ch->more_affected_by, AFF_CHAMELEON); fgt.c: if ((IS_MOB (ch) && number_percent () < 20) && ch->move > 10) fgt.c: && ch->move > 10) fgt.c: if(ch->in_room == victim->in_room) fgt.c: ch->copper++; fgt.c: ch->wait = 0; fgt.c: ch->fgt->fighting = NULL; fgt.c: ch->wait = 0; fgt.c: if(victim->pcdata->no_quit_pk >= 5 && IS_MOB(ch) && !victim->in_room->area->homeland && !IS_SET(ch->act, ACT_AGGRESSIVE) fgt.c: && !IS_SET(ch->pIndexData->act4, ACT4_KILL_OPP) ) fgt.c: for (gch = victim->in_room->more->people; gch != NULL; gch=gch->next_in_room) fgt.c: if (IS_SET (ch->pcdata->act2, PLR_AUTOLOOT)) fgt.c: else if (IS_SET (ch->pcdata->act2, PLR_AUTOGOLD)) fgt.c: if (IS_SET (ch->pcdata->act2, PLR_AUTOSAC)) fgt.c: if (IS_SET (ch->pcdata->act2, PLR_AUTOSPLIT) fgt.c: ch->wait = 0; fgt.c:if (ch->in_room && ((ch->in_room->vnum < 111 && ch->in_room->vnum > 95)|| fgt.c: ch->in_room->vnum == 112)) fgt.c:for (tch = victim->in_room->more->people; tch != NULL; tch = tch->next_in_room) fgt.c: if (IS_PLAYER(tch) && LEVEL(tch) > IMM_LEVEL && IS_SET (tch->act, PLR_HOLYPEACE)) fgt.c: ch->fgt->fighting = NULL; fgt.c: ch->fgt->fighting = victim; fgt.c: if (ch->position != POSITION_GROUNDFIGHTING && ch->position != POSITION_BASHED) fgt.c: NEW_POSITION(ch->fgt->fighting,POSITION_STANDING); fgt.c: ch->fgt->fighting->fgt->fighting = NULL; fgt.c: fch_next = fch->next_fighting; fgt.c: fch->fgt->fighting = NULL; fgt.c: if (fch->position == POSITION_BASHED) continue; fgt.c: fch->fgt->combat_delay_count = -1; fgt.c: if (ch->fgt) fgt.c: ch->fgt->fighting = NULL; fgt.c: if (ch->is_undead) fgt.c: switch (ch->pIndexData->mobtype) fgt.c: if (ch->in_room && ch->in_room->vnum < 1000) return; fgt.c: if (ch->wait > 2) fgt.c: ch->wait+= 5; fgt.c:if (ch->pcdata->learned[gsn_bash] < 10) fgt.c: if (ch->fgt->ears > 9) fgt.c: if (ch->in_room->sector_type == SECT_UNDERWATER) fgt.c: if ((FIGHTING (ch) == NULL || ch->position != POSITION_FIGHTING) && (argy == "" || argy[0] == '\0')) fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: victim = ch->fgt->fighting; fgt.c: if (ch->position == POSITION_GROUNDFIGHTING) fgt.c: if (ch->position == POSITION_BASHED) fgt.c: chan = ((ch->pcdata->learned[gsn_bash]) + (get_curr_str (ch) * 3)) -tmpi; fgt.c: if (IS_PLAYER (ch) && ch->pcdata->learned[gsn_bash] < 5) fgt.c: if ((number_percent() < ch->pcdata->learned[gsn_smash]) && fgt.c: ( ch->pcdata->learned[gsn_smash] > 20)) fgt.c: ch->fgt->ears = 9 + (s->casting_time * 2); fgt.c: ch->fgt->ears = 10 + (s->casting_time *2); fgt.c: if((IS_MOB(ch) && number_range(1,10) == 4) ||(IS_PLAYER(ch) && is_member(ch, GUILD_BATTLEMASTER) && is_member(ch, GUILD_WARRIOR) && ch->pcdata->learned[gsn_smash] > 9 && number_percent() < ch->pcdata->learned[gsn_smash])) fgt.c: if (ch->in_room->sector_type == SECT_UNDERWATER) fgt.c: if (ch->fgt->ears > 9) fgt.c: if (ch->wait > 2) return; fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch_next) fgt.c: fch_next = fch->next_in_room; fgt.c: if (IS_MOB (fch) && IS_SET (fch->pIndexData->act3, ACT3_GUARD_MOB) fgt.c: && victim->pIndexData != NULL && victim->pIndexData->vnum == fch->pIndexData->guard) fgt.c: if (ch->position == POSITION_FIGHTING && FIGHTING (ch) != victim) fgt.c: if (ch->fgt->combat_delay_count >= 0) fgt.c: ch->fgt->combat_delay_count = -1; fgt.c:if (IS_MOB (ch) && IS_SET (ch->pIndexData->act4, ACT4_KILLGLADIATOR)) fgt.c: if (ch->fgt->ears > 9) fgt.c: if (ch->position == POSITION_GROUNDFIGHTING) fgt.c: if (ch->position == POSITION_BASHED) fgt.c: if (ch->move < pow.flurry_mps) fgt.c: victim = ch->fgt->fighting; fgt.c: ||(ch->pcdata->learned[gsn_flurry] > 0 && number_range(1,170) < fgt.c: ch->pcdata->learned[gsn_flurry]))) fgt.c: if (ch->fgt->ears > 9) fgt.c: if (ch->position == POSITION_GROUNDFIGHTING) fgt.c: if (ch->position == POSITION_BASHED) fgt.c: if (number_percent() > ch->pcdata->learned[gsn_flash]) fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: ch->pcdata->tickcounts = spl->mana; fgt.c: strcpy (ch->pcdata->temp->temp_string, argy); fgt.c: if (ch->position == POSITION_FIGHTING) fgt.c: ch->pcdata->tickcounts = spl->casting_time; fgt.c: || (IS_PLAYER (ch) && number_percent () < ch->pcdata->learned[gsn_backstab])) fgt.c: if (!ch || !ch->in_room) return; fgt.c: if ((ch->in_room->vnum < 108 && ch->in_room->vnum > 97)|| ch->position < POSITION_GROUNDFIGHTING) fgt.c: if (ch->fgt->ears > 9) fgt.c: if (IS_PLAYER (ch) && ch->pcdata->tickcounts > 1) fgt.c: if (ch->wait > 0) fgt.c: if (ch->position == POSITION_BASHED) fgt.c: if (ch->position == POSITION_GROUNDFIGHTING) fgt.c: if (victim->in_room != ch->in_room) fgt.c: for (fch = victim->in_room->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: if (fch->fgt->fighting == ch) fgt.c: fch->fgt->fighting = NULL; fgt.c: ch->fgt->fighting = NULL; fgt.c: ch->position = POSITION_STANDING; fgt.c: ch->wait = 0; fgt.c: if (ch->position == POSITION_BASHED) fgt.c: check_room_more(ch->in_room); fgt.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: ch->fgt->fighting = fch; fgt.c: ch->wait = 0; fgt.c: if (ch->position == POSITION_FIGHTING) fgt.c: room_one = ch->in_room; fgt.c: if((pexit = ch->in_room->exit[door]) != NULL fgt.c: check_fgt (ch->fgt->riding); fgt.c: ch->fgt->riding->fgt->mounted_by = NULL; fgt.c: ch->fgt->riding = NULL; fgt.c: check_fgt (ch->fgt->mounted_by); fgt.c: ch->fgt->mounted_by->fgt->riding = NULL; fgt.c: ch->fgt->mounted_by = NULL; fgt.c: if (ch->data_type == 50) return; fgt.c: ch->fgt->fighting = NULL; fgt.c: ch->position = POSITION_STANDING; fgt.c: ch->fgt->combat_delay_count = -1; fgt.c: for (fch = room_one->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: if (fch->fgt->fighting == ch) fgt.c: fch->fgt->fighting = NULL; fgt.c: fch->position = POSITION_STANDING; fgt.c: if(ch->in_room != room_two) fgt.c: room_two = ch->in_room; fgt.c: if (ch->data_type == 50) return; fgt.c: if (ch->fgt) fgt.c: ch->fgt->fighting = NULL; fgt.c: ch->position = POSITION_STANDING; fgt.c: ch->fgt->combat_delay_count = -1; fgt.c:if (FIGHTING(ch) != NULL || ch->position != POSITION_STANDING) fgt.c:if (ch->pcdata->learned[gsn_guard] < 50) fgt.c: if (ch->pcdata->guarded_by[i] != NULL) fgt.c:if(ch->pcdata->guarding != NULL) fgt.c: ch->pcdata->guarding = victim; fgt.c: if(ch->pcdata->guarding == NULL) fgt.c: if (FIGHTING(ch) != NULL || ch->position != POSITION_STANDING) fgt.c: victim = (CHAR_DATA *) ch->pcdata->guarding; fgt.c: ch->pcdata->guarding = NULL; fgt.c: if (ch->position != POSITION_STANDING && ch->position != POSITION_FIGHTING) fgt.c: if (fch->position != POSITION_FIGHTING) fgt.c: if (ch->position == POSITION_GROUNDFIGHTING) fgt.c: if (IS_PLAYER (ch) && number_percent () > ch->pcdata->learned[gsn_rescue]) fgt.c: temp2 = fch->fgt->combat_delay_count; fgt.c: if (fch->ced->attackers[jj] == victim) fgt.c: fch->ced->attackers[jj] = NULL; fgt.c: fch->fgt->combat_delay_count = temp2; fgt.c: fch->fgt->combat_delay_count = temp2; fgt.c: if (ch->move < 1) { fgt.c: if (ch->wait > 2) fgt.c: if (ch->fgt->ears > 9) fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: victim = ch->fgt->fighting; fgt.c: if (ch->position == POSITION_BASHED) fgt.c: if (ch->position == POSITION_GROUNDFIGHTING) fgt.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) fgt.c: if (fch->pcdata->alignment > 0 && fch->pcdata->alignment != ch->pcdata->alignment) fgt.c: chance += (ch->pcdata->learned[gsn_tornado] + ch->pcdata->learned[gsn_kick])/2; fgt.c: if (ch->in_room != victim->in_room || victim->data_type == 50) fgt.c: if (ch->move < 1) { fgt.c: if (ch->wait > 2) fgt.c: if (ch->fgt->ears > 9) fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: victim = ch->fgt->fighting; fgt.c: if (ch->position == POSITION_BASHED) fgt.c: if (ch->position == POSITION_GROUNDFIGHTING) fgt.c: chance += ch->pcdata->learned[gsn_buddha] - 10; fgt.c: if (ch->in_room != victim->in_room || victim->data_type == 50) fgt.c: if (ch->wait > 2) fgt.c: if (ch->fgt->ears > 9) fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: victim = ch->fgt->fighting; fgt.c: if (ch->position == POSITION_BASHED) fgt.c: if (ch->position == POSITION_GROUNDFIGHTING) fgt.c: chance += ch->pcdata->learned[gsn_nerve]/2; fgt.c: if (ch->in_room != victim->in_room || victim->data_type == 50) fgt.c: if (ch->wait > 2) fgt.c: if (ch->fgt->ears > 9) fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: victim = ch->fgt->fighting; fgt.c: if (ch->position == POSITION_BASHED) fgt.c: if (ch->position == POSITION_GROUNDFIGHTING) fgt.c:number_percent()<(ch->pcdata->learned[gsn_double_kick]/5)) || fgt.c: chance += ch->pcdata->learned[gsn_kick]; fgt.c: if (ch->in_room != victim->in_room || victim->data_type == 50) fgt.c: if (ch->fgt->ears > 9) fgt.c: if (ch->position != POSITION_FIGHTING) fgt.c: if (IS_PLAYER(ch) && ch->pcdata->learned[580] < 0) fgt.c: if (ch->move < 0) fgt.c: if (ch->hit > ch->max_hit/2) fgt.c: int learned = ch->pcdata->learned[580]; fgt.c: if (ch->wait > 4) fgt.c: if (ch->fgt->ears > 9) fgt.c: victim = ch->fgt->fighting; fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: if (ch->position == POSITION_BASHED) fgt.c: if (ch->position == POSITION_GROUNDFIGHTING) fgt.c: if (number_percent() >= ch->pcdata->learned[gsn_impale]) fgt.c: if(LEVEL(ch) >= 80 && number_range(1,10) == 1 && ch->position == POSITION_FIGHTING) { fgt.c: if (ch->wait > 2) fgt.c: if (IS_PLAYER (ch) && ch->pcdata->tickcounts > 3) fgt.c: if (IS_MOB (ch) || (IS_PLAYER (ch) && percent < ch->pcdata->learned[gsn_disarm] * 2 / 3)) fgt.c: if (ch->in_room && ch->in_room->vnum >= BATTLEGROUND_START_VNUM && fgt.c: ch->in_room->vnum <= BATTLEGROUND_END_VNUM) fgt.c: if (ch->in_room && ch->in_room->vnum >= (BATTLEGROUND_START_VNUM + bg_multiplier) && ch->in_room->vnum <= (BATTLEGROUND_END_VNUM + bg_multiplier)) fgt.c: if (ch->pcdata->no_quit_pk < 5 && number_range(1,15) != 10) fgt.c: if (ch->pcdata->learned[gsn] < 40) fgt.c: if (ch->pcdata->learned[gsn] < 50 && number_range (1, vall[0]) == 5) fgt.c: else if (ch->pcdata->learned[gsn] < 60 && number_range (1, vall[1]) ==5) fgt.c: else if (ch->pcdata->learned[gsn] < 70 && number_range (1, vall[2]) ==5) fgt.c: else if (ch->pcdata->learned[gsn] < 80 && number_range (1, vall[3]) ==5) fgt.c: else if (ch->pcdata->learned[gsn] < 90 && number_range (1, vall[4]) ==5) fgt.c: else if (ch->pcdata->learned[gsn] < 92 && number_range (1, vall[5]) ==5) fgt.c: else if (ch->pcdata->learned[gsn] < 94 && number_range (1, vall[6]) ==5) fgt.c: else if (ch->pcdata->learned[gsn] < 96 && number_range (1, vall[7]) ==5) fgt.c: else if (ch->pcdata->learned[gsn] < 98 && number_range (1, vall[8]) ==5) fgt.c: if (learnyes && ch->pcdata->learned[gsn] < 100) fgt.c: ch->pcdata->learned[gsn]++; fgt.c: if (ch->fgt && ch->fgt->fighting && ch->fgt->fighting->fgt && fgt.c: ch->fgt->fighting->fgt->fighting == ch) fgt.c: if (ch->fgt) fgt.c: ch->fgt->fighting = NULL; fgt.c: ch->position = POSITION_STANDING; fgt.c: if (ch->position != POSITION_STANDING) fgt.c: for(obj = ch->carrying; obj != NULL; obj = obj->next_content) fgt.c: if (ch->position != POSITION_STANDING) fgt.c:/* victim = get_char_room_near (ch, ch->in_room, range, argy); */ fgt.c: if (ch->fgt->ears > 9) fgt.c: if (ch->position != POSITION_STANDING) fgt.c: if ((victim = get_char_room_near (ch, ch->in_room, range, argy)) == NULL) fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: strcpy(ch->pcdata->temp->temp_string, argy); fgt.c: ch->pcdata->tickcounts = 10+(((I_WEAPON *)bow->more)->ammo_type)*4; fgt.c: if (ch->position != POSITION_SHOOTING) fgt.c: if ((victim = get_char_room_near (ch, ch->in_room, range, argy)) == NULL) fgt.c: && ch->fgt->challenge != 10) fgt.c: && ch->fgt->challenge != 10) fgt.c: if (number_range(1,110) > ch->pcdata->learned[gsn_shoot]) fgt.c: if (ch->fgt->ears > 9) fgt.c: if ((victim = get_char_room_near (ch, ch->in_room, range, arg2)) == NULL) fgt.c: && ch->fgt->challenge != 10) { fgt.c: && ch->fgt->challenge != 10) { fgt.c: if (number_range(1,110) > ch->pcdata->learned[gsn_throw]) give.c: if (ch->move < 10) give.c: oldroom = ch->in_room; give.c: for (rch = oldroom->more->people; rch != NULL; rch = rch->next_in_room) give.c: obj_to (obj, ch->in_room); give.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) give.c: if (ch->fgt && ch->fgt->ears > 9) give.c: if (FIGHTING(ch)->in_room != ch->in_room) give.c: ch->fgt->fighting = NULL; give.c: if (ch->position != POSITION_STANDING && ch->position != POSITION_RESTING && ch->position != POSITION_MEDITATING) give.c: if (ch->position == POSITION_MEDITATING) give.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch_next) give.c: fch_next = fch->next_in_room; give.c: if (IS_MOB (fch) && IS_SET (fch->pIndexData->act3, ACT3_GUARD_ITEM) give.c: && obj->pIndexData->vnum == fch->pIndexData->guard) give.c: OOSTR(obj, short_descr), NAME(ch), ch->in_room->vnum); give.c: SET_BIT(ch->act, PLR_HAS_BOAT); give.c: check_room_more (ch->in_room); give.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) give.c: if (ch->in_room->more->gold > 0) give.c: sprintf(bah, "You pick up \x1b[1;33m%d\x1b[0;37m gold.\n\r", ch->in_room->more->gold); give.c: ch->gold += ch->in_room->more->gold; give.c: ch->in_room->more->gold = 0; give.c: if (ch->in_room->more->copper > 0) give.c:ch->in_room->more->copper); give.c: ch->copper += ch->in_room->more->copper; give.c: ch->in_room->more->copper = 0; give.c: obj = get_obj_list (ch, arg1, ch->in_room->more->contents); give.c: if (ch->in_room->more->gold > 0) give.c: sprintf(bah, "You pick up \x1b[1;33m%d\x1b[0;37m gold.\n\r", ch->in_room->more->gold); give.c: ch->gold += ch->in_room->more->gold; give.c: ch->in_room->more->gold = 0; give.c: if (ch->in_room->more->copper > 0) give.c:ch->in_room->more->copper); give.c: ch->copper += ch->in_room->more->copper; give.c: ch->in_room->more->copper = 0; give.c: for (obj = ch->in_room->more->contents; obj != NULL; obj = obj_next) give.c: if (ch->pcdata->no_quit_pk < 4); give.c: ch->pcdata->no_quit_pk = 4;/*JRAJRA*/ give.c: ch->copper += cnt->money; give.c: ch->copper += cnt->money; give.c: check_clear_more (ch->in_room); give.c: cnt->money += ch->copper; give.c: ch->copper = 0; give.c: REMOVE_BIT(ch->act, PLR_HAS_BOAT); give.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) give.c: REMOVE_BIT(ch->act, PLR_HAS_BOAT); give.c: if (!ch->in_room || !ch->in_room->more) return; give.c: if (IS_PLAYER(ch) && ch->pcdata->no_quit_pk >= 6) give.c: for (rch = ch->in_room->more->people; rch != NULL; rch = give.c:rch->next_in_room) give.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) give.c: ch->in_room->more->copper += ch->copper; give.c: ch->in_room->more->gold += ch->gold; give.c: ch->gold = 0; give.c: ch->copper = 0; give.c: if (ch->gold < amount) give.c: ch->gold -= amount; give.c: if (ch->in_room->sector_type != SECT_WATER_SWIM && ch->in_room->sector_type != SECT_WATER_NOSWIM && give.c: ch->in_room->more->gold += amount; give.c: if (ch->copper < amount) give.c: ch->copper -= amount; give.c: if (ch->in_room->sector_type != SECT_WATER_SWIM && ch->in_room->sector_type != SECT_WATER_NOSWIM && give.c: ch->in_room->more->copper += amount; give.c: if ((str_cmp (arg, "all") && str_prefix ("all.", arg)) || (ch->fgt && ch->fgt->combat_delay_count == 9)) give.c: (ch->fgt && ch->fgt->combat_delay_count == 9)) give.c: ch->fgt->combat_delay_count = 0; give.c: if (ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM) give.c: obj_to (obj, ch->in_room); give.c: REMOVE_BIT(ch->act, PLR_HAS_BOAT); give.c: if (number_percent () > ch->pcdata->learned[gsn_hide] + ch->pcdata->plus_hide) give.c: if (obj->pIndexData->item_type != ITEM_BOAT && (ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM)) give.c: obj_to (obj, ch->in_room); give.c: REMOVE_BIT(ch->act, PLR_HAS_BOAT); give.c: sprintf(tmp,"%d",ch->in_room->vnum); give.c: if (IS_SET(ch->in_room->room_flags, ROOM_DROPSCRIPT)) give.c: if (ch->in_room->vnum == tr->attached_to_room) give.c: s->room = ch->in_room; give.c: if (ch->in_room->sector_type != SECT_WATER_SWIM && ch->in_room->sector_type != SECT_WATER_NOSWIM && give.c: ch->in_room->more->gold += ch->gold; give.c: ch->in_room->more->copper += ch->copper; give.c: ch->gold = 0; give.c: ch->copper = 0; give.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) give.c: if (obj->pIndexData->item_type != ITEM_BOAT && (ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_NOSWIM)) give.c: sprintf(tmp,"%d",ch->in_room->vnum); give.c: if (IS_SET(ch->in_room->room_flags, ROOM_DROPSCRIPT)) give.c: if (ch->in_room->vnum == tr->attached_to_room) give.c: s->room = ch->in_room; give.c: obj_to (obj, ch->in_room); give.c: REMOVE_BIT(ch->act, PLR_HAS_BOAT); give.c: if (ch->gold < amount) give.c: ch->gold -= amount; give.c: if (ch->copper < amount) give.c: ch->copper -= amount; give.c: ch->num_in_group++; give.c: OOSTR(obj, short_descr), NAME(ch), NAME(victim), ch->in_room->vnum); give.c: REMOVE_BIT(ch->act, PLR_HAS_BOAT); give.c: for (fountain = ch->in_room->more->contents; fountain != NULL; give.c: for (obj = ch->in_room->more->contents; obj; obj = obj->next_content) give.c: if (IS_PLAYER (ch) && ch->pcdata->condition[COND_DRUNK] > 10) give.c: if (IS_PLAYER (ch) && ch->pcdata->condition[COND_THIRST] < 7) give.c: if (IS_PLAYER (ch) && ch->pcdata->condition[COND_THIRST] > 40) give.c: ch->pcdata->condition[COND_THIRST] = 48; give.c: if (IS_PLAYER (ch) && ch->pcdata->condition[COND_DRUNK] > 10) give.c: if (IS_PLAYER (ch) && ch->pcdata->condition[COND_FULL] > 40) give.c: if (IS_PLAYER (ch) && ch->pcdata->condition[COND_THIRST] > 40) give.c: if (IS_PLAYER (ch) && ch->pcdata->condition[COND_FULL] > 40) give.c: --ch->in_room->light; give.c: if (ch->in_room->light < 0) ch->in_room->light = 0; give.c: conditiona = ch->pcdata->condition[COND_FULL]; give.c: if (conditiona < 4 && ch->pcdata->condition[COND_FULL] > 4) give.c: else if (ch->pcdata->condition[COND_FULL] > 40) give.c: if (IS_MOB (ch) && (pShop = ch->pIndexData->pShop) != NULL) give.c: if (IS_SET(pObj->value[10], guild_data[i].mob_guildmaster_bit) && !IS_SET(ch->pcdata->guilds, guild_data[i].mob_guildmaster_bit)) give.c: if ((objh1 = ch->hold1) != NULL) give.c: if ((objh2 = ch->hold2) != NULL) give.c: ch->hold2 = NULL; give.c: ch->hold1 = objh2; give.c: ch->hold1 = NULL; give.c: ch->hold2 = objh1; give.c: ch->hold1 = objh2; give.c: ch->hold2 = objh1; give.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) give.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) give.c: if (ch->move > ch->max_move) give.c: if (ch->move > ch->max_move) give.c: if (ch->hit > ch->max_hit) give.c: ch->hit = ch->max_hit; give.c: obj = get_obj_list (ch, arg, ch->in_room->more->contents); give.c: if (ch->pcdata->no_quit_pk < 5 && get_curr_int(ch) > 21 && get_curr_wis(ch) > 21 give.c: ch->copper++; give.c: for (vch = ch->in_room->more->people; vch; vch = vch_next) give.c: vch_next = vch->next_in_room; give.c: if (ch->pcdata->learned[(bk->teaches)] > 25) give.c: ch->pcdata->learned[(bk->teaches)] = 26; give.c: if (ch->pcdata->alignment == 0) give.c: if (IS_PLAYER (ch) && (ch->fgt->in_battle || ch->fgt->challenge == 10)) give.c: if (ch->pcdata->alignment == victim->pcdata->alignment) give.c: if (victim->pcdata->alignment == 0 && ch->pcdata->alignment != 0) give.c: if (ch->pcdata->alignment == 0 && victim->pcdata->alignment != 0) give.c: || (IS_PLAYER (ch) && ch->pcdata->learned[gsn_steal] < 60) give.c: SET_BIT(ch->act, PLR_HAS_BOAT); give.c: if (ch->in_room->light < 0) ch->in_room->light = 0; give.c: ch->in_room->light++; give.c: ch->pcdata->light++; give.c: ch->in_room->light--; give.c: if (ch->in_room->light < 0) ch->in_room->light = 0; give.c: ch->pcdata->light--; give.c: if (ch->pcdata->light < 0) ch->pcdata->light = 0; give.c: if (number_range (0, 100) > ch->pcdata->learned[gsn_butcher]) give.c: obj_to (steak, ch->in_room); grnd.c: if (IS_PLAYER(ch) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam += 3; grnd.c: if (IS_PLAYER(victim) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam /= 1; grnd.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_grapple] != -100) grnd.c: dam += (ch->pcdata->learned[gsn_grapple]/7); grnd.c: if (ch->ced->ground_pos == FP_CHOKE_3 || grnd.c: ch->ced->ground_pos == FP_CHOKE_1 || grnd.c: ch->ced->ground_pos == FP_CHOKE_2) grnd.c: ch->ced->ground_pos = 0; grnd.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_grapple] != -100) grnd.c: dam += (ch->pcdata->learned[gsn_grapple]/7); grnd.c: if (IS_PLAYER(ch) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam += 3; grnd.c: if (IS_PLAYER(victim) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam /= 1; grnd.c: if (ch->ced->ground_pos == FP_CHOKE_1 || grnd.c: ch->ced->ground_pos == FP_CHOKE_2 || grnd.c: ch->ced->ground_pos == FP_CHOKE_3) grnd.c: ch->ced->ground_pos = 0; grnd.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_grapple] != -100) grnd.c: dam += (ch->pcdata->learned[gsn_grapple]/7); grnd.c: if (IS_PLAYER(ch) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam += 3; grnd.c: if (IS_PLAYER(victim) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam /= 1; grnd.c: if (ch->ced->ground_pos == FP_CHOKE_3 || grnd.c: ch->ced->ground_pos == FP_CHOKE_1 || grnd.c: ch->ced->ground_pos == FP_CHOKE_2) grnd.c: ch->ced->ground_pos = 0; grnd.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_grapple] != -100) grnd.c: dam += (ch->pcdata->learned[gsn_grapple]/7); grnd.c: if (IS_PLAYER(ch) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam += 3; grnd.c: if (IS_PLAYER(victim) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam /= 1; grnd.c: if (ch->ced->ground_pos == FP_CHOKE_3 || grnd.c: ch->ced->ground_pos == FP_CHOKE_1 || grnd.c: ch->ced->ground_pos == FP_CHOKE_2) grnd.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_grapple] != -100) grnd.c: dam += (ch->pcdata->learned[gsn_grapple]/7); grnd.c: if (IS_PLAYER(ch) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam += 3; grnd.c: if (IS_PLAYER(victim) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam /= 1; grnd.c: if (ch->ced->ground_pos == FP_CHOKE_3 || grnd.c: ch->ced->ground_pos == FP_CHOKE_1 || grnd.c: ch->ced->ground_pos == FP_CHOKE_2) grnd.c: ch->ced->ground_pos = 0; grnd.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_grapple] != -100) grnd.c: dam += (ch->pcdata->learned[gsn_grapple]/7); grnd.c: if (IS_PLAYER(ch) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam += 3; grnd.c: if (IS_PLAYER(victim) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam /= 1; grnd.c: if (ch->ced->ground_pos == FP_CHOKE_3 || grnd.c: ch->ced->ground_pos == FP_CHOKE_1 || grnd.c: ch->ced->ground_pos == FP_CHOKE_2) grnd.c: ch->ced->ground_pos = 0; grnd.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_grapple] != -100) grnd.c: dam += (ch->pcdata->learned[gsn_grapple]/7); grnd.c: if (IS_PLAYER(ch) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam += 3; grnd.c: if (IS_PLAYER(victim) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam /= 1; grnd.c: if (ch->ced->ground_pos == FP_CHOKE_3 || grnd.c: ch->ced->ground_pos == FP_CHOKE_1 || grnd.c: ch->ced->ground_pos == FP_CHOKE_2) grnd.c: ch->ced->ground_pos = 0; grnd.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_grapple] != -100) grnd.c: dam += (ch->pcdata->learned[gsn_grapple]/7); grnd.c: if (IS_PLAYER(ch) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam += 3; grnd.c: if (IS_PLAYER(victim) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle"))) dam /= 1; grnd.c: ch->wait = 0; grnd.c: if (victim->position != POSITION_GROUNDFIGHTING || ch->position != POSITION_GROUNDFIGHTING) grnd.c: ch->fgt->fighting = victim; grnd.c: if (ch->ced->ground_pos == FP_CHOKE_1 || grnd.c: ch->ced->ground_pos == FP_CHOKE_2 || grnd.c: ch->ced->ground_pos == FP_CHOKE_3) grnd.c: (get_curr_str(ch) + get_curr_dex(ch) + ch->height /5 + grnd.c: if (ch->ced->ground_pos == FP_CHOKE_3) grnd.c: else if (ch->ced->ground_pos == FP_CHOKE_2) grnd.c: ch->ced->ground_pos = FP_CHOKE_3; grnd.c: else if (ch->ced->ground_pos == FP_CHOKE_1) grnd.c: ch->ced->ground_pos = FP_CHOKE_2; grnd.c: victim->hit -= (get_curr_str(ch) + (IS_AUGMENTED(ch, AUG_FACE_SPIKE) ? 20 : 0) + ((IS_PLAYER(ch) && ch->pcdata->learned[gsn_grapple] > 0) ? ch->pcdata->learned[gsn_grapple]/8 : 0)); grnd.c: if (IS_SET(ch->ced->fight_ops, F_HEADBUTT )) num_options++; grnd.c: if (IS_SET(ch->ced->fight_ops, F_JUJI )) num_options++; grnd.c: if (IS_SET(ch->ced->fight_ops, F_ELBOW )) num_options++; grnd.c: if (IS_SET(ch->ced->fight_ops, F_KNEE )) num_options++; grnd.c: if (IS_SET(ch->ced->fight_ops, F_BITE )) num_options++; grnd.c: if (IS_SET(ch->ced->fight_ops, F_CHOKE )) num_options++; grnd.c: if (!done_hit && IS_SET(ch->ced->fight_ops, F_HEADBUTT)) grnd.c: if (!done_hit && IS_SET (ch->ced->fight_ops, F_ELBOW)) grnd.c: if (!done_hit && IS_SET (ch->ced->fight_ops, F_BITE)) grnd.c: if (!done_hit && IS_SET (ch->ced->fight_ops, F_JUJI)) grnd.c: if (!done_hit && IS_SET (ch->ced->fight_ops, F_KNEE)) grnd.c: if(!done_hit && IS_SET(ch->ced->fight_ops, F_CHOKE)) grnd.c: if ((num_used == hit_type) && (number_range(1,6) == 2 || (IS_PLAYER(ch) && (!str_cmp(race_info[ch->pcdata->race].name, "minotaur") || !str_cmp(race_info[ch->pcdata->race].name, "gargoyle")) && number_range(1,2) == 2))) grnd.c: ch->wait = 0; grnd.c: ch->hit = ch->max_hit; grnd.c: ch->wait = 0; grnd.c: if (IS_SET (ch->pcdata->act2, PLR_AUTOLOOT)) grnd.c: else if (IS_SET (ch->pcdata->act2, PLR_AUTOGOLD)) grnd.c: if (IS_SET (ch->pcdata->act2, PLR_AUTOSAC)) grnd.c: if (IS_SET (ch->pcdata->act2, PLR_AUTOSPLIT) grnd.c: ch->wait = 0; grnd.c: if (ch->pIndexData->mobtype == MOB_HUMAN grnd.c: ||ch->pIndexData->mobtype == MOB_DWARF grnd.c: ||ch->pIndexData->mobtype == MOB_ELF grnd.c: ||ch->pIndexData->mobtype == MOB_GNOME grnd.c: ||ch->pIndexData->mobtype == MOB_GIANT grnd.c: ||ch->pIndexData->mobtype == MOB_ORC grnd.c: ||ch->pIndexData->mobtype == MOB_TROLL grnd.c: ||ch->pIndexData->mobtype == MOB_OGRE grnd.c: ||ch->pIndexData->mobtype == MOB_SPRITE grnd.c: ||ch->pIndexData->mobtype == MOB_DRACONIAN grnd.c: ||ch->pIndexData->mobtype == MOB_HOBGOBLIN grnd.c: ||ch->pIndexData->mobtype == MOB_MINOTAUR grnd.c: ||ch->pIndexData->mobtype == MOB_KENDER grnd.c: ||ch->pIndexData->mobtype == MOB_SKAVEN grnd.c: ||ch->pIndexData->mobtype == MOB_ILLITHID grnd.c: ||ch->pIndexData->mobtype == MOB_TROGLODYTE grnd.c: ||ch->pIndexData->mobtype == MOB_GNOLL grnd.c: ||ch->pIndexData->mobtype == MOB_HOBBIT) guild.c: if (IS_SET (ch->pcdata->guilds, guildflag)) guild.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) guild.c: if (!IS_SET (ch->pcdata->guilds, (mob->pIndexData->act3))) guild.c: ch->pcdata->stat[guild_data[i].stat_modified]--; guild.c: REMOVE_BIT(ch->pcdata->guilds, guild_data[i].player_guild_bit); guild.c: if (!IS_SET(ch->pcdata->guilds, oldnum)) guild.c: if (ch->pcdata->bank < 60000) guild.c: if(ch->pcdata->warpoints < 100) guild.c: ch->pcdata->bank -= 60000; guild.c: ch->pcdata->warpoints -= 100; guild.c: ch->pcdata->stat[guild_data[i].stat_modified]--; guild.c: REMOVE_BIT(ch->pcdata->guilds, guild_data[i].player_guild_bit); guild.c: ch->pcdata->stat[guild_data[i].stat_modified]++; guild.c: SET_BIT(ch->pcdata->guilds, guild_data[i].player_guild_bit); guild.c: if (IS_SET (ch->pcdata->guilds, mob->pIndexData->act3 )) guild.c: if (ch->pcdata->remort_times < remorts) guild.c: if (ch->pcdata->warpoints < wps) guild.c: if (ch->pcdata->killpoints < kps) guild.c: ch->pcdata->warpoints -= wps; guild.c: ch->pcdata->killpoints -= kps; guild.c: ch->pcdata->stat[guild_data[i].stat_modified]++; guild.c: SET_BIT(ch->pcdata->guilds, guild_data[i].player_guild_bit); guild.c: sprintf(buf, "-->You are level %d, with %d remorts, %ld warpoints, and %d killpoints.\n\r", LEVEL(ch), ch->pcdata->remort_times, ch->pcdata->warpoints, ch->pcdata->killpoints); help.c: int pp = ch->position; help.c: ch->position = POSITION_STANDING; help.c: ch->position = pp; hnd.c: if (ch->fgt) hnd.c: if (ch->fgt->hunting) hnd.c: free_string (ch->fgt->hunting); hnd.c: if (ch->fgt->next_command) { hnd.c: free(ch->fgt->next_command); hnd.c: ch->fgt->next_command=NULL; hnd.c: if (ch->fgt) hnd.c: free (ch->fgt); hnd.c: ch->fgt = NULL; hnd.c: if (!ch->fgt) hnd.c: ch->fgt = new_fgt (); hnd.c: ch->pcdata->no_spam = 1; hnd.c: if (IS_SET (ch->special, IS_IN_AGGRO_LIST)) hnd.c: ch->gen_next = aggro_check; hnd.c: SET_BIT (ch->special, IS_IN_AGGRO_LIST); hnd.c: if (ch->pcdata->no_spam == 0) hnd.c: ch->pcdata->no_spam = 2; hnd.c: else if (ch->pcdata->no_spam == 1) hnd.c: ch->pcdata->no_spam = 0; hnd.c: ch->pcdata->no_spam = 1; hnd.c: return 18 + (((ch->pcdata->played / 2) + (((int) (current_time - ch->pcdata->logon)) / 2)) / 7200) / 4; hnd.c: return URANGE (3, (ch->pcdata->stat[num] + UMIN(2, ch->pcdata->stat_mod[num])), 36); hnd.c: SET_BIT (ch->affected_by, paf->bitvector); hnd.c: SET_BIT (ch->more_affected_by, paf->bitvector2); hnd.c: REMOVE_BIT (ch->affected_by, paf->bitvector); hnd.c: REMOVE_BIT (ch->more_affected_by, paf->bitvector2); hnd.c: ch->pcdata->stat_mod[STR] += mod; hnd.c: ch->pcdata->stat_mod[DEX] += mod; hnd.c: ch->pcdata->stat_mod[INT] += mod; hnd.c: ch->pcdata->stat_mod[WIS] += mod; hnd.c: ch->pcdata->stat_mod[CON] += mod; hnd.c: ch->max_hit += mod; hnd.c: ch->max_move += mod; hnd.c: ch->armor += mod; hnd.c: ch->hitroll += mod; hnd.c: ch->damroll += mod; hnd.c: ch->pcdata->saving_throw += mod; hnd.c: ch->pcdata->resist_summon += mod; hnd.c: ch->pcdata->plus_kick += mod; hnd.c: ch->pcdata->plus_sneak += mod; hnd.c: ch->pcdata->warmth += mod; hnd.c: ch->pcdata->plus_hide += mod; hnd.c: ch->affected_by |= ch->pcdata->nat_abilities; hnd.c: ch->affected_by |= race_info[ch->pcdata->race].affect_bits; hnd.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; hnd.c: ch->more_affected_by |= race_info[ch->pcdata->race].affect_bits2; hnd.c: ch->affected_by |= align_info[ch->pcdata->alignment].affect_bits; hnd.c: ch->more_affected_by |= align_info[ch->pcdata->alignment].affect_bits2; hnd.c: (IS_SET(ch->pIndexData->act3, ACT3_GUARD_DOOR) || hnd.c: IS_SET(ch->pIndexData->act3, ACT3_GUARD_DOOR_ALIGN))) hnd.c: paf_new->next = ch->affected; hnd.c: ch->affected = paf_new; hnd.c: if (ch->affected == NULL) hnd.c: if (paf == ch->affected) hnd.c: ch->affected = paf->next; hnd.c: for (prev = ch->affected; prev != NULL; prev = (!prev->next ? NULL : prev->next)) hnd.c: for (paf = ch->affected; paf != NULL; paf = paf_next) hnd.c: ch->affected_by = 0; hnd.c: ch->more_affected_by = 0; hnd.c: ch->affected_by |= ch->pcdata->nat_abilities; hnd.c: ch->affected_by |= race_info[ch->pcdata->race].affect_bits; hnd.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; hnd.c: ch->more_affected_by |= race_info[ch->pcdata->race].affect_bits2; hnd.c: ch->affected_by |= align_info[ch->pcdata->alignment].affect_bits; hnd.c: ch->more_affected_by |= align_info[ch->pcdata->alignment].affect_bits2; hnd.c: for (paf = ch->affected; paf != NULL; paf = paf_next) hnd.c: ch->affected_by |= ch->pcdata->nat_abilities; hnd.c: ch->affected_by |= race_info[ch->pcdata->race].affect_bits; hnd.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; hnd.c: ch->more_affected_by |= race_info[ch->pcdata->race].affect_bits2; hnd.c: ch->affected_by |= align_info[ch->pcdata->alignment].affect_bits; hnd.c: ch->more_affected_by |= align_info[ch->pcdata->alignment].affect_bits2; hnd.c: for (paf = ch->affected; paf != NULL; paf = paf_next) hnd.c: ch->affected_by |= ch->pcdata->nat_abilities; hnd.c: ch->affected_by |= race_info[ch->pcdata->race].affect_bits; hnd.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; hnd.c: ch->more_affected_by |= race_info[ch->pcdata->race].affect_bits2; hnd.c: ch->affected_by |= align_info[ch->pcdata->alignment].affect_bits; hnd.c: ch->more_affected_by |= align_info[ch->pcdata->alignment].affect_bits2; hnd.c: for (paf = ch->affected; paf != NULL; paf = paf_next) hnd.c: ch->affected_by |= ch->pcdata->nat_abilities; hnd.c: ch->affected_by |= race_info[ch->pcdata->race].affect_bits; hnd.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; hnd.c: ch->more_affected_by |= race_info[ch->pcdata->race].affect_bits2; hnd.c: ch->affected_by |= align_info[ch->pcdata->alignment].affect_bits; hnd.c: ch->more_affected_by |= align_info[ch->pcdata->alignment].affect_bits2; hnd.c: for (paf = ch->affected; paf != NULL; paf = paf->next) hnd.c: for (paf = ch->affected; paf != NULL; paf = paf->next) hnd.c: for (paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next) hnd.c: if (IS_SET (ch->special, IS_IN_FIGHTING_LIST)) hnd.c: REMOVE_BIT (ch->special, IS_IN_FIGHTING_LIST); hnd.c: f_first = ch->next_fighting; hnd.c: ch->next_fighting = NULL; hnd.c: c->next_fighting = ch->next_fighting; hnd.c: ch->next_fighting = NULL; hnd.c: if (IS_SET (ch->special, IS_IN_FIGHTING_LIST)) hnd.c: ch->next_fighting = f_first; hnd.c: SET_BIT (ch->special, IS_IN_FIGHTING_LIST); hnd.c: if (IS_SET (ch->special, IS_IN_AGGRO_LIST)) hnd.c: REMOVE_BIT (ch->special, IS_IN_AGGRO_LIST); hnd.c: aggro_check = ch->gen_next; hnd.c: ch->gen_next = NULL; hnd.c: c->gen_next = ch->gen_next; hnd.c: ch->gen_next = NULL; hnd.c: if (!ch || ch->in_room == NULL) hnd.c: check_room_more (ch->in_room); hnd.c: ch->in_room->light -= ch->pcdata->light; hnd.c: if (ch->in_room->light < 0) hnd.c: ch->in_room->light = 0; hnd.c: ch->in_room->area->nplayer--; hnd.c: ch->in_room->more->pcs--; hnd.c: if (IS_SET(ch->pIndexData->act4, ACT4_COMMANDSCRIPT)) hnd.c: ch->in_room->command_objs--; hnd.c: if (ch->in_room->command_objs < 0) hnd.c: ch->in_room->command_objs = 0; hnd.c: if (ch == ch->in_room->more->people) hnd.c: ch->in_room->more->people = ch->next_in_room; hnd.c: for (prev = ch->in_room->more->people; prev; prev = prev->next_in_room) hnd.c: prev->next_in_room = ch->next_in_room; hnd.c: ch->in_room = NULL; hnd.c: ch->next_in_room = NULL; hnd.c: if (IS_MOB (ch) && ch->in_room->more->pcs == 0) hnd.c: for (pir = ch->in_room->more->people; pir != NULL; pir = pir->next_in_room) hnd.c: if (ch->in_room->more->pcs == 0) hnd.c: while (ch->pcdata->pet_temp[kk] != 0) hnd.c: ch->pcdata->pet_temp[kk] = pir->pIndexData->vnum; hnd.c: ch->pcdata->pet_hps[kk] = pir->hit; hnd.c: ch->pcdata->pet_move[kk] = pir->move; hnd.c: for (vch=char_list; vch!=NULL; vch=vch->next) hnd.c: vch->fgt->fighting=NULL; hnd.c: vch->position=POSITION_STANDING; hnd.c: ch->fgt->fighting=NULL; hnd.c: ch->position=POSITION_STANDING; hnd.c: check_clear_more (ch->in_room); hnd.c: ch->in_room = NULL; hnd.c: ch->next_in_room = NULL; hnd.c: if (ch->pcdata->stat[i] > race_info[ch->pcdata->race].limits[i]) hnd.c: ch->pcdata->stat[i] = race_info[ch->pcdata->race].limits[i]; hnd.c: IS_AFFECTED(ch,AFF_FLYING) && (ch->height > INDOOR_FLY_HEIGHT)) hnd.c: if (ch->in_room) hnd.c: if (oneroom->area && oneroom->area->open != 0 && IS_PLAYER (ch) && ch->pcdata->level > 100 && ch->pcdata->level < 105) hnd.c: if (oneroom->area && oneroom->area->open == 0 && IS_PLAYER (ch) && ch->pcdata->level < 101) hnd.c: if (IS_PLAYER (ch) && !IS_SET (ch->act, PLR_HOLYWALK)) hnd.c: ch->affected_by |= ch->pcdata->nat_abilities; hnd.c: ch->affected_by |= race_info[ch->pcdata->race].affect_bits; hnd.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; hnd.c: ch->more_affected_by |= race_info[ch->pcdata->race].affect_bits2; hnd.c: ch->affected_by |= align_info[ch->pcdata->alignment].affect_bits; hnd.c: ch->more_affected_by |= align_info[ch->pcdata->alignment].affect_bits2; hnd.c: racenum == ch->pcdata->race && (nr = get_room_index (roomvn)) != NULL && (nr->vnum < 100 && nr->vnum > (100+NUM_ALIGN-1))) hnd.c: if (IS_PLAYER (ch) && ch->in_room && ch->in_room->more) hnd.c: for (d = ch->in_room->more->people; d != NULL; d = d->next_in_room) hnd.c: ch->in_room = oneroom; hnd.c: ch->in_room = oneroom; hnd.c: ch->in_room = oneroom; hnd.c: ch->pcdata->pet_temp[kk] = 0; hnd.c: ch->in_room->area->nplayer++; hnd.c: ch->in_room->more->pcs++; hnd.c: if (IS_MOB (ch) && ch->in_room->more->pcs > 0) hnd.c: ch->next_in_room = oneroom->more->people; hnd.c: ch->fgt->in_battle = TRUE; hnd.c: if (ch->fgt) hnd.c: ch->fgt->in_battle = FALSE; hnd.c: ch->fgt->wasroomtwo = oneroom->vnum; hnd.c: if (IS_PLAYER(ch) && ch->pcdata->light >= 0) hnd.c: oneroom->light +=ch->pcdata->light; hnd.c: if (IS_SET(ch->pIndexData->act4, ACT4_COMMANDSCRIPT)) hnd.c: ch->in_room->command_objs++; hnd.c: if (IS_PLAYER(ch) && IS_SET(ch->pcdata->act2, PLR_MAPPING)) hnd.c: ch->in_room = oneroom; hnd.c: ch->next_in_room = oneroom->more->people; hnd.c: ch->fgt->in_battle = TRUE; hnd.c: if (ch->fgt) hnd.c: ch->fgt->in_battle = FALSE; hnd.c: ch->fgt->wasroomtwo = oneroom->vnum; hnd.c: ch->in_room->area->nplayer++; hnd.c: ch->in_room->more->pcs++; hnd.c: ++ch->in_room->light; hnd.c: if (ch->hold1 != NULL && ch->hold1->pIndexData->item_type == itype) hnd.c: return ch->hold1; hnd.c: if (ch->hold2 != NULL && ch->hold2->pIndexData->item_type == itype) hnd.c: return ch->hold2; hnd.c: for (obj = ch->carrying; obj != NULL; obj = ((!obj->next_content) ? NULL : obj->next_content)) hnd.c: ch->hold1 = obj; hnd.c: ch->hold2 = obj; hnd.c: ch->pcdata->armor[0] += (r->protects_body); hnd.c: ch->pcdata->armor[1] += (r->protects_head); hnd.c: ch->pcdata->armor[2] += (r->protects_legs); hnd.c: ch->pcdata->armor[3] += (r->protects_arms); hnd.c: ch->pcdata->armor[2] += (r->protects_legs * r->condition_now) / (r->max_condition); hnd.c: ch->pcdata->armor[0] += (r->protects_body * r->condition_now) / (r->max_condition); hnd.c: ch->pcdata->armor[1] += (r->protects_head * r->condition_now) / (r->max_condition); hnd.c: ch->pcdata->armor[3] += (r->protects_arms * r->condition_now) / (r->max_condition); hnd.c: ch->pcdata->warmth += r->warmth; hnd.c: if (ch->pcdata->warmth < 0) hnd.c: ch->pcdata->warmth = 0; hnd.c: SET_BIT(ch->act, PLR_HAS_SHOES); hnd.c: SET_BIT(ch->act, PLR_HAS_SHIELD); hnd.c: SET_BIT(ch->act, PLR_HAS_SNOWSHOES); hnd.c: SET_BIT(ch->act, PLR_HAS_SCUBA); hnd.c: SET_BIT(ch->act, PLR_HAS_MTN_BOOTS); hnd.c: /* if (ch->pcdata->n_mana<0) ch->pcdata->n_mana += ((I_GEM *) obj->more)->mana_now; hnd.c: ((I_GEM *) obj->more)->mana_now+=ch->pcdata->n_mana; hnd.c: ch->pcdata->n_mana = 0; hnd.c: REMOVE_BIT (ch->affected_by, AFF_FLYING); hnd.c: && ch->in_room != NULL) hnd.c: if(++ch->in_room->light < 0) ch->in_room->light = 0; hnd.c: ++ch->pcdata->light; hnd.c: if (ch->move > ch->max_move) hnd.c: ch->move = ch->max_move; hnd.c: if (ch->hold1 == NULL) hnd.c: if (ch->hold2 == NULL) hnd.c: ch->hold1 = NULL; hnd.c: ch->hold2 = NULL; hnd.c: REMOVE_BIT(ch->act, PLR_HAS_SHOES); hnd.c: REMOVE_BIT(ch->act, PLR_HAS_SHIELD); hnd.c: REMOVE_BIT(ch->act, PLR_HAS_SNOWSHOES); hnd.c: REMOVE_BIT(ch->act, PLR_HAS_SCUBA); hnd.c: REMOVE_BIT(ch->act, PLR_HAS_MTN_BOOTS); hnd.c: ch->pcdata->armor[0] -= (r->protects_body); hnd.c: ch->pcdata->armor[1] -= (r->protects_head); hnd.c: ch->pcdata->armor[2] -= (r->protects_legs); hnd.c: ch->pcdata->armor[3] -= (r->protects_arms); hnd.c: ch->pcdata->armor[2] -= (r->protects_legs * r->condition_now) / (r->max_condition); hnd.c: ch->pcdata->armor[0] -= (r->protects_body * r->condition_now) / (r->max_condition); hnd.c: ch->pcdata->armor[1] -= (r->protects_head * r->condition_now) / (r->max_condition); hnd.c: ch->pcdata->armor[3] -= (r->protects_arms * r->condition_now) / (r->max_condition); hnd.c: ch->pcdata->warmth -= r->warmth; hnd.c: if (ch->pcdata->warmth < 0) hnd.c: ch->pcdata->warmth = 0; hnd.c: amt=UMIN((0-((I_GEM *) obj->more)->mana_now),ch->pcdata->n_mana); hnd.c: ch->pcdata->n_mana-=amt; hnd.c: if (ch->in_room != NULL) hnd.c: if (--ch->in_room->light < 0) hnd.c: ch->in_room->light = 0; hnd.c: if(--ch->pcdata->light < 0) hnd.c: ch->pcdata->light = 0; hnd.c: ir = ch->in_room; hnd.c: if (ch->in_room) hnd.c: if (ch->in_room) hnd.c: if(ch->pcdata->guarding != NULL) hnd.c: if(IS_PLAYER(ch->pcdata->guarding)) hnd.c: if (ch->pcdata->guarding->pcdata->guarded_by[i] == ch) hnd.c: ch->pcdata->guarding->pcdata->guarded_by[i] = NULL; hnd.c: ch->pcdata->guarding = NULL; hnd.c: if(ch->pcdata->guarded_by[i] != NULL) hnd.c: if (IS_PLAYER(ch->pcdata->guarded_by[i])) hnd.c: ch->pcdata->guarded_by[i]->pcdata->guarding = NULL; hnd.c: ch->pcdata->guarded_by[i] = NULL; hnd.c: check_fgt (ch->fgt->riding); hnd.c: ch->fgt->riding->fgt->mounted_by = NULL; hnd.c: ch->fgt->riding = NULL; hnd.c: check_fgt (ch->fgt->mounted_by); hnd.c: ch->fgt->mounted_by->fgt->riding = NULL; hnd.c: ch->fgt->mounted_by = NULL; hnd.c: if (IS_PLAYER (ch) && ch->desc != NULL && ch->desc->original != NULL) hnd.c: for (wch = char_list; wch != NULL; wch = wch->next) hnd.c: wch->fgt->master = NULL; hnd.c: wch->fgt->leader = NULL; hnd.c: wch->fgt->riding = NULL; hnd.c: wch->fgt->mounted_by = NULL; hnd.c: if (wch->ced && wch->ced->reply == ch) hnd.c: wch->ced->reply = NULL; hnd.c: char_list = ch->next; hnd.c: ch->next = NULL; hnd.c: prev->next = ch->next; hnd.c:/* ch->next = NULL;*/ hnd.c: ch->in_room = ir; hnd.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) hnd.c: ch->pcdata->condition[COND_FULL] = 55; hnd.c: ch->pcdata->condition[COND_THIRST] = 55; hnd.c: ch->pcdata->condition[COND_DRUNK] = 0; hnd.c: char_to_room(ch, get_room_index(ch->pcdata->alignment+100)); hnd.c: --ch->pIndexData->count; hnd.c: if (IS_PLAYER (ch) && ch->desc) hnd.c: ch->desc->character = NULL; hnd.c: if (ch == NULL || !ch->in_room) return NULL; hnd.c: if (!ch->in_room) hnd.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: if (!rch->in_room) hnd.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: if (!rch->in_room) hnd.c: if (rch->pcdata->race != RCLOOK) hnd.c: for (rch = ch->in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: if (!rch->in_room) hnd.c: for (rch = in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: for (rch = in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: if (rch->pcdata->race != RCLOOK) hnd.c: for (rch = in_room->more->people; rch != NULL; rch = rch->next_in_room) hnd.c: if (!ch || !ch->in_room) hnd.c: if (!wch->in_room) hnd.c: (ch->in_room && wch->in_room && wch->in_room->area != ch->in_room->area)) hnd.c: if (!wch->in_room) continue; hnd.c: if (!ch->in_room) hnd.c: for (wch = char_list; wch != NULL; wch = wch->next) hnd.c: if (!wch->in_room) hnd.c: if (wch->desc && wch->desc > 0) hnd.c: if (!ch->in_room) hnd.c: for (wch = char_list; wch != NULL; wch = wch->next) hnd.c: if (!wch->in_room) hnd.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) hnd.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) hnd.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) hnd.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) hnd.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) hnd.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) hnd.c: check_room_more (ch->in_room); hnd.c: obj = get_obj_list (ch, argy, ch->in_room->more->contents); hnd.c: obj = get_obj_list (ch, argy, ch->in_room->more->contents); hnd.c: ii = (ch->gold * 100) + ch->copper; hnd.c: ch->gold = 0; hnd.c: ch->copper = 0; hnd.c: ch->gold = 0; hnd.c: ch->copper = 0; hnd.c: ch->gold -= (amount / 100); hnd.c: ch->copper -= amount; hnd.c: while (ch->gold < 0) hnd.c: ch->copper -= 100; hnd.c: ch->gold += 1; hnd.c: while (ch->copper < 0) hnd.c: ch->gold -= 1; hnd.c: ch->copper += 100; hnd.c: /*money+=100-(ch->copper); */ hnd.c: if (ch->gold < 0) hnd.c: ch->gold = 0; hnd.c: if (IS_PLAYER (ch) && IS_SET (ch->act, PLR_HOLYLIGHT)) hnd.c: if (room_is_dark (ch->in_room) && !IS_AFFECTED (ch, AFF_INFRARED)) hnd.c: && victim->pcdata->wizinvis >= ch->pcdata->level hnd.c: if (IS_PLAYER (ch) && IS_SET (ch->act, PLR_HOLYLIGHT)) hnd.c: if (IS_PLAYER (ch) && IS_SET (ch->act, PLR_HOLYLIGHT)) hnd.c: if (room_is_dark (ch->in_room) && !IS_AFFECTED (ch, AFF_INFRARED)) hnd.c: if (IS_PLAYER (ch) && ch->pcdata->level >= LEVEL_IMMORTAL) info.c: if (ch->pcdata->show_lev) info.c: ch->pcdata->show_lev = FALSE; info.c: ch->pcdata->show_lev = TRUE; info.c: sprintf (buffr, "Level %d Exp: %ld\n\r", i + 1, FIND_EXP (i, ch->race)); info.c: write_to_buffer(ch->desc,j,0); info.c: if (LEVEL(ch) == MAX_LEVEL && align!=wch->pcdata->alignment info.c: if (wch->pcdata->wizinvis == 0) info.c: if (wch->pcdata->quiet == 1) info.c: if (wch->pcdata->quiet == 2) info.c: if (IS_SET(wch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_GOOD) info.c: || IS_SET(wch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_EVIL)) info.c: wch->pcdata->remort_times, info.c: (IS_SET(wch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_FIRE) ? "\x1b[1;31m-" : " "), info.c: (IS_SET(wch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_AIR) ? "\x1b[1;36m-" : " "), info.c: (IS_SET(wch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_WATER) ? "\x1b[1;34m-" : " "), info.c: (IS_SET(wch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_EARTH) ? "\x1b[1;32m-" : " "), info.c: (IS_SET (wch->pcdata->act2, PLR_SILENCE) ? " s" : " "), info.c: (wch->pcdata->bgf ? "-" : " "), (IN_BATTLE (wch) ? "+" : " "), info.c: (IS_SET(wch->pcdata->act2, PLR_HARDCORE) ? "\x1b[1;31mH" : " "), info.c: wch->timer > 49 ? "\x1B[1;37m<AFK> \x1B[37;0m" : "", NAME (wch), info.c: wch->pcdata->title, info.c: (wch->pcdata->wizinvis != 0 ? " \x1b[1;30m(\x1b[1;37mInvis\x1b[1;30m)" : "")); info.c: if (!wch->pcdata->show_lev) info.c: (IS_SET(wch->pcdata->act2, PLR_HARDCORE) ? "\x1b[1;31mH" : " "), info.c: wch->timer > 49 ? "\x1B[1;37m<AFK> \x1B[0;37m" : "", NAME (wch), info.c: wch->pcdata->title, info.c: (wch->pcdata->wizinvis != 0 ? " (Invis)" : "")); info.c: if(IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_FIRE)) buf = "\x1B[1;31mF\x1B[0;37m-"; info.c: else if (IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_WATER)) buf = "\x1B[1;34mW\x1B[0;37m-"; info.c: else if (IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_AIR)) buf = "\x1B[1;36mA\x1B[0;37m-"; info.c: else if (IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_EARTH)) buf = "\x1B[1;32mE\x1B[0;37m-"; info.c: else if (IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_GOOD)) buf = "\x1B[1;29mG\x1B[0;37m-"; info.c: else if (IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_EVIL)) buf = "\x1B[1;30mE\x1B[0;37m-"; info.c: if (!ch->in_room || !ch->in_room->area) info.c: switch (ch->in_room->sector_type) info.c: if (ch->in_room->sector_type >= SECT_CAVE) info.c: switch (ch->in_room->sector_type) info.c: if (!IS_OUTSIDE (ch) || ch->in_room->sector_type >= SECT_CAVE) int.c: ch->pcdata->oldgrep = mem_alloc (strlen (grep) + 1); int.c: strcpy (ch->pcdata->oldgrep, grep); int.c: DESCRIPTOR_DATA *d = ch->desc; int.c: if (!ch || (!ch->desc && IS_PLAYER(ch)) || !ch->in_room) int.c: if (IS_PLAYER (ch) && (IS_SET (ch->act, PLR_LOG) || fLogAll)) int.c: REMOVE_BIT (ch->affected_by, AFF_HIDE); int.c: if (IS_SET (ch->act, PLR_FREEZE)) int.c: if (ch->pcdata->oldgrep) int.c: free_string (ch->pcdata->oldgrep); int.c: ch->pcdata->oldgrep = NULL; int.c: if (ch->desc != NULL && ch->desc->snoop_by != NULL) int.c: write_to_buffer (ch->desc->snoop_by, buf, 2); int.c: write_to_buffer (ch->desc->snoop_by, buf, 2); int.c: write_to_buffer (ch->desc->snoop_by, logline, 0); int.c: write_to_buffer (ch->desc->snoop_by, "\n\r", 2); int.c: if (!found && (!IS_SET (ch->act, PLR_SILENCE) || LEVEL (ch) > IMM_LEVEL)) int.c: if (!found && IS_PLAYER(ch) && ch->pcdata->command_objs > 0) int.c: for (ob = ch->carrying; ob != NULL; ob = ob->next_content) int.c: if (!found && ch->in_room && ch->in_room->more && ch->in_room->command_objs > 0) int.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) int.c: if (IS_SET(fch->pIndexData->act4, ACT4_COMMANDSCRIPT)) int.c: if (IS_MOB (fch) && fch->pIndexData->vnum == tr->attached_to_mob) int.c: if (!found && ch->in_room && ch->in_room->more && ch->in_room->command_objs > 0) int.c: for (obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) int.c: if (!found && ch->in_room && IS_SET(ch->in_room->room_flags, ROOM_COMMANDSCRIPT)) int.c: if (ch->in_room->vnum == tr->attached_to_room) int.c: s->room = ch->in_room; int.c: if (ch->position < com->position) int.c: sprintf(logline, "You cannot %s while you are %s.\n\r", command, position_name[ch->position]); int.c: if (ch->position == POSITION_GROUNDFIGHTING && com && int.c: switch (ch->position) int.c: vict->desc = ch->desc; int.c: p = ch->position; int.c: ch->position = POSITION_STANDING; int.c: ch->position = p; look.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) look.c: if (ch->pcdata->alignment == fch->pcdata->alignment) look.c: show_list_to_char(ch->carrying, fch, TRUE, TRUE); look.c: ch->in_room->area->name); look.c: if (words (ch->in_room->area->builders) == 0) look.c: else if (words (ch->in_room->area->builders) == 1) look.c: sprintf (buf, "%s\x1B[0m.\n\r", ch->in_room->area->builders); look.c: else if (words (ch->in_room->area->builders) == 2) look.c: first (ch->in_room->area->builders), look.c: ch->in_room->area->builders + look.c: strlen (first (ch->in_room->area->builders)) + 1); look.c: else if (words (ch->in_room->area->builders) == 3) look.c: first (ch->in_room->area->builders), look.c: first (ch->in_room->area->builders + strlen (first (ch->in_room->area->builders)) + 1), look.c: first (ch->in_room->area->builders + look.c: strlen (first (ch->in_room->area->builders)) + look.c: strlen (ch->in_room->area->builders + strlen (first (ch->in_room->area->builders)) + 1) + 1)); look.c: if ((victim->in_room->area == ch->in_room->area) && look.c: pexit = ch->in_room->exit[dir]; look.c: if (ch->in_room) look.c: curr_room = ch->in_room; look.c: if (ch->pcdata->no_quit_pk < 2) look.c: ch->pcdata->no_quit_pk = 2; look.c: if ((ch->pcdata->wizinvis > LEVEL(viewer)) look.c: if ((room_is_dark(ch->in_room) && !IS_AFFECTED(viewer, AFF_INFRARED)) look.c: if (ch->ced && ch->ced->in_boat == obj) look.c: || IS_SET (ch->act, PLR_HOLYLIGHT))) look.c: if (IS_MOB (ch) || IS_SET (ch->pcdata->act2, PLR_COMBINE)) look.c: if (IS_MOB (ch) || IS_SET (ch->pcdata->act2, PLR_COMBINE)) look.c: if (IS_MOB (ch) || IS_SET (ch->pcdata->act2, PLR_COMBINE)) look.c: for (rch = list; rch != NULL; rch = rch->next_in_room) look.c: && victim->fgt->mounted_by->in_room == ch->in_room look.c: if (IS_PLAYER (ch) && (ch->pcdata->no_spam == 2 || ch->pcdata->no_spam == 1) && !tflag) look.c: if (IS_PLAYER (victim) && !IS_SET (ch->pcdata->act2, PLR_BRIEF) look.c: if (IS_PLAYER (ch) && (ch->pcdata->no_spam == 2 || ch->pcdata->no_spam == 1)) look.c: if (IS_PLAYER (ch) && ch->pcdata->no_spam == 0) look.c: sprintf (buf, "You are %d\' %d\" tall.", ch->height / 12, ch->height % 12); look.c: if (ch->height > victim->height) look.c: else if (ch->height < victim->height) look.c: && ((IS_PLAYER (ch) && number_percent () < ch->pcdata->learned[gsn_peek]) || IS_IMMORTAL (ch))) look.c: if (IS_PLAYER (ch) && IS_SET (ch->act, PLR_HOLYLIGHT)) look.c: if (ch->position < POSITION_SLEEPING) look.c: if (ch->position == POSITION_SLEEPING) look.c: && !IS_SET (ch->act, PLR_HOLYLIGHT) look.c: && (room_is_dark (ch->in_room) && !IS_AFFECTED (ch, AFF_INFRARED))) look.c: if (ch->in_room && ch->in_room->more) show_char_to_char (ch->in_room->more->people, ch); look.c: This uses a char boolean ch->scanning look.c:AFF_BLIND) && IS_AFFECTED(ch, AFF_INFRARED) && IS_SET(ch->pcdata->act2, look.c: sprintf(buf, "\x1b[%d;%dr", MAP_HEIGHT, ch->pcdata->pagelen); look.c: ch->pcdata->x = MAP_WIDTH/2; look.c: ch->pcdata->y = MAP_HEIGHT/2; look.c: sprintf(buf, "\x1B[%d;1f", ch->pcdata->pagelen); look.c: ch->ced->scanning = TRUE; look.c: ch->ced->scanning = FALSE; look.c: ch->ced->scanning = TRUE; look.c: ch->ced->scanning = FALSE; look.c: return (ch->damroll + add_damroll (ch) + str_app[get_curr_str(ch)].dam); look.c: return (ch->hitroll + add_hitroll (ch) + (get_curr_dex(ch)*3/2)); look.c: if (ch->in_room->sector_type >= SECT_CAVE || IS_SET(ch->in_room->room_flags, ROOM_UNDERGROUND)) look.c: if (IS_SET (ch->in_room->room_flags, ROOM_INDOORS)) look.c: if (ch->in_room->sector_type >= SECT_CAVE || IS_SET(ch->in_room->room_flags, ROOM_UNDERGROUND)) look.c: if (IS_SET (ch->in_room->room_flags, ROOM_INDOORS)) look.c:if (!ch->in_room) { look.c: if (ch->position < POSITION_SLEEPING) look.c: if (ch->position == POSITION_SLEEPING) look.c: && !IS_SET (ch->act, PLR_HOLYLIGHT) && !IS_AFFECTED_EXTRA(ch, AFF_DET_FOG)) look.c: && !IS_SET (ch->act, PLR_HOLYLIGHT) look.c: && room_is_dark (ch->in_room) && !IS_AFFECTED (ch, AFF_INFRARED)) look.c: sprintf(buff, "\x1b[1;37m%s \x1b[1;34m[%s%s\x1b[1;34m/", show_room_name (ch, ch->in_room->name), sectors[ch->in_room->sector_type].color, sectors[ch->in_room->sector_type].name_seen); look.c: if (ch->in_room->sector_type >= SECT_CAVE||IS_SET(ch->in_room->room_flags, ROOM_UNDERGROUND)) look.c: else if (IS_SET (ch->in_room->room_flags, ROOM_INDOORS)) look.c: else if (ch->in_room->shade) look.c: !IS_SET (ch->pcdata->act2, PLR_BRIEF))) look.c: send_to_char (ch->in_room->description, ch); look.c: if (IS_PLAYER (ch) && IS_SET (ch->pcdata->act2, PLR_AUTOEXIT)) look.c: if(ch->in_room->blood > 0) look.c: if (IS_SET(ch->in_room->blood, blood_number[i])) look.c: if (ch->in_room->more->contents) look.c: if (ch->in_room->more->gold > 0 || ch->in_room->more->copper > 0) look.c: if (ch->in_room->more->gold > 0 && ch->in_room->more->copper == 0) look.c: (ch->in_room->more->gold > 1 ? "are" : "is"), ch->in_room->more->gold, look.c: (ch->in_room->more->gold > 1 ? "s" : "")); look.c: else if (ch->in_room->more->gold == 0 && ch->in_room->more->copper > 0) look.c: (ch->in_room->more->copper > 1 ? "are" : "is"), ch->in_room->more->copper, look.c: (ch->in_room->more->copper > 1 ? "s" : "")); look.c: else if (ch->in_room->more->gold > 0 && ch->in_room->more->copper > 0) look.c: (ch->in_room->more->gold > 1 ? "are" : "is"), ch->in_room->more->gold, look.c: (ch->in_room->more->gold > 1 ? "s" : ""), ch->in_room->more->copper, look.c: (ch->in_room->more->copper > 1 ? "s" : "")); look.c: show_list_to_char (ch->in_room->more->contents, ch, FALSE, FALSE); look.c: show_char_to_char (ch->in_room->more->people, ch); look.c:if (arg1[0]=='\0' || (ch->in_room && ch->in_room->more && look.c: (ch->in_room->more->contents || ch->in_room->more->people!=ch || look.c: ch->in_room->more->people->next_in_room))) { look.c: for (obj = ch->carrying; obj && obj != NULL; obj = obj->next_content) look.c: for (obj = ch->carrying; obj && obj != NULL; obj = obj->next_content) look.c: for (obj = ch->in_room->more->contents; obj && obj != NULL; obj = obj->next_content) look.c:ITEM_UNSEEN) && !IS_SET(ch->act, PLR_HOLYLIGHT))) look.c: for (obj = ch->in_room->more->contents; obj && obj != NULL; obj = obj->next_content) look.c:ITEM_UNSEEN) && !IS_SET(ch->act, PLR_HOLYLIGHT))) look.c: if (ch->in_room->more) look.c: pdesc = get_extra_descr (arg1, ch->in_room->more->extra_descr); look.c: if ((pexit = ch->in_room->exit[door]) == NULL) look.c: if (!ch->ced || !ch->ced->scanning) look.c: if (!ch->ced || !ch->ced->scanning) look.c: if (!ch->ced || !ch->ced->scanning) look.c:/*end if !ch->scanning */ look.c: number_range(1,140) <ch->pcdata->learned[gsn_locate_trap]) look.c: number_range(1,140) <ch->pcdata->learned[gsn_locate_trap]) look.c: if ((pexit = ch->in_room->exit[door]) != NULL look.c: if (IS_AFFECTED (ch, AFF_FLYING) || IS_SET (ch->act, PLR_HOLYWALK)) look.c: if (IS_AFFECTED (ch, AFF_BREATH_WATER) || IS_SET (ch->act, PLR_HOLYWALK) || IS_SET(ch->act, PLR_HAS_SCUBA)) look.c: if (IS_SET(ch->act, PLR_HOLYLIGHT)) look.c: || IS_SET (ch->act, PLR_HOLYLIGHT)) look.c: sprintf (buf + strlen (buf), "%-5s - %s\n\r", capitalize (dir_name[door]), (!IS_SET (ch->act, PLR_HOLYLIGHT) && room_is_dark (troom)) ? "Too dark to tell" : (show_room_name (ch, (troom->name)))); look.c: sprintf (buffy, "You have \x1B[1;37m%ld\x1B[0m coins in the bank.\n\r", ch->pcdata->bank); look.c: if (!ch->gold && !ch->copper) look.c: if (ch->gold > 0) look.c: sprintf (buffy, "%d \x1B[1;33mgold\x1B[37;0m coins.\n\r", ch->gold); look.c: if (ch->copper > 0) look.c: sprintf (buffy, "%d \x1B[33;0mcopper\x1B[37;0m coins.\n\r", ch->copper); look.c: if (ch->gold > 0) look.c: sprintf (buffy, "%d \x1B[1;33mgold\x1B[37;0m coins.\n\r", ch->gold); look.c: if (ch->copper > 0) look.c: sprintf (buffy, "%d \x1B[33;0mcopper\x1B[37;0m coins.\n\r", ch->copper); look.c: show_list_to_char (ch->carrying, ch, TRUE, TRUE); look.c: if (!found && ch->carrying == NULL) look.c:ch->pcdata->level, ch->pcdata->warpoints, ch->pcdata->remort_times); look.c:(ch), ch->pcdata->level, ch->pcdata->warpoints, ch->pcdata->remort_times); look.c: if (strcmp (arg1, ch->pcdata->pwd) && look.c: strcmp(arg1, ch->pcdata->rpwd)) look.c: pwdnew = (arg2, ch->pcdata->name); look.c: if (ch->pcdata->pwd != NULL) look.c: free_string (ch->pcdata->pwd); look.c: ch->pcdata->pwd = str_dup (pwdnew); look.c: if (ch->pcdata->rpwd) look.c: free_string(ch->pcdata->rpwd); look.c: ch->pcdata->rpwd = str_dup(arg2); look.c: if ( IS_PLAYER(ch) && IS_SET(ch->act, PLR_SILENCE) ) look.c: send_to_char( !IS_SET(ch->pcdata->deaf, CHANNEL_AUCTION) look.c: send_to_char( !IS_SET(ch->pcdata->deaf, CHANNEL_NOTIFY) look.c: send_to_char( !IS_SET(ch->pcdata->deaf, CHANNEL_CHAT) look.c: send_to_char( !IS_SET(ch->pcdata->deaf, CHANNEL_IMMTALK) look.c: send_to_char( !IS_SET(ch->pcdata->deaf, CHANNEL_CLANTALK) look.c: send_to_char( !IS_SET(ch->pcdata->deaf, CHANNEL_YELL) look.c: REMOVE_BIT (ch->pcdata->deaf, bit); look.c: SET_BIT (ch->pcdata->deaf, bit); look.c: if ((ch->in_room->exit[door]) == NULL) look.c: if(ch->in_room->exit[door]->d_info && IS_SET(ch->in_room->exit[door]->d_info->exit_info, EX_HASTRAP) && number_range(1,150) < ch->pcdata->learned[gsn_locate_trap]) look.c: if (!ch->in_room->exit[door]->d_info || ch->in_room->exit[door]->d_info->keyword == NULL || ch->in_room->exit[door]->d_info->keyword[0] == '\0') look.c: if (ch->in_room->exit[door]->d_info && !IS_SET (ch->in_room->exit[door]->d_info->exit_info, EX_HIDDEN)) look.c: if (ch->in_room->exit[door]->d_info && ch->in_room->exit[door]->d_info->keyword != NULL && ch->in_room->exit[door]->d_info->keyword[0] != '\0') look.c: if (number_range (0, 120) < UMAX (8, ch->pcdata->learned[gsn_search]) look.c: sprintf (buf, "You discovered a hidden %s!\n\r", ch->in_room->exit[door]->d_info->keyword); look.c: for (obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) look.c: if (number_range (0, 120) < UMAX (8, ch->pcdata->learned[gsn_search]) look.c: if (number_range (0, 120) > UMAX (15, ch->pcdata->learned[gsn_search] + 10)) look.c: if (ch->in_room->exit[door] != NULL && ch->in_room->exit[door]->d_info && IS_SET (ch->in_room->exit[door]->d_info->exit_info, EX_HIDDEN)) look.c: for (oo = ch->in_room->more->people; oo != NULL; oo = oo->next_in_room) look.c: if (number_range (0, 120) < UMAX (8, ch->pcdata->learned[gsn_search])) look.c: if (ch->position == POSITION_SEARCHING) look.c: ch->pcdata->tickcounts = 9; look.c: strcpy (ch->pcdata->temp->temp_string, argy); look.c: ch->pcdata->temp->temp_string[0] = '\0'; medit.c: pMob = (MOB_PROTOTYPE *) ch->desc->pEdit; medit.c: ch->desc->pEdit = (void *) pMob; medit.c: ch->desc->pEdit = NULL; medit.c: sprintf (minibuf, "\x1B[1;%dr\x1B[2JDone.\n\r", ch->pcdata->pagelen); medit.c: ch->desc->connected = CON_PLAYING; medit.c: sprintf (minibuf, "\x1B[1;%dr\x1B[2JDone.\n\r", ch->pcdata->pagelen); mgc.c: for (paf = ch->affected; paf != NULL; paf = paf->next) mgc.c: nat_level = (get_curr_int (ch) + get_curr_wis (ch)) / 2 + bonus + (ch->pcdata->remort_times+1)/2; mgc.c: if (ch->pcdata->n_mana < 0) ch->pcdata->n_mana = 0; mgc.c: mana_fire = ch->pcdata->n_mana; mgc.c: mana_air = ch->pcdata->n_mana; mgc.c: mana_water = ch->pcdata->n_mana; mgc.c: mana_earth = ch->pcdata->n_mana; mgc.c: mana_spirit = ch->pcdata->n_mana; mgc.c: level += ((get_curr_int (ch) + get_curr_wis (ch)) / 2) +(ch->pcdata->remort_times+1); mgc.c: if (ch->pcdata->n_mana < 0) ch->pcdata->n_mana = 0; mgc.c: mana = ch->pcdata->n_mana; mgc.c: if ((gem = ch->hold1) != NULL && gem->pIndexData->item_type == ITEM_GEM && IS_SET(((I_GEM *) gem->more)->gem_type, bit)) mgc.c: else if ((gem = ch->hold2) != NULL && gem->pIndexData->item_type == ITEM_GEM && IS_SET(((I_GEM *) gem->more)->gem_type, bit)) mgc.c: for (rch = ch->in_room->more->people; rch; rch = rch->next_in_room) mgc.c: else if (rch->pcdata->learned[sn] > 30) mgc.c: if (ch->pcdata->n_mana < 0) ch->pcdata->n_mana = 0; mgc.c: mana = ch->pcdata->n_mana; mgc.c: if (ch->pcdata->n_mana < 0) ch->pcdata->n_mana = 0; mgc.c: if (ch->pcdata->n_mana >= mana) mgc.c: ch->pcdata->n_mana -= mana; mgc.c: mana -= ch->pcdata->n_mana; mgc.c: ch->pcdata->n_mana = 0; mgc.c: if ((gem = ch->hold1) != NULL && gem->pIndexData->item_type == ITEM_GEM && IS_SET(((I_GEM *) gem->more)->gem_type, bit)) mgc.c: else if ((gem = ch->hold2) != NULL && gem->pIndexData->item_type == ITEM_GEM && IS_SET(((I_GEM *) gem->more)->gem_type, bit)) mgc.c: if (ch->pcdata->tickcounts > 11 && (FIGHTING (ch) != NULL)) mgc.c: if (ch->position == POSITION_GROUNDFIGHTING) mgc.c: if (ch->position == POSITION_BASHED) mgc.c: if (ch->position == POSITION_CASTING) mgc.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_ranged] > pow.max_prac_spells) mgc.c: if (ch->pcdata->remort_times > 3) range++; mgc.c: if (ch->pcdata->remort_times > 6) range++; mgc.c: if (IS_MOB (ch) && ch->desc == NULL) mgc.c: if (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC) && LEVEL(ch) <MAX_LEVEL) mgc.c: || (IS_PLAYER (ch) && LEVEL (ch) < spell->spell_level) || (IS_PLAYER(ch) && (ch->pcdata->learned[spell->gsn] <= 0))) mgc.c: if (ch->position < spell->position && ch->position != mgc.c: if ((victim = get_char_room_near (ch, ch->in_room, range, arg2)) == NULL) mgc.c: if (ch->in_room == victim->in_room) mgc.c: && ch->fgt->challenge != 10 ) mgc.c: && ch->fgt->challenge != 10 ) mgc.c: if ((victim = get_char_room_near (ch, ch->in_room, range, arg2)) == NULL) mgc.c: if (ch->in_room == victim->in_room) mgc.c: obj = get_obj_list (ch, arg2, ch->in_room->more->contents); mgc.c: if (ch->desc) ch->desc->repeat = 0; mgc.c: strcpy (ch->pcdata->temp->temp_string, argy); mgc.c: if ((LEVEL (ch) < 100) || (LEVEL (ch) > 99 && IS_SET (ch->pcdata->act2, PLR_HOLYLAG))) mgc.c: ch->pcdata->remort_times*0; mgc.c: ch->pcdata->tickcounts = ((spell->casting_time) * (100-bonus))/100; mgc.c: if (ranged && (ch->pcdata->learned[gsn_ranged] > pow.max_prac_spells)) mgc.c: ch->pcdata->tickcounts +=5; mgc.c: if (IS_MOB (ch) && ch->desc == NULL) mgc.c: if (ch->position == POSITION_GROUNDFIGHTING) mgc.c: if (FIGHTING (ch) == NULL && ch->position == POSITION_CASTING) mgc.c: if (FIGHTING (ch) != NULL && ch->position == POSITION_CASTING) mgc.c: if (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC) && LEVEL(ch) <MAX_LEVEL) mgc.c: if (IS_SET (ch->in_room->room_flags, ROOM_LOWMAGIC) && LEVEL(ch)<MAX_LEVEL && (number_range(1,3) == 3)) mgc.c: if (IS_PLAYER(ch) && ch->pcdata->learned[gsn_ranged] >= pow.max_prac_spells) mgc.c: if (ch->pcdata->remort_times > 3) range++; mgc.c: if (ch->pcdata->remort_times > 5) range++; mgc.c: if (ch->position == POSITION_CASTING) mgc.c: if (ch->position < spell->position) mgc.c: if ((victim = get_char_room_near (ch, ch->in_room, range, arg2)) == NULL) mgc.c: if (ch->position != POSITION_FIGHTING || FIGHTING (ch) != victim) mgc.c: ch->pcdata->tickcounts = spell->casting_time/2+3; mgc.c: ch->pcdata->tickcounts /= 2; mgc.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) mgc.c: if ((victim = get_char_room_near (ch, ch->in_room, range, arg2)) == NULL) mgc.c: obj = get_obj_list (ch, arg2, ch->in_room->more->contents); mgc.c: (ch->pcdata->learned[spell->gsn] mgc.c: if (spell->spell_lag > 0 && ch->pcdata->no_quit > 0) mgc.c: sprintf(buf, "You must wait %d hours before casting %s!\n\r", ch->pcdata->no_quit, spell->spell_name); mgc.c: if (ch->pcdata->no_quit_pk > 0 && number_percent() < spell->pk_fail_chance) mgc.c: if(IS_SET(spell->guilds, guild_data[i].mob_guildmaster_bit) && !IS_SET(ch->pcdata->guilds, guild_data[i].mob_guildmaster_bit)) mgc.c: for (vch = ch->in_room->more->people; vch; vch = vch_next) mgc.c: vch_next = vch->next_in_room; mgc.c: if (IS_SET (ch->in_room->room_flags, ROOM_NOMAGIC)) mgc.c: if (ch->pcdata->tickcounts > 2) mgc.c: if (ch->position != POSITION_FIGHTING || FIGHTING (ch) != victim) mgc.c: ch->pcdata->tickcounts = spell->casting_time + 10; mgc.c: for (vch = ch->in_room->more->people; vch; vch = vch_next) mgc.c: vch_next = vch->next_in_room; move.c: if (IS_MOB(ch) || ch->desc == NULL) move.c: if (ch->in_room->sector_type == SECT_CAPTURE) { move.c: sprintf (buf, "%s have captured things", align_info[ch->pcdata->alignment].name) move.c: if (IS_MOB (ch) || ch->desc == NULL) move.c: sprintf (ddd, "\x1B[2J\x1B[0m\x1B[1;%dr", ch->pcdata->pagelen); move.c: write_to_descriptor2 (ch->desc, ddd, 0); move.c: ch->pcdata->resist_summon = 0; move.c: if (!ch || !ch->in_room) return; move.c: if (ch == NULL || ch->in_room == NULL) return; move.c: check_room_more(ch->in_room); move.c: for(fch = ch->in_room->more->people; fch != NULL;fch=fch->next_in_room) move.c: !IS_SET(ch->act, PLR_HAS_BOAT)) move.c: !IS_SET(ch->act, PLR_HAS_MTN_BOOTS)) move.c: !IS_SET(ch->act, PLR_HAS_SCUBA) && move.c: !IS_SET(ch->act, PLR_HAS_SNOWSHOES)) move.c: if (ch->in_room == NULL) move.c: if (door > 18 && ch->in_room->vnum > 99 && ch->in_room->vnum < 109) move.c: if(ch->position < POSITION_SLEEPING) move.c: check_room_more (ch->in_room); move.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: if (ch->desc) move.c: ch->desc->repeat = 0; move.c: if (FIGHTING (ch) != NULL && ch->position == POSITION_CASTING) move.c: if (ch->position < POSITION_STANDING) move.c: if (LEADER (ch) != NULL && LEADER(ch) != ch && ch->position < POSITION_MEDITATING) move.c: if (ch->position == POSITION_MEDITATING) move.c: if (ch->position == POSITION_FALLING && door==DIR_UP) move.c: if (ch->position == POSITION_FALLING && door==DIR_DOWN) move.c: if (ch->position == POSITION_BASHED) move.c: if (ch->position == POSITION_GROUNDFIGHTING) move.c: in_room = ch->in_room; move.c: if (IS_PLAYER (ch) && (ch->pcdata->condition[COND_DRUNK] > 15 || IS_AFFECTED(ch, AFF_CONFUSE)) && number_range(1,7) == 2) move.c: && !IS_SET(ch->act, PLR_HOLYWALK)) move.c: if (IS_PLAYER(ch) && !IS_SET (ch->act, PLR_HOLYWALK)) move.c: check_room_more (ch->in_room); move.c: if (ch->pcdata->speedwalk > 700 && ch->position != POSITION_RUNNING) move.c: if (ch->desc) move.c: ch->desc->inbuf[0] = '\0'; move.c: ch->pcdata->speedwalk = 2*PULSE_VIOLENCE +1; move.c: for (ob = ch->in_room->more->contents; ob != NULL; ob = ob->next_content) move.c: if (ob->pIndexData->value[7] != ch->pcdata->race) move.c: if ((ch->pcdata->donated == 0 || ob->pIndexData->value[7] > ch->pcdata->donated)) move.c: for (obt = ch->carrying; obt != NULL; obt = obt->next_content) move.c: check_room_more(ch->in_room); move.c: for (fch = ch->in_room->more->people; fch != NULL; fch = fch_next) move.c: fch_next = fch->next_in_room; move.c: if (fch->pIndexData->guard != door) continue; move.c: if (fch->pIndexData->act3 % 32 != 0) move.c: if (IS_SET (fch->pIndexData->act3, ACT3_GUARD_DOOR)) move.c: if (IS_SET (fch->act, ACT_ATTITUDE)) move.c: if (IS_SET (fch->pIndexData->act3, ACT3_GUARD_DOOR_ALIGN) && (DIFF_ALIGN(ch, fch))) move.c: sprintf (t, "%ss may not pass!", align_info[ch->pcdata->alignment].name); move.c: if (IS_SET (fch->pIndexData->act3, ACT3_CLAN_GUARD) && fch->pIndexData->clan_guard_1 != 0 && move.c: clan_number (ch) != fch->pIndexData->clan_guard_1) move.c: if (IS_SET(fch->pIndexData->act3, ACT3_SECT_GUARD) && fch->pIndexData->clan_guard_2 != 0 && move.c: clan_number_2 (ch) != fch->pIndexData->clan_guard_2) move.c: if (fch->move == 50) move.c: if (fch->move == 25) move.c: if (fch->move < 15) move.c: if (fch->move < 7) move.c: if (fch->move > 12) move.c: fch->move -= 11; move.c: fch->move = 1; move.c: fch->move -= 3; move.c: if (ch->pIndexData->mobtype != MOB_FISH) move.c: ((IS_SET (ch->pIndexData->act3, ACT3_STAYROAD) && move.c: (IS_SET (ch->act, ACT_STAYOFFROAD) && move.c: if (!IS_SET(ch->act, PLR_HOLYWALK) && (to_sector > SECT_SAVANNAH) && (to_sector < SECT_ICE)) move.c: if (to_sector == SECT_MOUNTAIN && !IS_SET(ch->act, PLR_HAS_MTN_BOOTS)) move.c: !IS_SET(ch->act, PLR_HAS_SCUBA) && move.c: !IS_SET(ch->act, PLR_HAS_BOAT)) move.c: !IS_SET(ch->act, PLR_HAS_BOAT)) move.c: if ((IS_SET(to_room->room_flags, ROOM_INDOORS) || IS_SET(to_room->room_flags, ROOM_UNDERGROUND)) && ch->pcdata->learned[gsn_swim] < 50) move.c: if (!IS_AFFECTED(ch, AFF_FLYING) && number_range (0, 105) > ch->pcdata->learned[gsn_swim]) move.c: if (!IS_SET(ch->act, PLR_HAS_SNOWSHOES)) move.c: move += (ch->pcdata->carry_weight /(weightmult * WGT_MULT))-1; move.c: if (ch->pcdata->carry_weight / WGT_MULT > 119) move.c: if (ch->pcdata->carry_weight / WGT_MULT > 199) move.c: if (!IS_SET (ch->act, PLR_HOLYWALK) && move.c: !IS_SET(ch->act, PLR_HAS_SHOES) && move.c: if (ch->move < move && RIDING (ch) == NULL) move.c: if (ch->move < 20 && number_range(1,7) == 2) move.c: !IS_SET(ch->act, PLR_HAS_BOAT))) move.c: && number_percent() > ch->pcdata->learned[gsn_swim]) move.c: else if (ch->position == POSITION_RUNNING) move.c: fch_next = fch->next_in_room; move.c: if (fch->position < POSITION_STANDING || move.c: if (IS_MOB(fch) && IS_SET(fch->pIndexData->act4, ACT4_LEAVESCRIPT)) move.c: if (IS_MOB (fch) && fch->pIndexData->vnum == tr->attached_to_mob) move.c: if (IS_SET (fch->act, PLR_HOLYLIGHT) || (IS_PLAYER (ch) && number_range (1, 75) > ch->pcdata->learned[gsn_sneak])) move.c: else if ((IS_MOB (ch) && IS_SET (ch->act, ACT_SCRAMBLE)) move.c: || (IS_PLAYER (ch) && ch->position == POSITION_RUNNING)) move.c: if (!is_same_group (fch, ch) || fch->position != POSITION_STANDING) move.c: if (((ch->hit < ch->max_hit / 3) && !IS_AFFECTED_EXTRA(ch, AFF_NOBLOOD)) || IS_AFFECTED(ch, AFF_WOUND)) move.c: if (IS_PLAYER(ch) ||(IS_MOB (ch) && ch->pIndexData->mobtype != MOB_GHOST)) move.c: if (ch->in_room == to_room) move.c: if (IS_SET(ch->in_room->room_flags, ROOM_LEAVESCRIPT)) move.c: if (ch->in_room->vnum == tr->attached_to_room) move.c: s->room = ch->in_room; move.c: in_room->more->people = ch->next_in_room; move.c: prev->next_in_room = ch->next_in_room; move.c: in_room->light -= ch->pcdata->light; move.c: if (ptrk->online== ch->pcdata->online_spot) move.c: if (IS_SET(ch->pIndexData->act4, ACT4_COMMANDSCRIPT)) move.c: if (ch->in_room->command_objs < 0) move.c: (ch->height > INDOOR_FLY_HEIGHT)) move.c: ch->in_room = to_room; move.c: ch->next_in_room = to_room->more->people; move.c: to_room->light += ch->pcdata->light; move.c: ch->fgt->in_battle = TRUE; move.c: if (ch->fgt) move.c: ch->fgt->in_battle = FALSE; move.c: ch->fgt->wasroomtwo = to_room->vnum; move.c: if (ptrk->online== ch->pcdata->online_spot) move.c: if (IS_SET(ch->pIndexData->act4, ACT4_COMMANDSCRIPT)) move.c: ch->in_room->command_objs++; move.c: if(ch->in_room->command_objs < 0) move.c: ch->in_room->command_objs = 0; move.c: if (IS_SET(ch->pIndexData->act4, ACT4_MOVESCRIPT)) move.c: if (ch->pIndexData->vnum == tr->attached_to_mob) move.c: if (RIDING (ch) != NULL && ch->in_room != RIDING (ch)->in_room move.c: check_fgt (ch->fgt->riding); move.c: ch->fgt->riding->fgt->mounted_by = NULL; move.c: ch->fgt->riding = NULL; move.c: else if (MOUNTED_BY (ch) != NULL && ch->in_room != MOUNTED_BY (ch)->in_room move.c: check_fgt (ch->fgt->mounted_by); move.c: ch->fgt->mounted_by->fgt->riding = NULL; move.c: ch->fgt->mounted_by = NULL; move.c: if (IS_PLAYER(ch) && ch->position == POSITION_RUNNING && !IS_SET move.c: (ch->pcdata->act2, PLR_BRIEF)) move.c: SET_BIT (ch->pcdata->act2, PLR_BRIEF); move.c: REMOVE_BIT (ch->pcdata->act2, PLR_BRIEF); move.c: if (ch->in_room->vnum == tr->attached_to_room) move.c: s->room = ch->in_room; move.c: fch_next = fch->next_in_room; move.c: if (IS_SET (fch->act, PLR_HOLYLIGHT) || (IS_PLAYER (ch) && number_range (1, 90) > ch->pcdata->learned[gsn_sneak])) move.c: else if ((IS_MOB (ch) && IS_SET (ch->act, ACT_SCRAMBLE)) move.c: || (IS_PLAYER (ch) && ch->position == POSITION_RUNNING)) move.c: if (fch->pcdata->no_quit_pk < 4) move.c: fch->pcdata->no_quit_pk = 4; /* JRAJRA */ move.c: if (ch->pcdata->no_quit_pk < 4) move.c: ch->pcdata->no_quit_pk = 4; /* JRAJRA */ move.c: if (IS_MOB(fch) && IS_SET(fch->pIndexData->act4, ACT4_ENTERSCRIPT)) move.c: if (IS_MOB (fch) && fch->pIndexData->vnum == tr->attached_to_mob) move.c: if (ch->pcdata->learned[gsn_search] > 40) move.c: if (ch->in_room->exit[hh] && ch->in_room->exit[hh]->d_info && IS_SET (ch->in_room->exit[hh]->d_info->exit_info, EX_HIDDEN)) move.c: fch_next = fch->next_in_room; move.c: if (MASTER (fch) == ch && fch->position >= POSITION_STANDING && FIGHTING (fch) == NULL && (!MASTER(ch) || MASTER(ch) == fch)) move.c: curr_room = ch->in_room; move.c: ch->pcdata->no_quit_pk = 5; move.c: room_is_dark(ch->in_room)) || move.c: if (!is_first_letter_vowel(align_info[ch->pcdata->alignment].name)) move.c: sprintf(buf, "You see +* A %s %s *+ arrive", align_info[ch->pcdata->alignment].name, race_info[ch->pcdata->race].name); move.c: sprintf(buf, "You see +* An %s %s *+ arrive", align_info[ch->pcdata->alignment].name, race_info[ch->pcdata->race].name); move.c: if (!is_first_letter_vowel(race_info[ch->pcdata->race].name)) move.c: sprintf(buf, "You see a %s arrive", (race_info[ch->pcdata->race].name)); move.c: sprintf(buf, "You see an %s arrive", (race_info[ch->pcdata->race].name)); move.c: REMOVE_BIT(ch->pcdata->act2, PLR_MAPPING); move.c: else if (ch->desc && IS_SET(ch->pcdata->act2, PLR_MAPPING)) move.c: int newx = ch->pcdata->x; move.c: int newy = ch->pcdata->y; move.c: MAP_WIDTH-2 || door == 4 || door == 5 || IS_SET(ch->pcdata->act2, move.c: sprintf(buf, "\x1b[%d;%dr",MAP_HEIGHT,ch->pcdata->pagelen); move.c: gotoxy(ch, ch->pcdata->x,ch->pcdata->y); move.c: IS_SET(ch->pcdata->act2, PLR_VIEWPLAYERS)) move.c: for(fch = in_room->more->people; fch != NULL; fch=fch->next_in_room) move.c: if (!found && in_room->more && in_room->more->people != NULL && IS_SET(ch->pcdata->act2, PLR_VIEWMOBS)) move.c: for (rch = in_room->more->people; rch != NULL; rch =rch->next_in_room) move.c: write_to_buffer(ch->desc,color_table[in_room->color].code, 0); move.c: if (IS_SET(ch->pcdata->act2, PLR_NOIBM)) move.c: write_to_buffer(ch->desc, "\x1b[1;31mX", 0); move.c: ch->pcdata->y += (door-1); move.c: ch->pcdata->x += (2-door); move.c: sprintf(buf, "\x1B[%d;1f", ch->pcdata->pagelen); move.c: if (number_range(1,130) < ch->pcdata->learned[gsn_locate_trap]) move.c: ch->pcdata->speedwalk += 2; move.c: if (ch->position != POSITION_STANDING) move.c: if (LEVEL (ch) < 100 && ch->in_room && (ch->in_room->sector_type == SECT_WATER_NOSWIM || move.c: ch->in_room->sector_type == SECT_WATER_SWIM)) move.c: if (ch->move < 5) move.c: if (FIGHTING (ch) != NULL || ch->position == POSITION_FIGHTING) { move.c: if (FIGHTING (ch) != NULL || ch->position == POSITION_FIGHTING) { move.c: if (FIGHTING (ch) != NULL || ch->position == POSITION_FIGHTING) { move.c: if (FIGHTING (ch) != NULL || ch->position == POSITION_FIGHTING) { move.c: if (FIGHTING (ch) != NULL || ch->position == POSITION_FIGHTING) move.c: if (FIGHTING (ch) != NULL || ch->position == POSITION_FIGHTING) move.c: if ((pexit = ch->in_room->exit[door]) != NULL move.c: if ((pexit = ch->in_room->exit[door]) != NULL && pexit->d_info && IS_SET (pexit->d_info->exit_info, move.c: if ((pexit = ch->in_room->exit[door]) == NULL) move.c: pexit = ch->in_room->exit[door]; move.c: && pexit_rev->to_room == ch->in_room && pexit_rev->d_info) move.c: for (rch = to_room->more->people; rch != NULL; rch = rch->next_in_room) move.c: char_to_room(trapmob, ch->in_room); move.c: check_room_more(ch->in_room); move.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: char_to_room(trapmob, ch->in_room); move.c: check_room_more(ch->in_room); move.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: char_to_room(trapmob, ch->in_room); move.c: check_room_more(ch->in_room); move.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: pexit = ch->in_room->exit[door]; move.c: && pexit_rev->to_room == ch->in_room && pexit_rev->d_info) move.c: for (rch = to_room->more->people; rch != NULL; rch = rch->next_in_room) move.c: char_to_room(trapmob, ch->in_room); move.c: check_room_more(ch->in_room); move.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) move.c: if (IS_PLAYER (ch) && IS_SET (ch->act, PLR_HOLYWALK)) move.c: ch->pcdata->carry_weight = 0; move.c: ch->pcdata->carry_number = 0; move.c: ch->pcdata->command_objs = 0; move.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) move.c: ch->pcdata->carry_weight += get_obj_weight (obj); move.c: ch->pcdata->carry_number += get_obj_number (obj); move.c: ch->pcdata->command_objs++; move.c: pexit = ch->in_room->exit[door]; move.c: && pexit_rev->to_room == ch->in_room && pexit_rev->d_info) move.c: for (rch = to_room->more->people; rch != NULL; rch = rch->next_in_room) move.c: pexit = ch->in_room->exit[door]; move.c: && pexit_rev->to_room == ch->in_room && pexit_rev->d_info) move.c: for (gch = ch->in_room->more->people; gch; gch = gch->next_in_room) move.c: if (IS_MOB (gch) && IS_AWAKE (gch) && IS_SET (gch->act, ACT_SENTINEL)) move.c: if (!is_member(ch, GUILD_THIEFG) && number_range(1,110) > ch->pcdata->learned[gsn_pick_lock]) move.c: pexit = ch->in_room->exit[door]; move.c: && pexit_rev->to_room == ch->in_room && pexit_rev->d_info) move.c: if (ch->fgt && ch->fgt->ears > 9) move.c: switch (ch->position) move.c: ch->wait = 0; move.c: ch->fgt->combat_delay_count = -5; move.c: if ((number_range (1, (pow.groundfight_stand + ((ch->ced->ground_pos move.c:== FP_CHOKE_1 || ch->ced->ground_pos == FP_CHOKE_2 || ch->ced->ground_pos == FP_CHOKE_3) ? 1: 0))) != 1) && move.c: (ch->fgt) && move.c: (ch->fgt->fighting) && move.c: ch->fgt->fighting->pcdata->learned[gsn_grapple])))))) move.c: if (ch->in_room && ((!IS_SET(ch->in_room->room_flags,ROOM_INDOORS) && !IS_SET(ch->in_room->room_flags, ROOM_UNDERGROUND)) || ch->height<= INDOOR_FLY_HEIGHT) && IS_SET (ch->pcdata->nat_abilities, AFF_FLYING)) move.c: SET_BIT (ch->affected_by, AFF_FLYING); move.c: if (ch->in_room && ((!IS_SET(ch->in_room->room_flags,ROOM_INDOORS) && !IS_SET(ch->in_room->room_flags, ROOM_UNDERGROUND)) || ch->height<= INDOOR_FLY_HEIGHT)) { move.c: for (paf = ch->affected; paf != NULL; paf = paf->next) move.c: SET_BIT (ch->affected_by, AFF_FLYING); move.c: switch (ch->position) move.c: if (pow.weather && IS_PLAYER (ch) && ch->in_room && move.c: (ch->in_room->sector_type !=SECT_INSIDE) && (IS_OUTSIDE(ch) || move.c:ch->in_room->sector_type < SECT_CAVE)) move.c: (cur_temp(ch) + ch->pcdata->warmth < 40)) || move.c: (cur_temp(ch) + ch->pcdata->warmth < 30))) move.c: switch (ch->position) move.c: if (IS_MOB (ch) || number_percent () < ch->pcdata->learned[gsn_sneak] + ch->pcdata->plus_sneak) move.c: if (ch->position != POSITION_STANDING && ch->position != POSITION_RESTING) move.c: REMOVE_BIT (ch->affected_by, AFF_HIDE); move.c: number_range (1, 104) <= ch->pcdata->learned[gsn_hide] + ch->pcdata->plus_hide)) move.c: SET_BIT (ch->affected_by, AFF_HIDE); move.c: if (ch->in_room && (IS_SET(ch->in_room->room_flags , ROOM_INDOORS) || IS_SET (ch->in_room->room_flags,ROOM_UNDERGROUND)) && (ch->height > INDOOR_FLY_HEIGHT)) move.c: if (ch->position!=POSITION_STANDING) move.c: if (IS_PLAYER (ch) && (IS_SET (ch->pcdata->nat_abilities, AFF_FLYING))) move.c: SET_BIT (ch->affected_by, AFF_FLYING); move.c: for (paf = ch->affected; paf != NULL; paf = paf->next) move.c: SET_BIT (ch->affected_by, AFF_FLYING); move.c: REMOVE_BIT (ch->affected_by, AFF_FLYING); move.c: if (!ch->in_room) return; move.c: while (VALID_EDGE (ch->in_room, DIR_DOWN) move.c: && ch->in_room->sector_type == SECT_AIR) move.c: to_room = ch->in_room->exit[DIR_DOWN]->to_room; move.c: if (ch->position != POSITION_STANDING) move.c: pexit = ch->in_room->exit[door]; move.c: && pexit_rev->to_room == ch->in_room && pexit_rev->d_info) move.c: if (dam >= ch->hit) move.c: ch->hit = 1; move.c: char_to_room(trapmob, ch->in_room); move.c: check_room_more(ch->in_room); move.c: for(fch = ch->in_room->more->people; fch != NULL; fch = fch->next_in_room) move.c: && pexit_rev->to_room == ch->in_room && pexit_rev->d_info) note.c: if (ch->ced->pnote != NULL) note.c: pnote = mem_alloc (sizeof (*ch->ced->pnote)); note.c: ch->ced->pnote = pnote; note.c: (pnote->date_stamp > ch->pcdata->last_note note.c: && ch->pcdata->last_note < pnote->date_stamp) note.c: ch->pcdata->last_note = UMAX (ch->pcdata->last_note, pnote->date_stamp); note.c: if (IS_SET(ch->act, PLR_LAMER)) note.c: string_append (ch, &ch->ced->pnote->text); note.c: if (IS_SET(ch->act, PLR_LAMER)) note.c: fullscreen_editor (ch, &ch->ced->pnote->text); note.c: strcpy (buf, ch->ced->pnote->text); note.c: free_string (ch->ced->pnote->text); note.c: ch->ced->pnote->text = str_dup (buf); note.c: ch->ced->pnote->lines += 1; note.c: if (ch->ced->pnote == NULL) note.c: if (ch->ced->pnote->lines == 0) note.c: str = ch->ced->pnote->text; note.c: for (num = 1; num <= ch->ced->pnote->lines; num++) note.c: strncpy (new_buf, ch->ced->pnote->text, cnt); note.c: free_string (ch->ced->pnote->text); note.c: ch->ced->pnote->text = str_dup (new_buf); note.c: ch->ced->pnote->lines -= 1; note.c: if (IS_SET(ch->act, PLR_LAMER)) note.c: free_string (ch->ced->pnote->subject); note.c: ch->ced->pnote->subject = str_dup (argy); note.c: if (IS_SET(ch->act, PLR_LAMER)) note.c: free_string (ch->ced->pnote->to_list); note.c: ch->ced->pnote->to_list = str_dup (argy); note.c: if (IS_SET(ch->act, PLR_LAMER)) note.c: if (ch->ced->pnote != NULL) note.c: free_string (ch->ced->pnote->text); note.c: free_string (ch->ced->pnote->subject); note.c: free_string (ch->ced->pnote->to_list); note.c: free_string (ch->ced->pnote->date); note.c: free_string (ch->ced->pnote->sender); note.c: ch->ced->pnote->next = note_free; note.c: note_free = ch->ced->pnote; note.c: ch->ced->pnote = NULL; note.c: if (IS_SET(ch->act, PLR_LAMER)) note.c: if (ch->ced->pnote == NULL) note.c: ch->ced->pnote->sender, note.c: ch->ced->pnote->subject, note.c: ch->ced->pnote->to_list, note.c: ch->ced->pnote->lines note.c: strcat (buf1, ch->ced->pnote->text); note.c: if (ch->ced->pnote == NULL) note.c: if (!str_cmp (ch->ced->pnote->to_list, "")) note.c: if (!str_cmp (ch->ced->pnote->subject, "")) note.c: if (IS_SET(ch->act, PLR_LAMER)) note.c: ch->pcdata->online_spot->notes_this_reboot++; note.c: if(ch->pcdata->online_spot->notes_this_reboot > 8) note.c: ch->ced->pnote->next = NULL; note.c: ch->ced->pnote->board_num = board_here; note.c: ch->ced->pnote->date = str_dup (strtime); note.c: ch->ced->pnote->date_stamp = current_time; note.c: note_list = ch->ced->pnote; note.c: pnote->next = ch->ced->pnote; note.c: pnote = ch->ced->pnote; note.c: ch->ced->pnote = NULL; object.c: obj->next_content = ch->carrying; object.c: ch->carrying = obj; object.c: ch->pcdata->carry_number += get_obj_number (obj); object.c: ch->pcdata->carry_weight += get_obj_weight (obj); object.c: ch->pcdata->command_objs++; object.c: if (ch->carrying == obj) object.c: ch->carrying = obj->next_content; object.c: for (prev = ch->carrying; prev != NULL; prev = ((!prev->next_content) ? NULL : prev->next_content)) object.c: ch->pcdata->carry_number -= get_obj_number (obj); object.c: ch->pcdata->carry_weight -= get_obj_weight (obj); object.c: ch->pcdata->command_objs--; oc.c: if (!ch->pcdata || !ch->pcdata->temp) oc.c: ch->pcdata->temp->next = temp_free; oc.c: temp_free = ch->pcdata->temp; oc.c: ch->pcdata->temp = NULL; oc.c: if (!ch || !ch->pcdata) oc.c: if (ch->pcdata->temp == NULL) oc.c: ch->pcdata->temp = new_temp (); oc.c: if (ch->ced == NULL) oc.c: if (ced_first == ch->ced) oc.c: ced_first = ch->ced->next; oc.c: if (f->next == ch->ced) oc.c: f->next = ch->ced->next; oc.c: ch->ced->pnote = NULL; oc.c: ch->ced->attackers[0] = NULL; oc.c: ch->ced->attackers[1] = NULL; oc.c: ch->ced->attackers[2] = NULL; oc.c: ch->ced->attackers[3] = NULL; oc.c: ch->ced->in_boat = NULL; oc.c: ch->ced->came_from_boat = NULL; oc.c: ch->ced->wasroom = 0; oc.c: ch->ced->pnote = NULL; oc.c: ch->ced->original = NULL; oc.c: ch->ced->has_yelled = FALSE; oc.c: ch->ced->scanning = FALSE; oc.c: ch->ced->was_in_room = NULL; oc.c: ch->ced->reply = NULL; oc.c: ch->ced->fight_ops = 0xFFFFFFFF; oc.c: ch->ced->ground_pos = 0; oc.c: ch->ced->wimpy = 5; oc.c: ch->ced->cur_line = 0; oc.c: ch->ced->scr_wait = 0; oc.c: ch->ced->wait_type = 0; oc.c: ch->ced->next = ced_free; oc.c: ced_free = ch->ced; oc.c: ch->ced = NULL; oc.c: if (ch->ced == NULL) oc.c: ch->ced = new_ced (); oc.c: if (ch->desc->connected == CON_MEDITOR) oc.c: pMob = (MOB_PROTOTYPE *) ch->desc->pEdit; oc.c: if (ch->desc->connected == CON_OEDITOR) oc.c: pObj = (OBJ_PROTOTYPE *) ch->desc->pEdit; oc.c: if (ch->desc->connected == CON_MEDITOR) oc.c: pMob = (MOB_PROTOTYPE *) ch->desc->pEdit; oc.c: if (ch->desc->connected == CON_OEDITOR) oc.c: pObj = (OBJ_PROTOTYPE *) ch->desc->pEdit; oc.c: if (ch->desc->connected == CON_MEDITOR) oc.c: pMob = (MOB_PROTOTYPE *) ch->desc->pEdit; oc.c: if (ch->desc->connected == CON_OEDITOR) oc.c: pObj = (OBJ_PROTOTYPE *) ch->desc->pEdit; oc.c: if (ch->desc->connected == CON_MEDITOR) oc.c: pMob = (MOB_PROTOTYPE *) ch->desc->pEdit; oc.c: if (ch->desc->connected == CON_OEDITOR) oc.c: pObj = (OBJ_PROTOTYPE *) ch->desc->pEdit; oc.c: pArea = ch->in_room->area; oc.c: ch->desc->pEdit = (void *) pArea; oc.c: ch->desc->connected = CON_AEDITOR; oc.c: if (!ch->desc) oc.c: ch->desc->pEdit = s; oc.c: ch->desc->connected = CON_SOCEDIT; oc.c: ch->desc->pEdit = s; oc.c: ch->desc->connected = CON_SOCEDIT; oc.c: pRoom = ch->in_room; oc.c: ch->desc->connected = CON_REDITOR; oc.c: ch->desc->pEdit = (void *) pObj; oc.c: ch->desc->connected = CON_OEDITOR; oc.c: ch->desc->pEdit = (void *) pObj; oc.c: ch->desc->connected = CON_OEDITOR; oc.c: ch->desc->pEdit = (void *) pMob; oc.c: ch->desc->connected = CON_MEDITOR; oc.c: ch->desc->pEdit = (void *) pMob; oc.c: ch->desc->connected = CON_MEDITOR; oc.c: ch->fgt->attacker_turn = FALSE; oc.c: ch->desc->pEdit = (void *) ClanData; oc.c: ch->desc->connected = CON_CEDITOR; oc.c: ch->desc->pEdit = (void *) ClanData; oc.c: ch->desc->connected = CON_CEDITOR; oc.c: ch->fgt->attacker_turn = TRUE; oc.c: ch->desc->pEdit = (void *) ClanData; oc.c: ch->desc->connected = CON_CEDITOR; oc.c: ch->desc->pEdit = (void *) ClanData; oc.c: ch->desc->connected = CON_CEDITOR; oc.c: sprintf (buf, "\x1B[1;1f\x1B[K\x1B[2;1f\x1B[K\x1B[3;1f\x1B[K\x1B[4;1f\x1B[K\x1B[5;1f\x1B[K\x1B[6;1f\x1B[K\x1B[7;1f\x1B[K\x1B[8;1f\x1B[K\x1B[9;1f\x1B[K\x1B[10;%dr", ch->pcdata->pagelen); oc.c: sprintf (buf, "\x1B[%d;1f\x1B[K", ch->pcdata->pagelen); oc.c: sprintf (buf, "\x1B[%d;1f\x1B[K", ch->pcdata->pagelen); oc.c: sprintf (buf, "\x1B[%d;1f\x1B[K", ch->pcdata->pagelen); oc.c: sprintf (buf, "\x1B[%d;1f\x1B[K", ch->pcdata->pagelen); oc.c: sprintf (buf, "\x1B[%d;1f\x1B[K", ch->pcdata->pagelen); oc.c: sprintf (buf, "\x1B[%d;1f\x1B[K", ch->pcdata->pagelen); oc.c: sprintf (buf, "\x1B[%d;1f\x1B[K", ch->pcdata->pagelen); oc.c: sprintf (buf, "\x1B[%d;1f\x1B[K", ch->pcdata->pagelen); oc.c: ROOM_DATA *pRoom = ch->in_room; oc.c: if (LEVEL (ch) > IMM_LEVEL && !IS_REAL_GOD (ch) && ch->in_room->area->open == 1) oc.c: pArea = ch->in_room->area; oc.c: add_reset (ch->in_room, pReset, atoi (arg1)); oc.c: if (ch->in_room->more && ch->in_room->more->reset_first != NULL) oc.c: if (!IS_BUILDER (ch, ch->in_room->area)) oc.c: if (!ch->in_room || !ch->in_room->area) oc.c: range1 = ch->in_room->area->lvnum; oc.c: range2 = ch->in_room->area->uvnum; oc.c: send_to_char (ch->in_room->area->repop, ch); oc.c: reset_room (ch->in_room); oc.c: ROOM_DATA *pRoom = ch->in_room; oc.c: check_room_more (ch->in_room); oc.c: if (ch->in_room->more->reset_first == NULL) oc.c: add_reset (ch->in_room, pReset, atoi (arg1)); oc.c: pArea = ch->in_room->area; oc.c: pArea = ch->in_room->area; oc.c: save_area (ch->in_room->area); oedit.c: pObj = (OBJ_PROTOTYPE *) ch->desc->pEdit; oedit.c: ch->desc->pEdit = (void *) pObj; oedit.c: ch->desc->pEdit = NULL; oedit.c: ch->desc->connected = CON_PLAYING; pb.c: if (ch->pcdata->level != (player->player_level)) pb.c: player->player_last_login = (int) ch->pcdata->logon; pb.c: strcpy (player->email_address, ch->pcdata->email); pb.c: player->player_level = ch->pcdata->level; pb.c: player->player_remort_times = ch->pcdata->remort_times; pb.c: player->player_created = ch->pcdata->created; pb.c: player->player_last_login = (int) ch->pcdata->logon; pb.c: strcpy (player->email_address, ch->pcdata->email); pb.c: player->player_level = ch->pcdata->level; pb.c: player->player_remort_times = ch->pcdata->remort_times; pb.c: player->player_created = ch->pcdata->created; pc_wiz.c: if (!ch->desc) pc_wiz.c: ch->desc->connected = CON_SHELL; pc_wiz.c: if (!ch->desc) pc_wiz.c: if (!ch->desc) pc_wiz.c: ch->desc->fdpair[0] = temp_fds[0]; /* Pipe in */ pc_wiz.c: fcntl (ch->desc->fdpair[0], F_SETFL, O_NONBLOCK); pc_wiz.c: ch->desc->fdpair[1] = temp_fds[1]; /* Pipe out */ pc_wiz.c: close (ch->desc->fdpair[1]); pc_wiz.c: fcntl (ch->desc->fdpair[0], F_SETFL, O_NONBLOCK); pc_wiz.c: close (ch->desc->fdpair[1]); pc_wiz.c: close (ch->desc->fdpair[0]); pc_wiz.c: close (ch->desc->fdpair[0]); pc_wiz.c: if (c == ch->desc) pc_wiz.c: write (ch->desc->descriptor, will_echo, strlen (will_echo)); pc_wiz.c: write (ch->desc->descriptor, will_suppress_ga, strlen (will_suppress_ga)); pc_wiz.c: route_io (ch->desc->descriptor, (int) master_fd); pc_wiz.c: close (ch->desc->fdpair[1]); pedit.c: victim = (CHAR_DATA *) ch->desc->pEdit; pedit.c: ch->desc->connected = CON_PLAYING; pedit.c: ch->desc->pEdit = NULL; pedit.c: ch->desc->connected = CON_PLAYING; pedit.c: ch->desc->pEdit = NULL; pedit.c: ch->desc->pEdit = (void *) victim; pedit.c: ch->desc->connected = CON_PEDITOR; pedit.c: int oldrace = ch->pcdata->race; pedit.c: if (ch->pcdata->race >=0 && ch->pcdata->race < RACE_COUNT && str_cmp(race_info[ch->pcdata->race].name, "blank")) pedit.c: REMOVE_BIT(ch->pcdata->nat_abilities,race_info[ch->pcdata->race].affect_bits); pedit.c: REMOVE_BIT(ch->pcdata->nat_abilities2, race_info[ch->pcdata->race].affect_bits2); pedit.c: REMOVE_BIT( ch->affected_by,race_info[ch->pcdata->race].affect_bits); pedit.c: REMOVE_BIT(ch->more_affected_by, race_info[ch->pcdata->race].affect_bits2); pedit.c: REMOVE_BIT(ch->pcdata->augments, race_info[ch->pcdata->race].nat_augments); pedit.c: ch->pcdata->stat[i] -= race_info[ch->pcdata->race].limits[i]; pedit.c: ch->max_hit -= (LEVEL(ch) * race_info[ch->pcdata->race].hps_bonus); pedit.c: if (ch->max_hit < 10) ch->max_hit = 10; pedit.c: ch->damroll -= race_info[ch->pcdata->race].combat_damage_bonus; pedit.c: ch->pcdata->learned[i] = -100; pedit.c: ch->pcdata->learn = LEVEL(ch) +2; pedit.c: ch->pcdata->practice = pedit.c: ch->pcdata->race = newrace; pedit.c: ch->pcdata->stat[i] += race_info[ch->pcdata->race].limits[i]; pedit.c: ch->pcdata->nat_abilities |= race_info[ch->pcdata->race].affect_bits; pedit.c: ch->pcdata->nat_abilities |= align_info[ch->pcdata->alignment].affect_bits; pedit.c: ch->affected_by |= ch->pcdata->nat_abilities; pedit.c: ch->pcdata->nat_abilities2 |= race_info[ch->pcdata->race].affect_bits2; pedit.c: ch->pcdata->nat_abilities2 |= align_info[ch->pcdata->alignment].affect_bits2; pedit.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; pedit.c: ch->pcdata->augments |= race_info[ch->pcdata->race].nat_augments; pedit.c: ch->pcdata->augments |= align_info[ch->pcdata->alignment].nat_augments; pedit.c: ch->max_hit += (LEVEL(ch) * race_info[ch->pcdata->race].hps_bonus); pedit.c: if (ch->max_hit < 10) ch->max_hit = 10; pedit.c: ch->damroll += race_info[ch->pcdata->race].combat_damage_bonus; pedit.c: ch->height = number_range (race_info[ch->pcdata->race].height_min, race_info[ch->pcdata->race].height_max); pedit.c: sprintf(buf, "You went from being a %s to being a %s.\n\r", ((oldrace >= 0 && oldrace < RACE_COUNT && str_cmp(race_info[oldrace].name, "blank")) ? race_info[oldrace].name : "Something"), ((ch->pcdata->race >= 0 && ch->pcdata->race < RACE_COUNT && str_cmp(race_info[ch->pcdata->race].name, "blank")) ? race_info[ch->pcdata->race].name : "Something")); pedit.c: int oldalign = ch->pcdata->alignment; pedit.c: if (ch->pcdata->alignment >=0 && ch->pcdata->alignment < NUM_ALIGN && str_cmp(align_info[ch->pcdata->alignment].name, "blank")) pedit.c: REMOVE_BIT(ch->pcdata->nat_abilities,race_info[ch->pcdata->race].affect_bits); pedit.c: REMOVE_BIT(ch->pcdata->nat_abilities2, race_info[ch->pcdata->race].affect_bits2); pedit.c: REMOVE_BIT(ch->affected_by,race_info[ch->pcdata->race].affect_bits); pedit.c: REMOVE_BIT(ch->more_affected_by, race_info[ch->pcdata->race].affect_bits2); pedit.c: REMOVE_BIT(ch->pcdata->augments, race_info[ch->pcdata->race].nat_augments); pedit.c: ch->pcdata->stat[i] -= align_info[ch->pcdata->alignment].limits[i]; pedit.c: ch->max_hit -= (LEVEL(ch) * align_info[ch->pcdata->alignment].hps_bonus); pedit.c: if (ch->max_hit < 10) ch->max_hit = 10; pedit.c: ch->damroll -= align_info[ch->pcdata->alignment].combat_damage_bonus; pedit.c: if( LEVEL(ch) != pow.level_to_choose || ch->pcdata->remort_times > 0) pedit.c: ch->pcdata->learned[i] = -100; pedit.c: ch->pcdata->learn = LEVEL(ch) +2; pedit.c: ch->pcdata->practice = pedit.c: ch->height = number_range (race_info[ch->pcdata->race].height_min, race_info[ch->pcdata->race].height_max); pedit.c: ch->pcdata->alignment = newalign; pedit.c: ch->pcdata->stat[i] += align_info[ch->pcdata->alignment].limits[i]; pedit.c: ch->pcdata->nat_abilities |= race_info[ch->pcdata->race].affect_bits; pedit.c: ch->pcdata->nat_abilities |= align_info[ch->pcdata->alignment].affect_bits; pedit.c: ch->affected_by |= ch->pcdata->nat_abilities; pedit.c: ch->pcdata->nat_abilities2 |= race_info[ch->pcdata->race].affect_bits2; pedit.c: ch->pcdata->nat_abilities2 |= align_info[ch->pcdata->alignment].affect_bits2; pedit.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; pedit.c: ch->pcdata->augments |= align_info[ch->pcdata->alignment].nat_augments; pedit.c: ch->pcdata->augments |= race_info[ch->pcdata->race].nat_augments; pedit.c: ch->max_hit += (LEVEL(ch) * align_info[ch->pcdata->alignment].hps_bonus); pedit.c: if (ch->max_hit < 10) ch->max_hit = 10; pedit.c: ch->damroll += align_info[ch->pcdata->alignment].combat_damage_bonus; pets.c: if (ch->pcdata->pet_temp[k] != 0) pets.c: if ((mid = get_mob_index (ch->pcdata->pet_temp[k])) == NULL) pets.c: ch->pcdata->pet_temp[k] = 0; pets.c: char_to_room (mob, ch->in_room); pets.c: ch->pcdata->number_pets++; pets.c: mob->hit = ch->pcdata->pet_hps[k]; pets.c: mob->move = ch->pcdata->pet_move[k]; pinfo.c: for (rch = victim->in_room->more->people; rch != NULL; rch = rch->next_in_room) pinfo.c: for (rch = victim->in_room->more->people; rch != NULL; rch = rch->next_in_room) pknumb.c: for (gch = curr_room->more->people; gch != NULL; gch =gch->next_in_room) power.c: if (ch->pcdata->remort_times == 0) power.c: remort_mult = ch->pcdata->remort_times; power.c: up_hitgain = pow.hitgain[jh][4] + (ch->pcdata->remort_times) * pow.rem_hitgain[jhr][4]; power.c: low_hitgain = pow.hitgain[jh][3] + (ch->pcdata->remort_times) * pow.rem_hitgain[jhr][3]; power.c: hitgain += race_info[ch->pcdata->race].hps_bonus; power.c: hitgain += align_info[ch->pcdata->alignment].hps_bonus; power.c: ch->max_hit += hitgain; power.c: ch->max_move += movegain; power.c: if (ch->pcdata->remort_times > 0) power.c: ch->max_hit = init_hp; power.c: ch->max_move = init_mp; prompt.c: if (ch->wait > 1) prompt.c: if (ch->pcdata->tickcounts > 11) prompt.c: if (ch->fgt && ch->fgt->ears > 10) prompt.c: sprintf (buf, "[%d] ", ch->fgt->ears - 10); prompt.c: if (ch->position == POSITION_CASTING && FIGHTING (ch) != NULL) prompt.c: if (ch->position == POSITION_BASHED) prompt.c: if (ch->position == POSITION_SHOOTING) prompt.c: ii = ch->position; prompt.c: ch->position = POSITION_STANDING; prompt.c: ch->pcdata->cursor = 0; prompt.c: strcpy (rest, interpret_line (ch->pcdata->rprompt, ch)); prompt.c: if (*t == '\n' || ch->pcdata->cursor > 79) prompt.c: ch->pcdata->cursor = 0; prompt.c: ch->pcdata->cursor++; prompt.c: ch->pcdata->cursor++; prompt.c: ch->position = ii; prompt.c: if (ch->desc && ch->desc->host[29] == 1) prompt.c: gotoxy (ch, ch->pcdata->cursor, ch->pcdata->pagelen); prompt.c: if (ch->desc && ch->desc->host[29] == 1) prompt.c: send_to_char (ch->desc->inbuf, ch); prompt.c: ch->pcdata->cursor += strlen (ch->desc->inbuf); prompt.c: ii = ch->position; prompt.c: ch->position = POSITION_STANDING; prompt.c: ch->position = ii; prompt.c: if (ch->pcdata->rprompt) prompt.c: free_string (ch->pcdata->rprompt); prompt.c: ch->pcdata->rprompt = str_dup (prompts[(option - 'A')]); prse.c: if (ch->affected != NULL) prse.c: for (paf = ch->affected; paf != NULL; paf = paf->next) prse.c: if (!ch->ced) prse.c: if (ch->pcdata->condition[COND_DRUNK] > 10) prse.c: if (ch->pcdata->condition[COND_FULL] < 10 && prse.c: ch->pcdata->condition[COND_FULL] > 5) prse.c: if (ch->pcdata->condition[COND_THIRST] < 10 && prse.c: ch->pcdata->condition[COND_THIRST] > 5) prse.c: if (ch->pcdata->condition[COND_FULL] < 5 && prse.c: ch->pcdata->condition[COND_FULL] > 0) prse.c: if (ch->pcdata->condition[COND_THIRST] < 5 && prse.c: ch->pcdata->condition[COND_THIRST] > 0) prse.c: if (ch->pcdata->condition[COND_THIRST] < 1) prse.c: if (ch->pcdata->condition[COND_FULL] < 1) prse.c: sprintf(bf, "%d", (race_info[ch->pcdata->race].max_skills + prse.c:align_info[ch->pcdata->alignment].max_skills+ prse.c:(ch->pcdata->remort_times+1)/2) - tally_spsk(ch, 0)); prse.c: sprintf(bf, "%d", (race_info[ch->pcdata->race].max_spells + prse.c:align_info[ch->pcdata->alignment].max_spells+ (ch->pcdata->remort_times)- tally_spsk(ch, 1))); prse.c: sprintf(bf, "%d", (race_info[ch->pcdata->race].max_profs + prse.c:align_info[ch->pcdata->alignment].max_profs+ (ch->pcdata->remort_times+1)/2) - tally_spsk(ch, 2)); prse.c: sprintf (bf, "%d", ch->in_room->vnum); prse.c: sprintf (bf, "%d", ch->pcdata->carry_number); prse.c: sprintf (bf, "%d", (ch->gold * 100) + ch->copper); prse.c: sprintf (bf, "%ld", ch->pcdata->bank); prse.c: sprintf(bf, "%d", ch->pcdata->deaths); prse.c: if (!ch->ced) prse.c: (ch->pcdata->learned[gsn_parry] == -100 ? 0 : ch->pcdata->learned[gsn_parry] / 7) + prse.c: (ch->pcdata->learned[gsn_dodge] == -100 ? 0 : ch->pcdata->learned[gsn_dodge] / 6) + prse.c: (ch->pcdata->learned[gsn_evade] == -100 ? 0 : ch->pcdata->learned[gsn_evade] / 6) + prse.c: (ch->pcdata->learned[gsn_shield_block] == -100 ? 0 : ch->pcdata->learned[gsn_shield_block] / 9) + prse.c: (IS_SET (ch->ced->fight_ops, F_AGGRESSIVE) ? 0 : 4); prse.c: if (!str_infix ("guil", code) && ch->pcdata->guilds != 0 && IS_PLAYER (ch)) prse.c: sprintf (bf, "%ld", ch->hit); prse.c: sprintf (bf, "%ld", ch->max_hit); prse.c: ch->height / 12, ch->height % 12); prse.c: sprintf (bf, "%d Stn., %d Peb.", ch->pcdata->carry_weight/WGT_MULT, ch->pcdata->carry_weight % WGT_MULT); prse.c: sprintf (bf, "%d", ch->pcdata->killpoints); prse.c: sprintf (bf, "%d", (IS_MOB (ch) ? 0 : ch->pcdata->learn)); prse.c: sprintf (bf, "%d", ch->move); prse.c: sprintf (bf, "%d", ch->max_move); prse.c: sprintf (bf, "%ld", ch->pcdata->pklevels); prse.c: sprintf (bf, "%ld", ch->pcdata->pkhelpers); prse.c: sprintf (bf, "%d", ch->pcdata->pkills); prse.c: sprintf (bf, "%d", ch->pcdata->pkilled); prse.c: sprintf (bf, "%ld", ch->pcdata->pkers); prse.c: if (!ch->ced) prse.c: switch (ch->position) prse.c: sprintf (bf, "%d", (IS_MOB (ch) ? 0 : ch->pcdata->practice)); prse.c: int hours = ((ch->pcdata->played) + (((int) (current_time - ch->pcdata->logon)))) / 3600; prse.c: sprintf (bf, "%d", ch->pcdata->stat[0]); prse.c: sprintf (bf, "%d", ch->pcdata->stat[1] ); prse.c: sprintf (bf, "%d", ch->pcdata->stat[2]); prse.c: sprintf (bf, "%d", ch->pcdata->stat[3]); prse.c: sprintf (bf, "%d", ch->pcdata->stat[4]); prse.c: sprintf (bf, "%d", ch->pcdata->remort_times); prse.c: sprintf (bf, "%s", race_info[ch->pcdata->race].name); prse.c: if (ch->pcdata->sex == SEX_MALE) sprintf (bf, "Male "); prse.c: else if (ch->pcdata->sex == SEX_FEMALE) sprintf (bf, "Female "); prse.c: ch->pcdata->sex = SEX_NEUTRAL; prse.c: sprintf(bf, "%d", (race_info[ch->pcdata->race].max_skills + align_info[ch->pcdata->alignment].max_skills + (ch->pcdata->remort_times+1)/2)); prse.c: sprintf(bf, "%d", (race_info[ch->pcdata->race].max_spells + prse.c:align_info[ch->pcdata->alignment].max_spells+ prse.c:(ch->pcdata->remort_times))); prse.c: sprintf(bf, "%d", (race_info[ch->pcdata->race].max_profs + align_info[ch->pcdata->alignment].max_profs+ (ch->pcdata->remort_times+1)/2)); prse.c: sprintf (bf, "%ld", ch->pcdata->total_wps); prse.c: sprintf (bf, "%d", ch->pcdata->totalkills); prse.c: if (ch->pcdata->warmth > 0) prse.c: switch (ch->pcdata->warmth / 10) prse.c: sprintf (bf, "%d", (!ch->ced ? 0 : ch->ced->wimpy)); prse.c: if (ch->pcdata->carry_weight < weightmult *1) prse.c: else if (ch->pcdata->carry_weight < (weightmult * 2)) prse.c: else if (ch->pcdata->carry_weight < (weightmult * 3)) prse.c: else if (ch->pcdata->carry_weight < (weightmult * 4)) prse.c: else if (ch->pcdata->carry_weight < (weightmult * 5)) prse.c: sprintf (bf, "%ld", ch->pcdata->warpoints); prse.c: sprintf (bf, "%ld", ch->exp); prse.c: sprintf (bf, "%ld", ((FIND_EXP (LEVEL (ch), ch->race)) - ch->exp)); ptrack.c: if (ch->position == POSITION_FIGHTING) ptrack.c:if (ch->pcdata->voting_on == 999 || HUNTING(ch) != NULL) ptrack.c:if (IS_PLAYER (ch) && ch->pcdata->learned[gsn_track] < 3 && !is_member (ch, GUILD_RANGER)) ptrack.c: ch->pcdata->voting_on = 0; ptrack.c: ch->pcdata->voting_on = 0; ptrack.c: free_string (ch->fgt->phunting); ptrack.c: ch->fgt->phunting = NULL; ptrack.c: ch->pcdata->voting_on = 0; ptrack.c: ch->pcdata->voting_on = 0; ptrack.c: ch->fgt->phunting = str_dup (arg); ptrack.c: ch->pcdata->tickcounts = 9; ptrack.c: if (ch->position == POSITION_CASTING) { ptrack.c: ch->pcdata->voting_on = 998; ptrack.c: ch->pcdata->voting_on = 0; ptrack.c: ch->pcdata->tickcounts = 9; ptrack.c: if (ch->position == POSITION_CASTING) { ptrack.c: ch->pcdata->voting_on = 998; ptrack.c: if (ch->position == POSITION_FIGHTING) ptrack.c: if (IS_PLAYER (ch) && ch->pcdata->learned[gsn_track] < 3 && !is_member (ch, GUILD_RANGER)) ptrack.c: ch->pcdata->voting_on = 0; ptrack.c: (ch->pcdata->learned[gsn_track] < number_range (0, 50) && !is_member (ch, GUILD_RANGER))) ptrack.c: ch->pcdata->voting_on=0; ptrack.c: for (ptr = ch->in_room->ptracks; ptr != NULL; ptr = ptr->next_track_in_room) ptrack.c: if (ch->fgt->phunting != NULL ) ptrack.c: free_string (ch->fgt->phunting); ptrack.c: ch->fgt->phunting = NULL; ptrack.c: ch->pcdata->voting_on = 0; ptrack.c: ch->fgt->phunting = str_dup (arg); quit.c: if (ch->pcdata->quiet != 2) quit.c: ch->pcdata->quiet = 2; quit.c: ch->pcdata->quiet = 0; quit.c: if (ch->pcdata->quiet == 0) quit.c: if (ch->pcdata->quiet == 2) quit.c: if (!ch->pcdata->alias[k] || ch->pcdata->alias[k][0] == '\0' quit.c: || !ch->pcdata->aliasname[k] || ch->pcdata->aliasname[k][0] == '\0') quit.c: if (ch->pcdata->alias[k] && ch->pcdata->alias[k][0] != '\0' quit.c: && ch->pcdata->aliasname[k] && ch->pcdata->aliasname[k][0] != '\0') quit.c: for (t = ch->pcdata->alias[k]; *t != '\0'; t++) quit.c: for (t = ch->pcdata->aliasname[k]; *t != '\0'; t++) quit.c: for (iio = ch->pcdata->alias[k]; *iio != '\0'; iio++) quit.c: k + 1, ch->pcdata->aliasname[k], ch->pcdata->alias[k]); quit.c: for (iio = ch->pcdata->alias[k]; *iio != '\0'; iio++) quit.c: if (ch->pcdata->aliasname[k] && !str_cmp (arg1, ch->pcdata->aliasname[k])) quit.c: free_string (ch->pcdata->aliasname[k]); quit.c: free_string (ch->pcdata->alias[k]); quit.c: ch->pcdata->aliasname[k] = NULL; quit.c: ch->pcdata->alias[k] = NULL; quit.c: if (!ch->pcdata->aliasname[k]) quit.c: free_string (ch->pcdata->aliasname[k]); quit.c: free_string (ch->pcdata->alias[k]); quit.c: ch->pcdata->aliasname[k] = NULL; quit.c: ch->pcdata->alias[k] = NULL; quit.c: if (ch->pcdata->aliasname[k] && quit.c: !aliasok (ch->pcdata->aliasname[k], argy)) quit.c: if (ch->pcdata->aliasname[k] && !str_cmp (arg1, ch->pcdata->aliasname[k])) quit.c: free_string (ch->pcdata->alias[k]); quit.c: free_string (ch->pcdata->aliasname[k]); quit.c: ch->pcdata->aliasname[k] = str_dup (arg1); quit.c: ch->pcdata->alias[k] = str_dup (argy); quit.c: for (t = ch->pcdata->alias[k]; *t != '\0'; t++) quit.c: for (t = ch->pcdata->aliasname[k]; *t != '\0'; t++) quit.c: for (msk = ch->pcdata->alias[k]; *msk != '\0'; msk++) quit.c: if (ch->pcdata->aliasname[k] == '\0' || !ch->pcdata->aliasname[k] quit.c: || !ch->pcdata->alias[k] || ch->pcdata->alias[k] == '\0') quit.c: ch->pcdata->aliasname[k] = str_dup (arg1); quit.c: ch->pcdata->alias[k] = str_dup (argy); quit.c: for (t = ch->pcdata->alias[k]; *t != '\0'; t++) quit.c: for (t = ch->pcdata->aliasname[k]; *t != '\0'; t++) quit.c: for (msk = ch->pcdata->alias[k]; *msk != '\0'; msk++) quit.c: if (IS_MOB (ch) && ch->desc != NULL) quit.c: if (ch->in_room && ch->in_room->sector_type == SECT_WATER_NOSWIM) quit.c: if (ch->desc && !ch->desc->character) quit.c: ch->desc->character = ch; quit.c: if (ch->in_room && ch->in_room->vnum > 440 && ch->in_room->vnum < 700 && quit.c: !ch->in_room->area->can_quit) quit.c: if ((ch->pcdata->no_quit_pk > 0 || ch->pcdata->no_quit > 0) && LEVEL(ch) < MAX_LEVEL) quit.c: UMAX(ch->pcdata->no_quit, ch->pcdata->no_quit_pk)); quit.c: if (ch->position == POSITION_FIGHTING) quit.c: if (ch->position < POSITION_STUNNED) quit.c: if (ch->ced->wasroom != 0) quit.c: char_to_room (ch, get_room_index (ch->ced->wasroom)); quit.c: if (ch->in_room && ch->in_room->vnum > 500 && ch->in_room->vnum < 550) quit.c: char_to_room(ch, get_room_index(ch->pcdata->alignment+100)); quit.c: (ch->desc ? ch->desc->username : "nodesc"), quit.c: (ch->desc ? ch->desc->host : "nodesc")); quit.c: ch->pcdata->number_pets = 0; quit.c: REMOVE_BIT(ch->act, ACT_CRASHER); quit.c: if (ch->in_room) quit.c: for (bah = ch->in_room->more->people; bah != NULL; bah = bah_nir) quit.c: d = ch->desc; quit.c: if (FIGHTING (ch) != NULL || ch->position == POSITION_FIGHTING) quit.c: if (ch->in_room && ch->in_room->vnum > 400 && ch->in_room->vnum < 700) quit.c: if ((ch->pcdata->no_quit_pk > 0 || ch->pcdata->no_quit > 0) && LEVEL(ch) < MAX_LEVEL) quit.c: UMAX(ch->pcdata->no_quit, ch->pcdata->no_quit_pk)); quit.c: d = ch->desc; quit.c: if (ch->number_of_mob_followers != 0) quit.c: if (ch->pcdata->remort_times > 0) victim_followers++; quit.c: if (ch->pcdata->remort_times > 4) victim_followers++; quit.c: ch->fgt->master = master; quit.c: ch->fgt->leader = NULL; quit.c: REMOVE_BIT (ch->affected_by, AFF_CHARM); quit.c: ch->fgt->master = NULL; quit.c: ch->fgt->leader = NULL; quit.c: if (!ch->fgt) quit.c: ch->fgt->leader = NULL; quit.c: for (fch = char_list; fch != NULL; fch = fch->next) quit.c: fch->fgt->leader = fch; quit.c: for (tch = descriptor_list; tch != NULL; tch = tch->next) quit.c: if (tch->character == NULL || tch->connected != CON_PLAYING) quit.c: if (is_same_group (ch, tch->character)) quit.c: for (tch = ch->in_room->more->people; tch != NULL; tch = tch->next_in_room) quit.c: for (tch = char_list; tch != NULL; tch = tch->next) quit.c: for (gch = char_list; gch != NULL; gch = gch->next) quit.c: (IS_MOB (gch) ? gch->pIndexData->short_descr : capitalize (PERS (gch, ch))), quit.c: STRING_HITS (gch), STRING_MOVES (gch), ((FIND_EXP (LEVEL (gch), gch->race)) - gch->exp), quit.c: (gch->pcdata->remort_times ? "R" : " ")); quit.c: for (gch = char_list; gch != NULL; gch = gch->next) quit.c: if (ch->in_room != NULL && !is_same_group (gch, ch) && ch->in_room == gch->in_room quit.c: if ((gppt < 12 && gch->pcdata->remort_times == 0) quit.c: || (gppt < 11 && gch->pcdata->remort_times > 0 && gch->pcdata->remort_times < 4) quit.c: gch->fgt->leader = ch; quit.c: if(gch->pcdata->remort_times > 0) gppt++; quit.c: if(gch->pcdata->remort_times > 4) gppt++; quit.c: for (tch = char_list; tch != NULL; tch = tch->next) quit.c: tch->fgt->leader = NULL; quit.c: tch->fgt->master = NULL; quit.c: for (mch = char_list; mch != NULL; mch = mch->next) quit.c: if (mch->pcdata->remort_times > 0) quit.c: if (mch->pcdata->remort_times > 3) quit.c: for (mch = char_list; mch != NULL; mch=mch->next) quit.c: if (mch->pcdata->remort_times > 0) follow_number++; quit.c: if (mch->pcdata->remort_times > 4) follow_number++; quit.c:if (!ch->in_room) return; quit.c: while (ch->gold < gold) quit.c: ch->copper -= 100; quit.c: ch->gold++; quit.c: while (ch->copper < amount) quit.c: ch->copper += 100; quit.c: ch->gold--; quit.c: ch->pcdata->voting_on = 0; quit.c: for (gch = ch->in_room->more->people; gch != NULL; gch = gch->next_in_room) quit.c: gch->pcdata->voting_on = 0; quit.c: ch->pcdata->voting_on += share; quit.c: for (gch = ch->in_room->more->people; gch != NULL; gch = gch->next_in_room) quit.c: gch->pcdata->voting_on += share; quit.c: if (ch->pcdata->voting_on != 0) quit.c: "You split %s coins. You keep your share of %s coins.\n\r", str1, name_amount (ch->pcdata->voting_on)); quit.c: ch->pcdata->voting_on = 0; quit.c: for (gch = ch->in_room->more->people; gch != NULL; gch = gch->next_in_room) quit.c: if (gch->pcdata->voting_on == 0) quit.c: sprintf (str2, "%s", name_amount (gch->pcdata->voting_on)); quit.c: gch->pcdata->voting_on = 0; redit.c: pRoom = ch->in_room; redit.c: check_room_more (ch->in_room); redit.c: (ROOM_DATA *) pExit->to_room = ch->in_room; redit.c: pExit->vnum = ch->in_room->vnum; redit.c: pRoom->mapexit[door] = ch->in_room; redit.c: pRoom = ch->in_room; redit.c: ch->desc->pEdit = (void *) pRoom; redit.c: ch->desc->pEdit = NULL; redit.c: ch->desc->connected = CON_PLAYING; redit.c: if (is_number(arg2)) ch->in_room->minerals = atoi(arg2); reloc.c: write_to_descriptor2 (ch->desc, buf, 0); reloc.c: write_to_descriptor2 (ch->desc, buf, 0); reloc.c: write_to_descriptor2 (ch->desc, buf, 0); remort.c: ch->timer = 50; remort.c: if((remort == ch->pcdata->remort_times)) remort.c: if (ch->pcdata->race < 11) remort.c: if (ch->pcdata->race > 11) remort.c: if ((remort == ch->pcdata->remort_times)) remort.c: sprintf(buf, "-->You are level %d, you have %ld warpoints, and have %d killpoints.\n\r", LEVEL(ch), ch->pcdata->warpoints, ch->pcdata->killpoints); remort.c: if (ch->pcdata->remort_times >= pow.max_remorts) remort.c: if (pow.show_race_select_info || ch->pcdata->level > 0) remort.c: && ch->in_room->vnum != pow.ascension_req[4] ) remort.c: if (ch->position != POSITION_STANDING) remort.c: if (ch->pcdata->remort_times < pow.ascension_req[1]) remort.c: if (ch->pcdata->warpoints < pow.ascension_req[2]) remort.c: if (ch->pcdata->total_wps < pow.ascension_req[3]) remort.c: if (ch->pcdata->race > 10) remort.c: for (obj = ch->carrying; obj != NULL; obj = next_obj) remort.c: ch->pcdata->level = 1; remort.c: ch->exp = 1; remort.c: free_string(ch->fgt->phunting); remort.c: ch->fgt->phunting = NULL; remort.c: free_string(ch->fgt->hunting); remort.c: ch->fgt->hunting = NULL; remort.c: ch->pcdata->voting_on = 0; remort.c: ch->pcdata->deaths =0; remort.c: REMOVE_BIT(ch->act, PLR_PKED_THIS_MORT); remort.c: ch->pcdata->practice = 10; remort.c: ch->pcdata->learn = 2; remort.c: ch->pcdata->stat[k] = ch->pcdata->start_stat[k]; remort.c: ch->pcdata->remort_times = 0; remort.c: ch->pcdata->total_wps = 0; remort.c: ch->pcdata->warpoints = 0; remort.c: ch->pcdata->guilds = 0; remort.c: ch->pcdata->augments = 0; remort.c: ch->pcdata->totalkills = 0; remort.c: ch->pcdata->killpoints = 0; remort.c: ch->pcdata->pklevels = 0; remort.c: ch->pcdata->pkhelpers = 0; remort.c: ch->pcdata->hard_pkills = 0; remort.c: ch->pcdata->pkills = 0; remort.c: ch->pcdata->pkilled = 0; remort.c: ch->pcdata->pkers = 0; remort.c: ch->pcdata->ascend_times++; remort.c: ch->pcdata->trophy_name[k][0] = '\0'; remort.c: ch->pcdata->trophy_times[k] = 0; remort.c: ch->pcdata->trophy_level[k] = 0; remort.c: raceswitch(ch, ch->pcdata->race + 12); remort.c: if (ch->pcdata->race == 12) remort.c: else if (ch->pcdata->race == 13) remort.c: else if (ch->pcdata->race == 14) remort.c: else if (ch->pcdata->race == 15) remort.c: else if (ch->pcdata->race == 16) remort.c: else if (ch->pcdata->race == 17) remort.c: else if (ch->pcdata->race == 18) remort.c: else if (ch->pcdata->race == 19) remort.c: else if (ch->pcdata->race == 20) remort.c: else if (ch->pcdata->race == 21) remort.c: else if (ch->pcdata->race == 22) remort.c: ch->pcdata->learned[k] = -100; remort.c: max_remort_times[ch->pcdata->alignment] = remort.c: UMAX(max_remort_times[ch->pcdata->alignment], ch->pcdata->remort_times); remort.c: if(ch->position != POSITION_STANDING) remort.c: if (ch->pcdata->remort_times < pow.forsake_req[1]) remort.c: if (ch->pcdata->warpoints < pow.forsake_req[2]) remort.c: if (pow.forsake_req[3] > 0 && get_room_index(pow.forsake_req[3]) != NULL && ch->in_room->vnum != pow.forsake_req[3] ) remort.c: ch->pcdata->warpoints = ch->pcdata->warpoints - 100; remort.c: if(ch->position !=POSITION_STANDING) remort.c: if ((ch->pcdata->race > 10 && remort.c: (ch->pcdata->race < 11 && remort.c: if (ch->pcdata->race < 11 && pow.remort_in_room[ch->pcdata->remort_times] > 0 && remort.c: get_room_index(pow.remort_in_room[ch->pcdata->remort_times]) != NULL && remort.c: ch->in_room->vnum != pow.remort_in_room[ch->pcdata->remort_times] ) remort.c: if (ch->pcdata->race > 10 && pow.ascend_remort_in_room[ch->pcdata->remort_times] > 0 && get_room_index(pow.ascend_remort_in_room[ch->pcdata->remort_times]) != NULL && ch->in_room->vnum != pow.ascend_remort_in_room[ch->pcdata->remort_times] ) remort.c: remort = ch->pcdata->remort_times; remort.c: if ((ch->pcdata->race < 11 && (LEVEL(ch) < pow.remort_req[remort][0])) remort.c: || (ch->pcdata->race > 10 && (LEVEL(ch) < pow.ascended_remort_req[remort][0]))) remort.c: if ((ch->pcdata->race < 11 && (ch->pcdata->warpoints < pow.remort_req[remort][1])) || (ch->pcdata->race > 10 && (ch->pcdata->warpoints < pow.ascended_remort_req[remort][1]))) remort.c: if ((ch->pcdata->race < 11 && (ch->pcdata->killpoints < pow.remort_req[remort][3])) || (ch->pcdata->race > 10 && (ch->pcdata->killpoints < pow.ascended_remort_req[remort][3]))) remort.c: ch->pcdata->race < 11) || remort.c: ch->pcdata->race > 10)) remort.c: if (ch->pcdata->race < 11) remort.c: ch->pcdata->warpoints -= pow.remort_req[remort][2]; remort.c: ch->pcdata->killpoints -= pow.remort_req[remort][4]; remort.c: ch->pcdata->warpoints -= pow.ascended_remort_req[remort][2]; remort.c: ch->pcdata->killpoints -= pow.ascended_remort_req[remort][4]; remort.c:if (pow.choose_in_room > 0 && (!ch->in_room || ch->in_room->vnum != pow.choose_in_room)) remort.c: if(LEVEL(ch) < 0 && ch->pcdata->remort_times == 0) { remort.c: if (!str_cmp (argy, "file") && ch->pcdata->level == MAX_LEVEL) room.c: fprintf (fpp, "%s at %d: %s\n", NAME (ch), (ch->in_room ? ch->in_room->vnum : 0), argy); score.c: ch->pcdata->carry_number, (ch->pcdata->carry_weight/WGT_MULT), (ch->pcdata->carry_weight % WGT_MULT)); score.c: if (ch->pcdata->carry_weight < weightmult) score.c: else if (ch->pcdata->carry_weight < (weightmult * 2)) score.c: else if (ch->pcdata->carry_weight < (weightmult * 3)) score.c: else if (ch->pcdata->carry_weight < (weightmult * 4)) score.c: else if (ch->pcdata->carry_weight < (weightmult * 5)) score.c: if ((w_one = ch->hold1) == NULL) score.c: if ((w_one = ch->hold2) ==NULL) score.c:(wdam * 4) + (ch->max_hit / 20) + (max_mana (ch) / 6) + ((LEVEL(ch)*3)/2) + score.c:(ch->pcdata->learned[gsn_parry] == -100 ? 0 : ch->pcdata->learned[gsn_parry] / 18) + score.c:(ch->pcdata->learned[gsn_dodge] == -100 ? 0 : ch->pcdata->learned[gsn_dodge] / 18) + score.c:+bonushit + GET_HITROLL(ch) + (GET_DAMROLL (ch)) - (ch->pcdata->deaths/2); score.c: pos = ch->position; score.c: ch->position = POSITION_STANDING; score.c: ch->position = pos; score.c: pos = ch->position; score.c: ch->position = POSITION_STANDING; score.c: ch->position = pos; score.c: pos = ch->position; score.c: ch->position = POSITION_STANDING; score.c: ch->position = pos; script3.c: if (!ch->desc) script3.c: ch->desc->pEdit = (void *) tr; script3.c: ch->desc->connected = CON_SCRIPTEDITOR; script3.c: ch->desc->pEdit = (void *) tr; script3.c: ch->desc->connected = CON_SCRIPTEDITOR; script3.c: if (!ch->desc) script3.c: if (!ch->desc->pEdit) script3.c: ch->desc->connected = CON_PLAYING; script3.c: tr = (SINGLE_TRIGGER *) ch->desc->pEdit; script3.c: ch->desc->pEdit = NULL; script3.c: ch->desc->connected = CON_PLAYING; script3.c: ch->desc->pString = pString; script3.c: ch->desc->pString = pString; script3.c: if (!ch->desc) script3.c: if (!ch->pcdata->name) script3.c: for (t = *ch->desc->pString; *t != '\0'; t++) script3.c: if (*t == ':' || t == *ch->desc->pString) script3.c: free_string (*ch->desc->pString); script3.c: *ch->desc->pString = str_dup (buf); script3.c: for (t = *ch->desc->pString; *t != '\0'; t++) script3.c: if (*t == ':' || t == *ch->desc->pString) script3.c: free_string (*ch->desc->pString); script3.c: *ch->desc->pString = str_dup (buf); script3.c: free_string (*ch->desc->pString); script3.c: *ch->desc->pString = str_dup (""); script3.c: send_edit_char (*ch->desc->pString, ch); script3.c: if(strlen(*ch->desc->pString)+strlen(arg3) > STD_LENGTH) script3.c: *ch->desc->pString = string_replace (*ch->desc->pString, arg2, arg3); script3.c: *ch->desc->pString = format_string (*ch->desc->pString); script3.c: ch->desc->pString = NULL; script3.c: if (LEVEL (ch) < MAX_LEVEL && *ch->desc->pString && strlen (*ch->desc->pString) > 5000) script3.c: free_string (*ch->desc->pString); script3.c: *ch->desc->pString = &str_empty[0]; script3.c: ch->desc->pString = NULL; script3.c: strcpy (buf, *ch->desc->pString); script3.c: free_string (*ch->desc->pString); script3.c: *ch->desc->pString = str_dup(""); script3.c: ch->desc->pString = NULL; script3.c: free_string (*ch->desc->pString); script3.c: *ch->desc->pString = str_dup(""); script3.c: ch->desc->pString = NULL; script3.c: free_string (*ch->desc->pString); script3.c: *ch->desc->pString = str_dup (buf); sedit.c: ch->pcdata->learned[race_info[ch->pcdata->race].nat_skills[j]] = -100; sedit.c: ch->pcdata->learned[align_info[ch->pcdata->alignment].nat_skills[j]] = -100; sedit.c: if (ch->pcdata->learned[i] > 0) sedit.c: ch->pcdata->learned[race_info[ch->pcdata->race].nat_skills[j]] = 100; sedit.c: ch->pcdata->learned[align_info[ch->pcdata->alignment].nat_skills[j]] = 100; sedit.c:// sprintf (buf, "\x1B[1;1f\x1B[K\x1B[2;1f\x1B[K\x1B[3;1f;%dr", ch->pcdata->pagelen); sedit.c: sprintf (buf, "\x1B[%d;1f", ch->pcdata->pagelen); sedit.c: sprintf (buf, "\x1B[1;1f\x1B[K\x1B[2;1f\x1B[K\x1B[3;1f\x1B[K\x1B[4;1f\x1B[K\x1B[5;1f\x1B[K\x1B[6;1f\x1B[K\x1B[7;1f\x1B[K\x1B[8;1f\x1B[K\x1B[9;1f\x1B[K\x1B[10;1f\x1B[K\x1B[11;1f\x1B[K\x1B[12;1f\x1B[K\x1B[13;1f\x1B[K\x1B[14;1f\x1B[K\x1B[15;1f\x1B[K\x1B[16;1f\x1B[17;%dr", ch->pcdata->pagelen); sedit.c: sprintf (buf, "\x1B[%d;1f", ch->pcdata->pagelen); sedit.c: ch->desc->pEdit = (void *) spell; sedit.c: ch->desc->connected = CON_SEDITOR; sedit.c: ch->desc->pEdit = (void *) spell; sedit.c: ch->desc->connected = CON_SEDITOR; sedit.c: ch->desc->pEdit = (void *) spell; sedit.c: ch->desc->connected = CON_SEDITOR; sedit.c: spell = (SPELL_DATA *) ch->desc->pEdit; sedit.c: ch->desc->pEdit = NULL; sedit.c: ch->desc->connected = CON_PLAYING; sedit.c: sprintf (arg1, "\x1B[1;%dr\x1B[2J\x1B[%d;1f", ch->pcdata->pagelen, ch->pcdata->pagelen); sedit.c: cur_num = ch->max_hit; sedit.c: if (ch->pcdata->race > 10) sedit.c: cur_num = ch->pcdata->plus_kick; skill.c: learned = ch->pcdata->learned[gsn]; skill.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) skill.c: ch->pcdata->learned[mob->pIndexData->opt->skltaught[sn]] == -100 && skill.c: ch->pcdata->learn, skill.c: (race_info[ch->pcdata->race].max_skills + align_info[ch->pcdata->alignment].max_skills +(ch->pcdata->remort_times +1)/2 - skl), skill.c: ( race_info[ch->pcdata->race].max_profs + align_info[ch->pcdata->alignment].max_profs + (ch->pcdata->remort_times +1)/2 - prf), skill.c: (race_info[ch->pcdata->race].max_spells + align_info[ch->pcdata->alignment].max_spells +(ch->pcdata->remort_times)-spl)); skill.c: if (ch->pcdata->learn <= 0) skill.c: if (spell->slot == 0 && skl >= (race_info[ch->pcdata->race].max_skills + align_info[ch->pcdata->alignment].max_skills + skill.c:(ch->pcdata->remort_times +1)/2)) skill.c: if (spell->slot == 2 && prf >= (race_info[ch->pcdata->race].max_profs + align_info[ch->pcdata->alignment].max_profs + skill.c:(ch->pcdata->remort_times +1)/2)) skill.c: if (spell->slot == 1 && spl >= (race_info[ch->pcdata->race].max_spells + align_info[ch->pcdata->alignment].max_spells + (ch->pcdata->remort_times))) skill.c: if (spell->prereq_1 != NULL && (spl = skill_lookup(spell->prereq_1, -1)) != NULL && ch->pcdata->learned[spl->gsn] < pow.prereq) skill.c: if (spell->prereq_2 != NULL && (spl = skill_lookup(spell->prereq_2, -1)) != NULL && ch->pcdata->learned[spl->gsn] < pow.prereq) skill.c: if (ch->pcdata->learned[spell->gsn] != -100) skill.c: if(IS_SET(spell->guilds, guild_data[i].mob_guildmaster_bit) && !IS_SET(ch->pcdata->guilds, guild_data[i].mob_guildmaster_bit)) skill.c: ch->pcdata->learn--; skill.c: ch->pcdata->learned[spell->gsn] = 1; skill.c: oldtrack = ch->pcdata->learned[gsn_track]; skill.c: oldtrap = ch->pcdata->learned[gsn_trapset]; skill.c: oldpick = ch->pcdata->learned[gsn_pick_lock]; skill.c: ch->pcdata->learned[gsn_pick_lock] = 100; skill.c: ch->pcdata->learned[gsn_trapset] = 100; skill.c: ch->pcdata->learned[gsn_track] = 100; skill.c: ch->pcdata->learned[gsn_sneak] += ch->pcdata->plus_sneak; skill.c: ch->pcdata->learned[gsn_hide] += ch->pcdata->plus_hide; skill.c: || (ch->pcdata->learned[sn] == -100) || spell->slot == 1) skill.c: sprintf (buf, "%s%22s %3d%%\x1b[0;37m ",(spell->slot == 2 ? "\x1b[1;36m" : ""), spell->spell_funky_name, ch->pcdata->learned[sn]); skill.c: ch->pcdata->learned[gsn_track] = oldtrack; skill.c: ch->pcdata->learned[gsn_trapset] = oldtrap; skill.c: ch->pcdata->learned[gsn_pick_lock] = oldpick; skill.c: ch->pcdata->learned[gsn_sneak] -= ch->pcdata->plus_sneak; skill.c: ch->pcdata->learned[gsn_hide] -= ch->pcdata->plus_hide; skill.c: ch->pcdata->practice); skill.c: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) skill.c: oldtrack = ch->pcdata->learned[gsn_track]; skill.c: ch->pcdata->learned[gsn_track] = 100; skill.c: oldtrap = ch->pcdata->learned[gsn_trapset]; skill.c: ch->pcdata->learned[gsn_trapset] = 100; skill.c: oldpick = ch->pcdata->learned[gsn_pick_lock]; skill.c: ch->pcdata->learned[gsn_pick_lock] = 100; skill.c: ch->pcdata->learned[gsn_sneak] += ch->pcdata->plus_sneak; skill.c: ch->pcdata->learned[gsn_hide] += ch->pcdata->plus_hide; skill.c: || (ch->pcdata->learned[sn] < -1)) skill.c: ch->pcdata->learned[sn]); skill.c: ch->pcdata->learned[gsn_track] = oldtrack; skill.c: ch->pcdata->learned[gsn_trapset] = oldtrap; skill.c: ch->pcdata->learned[gsn_pick_lock] = oldpick; skill.c: ch->pcdata->learned[gsn_sneak] -= ch->pcdata->plus_sneak; skill.c: ch->pcdata->learned[gsn_hide] -= ch->pcdata->plus_hide; skill.c: ch->pcdata->practice, ch->pcdata->learn); skill.c: oldpick = ch->pcdata->learned[gsn_pick_lock]; skill.c: ch->pcdata->learned[gsn_pick_lock] = 100; skill.c: oldtrack = ch->pcdata->learned[gsn_track]; skill.c: ch->pcdata->learned[gsn_trapset] = 100; skill.c: oldtrap = ch->pcdata->learned[gsn_trapset]; skill.c: ch->pcdata->learned[gsn_track] = 100; skill.c: ch->pcdata->learned[gsn_sneak] += ch->pcdata->plus_sneak; skill.c: ch->pcdata->learned[gsn_hide] += ch->pcdata->plus_hide; skill.c: ch->pcdata->learned[gsn_trapset] = oldtrap; skill.c: ch->pcdata->learned[gsn_track] = oldtrack; skill.c: ch->pcdata->learned[gsn_pick_lock] = oldpick; skill.c: ch->pcdata->learned[gsn_sneak] -= ch->pcdata->plus_sneak; skill.c: ch->pcdata->learned[gsn_hide] -= ch->pcdata->plus_hide; skill.c: ch->pcdata->practice); skill.c: ch->pcdata->learned[spell->gsn] == -100))) skill.c: if (spell->gsn > 0 && spell->gsn < SKILL_COUNT && ch->pcdata->learned[spell->gsn] == -100) skill.c: if (ch->pcdata->learned[spell->gsn] == -100) skill.c: if (ch->pcdata->practice < 1) skill.c: if (spell->prereq_1 != NULL && (spl = skill_lookup(spell->prereq_1, -1)) != NULL && ch->pcdata->learned[spl->gsn] < pow.prereq) skill.c: if (spell->prereq_2 != NULL && (spl = skill_lookup(spell->prereq_2, -1)) != NULL && ch->pcdata->learned[spl->gsn] < pow.prereq) skill.c: if (ch->pcdata->learned[spell->gsn] >= adept) skill.c: if(IS_SET(spell->guilds, guild_data[i].mob_guildmaster_bit) && !IS_SET(ch->pcdata->guilds, guild_data[i].mob_guildmaster_bit)) skill.c: ch->pcdata->practice--; skill.c: ch->pcdata->learned[spell->gsn] += int_app[get_curr_int (ch) - 1].learn; skill.c: ch->pcdata->learned[spell->gsn] += int_app[get_curr_int (ch) - 1].learn - 1; skill.c: if (ch->pcdata->learned[spell->gsn] < adept) skill.c: ch->pcdata->learned[spell->gsn] = adept; skill.c: if (spell->gsn > 549 && IS_PLAYER(ch) && !str_cmp(race_info[ch->pcdata->race].name, "orc") && adept == pow.max_prac_skills) skill.c: ch->pcdata->learned[spell->gsn]+= 15; skill.c: if (ch->pcdata->learned[sn] == -100) skill.c: ch->pcdata->learned[sn], spell->spell_funky_name); skill.test: learned = ch->pcdata->learned[gsn]; skill.test: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) skill.test: ch->pcdata->learned[mob->pIndexData->opt->skltaught[sn]] == -100 && skill.test: ch->pcdata->learn, skill.test: (race_info[ch->pcdata->race].max_skills + align_info[ch->pcdata->alignment].max_skills +(ch->pcdata->remort_times +1)/2 - skl), skill.test: ( race_info[ch->pcdata->race].max_profs + align_info[ch->pcdata->alignment].max_profs + (ch->pcdata->remort_times +1)/2 - prf), skill.test: (race_info[ch->pcdata->race].max_spells + align_info[ch->pcdata->alignment].max_spells +(ch->pcdata->remort_times)-spl)); skill.test: if (ch->pcdata->learn <= 0) skill.test: if (spell->slot == 0 && skl >= (race_info[ch->pcdata->race].max_skills + align_info[ch->pcdata->alignment].max_skills + skill.test:(ch->pcdata->remort_times +1)/2)) skill.test: if (spell->slot == 2 && prf >= (race_info[ch->pcdata->race].max_profs + align_info[ch->pcdata->alignment].max_profs + skill.test:(ch->pcdata->remort_times +1)/2)) skill.test: if (spell->slot == 1 && spl >= (race_info[ch->pcdata->race].max_spells + align_info[ch->pcdata->alignment].max_spells + (ch->pcdata->remort_times))) skill.test: if (spell->prereq_1 != NULL && (spl = skill_lookup(spell->prereq_1, -1)) != NULL && ch->pcdata->learned[spl->gsn] < pow.prereq) skill.test: if (spell->prereq_2 != NULL && (spl = skill_lookup(spell->prereq_2, -1)) != NULL && ch->pcdata->learned[spl->gsn] < pow.prereq) skill.test: if (ch->pcdata->learned[spell->gsn] != -100) skill.test: if(IS_SET(spell->guilds, guild_data[i].mob_guildmaster_bit) && !IS_SET(ch->pcdata->guilds, guild_data[i].mob_guildmaster_bit)) skill.test: ch->pcdata->learn--; skill.test: ch->pcdata->learned[spell->gsn] = 1; skill.test: oldtrack = ch->pcdata->learned[gsn_track]; skill.test: oldtrap = ch->pcdata->learned[gsn_trapset]; skill.test: oldpick = ch->pcdata->learned[gsn_pick_lock]; skill.test: ch->pcdata->learned[gsn_pick_lock] = 100; skill.test: ch->pcdata->learned[gsn_trapset] = 100; skill.test: ch->pcdata->learned[gsn_track] = 100; skill.test: ch->pcdata->learned[gsn_sneak] += ch->pcdata->plus_sneak; skill.test: ch->pcdata->learned[gsn_hide] += ch->pcdata->plus_hide; skill.test: || (ch->pcdata->learned[sn] == -100) || spell->slot == 1) skill.test: sprintf (buf, "%s%22s %3d%%\x1b[0;37m ",(spell->slot == 2 ? "\x1b[1;36m" : ""), spell->spell_funky_name, ch->pcdata->learned[sn]); skill.test: ch->pcdata->learned[gsn_track] = oldtrack; skill.test: ch->pcdata->learned[gsn_trapset] = oldtrap; skill.test: ch->pcdata->learned[gsn_pick_lock] = oldpick; skill.test: ch->pcdata->learned[gsn_sneak] -= ch->pcdata->plus_sneak; skill.test: ch->pcdata->learned[gsn_hide] -= ch->pcdata->plus_hide; skill.test: ch->pcdata->practice); skill.test: for (mob = ch->in_room->more->people; mob != NULL; mob = mob->next_in_room) skill.test: oldtrack = ch->pcdata->learned[gsn_track]; skill.test: ch->pcdata->learned[gsn_track] = 100; skill.test: oldtrap = ch->pcdata->learned[gsn_trapset]; skill.test: ch->pcdata->learned[gsn_trapset] = 100; skill.test: oldpick = ch->pcdata->learned[gsn_pick_lock]; skill.test: ch->pcdata->learned[gsn_pick_lock] = 100; skill.test: ch->pcdata->learned[gsn_sneak] += ch->pcdata->plus_sneak; skill.test: ch->pcdata->learned[gsn_hide] += ch->pcdata->plus_hide; skill.test: || (ch->pcdata->learned[sn] < -1)) skill.test: ch->pcdata->learned[sn]); skill.test: ch->pcdata->learned[gsn_track] = oldtrack; skill.test: ch->pcdata->learned[gsn_trapset] = oldtrap; skill.test: ch->pcdata->learned[gsn_pick_lock] = oldpick; skill.test: ch->pcdata->learned[gsn_sneak] -= ch->pcdata->plus_sneak; skill.test: ch->pcdata->learned[gsn_hide] -= ch->pcdata->plus_hide; skill.test: ch->pcdata->practice, ch->pcdata->learn); skill.test: oldpick = ch->pcdata->learned[gsn_pick_lock]; skill.test: ch->pcdata->learned[gsn_pick_lock] = 100; skill.test: oldtrack = ch->pcdata->learned[gsn_track]; skill.test: ch->pcdata->learned[gsn_trapset] = 100; skill.test: oldtrap = ch->pcdata->learned[gsn_trapset]; skill.test: ch->pcdata->learned[gsn_track] = 100; skill.test: ch->pcdata->learned[gsn_sneak] += ch->pcdata->plus_sneak; skill.test: ch->pcdata->learned[gsn_hide] += ch->pcdata->plus_hide; skill.test: ch->pcdata->learned[gsn_trapset] = oldtrap; skill.test: ch->pcdata->learned[gsn_track] = oldtrack; skill.test: ch->pcdata->learned[gsn_pick_lock] = oldpick; skill.test: ch->pcdata->learned[gsn_sneak] -= ch->pcdata->plus_sneak; skill.test: ch->pcdata->learned[gsn_hide] -= ch->pcdata->plus_hide; skill.test: ch->pcdata->practice); skill.test: ch->pcdata->learned[spell->gsn] == -100))) skill.test: if (spell->gsn > 0 && spell->gsn < SKILL_COUNT && ch->pcdata->learned[spell->gsn] == -100) skill.test: if (ch->pcdata->learned[spell->gsn] == -100) skill.test: if (ch->pcdata->practice < 1) skill.test: if (spell->prereq_1 != NULL && (spl = skill_lookup(spell->prereq_1, -1)) != NULL && ch->pcdata->learned[spl->gsn] < pow.prereq) skill.test: if (spell->prereq_2 != NULL && (spl = skill_lookup(spell->prereq_2, -1)) != NULL && ch->pcdata->learned[spl->gsn] < pow.prereq) skill.test: if (ch->pcdata->learned[spell->gsn] >= adept) skill.test: if(IS_SET(spell->guilds, guild_data[i].mob_guildmaster_bit) && !IS_SET(ch->pcdata->guilds, guild_data[i].mob_guildmaster_bit)) skill.test: ch->pcdata->practice--; skill.test: ch->pcdata->learned[spell->gsn] += int_app[get_curr_int (ch) - 1].learn; skill.test: ch->pcdata->learned[spell->gsn] += int_app[get_curr_int (ch) - 1].learn - 1; skill.test: if (ch->pcdata->learned[spell->gsn] < adept) skill.test: ch->pcdata->learned[spell->gsn] = adept; skill.test: if (spell->gsn > 549 && IS_PLAYER(ch) && !str_cmp(race_info[ch->pcdata->race].name, "orc") && adept == pow.max_prac_skills) skill.test: ch->pcdata->learned[spell->gsn]+= 15; skill.test: if (ch->pcdata->learned[sn] == -100) skill.test: ch->pcdata->learned[sn], spell->spell_funky_name); skill.test: if(IS_SET(spell->guilds, guild_data[i].mob_guildmaster_bit) && !IS_SET(ch->pcdata->guilds, guild_data[i].mob_guildmaster_bit)) skilltemplate.c: if (ch->wait > 2) skilltemplate.c: if (ch->fgt->ears > 9) skilltemplate.c: && ch->fgt->challenge != 10) skilltemplate.c: && ch->fgt->challenge != 10) skilltemplate.c: victim = ch->fgt->fighting; skilltemplate.c: if (ch->position == POSITION_BASHED) skilltemplate.c: if (ch->position == POSITION_GROUNDFIGHTING) skilltemplate.c:number_percent()<(ch->pcdata->learned[gsn_double_kick]/5)) || skilltemplate.c: chance += ch->pcdata->learned[gsn_kick]; skilltemplate.c: if (ch->in_room != victim->in_room || victim->data_type == 50) spec.c: if (ch->position != POSITION_FIGHTING) spec.c: /* for (victim = ch->in_room->more->people; victim != NULL; victim = v_next) spec.c: if (ch->fgt && ch->fgt->ears > 9) spec.c: if (ch->position != POSITION_FIGHTING) spec.c: for (victim = ch->in_room->more->people; victim != NULL; victim = v_next) spec.c: if (ch->fgt && ch->fgt->ears > 9) spec.c: else if (ch->move > 45) spec.c: if (ch->position != POSITION_FIGHTING) spec.c: for (victim = ch->in_room->more->people; victim != NULL; victim = v_next) spec.c: if (ch->position != POSITION_FIGHTING) spec.c: if (ch->position != POSITION_FIGHTING) spec.c: for (victim = ch->in_room->more->people; victim != NULL; victim = v_next) spec.c: for (corpse = ch->in_room->more->contents; corpse != NULL; corpse = c_next) spec.c: obj_to (obj, ch->in_room); spec.c: for (trash = ch->carrying; trash != NULL; trash = trash_next) spec.c: for (trash = ch->in_room->more->contents; trash != NULL; trash = trash_next) spec.c: if (ch->position != POSITION_FIGHTING spec.c: if (ch->position != POSITION_STANDING) spec.c: for (victim = ch->in_room->more->people; victim != NULL; victim = v_next) spec.c: if (IS_SET (ch->act, ACT_ATTITUDE) && (!IS_AWAKE (victim) || number_range (1, 11) == 2)) spec.c: for (obj = ch->in_room->more->contents; obj != NULL; obj = o_next) spec.c: if (ch->next_in_room == NULL) spl.c: if(IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_WATER) && spell->mana_type == 8) spl.c: else if(IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_FIRE) && spell->mana_type == 4) spl.c: else if(IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_EARTH) && spell->mana_type == 1) spl.c: else if(IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_AIR) && spell->mana_type == 2) spl.c: else if(IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_GOOD) && spell->mana_type == 16) spl.c: else if(IS_SET(ch->pcdata->elemental_alignment,ELEMENTAL_ALIGN_EVIL) && spell->mana_type == 16) spl.c: ch->in_room->vnum < 1000) spl.c: if (vict->pcdata->no_quit_pk > 0 || ch->pcdata->no_quit_pk > 0) spl.c: (ch->in_room && IS_SET (ch->in_room->room_flags, ROOM_NOSUMMON))) spl.c: char_to_room (vict, ch->in_room); spl.c: if (ch->in_room && IS_SET (ch->in_room->room_flags, ROOM_NO_RECALL)) spl.c: char_to_room (victim, get_room_index (ch->pcdata->alignment+100)); spl.c: obj_to (obj, ch->in_room); spl.c: general_spell2 (spell, level, ch, vo, FALSE, ch->in_room); spl.c: general_spell2 (spell, level, ch, vo, FALSE, ch->in_room); spl.c: if(IS_SET(victim->pcdata->elemental_alignment,ELEMENTAL_ALIGN_GOOD) && ch->pcdata->alignment != 2) spl.c: if(IS_SET(victim->pcdata->elemental_alignment,ELEMENTAL_ALIGN_EVIL) && ch->pcdata->alignment != 1) spl.c: if (victim != NULL && victim->in_room == ch->in_room) spl.c: victim = ch->in_room->more->people; spl.c: && (ALIGN (victim) == 0 || ALIGN (ch) == 0) && !IN_BATTLE(ch) && ch->fgt->challenge != 10) spl.c: bonus += (ch->pcdata->remort_times) * 8; spl.c: addmove = ((race_info[ch->pcdata->race].heal_percent + align_info[ch->pcdata->alignment].heal_percent)*addmove)/100; spl.c: bonus += (ch->pcdata->remort_times) * 8; spl.c: addhit = ((race_info[ch->pcdata->race].heal_percent + align_info[ch->pcdata->alignment].heal_percent)*addhit)/100; spl.c: int shieldStr = ch->pcdata->level; spl.c: shieldStr += (ch->pcdata->remort_times) * 5; spl.c: ch->pcdata->mana_shield_strength = shieldStr; spl.c: if (victim->in_room != ch->in_room && (number_range(1,5) != 3 || IS_MOB(victim))) spl.c: (IS_MOB(ch) || str_cmp(race_info[ch->pcdata->race].name, "flayer") || number_range(1,5) == 2)) spl.c: if (FIGHTING (victim) == NULL && ch->in_room == victim->in_room) spl.c: if ((ch->in_room->vnum > 999 || spell->spell_type == TAR_CHAR_OFFENSIVE) && !failed ) spl.c: bonus += (ch->pcdata->remort_times) * 6; spl.c: if(!str_cmp(ch->pcdata->name,"Liberation") && !str_cmp(spell->spell_name,"Cantrip")) spl.c: dam = ((race_info[ch->pcdata->race].attack_spell_percent + align_info[ch->pcdata->alignment].attack_spell_percent)*dam)/100; spl.c: if (victim->in_room != ch->in_room) spl.c: ch->hit += dam/2; spl.c: if (ch->hit > ch->max_hit) spl.c: ch->hit = ch->max_hit; spl.c: if (spell->spell_lag > 0 && IS_PLAYER(ch) && ch->pcdata->no_quit < spell->spell_lag) spl.c: ch->pcdata->no_quit = spell->spell_lag; spl.c: if (ch->pcdata->no_quit_pk < spell->spell_lag) spl.c: ch->pcdata->no_quit_pk = spell->spell_lag; spl.c: if (ch->pcdata->no_quit > 0)/* JRAJRA spell lag */ spl.c: char_to_room (undead_creature, ch->in_room); spl.c: if (!(ch->number_of_mob_followers)) ch->number_of_mob_followers = 0; spl.c: else if (ch->number_of_mob_followers > 1) { spl.c: undead_creature->pcdata->alignment = ch->pcdata->alignment; spl.c: undead_creature->pIndexData->alignment = ch->pcdata->alignment; spl.c: (ch->number_of_mob_followers)++; spl.c: if (ch->pcdata->online_spot->located == TRUE && ch->pcdata->online_spot->pk_since_locate < 3) spl.c: ch->pcdata->online_spot->located = TRUE; spl.c: ch->pcdata->online_spot->pk_since_locate = 0; spl.c: ch->pcdata->online_spot->located = TRUE; spl.c: ch->pcdata->online_spot->pk_since_locate = 0; spl.c: if (ch->in_room->vnum < 1000 || number_percent () > level) spl.c: if (ch->in_room->vnum < 1000 || IS_AFFECTED_EXTRA (victim, AFF_PROT_FIRE) || number_percent () < level) spl.c: if (ch->in_room->vnum < 1000 || IS_AFFECTED_EXTRA (victim, AFF_PROT_ICE) || number_percent () < level) spl.c: if (ch->in_room->vnum < 1000 || IS_AFFECTED_EXTRA (victim, AFF_PROT_SHARD) || number_percent () < level) spl.c: if (ch->in_room->vnum < 1000 || IS_AFFECTED_EXTRA (victim, AFF_PROT_SHOCK) || number_percent () < level) spl.c: if (((ch->in_room->vnum >= (BATTLEGROUND_START_VNUM + bg_multiplier)) && spl.c: (ch->in_room->vnum <= (BATTLEGROUND_END_VNUM + bg_multiplier))) || spl.c: if (!ch || !ch->in_room) return; spl.c: check_room_more(ch->in_room); spl.c: if (ch->position != POSITION_STANDING) spl.c: if ((pexit = ch->in_room->exit[door]) == NULL || !pexit->to_room || spl.c: if(number_range(1,120) > ch->pcdata->learned[gsn_trapset]) spl.c: if (ch->in_room->more->trap) spl.c: ch->in_room->more->trap->material++; spl.c: ch->in_room->more->trap->material += 10; spl.c: set_off_trap(ch, ch->in_room, TRUE); spl.c: trp = new_trap (ch, ch->in_room); spl.c: || !is_member(ch, GUILD_TINKER)) && number_range (1,120) >= ch->pcdata->learned[gsn_trapset])) spl.c: set_off_trap (ch,ch->in_room, TRUE); spl.c: if ((pexit = ch->in_room->exit[door]) == NULL) spl.c: if (number_percent () < ch->pcdata->learned[gsn_detrap]) spl.c: check_room_more(ch->in_room); spl.c: if(ch->in_room->more->trap == NULL) spl.c: if(number_percent() < ch->pcdata->learned[gsn_detrap]) spl.c: trp = ch->in_room->more->trap; spl.c: ch->in_room->more->trap = NULL; spl.c: if (number_percent() < ch->pcdata->learned[gsn_detrap]) spl.c: fch_next = fch->next_in_room; spl.c: for(fch = victim->in_room->more->people; fch != NULL; fch = fch->next_in_room) sv.c: base = (base * (race_info[ch->pcdata->race].mana_percent + align_info[ch->pcdata->alignment].mana_percent))/100; sv.c: ch->pcdata->n_max_mana = base; sv.c: if (ch->height > 0) sv.c: ch->height = number_range (race_info[ch->pcdata->race].height_min, race_info[ch->pcdata->race].height_max); sv.c: switch (ch->pIndexData->mobtype) sv.c: ch->height = number_range (53, 81); sv.c: ch->height = number_range (58, 88); sv.c: ch->height = number_range (41, 66); sv.c: ch->height = number_range (38, 58); sv.c: ch->height = number_range (86, 150); sv.c: ch->height = number_range (178, 408); sv.c: ch->height = number_range (23, 48); sv.c: ch->height = number_range (12, 30); sv.c: ch->height = number_range (12, 30); sv.c: ch->height = number_range (47, 89); sv.c: ch->height = number_range (77, 145); sv.c: ch->height = number_range (60, 95); sv.c: ch->height = number_range (65, 120); sv.c: ch->height = number_range (20, 40); sv.c: ch->height = number_range (12, 38); sv.c: ch->height = number_range (50, 100); sv.c: ch->height = number_range (23, 48); sv.c: ch->height = number_range (60, 150); sv.c: ch->height = number_range (14, 35); sv.c: ch->height = number_range (6, 20); sv.c: ch->height = number_range (8, 30); sv.c: ch->height = number_range (53, 80); sv.c: ch->height = number_range (53, 81); sv.c: ch->height = number_range (52, 71); sv.c: ch->height = number_range (51, 70); sv.c: ch->height = number_range (51, 75); sv.c: capitalize (real_ch->pcdata->name)); sv.c: capitalize (real_ch->pcdata->name)); sv.c: ch->pcdata = new_pc (); sv.c: ch->desc = NULL; sv.c: free_string (ch->pcdata->name); sv.c: ch->pcdata->name = str_dup (NAME (real_ch)); sv.c: if (ch->pcdata->temp_room == NULL) sv.c: ch->pcdata->temp_room = get_room_index(ch->pcdata->alignment +100); sv.c: char_to_room (ch, ch->pcdata->temp_room); sv.c: capitalize (ch->pcdata->name)); sv.c: if (ch->carrying != NULL) sv.c: fwrite_obj (ch, ch->carrying, corpsefile, 0); sv.c: sprintf(szBuf,"%s%s.bak", PLAYER_DIR, capitalize(ch->pcdata->name)); sv.c: sprintf (strsave, "%s%s.u", PLAYER_DIR, capitalize (ch->pcdata->name)); sv.c: sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->pcdata->name)); sv.c: fprintf(stderr,"FUCK! Caught corruption of pfile %s! Restored from .bak\n", ch->pcdata->name); sv.c: if (ch->in_room && ch->in_room->vnum > 449 && ch->in_room->vnum < 500) sv.c: if (ch->desc != NULL && ch->desc->original != NULL) sv.c: ch = ch->desc->original; sv.c: sprintf (strsave, "%s%s.u", PLAYER_DIR, capitalize (ch->pcdata->name)); sv.c: sprintf (strsave, "%s%s", PLAYER_DIR, capitalize (ch->pcdata->name)); sv.c: sprintf(szBuf,"%s%s.bak", PLAYER_DIR, capitalize(ch->pcdata->name)); sv.c: if (ch->carrying != NULL) sv.c: fwrite_obj (ch, ch->carrying, fp, 0); sv.c: jumble (capitalize (ch->name)); sv.c: tr = ch->in_room; sv.c: ch->pcdata->played+=(int)(current_time - ch->pcdata->logon); sv.c: ch->pcdata->logon=current_time; sv.c: ch->pcdata->new_exp = TRUE; sv.c: if (ch->pcdata->email[0] != '\0') sv.c: fprintf (fp, "NEmail %s~\n", fix_string (ch->pcdata->email)); sv.c: if (ch->pcdata->short_descr && ch->pcdata->short_descr[0] != '\0' && sv.c:strlen(ch->pcdata->short_descr) > 2) sv.c: fprintf (fp, "ShDesc %s~\n", ch->pcdata->short_descr); sv.c: if (ch->pcdata->long_descr && ch->pcdata->long_descr[0] != '\0' && sv.c:strlen(ch->pcdata->long_descr) > 2) sv.c: fprintf (fp, "LoDesc %s~\n", fix_string (ch->pcdata->long_descr)); sv.c: fprintf (fp, "Descr %s~\n", fix_string (ch->pcdata->description)); sv.c: fprintf (fp, "LCcol %d %s\n", i, ch->pcdata->chan_color[i]); sv.c: fprintf (fp, "LCign %d\n", ch->pcdata->chan_ignore); sv.c: fprintf (fp, "TtlKils .%o\n", ch->pcdata->totalkills); sv.c: fprintf (fp, "NAn %d\n", ch->pcdata->show_lev); sv.c: fprintf (fp, "Killpt .%o\n", ch->pcdata->killpoints); sv.c: fprintf (fp, "Deaths %d\n", ch->pcdata->deaths); sv.c: fprintf (fp, "DPray %d\n", ch->pcdata->pray_points); sv.c: fprintf (fp, "DCoins %d %d %d %d %d\n", 0, 0, ch->gold, 0, ch->copper); sv.c: if (ch->pcdata->script_flags[k] && ch->pcdata->script_flags[k][0] != '\0') sv.c: fprintf (fp, "Sf %s~\n", ch->pcdata->script_flags[k]); sv.c: fprintf (fp, "Nexp %d\n", ch->pcdata->new_exp); sv.c: fprintf (fp, "Nospam %d\n", ch->pcdata->no_spam); sv.c: if (ch->height != -1) sv.c: fprintf (fp, "NHeight %d\n", ch->height); sv.c: fprintf (fp, "NDon %d\n", ch->pcdata->donated); sv.c: fprintf (fp, "NQuest %d\n", ch->pcdata->questflag); sv.c: fprintf (fp, "NatArm .%o\n", ch->pcdata->nat_armor); sv.c: fprintf (fp, "NatAbil %d\n", ch->pcdata->nat_abilities); sv.c: fprintf (fp, "NatAbilT %d\n", ch->pcdata->nat_abilities2); sv.c: if (ch->ced && ch->ced->wasroom != 0) sv.c: fprintf (fp, "NWasrm %d\n", ch->ced->wasroom); sv.c: if (ch->pcdata->challenge_on) sv.c: fprintf (fp, "NChon %d\n", ch->pcdata->challenge_on); sv.c: if (ch->pcdata->remort_times) sv.c: fprintf (fp, "NRemort %d\n", ch->pcdata->remort_times); sv.c: fprintf (fp, "NAMsg %d\n", ch->pcdata->arena_msg); sv.c: if (ch->fgt->challenge) sv.c: fprintf (fp, "NChal %d\n", ch->fgt->challenge); sv.c: if (ch->pcdata->guilds) sv.c: fprintf (fp, "NGldBt %d\n", ch->pcdata->guilds); sv.c: fprintf (fp, "NWPS %ld\n", ch->pcdata->warpoints); sv.c: fprintf (fp, "NMana .%o\n", ch->pcdata->n_mana); sv.c: fprintf (fp, "Race %d\n", ch->pcdata->race); sv.c: fprintf (fp, "Level .%o\n", ch->pcdata->level); sv.c: fprintf (fp, "SCool %d\n", ch->pcdata->cool_skills); sv.c: if (ch->pcdata->level > 100) sv.c: fprintf (fp, "Winv %d\n", ch->pcdata->wizinvis); sv.c: fprintf (fp, "Secrty %d\n", ch->pcdata->security); sv.c: fprintf (fp, "Clan %d\n", ch->pcdata->clan); sv.c: fprintf (fp, "Clan2 %d\n", ch->pcdata->clan2); sv.c: fprintf (fp, "Played %ld\n", ch->pcdata->played); sv.c: fprintf (fp, "Note %ld\n", ch->pcdata->last_note); sv.c: fprintf (fp, "Room %d\n", (ch->in_room ? ch->in_room->vnum :100+ch->pcdata->alignment)); sv.c: fprintf (fp, "HpMove .%lo .%lo .%o .%o\n", ch->hit, ch->max_hit, sv.c: ch->move, ch->max_move); sv.c: fprintf (fp, "EFight %d\n", ch->ced->fight_ops); sv.c: fprintf (fp, "Exp %ld\n", ch->exp); sv.c: fprintf (fp, "Act %d\n", ch->act); sv.c: fprintf (fp, "Act2 %d\n", ch->pcdata->act2); sv.c: if (ch->pcdata->act3 != 0) sv.c: fprintf (fp, "Act3 %d\n", ch->pcdata->act3); sv.c: fprintf (fp, "AffTWO %d\n", ch->more_affected_by); sv.c: fprintf (fp, "AffBy %d\n", ch->affected_by); sv.c: ch->position == POSITION_FIGHTING ? POSITION_STANDING : ch->position); sv.c: fprintf (fp, "Learn .%o\n", ch->pcdata->learn); sv.c: fprintf (fp, "Practc .%o\n", ch->pcdata->practice); sv.c: if (ch->pcdata->saving_throw) sv.c: fprintf (fp, "SvngTh %d\n", ch->pcdata->saving_throw); sv.c: fprintf (fp, "Alignmt %d\n", ch->pcdata->alignment); sv.c: fprintf (fp, "NRat %ld\n", ch->max_hit + ch->max_move + ch->exp - ch->hitroll - ch->damroll); sv.c: fprintf (fp, "Hitrl .%o\n", ch->hitroll); sv.c: fprintf (fp, "Damrl .%o\n", ch->damroll); sv.c: fprintf (fp, "Armor .%o\n", ch->armor); sv.c: if (ch->pcdata->deaf) sv.c: fprintf (fp, "Deaf %d\n", ch->pcdata->deaf); sv.c: fprintf (fp, "Wimpy %d\n", ch->ced->wimpy); sv.c: fprintf (fp, "TotWps %ld\n", ch->pcdata->total_wps); sv.c: fprintf (fp, "PkLevs %ld\n", ch->pcdata->pklevels); sv.c: fprintf (fp, "Pkhelp %ld\n", ch->pcdata->pkhelpers); sv.c: fprintf (fp, "Pkills %d\n", ch->pcdata->pkills); sv.c: fprintf (fp, "Pkilled %d\n", ch->pcdata->pkilled); sv.c: fprintf (fp, "Pkers %ld\n", ch->pcdata->pkers); sv.c: fprintf (fp, "Warmth %ld\n", ch->pcdata->warmth); sv.c: fprintf (fp, "Hardpk %d\n", ch->pcdata->hard_pkills); sv.c: fprintf (fp, "Created %ld\n", ch->pcdata->created); sv.c: fprintf (fp, "ManaShield %d\n", ch->pcdata->mana_shield_strength); sv.c: fprintf (fp, "Elemental %d\n", ch->pcdata->elemental_alignment); sv.c: fprintf (fp, "Vnum %d\n", ch->pIndexData->vnum); sv.c: fprintf (fp, "Password %s~\n", ch->pcdata->pwd); sv.c: fprintf (fp, "RealPassword %s~\n", ch->pcdata->rpwd); sv.c: if (ch->pcdata->rprompt) sv.c: fprintf (fp, "Promptr %s~\n", fix_string (ch->pcdata->rprompt)); sv.c: fprintf (fp, "Pagelen %d\n", ch->pcdata->pagelen); sv.c: fprintf (fp, "PImplO %d\n", ch->pcdata->augments); sv.c: fprintf (fp, "Bamfin %s~\n", ch->pcdata->beamin); sv.c: fprintf (fp, "Bamfout %s~\n", ch->pcdata->beamout); sv.c: if (ch->pcdata->bank > 0) sv.c: fprintf (fp, "Bank %ld\n", ch->pcdata->bank); sv.c: fprintf (fp, "Title %s~\n", ch->pcdata->title); sv.c: fprintf(fp, ".%o ", ch->pcdata->stat[i]); sv.c: fprintf(fp, "%d ", ch->pcdata->stat_mod[i]); sv.c: fprintf(fp, "%d ", ch->pcdata->start_stat[i]); sv.c: ch->pcdata->condition[0], sv.c: ch->pcdata->condition[1], sv.c: ch->pcdata->condition[2]); sv.c: ch->pcdata->colors[0], sv.c: ch->pcdata->colors[1], sv.c: ch->pcdata->colors[2], sv.c: ch->pcdata->colors[3], sv.c: ch->pcdata->colors[4], sv.c: ch->pcdata->colors[5], sv.c: ch->pcdata->colors[6], sv.c: ch->pcdata->colors[7], sv.c: ch->pcdata->colors[8], sv.c: ch->pcdata->colors[9]); sv.c: fprintf (fp, "Stance %d\n", ch->pcdata->stance); sv.c: if (ch->pcdata->trophy_name[k][0] != '\0') sv.c: fprintf (fp, "NTro %s \n", ch->pcdata->trophy_name[k]); sv.c: fprintf (fp, "TTro %d\n", ch->pcdata->trophy_times[k]); sv.c: fprintf (fp, "LTro %d\n", ch->pcdata->trophy_level[k]); sv.c: fprintf(fp, "%d ", ch->pcdata->faction[k]); sv.c: if (ch->pcdata->ignore[k]) sv.c: fprintf (fp, "Ignore %s\n", ch->pcdata->ignore[k]); sv.c: if (ch->pcdata->aliasname[k] && sv.c: ch->pcdata->aliasname[k][0] != '\0' && sv.c: ch->pcdata->alias[k] && sv.c: ch->pcdata->alias[k][0] != '\0') sv.c: for (msk = ch->pcdata->alias[k]; *msk != '\0'; msk++) sv.c: fprintf (fp, "Alias %s\n", ch->pcdata->aliasname[k]); sv.c: fix_string (ch->pcdata->alias[k])); sv.c: for (msk = ch->pcdata->alias[k]; *msk != '\0'; msk++) sv.c: if (ch->pcdata->learned[sn] > 0) sv.c: ch->pcdata->learned[sn], spell->spell_funky_name); sv.c: for (paf = ch->affected; paf && paf != NULL; paf = paf->next) sv.c: if (ch->pcdata->storage[k] == NULL || IS_SET (ch->pcdata->storage[k]->extra_flags, ITEM_NOSAVE)) sv.c: obj = ch->pcdata->storage[k]; sv.c: for (tch = char_list; tch != NULL; tch = tch->next) sv.c: if (IS_PLAYER (tch) && tch->desc != NULL && !str_cmp (tch->pcdata->name, arg2)) sv.c: if (!str_cmp(arg1,tch->pcdata->rpwd)) sv.c: tch->desc->connected = CON_PLAYING; sv.c: close_socket (tch->desc); sv.c: tch->desc = d; sv.c: fprintf (stderr, "%s was online and %s@%s attempted to log in.\n", NAME (tch), (tch->desc ? tch->desc->username : "nodesc"), sv.c: (tch->desc ? tch->desc->host : "nodesc")); sv.c: tch->pcdata->new_exp = TRUE; sv.c: if (IS_PLAYER (tch) && tch->desc == NULL && !strcmp(tch->pcdata->name, arg2)) sv.c: tch->desc = d; sv.c: ch->pcdata = new_pc (); sv.c: ch->next = NULL; sv.c: ch->desc = d; sv.c: ch->desc = NULL; sv.c: free_string (ch->pcdata->name); sv.c: ch->pcdata->name = str_dup (name); sv.c: ch->pcdata->temp = NULL; sv.c: ch->act = fread_number(fpt); sv.c: if (IS_SET(ch->act, ACT_CRASHER)) sv.c: if(ch->desc) sv.c: SET_BIT(ch->desc->act, DESC_CRASHER); sv.c: KEY ("Act2", ch->pcdata->act2, fread_number (fpt)); sv.c: KEY ("Act3", ch->pcdata->act3, fread_number (fpt)); sv.c: KEY ("AffBy", ch->affected_by, fread_number (fpt)); sv.c: KEY ("AffTWO", ch->more_affected_by, fread_number (fpt)); sv.c: ch->pcdata->alignment = fread_number(fpt); sv.c: if (ch->pcdata->alignment < 0) ch->pcdata->alignment = 1; sv.c: if (ch->pcdata->alignment >= NUM_ALIGN) ch->pcdata->alignment = 2; sv.c: KEY ("Armor", ch->armor, fread_number (fpt)); sv.c: if (!ch->pcdata->aliasname[k] || sv.c: ch->pcdata->aliasname[k][0] == '\0' || sv.c: !ch->pcdata->alias[k] || sv.c: ch->pcdata->alias[k][0] == '\0') sv.c: ch->pcdata->aliasname[k] = str_dup (fread_word (fpt)); sv.c: ch->pcdata->alias[k] = str_dup (fread_string2 (fpt, NULL)); sv.c: for (msk = ch->pcdata->alias[k]; *msk != '\0'; msk++) sv.c: paf->next = ch->affected; sv.c: ch->affected = paf; sv.c: ch->pcdata->stat_mod[i] = fread_number(fpt); sv.c: ch->pcdata->stat[i] = fread_number(fpt); sv.c: ch->pcdata->bank = fread_number (fpt); sv.c: SKEY ("Bamfin", ch->pcdata->beamin, fread_string2 (fpt, NULL)); sv.c: SKEY ("Bamfout", ch->pcdata->beamout, fread_string2 (fpt, NULL)); sv.c: KEY ("Clan", ch->pcdata->clan, fread_number(fpt)); sv.c: KEY ("Clan2", ch->pcdata->clan2, fread_number(fpt)); sv.c: KEY ("Created", ch->pcdata->created, fread_number(fpt)); sv.c: ch->pcdata->condition[0] = fread_number (fpt); sv.c: ch->pcdata->condition[1] = fread_number (fpt); sv.c: ch->pcdata->condition[2] = fread_number (fpt); sv.c: ch->pcdata->colors[0] = fread_number (fpt); sv.c: ch->pcdata->colors[1] = fread_number (fpt); sv.c: ch->pcdata->colors[2] = fread_number (fpt); sv.c: ch->pcdata->colors[3] = fread_number (fpt); sv.c: ch->pcdata->colors[4] = fread_number (fpt); sv.c: ch->pcdata->colors[5] = fread_number (fpt); sv.c: ch->pcdata->colors[6] = fread_number (fpt); sv.c: ch->pcdata->colors[7] = fread_number (fpt); sv.c: ch->pcdata->colors[8] = fread_number (fpt); sv.c: ch->pcdata->colors[9] = fread_number (fpt); sv.c: KEY ("Damrl", ch->damroll, fread_number (fpt)); sv.c: KEY ("Deaths", ch->pcdata->deaths, fread_number (fpt)); sv.c: KEY ("DPray", ch->pcdata->pray_points, fread_number (fpt)); sv.c: ch->gold = 0; sv.c: ch->copper = 0; sv.c: ch->gold = cns * 100; sv.c: ch->gold += (cns * 10); sv.c: ch->gold += fread_number (fpt); sv.c: ch->copper = cns * 10; sv.c: ch->copper += fread_number (fpt); sv.c: KEY ("Deaf", ch->pcdata->deaf, fread_number (fpt)); sv.c: SKEY ("Descr", ch->pcdata->description, fread_string2 (fpt, NULL)); sv.c: KEY ("Elemental", ch->pcdata->elemental_alignment, fread_number (fpt)); sv.c: if (ch->pcdata->level > MAX_LEVEL) sv.c: ch->pcdata->level = MAX_LEVEL; sv.c: KEY ("EFight", ch->ced->fight_ops, fread_number (fpt)); sv.c: KEY ("Exp", ch->exp, fread_number (fpt)); sv.c: ch->pcdata->faction[i] = fread_number(fpt); sv.c: KEY ("Hitrl", ch->hitroll, fread_number (fpt)); sv.c: ch->hit = fread_number (fpt); sv.c: ch->max_hit = fread_number (fpt); sv.c: ch->move = fread_number (fpt); sv.c: ch->max_move = fread_number (fpt); sv.c: KEY ("Hardpk", ch->pcdata->hard_pkills, fread_number (fpt)); sv.c: if (!ch->pcdata->ignore[i]) sv.c: ch->pcdata->ignore[i] = str_dup (fread_word (fpt)); sv.c: KEY ("Killpt", ch->pcdata->killpoints, fread_number (fpt)); sv.c: KEY ("Level", ch->pcdata->level, fread_number (fpt)); sv.c: KEY ("Learn", ch->pcdata->learn, fread_number (fpt)); sv.c: SKEY ("LoDesc", ch->pcdata->long_descr, fread_string2 (fpt, NULL)); sv.c: strcpy (ch->pcdata->chan_color[tt], fread_word (fpt)); sv.c: KEY ("LCign", ch->pcdata->chan_ignore, fread_number (fpt)); sv.c: if (ch->pcdata->trophy_level[i] == 0) sv.c: ch->pcdata->trophy_level[i] = fread_number (fpt); sv.c: KEY ("ManaShield", ch->pcdata->mana_shield_strength, fread_number (fpt)); sv.c: KEY ("NAn", ch->pcdata->show_lev, fread_number (fpt)); sv.c: KEY ("NHeight", ch->height, fread_number (fpt)); sv.c: KEY ("Nospam", ch->pcdata->no_spam, fread_number (fpt)); sv.c: KEY ("NDon", ch->pcdata->donated, fread_number (fpt)); sv.c: KEY ("Nexp", ch->pcdata->new_exp, fread_number (fpt)); sv.c: KEY ("NQuest", ch->pcdata->questflag, fread_number (fpt)); sv.c: KEY ("NatArm", ch->pcdata->nat_armor, fread_number (fpt)); sv.c: KEY ("NatAbil", ch->pcdata->nat_abilities, fread_number (fpt)); sv.c: KEY ("NatAbilT", ch->pcdata->nat_abilities2, fread_number (fpt)); sv.c: KEY ("NWasrm", ch->ced->wasroom, fread_number (fpt)); sv.c: KEY ("NChal", ch->fgt->challenge, fread_number (fpt)); sv.c: KEY ("NChon", ch->pcdata->challenge_on, fread_number (fpt)); sv.c: KEY ("NRemort", ch->pcdata->remort_times, fread_number (fpt)); sv.c: KEY ("NAMsg", ch->pcdata->arena_msg, fread_number (fpt)); sv.c: KEY ("NWPS", ch->pcdata->warpoints, fread_number (fpt)); sv.c: KEY ("NMana", ch->pcdata->n_mana, fread_number (fpt)); sv.c: KEY ("NGldBt", ch->pcdata->guilds, fread_number (fpt)); sv.c: if (ch->pcdata->trophy_name[i][0] == '\0') sv.c: strcpy (ch->pcdata->trophy_name[i], fread_word (fpt)); sv.c: strcpy (ch->pcdata->email, fread_string2 (fpt, NULL)); sv.c: KEY ("Note", ch->pcdata->last_note, fread_number (fpt)); sv.c: SKEY ("Promptr", ch->pcdata->rprompt, fread_string2 (fpt, NULL)); sv.c: SKEY ("Password", ch->pcdata->pwd, fread_string2 (fpt, NULL)); sv.c: KEY ("Played", ch->pcdata->played, fread_number (fpt)); sv.c: KEY ("Pagelen", ch->pcdata->pagelen, fread_number (fpt)); sv.c: KEY ("PImplO", ch->pcdata->augments, fread_number (fpt)); sv.c: KEY ("Positn", ch->position, fread_number (fpt)); sv.c: KEY ("Practc", ch->pcdata->practice, fread_number (fpt)); sv.c: KEY ("Pklevs", ch->pcdata->pklevels, fread_number (fpt)); sv.c: KEY ("Pkhelp", ch->pcdata->pkhelpers, fread_number (fpt)); sv.c: KEY ("Pkills", ch->pcdata->pkills, fread_number (fpt)); sv.c: KEY ("Pkilled", ch->pcdata->pkilled, fread_number (fpt)); sv.c: KEY ("Pkers", ch->pcdata->pkers, fread_number (fpt)); sv.c: if (ch->position == POSITION_FIGHTING) sv.c: ch->pcdata->race = fread_number (fpt); sv.c: SKEY ("RealPassword", ch->pcdata->rpwd, fread_string2 (fpt,NULL)); sv.c: ch->in_room = NULL; sv.c: ch->pcdata->temp_room = get_room_index (fread_number (fpt)); sv.c: KEY ("SvngTh", ch->pcdata->saving_throw, fread_number (fpt)); sv.c: KEY ("Sex", ch->pcdata->sex, fread_number (fpt)); sv.c: SKEY ("ShDesc", ch->pcdata->short_descr, fread_string2 (fpt, NULL)); sv.c: KEY ("SCool", ch->pcdata->cool_skills, fread_number (fpt)); sv.c: KEY ("Secrty", ch->pcdata->security, fread_number (fpt)); sv.c: KEY ("Stance", ch->pcdata->stance, fread_number (fpt)); sv.c: ch->pcdata->learned[sn] = value; sv.c: if (ch->pcdata->trophy_times[i] == 0) sv.c: ch->pcdata->trophy_times[i] = fread_number (fpt); sv.c: KEY ("TtlKils", ch->pcdata->totalkills, fread_number (fpt)); sv.c: ch->pcdata->title = str_dup (fread_string2 (fpt, NULL)); sv.c: KEY ("TotWps", ch->pcdata->total_wps, fread_number(fpt)); sv.c: ch->pIndexData = get_mob_index (fread_number (fpt)); sv.c: KEY ("Winv", ch->pcdata->wizinvis, fread_number (fpt)); sv.c: KEY ("Wimpy", ch->ced->wimpy, fread_number (fpt)); sv.c: KEY ("Warmth", ch->pcdata->warmth, fread_number (fpt)); sv.c: if (ch->pcdata->temp_room == NULL) sv.c: ch->pcdata->temp_room = get_room_index(ch->pcdata->alignment +100); sv.c: if (ch->pcdata->pet_temp[kl] == 0) sv.c: ch->pcdata->pet_temp[kl] = fread_number (fp); sv.c: ch->pcdata->pet_hps[kl] = fread_number (fp); sv.c: ch->pcdata->pet_move[kl] = fread_number (fp); sv.c: ch->act = fread_number(fp); sv.c: if (IS_SET(ch->act, ACT_CRASHER)) sv.c: if (ch->desc) sv.c: SET_BIT(ch->desc->act, DESC_CRASHER); sv.c: KEY ("Act2", ch->pcdata->act2, fread_number (fp)); sv.c: KEY ("Act3", ch->pcdata->act3, fread_number (fp)); sv.c: KEY ("AffBy", ch->affected_by, fread_number (fp)); sv.c: KEY ("AffTWO", ch->more_affected_by, fread_number (fp)); sv.c: ch->pcdata->alignment = fread_number(fp); sv.c: if (ch->pcdata->alignment < 0) ch->pcdata->alignment = 1; sv.c: if (ch->pcdata->alignment >= NUM_ALIGN) ch->pcdata->alignment = 2; sv.c: KEY ("Armor", ch->armor, fread_number (fp)); sv.c: if (!ch->pcdata->aliasname[k] || sv.c: ch->pcdata->aliasname[k][0] == '\0' || sv.c: !ch->pcdata->alias[k] || sv.c: ch->pcdata->alias[k][0] == '\0') sv.c: ch->pcdata->aliasname[k] = str_dup (fread_word (fp)); sv.c: ch->pcdata->alias[k] = str_dup (fread_string2 (fp, NULL)); sv.c: for (msk = ch->pcdata->alias[k]; *msk != '\0'; msk++) sv.c: paf->next = ch->affected; sv.c: ch->affected = paf; sv.c: ch->pcdata->stat_mod[i] = fread_number(fp); sv.c: ch->pcdata->stat[i] = fread_number(fp); sv.c: ch->pcdata->bank = fread_number (fp); sv.c: SKEY ("Bamfin", ch->pcdata->beamin, fread_string2 (fp, NULL)); sv.c: SKEY ("Bamfout", ch->pcdata->beamout, fread_string2 (fp, NULL)); sv.c: KEY ("Created", ch->pcdata->created, fread_number(fp)); sv.c: KEY ("Clan", ch->pcdata->clan, fread_number(fp)); sv.c: KEY ("Clan2", ch->pcdata->clan2, fread_number(fp)); sv.c: ch->pcdata->condition[0] = fread_number (fp); sv.c: ch->pcdata->condition[1] = fread_number (fp); sv.c: ch->pcdata->condition[2] = fread_number (fp); sv.c: ch->pcdata->colors[0] = fread_number (fp); sv.c: ch->pcdata->colors[1] = fread_number (fp); sv.c: ch->pcdata->colors[2] = fread_number (fp); sv.c: ch->pcdata->colors[3] = fread_number (fp); sv.c: ch->pcdata->colors[4] = fread_number (fp); sv.c: ch->pcdata->colors[5] = fread_number (fp); sv.c: ch->pcdata->colors[6] = fread_number (fp); sv.c: ch->pcdata->colors[7] = fread_number (fp); sv.c: ch->pcdata->colors[8] = fread_number (fp); sv.c: ch->pcdata->colors[9] = fread_number (fp); sv.c: KEY ("Damrl", ch->damroll, fread_number (fp)); sv.c: KEY ("Deaths", ch->pcdata->deaths, fread_number (fp)); sv.c: KEY ("DPray", ch->pcdata->pray_points, fread_number (fp)); sv.c: ch->gold = 0; sv.c: ch->copper = 0; sv.c: ch->gold = cns * 100; sv.c: ch->gold += (cns * 10); sv.c: ch->gold += fread_number (fp); sv.c: ch->copper = cns * 10; sv.c: ch->copper += fread_number (fp); sv.c: KEY ("Deaf", ch->pcdata->deaf, fread_number (fp)); sv.c: SKEY ("Descr", ch->pcdata->description, fread_string2 (fp, NULL)); sv.c: KEY ("Elemental", ch->pcdata->elemental_alignment, fread_number (fp)); sv.c: KEY ("EFight", ch->ced->fight_ops, fread_number (fp)); sv.c: KEY ("Exp", ch->exp, fread_number (fp)); sv.c: ch->pcdata->faction[i] = fread_number(fp); sv.c: KEY ("Hitrl", ch->hitroll, fread_number (fp)); sv.c: ch->hit = fread_number (fp); sv.c: ch->max_hit = fread_number (fp); sv.c: ch->move = fread_number (fp); sv.c: ch->max_move = fread_number (fp); sv.c: KEY ("Hardpk", ch->pcdata->hard_pkills, fread_number (fp)); sv.c: if (!ch->pcdata->ignore[i]) sv.c: ch->pcdata->ignore[i] = str_dup (fread_word (fp)); sv.c: KEY ("Killpt", ch->pcdata->killpoints, fread_number (fp)); sv.c: KEY ("Level", ch->pcdata->level, fread_number (fp)); sv.c: KEY ("Learn", ch->pcdata->learn, fread_number (fp)); sv.c: SKEY ("LoDesc", ch->pcdata->long_descr, fread_string2 (fp, NULL)); sv.c: strcpy (ch->pcdata->chan_color[tt], fread_word (fp)); sv.c: KEY ("LCign", ch->pcdata->chan_ignore, fread_number (fp)); sv.c: if (ch->pcdata->trophy_level[i] == 0) sv.c: ch->pcdata->trophy_level[i] = fread_number (fp); sv.c: KEY ("ManaShield", ch->pcdata->mana_shield_strength, fread_number (fp)); sv.c: KEY ("NAn", ch->pcdata->show_lev, fread_number (fp)); sv.c: KEY ("Nospam", ch->pcdata->no_spam, fread_number (fp)); sv.c: KEY ("NHeight", ch->height, fread_number (fp)); sv.c: KEY ("NDon", ch->pcdata->donated, fread_number (fp)); sv.c: KEY ("Nexp", ch->pcdata->new_exp, fread_number (fp)); sv.c: KEY ("NQuest", ch->pcdata->questflag, fread_number (fp)); sv.c: KEY ("NatArm", ch->pcdata->nat_armor, fread_number (fp)); sv.c: KEY ("NatAbil", ch->pcdata->nat_abilities, fread_number (fp)); sv.c: KEY ("NatAbilT", ch->pcdata->nat_abilities2, fread_number (fp)); sv.c: KEY ("NWasrm", ch->ced->wasroom, fread_number (fp)); sv.c: KEY ("NChal", ch->fgt->challenge, fread_number (fp)); sv.c: KEY ("NChon", ch->pcdata->challenge_on, fread_number (fp)); sv.c: KEY ("NRemort", ch->pcdata->remort_times, fread_number (fp)); sv.c: KEY ("NAMsg", ch->pcdata->arena_msg, fread_number (fp)); sv.c: KEY ("NWPS", ch->pcdata->warpoints, fread_number (fp)); sv.c: KEY ("NMana", ch->pcdata->n_mana, fread_number (fp)); sv.c: KEY ("NGldBt", ch->pcdata->guilds, fread_number (fp)); sv.c: if (ch->pcdata->trophy_name[i][0] == '\0') sv.c: strcpy (ch->pcdata->trophy_name[i], fread_word (fp)); sv.c: strcpy (ch->pcdata->email, fread_string2 (fp, NULL)); sv.c: KEY ("Note", ch->pcdata->last_note, fread_number (fp)); sv.c: SKEY ("Promptr", ch->pcdata->rprompt, fread_string2 (fp, NULL)); sv.c: SKEY ("Password", ch->pcdata->pwd, fread_string2 (fp, NULL)); sv.c: KEY ("Played", ch->pcdata->played, fread_number (fp)); sv.c: KEY ("Pagelen", ch->pcdata->pagelen, fread_number (fp)); sv.c: KEY ("PImplO", ch->pcdata->augments, fread_number (fp)); sv.c: KEY ("Positn", ch->position, fread_number (fp)); sv.c: KEY ("Practc", ch->pcdata->practice, fread_number (fp)); sv.c: KEY ("Pklevs", ch->pcdata->pklevels, fread_number (fp)); sv.c: KEY ("Pkhelp", ch->pcdata->pkhelpers, fread_number (fp)); sv.c: KEY ("Pkills", ch->pcdata->pkills, fread_number (fp)); sv.c: KEY ("Pkilled", ch->pcdata->pkilled, fread_number (fp)); sv.c: KEY ("Pkers", ch->pcdata->pkers, fread_number (fp)); sv.c: ch->pcdata->race = fread_number (fp); sv.c: SKEY ("RealPassword", ch->pcdata->rpwd, fread_string2 (fp,NULL)); sv.c: ch->pcdata->temp_room = get_room_index (fread_number (fp)); sv.c: KEY ("SvngTh", ch->pcdata->saving_throw, fread_number (fp)); sv.c: KEY ("Sex", ch->pcdata->sex, fread_number (fp)); sv.c: SKEY ("ShDesc", ch->pcdata->short_descr, fread_string2 (fp, NULL)); sv.c: KEY ("SCool", ch->pcdata->cool_skills, fread_number (fp)); sv.c: KEY ("Secrty", ch->pcdata->security, fread_number (fp)); sv.c: KEY ("Stance", ch->pcdata->stance, fread_number (fp)); sv.c: ch->pcdata->script_flags[csf] = str_dup (fread_string2 (fp, NULL)); sv.c: ch->pcdata->learned[sn] = value; sv.c: ch->pcdata->start_stat[i] = fread_number(fp); sv.c: if (ch->pcdata->trophy_times[i] == 0) sv.c: ch->pcdata->trophy_times[i] = fread_number (fp); sv.c: KEY ("TtlKils", ch->pcdata->totalkills, fread_number (fp)); sv.c: ch->pcdata->title = str_dup (fread_string2 (fp, NULL)); sv.c: KEY ("TotWps", ch->pcdata->total_wps, fread_number (fp)); sv.c: ch->pIndexData = get_mob_index (fread_number (fp)); sv.c: KEY ("Winv", ch->pcdata->wizinvis, fread_number (fp)); sv.c: KEY ("Wimpy", ch->ced->wimpy, fread_number (fp)); sv.c: KEY ("Warmth", ch->pcdata->warmth, fread_number (fp)); sv.c: if (ch->pcdata->storage[k] == NULL) sv.c: ch->hold1 = obj; sv.c: ch->hold2 = obj; sv.c: SET_BIT(ch->act, PLR_HAS_SHOES); sv.c: SET_BIT(ch->act, PLR_HAS_SHIELD); sv.c: SET_BIT(ch->act, PLR_HAS_SNOWSHOES); sv.c: SET_BIT(ch->act, PLR_HAS_SCUBA); sv.c: SET_BIT(ch->act, PLR_HAS_MTN_BOOTS); sv.c: ch->pcdata->light++; sv.c: ch->pcdata->command_objs++; sv.c: ch->pcdata->storage[free_storage (ch)] = obj; toptr.c: if (ch->pcdata->warpoints <0) ch->pcdata->warpoints = 0; toptr.c: if (current_time - ch->pcdata->created > 0 && current_time - startup_time > 0) toptr.c: charinfo[10] = (float)((float) (ch->pcdata->played + (current_time toptr.c:- ch->pcdata->logon)))*100.0/((float)(current_time-ch->pcdata->created)); toptr.c:(ch->pcdata->played)*100.0)/((float)(current_time-startup_time)); toptr.c: if (ch->pcdata->pkills > 20) toptr.c: charinfo[0] = (float) ch->pcdata->pkills; toptr.c: charinfo[1] = (float) ((float) ch->pcdata->pklevels / toptr.c: (float) ch->pcdata->pkills); toptr.c: charinfo[2] = (float) ((float) ch->pcdata->pkills / toptr.c: (float) ch->pcdata->pkhelpers); toptr.c: charinfo[5] = (float) ch->pcdata->total_wps; toptr.c: charinfo[6] = (float) ((float) ch->pcdata->pkills / toptr.c: (float) ch->pcdata->pklevels); toptr.c: charinfo[7] = (float) ((float) ch->pcdata->pkhelpers/ toptr.c: (float) ch->pcdata->pkills); toptr.c: charinfo[8] = (float) ch->pcdata->warpoints; toptr.c: charinfo[9] = (float) ch->pcdata->hard_pkills; toptr.c: if (ch->pcdata->pkilled >=1) toptr.c: charinfo[3] = (float) ((float) ch->pcdata->pkilled); toptr.c: charinfo[4] = (float) ((float) ch->pcdata->pkers / toptr.c: (float) ch->pcdata->pkilled); toptr.c: pkdata[newslot[i]][i].alignment = ch->pcdata->alignment; toptr.c: if (ch->pcdata->warpoints < 0) ch->pcdata->warpoints = 0; toptr.c: if (ch->pcdata->warpoints > topten.topten_warpoints[k]) toptr.c: topten.topten_warpoints[newslot] = ch->pcdata->warpoints; toptr.c: topten.topten_alignment[newslot] = ch->pcdata->alignment; toptr.c: ratingd.rating_alignment[newslot] = ch->pcdata->alignment; toptr.c: if ((ch->pcdata->trophy_name[i] != '\0') && (ch->pcdata->trophy_level[i] >=1) && (ch->pcdata->trophy_times[i] >=1)) toptr.c: ch->pcdata->trophy_level[i], toptr.c: ch->pcdata->trophy_name[i], ch->pcdata->trophy_times[i]); toptr.c: position = ch->position; toptr.c: ch->position = POSITION_STANDING; toptr.c: sprintf(buffy, "\n\rYou have \x1b[1;31m%ld\x1b[0;37m warpoints.\n\r", ch->pcdata->warpoints); toptr.c: ch->position = position; toptr.c: position = ch->position; toptr.c: ch->position = POSITION_STANDING; toptr.c: sprintf(buffy, "\n\rYour total number of pkills is: \x1b[1;32m%d\x1b[0;37m.\n\r", ch->pcdata->pkills); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYour average level of pkill victims is \x1b[1;34m%2.4f\x1b[0;37m.\n\r", (float) ((float)ch->pcdata->pklevels)/((float) (UMAX(ch->pcdata->pkills, 1)))); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYour average groupsize when you pkill someone is \x1b[1;34m%2.4f\x1b[0;37m.\n\r", (float) ((float)ch->pcdata->pkhelpers)/((float) (UMAX(ch->pcdata->pkills, 1)))); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYour total number of times you have been pkilled is: \x1b[1;32m%d\x1b[0;37m.\n\r", ch->pcdata->pkilled); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYou require \x1b[1;34m%2.4f\x1b[0;37m people to kill you on average.\n\r", (float) ((float)ch->pcdata->pkers)/((float) (UMAX(ch->pcdata->pkilled, 1)))); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYour total number of warpoints is: \x1b[1;32m%ld\x1b[0;37m.\n\r", ch->pcdata->total_wps); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYour total number of hard pkills is: \x1b[1;32m%ld\x1b[0;37m.\n\r", ch->pcdata->hard_pkills); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYour number of warpoints is: \x1b[1;32m%d\x1b[0;37m.\n\r", ch->pcdata->warpoints); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYour average level of pkill victims is \x1b[1;34m%2.4f\x1b[0;37m.\n\r", (float) ((float)ch->pcdata->pklevels)/((float) (UMAX(ch->pcdata->pkills, 1)))); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYour average groupsize when you pkill someone is \x1b[1;34m%2.4f\x1b[0;37m.\n\r", (float) ((float)ch->pcdata->pkhelpers)/((float) (UMAX(ch->pcdata->pkills, 1)))); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYour percentage of playing time since your creation is:\x1b[1;34m%2.4f\x1b[0;37m.\n\r", (float) ((float)(ch->pcdata->played + current_time - ch->pcdata->logon)*100.0/((float) (current_time - ch->pcdata->created)))); toptr.c: ch->position = position; toptr.c: sprintf(buffy, "\n\rYour percentage of playing time since the game originally started is:\x1b[1;34m%2.4f\x1b[0;37m.\n\r", (float) ((float)(ch->pcdata->played + current_time - ch->pcdata->logon)*100.0/((float) (current_time - startup_time)))); toptr.c: ch->position = position; toptr.c: ch->position = position; toptr.c: position = ch->position; toptr.c: ch->position = POSITION_STANDING; toptr.c: ch->position = position; toptr.c: if (ch->pcdata->trophy_name[i][0] == '\0') toptr.c: if (ch->pcdata->trophy_level[i] < templev) toptr.c: templev = ch->pcdata->trophy_level[i]; toptr.c: if (ch->pcdata->trophy_level[tempnum] <= LEVEL (victim)) toptr.c: ch->pcdata->online_spot->pk_since_locate++; toptr.c:=(float)((float)(5+victim->pcdata->remort_times))/((float)(5+ch->pcdata->remort_times)); toptr.c: if (IS_SET(ch->pcdata->act2, PLR_HARDCORE)) toptr.c: ch->pcdata->warpoints +=wpstogive; toptr.c: ch->pcdata->total_wps +=wpstogive; toptr.c: ch->pcdata->total_wps += 1; toptr.c: ch->pcdata->warpoints += 1; toptr.c: ch->pcdata->total_wps += 1; toptr.c: ch->pcdata->warpoints += 1; toptr.c: if (ch->pcdata->trophy_name[i][0] == '\0') toptr.c: if (!str_cmp (RNAME (victim), ch->pcdata->trophy_name[i])) toptr.c: ch->pcdata->trophy_times[i]++; toptr.c: ch->pcdata->trophy_level[i] = LEVEL (victim); toptr.c: strcpy (ch->pcdata->trophy_name[nummy], RNAME (victim)); toptr.c: ch->pcdata->trophy_times[nummy] = 1; toptr.c: ch->pcdata->trophy_level[nummy] = LEVEL (victim); toptr.c: if ((ch->pcdata->trophy_level[k] > 0) && toptr.c:(ch->pcdata->trophy_times[k] > 0) && (ch->pcdata->trophy_name[k][0] != toptr.c: if ((ch->pcdata->trophy_level[k]) < toptr.c:(ch->pcdata->trophy_level[i])) toptr.c: templev = ch->pcdata->trophy_level[i]; toptr.c: ch->pcdata->trophy_level[i] = ch->pcdata->trophy_level[k]; toptr.c: ch->pcdata->trophy_level[k] = templev; toptr.c: tempnum = ch->pcdata->trophy_times[i]; toptr.c: ch->pcdata->trophy_times[i] = ch->pcdata->trophy_times[k]; toptr.c: ch->pcdata->trophy_times[k] = tempnum; toptr.c: strcpy(tempname, ch->pcdata->trophy_name[i]); toptr.c: strcpy(ch->pcdata->trophy_name[i], toptr.c:ch->pcdata->trophy_name[k]); toptr.c: strcpy(ch->pcdata->trophy_name[k], tempname); upd.c: ch->hitroll = 0; upd.c: ch->damroll = 0; upd.c: ch->armor = ch->pcdata->nat_armor; upd.c: ch->pcdata->plus_hide = 0; upd.c: ch->pcdata->plus_sneak = 0; upd.c: ch->pcdata->plus_kick = 0; upd.c: ch->pcdata->armor[0] = 0; upd.c: ch->pcdata->armor[1] = 0; upd.c: ch->pcdata->armor[2] = 0; upd.c: ch->pcdata->armor[3] = 0; upd.c: ch->pcdata->carry_weight = 0; upd.c: ch->pcdata->carry_number = 0; upd.c: ch->pcdata->command_objs = 0; upd.c: ch->pcdata->stat_mod[i] = 0; upd.c: ch->pcdata->learned[race_info[ch->pcdata->race].nat_skills[i]] = 100; upd.c: ch->pcdata->learned[align_info[ch->pcdata->alignment].nat_skills[i]] = 100; upd.c: if (ch->pcdata->warpoints < 0) ch->pcdata->warpoints = 0; upd.c: if (ch->pcdata->total_wps < 0) ch->pcdata->total_wps = 0; upd.c: LOOP (paf, ch->affected, paf->next) upd.c: ch->armor += mod; upd.c: ch->hitroll += mod; upd.c: ch->damroll += mod; upd.c: ch->pcdata->plus_kick += mod; upd.c: ch->pcdata->plus_sneak += mod; upd.c: ch->pcdata->warmth += mod; upd.c: ch->pcdata->plus_hide += mod; upd.c: ch->pcdata->stat_mod[STR] += mod; upd.c: ch->pcdata->stat_mod[INT] += mod; upd.c: ch->pcdata->stat_mod[WIS] += mod; upd.c: ch->pcdata->stat_mod[DEX] += mod; upd.c: ch->pcdata->stat_mod[CON] += mod; upd.c: LOOP (obj, ch->carrying, obj->next_content) upd.c: ch->pcdata->carry_weight += get_obj_weight (obj); upd.c: ch->pcdata->carry_number += get_obj_number (obj); upd.c: ch->pcdata->command_objs++; upd.c: ch->pcdata->armor[0] += (r->protects_body); upd.c: ch->pcdata->armor[1] += (r->protects_head); upd.c: ch->pcdata->armor[2] += (r->protects_legs); upd.c: ch->pcdata->armor[3] += (r->protects_arms); upd.c: ch->pcdata->armor[2] += (r->protects_legs * r->condition_now) / (r->max_condition); upd.c: ch->pcdata->armor[0] += (r->protects_body * r->condition_now) / (r->max_condition); upd.c: ch->pcdata->armor[1] += (r->protects_head * r->condition_now) / (r->max_condition); upd.c: ch->pcdata->armor[3] += (r->protects_arms * r->condition_now) / (r->max_condition); upd.c: ch->armor += mod; upd.c: ch->hitroll += mod; upd.c: ch->damroll += mod; upd.c: ch->pcdata->plus_kick += mod; upd.c: ch->pcdata->plus_sneak += mod; upd.c: ch->pcdata->warmth +=mod; upd.c: ch->pcdata->plus_hide += mod; upd.c: ch->pcdata->stat_mod[STR] += mod; upd.c: ch->pcdata->stat_mod[INT] += mod; upd.c: ch->pcdata->stat_mod[WIS] += mod; upd.c: ch->pcdata->stat_mod[DEX] += mod; upd.c: ch->pcdata->stat_mod[CON] += mod; upd.c: ch->armor += mod; upd.c: ch->hitroll += mod; upd.c: ch->damroll += mod; upd.c: ch->pcdata->plus_kick += mod; upd.c: ch->pcdata->plus_sneak += mod; upd.c: ch->pcdata->warmth += mod; upd.c: ch->pcdata->plus_hide += mod; upd.c: ch->pcdata->stat_mod[STR] += mod; upd.c: ch->pcdata->stat_mod[INT] += mod; upd.c: ch->pcdata->stat_mod[WIS] += mod; upd.c: ch->pcdata->stat_mod[DEX] += mod; upd.c: ch->pcdata->stat_mod[CON] += mod; upd.c: ch->damroll += upd.c: ((ch->pcdata->remort_times))+ upd.c: (IS_SET (ch->ced->fight_ops, F_AGGRESSIVE) ? 2 : 0)+ upd.c: (IS_SET (ch->ced->fight_ops, F_POWER) ? 1 : 0)+ upd.c: race_info[ch->pcdata->race].combat_damage_bonus+ upd.c: align_info[ch->pcdata->alignment].combat_damage_bonus); upd.c: ch->hitroll += upd.c: (IS_SET(ch->ced->fight_ops, F_AGGRESSIVE) ? -4 : 0) + upd.c: ch->affected_by |= ch->pcdata->nat_abilities; upd.c: ch->affected_by |= race_info[ch->pcdata->race].affect_bits; upd.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; upd.c: ch->more_affected_by |= race_info[ch->pcdata->race].affect_bits2; upd.c: ch->affected_by |= align_info[ch->pcdata->alignment].affect_bits; upd.c: ch->more_affected_by |= align_info[ch->pcdata->alignment].affect_bits2; upd.c: ch->pcdata->practice += add_prac; upd.c: ch->pcdata->learn += add_learn; upd.c: if (-gain >= ch->exp) upd.c: ch->exp += gain; upd.c: while (LEVEL (ch) < pow.max_level && ch->exp >= FIND_EXP (LEVEL (ch), ch->pcdata->race)) upd.c: ch->pcdata->level++; upd.c: if (ch->pcdata->remort_times == 0 && ch->pcdata->level == pow.level_to_choose -1) upd.c: if (LEVEL(ch) == pow.level_to_choose && ch->pcdata->remort_times == 0 && pow.choose_in_room != 0 && get_room_index(pow.choose_in_room) != NULL) upd.c: base = (base * (race_info[ch->pcdata->race].mana_percent + align_info[ch->pcdata->alignment].mana_percent))/100; upd.c: if (ch->pcdata->n_mana < ch->pcdata->n_max_mana && hehe != 2) upd.c: ((ch->position == POSITION_MEDITATING) ? pow.med_mana_regen_bonus : 0 )+ upd.c: ch->pcdata->n_mana = UMIN (ch->pcdata->n_max_mana, ch->pcdata->n_mana + tt); upd.c: ch->pcdata->n_mana -= 3; upd.c: if (ch->pcdata->n_mana <= 0) upd.c: ch->pcdata->n_mana = 0; upd.c: gem1 = ch->hold1; upd.c: else if (ch->position == POSITION_MEDITATING) upd.c: else if (ch->position == POSITION_SLEEPING) upd.c: else if (ch->position == POSITION_RESTING) upd.c: gem2 = ch->hold2; upd.c: else if (ch->position == POSITION_MEDITATING) upd.c: else if (ch->position == POSITION_SLEEPING) upd.c: else if (ch->position == POSITION_RESTING) upd.c: switch (ch->position) upd.c: if (IS_MOB (ch) && ch->hit < (ch->max_hit / 2) && !FIGHTING (ch)) upd.c: if (ch->pcdata->condition[COND_FULL] <= 5) upd.c: if (ch->pcdata->condition[COND_FULL] <= 0) upd.c: if (ch->pcdata->condition[COND_THIRST] <= 5) upd.c: if (ch->pcdata->condition[COND_THIRST] <= 0) upd.c: gain = (gain * (race_info[ch->pcdata->race].regen_hit_percent + align_info[ch->pcdata->alignment].regen_hit_percent)) / 100; upd.c: if (IS_PLAYER(ch) && is_member(ch, GUILD_MONK) && ch->pcdata->learned[gsn_spiritregen] > 60) upd.c: return UMIN (gain, ch->max_hit - ch->hit); upd.c: switch (ch->position) upd.c: if (ch->pcdata->condition[COND_FULL] <= 0) upd.c: if (ch->pcdata->condition[COND_THIRST] <= 0) upd.c: gain = (gain * (race_info[ch->pcdata->race].regen_move_percent + align_info[ch->pcdata->alignment].regen_move_percent)) / 100; upd.c: if (IS_PLAYER(ch) && is_member(ch, GUILD_MONK) && ch->pcdata->learned[gsn_spiritregen] > 60) upd.c: return UMIN (gain, ch->max_move - ch->move); upd.c: if (!ch->in_room || ch->in_room->vnum < 1000) return; upd.c: ch->pcdata->condition[iCond] += value; upd.c: if (ch->pcdata->condition[COND_DRUNK] < 0) upd.c: ch->pcdata->condition[COND_DRUNK] = 0; upd.c: if (ch->pcdata->condition[iCond] > 48) upd.c: ch->pcdata->condition[iCond] = 48; upd.c: condition = ch->pcdata->condition[iCond]; upd.c: if (ch->pcdata->condition[iCond] < -2) upd.c: if (ch->desc != NULL) upd.c: if (ch->hit + (condition * 10) < 0) upd.c: if (ch->hit == -1) upd.c: ch->pcdata->condition[COND_THIRST] = 48; upd.c: ch->pcdata->condition[COND_FULL] = 48; upd.c: if (ch->pcdata->condition[iCond] == 9) upd.c: if (ch->pcdata->condition[iCond] <= 1) upd.c: if (ch->pcdata->condition[iCond] == 3) upd.c: ch_next = ch->next; upd.c: if (ch->in_room == NULL) upd.c: ch->fgt->fighting=NULL; upd.c: if (ch->position != POSITION_FIGHTING && ch->position != POSITION_CASTING && upd.c: ch->position != POSITION_SEARCHING && ch->position != POSITION_BASHED && upd.c: ch->position != POSITION_BACKSTAB && ch->position != POSITION_CIRCLE && upd.c: ch->position != POSITION_GROUNDFIGHTING) upd.c: ch->wait = 0; upd.c: if (FIGHTING (ch) == NULL && ch->position == POSITION_BASHED) upd.c: if (ch->wait > 0) upd.c: ch->wait -= 13; upd.c: if (ch->wait < 0) upd.c: ch->wait = 0; upd.c: if (ch->in_room->area->nplayer < 1 || IS_AFFECTED (ch, AFF_CHARM)) upd.c: if (ch->pIndexData->spec_fun && (ch->position != POSITION_GROUNDFIGHTING) && (ch->position != POSITION_BASHED)) upd.c: if ((*ch->pIndexData->spec_fun) (ch)) upd.c: if(ch->pIndexData->act4 >= ACT4_KILL_OPP) upd.c: IS_SET(ch->pIndexData->act4, ACT4_SUMMONER) && upd.c: ch->pIndexData->opt != NULL && upd.c: ch->pIndexData->opt->summons > 1 && upd.c: (get_mob_index(ch->pIndexData->opt->summons) !=NULL)) upd.c: summoned = create_mobile(get_mob_index(ch->pIndexData->opt->summons)); upd.c: char_to_room(summoned, ch->in_room); upd.c: summoned->fgt->fighting = ch->fgt->fighting; upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_REST) && FIGHTING (ch) == NULL) upd.c: if (ch->next_in_room && (ch->position == POSITION_RESTING || ch->position == POSITION_SLEEPING)) upd.c: else if (ch->position == POSITION_STANDING) upd.c: if (ch->move < ch->max_move / 4) upd.c: else if (ch->move < ch->max_move / 2) upd.c: if (ch->hit < ch->max_hit / 7) upd.c: else if (ch->hit < ch->max_hit / 4) upd.c: if (ch->position != POSITION_STANDING) upd.c: if (ch->in_room->more && IS_SET (ch->pIndexData->act4, ACT4_SLEEPAGGRO) && (FIGHTING (ch) == NULL)) upd.c: for (tch = ch->in_room->more->people; tch != NULL; tch = tch_next) upd.c: if (!tch->next_in_room) upd.c: tch_next = tch->next_in_room; upd.c: if (IS_PLAYER (tch) && tch->position == POSITION_SLEEPING) upd.c: if (ch->in_room->more && ch->in_room->more->pcs > 0) upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_KILL_OPP) && FIGHTING (ch) == NULL) upd.c: for (to_attack = ch->in_room->more->people; to_attack != NULL; to_attack = to_attack->next_in_room) upd.c: if (ch->position == POSITION_RESTING) upd.c: if (ch->position == POSITION_STANDING) upd.c: if (FIGHTING(ch) == NULL && IS_SET(ch->pIndexData->act4, ACT4_KILL_CLAN)) upd.c: for (tcr = ch->in_room->more->people; tcr != NULL; tcr = tcr->next_in_room) upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_ASSISTALL)) upd.c: for (tcr = ch->in_room->more->people; tcr != NULL; tcr = tcr->next_in_room) upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_RESCUEONE)) upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_RESCUETWO)) upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_ASSISTONE)) upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_ASSISTTWO)) upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_KILLALLONE) && FIGHTING (ch) == NULL) upd.c: for (to_attack = ch->in_room->more->people; to_attack != NULL; to_attack = to_attack->next_in_room) upd.c: if (ch->position == POSITION_RESTING) upd.c: if (ch->position != POSITION_STANDING) upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_KILLALLTWO) && FIGHTING (ch) == NULL) upd.c: for (to_attack = ch->in_room->more->people; to_attack != NULL; to_attack = to_attack->next_in_room) upd.c: if (ch->position == POSITION_RESTING) upd.c: if (ch->position != POSITION_STANDING) upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_KILLGLADIATOR)) upd.c: if (IS_SET (ch->pIndexData->act4, ACT4_RANGER)) upd.c: if (IS_SET (ch->pIndexData->affected_by, AFF_HIDE) upd.c: && !IS_SET (ch->affected_by, AFF_HIDE) upd.c: && ch->next_in_room == NULL) upd.c: SET_BIT (ch->affected_by, AFF_HIDE); upd.c: if (!IS_SET (ch->act, ACT_SENTINEL) upd.c: && !IS_SET (ch->pIndexData->act3, ACT3_FOLLOW) upd.c: && (pexit = ch->in_room->exit[door]) != NULL upd.c: && (!IS_SET (ch->act, ACT_STAY_SECTOR) upd.c: || ((ROOM_DATA *) pexit->to_room)->sector_type == ch->in_room->sector_type) upd.c: && (!IS_SET (ch->act, ACT_STAY_AREA) upd.c: || ((ROOM_DATA *) pexit->to_room)->area == ch->in_room->area)) upd.c: if (ch->position < POSITION_STANDING) upd.c: if (ch->hit < ch->max_hit / 10 upd.c: && (!IS_SET (ch->act, ACT_SENTINEL)) upd.c: && (pexit = ch->in_room->exit[door]) != NULL upd.c: rch = rch->next_in_room) upd.c: if (!wch->next) upd.c: ch_next = wch->next; upd.c: if (!wch->in_room) upd.c: if(wch->pcdata->no_quit > 0) upd.c: wch->pcdata->no_quit--; upd.c: if ((wch->pcdata->no_quit_pk > 0) && (FIGHTING (wch) == NULL || wch->position != POSITION_FIGHTING)) upd.c: wch->pcdata->no_quit_pk--; upd.c: if(wch->in_room && wch->in_room->sector_type != SECT_INSIDE && upd.c: !IS_SET(wch->in_room->room_flags, ROOM_INDOORS) && upd.c: !IS_SET(wch->in_room->room_flags, ROOM_UNDERGROUND) && upd.c: wch->in_room->sector_type != SECT_UNDERWATER && upd.c: wch->in_room->sector_type < SECT_ASTRAL) upd.c: if (wch->hit > 31) upd.c: if (wch->data_type==50) continue; upd.c: if (wch->desc != NULL && upd.c: wch->desc->connected == CON_PLAYING upd.c: if (((wch->in_room->sector_type == SECT_AIR || wch->in_room->sector_type == SECT_CLOUDS)) && find_str (buf, "fog")) upd.c: if (wch->in_room->sector_type > SECT_CLOUDS && wch->in_room->sector_type < SECT_TROPICAL && (!find_str (buf, "snow") || !find_str (buf, "blizzard") || !find_str (buf, "cloud"))) upd.c: if ((wch->in_room->sector_type == SECT_DESERT || wch->in_room->sector_type == SECT_WASTELAND) && (find_str (buf, "snow") || find_str (buf, "blizzard"))) upd.c: if (wch->in_room->sector_type == SECT_TROPICAL && (find_str (buf, "snow") || find_str (buf, "blizzard"))) upd.c: if (wch->pIndexData->vnum == tr->attached_to_mob) upd.c: if (wch->pIndexData->pShop != NULL && wch->pIndexData->pShop->creates_vnum != 0) upd.c: pShop = wch->pIndexData->pShop; upd.c: for (ooo = wch->carrying; ooo != NULL; ooo = ooo->next_content) upd.c: if (wch->in_room == NULL || wch->in_room->area == NULL || wch->in_room->area->nplayer < 1) upd.c: if (IS_MOB (wch) && wch->in_room->more->pcs > 0) upd.c: if (wch->position == POSITION_SLEEPING upd.c: && IS_SET (wch->pIndexData->act3, ACT3_SLEEP) upd.c: wch->position = POSITION_STANDING; upd.c: if (IS_SET (wch->pIndexData->act3, ACT3_SLEEP) upd.c: && (wch->position == POSITION_STANDING || wch->position == POSITION_RESTING) upd.c: wch->position = POSITION_SLEEPING; upd.c: if (IS_MOB (wch) && wch->timer > 0) upd.c: if (--wch->timer == 0) upd.c: ch_next = ch->next; upd.c: if (ch->desc && ch->desc->connected != CON_PLAYING) upd.c: if (ch->in_room == NULL) upd.c: if (CHALLENGE (ch) == 10 && (ch->in_room->vnum > 507 || ch->in_room->vnum < 504)) upd.c: ch->fgt->challenge = 0; upd.c: if (ch->pcdata->challenge_time > 0) upd.c: ch->pcdata->challenge_time--; upd.c: if (ch->pcdata->died_recently> 0 && number_range(1,4) == 2) upd.c: ch->pcdata->died_recently--; upd.c: ch->timer++; upd.c: if (ch->timer > 120) { upd.c: if (ch->desc) { upd.c: close_socket(ch->desc); upd.c: if (ch->timer > 5 && ch->timer < 16) upd.c: ch->timer = 90; upd.c: if (ch->pcdata->remort_times < 2) upd.c: if (ch->pcdata->remort_times < 5 ) upd.c: if (IS_PLAYER (ch) && (ch->in_room->sector_type == SECT_DESERT upd.c: || ch->in_room->sector_type == SECT_WASTELAND) upd.c: LOOP (paf, ch->affected, paf_next) upd.c: if (ch->hit - 2 < 1) upd.c: ch->hit = 1; upd.c: else if (IS_AFFECTED (ch, AFF_PLAGUE) && ch->in_room->more->pcs > 0) upd.c: LOOP (plague, ch->in_room->more->people, plague->next) upd.c: if (ch->hit - 8 < 1) upd.c: ch->hit = 1; upd.c: ch_next = ch->next; upd.c: if (ch->desc && ch->desc->connected != CON_PLAYING) upd.c: if (ch->position <= POSITION_STUNNED && ch->position >= 0 && ch->hit > 0) upd.c: if (!ch->in_room) continue; upd.c: if (!IS_SET(ch->act, PLR_HOLYWALK)) upd.c: switch (ch->in_room->sector_type) upd.c: !IS_SET(ch->act, PLR_HAS_SCUBA)) upd.c: if (ch->hit < 0) upd.c: if (!IS_SET(ch->act, PLR_HAS_BOAT)) upd.c: if (ch->move > 20) upd.c: if (ch->hit < 0) upd.c: if (ch->hit < 0) upd.c: if (ch->hit < 0) upd.c: ch->affected_by |= ch->pcdata->nat_abilities; upd.c: ch->more_affected_by |= ch->pcdata->nat_abilities2; upd.c: if (ch->pIndexData->vnum == tr->attached_to_mob) upd.c: if (IS_SET (ch->act, ACT_SCAVENGER) upd.c: && ch->in_room->more->contents != NULL upd.c: for (obj = ch->in_room->more->contents; obj != NULL; obj = obj->next_content) upd.c: if (obj_best != NULL && obj_best->in_room == ch->in_room && IS_SET (obj_best->pIndexData->wear_flags, ITEM_TAKE)) upd.c: if (IS_SET (ch->pIndexData->act3, ACT3_REGENERATE) && number_range (1, 7) == 2) upd.c: if (ch->hit < ch->max_hit) upd.c: healnum = .20 * (float) (ch->max_hit - ch->hit); upd.c: if (ch->hit > ch->max_hit) upd.c: if (ch->hit < ch->max_hit) upd.c: if (ch->move < ch->max_move) upd.c: if (ch->hit == -1) upd.c: ch->hit = 1; upd.c: if (ch->position == POSITION_STUNNED) upd.c: if (IS_PLAYER (ch) && ch->timer > 93 && ch->pcdata->no_quit_pk < 1) upd.c: ch_next = ch->next; upd.c: if (ch->hit < -10) raw_kill (ch, TRUE); upd.c: if (ch->hit < ch->max_hit-3) upd.c: if (IS_PLAYER(ch) && !strcmp(race_info[ch->pcdata->race].name, "troll")) upd.c: if (ch->move < ch->max_move) upd.c: if (IS_PLAYER(ch) && !strcmp(race_info[ch->pcdata->race].name, "behemoth")) upd.c: ch->pcdata->n_mana--; upd.c: if (ch->pcdata->n_mana < 0) ch->pcdata->n_mana = 0; upd.c: if (ch->hit < -10) raw_kill(ch, true); upd.c: if (IS_SET(ch->pIndexData->act4, ACT4_QUICKTICK)) upd.c: if (ch->pIndexData->vnum == tr->attached_to_mob) upd.c: if (IS_SET (ch->act, ACT_SCRAMBLE) upd.c: && !IS_SET (ch->act, ACT_SENTINEL) upd.c: && (pexit = ch->in_room->exit[door]) != NULL upd.c: && (!IS_SET (ch->act, ACT_STAY_AREA) upd.c: || ((ROOM_DATA *) pexit->to_room)->area == ch->in_room->area)) upd.c: if(IS_SET(ch->pIndexData->act4, ACT4_PROTECTOR) && number_range(1,7) == 3) upd.c: if ((enemy = get_char_room_near(ch, ch->in_room, 6, "enemy")) != NULL ) upd.c: if (enemy->in_room != ch->in_room) upd.c: if (HUNTING (ch) != NULL && ch->position >= POSITION_STANDING) upd.c: ch->position == POSITION_FIGHTING || upd.c: ch->position == POSITION_GROUNDFIGHTING) upd.c: if (!IS_SET (ch->pIndexData->act3, ACT3_MUTE) && upd.c: if (ch->pIndexData->will_help && ch->pIndexData->yeller_number != 0) upd.c: ch->wait -= 13; upd.c: if (ch->wait < 0) upd.c: ch->wait = 0; upd.c: if (FIGHTING (ch) == NULL && number_range (1, 3) == 2 && HUNTING (ch) != NULL && (is_number (ch->fgt->hunting) || !IS_SET (ch->act, ACT_SENTINEL))) upd.c: if (ch->in_room->area->nplayer < 1) upd.c: (ch->position == POSITION_FIGHTING || upd.c: ch->position == POSITION_GROUNDFIGHTING)) upd.c: ch->wait -= 8; upd.c: if (ch->wait < 0) upd.c: ch->wait = 0; upd.c: if (ch->position == POSITION_FALLING) upd.c: if (IS_AFFECTED (ch, AFF_FLYING) || IS_SET (ch->act, PLR_HOLYWALK)) upd.c: if (ch->in_room->exit[DIR_DOWN] && upd.c: (ROOM_DATA *) ch->in_room->exit[DIR_DOWN]->to_room != NULL upd.c: && ch->in_room->sector_type == SECT_AIR) upd.c: to_room = ch->in_room->exit[DIR_DOWN]->to_room; upd.c: if (ch->hit > 25) upd.c: if (ch->position >= POSITION_STUNNED) upd.c: if (ch->in_room->room_flags2 != 0) upd.c: if (IS_AFFECTED (ch, AFF_NOXIOUS) && !FLAGGYSET && !IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPONE)) upd.c: ch->in_room->room_flags2 ^= ROOM2_GASTRAPONE; upd.c: roomstink = ch->in_room; upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_MANADRAIN)) upd.c: else if (IS_SET (ch->in_room->room_flags2, ROOM2_EXTRAMANA)) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_EXTRAHEAL)) upd.c: if (ch->hit < ch->max_hit && ch->position) upd.c: if (IS_SET (ch->act, PLR_HOLYWALK)) upd.c: if (ch->in_room->room_flags2 > 0 && number_range(1,4) == 2) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_FIRETRAP)) upd.c: if (ch->position == POSITION_DEAD) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_ROCKTRAP)) upd.c: if (ch->position == POSITION_DEAD) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_ARROWTRAP) || upd.c: IS_SET (ch->in_room->room_flags2, ROOM2_POISONTRAP)) upd.c: if (ch->armor < -60) upd.c: else if (ch->armor < 10) upd.c: if (ch->position == POSITION_DEAD) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_SPIKETRAP) && number_range (1, 3) == 2) upd.c: if (ch->armor < -80) upd.c: else if (ch->armor < 5) upd.c: if (ch->position == POSITION_DEAD) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPONE) || upd.c: IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPTWO)) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPONE)) upd.c: /* ch->in_room->room2_flags^=ROOM_GASTRAPONE; */ upd.c: if (ch->position == POSITION_DEAD) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_GASTRAPTWO) && !IS_AFFECTED_EXTRA(ch, AFF_PROT_POISON)) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_AVALANCHE)) upd.c: roomav = ch->in_room; upd.c: if (ch->position == POSITION_DEAD) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_GEYSERTRAP) && number_range (1, 10) == 2) upd.c: if (ch->position == POSITION_DEAD) upd.c: && (FIGHTING (ch) == NULL && IS_SET (ch->act, ACT_SENTINEL))) upd.c: if (IS_SET (ch->in_room->room_flags2, ROOM2_MOVING) && upd.c: ch->in_room->exit[ch->in_room->more->move_dir] != NULL && upd.c: ch->in_room->more && upd.c: (ROOM_DATA *) ch->in_room->exit[ch->in_room->more->move_dir]->to_room upd.c: && (LEVEL (ch) < IMM_LEVEL || !IS_SET (ch->act, PLR_HOLYWALK)) upd.c: && ch->position != POSITION_FALLING && ch->in_room->more) upd.c: if (ch->in_room->more->move_message && ch->in_room->more->move_message[0] != '\0') upd.c: sprintf (general_use, "You are %s", ch->in_room->more->move_message); upd.c: sprintf (general_use, "$n is %s", ch->in_room->more->move_message); upd.c: to_room = (ROOM_DATA *) ch->in_room->exit[ch->in_room->more->move_dir]->to_room; upd.c: if (ch->pIndexData->mobtype == MOB_PLANT || upd.c: ch->pIndexData->mobtype == MOB_GENERAL_ANIMAL || upd.c: ch->pIndexData->mobtype == MOB_DUMMY || upd.c: ch->pIndexData->mobtype == MOB_INSECT || upd.c: ch->pIndexData->mobtype == MOB_UNDEAD || upd.c: ch->pIndexData->mobtype == MOB_BIRD || upd.c: ch->pIndexData->mobtype == MOB_FISH || upd.c: ch->pIndexData->mobtype == MOB_CANINE || upd.c: ch->pIndexData->mobtype == MOB_FELINE || upd.c: ch->pIndexData->mobtype == MOB_REPTILE || upd.c: ch->pIndexData->mobtype == MOB_GHOST || upd.c: ch->pIndexData->mobtype == MOB_ARACHNID || upd.c: ch->pIndexData->mobtype == MOB_HORSE || upd.c: ch->pIndexData->mobtype == MOB_MUTANT || upd.c: ch->pIndexData->mobtype == MOB_RODENT) upd.c: if (ch->pIndexData->mobtype == MOB_PLANT || upd.c: ch->pIndexData->mobtype == MOB_GENERAL_ANIMAL || upd.c: ch->pIndexData->mobtype == MOB_DUMMY || upd.c: ch->pIndexData->mobtype == MOB_INSECT || upd.c: ch->pIndexData->mobtype == MOB_UNDEAD || upd.c: ch->pIndexData->mobtype == MOB_BIRD || upd.c: ch->pIndexData->mobtype == MOB_FISH || upd.c: ch->pIndexData->mobtype == MOB_CANINE || upd.c: ch->pIndexData->mobtype == MOB_FELINE || upd.c: ch->pIndexData->mobtype == MOB_REPTILE || upd.c: ch->pIndexData->mobtype == MOB_GHOST || upd.c: ch->pIndexData->mobtype == MOB_ARACHNID || upd.c: ch->pIndexData->mobtype == MOB_HORSE || upd.c: ch->pIndexData->mobtype == MOB_MUTANT || upd.c: ch->pIndexData->mobtype == MOB_RODENT) upd.c: wch_next = wch->gen_next; upd.c: if (wch->data_type == 50 || wch->data_type == 0) upd.c: if (wch->in_room->area->nplayer < 1) upd.c: --wch->wait; upd.c: if (!wch->in_room->more || !wch->in_room->more->people || wch->in_room->more->pcs < 1) upd.c: for (ch = wch->in_room->more->people; ch && ch != NULL; ch = ch_next) upd.c: ch_next = ch->next_in_room; upd.c: if (IS_MOB (ch) && ch->pIndexData->race_hate != 0 && FIGHTING (ch) == NULL) upd.c: for (vch = wch->in_room->more->people; vch != NULL; vch = vch_next) upd.c: if (!vch->next_in_room) upd.c: vch_next = vch->next_in_room; upd.c: if (IS_PLAYER (vch) && can_see (ch, vch) && (IS_SET (ch->pIndexData->race_hate, (1 << ch->pcdata->race))) && upd.c: if (ch->in_room == NULL) upd.c: || (!IS_SET (ch->act, ACT_AGGRESSIVE) upd.c: && !IS_SET (ch->act, ACT_ANGRY)) upd.c: || (IS_SET (ch->act, ACT_WIMPY) && IS_AWAKE (wch)) upd.c: if (IS_SET (ch->act, ACT_ANGRY) && (number_range (0, 6) != 1)) upd.c: for (vch = wch->in_room->more->people; vch != NULL; vch = vch_next) upd.c: vch_next = vch->next_in_room; upd.c: && (!IS_SET (ch->act, ACT_WIMPY) || !IS_AWAKE (vch)) upd.c: if (IS_SET(ch->pIndexData->act4, ACT4_KILL_OPP) && DIFF_ALIGN(ch, victim)) upd.c: if (ch->in_room->area != pRoom->area) upd.c: if (area_only && mmid->area != ch->in_room->area) upd.c: write_to_descriptor2 (ch->desc, general_use, 0); upd.c: if (area_only && objj->area != ch->in_room->area) upd.c: write_to_descriptor2 (ch->desc, general_use, 0); upd.c: for (pch = pRoom->more->people; pch != NULL; pch=pch->next_in_room) upd.c: for (pch = pRoom->more->people; pch != NULL; pch = pch->next_in_room) view.c: if (ch->pcdata->learn < 1) view.c: ch->pcdata->learn--; view.c: ch->pcdata->practice += 10; view.c: if (ch->pcdata->practice < 10) view.c: ch->pcdata->learn++; view.c: ch->pcdata->practice -= 10; warmth.c: if (IS_MOB (ch) || !ch->in_room || ch->in_room->sector_type == SECT_INSIDE || warmth.c: (!IS_OUTSIDE(ch) || ch->in_room->sector_type >= SECT_CAVE || !IS_SET(ch->in_room->room_flags, ROOM_INDOORS)) || IS_SET (ch->act, PLR_HOLYWALK)) warmth.c: if (ch->in_room->vnum < 1000) warmth.c: warmth = ch->pcdata->warmth; warmth.c: if (ch->position == POSITION_SLEEPING) warmth.c: if (ch->move > 8) warmth.c: if (ch->hit < 0) yell.c: for (fch = rid->more->people; fch != NULL; fch = fch->next_in_room) yell.c: if (IS_SET (fch->pcdata->deaf, CHANNEL_YELL)) yell.c: if (!ch->in_room) yell.c: do_it (ch, ch->in_room, n, 9999); yell.c: undo_it (ch, ch->in_room, n, 9999);