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 ) )