act_wiz.c: if ( fAll || is_name( argument, pMobIndex->player_name ) )
act_wiz.c: pMobIndex->vnum, pMobIndex->short_descr );
comm.c: pMobIndex = pMobIndex->next )
comm.c: if ( is_name( name, pMobIndex->player_name ) )
db2.c: pMobIndex->vnum = vnum;
db2.c: pMobIndex->area = area_last; /* OLC */
db2.c: pMobIndex->new_format = TRUE;
db2.c: pMobIndex->player_name = fread_string( fp );
db2.c: pMobIndex->short_descr = fread_string( fp );
db2.c: pMobIndex->long_descr = fread_string( fp );
db2.c: pMobIndex->description = fread_string( fp );
db2.c: pMobIndex->race = race_lookup(fread_string( fp ));
db2.c: pMobIndex->long_descr[0] = UPPER(pMobIndex->long_descr[0]);
db2.c: pMobIndex->description[0] = UPPER(pMobIndex->description[0]);
db2.c: pMobIndex->act = fread_flag( fp ) | ACT_IS_NPC
db2.c: | race_table[pMobIndex->race].act;
db2.c: pMobIndex->affected_by = fread_flag( fp )
db2.c: | race_table[pMobIndex->race].aff;
db2.c: pMobIndex->shielded_by = fread_flag( fp )
db2.c: | race_table[pMobIndex->race].shd;
db2.c: pMobIndex->pShop = NULL;
db2.c: pMobIndex->alignment = fread_number( fp );
db2.c: pMobIndex->group = fread_number( fp );
db2.c: pMobIndex->level = fread_number( fp );
db2.c: pMobIndex->hitroll = fread_number( fp );
db2.c: pMobIndex->hit[DICE_NUMBER] = fread_number( fp );
db2.c: pMobIndex->hit[DICE_TYPE] = fread_number( fp );
db2.c: pMobIndex->hit[DICE_BONUS] = fread_number( fp );
db2.c: pMobIndex->mana[DICE_NUMBER] = fread_number( fp );
db2.c: pMobIndex->mana[DICE_TYPE] = fread_number( fp );
db2.c: pMobIndex->mana[DICE_BONUS] = fread_number( fp );
db2.c: pMobIndex->damage[DICE_NUMBER] = fread_number( fp );
db2.c: pMobIndex->damage[DICE_TYPE] = fread_number( fp );
db2.c: pMobIndex->damage[DICE_BONUS] = fread_number( fp );
db2.c: pMobIndex->dam_type = attack_lookup(fread_word(fp));
db2.c: pMobIndex->ac[AC_PIERCE] = fread_number( fp ) * 10;
db2.c: pMobIndex->ac[AC_BASH] = fread_number( fp ) * 10;
db2.c: pMobIndex->ac[AC_SLASH] = fread_number( fp ) * 10;
db2.c: pMobIndex->ac[AC_EXOTIC] = fread_number( fp ) * 10;
db2.c: pMobIndex->off_flags = fread_flag( fp )
db2.c: | race_table[pMobIndex->race].off;
db2.c: pMobIndex->imm_flags = fread_flag( fp )
db2.c: | race_table[pMobIndex->race].imm;
db2.c: pMobIndex->res_flags = fread_flag( fp )
db2.c: | race_table[pMobIndex->race].res;
db2.c: pMobIndex->vuln_flags = fread_flag( fp )
db2.c: | race_table[pMobIndex->race].vuln;
db2.c: pMobIndex->start_pos = position_lookup(fread_word(fp));
db2.c: pMobIndex->default_pos = position_lookup(fread_word(fp));
db2.c: pMobIndex->sex = sex_lookup(fread_word(fp));
db2.c: pMobIndex->wealth = fread_number( fp );
db2.c: pMobIndex->form = fread_flag( fp )
db2.c: | race_table[pMobIndex->race].form;
db2.c: pMobIndex->parts = fread_flag( fp )
db2.c: | race_table[pMobIndex->race].parts;
db2.c: pMobIndex->size = size_lookup(fread_word(fp));
db2.c: pMobIndex->material = str_dup(fread_word( fp ));
db2.c: pMobIndex->die_descr = "";
db2.c: pMobIndex->say_descr = "";
db2.c: REMOVE_BIT(pMobIndex->act,vector);
db2.c: REMOVE_BIT(pMobIndex->affected_by,vector);
db2.c: REMOVE_BIT(pMobIndex->shielded_by,vector);
db2.c: REMOVE_BIT(pMobIndex->off_flags,vector);
db2.c: REMOVE_BIT(pMobIndex->imm_flags,vector);
db2.c: REMOVE_BIT(pMobIndex->res_flags,vector);
db2.c: REMOVE_BIT(pMobIndex->vuln_flags,vector);
db2.c: REMOVE_BIT(pMobIndex->form,vector);
db2.c: REMOVE_BIT(pMobIndex->parts,vector);
db2.c: pMobIndex->die_descr = fread_string( fp );
db2.c: pMobIndex->say_descr = fread_string( fp );
db2.c: pMobIndex->say_descr[0] = UPPER(pMobIndex->say_descr[0]);
db2.c: if (pMobIndex->clan)
db2.c: pMobIndex->clan = clan_lookup(fread_string(fp));
db2.c: SET_BIT( pMobIndex->mprog_flags, trigger );
db2.c: pMprog->next = pMobIndex->mprogs;
db2.c: pMobIndex->mprogs = pMprog;
db2.c: pMobIndex->next = mob_index_hash[iHash];
db2.c: kill_table[URANGE(0, pMobIndex->level, MAX_LEVEL-1)].number++;
db2.c: if ( !pMobIndex || pMobIndex->new_format ) return;
db2.c: level = pMobIndex->level;
db2.c: pMobIndex->act |= ACT_WARRIOR;
db2.c: pMobIndex->hit[DICE_NUMBER] = number;
db2.c: pMobIndex->hit[DICE_TYPE] = type;
db2.c: pMobIndex->hit[DICE_BONUS] = bonus;
db2.c: pMobIndex->mana[DICE_NUMBER] = level;
db2.c: pMobIndex->mana[DICE_TYPE] = 10;
db2.c: pMobIndex->mana[DICE_BONUS] = 100;
db2.c: pMobIndex->damage[DICE_NUMBER] = number;
db2.c: pMobIndex->damage[DICE_TYPE] = type;
db2.c: pMobIndex->damage[DICE_BONUS] = bonus;
db2.c: case (1): pMobIndex->dam_type = 3; break; /* slash */
db2.c: case (2): pMobIndex->dam_type = 7; break; /* pound */
db2.c: case (3): pMobIndex->dam_type = 11; break; /* pierce */
db2.c: pMobIndex->ac[i] = interpolate( level, 100, -100);
db2.c: pMobIndex->ac[3] = interpolate( level, 100, 0); /* exotic */
db2.c: pMobIndex->wealth /= 100;
db2.c: pMobIndex->size = SIZE_MEDIUM;
db2.c: pMobIndex->material = str_dup("none");
db2.c: pMobIndex->new_format = TRUE;
db.c: pMobIndex->vnum = vnum;
db.c: pMobIndex->area = area_last; /* OLC */
db.c: pMobIndex->new_format = FALSE;
db.c: pMobIndex->player_name = fread_string( fp );
db.c: pMobIndex->short_descr = fread_string( fp );
db.c: pMobIndex->long_descr = fread_string( fp );
db.c: pMobIndex->description = fread_string( fp );
db.c: pMobIndex->long_descr[0] = UPPER(pMobIndex->long_descr[0]);
db.c: pMobIndex->description[0] = UPPER(pMobIndex->description[0]);
db.c: pMobIndex->act = fread_flag( fp ) | ACT_IS_NPC;
db.c: pMobIndex->affected_by = fread_flag( fp );
db.c: pMobIndex->pShop = NULL;
db.c: pMobIndex->alignment = fread_number( fp );
db.c: pMobIndex->level = fread_number( fp );
db.c: pMobIndex->wealth = fread_number( fp )/20;
db.c: pMobIndex->start_pos = fread_number( fp ); /* Unused */
db.c: pMobIndex->default_pos = fread_number( fp ); /* Unused */
db.c: if (pMobIndex->start_pos < POS_SLEEPING)
db.c: pMobIndex->start_pos = POS_STANDING;
db.c: if (pMobIndex->default_pos < POS_SLEEPING)
db.c: pMobIndex->default_pos = POS_STANDING;
db.c: pMobIndex->sex = fread_number( fp );
db.c: one_argument(pMobIndex->player_name,name);
db.c: pMobIndex->race = race_lookup("human");
db.c: pMobIndex->off_flags = OFF_DODGE|OFF_DISARM|OFF_TRIP|ASSIST_VNUM;
db.c: pMobIndex->imm_flags = 0;
db.c: pMobIndex->res_flags = 0;
db.c: pMobIndex->vuln_flags = 0;
db.c: pMobIndex->form = FORM_EDIBLE|FORM_SENTIENT|FORM_BIPED|FORM_MAMMAL;
db.c: pMobIndex->parts = PART_HEAD|PART_ARMS|PART_LEGS|PART_HEART|
db.c: pMobIndex->race = race;
db.c: pMobIndex->off_flags = OFF_DODGE|OFF_DISARM|OFF_TRIP|ASSIST_RACE|
db.c: pMobIndex->imm_flags = race_table[race].imm;
db.c: pMobIndex->res_flags = race_table[race].res;
db.c: pMobIndex->vuln_flags = race_table[race].vuln;
db.c: pMobIndex->form = race_table[race].form;
db.c: pMobIndex->parts = race_table[race].parts;
db.c: pMobIndex->next = mob_index_hash[iHash];
db.c: kill_table[URANGE(0, pMobIndex->level, MAX_LEVEL-1)].number++;
db.c: pMobIndex->pShop = pShop;
db.c: pMobIndex->spec_fun = spec_lookup ( fread_word ( fp ) );
db.c: if ( pMobIndex->spec_fun == 0 )
db.c: bug( "Load_specials: 'M': vnum %d.", pMobIndex->vnum );
db.c: pMobIndex = pMobIndex->next )
db.c: for( list = pMobIndex->mprogs; list != NULL; list = list->next )
db.c: if ( pMobIndex->count >= pReset->arg2 )
db.c: mob->name = str_dup( pMobIndex->player_name ); /* OLC */
db.c: mob->short_descr = str_dup( pMobIndex->short_descr ); /* OLC */
db.c: mob->long_descr = str_dup( pMobIndex->long_descr ); /* OLC */
db.c: mob->description = str_dup( pMobIndex->description ); /* OLC */
db.c: mob->spec_fun = pMobIndex->spec_fun;
db.c: if (pMobIndex->wealth == 0)
db.c: wealth = number_range(100 * pMobIndex->level, 200 * pMobIndex->level);
db.c: wealth = (pMobIndex->level + 68) / 200.0 * wealth;
db.c: if (pMobIndex->new_format)
db.c: mob->group = pMobIndex->group;
db.c: mob->act = pMobIndex->act;
db.c: mob->affected_by = pMobIndex->affected_by;
db.c: mob->shielded_by = pMobIndex->shielded_by;
db.c: mob->alignment = pMobIndex->alignment;
db.c: mob->level = pMobIndex->level;
db.c: mob->hitroll = pMobIndex->hitroll;
db.c: mob->damroll = pMobIndex->damage[DICE_BONUS];
db.c: mob->max_hit = dice(pMobIndex->hit[DICE_NUMBER],
db.c: pMobIndex->hit[DICE_TYPE])
db.c: + pMobIndex->hit[DICE_BONUS];
db.c: mob->max_mana = dice(pMobIndex->mana[DICE_NUMBER],
db.c: pMobIndex->mana[DICE_TYPE])
db.c: + pMobIndex->mana[DICE_BONUS];
db.c: mob->damage[DICE_NUMBER]= pMobIndex->damage[DICE_NUMBER];
db.c: mob->damage[DICE_TYPE] = pMobIndex->damage[DICE_TYPE];
db.c: mob->dam_type = pMobIndex->dam_type;
db.c: mob->armor[i] = pMobIndex->ac[i];
db.c: mob->off_flags = pMobIndex->off_flags;
db.c: mob->imm_flags = pMobIndex->imm_flags;
db.c: mob->res_flags = pMobIndex->res_flags;
db.c: mob->vuln_flags = pMobIndex->vuln_flags;
db.c: mob->start_pos = pMobIndex->start_pos;
db.c: mob->default_pos = pMobIndex->default_pos;
db.c: mob->sex = pMobIndex->sex;
db.c: mob->race = pMobIndex->race;
db.c: mob->form = pMobIndex->form;
db.c: mob->parts = pMobIndex->parts;
db.c: mob->size = pMobIndex->size;
db.c: mob->material = str_dup(pMobIndex->material);
db.c: mob->die_descr = pMobIndex->die_descr;
db.c: mob->say_descr = pMobIndex->say_descr;
db.c: mob->clan = pMobIndex->clan;
db.c: mob->act = pMobIndex->act;
db.c: mob->affected_by = pMobIndex->affected_by;
db.c: mob->shielded_by = pMobIndex->shielded_by;
db.c: mob->alignment = pMobIndex->alignment;
db.c: mob->level = pMobIndex->level;
db.c: mob->hitroll = pMobIndex->hitroll;
db.c: mob->race = pMobIndex->race;
db.c: mob->off_flags = pMobIndex->off_flags;
db.c: mob->imm_flags = pMobIndex->imm_flags;
db.c: mob->res_flags = pMobIndex->res_flags;
db.c: mob->vuln_flags = pMobIndex->vuln_flags;
db.c: mob->start_pos = pMobIndex->start_pos;
db.c: mob->default_pos = pMobIndex->default_pos;
db.c: mob->sex = pMobIndex->sex;
db.c: mob->form = pMobIndex->form;
db.c: mob->parts = pMobIndex->parts;
db.c: mob->clan = pMobIndex->clan;
db.c: pMobIndex->count++;
db.c: pMobIndex = pMobIndex->next )
db.c: if ( pMobIndex->vnum == vnum )
db.c: pMobIndex->vnum,pMobIndex->count,
db.c: pMobIndex->killed,pMobIndex->short_descr);
olc_act.c: if ( fAll || is_name( arg, pMobIndex->player_name ) )
olc_act.c: pMobIndex->vnum, total_length( pMobIndex->short_descr, 17 ) );
olc_act.c: if ( pMobIndex->area != pRoom->area )
olc_act.c: pReset->arg1 = pMobIndex->vnum;
olc_act.c: pMobIndex->short_descr,
olc_act.c: pMobIndex->vnum,
olc_save.c: sh_int race = pMobIndex->race;
olc_save.c: fprintf( fp, "#%d\n", pMobIndex->vnum );
olc_save.c: fprintf( fp, "%s~\n", pMobIndex->player_name );
olc_save.c: fprintf( fp, "%s~\n", pMobIndex->short_descr );
olc_save.c: fprintf( fp, "%s~\n", fix_string( pMobIndex->long_descr ) );
olc_save.c: fprintf( fp, "%s~\n", fix_string( pMobIndex->description) );
olc_save.c: fprintf( fp, "%s ", fwrite_flag( pMobIndex->act, buf ) );
olc_save.c: fprintf( fp, "%s ", fwrite_flag( pMobIndex->affected_by, buf ) );
olc_save.c: fprintf( fp, "%s ", fwrite_flag( pMobIndex->shielded_by, buf ) );
olc_save.c: fprintf( fp, "%d %d\n", pMobIndex->alignment , pMobIndex->group);
olc_save.c: fprintf( fp, "%d ", pMobIndex->level );
olc_save.c: fprintf( fp, "%d ", pMobIndex->hitroll );
olc_save.c: fprintf( fp, "%dd%d+%d ", pMobIndex->hit[DICE_NUMBER],
olc_save.c: pMobIndex->hit[DICE_TYPE],
olc_save.c: pMobIndex->hit[DICE_BONUS] );
olc_save.c: fprintf( fp, "%dd%d+%d ", pMobIndex->mana[DICE_NUMBER],
olc_save.c: pMobIndex->mana[DICE_TYPE],
olc_save.c: pMobIndex->mana[DICE_BONUS] );
olc_save.c: fprintf( fp, "%dd%d+%d ", pMobIndex->damage[DICE_NUMBER],
olc_save.c: pMobIndex->damage[DICE_TYPE],
olc_save.c: pMobIndex->damage[DICE_BONUS] );
olc_save.c: fprintf( fp, "%s\n", attack_table[pMobIndex->dam_type].name );
olc_save.c: pMobIndex->ac[AC_PIERCE] / 10,
olc_save.c: pMobIndex->ac[AC_BASH] / 10,
olc_save.c: pMobIndex->ac[AC_SLASH] / 10,
olc_save.c: pMobIndex->ac[AC_EXOTIC] / 10 );
olc_save.c: fprintf( fp, "%s ", fwrite_flag( pMobIndex->off_flags, buf ) );
olc_save.c: fprintf( fp, "%s ", fwrite_flag( pMobIndex->imm_flags, buf ) );
olc_save.c: fprintf( fp, "%s ", fwrite_flag( pMobIndex->res_flags, buf ) );
olc_save.c: fprintf( fp, "%s\n", fwrite_flag( pMobIndex->vuln_flags, buf ) );
olc_save.c: position_table[pMobIndex->start_pos].short_name,
olc_save.c: position_table[pMobIndex->default_pos].short_name,
olc_save.c: sex_table[pMobIndex->sex].name,
olc_save.c: pMobIndex->wealth );
olc_save.c: fprintf( fp, "%s ", fwrite_flag( pMobIndex->form, buf ) );
olc_save.c: fprintf( fp, "%s ", fwrite_flag( pMobIndex->parts, buf ) );
olc_save.c: fprintf( fp, "%s ", size_table[pMobIndex->size].name );
olc_save.c: fprintf( fp, "%s\n", IS_NULLSTR(pMobIndex->material) ? pMobIndex->material : "unknown" );
olc_save.c: if (pMobIndex->clan > 0)
olc_save.c: fprintf ( fp, "C %s~\n" , clan_table[pMobIndex->clan].name );
olc_save.c: if ((temp = DIF(race_table[race].act,pMobIndex->act)))
olc_save.c: if ((temp = DIF(race_table[race].aff,pMobIndex->affected_by)))
olc_save.c: if ((temp = DIF(race_table[race].off,pMobIndex->off_flags)))
olc_save.c: if ((temp = DIF(race_table[race].imm,pMobIndex->imm_flags)))
olc_save.c: if ((temp = DIF(race_table[race].res,pMobIndex->res_flags)))
olc_save.c: if ((temp = DIF(race_table[race].vuln,pMobIndex->vuln_flags)))
olc_save.c: if ((temp = DIF(race_table[race].form,pMobIndex->form)))
olc_save.c: if ((temp = DIF(race_table[race].parts,pMobIndex->parts)))
olc_save.c: for (pMprog = pMobIndex->mprogs; pMprog; pMprog = pMprog->next)
olc_save.c: for( pMobIndex = mob_index_hash[iHash]; pMobIndex; pMobIndex = pMobIndex->next )
olc_save.c: if ( pMobIndex && pMobIndex->area == pArea && pMobIndex->spec_fun )
olc_save.c: fprintf( fp, "M %d %s Load to: %s\n", pMobIndex->vnum,
olc_save.c: spec_name( pMobIndex->spec_fun ),
olc_save.c: pMobIndex->short_descr );
olc_save.c: fprintf( fp, "M %d %s\n", pMobIndex->vnum,
olc_save.c: spec_name( pMobIndex->spec_fun ) );
olc_save.c: for( pMobIndex = mob_index_hash[iHash]; pMobIndex; pMobIndex = pMobIndex->next )
olc_save.c: if ( pMobIndex && pMobIndex->area == pArea && pMobIndex->pShop )
olc_save.c: pShopIndex = pMobIndex->pShop;
save.c: pMobIndex = pMobIndex->next )
save.c: if ( is_name( name, pMobIndex->player_name ) )