act_comm.c: ROOM_INDEX_DATA *room = ch->in_room;
act_comm.c: if ( IS_NPC( ch ) || !ch->pcdata ) return (char *) argument;
act_comm.c: drunk = ch->pcdata->condition[COND_DRUNK];
act_comm.c: if ( IS_SET( och->deaf, channel ) )
act_comm.c: && (!str_cmp( och->pcdata->council_name, "Newbie Council" )
act_comm.c: || !str_cmp( och->pcdata->council2_name, "Newbie Council" ) ) ) )
act_comm.c: && vch->in_room->area != ch->in_room->area )
act_comm.c: if ( vch->pcdata->clan != ch->pcdata->clan )
act_comm.c: if (vch->pcdata->guild != ch->pcdata->guild )
act_comm.c: if (( vch->pcdata->council != ch->pcdata->council
act_comm.c: && vch->pcdata->council2 != ch->pcdata->council ))
act_comm.c: if (( vch->pcdata->council != ch->pcdata->council2
act_comm.c: && vch->pcdata->council2 != ch->pcdata->council2 ))
act_comm.c: if ( !IS_NPC(ch) && xIS_SET( ch->act, PLR_NO_EMOTE ) )
act_comm.c: position = ch->position;
act_comm.c: ch->position = POS_STANDING;
act_comm.c: ch->position = position;
act_comm.c: position = ch->position;
act_comm.c: ch->position = POS_STANDING;
act_comm.c: ch->position = position;
act_comm.c: position = ch->position;
act_comm.c: ch->position = POS_STANDING;
act_comm.c: ch->position = position;
act_comm.c: ch_printf(victim, "&W^z%s beeps you from '%s'^x&w\a\n\r", PERS(ch, victim), ch->in_room->name);
act_comm.c: if ( ch->position == POS_FIGHTING
act_comm.c: || ch->position == POS_EVASIVE
act_comm.c: || ch->position == POS_DEFENSIVE
act_comm.c: || ch->position == POS_AGGRESSIVE
act_comm.c: || ch->position == POS_BERSERK
act_comm.c: if ( ch->position < POS_STUNNED )
act_comm.c: if ( IS_PKILL( ch ) && ch->wimpy > (int) ch->max_hit / 2.25 )
act_comm.c: drop_artifacts(ch, ch->last_carrying);
act_comm.c: if ( ch->position == POS_MOUNTED )
act_comm.c: sprintf( log_buf, "%s has quit (Room %d).", ch->name,
act_comm.c: ( ch->in_room ? ch->in_room->vnum : -1 ) );
act_comm.c: if ( sysdata.save_pets && ch->pcdata->pet )
act_comm.c: ch->pcdata->pet, TO_ROOM );
act_comm.c: extract_char( ch->pcdata->pet, TRUE );
act_comm.c: if ( ch->pcdata->clan )
act_comm.c: save_clan( ch->pcdata->clan );
act_comm.c: if ( ch->level >= 1 )
act_comm.c: for ( vch = first_char; vch; vch = vch->next )
act_comm.c: /* Expecting a ch->last_carrying or an obj->last_content
act_comm.c: obj_to_room(tobj, ch->in_room);
act_comm.c: write_to_buffer(ch->desc,BUFF,num);
act_comm.c: write_to_buffer(ch->desc,BUFF,num);
act_comm.c: write_to_buffer(ch->desc,BUFF,num);
act_comm.c: write_to_buffer(ch->desc,BUFF,num);
act_comm.c: sprintf(arg1,"%s: omenu %s",ch->name,argument);
act_comm.c: ch->inter_type = OBJ_TYPE;
act_comm.c: ch->inter_substate = SUB_NORTH;
act_comm.c: if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing);
act_comm.c: ch->inter_editing = str_dup(obj->pIndexData->name);
act_comm.c: sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/
act_comm.c: ch->inter_editing_vnum = obj->pIndexData->vnum;
act_comm.c: sprintf(arg1,"%s: rmenu %s",ch->name,argument);
act_comm.c: idx = ch->in_room;
act_comm.c: ch->inter_type = ROOM_TYPE;
act_comm.c: ch->inter_substate = SUB_NORTH;
act_comm.c: if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing);
act_comm.c: ch->inter_editing = str_dup(idx->name);
act_comm.c: sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/
act_comm.c: ch->inter_editing_vnum = idx->vnum;
act_comm.c: sprintf(arg1,"%s: cmenu %s",ch->name,argument);
act_comm.c: ch->inter_type = CONTROL_TYPE;
act_comm.c: if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing);
act_comm.c: ch->inter_editing = str_dup("Control Panel");
act_comm.c: sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/
act_comm.c: sprintf(arg1,"%s: mmenu %s",ch->name,argument);
act_comm.c: ch->inter_type = MOB_TYPE;
act_comm.c: if( ch->inter_editing != NULL) DISPOSE(ch->inter_editing);
act_comm.c: ch->inter_editing = str_dup(arg1);
act_comm.c: sscanf(ch->inter_editing,"%s",ch->inter_editing); /*one-arg*/
act_comm.c: ch->inter_editing_vnum = victim->pIndexData->vnum;
act_comm.c: xSET_BIT(ch->act,PLR_RIP);
act_comm.c: xSET_BIT(ch->act,PLR_ANSI);
act_comm.c: xREMOVE_BIT(ch->act,PLR_RIP);
act_comm.c: xSET_BIT(ch->act,PLR_ANSI);
act_comm.c: xREMOVE_BIT(ch->act,PLR_ANSI);
act_comm.c: if ( ch->level < 2 && ch->level2 == -1 && ch->level3 == -1)
act_comm.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master )
act_comm.c: act( AT_PLAIN, "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR );
act_comm.c: if ( !ch->master )
act_comm.c: if ( ( ch->level - victim->level < -10 || ch->level - victim->level > 10 )
act_comm.c: && !IS_HERO(ch) && !(ch->level < 15 && !IS_NPC(victim)
act_comm.c: if ( ch->master )
act_comm.c: if ( ch->master )
act_comm.c: ch->master = master;
act_comm.c: ch->leader = NULL;
act_comm.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_PET) && !IS_NPC(master) )
act_comm.c: if ( !ch->master )
act_comm.c: if ( IS_NPC(ch) && !IS_NPC(ch->master) && ch->master->pcdata->pet == ch )
act_comm.c: ch->master->pcdata->pet = NULL;
act_comm.c: xREMOVE_BIT( ch->affected_by, AFF_CHARM );
act_comm.c: if ( can_see( ch->master, ch ) )
act_comm.c: if (!(!IS_NPC(ch->master) && IS_IMMORTAL(ch) && !IS_IMMORTAL(ch->master)))
act_comm.c: act( AT_ACTION, "$n stops following you.", ch, NULL, ch->master, TO_VICT );
act_comm.c: act( AT_ACTION, "You stop following $N.", ch, NULL, ch->master, TO_CHAR );
act_comm.c: ch->master = NULL;
act_comm.c: ch->leader = NULL;
act_comm.c: if ( ch->master )
act_comm.c: ch->leader = NULL;
act_comm.c: for ( fch = first_char; fch; fch = fch->next )
act_comm.c: if ( fch->master == ch )
act_comm.c: if ( fch->leader == ch )
act_comm.c: fch->leader = fch;
act_comm.c: for ( och = ch->in_room->first_person; och; och = och_next )
act_comm.c: och_next = och->next_in_room;
act_comm.c: if ( IS_AFFECTED(och, AFF_CHARM) && och->master == ch
act_comm.c: sprintf( log_buf, "%s: order %s.", ch->name, argbuf );
act_comm.c: log_string_plus( log_buf, LOG_NORMAL, ch->level );
act_comm.c: leader = ch->leader ? ch->leader : ch;
act_comm.c: ch->level < LEVEL_AVATAR ? " [to lvl]" : "" );
act_comm.c: for ( gch = first_char; gch; gch = gch->next )
act_comm.c: if (IS_AFFECTED(gch, AFF_POSSESS) || IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS))
act_comm.c: gch->level,
act_comm.c: if ( gch->alignment > 750 ) sprintf(buf, " A");
act_comm.c: else if ( gch->alignment > 350 ) sprintf(buf, "-A");
act_comm.c: else if ( gch->alignment > 150 ) sprintf(buf, "+N");
act_comm.c: else if ( gch->alignment > -150 ) sprintf(buf, " N");
act_comm.c: else if ( gch->alignment > -350 ) sprintf(buf, "-N");
act_comm.c: else if ( gch->alignment > -750 ) sprintf(buf, "+S");
act_comm.c: gch->level,
act_comm.c: /* IS_NPC(gch) ? "Mob" : class_table[gch->class]->who_name */
act_comm.c: if ( gch->hit < gch->max_hit/4 )
act_comm.c: else if ( gch->hit < gch->max_hit/2.5 )
act_comm.c: ch_printf( ch, "%5d", gch->hit );
act_comm.c: ch_printf( ch, "/%-5d ", gch->max_hit );
act_comm.c: IS_VAMPIRE(gch) ? gch->pcdata->condition[COND_BLOODTHIRST] : gch->mana,
act_comm.c: IS_VAMPIRE(gch) ? 10 + gch->level : gch->max_mana );
act_comm.c: if ( gch->mental_state < -25 || gch->mental_state > 25 )
act_comm.c: gch->mental_state > 75 ? "+++" :
act_comm.c: gch->mental_state > 50 ? "=++" :
act_comm.c: gch->mental_state > 25 ? "==+" :
act_comm.c: gch->mental_state > -25 ? "===" :
act_comm.c: gch->mental_state > -50 ? "-==" :
act_comm.c: gch->mental_state > -75 ? "--=" :
act_comm.c: gch->move );
act_comm.c: ch_printf( ch, "%6s ", npc_race[gch->race]);
act_comm.c: if ( gch->level < LEVEL_AVATAR )
act_comm.c: exp_level( gch, gch->level+1) - gch->exp );
act_comm.c: if ( ch->leader || ch->master )
act_comm.c: for ( gch = first_char; gch; gch = gch->next )
act_comm.c: gch->leader = NULL;
act_comm.c: gch->master = NULL;
act_comm.c: for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
act_comm.c: && rch->master == ch
act_comm.c: && !ch->master
act_comm.c: && !ch->leader
act_comm.c:/* && abs( ch->level - rch->level ) < 8 Level restrict on groups is stupid -- Scion */
act_comm.c: rch->leader = ch;
act_comm.c: if ( ch->master || ( ch->leader && ch->leader != ch ) )
act_comm.c: if ( ch->level - victim->level < -8
act_comm.c: || ch->level - victim->level > 8
act_comm.c: if ( ch->gold < amount )
act_comm.c: if ( ch->silver < amount )
act_comm.c: if ( ch->copper < amount )
act_comm.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
act_comm.c: if ( xIS_SET(ch->act, PLR_AUTOGOLD) && members < 2 )
act_comm.c: ch->gold -= amount;
act_comm.c: ch->gold += share + extra;
act_comm.c: ch->silver -= amount;
act_comm.c: ch->silver += share + extra;
act_comm.c: ch->copper -= amount;
act_comm.c: ch->copper += share + extra;
act_comm.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
act_comm.c: if (type == 0) gch->gold += share;
act_comm.c: if (type == 1) gch->silver += share;
act_comm.c: if (type == 2) gch->copper += share;
act_comm.c: if ( ch->speaking & lang_array[lang] )
act_comm.c: if ( xIS_SET(ch->act, PLR_NO_TELL) )
act_comm.c:/* sprintf( buf, "%s tells the group '%s'.\n\r", ch->name, argument );*/
act_comm.c: for ( gch = first_char; gch; gch = gch->next )
act_comm.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
act_comm.c: int speakswell = UMIN(knows_language(gch, ch->speaking, ch),
act_comm.c: knows_language(ch, ch->speaking, gch));
act_comm.c: ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, translate(speakswell, argument, lang_names[speaking]) );
act_comm.c: ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument );
act_comm.c: ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument );
act_comm.c: if ( knows_language( gch, ch->speaking, gch )
act_comm.c: || (IS_NPC(ch) && !ch->speaking) )
act_comm.c: ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, argument );
act_comm.c: ch_printf( gch, "%s tells the group '%s'.\n\r", ch->name, scramble(argument, ch->speaking) );
act_comm.c: if ( ach->leader ) ach = ach->leader;
act_comm.c: if ( bch->leader ) bch = bch->leader;
act_comm.c: if ( IS_NPC(ch) && !ch->speaks ) /* No langs = knows nothing for npcs */
act_comm.c: if ( IS_NPC(ch) && IS_SET(ch->speaks, (language & ~LANG_CLAN)) )
act_comm.c: return (50+(25 - ch->mod_int)*2);
act_comm.c: return (50+(25 - ch->int)*2);
act_comm.c: return (50+(25 - ch->int)*2);
act_comm.c: if ( ch->pcdata->clan == cch->pcdata->clan &&
act_comm.c: ch->pcdata->clan != NULL )
act_comm.c: return (50+(25 - ch->int)*2);
act_comm.c: if ( IS_SET(race_table[ch->race]->language, language) )
act_comm.c: return ((65+(25 - ch->mod_int)*2)<=100 ? (65+(25 - ch->mod_int)*2) : 100);
act_comm.c: IS_SET(ch->speaks, lang_array[lang]) )
act_comm.c: return ch->pcdata->learned[sn];
act_comm.c: if ( race_table[ch->race]->language & language )
act_comm.c: if ( ch->speaks & language )
act_comm.c: if ( ch->pcdata->learned[sn] >= 99 )
act_comm.c: ch->speaking = ~LANG_CLAN;
act_comm.c: (IS_NPC(ch) || !ch->pcdata->clan) )
act_comm.c: ch->speaking = lang_array[langs];
act_comm.c: if ( race_table[ch->race]->language & lang_array[lang] ||
act_comm.c: ch->pcdata->learned[sn] >= 99 )
act_comm.c: for ( sch = ch->in_room->first_person; sch; sch = sch->next_in_room )
act_comm.c: if ( IS_NPC(sch) && xIS_SET(sch->act, ACT_SCHOLAR)
act_comm.c: && knows_language( sch, ch->speaking, ch )
act_comm.c: && (!sch->speaking || knows_language( ch, sch->speaking, sch )) )
act_comm.c: if ( countlangs(ch->speaks) >= (ch->level / 10) &&
act_comm.c: ch->pcdata->learned[sn] <= 0 )
act_comm.c: if ( ch->practice < prac )
act_comm.c: ch->practice -= prac;
act_comm.c: ch->pcdata->learned[sn] += prct;
act_comm.c: ch->pcdata->learned[sn] = UMIN(ch->pcdata->learned[sn], 99);
act_comm.c: SET_BIT( ch->speaks, lang_array[lang] );
act_comm.c: if ( ch->pcdata->learned[sn] == prct )
act_comm.c: else if ( ch->pcdata->learned[sn] < 60 )
act_comm.c: else if ( ch->pcdata->learned[sn] < 60 + prct )
act_comm.c: else if ( ch->pcdata->learned[sn] < 99 )
act_comm.c: if ( ch->speaking & lang_array[lang] ||
act_comm.c: (IS_NPC(ch) && !ch->speaking) )
act_comm.c: if ( ch->level < 10 && ch->level2 == -1 && ch->level3 == -1)
act_comm.c: sprintf( save, "%s%c/%s", PLAYER_DIR, tolower( ch->pcdata->filename[0]), capitalize( ch->pcdata->filename ) );
act_comm.c: sprintf( back, "%s%c/%s", BACKUP_DIR, tolower( ch->pcdata->filename[0]), capitalize( ch->pcdata->filename ) );
act_comm.c: if(strstr(argument, capitalize(ch->name)) || strstr(argument, strlower(ch->name)))
act_comm.c: for(vic = ch->in_room->first_person; vic; vic = vic->next_in_room)
act_info.c: if ( IS_NPC(ch) || xIS_SET(ch->act, PLR_COMBINE) )
act_info.c: ms = (ch->mental_state ? ch->mental_state : 1)
act_info.c: * (IS_NPC(ch) ? 1 : (ch->pcdata->condition[COND_DRUNK] ? (ch->pcdata->condition[COND_DRUNK]/12) : 1));
act_info.c: if ( IS_NPC(ch) || xIS_SET(ch->act, PLR_COMBINE) )
act_info.c: if ( IS_NPC(ch) || xIS_SET(ch->act, PLR_COMBINE) )
act_info.c:/* if ( IS_NPC(ch) || xIS_SET(ch->act, PLR_COMBINE) ) */
act_info.c: if ( IS_NPC(ch) || xIS_SET(ch->act, PLR_COMBINE) )
act_info.c: if (IS_NPC(victim) &&ch->questmob > 0 && victim->pIndexData->vnum == ch->questmob)
act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) )
act_info.c: if ( IS_NPC(victim) && ch->mount && ch->mount == victim
act_info.c: && ch->in_room == ch->mount->in_room )
act_info.c: if ( !IS_NPC(victim) && !xIS_SET(ch->act, PLR_BRIEF) )
act_info.c: if ( !IS_NPC(victim) && !xIS_SET(ch->act, PLR_BRIEF) )
act_info.c: if (ch->position == POS_SITTING
act_info.c: || ch->position == POS_RESTING )
act_info.c: if (ch->position == POS_RESTING)
act_info.c: else if (ch->position == POS_MOUNTED)
act_info.c: if (ch->position == POS_SITTING)
act_info.c: else if (ch->position == POS_RESTING)
act_info.c: if ( can_see( victim, ch ) && !IS_NPC( ch ) && !xIS_SET( ch->act, PLR_WIZINVIS ) )
act_info.c: if ( ch->pcdata->learned[gsn_peek] > 0 )
act_info.c: for ( rch = list; rch; rch = rch->next_in_room )
act_info.c: else if ( room_is_dark( ch->in_room )
act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) )
act_info.c: STRFREE( ch->in_room->name );
act_info.c: DISPOSE( ch->in_room->description );
act_info.c: else if (xIS_SET(ch->act, PLR_HOLYLIGHT))
act_info.c: if ( !ch->desc )
act_info.c: if ( ch->position < POS_SLEEPING )
act_info.c: if ( ch->position == POS_SLEEPING )
act_info.c: && !xIS_SET(ch->act, PLR_HOLYLIGHT)
act_info.c: && room_is_dark( ch->in_room ) )
act_info.c: show_char_to_char( ch->in_room->first_person, ch );
act_info.c: switch ( ch->inter_page ) /* rmenu */
act_info.c: switch( ch->in_room->sector_type )
act_info.c: troom = ch->in_room;
act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) )
act_info.c: send_to_char( ch->in_room->name, ch );
act_info.c: || ( !IS_NPC(ch) && !xIS_SET(ch->act, PLR_BRIEF) ) )
act_info.c: showRoom( ch, ch->in_room );
act_info.c: if( !ch->in_room->compress )
act_info.c: ch_printf( ch, "%s", ch->in_room->description );
act_info.c: else if (xIS_SET(ch->act, PLR_HOLYLIGHT))
act_info.c: decompressRoom( ch->in_room );
act_info.c: ch_printf( ch, "&z&WCompressed&w -\n\r%s", ch->in_room->uncomp_desc );
act_info.c: DISPOSE( ch->in_room->uncomp_desc );
act_info.c: decompressRoom( ch->in_room );
act_info.c: ch_printf( ch, "%s", ch->in_room->uncomp_desc );
act_info.c: DISPOSE( ch->in_room->uncomp_desc );
act_info.c:/* if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOMAP) ) */ /* maps */
act_info.c: if(ch->in_room->map != NULL)
act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOEXIT))
act_info.c: show_list_to_char( ch->in_room->first_content, ch, FALSE, FALSE );
act_info.c: show_char_to_char( ch->in_room->first_person, ch );
act_info.c: if ( !CAN_WEAR( obj, ITEM_TAKE ) && ch->level < sysdata.level_getobjnotake )
act_info.c: if ( ch->carry_weight + obj->weight > can_carry_w( ch ) )
act_info.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
act_info.c: original = ch->in_room;
act_info.c: if ( (pdesc=get_extra_descr(arg1, ch->in_room->first_extradesc)) != NULL )
act_info.c: original = ch->in_room;
act_info.c: for ( cnt = 0, obj = ch->last_carrying; obj; obj = obj->prev_content )
act_info.c: for ( obj = ch->in_room->last_content; obj; obj = obj->prev_content )
act_info.c: if ( !ch->desc )
act_info.c: if ( ch->position < POS_SLEEPING )
act_info.c: if ( ch->position == POS_SLEEPING )
act_info.c: if ( xIS_SET(ch->act, PLR_BRIEF) )
act_info.c: xSET_BIT( ch->act, PLR_BRIEF );
act_info.c: xREMOVE_BIT(ch->act, PLR_BRIEF);
act_info.c: // if ( xIS_SET( ch->act, PLR_AUTOMAP))
act_info.c: prep_map(ch->in_room, min,max);
act_info.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
act_info.c: if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_HOLYLIGHT ) )
act_info.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) )
act_info.c: else if( !IS_NPC( ch ) && IS_SET( ch->in_room->area->flags, AFLAG_EXIT_NAMES )
act_info.c: && !xIS_SET(ch->act, PLR_BRIEF) )
act_info.c: else if ( fAuto && !xIS_SET( ch->act, PLR_HOLYLIGHT ) && !showmap)
act_info.c: temp = (ch->in_room->area->weather->temp + 3*weath_unit - 1)/
act_info.c: precip = (ch->in_room->area->weather->precip + 3*weath_unit - 1)/
act_info.c: wind = (ch->in_room->area->weather->wind + 3*weath_unit - 1)/
act_info.c: SET_BIT(ch->pcdata->flags, PCFLAG_HELPSTART);
act_info.c: if (!xIS_SET(ch->act, PLR_NOSIMILIAR) && nshow == 0)
act_info.c: else if (xIS_SET(ch->act, PLR_NOSIMILIAR) && nshow == 0)
act_info.c: if ( !ch->desc )
act_info.c: switch( ch->substate )
act_info.c: if ( (pHelp = ch->dest_buf) == NULL )
act_info.c: bug( "hedit: sub_help_edit: NULL ch->dest_buf", 0 );
act_info.c: ch->substate = SUB_HELP_EDIT;
act_info.c: ch->dest_buf = pHelp;
act_info.c: if (!wch->leader || wch->leader == wch || !wch->leader->desc ||
act_info.c: IS_NPC(wch->leader) || IS_IMMORTAL(wch) || IS_IMMORTAL(wch->leader))
act_info.c: if (wch->leader && wch->leader != wch && wch->leader->desc &&
act_info.c: !IS_NPC(wch->leader) && !IS_IMMORTAL(wch) &&
act_info.c: !IS_IMMORTAL(wch->leader) &&
act_info.c: (whogr_t = find_whogr(wch->leader->desc, first_whogr)))
act_info.c: if ( wch->level < iLevelLower
act_info.c: || wch->level > iLevelUpper
act_info.c: || ( fImmortalOnly && wch->level < LEVEL_IMMORTAL )
act_info.c: || ( fClassRestrict && !rgfClass[wch->class] )
act_info.c: || ( fClassRestrict && !rgfClass[wch->class2] )
act_info.c: || ( fClassRestrict && !rgfClass[wch->class3] )
act_info.c: || ( fRaceRestrict && !rgfRace[wch->race] )
act_info.c: || ( fClanMatch && ( pClan != wch->pcdata->clan )) /* SB */
act_info.c: || (( fCouncilMatch && ( pCouncil != wch->pcdata->council )) /* SB */
act_info.c: && ( fCouncilMatch && ( pCouncil != wch->pcdata->council2 )))/*RTD*/
act_info.c: || ( fDeityMatch && ( pDeity != wch->pcdata->deity )) )
act_info.c: if ( fLeader && !(wch->pcdata->council &&
act_info.c: ((wch->pcdata->council->head2 &&
act_info.c: !str_cmp(wch->pcdata->council->head2, wch->name)) ||
act_info.c: (wch->pcdata->council->head &&
act_info.c: !str_cmp(wch->pcdata->council->head, wch->name)))) &&
act_info.c: !(wch->pcdata->clan && ((wch->pcdata->clan->deity &&
act_info.c: !str_cmp(wch->pcdata->clan->deity,wch->name) )
act_info.c: || (wch->pcdata->clan->leader
act_info.c: && !str_cmp(wch->pcdata->clan->leader, wch->name ) )
act_info.c: || (wch->pcdata->clan->number1
act_info.c: && !str_cmp(wch->pcdata->clan->number1, wch->name ) )
act_info.c: || (wch->pcdata->clan->number2
act_info.c: && !str_cmp(wch->pcdata->clan->number2, wch->name )))))
act_info.c: if (fGroup && !wch->leader &&
act_info.c: !IS_SET(wch->pcdata->flags, PCFLAG_GROUPWHO) &&
act_info.c: && wch->pcdata->homepage
act_info.c: && wch->pcdata->homepage[0] != '\0' )
act_info.c: show_tilde( wch->pcdata->homepage ), wch->name );
act_info.c: strcpy( char_name, wch->name );
act_info.c: if( wch->level2 == -1 )
act_info.c: sprintf( class_text, "%3d %3.3s", wch->level,
act_info.c: !str_cmp( class_table[wch->class]->who_name, "Assassin" )
act_info.c: ? "Asn" : class_table[wch->class]->who_name );
act_info.c: else if ( wch->level3 == -1 )
act_info.c: wch->level,
act_info.c: !str_cmp( class_table[wch->class]->who_name, "Assassin" )
act_info.c: ? "Asn" : class_table[wch->class]->who_name,
act_info.c: wch->level2,
act_info.c: !str_cmp( class_table[wch->class2]->who_name, "Assassin" )
act_info.c: ? "Asn" : class_table[wch->class2]->who_name );
act_info.c: wch->level,
act_info.c: !str_cmp( class_table[wch->class]->who_name, "Assassin" )
act_info.c: ? "Asn" : class_table[wch->class]->who_name,
act_info.c: wch->level2,
act_info.c: !str_cmp( class_table[wch->class2]->who_name, "Assassin" )
act_info.c: ? "Asn" : class_table[wch->class2]->who_name,
act_info.c: wch->level3,
act_info.c: !str_cmp( class_table[wch->class3]->who_name, "Assassin" )
act_info.c: ? "Asn" : class_table[wch->class3]->who_name );
act_info.c: switch ( wch->level )
act_info.c: if ( !str_cmp( wch->name,sysdata.guild_overseer ) )
act_info.c: else if ( !str_cmp( wch->name, sysdata.guild_advisor ) )
act_info.c: else if ( wch->pcdata->rank && wch->pcdata->rank[0] != '\0' )
act_info.c: class = wch->pcdata->rank;
act_info.c: if( IS_SET( wch->pcdata->flags, PCFLAG_ANONYMOUS) && (!ch
act_info.c: if ( wch->pcdata->clan )
act_info.c: CLAN_DATA *pclan = wch->pcdata->clan;
act_info.c: if ( !str_cmp( wch->name, pclan->deity ) )
act_info.c: else if ( !str_cmp( wch->name, pclan->leader ) )
act_info.c: else if ( !str_cmp( wch->name, pclan->number1 ) )
act_info.c: else if ( !str_cmp( wch->name, pclan->number2 ) )
act_info.c: if ( !str_cmp( wch->name, pclan->leader ) )
act_info.c: if ( !str_cmp( wch->name, pclan->number1 ) )
act_info.c: if ( !str_cmp( wch->name, pclan->number2 ) )
act_info.c: if ( !str_cmp( wch->name, pclan->deity ) )
act_info.c: else if ( !str_cmp( wch->name, pclan->leader ) )
act_info.c: else if ( !str_cmp( wch->name, pclan->number1 ) )
act_info.c: else if ( !str_cmp( wch->name, pclan->number2 ) )
act_info.c: if ( wch->pcdata->council )
act_info.c: if ( wch->pcdata->council->head2 == NULL ||
act_info.c: wch->pcdata->council->head2[0] == '\0' )
act_info.c: if (!str_cmp (wch->name, wch->pcdata->council->head))
act_info.c: if (!str_cmp (wch->name, wch->pcdata->council->head)
act_info.c: || !str_cmp ( wch->name, wch->pcdata->council->head2) )
act_info.c: strcat( council_name, wch->pcdata->council_name );
act_info.c: if ( wch->pcdata->council2 )
act_info.c: if ( wch->pcdata->council2->head2 == NULL ||
act_info.c: wch->pcdata->council2->head2[0] == '\0' )
act_info.c: if (!str_cmp (wch->name, wch->pcdata->council2->head))
act_info.c: if (!str_cmp (wch->name, wch->pcdata->council2->head)
act_info.c: || !str_cmp ( wch->name, wch->pcdata->council2->head2) )
act_info.c: strcat( council2_name, wch->pcdata->council2_name );
act_info.c: if ( xIS_SET(wch->act, PLR_WIZINVIS) )
act_info.c: sprintf( invis_str, " &R(&W%d&R)&w", wch->pcdata->wizinvis );
act_info.c: if( dcheck->character && wch->desc
act_info.c: && dcheck->host == wch->desc->host )
act_info.c: IS_SET( wch->pcdata->flags, PCFLAG_DEADLY ) ? "&WP" : "-",
act_info.c: (wch->fighting ? "&gF&W" : "-"),
act_info.c: (wch->position == POS_INCAP) ? "&bI&W" : "-",
act_info.c: (wch->pcdata->extraname ? wch->pcdata->extraname : ""),
act_info.c: (wch->pcdata->lastname ? wch->pcdata->lastname : "" ),
act_info.c: (wch->pcdata->afkmsg) ? wch->pcdata->afkmsg : wch->pcdata->title,
act_info.c: (wch->bounty > 0) ? " &W(&RBOUNTY&W)&w " : "",
act_info.c: xIS_SET(wch->act, PLR_MARRIED) ? " &Y[&WWED&Y]&w " : "",
act_info.c: (wch->desc && wch->desc->connected) ? " &Y[&WWRITING&Y]&w " : "",
act_info.c: xIS_SET(wch->act, PLR_AFK) ? " &Y[&WAWAY&Y]&w " : "",
act_info.c: xIS_SET(wch->act, PLR_ATTACKER) ? " &R(&W^zATTACKER^x&R)&w " : "",
act_info.c: xIS_SET(wch->act, PLR_COWARD) ? " &R(&W^zCOWARD^x&R)&w " : "",
act_info.c: xIS_SET(wch->act, PLR_KILLER) ? " &R(&W^zKILLER^x&R)&w " : "",
act_info.c: xIS_SET(wch->act, PLR_THIEF) ? " &R(&W^zTHIEF^x&R)&w " : ""
act_info.c: IS_SET( wch->pcdata->flags, PCFLAG_DEADLY ) ? "&WPK" : "&W--",
act_info.c: (wch->pcdata->extraname ? wch->pcdata->extraname : ""),
act_info.c: (wch->pcdata->lastname ? wch->pcdata->lastname : "" ),
act_info.c: (wch->pcdata->afkmsg) ? wch->pcdata->afkmsg : wch->pcdata->title,
act_info.c: (wch->bounty > 0) ? " &W(&RBOUNTY&W)&w " : "",
act_info.c: xIS_SET(wch->act, PLR_MARRIED) ? " &Y[&WWED&Y]&w " : "",
act_info.c: (wch->desc && wch->desc->connected) ? " &Y[&WWRITING&Y]&w " : "",
act_info.c: xIS_SET(wch->act, PLR_AFK) ? " &Y[&WAWAY&Y]&w " : "",
act_info.c: xIS_SET(wch->act, PLR_ATTACKER) ? " &R(&W^zATTACKER^x&R)&w " : "",
act_info.c: xIS_SET(wch->act, PLR_COWARD) ? " &R(&W^zCOWARD^x&R)&w " : "",
act_info.c: xIS_SET(wch->act, PLR_KILLER) ? " &R(&W^zKILLER^x&R)&w " : "",
act_info.c: xIS_SET(wch->act, PLR_THIEF) ? " &R(&W^zTHIEF^x&R)&w " : ""
act_info.c: if ( wch->leader || (whogr_p && whogr_p->indent) )
act_info.c: for ( obj2 = ch->first_carrying; obj2; obj2 = obj2->next_content )
act_info.c: pager_printf( ch, "\n\rPlayers near you in %s:\n\r", ch->in_room->area->name );
act_info.c: && victim->in_room->area == ch->in_room->area
act_info.c: && victim->in_room->area == ch->in_room->area
act_info.c: diff = victim->level - ch->level;
act_info.c: diff = (int) (victim->max_hit - ch->max_hit) / 6;
act_info.c: if ( ch->level < 2 )
act_info.c: || (ch->pcdata->clan->class != skill_table[sn]->guild) ) ) )
act_info.c: if( ch->level2 == -1 )
act_info.c: if( ch->level < skill_table[sn]->skill_level[ch->class]
act_info.c: || (!IS_IMMORTAL(ch) && skill_table[sn]->skill_level[ch->class] == 0 ))
act_info.c: else if ( ch->level3 == -1 )
act_info.c: if( (ch->level < skill_table[sn]->skill_level[ch->class]
act_info.c: && ch->level < skill_table[sn]->skill_level[ch->class2] )
act_info.c: || (!IS_IMMORTAL(ch) && (skill_table[sn]->skill_level[ch->class] == 0
act_info.c: && skill_table[sn]->skill_level[ch->class2] == 0)))
act_info.c: if( (ch->level < skill_table[sn]->skill_level[ch->class]
act_info.c: && ch->level < skill_table[sn]->skill_level[ch->class2]
act_info.c: && ch->level < skill_table[sn]->skill_level[ch->class3] )
act_info.c: || (!IS_IMMORTAL(ch) && (skill_table[sn]->skill_level[ch->class] == 0
act_info.c: && skill_table[sn]->skill_level[ch->class2] == 0
act_info.c: && skill_table[sn]->skill_level[ch->class3] == 0)))
act_info.c: if ( ch->pcdata->learned[sn] <= 0
act_info.c: if ( ch->pcdata->learned[sn] == 0)
act_info.c: else if ( ch->pcdata->learned[sn] > 0
act_info.c: && (ch->pcdata->learned[sn] < skill_table[sn]->skill_adept[ch->class]
act_info.c: || ch->pcdata->learned[sn] < skill_table[sn]->skill_adept[ch->class2]
act_info.c: || ch->pcdata->learned[sn] < skill_table[sn]->skill_adept[ch->class3]))
act_info.c: else if ( ch->pcdata->learned[sn] > 0)
act_info.c: if ( ch->pcdata->learned[sn] > 0 )
act_info.c: pager_printf( ch, " &W%3d%%&w ", ch->pcdata->learned[sn] );
act_info.c: ch->practice );
act_info.c: for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room )
act_info.c: if ( ch->practice <= 0 )
act_info.c: if( ch->level2 == -1 )
act_info.c: && ch->level < skill_table[sn]->skill_level[ch->class]
act_info.c: && ch->level < skill_table[sn]->race_level[ch->race]
act_info.c: else if (ch->level3 == -1)
act_info.c: && (ch->level < skill_table[sn]->skill_level[ch->class]
act_info.c: && ch->level < skill_table[sn]->skill_level[ch->class2]))))
act_info.c: && (ch->level < skill_table[sn]->skill_level[ch->class]
act_info.c: && ch->level < skill_table[sn]->skill_level[ch->class2]
act_info.c: && ch->level < skill_table[sn]->skill_level[ch->class3])
act_info.c: && ch->level < skill_table[sn]->race_level[ch->race]
act_info.c: && ch->pcdata->clan->class != skill_table[sn]->guild )
act_info.c: if ( mob->level < skill_table[sn]->skill_level[ch->class]
act_info.c: adept = class_table[ch->class]->skill_adept * 0.2;
act_info.c: if ( ch->pcdata->learned[sn] >= adept )
act_info.c: ch->practice--;
act_info.c: ch->pcdata->learned[sn] += int_app[get_curr_int(ch)].learn;
act_info.c: if ( ch->pcdata->learned[sn] >= adept )
act_info.c: ch->pcdata->learned[sn] = adept;
act_info.c: wimpy = (int) ch->max_hit / 2.25;
act_info.c: wimpy = (int) ch->max_hit / 1.2;
act_info.c: wimpy = (int) ch->max_hit / 5;
act_info.c: if ( IS_PKILL( ch ) && wimpy > (int) ch->max_hit / 2.25 )
act_info.c: else if ( wimpy > (int) ch->max_hit / 1.2 )
act_info.c: ch->wimpy = wimpy;
act_info.c: if ( strcmp( crypt( arg1, ch->pcdata->pwd ), ch->pcdata->pwd ) )
act_info.c: pwdnew = crypt( arg2, ch->name );
act_info.c: DISPOSE( ch->pcdata->pwd );
act_info.c: ch->pcdata->pwd = str_dup( pwdnew );
act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_PAGERON ) ? "[+] PAGER"
act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_GAG ) ? "[+] GAG"
act_info.c: xIS_SET(ch->act, PLR_BRIEF ) ? "[+] BRIEF"
act_info.c: xIS_SET(ch->act, PLR_COMBINE ) ? "[+] COMBINE"
act_info.c: xIS_SET(ch->act, PLR_BLANK ) ? "[+] BLANK"
act_info.c: xIS_SET(ch->act, PLR_PROMPT ) ? "[+] PROMPT"
act_info.c: xIS_SET(ch->act, PLR_ANSI ) ? "[+] ANSI"
act_info.c: xIS_SET(ch->act, PLR_RIP ) ? "[+] RIP"
act_info.c: xIS_SET(ch->act, PLR_NOMENU ) ? "[+] NOMENU"
act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_NOBEEP ) ? "[+] NOBEEP"
act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS) ? "[+] ANONYMOUS"
act_info.c: xIS_SET(ch->act, PLR_AUTOSAC ) ? "[+] AUTOSAC"
act_info.c: xIS_SET(ch->act, PLR_AUTOGOLD ) ? "[+] AUTOGOLD"
act_info.c: xIS_SET(ch->act, PLR_AUTOLOOT ) ? "[+] AUTOLOOT"
act_info.c: xIS_SET(ch->act, PLR_AUTOEXIT ) ? "[+] AUTOEXIT"
act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_NORECALL ) ? "[+] NORECALL"
act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_NOSTUN ) ? "[+] NOSTUN"
act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_NOSUMMON ) ? "[+] NOSUMMON"
act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_IMMPROOF ) ? "[+] IMMPROOF"
act_info.c: xIS_SET(ch->act, PLR_SHOVEDRAG ) ? "[+] DRAG"
act_info.c: xIS_SET(ch->act, PLR_NICE ) ? "[+] NICE" : "[-] nice" );
act_info.c: xIS_SET(ch->act, PLR_NOSIMILIAR) ? "[+] SHORTHELP"
act_info.c: xIS_SET(ch->act, PLR_TELNET_GA ) ? "[+] TELNETGA"
act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_GROUPWHO ) ? "[+] GROUPWHO"
act_info.c: IS_SET( ch->pcdata->flags, PCFLAG_NOINTRO ) ? "[+] NOINTRO"
act_info.c: ch->pcdata->pagerlen,
act_info.c: ch->wimpy );
act_info.c: xIS_SET(ch->act, PLR_ROOMVNUM ) ? "+"
act_info.c: xIS_SET(ch->act, PLR_AUTOMAP ) ? "+"
act_info.c: xIS_SET( ch->act, PLR_ROOMVNUM ) ? "[+] VNUM"
act_info.c: xIS_SET( ch->act, PLR_AUTOMAP ) ? "[+] MAP"
act_info.c: /*IS_SET( ch->pcdata->flags, PCFLAG_IMMPROOF ) ? "[+] IMMPROOF"
act_info.c: xIS_SET(ch->act, PLR_SILENCE ) ?
act_info.c: xIS_SET(ch->act, PLR_NO_EMOTE ) ?
act_info.c: xIS_SET(ch->act, PLR_NO_TELL ) ?
act_info.c: xIS_SET(ch->act, PLR_LITTERBUG )?
act_info.c: xIS_SET(ch->act, PLR_THIEF ) ?
act_info.c: xIS_SET(ch->act, PLR_KILLER ) ?
act_info.c: xSET_BIT (ch->act, bit);
act_info.c: xREMOVE_BIT(ch->act, bit);
act_info.c: SET_BIT (ch->pcdata->flags, bit);
act_info.c: REMOVE_BIT (ch->pcdata->flags, bit);
act_info.c: if xIS_SET(ch->act, PLR_AFK)
act_info.c: xREMOVE_BIT(ch->act, PLR_AFK);
act_info.c: if( ch->pcdata->afkmsg )
act_info.c: STRFREE( ch->pcdata->afkmsg );
act_info.c: ch->pcdata->afkmsg = NULL;
act_info.c: xSET_BIT(ch->act, PLR_AFK);
act_info.c: ch->pcdata->afkmsg = STRALLOC( buf );
act_info.c:if (ch->class==CLASS_WARRIOR)
act_info.c: if(ch->pcdata->learned[sn] < 1 ||
act_info.c: if(ch->level>=skill->skill_level[ch->class] )
act_info.c: if(ch->pcdata->condition[COND_BLOODTHIRST] >= BLOOD)
act_info.c: if(ch->mana >= MANA)
act_info.c: ch_printf(ch, "%s, '%s' doesn't use %s points.\n\r", ch->name, skill->name, IS_VAMPIRE(ch)?"blood":"mana");
act_info.c: if(ch->pcdata->learned[sn] < 1)
act_info.c: if ( ch->level < skill->skill_level[ch->class] )
act_info.c: classnum = ch->class;
act_info.c: if ( ch->pcdata->learned[sn] <= 0
act_info.c: && (!charclass || ch->level2 == -1 || ch->level3 == -1
act_info.c: || i != skill_table[sn]->skill_level[ch->class2]
act_info.c: || i >= ch->level2
act_info.c: || i != skill_table[sn]->skill_level[ch->class3]
act_info.c: || i >= ch->level3))
act_info.c: else if ( i == skill_table[sn]->skill_level[ch->class2])
act_info.c: temp = ch->class2;
act_info.c: temp = ch->class3;
act_info.c: ch->pcdata->learned[sn],
act_info.c: if ( IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) )
act_info.c: ch_printf( ch, "Pager is now enabled at %d lines.\n\r", ch->pcdata->pagerlen );
act_info.c: ch->pcdata->pagerlen = atoi(arg);
act_info.c: if ( ch->pcdata->pagerlen < 5 )
act_info.c: ch->pcdata->pagerlen = 5;
act_info.c: ch_printf( ch, "Page pausing set to %d lines.\n\r", ch->pcdata->pagerlen );
act_info.c: if(!ch->pcdata->first_ignored)
act_info.c: for(temp = ch->pcdata->first_ignored; temp;
act_info.c: for(temp = ch->pcdata->first_ignored; temp; temp = next)
act_info.c: UNLINK(temp, ch->pcdata->first_ignored,
act_info.c: ch->pcdata->last_ignored,
act_info.c: else if(!strcmp(arg, "self") || nifty_is_name(arg, ch->name))
act_info.c: if(!ch->reply)
act_info.c: strcpy(arg, ch->reply->name);
act_info.c: for(temp = ch->pcdata->first_ignored, i = 0; temp;
act_info.c: UNLINK(temp, ch->pcdata->first_ignored,
act_info.c: ch->pcdata->last_ignored,
act_info.c: LINK(new, ch->pcdata->first_ignored,
act_info.c: ch->pcdata->last_ignored, next, prev);
act_info.c: for(temp = ch->pcdata->first_ignored; temp; temp = temp->next)
act_info.c: if(nifty_is_name(temp->name, ign_ch->name))
act_info.c: xSET_BIT( ch->act, PLR_NEEDHELP );
act_info.c: sprintf( buf, "%s is requesting help: %s", ch->name, argument );
act_info.c: ch->pcdata->help_message = str_dup( argument );
act_info.c: ch->pcdata->killed[track].vnum; track++)
act_info.c: tmob = get_mob_index(ch->pcdata->killed[track].vnum);
act_info.c: ch->pcdata->killed[track].count);
act_info.c: fprintf(fp, "%s hit a DT in room %d.\n", ch->name, ch->in_room->vnum);
act_info.c: if( (!IS_NPC(ch)) && (ch->race>0) && (ch->race<MAX_RACE))
act_info.c: fprintf(fp, " %s", race_table[ch->race]->where_name[iWear]);
act_move.c: cur = ch->carry_weight;
act_move.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NOFLOOR )
act_move.c: || ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLYING ) ) ) )
act_move.c: bug( "Falling (in a loop?) more than 80 rooms: vnum %d", ch->in_room->vnum );
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_DOWN), ++fall );
act_move.c: if (ch->on != NULL) /* is char on floor ??? */
act_move.c: if ( IS_DRUNK( ch, 2 ) && ( ch->position != POS_SHOVE )
act_move.c: && ( ch->position != POS_DRAG ) )
act_move.c: if ( ch->pcdata->nuisance && ch->pcdata->nuisance->flags > 8 &&
act_move.c: ( ch->position != POS_SHOVE ) && ( ch->position != POS_DRAG ) &&
act_move.c: number_percent() > (ch->pcdata->nuisance->flags*ch->pcdata->nuisance->power))
act_move.c: pexit = get_exit( ch->in_room, door );
act_move.c: sprintf( buf, "move_char: %s to door %d", ch->name, pexit->vdir );
act_move.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_MOUNTED) )
act_move.c: in_room = ch->in_room;
act_move.c: if ( drunk && ch->position != POS_MOUNTED
act_move.c: && ch->in_room->sector_type != SECT_WATER_SWIM
act_move.c: && ch->in_room->sector_type != SECT_WATER_NOSWIM
act_move.c: && ch->in_room->sector_type != SECT_UNDERWATER
act_move.c: && ch->in_room->sector_type != SECT_OCEANFLOOR )
act_move.c: ch->position = POS_RESTING;
act_move.c: ch->position = POS_INCAP;
act_move.c: && ch->master
act_move.c: && in_room == ch->master->in_room )
act_move.c: && ch->in_room->area != to_room->area )
act_move.c: if ( ch->level < to_room->area->low_hard_range )
act_move.c: switch( to_room->area->low_hard_range - ch->level )
act_move.c: if ( ch->level > to_room->area->hi_hard_range )
act_move.c: && ch->in_room->area != to_room->area )
act_move.c: if ( iClass != ch->class
act_move.c: && !IS_SET( ch->in_room->area->flags, AFLAG_NOPKILL )
act_move.c: if ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLYING ) )
act_move.c: if ( !ch->mount && !IS_AFFECTED(ch, AFF_FLYING) )
act_move.c: if ( (ch->mount && !IS_FLOATING(ch->mount)) || !IS_FLOATING(ch) )
act_move.c: if ( ch->mount )
act_move.c: if ( ch->mount && IS_AFFECTED( ch->mount, AFF_FLYING ) )
act_move.c: if ( !found && !ch->mount )
act_move.c: || drunk || ch->mental_state < -90 )
act_move.c: if ( ch->mount )
act_move.c: switch (ch->mount->position)
act_move.c: if ( !IS_FLOATING(ch->mount) )
act_move.c: if ( ch->mount->move < move )
act_move.c: if ( ch->move < move )
act_move.c: if ( ch->mount )
act_move.c: ch->mount->move -= move;
act_move.c: ch->move -= move;
act_move.c: int count = ch->mount ? 1 : 0;
act_move.c: if ( ch->mount && count == to_room->tunnel )
act_move.c: && ( IS_NPC(ch) || !xIS_SET(ch->act, PLR_WIZINVIS) ) )
act_move.c: if ( ch->mount )
act_move.c: if ( IS_AFFECTED( ch->mount, AFF_FLOATING ) )
act_move.c: if ( IS_AFFECTED( ch->mount, AFF_FLYING ) )
act_move.c: if ( ch->position == POS_SHOVE )
act_move.c: if ( ch->position == POS_DRAG )
act_move.c: if ( ch->mount )
act_move.c: act( AT_ACTION, buf, ch, NULL, ch->mount, TO_NOTVICT );
act_move.c: if ( ch->mount )
act_move.c: rprog_leave_trigger( ch->mount );
act_move.c: if( ch->mount )
act_move.c: char_from_room( ch->mount );
act_move.c: char_to_room( ch->mount, to_room );
act_move.c: && ( IS_NPC(ch) || !xIS_SET(ch->act, PLR_WIZINVIS) ) )
act_move.c: if ( ch->mount )
act_move.c: if ( IS_AFFECTED( ch->mount, AFF_FLOATING ) )
act_move.c: if ( IS_AFFECTED( ch->mount, AFF_FLYING ) )
act_move.c: if ( ch->position == POS_SHOVE )
act_move.c: if ( ch->position == POS_DRAG )
act_move.c: if ( ch->mount )
act_move.c: act( AT_ACTION, buf, ch, NULL, ch->mount, TO_ROOM );
act_move.c: && ch->in_room->area != to_room->area )
act_move.c: if ( ch->level < to_room->area->low_soft_range )
act_move.c: if ( ch->level > to_room->area->hi_soft_range )
act_move.c: if ( IS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) )
act_move.c: if ( xIS_SET(ch->act, PLR_BRIEF) )
act_move.c: xREMOVE_BIT(ch->act, PLR_BRIEF);
act_move.c: xSET_BIT(ch->act, PLR_BRIEF);
act_move.c: if ( IS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) )
act_move.c: ch->name, ch->in_room->vnum );
act_move.c: for ( fch = from_room->first_person; fch; fch = fch->next_in_room )
act_move.c: nextinroom = fch->next_in_room;
act_move.c: && fch->master == ch
act_move.c: && fch->position == POS_STANDING )
act_move.c: if ( ch->in_room->first_content )
act_move.c: || ( ch->mount && !IS_AFFECTED( ch->mount, AFF_FLOATING ) ) )
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_NORTH), 0 );
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_EAST), 0 );
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_SOUTH), 0 );
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_WEST), 0 );
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_UP), 0 );
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_DOWN), 0 );
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_NORTHEAST), 0 );
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_NORTHWEST), 0 );
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_SOUTHEAST), 0 );
act_move.c: move_char( ch, get_exit(ch->in_room, DIR_SOUTHWEST), 0 );
act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
act_move.c: if ( (pexit = get_exit( ch->in_room, door )) == NULL )
act_move.c: && pexit_rev->to_room == ch->in_room )
act_move.c: for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room )
act_move.c: && pexit_rev->to_room == ch->in_room )
act_move.c: for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room )
act_move.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
act_move.c: && (ch->level < skill_table[gsn_bashdoor]->skill_level[ch->class]
act_move.c: || ch->level < skill_table[gsn_bashdoor]->skill_level[ch->class2]
act_move.c: || ch->level < skill_table[gsn_bashdoor]->skill_level[ch->class3]) )
act_move.c: if ( ch->fighting )
act_move.c: && ch->move >= 15
act_move.c: && pexit_rev->to_room == ch->in_room )
act_move.c: for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
act_move.c: damage( ch, ch, ( ch->max_hit / 20 ), gsn_bashdoor );
act_move.c: damage( ch, ch, ( ch->max_hit / 20 ) + 10, gsn_bashdoor );
act_move.c: damage( ch, ch, ( ch->max_hit / 20 ) + 10, gsn_bashdoor );
act_move.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
act_move.c: && !gch->fighting
act_move.c: && ( ch->level - gch->level <= 4 )
act_move.c: if (ch->position == POS_FIGHTING)
act_move.c: ch->fur_pos = FURNITURE_UNUSED;
act_move.c: ch->position = POS_STANDING;
act_move.c: if (ch->on)
act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next )
act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next )
act_move.c: ch->on = NULL;
act_move.c: obj = get_obj_list(ch, arg,ch->in_room->first_content);
act_move.c: || ((ch->on != obj) && (count_users(obj) >= obj->value[0])))
act_move.c: ch->on=obj;
act_move.c: ch->fur_pos=type;
act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next )
act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next )
act_move.c: switch ( ch->position )
act_move.c: ch->position = POS_STANDING;
act_move.c: ch->position = POS_STANDING;
act_move.c: ch->position = POS_STANDING;
act_move.c: if(!ch->on)
act_move.c: if(ch->on)
act_move.c: ch->position = POS_STANDING;
act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next )
act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next )
act_move.c: ch->on = NULL;
act_move.c: ch->fur_pos = FURNITURE_UNUSED;
act_move.c: switch ( ch->position )
act_move.c: ch->position = POS_SITTING;
act_move.c: ch->position = POS_SITTING;
act_move.c: obj = get_obj_list(ch, arg,ch->in_room->first_content);
act_move.c: || ((ch->on != obj) && (count_users(obj) >= obj->value[0])))
act_move.c: ch->position = POS_SITTING;
act_move.c: if (ch->weight >= ((obj->value[0] * 300) + number_range(-30, 30))) {
act_move.c: ch->position = POS_RESTING;
act_move.c: ch->on = obj;
act_move.c: ch->fur_pos = type;
act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next )
act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next )
act_move.c: ch->position = POS_SITTING;
act_move.c: switch ( ch->position )
act_move.c: ch->position = POS_RESTING;
act_move.c: obj = get_obj_list(ch, arg,ch->in_room->first_content);
act_move.c: || ((ch->on != obj) && (count_users(obj) >= obj->value[0])))
act_move.c: if (ch->weight >= ((obj->value[0] * 300) + number_range(-30, 30))) {
act_move.c: ch->position = POS_RESTING;
act_move.c: ch->position = POS_RESTING;
act_move.c: ch->on = obj;
act_move.c: ch->fur_pos = type;
act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next )
act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next )
act_move.c: ch->position = POS_RESTING;
act_move.c: ch->position = POS_RESTING;
act_move.c: switch ( ch->position )
act_move.c: if ( ch->mental_state > 30 && (number_percent()+10) < ch->mental_state )
act_move.c: ch->position = POS_SLEEPING;
act_move.c: if ( ch->mental_state > 30 && (number_percent()+5) < ch->mental_state )
act_move.c: ch->position = POS_SLEEPING;
act_move.c: if ( ch->mental_state > 30 && number_percent() < ch->mental_state )
act_move.c: obj = get_obj_list(ch, arg,ch->in_room->first_content);
act_move.c: || ((ch->on != obj) && (count_users(obj) >= obj->value[0])))
act_move.c: if (ch->weight >= ((obj->value[0] * 300) + number_range(-30, 30))) {
act_move.c: ch->position = POS_RESTING;
act_move.c: ch->position = POS_SLEEPING;
act_move.c: ch->on = obj;
act_move.c: ch->fur_pos = type;
act_move.c: for ( paf = ch->on->pIndexData->first_affect; paf; paf = paf->next )
act_move.c: for ( paf = ch->on->first_affect; paf; paf = paf->next )
act_move.c: ch->position = POS_SLEEPING;
act_move.c: if ( IS_SET( ch->in_room->room_flags, ROOM_DEATH ) && !IS_IMMORTAL( ch ) )
act_move.c: ch->name, ch->in_room->vnum );
act_move.c: ROOM_INDEX_DATA *start = ch->in_room, *dest;
act_move.c: nch_next = nch->next_in_room;
act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
act_move.c: if ( ch->in_room->sector_type != SECT_INSIDE && IS_OUTSIDE(ch) )
act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
act_move.c: if ( ch->in_room->sector_type == SECT_INSIDE || !IS_OUTSIDE(ch) )
act_move.c: for ( pexit = ch->in_room->first_exit; pexit; pexit = pexit->next )
act_move.c: if ( (room=ch->in_room) == NULL )
act_move.c: bug( "pullcheck: %s not in a room?!?", ch->name );
act_move.c: if ( (ch->mount && !IS_FLOATING(ch->mount))
act_move.c: || (!ch->mount && !IS_FLOATING(ch)) )
act_move.c: if ( (ch->mount && !IS_FLOATING(ch->mount))
act_move.c: || (!ch->mount && !IS_FLOATING(ch)) )
act_move.c: if ( ch->mount )
act_move.c: char_from_room(ch->mount);
act_move.c: char_to_room(ch->mount, xit->to_room);
act_move.c: do_look(ch->mount, "auto");
act_move.c: switch (ch->substate)
act_move.c: sprintf( vnum, "(%d)", ch->pcdata->memorize[slot]);
act_move.c: room = get_room_index(ch->pcdata->memorize[slot]);
act_move.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NO_ASTRAL ) )
act_move.c: ch->tempnum = slot;
act_move.c: ch->substate = SUB_NONE;
act_move.c: if ( ch->pcdata->memorize[ch->tempnum] > 0)
act_move.c: ch->pcdata->memorize[ch->tempnum] = ch->in_room->vnum;
act_move.c: ch->substate = SUB_NONE;
act_obj.c: if( ch->class == class )
act_obj.c: if( ch->level2 == -1 )
act_obj.c: if( ch->class == class )
act_obj.c: else if ( ch->level3 == -1 )
act_obj.c: if( ch->class == class || ch->class2 == class )
act_obj.c: if( ch->class == class || ch->class2 == class || ch->class3 == class )
act_obj.c: && (ch->level < sysdata.level_getobjnotake ) )
act_obj.c: if ( ch->level - obj->value[5] > 5
act_obj.c: || obj->value[5] - ch->level > 5 )
act_obj.c: if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
act_obj.c: if ( ch->carry_weight + weight > can_carry_w( ch ) )
act_obj.c: && !IS_NPC( ch ) && str_cmp( container->name+7, ch->name ) )
act_obj.c: if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM)
act_obj.c: if ( clan->storeroom == ch->in_room->vnum )
act_obj.c: switch(ch->race){
act_obj.c: ch->gold += amt;
act_obj.c: if(obj->item_type == ITEM_COPPER) ch->copper += amt;
act_obj.c: if(obj->item_type == ITEM_SILVER) ch->silver +=amt;
act_obj.c: if ( (ch->carry_number + number) > can_carry_n(ch) )
act_obj.c: obj = get_obj_list( ch, arg1, ch->in_room->first_content );
act_obj.c: save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */
act_obj.c: if ( IS_SET( ch->in_room->room_flags, ROOM_DONATION ) )
act_obj.c: for ( obj = ch->in_room->last_content; obj; obj = obj_next )
act_obj.c: || ch->carry_number >= can_carry_n( ch )
act_obj.c: || ch->carry_weight >= can_carry_w( ch )
act_obj.c: if ( ch->carry_weight + container->weight > can_carry_w( ch ) )
act_obj.c: && str_cmp( name, ch->name ) )
act_obj.c: && str_cmp( name, ch->name )
act_obj.c: && str_cmp( container->action_desc, ch->name ) )
act_obj.c: && !IS_NPC(ch) && str_cmp( name, ch->name )
act_obj.c: && !IS_NPC(ch) /*&& IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) */
act_obj.c: && container->value[4] - ch->level < 10
act_obj.c: && container->value[4] - ch->level > -10 )
act_obj.c: if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
act_obj.c: for ( gch = first_char; gch; gch = gch->next )
act_obj.c: && !str_cmp( name, gch->name ) )
act_obj.c: if( str_cmp( name, ch->name ) )
act_obj.c: sprintf( buf, "%s is looting %s's corpse! %s(room %d)", ch->name,
act_obj.c: "(ClanObject) " : "", ch->in_room->vnum );
act_obj.c: sprintf( buf, "%s is looting %s's corpse at %s!", ch->name, capitalize( name ), ch->in_room->name );
act_obj.c: && str_cmp( ch->name, container->name+7 ) )
act_obj.c: || ch->carry_number >= can_carry_n( ch )
act_obj.c: || ch->carry_weight >= can_carry_w( ch )
act_obj.c: if ( ch->carry_weight + container->weight > can_carry_w(ch) )
act_obj.c: if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM)
act_obj.c: if ( clan->storeroom == ch->in_room->vnum )
act_obj.c: for ( obj = ch->first_carrying; obj; obj = obj_next )
act_obj.c: if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM)
act_obj.c: if ( clan->storeroom == ch->in_room->vnum )
act_obj.c: if ( xIS_SET( ch->act, PLR_LITTERBUG ) )
act_obj.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NODROP )
act_obj.c: if ( type == 0 && ch->gold < number )
act_obj.c: if ( type == 1 && ch->silver < number )
act_obj.c: if ( type == 2 && ch->copper < number )
act_obj.c: if ( type == 0 ) ch->gold -= number;
act_obj.c: if ( type == 1 ) ch->silver -= number;
act_obj.c: if ( type == 2 ) ch->copper -= number;
act_obj.c: for ( obj = ch->in_room->first_content; obj; obj = obj_next )
act_obj.c: obj_to_room( create_money( number, 0 ), ch->in_room );
act_obj.c: obj_to_room( create_money( number, 1 ), ch->in_room );
act_obj.c: obj_to_room( create_money( number, 2 ), ch->in_room );
act_obj.c: obj = obj_to_room( obj, ch->in_room );
act_obj.c: if ( IS_SET(ch->in_room->room_flags, ROOM_CLANSTOREROOM) )
act_obj.c: if ( clan->storeroom == ch->in_room->vnum )
act_obj.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL )
act_obj.c: || IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
act_obj.c: for ( obj = ch->first_carrying; obj; obj = obj_next )
act_obj.c: obj_next = ch->first_carrying;
act_obj.c: obj = obj_to_room( obj, ch->in_room );
act_obj.c: save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */
act_obj.c: if ( type == 0 && ch->gold < amount )
act_obj.c: if ( type == 1 && ch->silver < amount )
act_obj.c: if ( type == 2 && ch->copper < amount )
act_obj.c: ch->gold -= amount;
act_obj.c: ch->silver -= amount;
act_obj.c: ch->copper -= amount;
act_obj.c: if ( !IS_NPC(ch) && (!IS_PKILL(ch) || (IS_PKILL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_GAG))) )
act_obj.c: ch->armor += apply_ac( obj, obj->wear_loc );
act_obj.c: ch->armor -= apply_ac( obj, obj->wear_loc );
act_obj.c: ch->armor -= apply_ac( obj, obj->wear_loc );
act_obj.c: && ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
act_obj.c: if ( IS_NPC(ch) || ch->pcdata->learned[gsn_dual_wield] )
act_obj.c: for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content )
act_obj.c: if( (ch->level2 == -1 || ch->level3 == -1) && obj->level > get_trust( ch ) )
act_obj.c: /* Note, ch->level HAS to be used as opposed to get_trust because ch->level
act_obj.c: else if( (ch->level2 != -1 || ch->level3 != -1) && obj->level > ch->level && !IS_IMMORTAL( ch ) )
act_obj.c: || ( IS_OBJ_STAT(obj, ITEM_ANTI_VAMPIRE) && ch->race == RACE_VAMPIRE )
act_obj.c: bug( "wear_obj: uknown/unused item_wear bit %d. %s room %d", bit, ch->name, ch->in_room->vnum );
act_obj.c: for ( obj = ch->first_carrying; obj; obj = obj_next )
act_obj.c: for ( obj = ch->first_carrying; obj != NULL ; obj = obj_next )
act_obj.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
act_obj.c: obj = get_obj_list_rev( ch, arg, ch->in_room->last_content );
act_obj.c: || IS_NPC(ch) || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) )
act_obj.c: switch( ch->in_room->sector_type )
act_obj.c: if ( move > ch->move )
act_obj.c: ch->move -= move;
act_obj.c: if ( ch->level - obj->value[5] > 5
act_obj.c: || obj->value[5] - ch->level > 5 )
act_obj.c: obj_to_room( tmpObj, ch->in_room );
act_obj.c: ch->copper += 1;
act_obj.c: save_house_by_vnum(ch->in_room->vnum); /* Prevent House Object Duplication */
act_obj.c: if ( arg[0] == '\0' || !str_cmp( arg, ch->name ) )
act_obj.c: if ( !IS_NPC( ch ) && ch->pcdata->deity && ch->pcdata->deity->name[0] != '\0' )
act_obj.c: strcpy( name, ch->pcdata->deity->name );
act_obj.c: else if ( !IS_NPC( ch ) && ch->pcdata->clan && ch->pcdata->clan->deity[0] != '\0' )
act_obj.c: strcpy( name, ch->pcdata->clan->deity );
act_obj.c: for( obj = ch->in_room->first_content ; obj ; obj = obj_next )
act_obj.c: obj = get_obj_list_rev( ch, arg, ch->in_room->last_content );
act_obj.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next )
act_obj.c: vch_next = vch->next_in_room;
act_obj.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS )
act_obj.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
act_obj.c: if ( arg[0] == '\0' && !ch->fighting )
act_obj.c: if ( ch->fighting )
act_obj.c: templvl = ch->level;
act_obj.c: ch->level = LEVEL_HERO; /* make sure EQ doesn't get lost */
act_obj.c: contents = ch->in_room->last_content;
act_obj.c: ch->level = templvl;
act_obj.c: if ( ch->level < 3 )
act_obj.c: if ( ch->level < auction->item->level )
act_obj.c: chwealth = get_value(ch->gold, ch->silver, ch->copper);
act_obj.c: if(ch->gold < gbid || ch->silver < sbid || ch->copper < cbid){
act_obj.c: ch->gold -= gbid;
act_obj.c: ch->silver -= sbid;
act_obj.c: ch->copper -= cbid;
act_obj.c: rch = rch->next_in_room, chcnt++ )
act_obj.c: damage( vch, vch, dam*vch->level, TYPE_UNDEFINED );
act_obj.c: obj = recursive_note_find(ch->first_carrying, argument);
act_obj.c: if ( IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
act_obj.c: if ( clan->storeroom == ch->in_room->vnum )
act_obj.c: for ( obj = ch->first_carrying; obj; obj = obj_next )
act_obj.c: if (!can_drop_obj(ch, obj) && ch->level < LEVEL_IMMORTAL )
act_obj.c: new_ob = create_object( get_obj_index( first_ob->value[2] ), ch->level );
act_wiz.c:// for ( vch = first_char; vch; vch = vch->next )
act_wiz.c: /* pager_printf( ch, "Saving %-s...\n\r", vch->name ); */
act_wiz.c: sprintf( fname, "%s%s", WATCH_DIR, strlower( ch->name ) );
act_wiz.c: sprintf( fname, "%s%s", WATCH_DIR, strlower( ch->name ) );
act_wiz.c: sprintf( fname, "%s%s", WATCH_DIR, strlower( ch->name ) );
act_wiz.c: if ( !str_cmp(ch->name, pw->imm_name) )
act_wiz.c: if ( !str_cmp(ch->name, pw->imm_name) )
act_wiz.c: if ( !str_cmp(ch->name, pw->imm_name)
act_wiz.c: pinsert->imm_name = str_dup( strlower( ch->name ) );
act_wiz.c: if ( !str_cmp(ch->name, pw->imm_name)
act_wiz.c: pinsert->imm_name = str_dup( strlower( ch->name ) );
act_wiz.c: if(!str_cmp(ch->name, pw->imm_name)
act_wiz.c: pinsert->imm_name = str_dup(strlower(ch->name));
act_wiz.c: ch->name, cmd->name, level );
act_wiz.c: victim->pcdata->authed_by = QUICKLINK( ch->name );
act_wiz.c: DISPOSE( ch->pcdata->bamfin );
act_wiz.c: ch->pcdata->bamfin = str_dup( argument );
act_wiz.c: strcpy(newbamf, ch->name);
act_wiz.c: strcat(newbamf, ch->name);
act_wiz.c: a+=strlen(ch->name);
act_wiz.c: DISPOSE( ch->pcdata->bamfin );
act_wiz.c: ch->pcdata->bamfin = str_dup( newbamf );
act_wiz.c: DISPOSE( ch->pcdata->bamfout );
act_wiz.c: ch->pcdata->bamfout = str_dup( argument );
act_wiz.c: strcpy(newbamf, ch->name);
act_wiz.c: strcat(newbamf, ch->name);
act_wiz.c: a+=strlen(ch->name);
act_wiz.c: DISPOSE( ch->pcdata->bamfout );
act_wiz.c: ch->pcdata->bamfout = str_dup( newbamf );
act_wiz.c: if( ch->level2 != -1 )
act_wiz.c: if( ch->level < LEVEL_PCAVATAR )
act_wiz.c: DISPOSE( ch->pcdata->rank );
act_wiz.c: ch->pcdata->rank = str_dup( "" );
act_wiz.c: ch->pcdata->rank = str_dup( argument );
act_wiz.c: ch_printf( victim, "%s brings you back from retirement.\n\r", ch->name );
act_wiz.c: ch_printf( victim, "Courtesy of %s, you are now a retired immortal.\n\r", ch->name );
act_wiz.c: sprintf(arg,"Forceclose issued by %s on %s",ch->name,argument);
act_wiz.c: if ( xIS_SET(ch->act, PLR_NO_EMOTE) ) {
act_wiz.c: if ( xIS_SET(ch->act, PLR_NO_EMOTE) ) {
act_wiz.c: echo_to_room ( color, ch->in_room, argument );
act_wiz.c: echo_to_room ( AT_IMMORT, ch->in_room, argument );
act_wiz.c: location = ch->in_room;
act_wiz.c: sprintf(buf, "%d", ch->regoto);
act_wiz.c: || !IS_NPC(wch) || wch->in_room == NULL)
act_wiz.c: location = wch->in_room;
act_wiz.c: original = ch->in_room;
act_wiz.c: original = ch->in_room;
act_wiz.c: original = ch->in_room;
act_wiz.c: original = ch->in_room;
act_wiz.c: location = ch->in_room;
act_wiz.c: location = ( arg[0] == '\0' ) ? ch->in_room : find_location( ch, arg );
act_wiz.c: if ( ch->in_room != location && room_is_private( location ) )
act_wiz.c: switch( ch->in_room->sector_type ) {
act_wiz.c: if( !ch->in_room->compress )
act_wiz.c: decompressRoom( ch->in_room );
act_wiz.c: DISPOSE( ch->in_room->uncomp_desc );
act_wiz.c: showRoom( ch, ch->in_room );
act_wiz.c: for ( rch = location->first_person; rch; rch = rch->next_in_room )
act_wiz.c: one_argument( rch->name, buf );
act_wiz.c: sprintf( buf, "Reboot by %s.", ch->name );
act_wiz.c: for ( vch = first_char; vch; vch = vch->next )
act_wiz.c: sprintf( buf1, "\n\r&R[&WINFO&R] &cThe world darkens as %s recreates it and the rest of the universe.\n\r", ch->name);
act_wiz.c: fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host);
act_wiz.c: if (och->level == 1)
act_wiz.c: och->level++; /* Advance_level doesn't do that */
act_wiz.c: && xIS_SET( och->act, PLR_SAVREBOOT ) )
act_wiz.c: sprintf( buf, "Shutdown by %s.", ch->name );
act_wiz.c: for ( vch = first_char; vch; vch = vch->next )
act_wiz.c: if ( d->snoop_by == ch->desc )
act_wiz.c: if ( ch->desc )
act_wiz.c: for ( d = ch->desc->snoop_by; d; d = d->snoop_by )
act_wiz.c: victim->desc->snoop_by = ch->desc;
act_wiz.c: if ( !ch->desc )
act_wiz.c: if ( ch->desc->original )
act_wiz.c: if ( !IS_NPC(victim) && ch->level < LEVEL_GREATER )
act_wiz.c: if ( ch->level <= victim->level ) {
act_wiz.c: ch->desc->character = victim;
act_wiz.c: ch->desc->original = ch;
act_wiz.c: victim->desc = ch->desc;
act_wiz.c: ch->desc = NULL;
act_wiz.c: ch->switched = victim;
act_wiz.c: if ( !ch->desc )
act_wiz.c: if ( !ch->desc->original )
act_wiz.c: xREMOVE_BIT( ch->affected_by, AFF_POSSESS );
act_wiz.c: ch->desc->character = ch->desc->original;
act_wiz.c: ch->desc->original = NULL;
act_wiz.c: ch->desc->character->desc = ch->desc;
act_wiz.c: ch->desc->character->switched = NULL;
act_wiz.c: ch->desc = NULL;
act_wiz.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
act_wiz.c: char_to_room( victim, ch->in_room );
act_wiz.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
act_wiz.c: obj = obj_to_room( obj, ch->in_room );
act_wiz.c: for ( victim = ch->in_room->first_person; victim; victim = vnext )
act_wiz.c: for ( obj = ch->in_room->first_content; obj; obj = obj_next )
act_wiz.c: save_house_by_vnum(ch->in_room->vnum); /* Prevent House Object Duplication */
act_wiz.c: sprintf( buf2, "%s balzhuring %s", ch->name, buf );
act_wiz.c: sprintf( buf2, "%s destroying %s", ch->name, buf );
act_wiz.c: sprintf( buf, "%s%s", GOD_DIR, capitalize(ch->name) );
act_wiz.c: sprintf(arg,"elevate issued by %s on %s",ch->name,argument);
act_wiz.c: if ( !ch->pcdata )
act_wiz.c: ch->pcdata->restore_time = current_time;
act_wiz.c: vch_next = vch->next;
act_wiz.c: vch->hit = vch->max_hit;
act_wiz.c: vch->mana = vch->max_mana;
act_wiz.c: vch->move = vch->max_move;
act_wiz.c: vch->pcdata->condition[COND_BLOODTHIRST] = (10 + vch->level);
act_wiz.c: if ( !ch->pcdata )
act_wiz.c: if ( !ch->pcdata->restore_time )
act_wiz.c: time_passed = current_time - ch->pcdata->restore_time;
act_wiz.c: ch_printf( victim, "%s is attempting to freeze you.\n\r", ch->name );
act_wiz.c: for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
act_wiz.c: if ( rch->fighting )
act_wiz.c: for ( pwatch = first_watch; pwatch; pwatch = pwatch->next )
act_wiz.c: fprintf( fp, "%d %s~%s~%s~\n", pwatch->imm_level, pwatch->imm_name,
act_wiz.c: pwatch->target_name?pwatch->target_name:" ",
act_wiz.c: pwatch->player_site?pwatch->player_site:" " );
act_wiz.c: vch_next = vch->next;
act_wiz.c: ch->pcdata->wizinvis = level;
act_wiz.c: ch->mobinvis = level;
act_wiz.c: if ( ch->pcdata->wizinvis < 2 )
act_wiz.c: ch->pcdata->wizinvis = ch->level;
act_wiz.c: if ( ch->mobinvis < 2 )
act_wiz.c: ch->mobinvis = ch->level;
act_wiz.c: if ( xIS_SET(ch->act, PLR_WIZINVIS) )
act_wiz.c: xREMOVE_BIT(ch->act, PLR_WIZINVIS);
act_wiz.c: xSET_BIT(ch->act, PLR_WIZINVIS);
act_wiz.c: if ( xIS_SET(ch->act, PLR_HOLYLIGHT) )
act_wiz.c: xREMOVE_BIT(ch->act, PLR_HOLYLIGHT);
act_wiz.c: xSET_BIT(ch->act, PLR_HOLYLIGHT);
act_wiz.c: ch->name, r_lo, r_hi );
act_wiz.c: ch->name, o_lo, o_hi );
act_wiz.c: ch->name, m_lo, m_hi );
act_wiz.c: char_to_room( d->character, ch->in_room );
act_wiz.c: sprintf( buf2, "%s mortalizing %s", ch->name, buf );
act_wiz.c: sprintf( buf2, "%s mortalizing %s", ch->name, buf );
act_wiz.c: char_to_room( d->character, ch->in_room );
act_wiz.c: ch->name, argument );
act_wiz.c: ch_printf( victim, "%s has removed your bestowed commands.\n\r", ch->name );
act_wiz.c: ch->name, argument );
act_wiz.c: ech_next = ech->next;
act_wiz.c: if ( ech->fighting )
act_wiz.c: if ( URANGE(pArea->low_m_vnum, ech->pIndexData->vnum,
act_wiz.c: pArea->hi_m_vnum) == ech->pIndexData->vnum ||
act_wiz.c: (ech->in_room && ech->in_room->area == pArea) )
act_wiz.c: if ( ech->in_room && ech->in_room->area == pArea )
act_wiz.c: ech_next = ech->next_in_room;
act_wiz.c: if ( ech->fighting )
act_wiz.c: drop_artifacts(ch, ch->last_carrying);
act_wiz.c: sprintf( buf2, "%s destroying %s", ch->name, buf );
act_wiz.c: sprintf( buf2, "%s destroying %s", ch->name, buf );
act_wiz.c: if( ch->pcdata->council )
act_wiz.c: ch->pcdata->council->num_members--;
act_wiz.c: rem_council_member( ch->pcdata->council, ch->name );
act_wiz.c: if( ch->pcdata->council2 )
act_wiz.c: ch->pcdata->council->num_members--;
act_wiz.c: rem_council_member( ch->pcdata->council, ch->name );
act_wiz.c: if( ch->pcdata->clan )
act_wiz.c: ch->pcdata->clan->num_members--;
act_wiz.c: rem_clan_member( ch->pcdata->clan, ch->name );
act_wiz.c: sprintf( buf2, "%s destroying %s", ch->name, buf );
act_wiz.c: sprintf( buf, "%s destroying %s", ch->name, arg );
act_wiz.c: return ch->name;
act_wiz.c: one_argument (ch->name, name); /* copy the first word into name */
act_wiz.c: for (rch = ch->in_room->first_person; rch && (rch != ch);rch =
act_wiz.c: rch->next_in_room)
act_wiz.c: if (is_name (name, rch->name))
act_wiz.c: old_room = ch->in_room;
act_wiz.c: old_room = ch->in_room;
act_wiz.c: victim->pcdata->helled_by = STRALLOC(ch->name);
act_wiz.c: location = ch->in_room;
act_wiz.c:/*ch->in_room = get_room_index(8);*/
act_wiz.c:/*ch->in_room = location; The case of unhell self, etc.*/
act_wiz.c: location = ch->in_room;
act_wiz.c: if( str_cmp(ch->name, victim->pcdata->helled_by) )
act_wiz.c: if ( get_trust(ch) > LEVEL_SUB_IMPLEM || !str_cmp(ch->name, "Nivek"))
act_wiz.c: if ((get_trust(ch) > LEVEL_GREATER || !str_cmp(ch->name, "Nivek"))
act_wiz.c: if ( (!str_cmp(ch->name, "Nivek") || get_trust(ch) > LEVEL_SUB_IMPLEM)
act_wiz.c: if ( command->level > get_trust(ch) && str_cmp(ch->name, "Nivek"))
act_wiz.c: if ( get_trust(ch) <= LEVEL_SUB_IMPLEM && str_cmp(ch->name, "Nivek"))
act_wiz.c: if (( str_cmp( ch->pcdata->council_name, "Quest Council" )
act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Quest Council"))
act_wiz.c: t->tm_mon+1, t->tm_mday, ch->in_room ? ch->in_room->vnum : 0,
act_wiz.c: IS_NPC( ch ) ? ch->short_descr : ch->name, argument );
act_wiz.c: ch_printf(ch, "Kill history for %s:\n\r", vch->name);
act_wiz.c: vch->pcdata->killed[track].vnum; track++)
act_wiz.c: tmob = get_mob_index(vch->pcdata->killed[track].vnum);
act_wiz.c: vch->pcdata->killed[track].count);
act_wiz.c: if( !ch->desc )
act_wiz.c: switch( ch->substate )
act_wiz.c: if ( !ch->pnote )
act_wiz.c: if ( ch->dest_buf != ch->pnote )
act_wiz.c: bug( "do_project: sub_writing_note: ch->dest_buf != ch->pnote", 0 );
act_wiz.c: STRFREE( ch->pnote->text );
act_wiz.c: ch->pnote->text = copy_buffer( ch );
act_wiz.c: if ( !ch->dest_buf )
act_wiz.c: bug( "do_project: sub_project_desc: NULL ch->dest_buf", 0 );
act_wiz.c: ch->substate = SUB_NONE;
act_wiz.c: pproject = ch->dest_buf;
act_wiz.c: ch->substate = ch->tempnum;
act_wiz.c: if ( MINE &&(!pproject->owner||str_cmp( ch->name, pproject->owner))
act_wiz.c: && (!pproject->coder || str_cmp( ch->name, pproject->coder )) )
act_wiz.c: str_cmp(ch->name, "Kali")
act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council")
act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council")))
act_wiz.c: str_cmp(ch->name, "Kali")
act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council")
act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council")))
act_wiz.c: ch->tempnum = SUB_NONE;
act_wiz.c: ch->substate = SUB_PROJ_DESC;
act_wiz.c: ch->dest_buf = pproject;
act_wiz.c: if( str_cmp(ch->name, "Kali")
act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council")
act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council")) &&
act_wiz.c: !str_cmp(pproject->owner, ch->name ) )
act_wiz.c: pproject->owner = STRALLOC( ch->name );
act_wiz.c: if ( pproject->coder && !str_cmp(ch->name, pproject->coder))
act_wiz.c: pproject->coder = str_dup( ch->name );
act_wiz.c: if( pproject->owner && str_cmp( pproject->owner, ch->name ) &&
act_wiz.c: && pproject->coder && str_cmp(pproject->coder, ch->name) &&
act_wiz.c: str_cmp(ch->name, "Kali")
act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council")
act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council")))
act_wiz.c: ch->substate = SUB_WRITING_NOTE;
act_wiz.c: ch->dest_buf = ch->pnote;
act_wiz.c: start_editing( ch, ch->pnote->text);
act_wiz.c: STRFREE(ch->pnote->subject);
act_wiz.c: ch->pnote->subject = STRALLOC( argument );
act_wiz.c: if( pproject->owner && str_cmp(ch->name, pproject->owner) &&
act_wiz.c: pproject->coder && str_cmp(ch->name, pproject->coder) &&
act_wiz.c: get_trust(ch) < LEVEL_GREATER && str_cmp(ch->name, "Kali") &&
act_wiz.c: (str_cmp(ch->pcdata->council_name, "Code Council")
act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council")))
act_wiz.c: if ( !ch->pnote )
act_wiz.c: if ( !ch->pnote->subject )
act_wiz.c: ch->pnote->date = STRALLOC( strtime );
act_wiz.c: ch->pnote->sender = ch->name;
act_wiz.c: plog = ch->pnote;
act_wiz.c: ch->pnote = NULL;
act_wiz.c: str_cmp(ch->name, pproject->owner) && get_trust(ch) < LEVEL_SAVIOR
act_wiz.c: && str_cmp(ch->name, pproject->coder)
act_wiz.c: && str_cmp(ch->name, "Kali")
act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council")
act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council")))
act_wiz.c: if( pproject->owner && str_cmp(ch->name, pproject->owner) &&
act_wiz.c: pproject->coder && str_cmp(ch->name, pproject->coder ) &&
act_wiz.c: str_cmp(ch->name, "Kali")
act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council")
act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council")))
act_wiz.c: str_cmp(ch->name, pproject->owner) && get_trust(ch) < LEVEL_SAVIOR
act_wiz.c: && str_cmp(ch->name, pproject->coder )
act_wiz.c: && str_cmp(ch->name, "Kali")
act_wiz.c: && (str_cmp(ch->pcdata->council_name, "Code Council")
act_wiz.c: || str_cmp(ch->pcdata->council2_name, "Code Council")))
act_wiz.c: if ( inroom && ch->in_room != d->character->in_room )
act_wiz.c: if ( inarea && ch->in_room->area != d->character->in_room->area )
act_wiz.c: if ( ch->pcdata->area )
act_wiz.c: ch->pcdata->smited++;
act_wiz.c: adjust_hiscore( "smiter", ch, ch->pcdata->smited );
act_wiz.c: if( str_cmp( ch->name, "Kratas" ) )
act_wiz.c: sprintf(buf, "Your Trust is %d.\n\r",ch->trust);
act_wiz.c: if(ch->trust == 0) {
act_wiz.c: ch->trust = ch->level;
act_wiz.c: if ( level <= ch->level )
act_wiz.c: temp_prac = ch->practice;
act_wiz.c: ch->level = 1;
act_wiz.c: ch->exp = exp_level(ch,ch->level);
act_wiz.c: ch->max_hit = 20;
act_wiz.c: ch->max_mana = 100;
act_wiz.c: ch->max_move = 100;
act_wiz.c: ch->practice = 0;
act_wiz.c: ch->hit = ch->max_hit;
act_wiz.c: ch->mana = ch->max_mana;
act_wiz.c: ch->move = ch->max_move;
act_wiz.c: ch->practice = temp_prac;
act_wiz.c: for ( iLevel = ch->level ; iLevel < level; iLevel++ )
act_wiz.c: ch->level += 1;
act_wiz.c: sprintf(buf,"You are now level %d.\n\r",ch->level);
act_wiz.c: ch->exp = exp_level(ch,ch->level)
act_wiz.c: * UMAX( 1, ch->level );
act_wiz.c: if(ch->level < 103) {
act_wiz.c: for (obj = ch->first_carrying; obj; obj = obj_next)
act_wiz.c: if ( victim->level > ch->level )
act_wiz.c: sprintf(buf, "The Immortal %s has removed %s from their clan!", ch->name, victim->name);
act_wiz.c: if ( victim->level > ch->level )
act_wiz.c: ch->name, skill_table[sn]->name);
act_wiz.c: ch_printf( victim, "%s has assigned you the vnum range %d - %d.\n\r", ch->name, lo, hi );
act_wiz.c: AREA_DATA *pArea = ch->in_room->area;
act_wiz.c: ch_printf( victim, "%s has flushed your area data and reset it.\n\r", ch->name );
antitank.c: for( lowbie = ch->in_room->first_person ; lowbie ; lowbie = lowbie->next_in_room )
antitank.c: ch->pIndexData->vnum );
archery.c: for( obj = ch->last_carrying; obj; obj = obj->prev_content )
archery.c: thac0_00 = ch->mobthac0;
archery.c: thac0_00 = class_table[ch->class]->thac0_00;
archery.c: thac0_32 = class_table[ch->class]->thac0_32;
archery.c: thac0 = interpolate( ch->level, thac0_00, thac0_32 ) - GET_HITROLL(ch) + (dist*2);
archery.c: if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_enhanced_damage] > 0
archery.c: && number_percent() < ch->pcdata->learned[gsn_enhanced_damage] )
archery.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) )
archery.c: if ( IS_NPC(victim) && xIS_SET(victim->act, ACT_SENTINEL) && ch->in_room != victim->in_room )
archery.c: global_retcode = spell_attack( dt, ch->level, ch, victim );
archery.c: was_in_room = ch->in_room;
archery.c: if ( ch->level < 50 ) --max_dist;
archery.c: if ( ch->level < 40 ) --max_dist;
archery.c: if ( ch->level < 30 ) --max_dist;
archery.c: if ( room_is_private( pexit->to_room ) && ch->level < sysdata.level_override_private )
archery.c: switch( ch->in_room->sector_type )
archery.c: if ( (pexit=get_exit(ch->in_room, dir)) == NULL )
archery.c: if ( IS_SET(ch->in_room->room_flags, ROOM_PRIVATE)
archery.c: || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) )
archery.c: if ( ch->in_room->tunnel > 0 )
archery.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
archery.c: if ( count >= ch->in_room->tunnel )
archery.c: if ( IS_SET(vch->in_room->room_flags, ROOM_NOMISSILE) )
archery.c: if ( vch->num_fighting > max_fight( vch ) )
archery.c: if ( !IS_NPC( vch ) && !IS_NPC( ch ) && xIS_SET(ch->act, PLR_NICE ) )
archery.c: was_in_room = ch->in_room;
archery.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
archery.c: if ( victim && ch->in_room == victim->in_room )
archery.c: obj_to_room(projectile, ch->in_room);
archery.c: if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
archery.c: obj_to_room(projectile, ch->in_room);
archery.c: if ( arg[0] == '\0' && ch->fighting == NULL )
archery.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
arena.c: sprintf(buf, "%s has ^zOPENED^x the arena with a MAX level of %d!",ch->name, hi_level);
arena.c: sprintf(buf, "%s has ^zOPENED^x the arena with a MIN level of %d!",ch->name, low_level);
arena.c: sprintf(buf, "%s has ^zOPENED^x the arena!", ch->name);
arena.c: sprintf(buf,"%s has ^zOPENED^x the arena for levels %d through %d!", ch->name, low_level, hi_level);
arena.c: sprintf(buf, "%s has closed betting. Let the games begin!", ch->name);
arena.c: sprintf(buf, "%s has canceled the arena match!",ch->name);
arena.c: if( ch->pcdata->arena )
arena.c: switch( ch->pcdata->arena->status )
arena.c: if ((ch->gold < arena_fee) && !IS_IMMORTAL(ch))
arena.c: if (ch->level<low_level && low_level != -1)
arena.c: if (ch->level>hi_level && hi_level != -1)
arena.c: if (ch->fighting)
arena.c: bug("Cannot find a room in the arena for %s!", ch->name);
arena.c: ch->position = POS_STANDING;
arena.c: ch->retran = ch->in_room->vnum;
arena.c: sprintf(buf, "Bill Gates donates %d coins for %s\'s entrance fee!",arena_fee, ch->name);
arena.c: ch->gold-=arena_fee;
arena.c: sprintf(buf, "%s has joined the arena match!", ch->name);
arena.c: CREATE( ch->pcdata->arena, ARENA_DATA, 1 );
arena.c: ch->pcdata->arena->status = 2;
arena.c: if( !ch->pcdata->arena )
arena.c: if( ch->pcdata->arena->status != 2 )
arena.c: if (ch->fighting)
arena.c: ch->position = POS_STANDING;
arena.c: char_to_room( ch, get_room_index(ch->retran) );
arena.c: sprintf(buf, "%s has wimped out of the arena match!", ch->name);
arena.c: DISPOSE( ch->pcdata->arena );
arena.c: if( ch->pcdata->arena )
arena.c: if( ch->gold < betamt )
arena.c: CREATE( ch->pcdata->arena, ARENA_DATA, 1 );
arena.c: ch->pcdata->arena->bet = betamt;
arena.c: ch->gold -= ch->pcdata->arena->bet;
arena.c: ch->pcdata->arena->bet_on = victim;
arena.c: ch->pcdata->arena->bet_on->pcdata->arena->num_bets++;
arena.c: arena_total_bets+=ch->pcdata->arena->bet;
arena.c: ch->pcdata->arena->status = 1;
arena.c: if (ch->pcdata->arena && ch->pcdata->arena->status == 2)
arena.c: if (sysdata.arena==1 && (ch->pcdata->arena && ch->pcdata->arena->status == 0))
arena.c: if( ch->pcdata->arena && ch->pcdata->arena->status == 2 )
arena.c: if( !ch->pcdata->arena )
arena.c: switch( ch->pcdata->arena->status )
arena.c: if( ch->pcdata->arena->bet_on != arena_winner )
arena.c: if (ch->pcdata->arena->bet_on->pcdata->arena->num_bets <= 0)
arena.c: ch->pcdata->arena->bet_on->pcdata->arena->num_bets=1;
arena.c: /* percent = ch->pcdata->arenabet/arena_total_bets;
arena.c: percent = (arena_total_bets/ch->pcdata->arenabet);
arena.c: percent = 1/ch->pcdata->arena->bet_on->pcdata->arena->num_bets;
arena.c: amount = ch->pcdata->arena->bet * percent;
arena.c: gold = ch->pcdata->arena->bet + amount;
arena.c: ch->gold += gold;
arena.c: DISPOSE( ch->pcdata->arena );
arena.c: sprintf(buf, "%s has ^zWON^x the arena match, and ^z%d^x coins!", ch->name, arena_prize);
arena.c: ch->gold += arena_prize;
arena.c: ch->pcdata->arena_wins++;
arena.c: adjust_hiscore("arena_pkill", ch, ch->pcdata->arena_wins);
arena.c: ch->position=POS_STANDING;
arena.c: ch->hit = ch->max_hit;
arena.c: ch->mana = ch->max_mana;
arena.c: ch->move = ch->max_move;
arena.c: ch->pcdata->condition[COND_BLOODTHIRST] = (10 + ch->level);
arena.c: char_to_room( ch, get_room_index(ch->retran));
arena.c: DISPOSE( ch->pcdata->arena );
arena.c: DISPOSE( ch->pcdata->arena );
arena.c: DISPOSE( ch->pcdata->arena );
arena.c: sprintf( buf, "%s has been defeated by %s in the arena!", victim->name, ch->name);
arena.c: (IS_NPC(ch) ? ch->short_descr : ch->name),
arena.c: ch->pcdata->arena_kills++;
assa.c: if ( (IS_NPC( ch ) && ( ch->desc->original ))
assa.c: if ( ch->mount )
assa.c: percent = number_percent() + UMAX(0, (victim->level - ch->level) * 2);
assa.c: if( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_assassinate] )
axsmaug.c: tarea=ch->in_room->area;
ban.c: if (!ch->desc) /* No desc means no go :) */
ban.c: switch ( ch->substate ) {
ban.c: ch->tempnum = SUB_NONE;
ban.c: if (!ch->desc) /* No desc is a bad thing */
ban.c: if (!ch->desc)
ban.c: switch ( ch->substate ) {
ban.c: temp->ban_by = str_dup ( ch->name );
ban.c: pban->ban_by = str_dup ( ch->name );
ban.c: temp->ban_by = str_dup ( ch->name );
ban.c: pban->ban_by = str_dup ( ch->name );
ban.c: temp->ban_by = str_dup ( ch->name );
ban.c: pban->ban_by = str_dup ( ch->name );
ban.c: ch->substate = SUB_BAN_DESC;
ban.c: ch->dest_buf = pban;
ban.c: pban = ch->dest_buf;
ban.c: bug ("do_ban: sub_ban_desc: NULL ch->dest_buf", 0);
ban.c: ch->substate = SUB_NONE;
ban.c: ch->substate = ch->tempnum;
ban.c: for ( i = 0; i < (int) ( strlen( ch->desc->host ) ); i++ )
ban.c: new_host[i] = LOWER( ch->desc->host[i] );
ban.c: if ( type == BAN_CLASS && (pban->flag == ch->class || pban->flag == ch->class2 || pban->flag == ch->class3) )
ban.c: if ( ch->level > pban->level )
ban.c: pban->name, ch->desc->host );
ban.c: if ( type == BAN_RACE && pban->flag == ch->race )
ban.c: if ( ch->level > pban->level )
ban.c: pban->name, ch->desc->host );
ban.c: str_cmp(pban->user, ch->desc->user) )
ban.c: if ( ch->level > pban->level )
ban.c: ch->name, ch->desc->host );
bank.c: for ( banker = ch->in_room->first_person; banker; banker = banker->next_in_room )
bank.c: sprintf( buf, "Sorry, %s, we don't do business with mobs.", ch->short_descr );
bank.c: sprintf( buf, "%s How much do you wish to deposit?", ch->name );
bank.c: sprintf( buf, "%s How much do you wish to deposit?", ch->name );
bank.c: sprintf( buf, "%s You must specify gold, silver, or copper.", ch->name );
bank.c: sprintf( buf, "%s I don't trade in that currency.", ch->name );
bank.c: isgold ? (amount = ch->gold) : issilver ? (amount = ch->silver) : (amount = ch->copper);
bank.c: if ( ( amount > ch->gold && isgold ) || ( amount > ch->silver && issilver ) || ( amount > ch->copper && iscopper ) )
bank.c: sprintf( buf, "%s Sorry, but you don't have that much %s to deposit.", ch->name, isgold ? "gold" : issilver ? "silver" :
bank.c: sprintf( buf, "%s Oh, I see.. I didn't know i was doing business with a comedian.", ch->name );
bank.c: if( ch->pcdata->gbalance == 500 )
bank.c: if( ch->pcdata->gbalance + amount > 500 )
bank.c: amount = 500 - ch->pcdata->gbalance;
bank.c: if( ch->pcdata->sbalance == 50000 )
bank.c: if( ch->pcdata->sbalance + amount > 50000 )
bank.c: amount = 50000 - ch->pcdata->sbalance;
bank.c: if( ch->pcdata->balance == 5000000 )
bank.c: if( ch->pcdata->balance + amount > 5000000 )
bank.c: amount = 5000000 - ch->pcdata->balance;
bank.c: ch->gold -= amount;
bank.c: ch->pcdata->gbalance += amount;
bank.c: ch->silver -= amount;
bank.c: ch->pcdata->sbalance += amount;
bank.c: ch->copper -= amount;
bank.c: ch->pcdata->balance += amount;
bank.c: sprintf( buf, "Sorry, %s, we don't do business with mobs.", ch->short_descr );
bank.c: sprintf( buf, "%s How much do you wish to withdraw?", ch->name );
bank.c: sprintf( buf, "%s How much do you wish to withdraw?", ch->name );
bank.c: sprintf( buf, "%s You must specify gold, silver, or copper.", ch->name );
bank.c: thebalance = ch->pcdata->gbalance;
bank.c: thebalance = ch->pcdata->sbalance;
bank.c: thebalance = ch->pcdata->balance;
bank.c: isgold ? (amount = ch->pcdata->gbalance) : issilver ? (amount = ch->pcdata->sbalance) : (amount = ch->pcdata->balance);
bank.c: sprintf( buf, "%s But you do not have that much %s in your account!", ch->name, isgold ? "gold" : issilver ? "silver" :
bank.c: sprintf( buf, "%s Oh I see.. I didn't know i was doing business with a comedian.", ch->name );
bank.c: ch->pcdata->balance -= amount;
bank.c: ch->copper += amount;
bank.c: ch->pcdata->gbalance -= amount;
bank.c: ch->gold += amount;
bank.c: ch->pcdata->sbalance -= amount;
bank.c: ch->silver += amount;
bank.c: sprintf( buf, "Sorry, %s, we don't do business with mobs.", ch->short_descr );
bank.c: sprintf( buf, "&YGold: %d.\n\r&WSilver: %d.\n\r&RCopper: %d.\n\r\n\r", ch->pcdata->gbalance, ch->pcdata->sbalance,
bank.c: ch->pcdata->balance);
bank.c: sprintf( buf, "Sorry, %s, we don't do business with mobs.", ch->short_descr );
bank.c: sprintf( buf, "%s How much do you wish to send to who?", ch->name );
bank.c: sprintf( buf, "%s How much do you wish to send to who?", ch->name );
bank.c: thebalance = ch->pcdata->gbalance;
bank.c: thebalance = ch->pcdata->sbalance;
bank.c: thebalance = ch->pcdata->balance;
bank.c: sprintf( buf, "%s I don't trade in that currency.", ch->name );
bank.c: sprintf( buf, "%s %s could not be located.", ch->name, capitalize(arg2) );
bank.c: sprintf( buf, "%s We do not do business with mobiles...", ch->name );
bank.c: isgold ? (amount = ch->pcdata->gbalance) : issilver ? (amount = ch->pcdata->sbalance) : (amount = ch->pcdata->balance);
bank.c: sprintf( buf, "%s You are very generous, but you don't have that much %s!", ch->name, isgold ? "gold" : issilver ?
bank.c: sprintf( buf, "%s Oh I see.. I didn't know I was doing business with a comedian.", ch->name );
bank.c: ch->pcdata->gbalance -= amount;
bank.c: ch->pcdata->sbalance -= amount;
bank.c: ch->pcdata->balance -= amount;
bank.c: ch->name, amount, isgold ? "gold" : issilver ? "silver" : "copper", (amount != 1) ? "s" : "" );
bits.c: for (bit = ch->first_abit; bit; bit = bit->next) {
bits.c: for (bit = ch->pcdata->first_qbit; bit; bit = bit->next) {
bits.c: LINK(bit, ch->first_abit, ch->last_abit, next, prev);
bits.c: LINK(bit, ch->pcdata->first_qbit, ch->pcdata->last_qbit, next, prev);
bits.c: if (!ch->first_abit)
bits.c: bit = ch->first_abit;
bits.c: UNLINK(tmp, ch->first_abit, ch->last_abit, next, prev);
bits.c: if (!ch->pcdata->first_qbit)
bits.c: bit = ch->pcdata->first_qbit;
bits.c: UNLINK(tmp, ch->pcdata->first_qbit, ch->pcdata->last_qbit, next, prev);
bits.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
bits.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
boards.c: if ( is_name( ch->name, board->extra_removers ) )
boards.c: if ( ch->pcdata->clan && !str_cmp( ch->pcdata->clan->name, board->read_group ) )
boards.c: if ( ch->pcdata->council && !str_cmp( ch->pcdata->council->name, board->read_group ) )
boards.c: if ( ch->pcdata->council2 && !str_cmp( ch->pcdata->council2->name, board->read_group ) )
boards.c: if ( is_name( ch->name, board->extra_readers ) )
boards.c: if ( ch->pcdata->clan && !str_cmp( ch->pcdata->clan->name, board->post_group ) )
boards.c: if ( ch->pcdata->council && !str_cmp( ch->pcdata->council->name, board->post_group ) )
boards.c: if ( ch->pcdata->council2 && !str_cmp( ch->pcdata->council2->name, board->post_group ) )
boards.c: for ( obj = ch->in_room->first_content;
boards.c: if ( !str_cmp( ch->name, pnote->sender ) )
boards.c: if ( is_name( ch->name, pnote->to_list ) )
boards.c: if ( ch->pnote )
boards.c: pnote->sender = QUICKLINK( ch->name );
boards.c: ch->pnote = pnote;
boards.c: for ( quill = ch->last_carrying; quill; quill = quill->prev_content )
boards.c: switch( ch->substate )
boards.c: switch( ch->substate )
boards.c: if ( !ch->desc )
boards.c: switch( ch->substate )
boards.c: ed = ch->dest_buf;
boards.c: if ( ch->copper < 10
boards.c: ch->copper -= 10;
boards.c: if ( str_cmp( ch->name, pnote->sender ) )
boards.c: if ( str_cmp( ch->name, pnote->sender ) )
boards.c: if ( is_name( ch->name, buf ) )
boards.c: sprintf( buf, "%s %s", pnote->yesvotes, ch->name );
boards.c: sprintf( buf, "%s %s", pnote->novotes, ch->name );
boards.c: sprintf( buf, "%s %s", pnote->abstentions, ch->name );
boards.c: if ( ch->substate == SUB_RESTRICTED )
boards.c: ch->substate = SUB_WRITING_NOTE;
boards.c: ch->dest_buf = ed;
boards.c: ch->name,
boards.c: pnote->sender = QUICKLINK( ch->name );
boards.c: if ( ch->copper < 50 && get_trust(ch) < sysdata.read_mail_free )
boards.c: ch->copper -= 50;
bounty.c: for ( bounty = ch->in_room->first_person; bounty; bounty = bounty->next_in_room )
bounty.c: else if ( ch->bounty > 0 )
bounty.c: ch_printf( ch, "&YYou have a bounty worth %d gold on your head.\n\r", ch->bounty );
bounty.c: else if ( ch->bowed > 0 )
bounty.c: ch_printf( ch, "&YYou are owed %d gold in bounty earnings.\n\r", ch->bowed );
bounty.c: ch->short_descr );
bounty.c: else if ( ch->bounty > 0 )
bounty.c: ch_printf( ch, "&YYou have a bounty worth %d gold on your head.\n\r", ch->bounty );
bounty.c: else if ( ch->bowed > 0 )
bounty.c: ch_printf( ch, "&YYou are owed %d gold in bounty earnings.\n\r", ch->bowed );
bounty.c: ch->name, victim->name, victim->bounty );
bounty.c: sprintf( buf, "%s That player has no bounty.", ch->name );
bounty.c: if ( ch->belig == 0 )
bounty.c: sprintf( buf, "%s You are already uneligible to have a bounty on your head!", ch->name );
bounty.c: if ( ch->gold < cost )
bounty.c: sprintf( buf, "%s I'm sorry, you can't afford this.", ch->name );
bounty.c: ch->gold -= cost;
bounty.c: ch->belig = 0;
bounty.c: sprintf( buf, "%s You are no longer eligible to have a bounty on your head.", ch->name );
bounty.c: if ( ch->bowed <= 0 )
bounty.c: sprintf( buf, "%s I owe you nothing %s!", ch->name, ch->name );
bounty.c: ch->gold += ch->bowed;
bounty.c: sprintf( buf, "&YYou collect %d gold worth of bounties.\n\r", ch->bowed );
bounty.c: ch->bowed = 0;
bounty.c: sprintf( buf, "%s A pleasure doing business with you.", ch->name );
bounty.c: amount = ch->gold;
bounty.c: if ( amount > ch->gold )
bounty.c: sprintf( buf, "%s Check your pockets and try again, you don't have that much gold!", ch->name );
bounty.c: sprintf( buf, "%s That amount is too frugal, try again!", ch->name );
bounty.c: sprintf( buf, "%s How do you expect me to stay in business at those prices!?", ch->name );
bounty.c: sprintf( buf, "%s That would exceed the maximum allowable bounty of %d gold!", ch->name, bountymax );
bounty.c: sprintf( buf, "%s You may not place a bounty on the head of an immortal!", ch->name );
bounty.c: sprintf( buf, "%s You may only place a bounty on the head of a pkiller, or an eligible peaceful.", ch->name );
bounty.c: sprintf( buf, "%s Place a bounty on yourself? Ever considered suicide?", ch->name );
bounty.c: if ( !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) && ch->belig == 0 )
bounty.c: sprintf( buf, "%s By doing this you are now eligible to have bounties set on your own head!", ch->name );
bounty.c: sprintf( buf, "%s You can become uneligible again by typing bounty buy, at a cost of %d gold", ch->name, cost );
bounty.c: ch->belig = 1;
bounty.c: ch->gold -= amount;
bounty.c: sprintf( buf, "%s The bounty on %s has been increased by %d gold!", ch->name, victim->name, amount );
bsnip.c: tarea = ch->in_room->area;
bsnip.c: tarea = ch->in_room->area;
build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
build.c: if ( !ch->desc )
build.c: if ( ch->substate == SUB_RESTRICTED )
build.c: bug( "NOT GOOD: start_editing: ch->substate == SUB_RESTRICTED", 0 );
build.c: if ( ch->editor )
build.c: ch->editor = edit;
build.c: ch->desc->connected = CON_EDITING;
build.c: if ( !ch->editor )
build.c: for ( x = 0; x < ch->editor->numlines; x++ )
build.c: strcpy( tmp, ch->editor->line[x] );
build.c: DISPOSE( ch->editor );
build.c: ch->editor = NULL;
build.c: ch->dest_buf = NULL;
build.c: ch->spare_ptr = NULL;
build.c: ch->substate = SUB_NONE;
build.c: if ( !ch->desc )
build.c: ch->desc->connected = CON_PLAYING;
build.c: || vnum < 1 || IS_NPC(ch) || !ch->pcdata->area )
build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
build.c: location->area = ch->pcdata->area;
build.c: in_room = ch->in_room;
build.c: if ( ch->fighting )
build.c: if (ch->position != POS_STANDING)
build.c: sprintf(buf2, "%s leaves in a swirling mist.", ch->name);
build.c: fch_next = fch->next_in_room;
build.c: && ((get_trust(fch) >= (IS_NPC(ch) ? ch->level : ch->pcdata->wizinvis))
build.c: || !xIS_SET(ch->act, PLR_WIZINVIS)) )
build.c: sprintf(buf, "&Y%s&w\r\n", (ch->pcdata && ch->pcdata->bamfout
build.c: && ch->pcdata->bamfout[0] != '\0')
build.c: ? ch->pcdata->bamfout : buf2);
build.c: ch->regoto = ch->in_room->vnum;
build.c: if ( ch->mount )
build.c: char_from_room( ch->mount );
build.c: char_to_room( ch->mount, location );
build.c: sprintf(buf2, "&Y%s appears in a swirling mist.&w", ch->name);
build.c: for ( fch = ch->in_room->first_person; fch; fch = fch_next )
build.c: fch_next = fch->next_in_room;
build.c: if (fch != ch && ((get_trust(fch) >= (IS_NPC(ch) ? ch->level : ch->pcdata->wizinvis)) || !xIS_SET(ch->act, PLR_WIZINVIS)) ) {
build.c: sprintf(buf, "&Y%s&w\r\n", (ch->pcdata && ch->pcdata->bamfin
build.c: && ch->pcdata->bamfin[0] != '\0')
build.c: ? ch->pcdata->bamfin : buf2);
build.c: if ( ch->in_room == in_room )
build.c: fch_next = fch->next_in_room;
build.c: if ( fch->master == ch && IS_IMMORTAL(fch) )
build.c: else if ( IS_NPC(fch) && fch->master == ch )
build.c: if ( !ch->desc )
build.c: switch( ch->substate )
build.c: if ( !ch->dest_buf )
build.c: bug( "do_mset: sub_mob_desc: NULL ch->dest_buf", 0 );
build.c: ch->substate = SUB_NONE;
build.c: victim = ch->dest_buf;
build.c: ch->substate = ch->tempnum;
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: victim = ch->dest_buf;
build.c: if ( ch->dest_buf )
build.c: RelDestroy( relMSET_ON, ch, ch->dest_buf );
build.c: ch->substate = SUB_NONE;
build.c: ch->dest_buf = NULL;
build.c: if ( ch->pcdata && ch->pcdata->subprompt )
build.c: STRFREE( ch->pcdata->subprompt );
build.c: ch->pcdata->subprompt = NULL;
build.c: if ( arg1[0] == '\0' || (arg2[0] == '\0' && ch->substate != SUB_REPEATCMD)
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->dest_buf = NULL;
build.c: ch->dest_buf = victim;
build.c: ch->substate = SUB_REPEATCMD;
build.c: ch->dest_buf = victim;
build.c: if ( ch->pcdata )
build.c: if ( ch->pcdata->subprompt )
build.c: STRFREE( ch->pcdata->subprompt );
build.c: ch->pcdata->subprompt = STRALLOC( buf );
build.c: ch->pcdata->balance = value;
build.c: pwdnew = crypt( arg3, ch->name );
build.c: ch_printf( victim, "Your password has been changed by %s.\n\r", ch->name );
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->tempnum = SUB_REPEATCMD;
build.c: ch->tempnum = SUB_NONE;
build.c: ch->substate = SUB_MOB_DESC;
build.c: ch->dest_buf = victim;
build.c: && !is_name("protoflag", ch->pcdata->bestowments) )
build.c: if( ch->pcdata->wedto )
build.c: STRFREE( ch->pcdata->wedto );
build.c: ch->pcdata->wedto = STRALLOC( arg3 );
build.c: ch->pcdata->wedto = NULL;
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->substate = SUB_RESTRICTED;
build.c: ch->substate = SUB_REPEATCMD;
build.c: ch->last_cmd = do_mset;
build.c: if ( !ch->desc )
build.c: switch( ch->substate )
build.c: if ( !ch->dest_buf )
build.c: bug( "do_oset: sub_obj_extra: NULL ch->dest_buf", 0 );
build.c: ch->substate = SUB_NONE;
build.c: ed = ch->dest_buf;
build.c: tmpobj = ch->spare_ptr;
build.c: ch->dest_buf = tmpobj;
build.c: ch->substate = ch->tempnum;
build.c: if ( !ch->dest_buf )
build.c: bug( "do_oset: sub_obj_long: NULL ch->dest_buf", 0 );
build.c: ch->substate = SUB_NONE;
build.c: obj = ch->dest_buf;
build.c: tmpobj = ch->spare_ptr;
build.c: ch->substate = ch->tempnum;
build.c: ch->dest_buf = tmpobj;
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: obj = ch->dest_buf;
build.c: if ( ch->dest_buf )
build.c: RelDestroy( relOSET_ON, ch, ch->dest_buf );
build.c: ch->substate = SUB_NONE;
build.c: ch->dest_buf = NULL;
build.c: if ( ch->pcdata && ch->pcdata->subprompt )
build.c: STRFREE( ch->pcdata->subprompt );
build.c: ch->pcdata->subprompt = NULL;
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->dest_buf = obj;
build.c: ch->dest_buf = NULL;
build.c: ch->substate = SUB_REPEATCMD;
build.c: ch->dest_buf = obj;
build.c: if ( ch->pcdata )
build.c: if ( ch->pcdata->subprompt )
build.c: STRFREE( ch->pcdata->subprompt );
build.c: ch->pcdata->subprompt = STRALLOC( buf );
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->tempnum = SUB_REPEATCMD;
build.c: ch->tempnum = SUB_NONE;
build.c: ch->spare_ptr = obj;
build.c: ch->spare_ptr = NULL;
build.c: ch->substate = SUB_OBJ_LONG;
build.c: ch->dest_buf = obj;
build.c: && !is_name ("protoflag", ch->pcdata->bestowments) )
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->tempnum = SUB_REPEATCMD;
build.c: ch->tempnum = SUB_NONE;
build.c: ch->spare_ptr = obj;
build.c: ch->spare_ptr = NULL;
build.c: ch->substate = SUB_OBJ_EXTRA;
build.c: ch->dest_buf = ed;
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->substate = SUB_RESTRICTED;
build.c: ch->substate = SUB_REPEATCMD;
build.c: ch->last_cmd = do_oset;
build.c: if ( ch->in_room )
build.c: rvnum = ch->in_room->vnum;
build.c: if ( !ch->desc )
build.c: switch( ch->substate )
build.c: location = ch->dest_buf;
build.c: bug( "redit: sub_room_desc: NULL ch->dest_buf", 0 );
build.c: location = ch->in_room;
build.c: ch->substate = ch->tempnum;
build.c: ed = ch->dest_buf;
build.c: bug( "redit: sub_room_extra: NULL ch->dest_buf", 0 );
build.c: ch->substate = ch->tempnum;
build.c: location = ch->in_room;
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: if ( ch->pcdata && ch->pcdata->subprompt )
build.c: STRFREE( ch->pcdata->subprompt );
build.c: ch->pcdata->subprompt = NULL;
build.c: ch->substate = SUB_NONE;
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->substate = SUB_REPEATCMD;
build.c: if ( ch->pcdata )
build.c: if ( ch->pcdata->subprompt )
build.c: STRFREE( ch->pcdata->subprompt );
build.c: ch->pcdata->subprompt = STRALLOC( "<&CRedit &W#%r&w> %i" );
build.c: ch->inter_substate = SUB_NORTH;
build.c: ch->inter_substate = SUB_EAST;
build.c: ch->inter_substate = SUB_SOUTH;
build.c: ch->inter_substate = SUB_WEST;
build.c: ch->inter_substate = SUB_UP;
build.c: ch->inter_substate = SUB_DOWN;
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->tempnum = SUB_REPEATCMD;
build.c: ch->tempnum = SUB_NONE;
build.c: ch->substate = SUB_ROOM_DESC;
build.c: ch->dest_buf = location;
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->tempnum = SUB_REPEATCMD;
build.c: ch->tempnum = SUB_NONE;
build.c: ch->substate = SUB_ROOM_EXTRA;
build.c: ch->dest_buf = ed;
build.c: switch(ch->inter_substate)
build.c: switch(ch->inter_substate)
build.c: switch(ch->inter_substate)
build.c: switch(ch->inter_substate)
build.c: switch(ch->inter_substate)
build.c: if ( ch->substate == SUB_REPEATCMD )
build.c: ch->substate = SUB_RESTRICTED;
build.c: ch->substate = SUB_REPEATCMD;
build.c: ch->last_cmd = do_redit;
build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
build.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
build.c: char_to_room( mob, ch->in_room );
build.c: if ( (d = ch->desc) == NULL )
build.c: if ( ch->substate <= SUB_PAUSE )
build.c: bug( "Edit_buffer: illegal ch->substate (%d)", ch->substate );
build.c: if ( !ch->editor )
build.c: edit = ch->editor;
build.c: if ( ch->substate == SUB_MPROG_EDIT || ch->substate == SUB_HELP_EDIT )
build.c: int substate = ch->substate;
build.c: last_cmd = ch->last_cmd;
build.c: ch->substate = SUB_RESTRICTED;
build.c: ch->substate = substate;
build.c: ch->last_cmd = last_cmd;
build.c: if ( !ch->last_cmd )
build.c: (*ch->last_cmd) ( ch, "" );
build.c: if ( !ch->last_cmd )
build.c: (*ch->last_cmd) ( ch, "" );
build.c: && ch->pcdata->r_range_lo
build.c: && ch->pcdata->r_range_hi )
build.c: tarea = ch->pcdata->area;
build.c: sprintf( taf, "%s.are", capitalize( ch->name ) );
build.c: sprintf( buf, "Creating area entry for %s", ch->name );
build.c: log_string_plus( buf, LOG_NORMAL, ch->level );
build.c: sprintf( buf, "{PROTO} %s's area in progress", ch->name );
build.c: sprintf( buf2, "%s", ch->name );
build.c: sprintf( buf, "Updating area entry for %s", ch->name );
build.c: log_string_plus( buf, LOG_NORMAL, ch->level );
build.c: tarea->low_r_vnum = ch->pcdata->r_range_lo;
build.c: tarea->low_o_vnum = ch->pcdata->o_range_lo;
build.c: tarea->low_m_vnum = ch->pcdata->m_range_lo;
build.c: tarea->hi_r_vnum = ch->pcdata->r_range_hi;
build.c: tarea->hi_o_vnum = ch->pcdata->o_range_hi;
build.c: tarea->hi_m_vnum = ch->pcdata->m_range_hi;
build.c: ch->pcdata->area = tarea;
build.c: ch->pcdata->area = NULL;
build.c: if ( !ch->pcdata->area )
build.c: || (is_name( buf, ch->pcdata->bestowments )
build.c: || is_name( tmp->filename, ch->pcdata->bestowments ) ||
build.c: (ch->pcdata->council && is_name( "aassign",
build.c: ch->pcdata->council->powers ))
build.c: || ( ch->pcdata->council2 && is_name( "aassign",
build.c: ch->pcdata->council2->powers )) )
build.c: ch->pcdata->area = tarea;
build.c: if ( IS_NPC(ch) || get_trust( ch ) < LEVEL_CREATOR || !ch->pcdata
build.c: || ( argument[0] == '\0' && !ch->pcdata->area) )
build.c: tarea = ch->pcdata->area;
build.c: if ( IS_NPC(ch) || get_trust( ch ) < LEVEL_CREATOR || !ch->pcdata
build.c: || ( argument[0] == '\0' && !ch->pcdata->area) )
build.c: tarea = ch->pcdata->area;
build.c: tarea = ch->in_room->area;
build.c: if ( IS_NPC(ch) || get_trust( ch ) < LEVEL_CREATOR || !ch->pcdata
build.c: || ( !ch->pcdata->area && get_trust( ch ) < LEVEL_GREATER ) )
build.c: tarea = ch->pcdata->area;
build.c: if ( IS_NPC(ch) || get_trust( ch ) < LEVEL_CREATOR || !ch->pcdata
build.c: || ( !ch->pcdata->area && get_trust( ch ) < LEVEL_GREATER ) )
build.c: tarea = ch->pcdata->area;
build.c: if ( IS_NPC(ch) || get_trust( ch ) < LEVEL_CREATOR || !ch->pcdata
build.c: || ( !ch->pcdata->area && get_trust( ch ) < LEVEL_GREATER ) )
build.c: tarea = ch->pcdata->area;
build.c: ch->substate = SUB_MPROG_EDIT;
build.c: ch->dest_buf = mprg;
build.c: if ( !ch->desc )
build.c: switch( ch->substate )
build.c: if ( !ch->dest_buf )
build.c: bug( "do_mpedit: sub_mprog_edit: NULL ch->dest_buf", 0 );
build.c: ch->substate = SUB_NONE;
build.c: mprog = ch->dest_buf;
build.c: if ( !ch->desc )
build.c: switch( ch->substate )
build.c: if ( !ch->dest_buf )
build.c: bug( "do_opedit: sub_oprog_edit: NULL ch->dest_buf", 0 );
build.c: ch->substate = SUB_NONE;
build.c: mprog = ch->dest_buf;
build.c: ch->substate = SUB_MPROG_EDIT;
build.c: ch->dest_buf = mprg;
build.c: if ( !ch->desc )
build.c: switch( ch->substate )
build.c: if ( !ch->dest_buf )
build.c: bug( "do_opedit: sub_oprog_edit: NULL ch->dest_buf", 0 );
build.c: ch->substate = SUB_NONE;
build.c: mprog = ch->dest_buf;
build.c: if ( !can_rmodify( ch, ch->in_room ) )
build.c: mprog = ch->in_room->mudprogs;
build.c: xCLEAR_BITS(ch->in_room->progtypes);
build.c: xSET_BIT(ch->in_room->progtypes, mprg->type);
build.c: mprg_next = ch->in_room->mudprogs;
build.c: ch->in_room->mudprogs = mprg_next->next;
build.c: xREMOVE_BIT( ch->in_room->progtypes, mptype );
build.c: xSET_BIT(ch->in_room->progtypes, mptype);
build.c: ch->in_room->mudprogs = mprg;
build.c: xSET_BIT(ch->in_room->progtypes, mptype);
build.c: ch->in_room->mudprogs = mprg;
build.c: xSET_BIT(ch->in_room->progtypes, mptype);
build.c: && ( location->vnum < ch->pcdata->r_range_lo ||
build.c: location->vnum > ch->pcdata->r_range_hi ) )
build.c: && ( obj->vnum < ch->pcdata->o_range_lo ||
build.c: obj->vnum > ch->pcdata->o_range_hi ) )
build.c: && ( mob->vnum < ch->pcdata->m_range_lo ||
build.c: mob->vnum > ch->pcdata->m_range_hi ) )
build.c: else if(!ch->in_room)
build.c: else if(!ch->in_room->area)
build.c: else if(!ch->in_room->area->weather)
build.c: area = ch->in_room->area;
build.c: tarea = ch->in_room->area;
build.c: tarea = ch->in_room->area;
cbackup.c: sprintf( buf, "BACKUP(%s): %s file written, moved to backup directory.", ch->name,
changes.c: changes_table[maxChanges-1].coder = str_dup(ch->name);
changes.c: if(!ch->desc || NULLSTR(arg1))
channels.c: ch_printf( ch, "%s\n\r", ch->pcdata->chan_listen );
channels.c: if( ch->level >= channel->level && !hasname( ch->pcdata->chan_listen, channel->name ) )
channels.c: addname( &ch->pcdata->chan_listen, channel->name );
channels.c: if( ch->level >= channel->level && hasname( ch->pcdata->chan_listen, channel->name ) )
channels.c: removename( &ch->pcdata->chan_listen, channel->name );
channels.c: if( hasname( ch->pcdata->chan_listen, argument ) )
channels.c: removename( &ch->pcdata->chan_listen, argument );
channels.c: if( channel->level > ch->level )
channels.c: addname( &ch->pcdata->chan_listen, argument );
channels.c: if( ch->level >= channel->level )
channels.c: if ( hasname( ch->pcdata->chan_listen, channel->name ) == 0)
channels.c: if( ch->level >= offchannel->level )
channels.c: if ( hasname( ch->pcdata->chan_listen, offchannel->name ) == 1 )
channels.c: if ( ch->speaking & lang_array[lang] )
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
channels.c: if ( ch->master )
channels.c: send_to_char( "I don't think so...\n\r", ch->master );
channels.c: if ( !IS_NPC( ch ) && !ch->pcdata->clan && channel->type == CHAN_GUILD )
channels.c: if( IS_AFFECTED( ch, AFF_DETECT_INVIS ) || xIS_SET( ch->act, PLR_HOLYLIGHT ) )
channels.c: if( ch->level >= channel->hinvis[x] )
channels.c: if( xIS_SET( ch->act, PLR_SILENCE ) )
channels.c: for( obj = ch->first_carrying; obj; obj = obj->next_content )
channels.c: ch->name, argument+1 );
channels.c: sprintf( buf, "Profanity attempt by %s on channel %s: %s", ch->name, channel->name, argument);
channels.c: if( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
channels.c: sprintf( buf2, "%s: %s (%s)", IS_NPC( ch ) ? ch->short_descr : ch->name, argument, channel->name );
channels.c: if( xIS_SET( ch->act, PLR_WIZINVIS ) )
channels.c: channel->history[x][0] = str_dup( ch->short_descr );
channels.c: channel->history[x][0] = str_dup( ch->name );
channels.c: channel->hinvis[x] = ch->pcdata->wizinvis;
channels.c: channel->history[x][0] = str_dup( ch->short_descr );
channels.c: channel->history[x][0] = str_dup( ch->name );
channels.c: channel->hinvis[x] = ch->pcdata->wizinvis;
channels.c: for( vch = first_char; vch; vch = vch->next )
channels.c: if( IS_NPC(vch) || vch == ch || !vch->desc )
channels.c: if( vch->desc->connected == CON_PLAYING && hasname( vch->pcdata->chan_listen, channel->name ) )
channels.c: if( vch->level < channel->level )
channels.c: if( !str_cmp( channel->name, "newbiechat" ) && ( !IS_IMMORTAL(vch) && vch->level < 5 ) )
channels.c: if( !str_cmp( channel->name, "avtalk" ) && vch->level < LEVEL_AVATAR )
channels.c: if( IS_SET( vch->in_room->room_flags, ROOM_SILENCE ) )
channels.c: if( channel->type == CHAN_ZONE && vch->in_room->area != ch->in_room->area )
channels.c: if ( vch->pcdata->clan != ch->pcdata->clan )
channels.c: if ( vch->pcdata->council != ch->pcdata->council )
channels.c: position = vch->position;
channels.c: vch->position = POS_STANDING;
channels.c: if( xIS_SET( ch->act, PLR_WIZINVIS ) && can_see( vch, ch ) && IS_IMMORTAL(vch) )
channels.c: sprintf( lbuf, "(%d) ", (!IS_NPC(ch))?ch->pcdata->wizinvis:ch->mobinvis);
channels.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
channels.c: int speakswell = UMIN(knows_language(vch, ch->speaking, ch), knows_language(ch, ch->speaking, vch));
channels.c: if( !knows_language( vch, ch->speaking, ch ) && ( !IS_NPC(ch) || ch->speaking != 0 ) )
channels.c: sbuf = scramble( argument, ch->speaking );
channels.c: if( !IS_IMMORTAL(ch) || vch->level > ch->level )
channels.c: vch->position = position;
channels.c: if( vch->level < level )
channels.c: && vch->level >= channel->level && hasname( vch->pcdata->chan_listen, channel->name ) )
channels.c: if( ch->level < channel->level )
channels.c: if( !IS_NPC(ch) && !hasname( ch->pcdata->chan_listen, command ) )
channels.c: if ( ch->speaking & lang_array[lang] )
channels.c: || ( IS_NPC(victim) && victim->in_room != ch->in_room )
channels.c: if( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
channels.c: actflags = ch->act;
channels.c: xREMOVE_BIT( ch->act, ACT_SECRETIVE );
channels.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
channels.c: ch_printf( vch, "You attempt to ignore %s, but are unable to do so.\n\r", ch->name );
channels.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
channels.c: int speakswell = UMIN(knows_language(vch, ch->speaking, ch), knows_language(ch, ch->speaking, vch) );
channels.c: if ( !knows_language(vch, ch->speaking, ch) && (!IS_NPC(ch) || ch->speaking != 0) )
channels.c: sbuf = scramble(argument, ch->speaking);
channels.c: ch->act = actflags;
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
channels.c: sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name, argument );
channels.c: if ( ch->speaking & lang_array[lang] )
channels.c: if( ch->pcdata->say_history[x] == NULL )
channels.c: sprintf( buffer, " &c%s&w\n\r", ch->pcdata->say_history[x] );
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
channels.c: actflags = ch->act;
channels.c: xREMOVE_BIT( ch->act, ACT_SECRETIVE );
channels.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
channels.c: " are unable to do so.\n\r", ch->name);
channels.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
channels.c: int speakswell = UMIN(knows_language(vch, ch->speaking, ch),
channels.c: knows_language(ch, ch->speaking, vch));
channels.c: if ( !knows_language(vch, ch->speaking, ch)
channels.c: && (!IS_NPC(ch) || ch->speaking != 0) )
channels.c: sbuf = scramble(argument, ch->speaking);
channels.c: if( vch->pcdata->say_history[x] == '\0' )
channels.c: vch->pcdata->say_history[x] = strdup( tmpbuf );
channels.c: DISPOSE( vch->pcdata->say_history[i-1] );
channels.c: vch->pcdata->say_history[i-1] = strdup( vch->pcdata->say_history[i] );
channels.c: DISPOSE( vch->pcdata->say_history[x] );
channels.c: vch->pcdata->say_history[x] = strdup( tmpbuf );
channels.c: ch->act = actflags;
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
channels.c: sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name,
channels.c: if( ch->pcdata->tell_histories[x] == NULL )
channels.c: ch->pcdata->tell_histories[x] = str_dup( arg );
channels.c: DISPOSE( ch->pcdata->tell_histories[i-1] );
channels.c: ch->pcdata->tell_histories[i-1] = str_dup(ch->pcdata->tell_histories[i]);
channels.c: ch->pcdata->tell_histories[x] = str_dup( arg );
channels.c: if ( ch->speaking & lang_array[lang] )
channels.c: REMOVE_BIT( ch->deaf, CHANNEL_TELLS );
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
channels.c: && ( xIS_SET(ch->act, PLR_SILENCE)
channels.c: || xIS_SET(ch->act, PLR_NO_TELL) ) )
channels.c: if( ch->pcdata->tell_histories[x] == NULL )
channels.c: sprintf(buf+strlen(buf), "%s\n\r", ch->pcdata->tell_histories[x] );
channels.c: || ( IS_NPC(victim) && victim->in_room != ch->in_room )
channels.c: "are unable to do so.\n\r", ch->name);
channels.c: ch->retell = victim;
channels.c: isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]))
channels.c: capitalize(IS_NPC(ch) ? ch->short_descr : ch->name),
channels.c: tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]) - 'a';
channels.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
channels.c: int speakswell = UMIN(knows_language(victim, ch->speaking, ch),
channels.c: knows_language(ch, ch->speaking, victim));
channels.c: capitalize(IS_NPC(ch) ? ch->short_descr : ch->name),
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
channels.c: IS_NPC( ch ) ? ch->short_descr : ch->name,
channels.c: if ( ch->speaking & lang_array[lang] )
channels.c: && victim->in_room != ch->in_room )
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
channels.c: actflags = ch->act;
channels.c: xREMOVE_BIT( ch->act, ACT_SECRETIVE );
channels.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
channels.c: " are unable to do so.\n\r", ch->name);
channels.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
channels.c: int speakswell = UMIN(knows_language(vch, ch->speaking, ch),
channels.c: knows_language(ch, ch->speaking, vch));
channels.c: if ( !knows_language(vch, ch->speaking, ch)
channels.c: && (!IS_NPC(ch) || ch->speaking != 0) )
channels.c: sbuf = scramble(argument, ch->speaking);
channels.c: ch->act = actflags;
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
channels.c: sprintf( buf, "%s: %s", IS_NPC( ch ) ? ch->short_descr : ch->name,
channels.c: if ( ch->speaking & lang_array[lang] )
channels.c: REMOVE_BIT( ch->deaf, CHANNEL_WHISPER );
channels.c: "are unable to do so.\n\r", ch->name);
channels.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
channels.c: int speakswell = UMIN(knows_language(victim, ch->speaking, ch),
channels.c: knows_language(ch, ch->speaking, victim));
channels.c: if ( !knows_language(vch, ch->speaking, ch ) &&
channels.c: ( !IS_NPC(ch) || ch->speaking != 0) ) {
channels.c: if ( !IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
channels.c: IS_NPC( ch ) ? ch->short_descr : ch->name,
channels.c: if ( ch->speaking & lang_array[lang] )
channels.c: REMOVE_BIT( ch->deaf, CHANNEL_TELLS );
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SILENCE ) )
channels.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_SILENCE) )
channels.c: if ( ( victim = ch->reply ) == NULL )
channels.c: "are unable to do so.\n\r", ch->name);
channels.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
channels.c: int speakswell = UMIN(knows_language(victim, ch->speaking, ch),
channels.c: knows_language(ch, ch->speaking, victim));
channels.c: if ( knows_language( victim, ch->speaking, ch ) ||
channels.c: (IS_NPC(ch) && !ch->speaking) )
channels.c: act( AT_TELL, "$n tells you '$t'", ch, scramble(argument, ch->speaking), victim, TO_VICT );
channels.c: capitalize(IS_NPC(ch) ? ch->short_descr : ch->name),
channels.c: ch->retell = victim;
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
channels.c: IS_NPC( ch ) ? ch->short_descr : ch->name,
channels.c: isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]))
channels.c: capitalize(IS_NPC(ch) ? ch->short_descr : ch->name),
channels.c: tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]) - 'a';
channels.c: if ( ch->speaking & lang_array[lang] )
channels.c: REMOVE_BIT(ch->deaf, CHANNEL_TELLS);
channels.c: if(IS_SET(ch->in_room->room_flags, ROOM_SILENCE))
channels.c: if ( !IS_NPC(ch) && (xIS_SET(ch->act, PLR_SILENCE)
channels.c: || xIS_SET(ch->act, PLR_NO_TELL)) )
channels.c: victim = ch->retell;
channels.c: "are unable to do so.\n\r", ch->name);
channels.c: isalpha(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0]))
channels.c: capitalize(IS_NPC(ch) ? ch->short_descr : ch->name),
channels.c: tolower(IS_NPC(ch) ? ch->short_descr[0] : ch->name[0])
channels.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
channels.c: int speakswell = UMIN(knows_language(victim, ch->speaking, ch),
channels.c: knows_language(ch, ch->speaking, victim));
channels.c: if(knows_language(victim, ch->speaking, ch) ||
channels.c: (IS_NPC(ch) && !ch->speaking))
channels.c: scramble(argument, ch->speaking), victim, TO_VICT);
channels.c: if(IS_SET(ch->in_room->room_flags, ROOM_LOGSPEECH))
channels.c: IS_NPC(ch) ? ch->short_descr : ch->name,
channels.c: if(IS_NPC(ch) || !IS_IMMORTAL(ch) || !ch->pcdata->tell_history)
channels.c: index = ch->pcdata->lt_index;
channels.c: if(ch->pcdata->tell_history[index])
channels.c: ch_printf(ch, ch->pcdata->tell_history[index]);
channels.c: if ( ch->speaking & lang_array[lang] )
channels.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_NO_EMOTE) )
channels.c: actflags = ch->act;
channels.c: xREMOVE_BIT( ch->act, ACT_SECRETIVE );
channels.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
channels.c: " are unable to do so.\n\r", ch->name);
channels.c: if ( speaking != -1 && (!IS_NPC(ch) || ch->speaking) )
channels.c: int speakswell = UMIN(knows_language(vch, ch->speaking, ch),
channels.c: knows_language(ch, ch->speaking, vch));
channels.c: if ( !knows_language( vch, ch->speaking, ch ) &&
channels.c: (!IS_NPC(ch) && ch->speaking != 0) )
channels.c: sbuf = scramble(buf, ch->speaking);
channels.c: ch->act = actflags;
channels.c: if ( IS_SET( ch->in_room->room_flags, ROOM_LOGSPEECH ) )
channels.c: sprintf( buf, "%s %s (emote)", IS_NPC( ch ) ? ch->short_descr : ch->name,
clans.c: if ( IS_NPC( ch ) || !ch->pcdata->clan )
clans.c: clan = ch->pcdata->clan;
clans.c: if ( str_cmp( ch->name, clan->leader )
clans.c: && str_cmp( ch->name, clan->deity )
clans.c: || (str_cmp( ch->name, clan->number1 )
clans.c: || str_cmp( ch->name, clan->number2 ))) ) */
clans.c: && str_cmp( ch->name, clan->number1 )
clans.c: && str_cmp( ch->name, clan->number2 ) )
clans.c: obj = obj_to_room( obj, ch->in_room );
clans.c: if ( IS_NPC( ch ) || !ch->pcdata->clan )
clans.c: clan = ch->pcdata->clan;
clans.c: if ( (ch->pcdata && ch->pcdata->bestowments
clans.c: && is_name("induct", ch->pcdata->bestowments))
clans.c: || !str_cmp( ch->name, clan->deity )
clans.c: || !str_cmp( ch->name, clan->leader )
clans.c: || !str_cmp( ch->name, clan->number1 )
clans.c: || !str_cmp( ch->name, clan->number2 )
clans.c: || IS_SET( ch->pcdata->flags, PCFLAG_INDUCTOR) )
clans.c: if ( victim->level > ch->level )
clans.c: ch_printf( victim, "%s instructs you in the ways of %s.\n\r", ch->name, skill_table[sn]->name);
clans.c: if ((council->head == NULL || str_cmp (ch->name, council->head))
clans.c: && ( council->head2 == NULL || str_cmp ( ch->name, council->head2 ))
clans.c: if ( council != ch->pcdata->council
clans.c: && council != ch->pcdata->council2 )
clans.c: if (IS_NPC( ch ) || !ch->pcdata->clan)
clans.c: if ( !str_cmp( ch->name, ch->pcdata->clan->leader ) )
clans.c: ch_printf( ch, "Your status within %s has saved you from being outcast.\n\r", ch->pcdata->clan->name );
clans.c: clan = ch->pcdata->clan;
clans.c: if ( skill_table[sn]->guild == ch->pcdata->clan->class
clans.c: ch->pcdata->learned[sn] = 0;
clans.c: if ( ch->speaking & LANG_CLAN )
clans.c: ch->speaking = LANG_COMMON;
clans.c: REMOVE_BIT( ch->speaks, LANG_CLAN );
clans.c: if ( !str_cmp( ch->name, ch->pcdata->clan->number1 ) )
clans.c: STRFREE( ch->pcdata->clan->number1 );
clans.c: ch->pcdata->clan->number1 = STRALLOC( "" );
clans.c: if ( !str_cmp( ch->name, ch->pcdata->clan->number2 ) )
clans.c: STRFREE( ch->pcdata->clan->number2 );
clans.c: ch->pcdata->clan->number2 = STRALLOC( "" );
clans.c: ch->pcdata->clan = NULL;
clans.c: STRFREE(ch->pcdata->clan_name);
clans.c: ch->pcdata->clan_name = STRALLOC( "" );
clans.c: sprintf(buf, "%s has been outcasted from %s!", ch->name, clan->name);
clans.c: rem_clan_member( clan, ch->name );
clans.c: if ( IS_NPC( ch ) || !ch->pcdata->clan )
clans.c: clan = ch->pcdata->clan;
clans.c: if ( (ch->pcdata && ch->pcdata->bestowments
clans.c: && is_name("outcast", ch->pcdata->bestowments))
clans.c: || !str_cmp( ch->name, clan->deity )
clans.c: || !str_cmp( ch->name, clan->leader )
clans.c: || !str_cmp( ch->name, clan->number1 )
clans.c: || !str_cmp( ch->name, clan->number2 )
clans.c: || IS_SET( ch->pcdata->flags, PCFLAG_INDUCTOR))
clans.c: if ( ch->pcdata->clan->clan_type == CLAN_ORDER )
clans.c: if ( ch->pcdata->clan->clan_type == CLAN_GUILD )
clans.c: if ( victim->level > ch->level )
clans.c: if ( victim->pcdata->clan != ch->pcdata->clan )
clans.c: if ( ch->pcdata->clan->clan_type == CLAN_ORDER )
clans.c: if ( ch->pcdata->clan->clan_type == CLAN_GUILD )
clans.c: if ( !str_cmp( victim->name, ch->pcdata->clan->number1 ) )
clans.c: STRFREE( ch->pcdata->clan->number1 );
clans.c: ch->pcdata->clan->number1 = STRALLOC( "" );
clans.c: if ( !str_cmp( victim->name, ch->pcdata->clan->number2 ) )
clans.c: STRFREE( ch->pcdata->clan->number2 );
clans.c: ch->pcdata->clan->number2 = STRALLOC( "" );
clans.c: if ((council->head == NULL || str_cmp (ch->name, council->head))
clans.c: && ( council->head2 == NULL || str_cmp ( ch->name, council->head2 ))
clans.c: if ( council != ch->pcdata->council
clans.c: && council != ch->pcdata->council2 )
clans.c: if ( !str_cmp( ch->name, clan->deity )
clans.c: || !str_cmp( ch->name, clan->leader )
clans.c: || !str_cmp( ch->name, clan->number1 )
clans.c: || !str_cmp( ch->name, clan->number2 ) )
clans.c: if ( !str_cmp( ch->name, order->deity )
clans.c: || !str_cmp( ch->name, order->leader )
clans.c: || !str_cmp( ch->name, order->number1 )
clans.c: || !str_cmp( ch->name, order->number2 ) )
clans.c: if ( !str_cmp( ch->name, guild->deity )
clans.c: || !str_cmp( ch->name, guild->leader )
clans.c: || !str_cmp( ch->name, guild->number1 )
clans.c: || !str_cmp( ch->name, guild->number2 ) )
clans.c: if ( IS_NPC( ch ) || !ch->pcdata->clan )
clans.c: if ( ch->pcdata->clan->clan_type != CLAN_ORDER
clans.c: && ch->pcdata->clan->clan_type != CLAN_GUILD ) {
clans.c: CLAN_DIR, ch->pcdata->clan->name );
clans.c: if ( !str_cmp( ch->name, ch->pcdata->clan->leader )
clans.c: || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) )
clans.c: if ( ch->level - victim->level > 10
clans.c: || victim->level - ch->level > 10 )
clans.c: if ((pexit = get_exit(ch->in_room, exit_dir)) == NULL )
clans.c: if (ch->in_room->area != to_room->area
clans.c: chance += (ch->level - victim->level);
clans.c: if (ch->race == 1)
clans.c: else if (ch->race == 2)
clans.c: else if (ch->race == 3)
clans.c: else if (ch->race == 4)
clans.c: else if (ch->race == 6)
clans.c: else if (ch->race == 7)
clans.c: else if (ch->race == 8)
clans.c: else if (ch->race == 9)
clans.c: /* sprintf(buf, "Shove percentage of %s = %d", ch->name, chance);
clans.c: move_char( victim, get_exit(ch->in_room,exit_dir), 0);
clans.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE)
clans.c: /* || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) */
clans.c:/* if( !IS_SET(ch->pcdata->flags, PCFLAG_DEADLY ) && IS_SET( victim->pcdata->flags, PCFLAG_DEADLY ) ){
clans.c: if ( ch->level - victim->level > 10
clans.c: || victim->level - ch->level > 10 )
clans.c: && IS_SET(ch->pcdata->flags, PCFLAG_DEADLY) ) -- Scion */
clans.c: if ((pexit = get_exit(ch->in_room, exit_dir)) == NULL )
clans.c: if (ch->in_room->area != to_room->area
clans.c: chance += (ch->level - victim->level);
clans.c: if (ch->race == 1)
clans.c: else if (ch->race == 2)
clans.c: else if (ch->race == 3)
clans.c: else if (ch->race == 4)
clans.c: else if (ch->race == 6)
clans.c: else if (ch->race == 7)
clans.c: else if (ch->race == 8)
clans.c: else if (ch->race == 9)
clans.c: sprintf(buf, "Drag percentage of %s = %d", ch->name, chance);
clans.c: move_char( victim, get_exit(ch->in_room,exit_dir), 0);
clans.c: move_char( ch, get_exit(ch->in_room,exit_dir), 0);
clans.c: clan = ch->pcdata->clan;
clans.c: name = capitalize (ch->name);
clans.c: if ( str_cmp ( ch->name, clan->leader ) )
comm.c: if(!str_cmp(d->host, ch->desc->host))
comm.c:// sprintf(buf, "%s has %d connections: %d pkillers: %d peacefuls: %d immortals.\n\r", ch->name, count, pkcount, pcount, ic$// log_string(buf);
comm.c: sprintf(buf, "%s has %d connections and %d are immortal.\n\r", ch->name, count, icount);
comm.c: sprintf(buf, "%s has %d connections.\n\r", ch->name, count);
comm.c: sprintf(buf, "%s has %d peacefuls connected and %d pkillers.\n\r", ch->name, pcount, pkcount);
comm.c: sprintf(buf, "%s has %d pkill connections.\n\r", ch->name, pkcount);
comm.c: ch_next = ch->next;
comm.c: for( ch = room->first_person ; ch ; ch = ch->next )
comm.c: watch_next =watch->next;
comm.c: if ( watch->imm_name ) DISPOSE ( watch->imm_name );
comm.c: if ( watch->player_site ) DISPOSE( watch->player_site );
comm.c: if ( watch->target_name ) DISPOSE( watch->target_name );
comm.c: for (vch = first_char; vch; vch = vch->next) {
comm.c: for ( vch = first_char; vch; vch = vch->next )
comm.c: for ( ch = first_char; ch; ch = ch->next )
comm.c: ch->name, ch->in_room->vnum );
comm.c: ch ? ch->name : d->host, dclose, first_descriptor );
comm.c: ch ? ch->name : d->host, dclose, dp );
comm.c: ch ? ch->name : dclose->host, dclose );
comm.c: ch ? ch->name : d->host, dclose, last_descriptor );
comm.c: ch ? ch->name : d->host, dclose, dn );
comm.c: ch ? ch->name : dclose->host, dclose );
comm.c: drop_artifacts(ch, ch->last_carrying);
comm.c: sprintf( log_buf, "Closing link to %s.", ch->pcdata->filename );
comm.c: log_string_plus( log_buf, LOG_COMM, UMAX( sysdata.log_level, ch->level ) );
comm.c: if ( ch->level < LEVEL_DEMI )
comm.c: to_channel( log_buf, CHANNEL_MONITOR, "Monitor", ch->level );
comm.c: ch->desc = NULL;
comm.c: ch->desc = NULL;
comm.c: if ( xIS_SET(ch->act, PLR_BLANK) )
comm.c: if ( xIS_SET(ch->act, PLR_PROMPT) )
comm.c: if ( xIS_SET(ch->act, PLR_TELNET_GA) )
comm.c: if ( !IS_SET( ch->pcdata->flags, PCFLAG_NOINTRO ) )
comm.c: if (xIS_SET(ch->act, PLR_RIP))
comm.c: if (xIS_SET(ch->act, PLR_ANSI))
comm.c: if (ch->dest_buf)
comm.c: argument = ch->dest_buf;
comm.c: switch (ch->substate)
comm.c: if (ch->pcdata->sendmail)
comm.c: STRFREE(ch->pcdata->sendmail);
comm.c: ch->pcdata->sendmail = STRALLOC("");
comm.c: ch->substate = SUB_WRITING_EMAIL;
comm.c: ch->dest_buf = passargument;
comm.c: start_editing(ch, ch->pcdata->sendmail);
comm.c: STRFREE(ch->pcdata->sendmail);
comm.c: ch->pcdata->sendmail = copy_buffer(ch);
comm.c: send_email(&arg1[0], &arg2[0], ch->pcdata->sendmail, ch);
comm.c: bug("-------------%s is sending an email to %s-------------\n\r", ch->name, arg2);
comm.c: if ( xIS_SET(ch->act, PLR_DENY) )
comm.c: STRFREE( ch->name );
comm.c: ch->name = STRALLOC( argument );
comm.c: if ( strcmp( crypt( argument, ch->pcdata->pwd ), ch->pcdata->pwd ) )
comm.c: if ( check_playing( d, ch->pcdata->filename, TRUE ) )
comm.c: /* if ( check_login( d, ch->pcdata->filename ) )
comm.c: chk = check_reconnect( d, ch->pcdata->filename, TRUE );
comm.c: sprintf( buf, ch->pcdata->filename );
comm.c: if ( ch->position == POS_FIGHTING
comm.c: || ch->position == POS_EVASIVE
comm.c: || ch->position == POS_DEFENSIVE
comm.c: || ch->position == POS_AGGRESSIVE
comm.c: || ch->position == POS_BERSERK )
comm.c: ch->position = POS_STANDING;
comm.c: sprintf( log_buf, "%s@%s(%s) has connected.", ch->pcdata->filename,
comm.c: if ( ch->level < LEVEL_DEMI )
comm.c: /*to_channel( log_buf, CHANNEL_MONITOR, "Monitor", ch->level );*/
comm.c: log_string_plus( log_buf, LOG_COMM, ch->level );
comm.c: sprintf(log_buf, "%-20s %-24s %s", ch->pcdata->filename, strtime, d->host);
comm.c: ch->name, echo_off_str );
comm.c: pwdnew = crypt( argument, ch->name );
comm.c: DISPOSE( ch->pcdata->pwd );
comm.c: ch->pcdata->pwd = str_dup( pwdnew );
comm.c: if ( strcmp( crypt( argument, ch->pcdata->pwd ), ch->pcdata->pwd ) )
comm.c: case 'M': ch->sex = SEX_MALE; break;
comm.c: case 'F': ch->sex = SEX_FEMALE; break;
comm.c: case 'N': ch->sex = SEX_NEUTRAL; break;
comm.c: STRFREE(ch->pcdata->hair_color);
comm.c: ch->pcdata->hair_color = STRALLOC( "" );
comm.c: STRFREE(ch->pcdata->hair_length);
comm.c: ch->pcdata->hair_length = STRALLOC( "" );
comm.c: STRFREE(ch->pcdata->eye_color);
comm.c: ch->pcdata->eye_color = STRALLOC( "" );
comm.c: STRFREE(ch->pcdata->skin_tone);
comm.c: ch->pcdata->skin_tone = STRALLOC("");
comm.c: STRFREE(ch->pcdata->ch_build);
comm.c: ch->pcdata->ch_build = STRALLOC("");
comm.c: STRFREE(ch->pcdata->ch_height);
comm.c: ch->pcdata->ch_height = STRALLOC("");
comm.c: ch->class = iClass;
comm.c: && !IS_SET(race_table[iRace]->class_restriction, 1 << ch->class)
comm.c: ch->race = iRace;
comm.c: || IS_SET(race_table[iRace]->class_restriction, 1 << ch->class )
comm.c: case 'a': case 'A': xSET_BIT(ch->act,PLR_ANSI); break;
comm.c: sprintf( log_buf, "%s@%s new %s %s.", ch->name, d->host,
comm.c: race_table[ch->race]->race_name,
comm.c: class_table[ch->class]->who_name );
comm.c: ch->level = 0;
comm.c: ch->position = POS_STANDING;
comm.c: if ( chk_watch(get_trust(ch), ch->name, d->host) ) /* --Gorog */
comm.c: SET_BIT( ch->pcdata->flags, PCFLAG_WATCH );
comm.c: REMOVE_BIT( ch->pcdata->flags, PCFLAG_WATCH );
comm.c: if ( xIS_SET(ch->act, PLR_RIP) )
comm.c: if ( xIS_SET(ch->act, PLR_ANSI) )
comm.c: else if (ch->level < 2)
comm.c: if (xIS_SET(ch->act, PLR_NOMENU) || (ch->level < 2))
comm.c: if ( xIS_SET(ch->act, PLR_RIP) )
comm.c: if ( xIS_SET(ch->act, PLR_ANSI) )
comm.c: if ( ch->level >= 104)
comm.c: else if (ch->level >= 101)
comm.c: else if (ch->level >= 50)
comm.c: else if (ch->level >= 2)
comm.c: if (xIS_SET(ch->act, PLR_NOMENU) || (ch->level < 2))
comm.c: if (ch->level < 2) {
comm.c: if ( xIS_SET(ch->act, PLR_ANSI) )
comm.c: if ( !xIS_SET(ch->act, PLR_NOMENU) ) {
comm.c: if ( ch->level == 50)
comm.c: if ( ch->level < 50 && ch->level > 0 )
comm.c: if ( ch->level == 0 )
comm.c: if ( ch->level >= 104)
comm.c: else if (ch->level >= 101)
comm.c: else if (ch->level >= 50)
comm.c: else if (ch->level >= 2)
comm.c: if ( ch->level == 0 )
comm.c: ch->day = time_info.day;
comm.c: ch->month = time_info.month;
comm.c: ch->year = time_info.year - 17;
comm.c: ch->age = 17;
comm.c: ch->age_bonus = 0;
comm.c: ch->pcdata->clan_name = STRALLOC( "" );
comm.c: ch->pcdata->clan = NULL;
comm.c: switch ( class_table[ch->class]->attr_prime )
comm.c: case APPLY_STR: ch->perm_str = 16; break;
comm.c: case APPLY_INT: ch->perm_int = 16; break;
comm.c: case APPLY_WIS: ch->perm_wis = 16; break;
comm.c: case APPLY_DEX: ch->perm_dex = 16; break;
comm.c: case APPLY_CON: ch->perm_con = 16; break;
comm.c: case APPLY_CHA: ch->perm_cha = 16; break;
comm.c: case APPLY_LCK: ch->perm_lck = 16; break;
comm.c: ch->perm_str += race_table[ch->race]->str_plus;
comm.c: ch->perm_int += race_table[ch->race]->int_plus;
comm.c: ch->perm_wis += race_table[ch->race]->wis_plus;
comm.c: ch->perm_dex += race_table[ch->race]->dex_plus;
comm.c: ch->perm_con += race_table[ch->race]->con_plus;
comm.c: ch->perm_cha += race_table[ch->race]->cha_plus;
comm.c: ch->affected_by = race_table[ch->race]->affected;
comm.c: ch->perm_lck += race_table[ch->race]->lck_plus;
comm.c: ch->armor += race_table[ch->race]->ac_plus;
comm.c: ch->alignment += (race_table[ch->race]->alignment + class_table[ch->class]->alignment) / 2;
comm.c: ch->attacks = race_table[ch->race]->attacks;
comm.c: ch->defenses = race_table[ch->race]->defenses;
comm.c: ch->saving_poison_death = race_table[ch->race]->saving_poison_death;
comm.c: ch->saving_wand = race_table[ch->race]->saving_wand;
comm.c: ch->saving_para_petri = race_table[ch->race]->saving_para_petri;
comm.c: ch->saving_breath = race_table[ch->race]->saving_breath;
comm.c: ch->saving_spell_staff = race_table[ch->race]->saving_spell_staff;
comm.c: ch->height = number_range(race_table[ch->race]->height *.9, race_table[ch->race]->height *1.1);
comm.c: ch->weight = number_range(race_table[ch->race]->weight *.9, race_table[ch->race]->weight *1.1);
comm.c: ch->pcdata->learned[iLang] = 100;
comm.c: if ( lang_array[iLang] == race_table[ch->race]->language )
comm.c: ch->pcdata->learned[iLang] = 100;
comm.c: /* ch->resist += race_table[ch->race]->resist; drats */
comm.c: /* ch->susceptible += race_table[ch->race]->suscept; drats */
comm.c: ch->level = 1;
comm.c: ch->exp = 0;
comm.c: ch->hit = ch->max_hit;
comm.c: ch->mana = ch->max_mana;
comm.c: ch->hit += race_table[ch->race]->hit;
comm.c: ch->mana += race_table[ch->race]->mana;
comm.c: ch->move = ch->max_move;
comm.c: if( ch->pcdata->clan )
comm.c: ch->pcdata->memorize[0] = ch->pcdata->clan->recall;
comm.c: ch->pcdata->memorize[0] = ROOM_VNUM_TEMPLE;
comm.c: title_table [ch->class] [ch->level]
comm.c: [ch->sex == SEX_FEMALE ? 1 : 0] );
comm.c: xSET_BIT( ch->act, PLR_AUTOGOLD );
comm.c: xSET_BIT( ch->act, PLR_AUTOEXIT );
comm.c: ch->pcdata->chan_listen = STRALLOC( "chat auction quest music newbiechat guildtalk clantalk ordertalk ooc icc" );
comm.c: obj = create_object( get_obj_index(class_table[ch->class]->weapon),
comm.c: ch->pcdata->auth_state = 0;
comm.c: SET_BIT(ch->pcdata->flags, PCFLAG_UNAUTHED);
comm.c: ch->pcdata->prompt = STRALLOC("");
comm.c: else if ( !IS_IMMORTAL(ch) && ch->pcdata->release_date > 0 &&
comm.c: ch->pcdata->release_date > current_time )
comm.c: if ( ch->in_room->vnum == 6 )
comm.c: char_to_room( ch, ch->in_room );
comm.c: else if ( ch->in_room && ( IS_IMMORTAL( ch )
comm.c: || !IS_SET( ch->in_room->room_flags, ROOM_PROTOTYPE ) ) )
comm.c: char_to_room( ch, ch->in_room );
comm.c: ch->pcdata->outputprefix=NULL;
comm.c: ch->pcdata->outputsuffix=NULL;
comm.c: ch->pcdata->alias_queue=NULL;
comm.c:/* for ( vch = first_char; vch; vch = vch->next )
comm.c: if (!xIS_SET( ch->act, PLR_NEWMONEY))
comm.c: ch->gold = (ch->gold/5000);
comm.c: xSET_BIT(ch->act, PLR_NEWMONEY);
comm.c: sprintf(buf, "%s has entered the realm.", ch->name);
comm.c: log_string_plus( buf, LOG_COMM, ch->level+1 );
comm.c: if ( ch->pcdata->pet )
comm.c: ch->pcdata->pet, NULL, ch, TO_NOTVICT );
comm.c: ch, NULL, ch->pcdata->pet, TO_CHAR );
comm.c: SET_BIT(ch->pcdata->flags,PCFLAG_IMMPROOF);
comm.c: if ( !ch->was_in_room && ch->in_room == get_room_index( ROOM_VNUM_TEMPLE ))
comm.c: ch->was_in_room = get_room_index( ROOM_VNUM_TEMPLE );
comm.c: else if ( ch->was_in_room == get_room_index( ROOM_VNUM_TEMPLE ))
comm.c: ch->was_in_room = get_room_index( ROOM_VNUM_TEMPLE );
comm.c: else if ( !ch->was_in_room )
comm.c: ch->was_in_room = ch->in_room;
comm.c: for ( ch = first_char; ch; ch = ch->next )
comm.c: && ( !fConn || !ch->desc )
comm.c: && ch->pcdata->filename
comm.c: && !str_cmp( name, ch->pcdata->filename ) )
comm.c: if ( fConn && ch->switched )
comm.c: d->character->pcdata->pwd = str_dup( ch->pcdata->pwd );
comm.c: ch->desc = d;
comm.c: ch->timer = 0;
comm.c: ch->pcdata->filename, d->host, d->user );
comm.c: log_string_plus( log_buf, LOG_COMM, UMAX( sysdata.log_level, ch->level ) );
comm.c: if ( ch->level < LEVEL_SAVIOR )
comm.c: to_channel( log_buf, CHANNEL_MONITOR, "Monitor", ch->level );
comm.c: if (ch->pcdata->in_progress)
comm.c: if ( !ch->name
comm.c: ch->pcdata->filename );
comm.c: ch->desc = d;
comm.c: ch->timer = 0;
comm.c: if ( ch->switched )
comm.c: do_return( ch->switched, "" );
comm.c: ch->switched = NULL;
comm.c: ch->pcdata->filename, d->host );
comm.c: log_string_plus( log_buf, LOG_COMM, UMAX( sysdata.log_level, ch->level ) );
comm.c: if ( ch->level < LEVEL_SAVIOR )
comm.c: to_channel( log_buf, CHANNEL_MONITOR, "Monitor", ch->level );
comm.c: || !ch->desc
comm.c: || ch->desc->connected != CON_PLAYING
comm.c: || !ch->was_in_room
comm.c: || ch->in_room != get_room_index( ROOM_VNUM_LIMBO ) )
comm.c: ch->timer = 0;
comm.c: was_in_room = ch->was_in_room;
comm.c: ch->was_in_room = NULL;
comm.c: if ( txt && ch->desc )
comm.c: write_to_buffer( ch->desc, txt, strlen(txt) );
comm.c: if ( !txt || !ch->desc )
comm.c: d = ch->desc;
comm.c: if ( txt && ch->desc )
comm.c: DESCRIPTOR_DATA *d = ch->desc;
comm.c: if ( IS_NPC(ch) || !IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) )
comm.c: if ( !txt || !ch->desc )
comm.c: d = ch->desc;
comm.c: if ( IS_NPC(ch) || !IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) )
comm.c: if ( !ch || !ch->desc )
comm.c: och = (ch->desc->original ? ch->desc->original : ch);
comm.c: if ( !IS_NPC(och) && xIS_SET(och->act, PLR_ANSI) )
comm.c: ch->desc->prevcolor = AType; /* added this, was in 1.02 */
comm.c: ch->desc->pagecolor = AType; /* cooridnate page & nopage shogar*/
comm.c: write_to_buffer( ch->desc, buf, strlen(buf) );
comm.c: if ( !ch || !ch->desc )
comm.c: och = (ch->desc->original ? ch->desc->original : ch);
comm.c: if ( !IS_NPC(och) && xIS_SET(och->act, PLR_ANSI) )
comm.c: ch->desc->pagecolor = AType;
comm.c: ch->desc->prevcolor = AType; /* cooridnate page & nopage shogar*/
comm.c:#define MORPHNAME(ch) ((ch->morph&&ch->morph->morph)? \
comm.c: ch->morph->morph->short_desc: \
comm.c: IS_NPC(ch) ? ch->short_descr : ch->name)
comm.c:#define NAME(ch) (IS_NPC(ch) ? ch->short_descr : ch->name)
comm.c: if ( ch->morph == NULL )
comm.c: if ( vch->morph == NULL )
comm.c: case 'e': if (ch->sex > 2 || ch->sex < 0)
comm.c: bug("act_string: player %s has sex set at %d!", ch->name,
comm.c: ch->sex);
comm.c: i = he_she [URANGE(0, ch->sex, 2)];
comm.c: case 'E': if (vch->sex > 2 || vch->sex < 0)
comm.c: bug("act_string: player %s has sex set at %d!", vch->name,
comm.c: vch->sex);
comm.c: i = he_she [URANGE(0, vch->sex, 2)];
comm.c: case 'm': if (ch->sex > 2 || ch->sex < 0)
comm.c: bug("act_string: player %s has sex set at %d!", ch->name,
comm.c: ch->sex);
comm.c: i = him_her[URANGE(0, ch->sex, 2)];
comm.c: case 'M': if (vch->sex > 2 || vch->sex < 0)
comm.c: bug("act_string: player %s has sex set at %d!", vch->name,
comm.c: vch->sex);
comm.c: i = him_her[URANGE(0, vch->sex, 2)];
comm.c: case 's': if (ch->sex > 2 || ch->sex < 0)
comm.c: bug("act_string: player %s has sex set at %d!", ch->name,
comm.c: ch->sex);
comm.c: i = his_her[URANGE(0, ch->sex, 2)];
comm.c: case 'S': if (vch->sex > 2 || vch->sex < 0)
comm.c: bug("act_string: player %s has sex set at %d!", vch->name,
comm.c: vch->sex);
comm.c: i = his_her[URANGE(0, vch->sex, 2)];
comm.c: his_her[URANGE(0, ch->sex, 2)]; break;
comm.c: if ( !ch->in_room )
comm.c: to = ch->in_room->first_person;
comm.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_SECRETIVE) && type != TO_CHAR )
comm.c: bug( "%s (%s)", ch->name, format );
comm.c: if ( !vch->in_room )
comm.c: bug( "%s -> %s (%s)", ch->name, vch->name, format );
comm.c:/* to = vch->in_room->first_person;*/
comm.c: (!IS_IMMORTAL(to) && !IS_NPC(ch) && (xIS_SET(ch->act, PLR_WIZINVIS)
comm.c: && (get_trust(to) < (ch->pcdata ? ch->pcdata->wizinvis : 0) ) ) ) ) )
comm.c: if ( !NOT_AUTHED(ch) || ch->pcdata->auth_state != 2)
comm.c: if (!str_cmp(ch->name, argument))
comm.c: STRFREE( ch->name );
comm.c: ch->name = STRALLOC( argument );
comm.c: STRFREE( ch->pcdata->filename );
comm.c: ch->pcdata->filename = STRALLOC( argument );
comm.c: ch->pcdata->auth_state = 0;
comm.c: bool ansi = (!IS_NPC(och) && xIS_SET(och->act, PLR_ANSI));
comm.c: if ( !IS_NPC(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_HELPSTART ) )
comm.c:else if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_AFK) )
comm.c: else if ( !IS_NPC(ch) && ch->substate != SUB_NONE && ch->pcdata->subprompt
comm.c: && ch->pcdata->subprompt[0] != '\0' )
comm.c: prompt = ch->pcdata->subprompt;
comm.c: else if (IS_NPC (ch) || (!ch->fighting && (!ch->pcdata->prompt
comm.c: || !*ch->pcdata->prompt) ) )
comm.c: else if ( ch->fighting )
comm.c: if ( !ch->pcdata->fprompt || !*ch->pcdata->fprompt )
comm.c: prompt = ch->pcdata->fprompt;
comm.c: prompt = ch->pcdata->prompt;
comm.c: if ( ch->level >= 10 )
comm.c: stat = ch->alignment;
comm.c: stat = ch->hit;
comm.c: stat = ch->max_hit;
comm.c: stat = ch->mana;
comm.c: stat = ch->max_mana;
comm.c: if ( !ch->fighting || ( victim = ch->fighting->who ) == NULL )
comm.c: if (!ch->fighting || (victim = ch->fighting->who) == NULL )
comm.c: stat = ch->pcdata->condition[COND_BLOODTHIRST];
comm.c: stat = ch->level + 10;
comm.c: stat = ch->move;
comm.c: stat = ch->max_move;
comm.c: stat = ch->gold;
comm.c:stat = ch->silver;
comm.c:stat = ch->copper;
comm.c: stat = ch->in_room->vnum;
comm.c: sprintf( pbuf, "%s", flag_string( ch->in_room->room_flags, r_flags) );
comm.c: if ( xIS_SET(och->act, PLR_ROOMVNUM) )
comm.c: sprintf(pbuf, "<#%d> ", ch->in_room->vnum);
comm.c: if ( xIS_SET(ch->act, PLR_AFK) )
comm.c: stat = ch->exp;
comm.c: stat = exp_level(ch, ch->level+1) - ch->exp;
comm.c: if ( ch->style == STYLE_BERSERK ) strcpy( pbuf, "B" );
comm.c: else if ( ch->style == STYLE_AGGRESSIVE ) strcpy( pbuf, "A" );
comm.c: else if ( ch->style == STYLE_DEFENSIVE ) strcpy( pbuf, "D" );
comm.c: else if ( ch->style == STYLE_EVASIVE ) strcpy( pbuf, "E" );
comm.c: if ( (!IS_NPC(ch) && xIS_SET(ch->act, PLR_WIZINVIS)) ||
comm.c: (IS_NPC(ch) && xIS_SET(ch->act, ACT_MOBINVIS)) )
comm.c: sprintf(pbuf, "(Invis %d) ", (IS_NPC(ch) ? ch->mobinvis : ch->pcdata->wizinvis));
comm.c: stat = (IS_NPC(ch) ? (xIS_SET(ch->act, ACT_MOBINVIS) ? ch->mobinvis : 0)
comm.c: : (xIS_SET(ch->act, PLR_WIZINVIS) ? ch->pcdata->wizinvis : 0));
comm.c: ansi = (!IS_NPC(och) && xIS_SET(och->act, PLR_ANSI));
comm.c: pclines = UMAX(ch->pcdata->pagerlen, 5) - 1;
comm.c: if ( xIS_SET( ch->act, PLR_ANSI ) )
comm.c: if ( xIS_SET( ch->act, PLR_ANSI ) )
comm.c: fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host);
comm.c: if (och->level == 1)
comm.c: och->level++;
comm.c: sprintf (buf, "\r\n[INFO] COPYOVER by %s - please remain seated!\r\n\a", ch->name);
comm.c: fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host);
comm.c: if (och->level == 1)
comm.c: och->level++; /* Advance_level doesn't do that */
comments.c: * save.c:107: if ( ch->comments ) (* saves comments *)
comments.c: * save.c:411: ch->comments = NULL; (* nulls ch->comments *)
comments.c: if ( !ch->desc )
comments.c: if ( ch->desc->connected == CON_EDITING || ch->desc->connected == CON_NOTE_TO )
comments.c: switch( ch->substate )
comments.c: if ( !ch->pnote )
comments.c: if ( ch->dest_buf != ch->pnote )
comments.c: bug( "do_comment: sub_writing_note: ch->dest_buf != ch->pnote", 0 );
comments.c: STRFREE( ch->pnote->text );
comments.c: ch->pnote->text = copy_buffer( ch );
comments.c: ch->substate = SUB_WRITING_NOTE;
comments.c: ch->dest_buf = ch->pnote;
comments.c: start_editing( ch, ch->pnote->text );
comments.c: STRFREE( ch->pnote->subject );
comments.c: ch->pnote->subject = STRALLOC( argument );
comments.c: STRFREE( ch->pnote->to_list );
comments.c: ch->pnote->to_list = STRALLOC( argument );
comments.c: if ( ch->pnote )
comments.c: STRFREE( ch->pnote->text );
comments.c: STRFREE( ch->pnote->subject );
comments.c: STRFREE( ch->pnote->to_list );
comments.c: STRFREE( ch->pnote->date );
comments.c: STRFREE( ch->pnote->sender );
comments.c: DISPOSE( ch->pnote );
comments.c: ch->pnote = NULL;
comments.c: if ( !ch->pnote )
comments.c: ch->pnote->sender,
comments.c: ch->pnote->subject,
comments.c: ch->pnote->to_list
comments.c: send_to_char( ch->pnote->text, ch );
comments.c: if ( !ch->pnote )
comments.c: ch->pnote->date = STRALLOC( strtime );
comments.c: pnote = ch->pnote;
comments.c: ch->pnote = NULL;
comments.c: if(!ch->comments)
comments.c: for(pnote=ch->comments;pnote;pnote=pnote->next)
comments.c: pnote->next = ch->comments;
comments.c: ch->comments = pnote;
copyover.c: sprintf (buf, "\n\r&R[&WINFO&R] &cCOPYOVER initiated by %s, sorry for the inconvenience!\n\r", ch->name);
copyover.c: fprintf (fp, "%d %s %s\n", d->descriptor, och->name, d->host);
copyover.c: if (och->level == 1)
copyover.c: och->level++; /* Advance_level doesn't do that */
db.c: for ( pch = first_char; pch; pch = pch->next )
db.c: && pch->in_room
db.c: && pch->in_room->area == pArea
db.c: && (pch->desc
db.c: && pch->desc->connected == CON_PLAYING ) )
db.c: ch->editor = NULL;
db.c: ch->hunting = NULL;
db.c: ch->fearing = NULL;
db.c: ch->hating = NULL;
db.c: ch->name = NULL;
db.c: ch->short_descr = NULL;
db.c: ch->long_descr = NULL;
db.c: ch->description = NULL;
db.c: ch->next = NULL;
db.c: ch->prev = NULL;
db.c: ch->reply = NULL;
db.c: ch->retell = NULL;
db.c: ch->first_carrying = NULL;
db.c: ch->last_carrying = NULL;
db.c: ch->next_in_room = NULL;
db.c: ch->prev_in_room = NULL;
db.c: ch->fighting = NULL;
db.c: ch->switched = NULL;
db.c: ch->first_affect = NULL;
db.c: ch->last_affect = NULL;
db.c: ch->prev_cmd = NULL; /* maps */
db.c: ch->last_cmd = NULL;
db.c: ch->dest_buf = NULL;
db.c: ch->alloc_ptr = NULL;
db.c: ch->spare_ptr = NULL;
db.c: ch->mount = NULL;
db.c: ch->morph = NULL;
db.c: xCLEAR_BITS(ch->affected_by);
db.c: ch->logon = current_time;
db.c: ch->armor = 100;
db.c: ch->position = POS_STANDING;
db.c: ch->practice = 0;
db.c: ch->hit = 20;
db.c: ch->max_hit = 20;
db.c: ch->mana = 100;
db.c: ch->max_mana = 100;
db.c: ch->move = 100;
db.c: ch->max_move = 100;
db.c: ch->height = 72;
db.c: ch->weight = 180;
db.c: ch->xflags = 0;
db.c: ch->race = 0;
db.c: ch->class = 3;
db.c: ch->class2 = 0;
db.c: ch->class3 = 0;
db.c: ch->level2 = -1;
db.c: ch->level3 = -1;
db.c: ch->speaking = LANG_COMMON;
db.c: ch->speaks = LANG_COMMON;
db.c: ch->barenumdie = 1;
db.c: ch->baresizedie = 4;
db.c: ch->substate = 0;
db.c: ch->tempnum = 0;
db.c: ch->perm_str = 13;
db.c: ch->perm_dex = 13;
db.c: ch->perm_int = 13;
db.c: ch->perm_wis = 13;
db.c: ch->perm_cha = 13;
db.c: ch->perm_con = 13;
db.c: ch->perm_lck = 13;
db.c: ch->mod_str = 0;
db.c: ch->mod_dex = 0;
db.c: ch->mod_int = 0;
db.c: ch->mod_wis = 0;
db.c: ch->mod_cha = 0;
db.c: ch->mod_con = 0;
db.c: ch->mod_lck = 0;
db.c: ch->pagelen = 24; /* BUILD INTERFACE */
db.c: ch->inter_page = NO_PAGE; /* BUILD INTERFACE */
db.c: ch->inter_type = NO_TYPE; /* BUILD INTERFACE */
db.c: ch->inter_editing = NULL; /* BUILD INTERFACE */
db.c: ch->inter_editing_vnum = -1; /* BUILD INTERFACE */
db.c: ch->inter_substate = SUB_NORTH; /* BUILD INTERFACE */
db.c: if ( ch->desc )
db.c: if ( ch->morph )
db.c: free_char_morph( ch->morph );
db.c: while ( (obj = ch->last_carrying) != NULL )
db.c: while ( (paf = ch->last_affect) != NULL )
db.c: while ( (timer = ch->first_timer) != NULL )
db.c: if ( ch->editor )
db.c: STRFREE( ch->name );
db.c: STRFREE( ch->short_descr );
db.c: STRFREE( ch->long_descr );
db.c: STRFREE( ch->description );
db.c: if ( ch->inter_editing )
db.c: DISPOSE( ch->inter_editing );
db.c: if ( ch->pnote )
db.c: free_note( ch->pnote );
db.c: if ( ch->pcdata )
db.c: for(temp = ch->pcdata->first_ignored; temp; temp = next)
db.c: UNLINK(temp, ch->pcdata->first_ignored,
db.c: ch->pcdata->last_ignored, next, prev);
db.c: STRFREE( ch->pcdata->filename );
db.c: STRFREE( ch->pcdata->deity_name );
db.c: STRFREE( ch->pcdata->clan_name );
db.c: STRFREE( ch->pcdata->council_name );
db.c: STRFREE( ch->pcdata->council2_name );
db.c: DISPOSE( ch->pcdata->pwd ); /* no hash */
db.c: DISPOSE( ch->pcdata->bamfin ); /* no hash */
db.c: DISPOSE( ch->pcdata->bamfout ); /* no hash */
db.c: DISPOSE( ch->pcdata->rank );
db.c: STRFREE( ch->pcdata->title );
db.c: STRFREE( ch->pcdata->bio );
db.c: STRFREE( ch->pcdata->hair_color );
db.c: STRFREE( ch->pcdata->eye_color );
db.c: STRFREE( ch->pcdata->skin_tone );
db.c: STRFREE( ch->pcdata->ch_build );
db.c: STRFREE( ch->pcdata->hair_length );
db.c: STRFREE( ch->pcdata->ch_height );
db.c: if(ch->pcdata->hometown)
db.c: ch->pcdata->hometown = NULL;
db.c: if(ch->pcdata->nation)
db.c: ch->pcdata->nation = NULL;
db.c: if( ch->pcdata->wedto )
db.c: STRFREE( ch->pcdata->wedto );
db.c: if( ch->pcdata->in_progress )
db.c: free_global_note( ch->pcdata->in_progress );
db.c: if( ch->pcdata->extraname )
db.c: STRFREE( ch->pcdata->extraname );
db.c: if( ch->pcdata->lastname )
db.c: STRFREE( ch->pcdata->lastname );
db.c: for( count = 0 ; ch->pcdata->alias[count] ; count++ )
db.c: DISPOSE( ch->pcdata->alias[count] );
db.c: DISPOSE( ch->pcdata->alias_sub[count] );
db.c: if( ch->pcdata->outputprefix )
db.c: DISPOSE( ch->pcdata->outputprefix );
db.c: if( ch->pcdata->outputsuffix )
db.c: DISPOSE( ch->pcdata->outputsuffix );
db.c: for( alias = ch->pcdata->first_alias ; alias ; alias = alias_next )
db.c: if( ch->pcdata->arena )
db.c: DISPOSE( ch->pcdata->arena );
db.c: if( ch->pcdata->say_history[x] )
db.c: DISPOSE( ch->pcdata->say_history[x] );
db.c: DISPOSE( ch->pcdata->bestowments ); /* no hash */
db.c: DISPOSE( ch->pcdata->homepage ); /* no hash */
db.c: DISPOSE( ch->pcdata->email ); /* no hash */
db.c: STRFREE( ch->pcdata->authed_by );
db.c: STRFREE( ch->pcdata->prompt );
db.c: STRFREE( ch->pcdata->fprompt );
db.c: if ( ch->pcdata->helled_by )
db.c: STRFREE( ch->pcdata->helled_by );
db.c: if ( ch->pcdata->subprompt )
db.c: STRFREE( ch->pcdata->subprompt );
db.c: if(ch->pcdata->tell_history)
db.c: if(ch->pcdata->tell_history[i])
db.c: STRFREE(ch->pcdata->tell_history[i]);
db.c: DISPOSE(ch->pcdata->tell_history);
db.c: DISPOSE( ch->pcdata );
db.c: for ( mpact = ch->mpact; mpact; mpact = mpact_next )
db.c: for ( comments = ch->comments; comments; comments = comments_next )
db.c: ch->in_room ? ch->in_room->vnum : 0, ch->name, str );
db.c: ch_next = ch->next;
db.c: if (ch->pIndexData == mob)
db.c: pwatch->imm_level = number;
db.c: pwatch->imm_name = fread_string_nohash(fp);
db.c: pwatch->target_name = fread_string_nohash(fp);
db.c: if ( strlen( pwatch->target_name ) < 2 )
db.c: DISPOSE( pwatch->target_name );
db.c: pwatch->player_site = fread_string_nohash(fp);
db.c: if ( strlen ( pwatch->player_site ) < 2 )
db.c: DISPOSE( pwatch->player_site );
db.c: if ( pwatch->target_name )
db.c: for(cmd = command_hash[(int)pwatch->target_name[0]]; cmd; cmd = cmd->next)
db.c: if(!str_cmp(pwatch->target_name, cmd->name))
deity.c: switch( ch->substate )
deity.c: deity = ch->dest_buf;
deity.c: ch->substate = ch->tempnum;
deity.c: if ( ch->substate == SUB_REPEATCMD )
deity.c: ch->tempnum = SUB_REPEATCMD;
deity.c: ch->tempnum = SUB_NONE;
deity.c: ch->substate = SUB_DEITYDESC;
deity.c: ch->dest_buf = deity;
deity.c:/* if ( ch->level < 5 )
deity.c: if ( !ch->pcdata->deity )
deity.c: --ch->pcdata->deity->worshippers;
deity.c: ch->pcdata->favor = -2500;
deity.c: ch->mental_state = -80;
deity.c: xREMOVE_BITS( ch->affected_by, ch->pcdata->deity->affected );
deity.c: REMOVE_BIT( ch->resistant, ch->pcdata->deity->element );
deity.c: REMOVE_BIT( ch->susceptible, ch->pcdata->deity->suscept );
deity.c: save_deity(ch->pcdata->deity);
deity.c: ch->pcdata->deity = NULL;
deity.c: STRFREE(ch->pcdata->deity_name);
deity.c: ch->pcdata->deity_name = STRALLOC( "" );
deity.c: if ( ch->pcdata->deity )
deity.c: && ( deity->sex != ch->sex ) )
deity.c: if ( ( deity->race != ch->race ) && ( deity->race2 != ch->race ) )
deity.c: if ( ch->pcdata->deity )
deity.c: --ch->pcdata->deity->worshippers;
deity.c: ch->pcdata->favor = -2500;
deity.c: xREMOVE_BITs( ch->affected_by, ch->pcdata->deity->affected );
deity.c: REMOVE_BIT( ch->resistant, ch->pcdata->deity->element );
deity.c: save_deity(ch->pcdata->deity);
deity.c: STRFREE(ch->pcdata->deity_name);
deity.c: ch->pcdata->deity_name = QUICKLINK( deity->name );
deity.c: ch->pcdata->deity = deity;
deity.c: if ( ch->pcdata->favor > deity->affectednum )
deity.c: xSET_BITS( ch->affected_by, ch->pcdata->deity->affected );
deity.c: if ( ch->pcdata->favor > deity->elementnum )
deity.c: SET_BIT( ch->resistant, ch->pcdata->deity->element );
deity.c: if ( ch->pcdata->favor < deity->susceptnum )
deity.c: SET_BIT( ch->susceptible, ch->pcdata->deity->suscept );
deity.c: act( AT_MAGIC, "Body and soul, you devote yourself to $t!", ch, ch->pcdata->deity_name, NULL, TO_CHAR );
deity.c: ++ch->pcdata->deity->worshippers;
deity.c: save_deity(ch->pcdata->deity);
deity.c: if ( IS_NPC(ch) || !ch->pcdata->deity )
deity.c: oldfavor = ch->pcdata->favor;
deity.c: if ( ch->pcdata->favor < ch->pcdata->deity->scorpse )
deity.c: if ( IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
deity.c: sprintf(buf2,"the corpse of %s", ch->name);
deity.c: obj = obj_to_room(obj, ch->in_room);
deity.c: ch->pcdata->favor -= ch->pcdata->deity->scorpse;
deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum)
deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept);
deity.c: if((oldfavor > ch->pcdata->deity->affectednum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) ||
deity.c: (oldfavor > ch->pcdata->deity->elementnum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) ||
deity.c: (oldfavor < ch->pcdata->deity->susceptnum &&
deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum))
deity.c: if ( ch->pcdata->favor < ch->pcdata->deity->savatar )
deity.c: char_to_room( victim, ch->in_room );
deity.c: sprintf( buf, victim->short_descr, ch->pcdata->deity->name );
deity.c: sprintf( buf, victim->long_descr, ch->pcdata->deity->name );
deity.c: sprintf( buf, victim->description, ch->pcdata->deity->name );
deity.c: victim->hit = ch->hit*6 + ch->pcdata->favor;
deity.c: victim->alignment = ch->pcdata->deity->alignment;
deity.c: victim->max_hit = ch->hit*6 + ch->pcdata->favor;
deity.c: ch->pcdata->favor -= ch->pcdata->deity->savatar;
deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum)
deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept);
deity.c: if((oldfavor > ch->pcdata->deity->affectednum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) ||
deity.c: (oldfavor > ch->pcdata->deity->elementnum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) ||
deity.c: (oldfavor < ch->pcdata->deity->susceptnum &&
deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum))
deity.c: if ( ch->pcdata->favor < ch->pcdata->deity->sdeityobj )
deity.c: obj = create_object( pObjIndex, ch->level );
deity.c: obj = obj_to_room( obj, ch->in_room );
deity.c: sprintf( buf, "sigil %s", ch->pcdata->deity->name );
deity.c: sprintf( buf, obj->short_descr, ch->pcdata->deity->name );
deity.c: sprintf( buf, obj->description, ch->pcdata->deity->name );
deity.c: ch->pcdata->favor -= ch->pcdata->deity->sdeityobj;
deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum)
deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept);
deity.c: if((oldfavor > ch->pcdata->deity->affectednum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) ||
deity.c: (oldfavor > ch->pcdata->deity->elementnum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) ||
deity.c: (oldfavor < ch->pcdata->deity->susceptnum &&
deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum))
deity.c: switch( ch->pcdata->deity->objstat )
deity.c: if (ch->pcdata->favor < ch->pcdata->deity->suplift ) {
deity.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NOSUPPLICATE ) )
deity.c: if ((ch->hit) > (ch->max_hit/10))
deity.c: ch->hit+=10;
deity.c: if ( ch->pcdata->favor < ch->pcdata->deity->srecall )
deity.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NOSUPPLICATE ) )
deity.c: if (ch->position == POS_FIGHTING) {
deity.c: if ( !IS_NPC(ch) && ch->pcdata->clan )
deity.c: location = get_room_index( ch->pcdata->clan->recall );
deity.c: if ( ch->mount )
deity.c: char_from_room( ch->mount );
deity.c: char_to_room( ch->mount, location );
deity.c: ch->pcdata->favor -= ch->pcdata->deity->srecall;
deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum)
deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept);
deity.c: if((oldfavor > ch->pcdata->deity->affectednum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) ||
deity.c: (oldfavor > ch->pcdata->deity->elementnum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) ||
deity.c: (oldfavor < ch->pcdata->deity->susceptnum &&
deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum))
deity.c: || !ch->pcdata->deity )
deity.c: oldfavor = ch->pcdata->favor;
deity.c: if ( (ch->alignment - ch->pcdata->deity->alignment > 650
deity.c: || ch->alignment - ch->pcdata->deity->alignment < -650)
deity.c: && ch->pcdata->deity->alignment != 0 )
deity.c: ch->pcdata->favor -= 2;
deity.c: ch->pcdata->favor = URANGE( -2500, ch->pcdata->favor, 2500 );
deity.c: if(ch->pcdata->favor > ch->pcdata->deity->affectednum)
deity.c: xSET_BITS(ch->affected_by, ch->pcdata->deity->affected);
deity.c: if(ch->pcdata->favor > ch->pcdata->deity->elementnum)
deity.c: SET_BIT(ch->resistant, ch->pcdata->deity->element);
deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum)
deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept);
deity.c: if((oldfavor > ch->pcdata->deity->affectednum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) ||
deity.c: (oldfavor > ch->pcdata->deity->elementnum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) ||
deity.c: (oldfavor < ch->pcdata->deity->susceptnum &&
deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum))
deity.c: case 0: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->flee / mod); break;
deity.c: case 1: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->flee_npcrace / mod); break;
deity.c: case 2: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->kill / mod); break;
deity.c: case 3: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->kill_npcrace / mod); break;
deity.c: case 4: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->kill_magic / mod); break;
deity.c: case 5: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->sac / mod); break;
deity.c: case 6: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->bury_corpse / mod); break;
deity.c: case 7: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->aid_spell / mod); break;
deity.c: case 8: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->aid / mod); break;
deity.c: case 9: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->steal / mod); break;
deity.c: case 10: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->backstab / mod); break;
deity.c: case 11: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->die / mod); break;
deity.c: case 12: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->die_npcrace / mod); break;
deity.c: case 13: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->spell_aid / mod); break;
deity.c: case 14: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->dig_corpse / mod); break;
deity.c: case 15: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->die_npcfoe / mod); break;
deity.c: case 16: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->flee_npcfoe / mod); break;
deity.c: case 17: ch->pcdata->favor += number_fuzzy(ch->pcdata->deity->kill_npcfoe / mod); break;
deity.c: ch->pcdata->favor = URANGE( -2500, ch->pcdata->favor, 2500 );
deity.c: if(ch->pcdata->favor > ch->pcdata->deity->affectednum)
deity.c: xSET_BITS(ch->affected_by, ch->pcdata->deity->affected);
deity.c: if(ch->pcdata->favor > ch->pcdata->deity->elementnum)
deity.c: SET_BIT(ch->resistant, ch->pcdata->deity->element);
deity.c: if(ch->pcdata->favor < ch->pcdata->deity->susceptnum)
deity.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept);
deity.c: if((oldfavor > ch->pcdata->deity->affectednum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->affectednum) ||
deity.c: (oldfavor > ch->pcdata->deity->elementnum &&
deity.c: ch->pcdata->favor <= ch->pcdata->deity->elementnum) ||
deity.c: (oldfavor < ch->pcdata->deity->susceptnum &&
deity.c: ch->pcdata->favor >= ch->pcdata->deity->susceptnum))
disable.c: disabled->who = STRALLOC( ch->name );
familiar.c: if ( ch->pcdata->pet != NULL )
familiar.c: if(ch->position == POS_FIGHTING)
familiar.c: if(ch->in_room->sector_type == SECT_INSIDE
familiar.c: || ch->in_room->sector_type == SECT_WATER_SWIM
familiar.c: || ch->in_room->sector_type == SECT_WATER_NOSWIM
familiar.c: || ch->in_room->sector_type == SECT_AIR )
familiar.c: mount->level = number_fuzzy((ch->level+ch->mod_cha) / 2); // charisma bonus added by G
familiar.c: mount->hit = mount->max_hit = number_fuzzy((ch->max_hit / 2)+ch->mod_cha);
familiar.c: mount->armor = number_fuzzy(ch->armor - 10);
familiar.c: mount->hitroll = number_fuzzy(ch->level / 30);
familiar.c: mount->damroll = number_fuzzy(ch->level / 30);
familiar.c: switch(ch->in_room->sector_type)
familiar.c: char_to_room( mount, ch->in_room );
familiar.c: ch->pcdata->pet = mount;
familiar.c: ch->move -= (mount->level / 2); /* physically draining lose of move */
fear.c: if( !ch->fighting )
fear.c: victim = ch->fighting->who;
fight.c: if( !IS_NPC( ch ) && ch->pcdata->arena && sysdata.arena != 2 )
fight.c: hitroll = ch->hitroll + str_app[get_curr_str(ch)].tohit + 2
fight.c: damroll = ch->damroll + ch->damplus + str_app[get_curr_str(ch)].todam
fight.c: + ((ch->mental_state > 5 && ch->mental_state < 15) ? 1 : 0);
fight.c: if ( !ch->hunting || ch->hunting->who != victim )
fight.c: if ( !ch->hating || ch->hating->who != victim )
fight.c: if ( !ch->fearing || ch->fearing->who != victim )
fight.c: if ( ch->hunting )
fight.c: STRFREE( ch->hunting->name );
fight.c: DISPOSE( ch->hunting );
fight.c: ch->hunting = NULL;
fight.c: if ( ch->hating )
fight.c: STRFREE( ch->hating->name );
fight.c: DISPOSE( ch->hating );
fight.c: ch->hating = NULL;
fight.c: if ( ch->fearing )
fight.c: STRFREE( ch->fearing->name );
fight.c: DISPOSE( ch->fearing );
fight.c: ch->fearing = NULL;
fight.c: if ( ch->hunting )
fight.c: CREATE( ch->hunting, HHF_DATA, 1 );
fight.c: ch->hunting->name = QUICKLINK( victim->name );
fight.c: ch->hunting->who = victim;
fight.c: if ( ch->hating )
fight.c: CREATE( ch->hating, HHF_DATA, 1 );
fight.c: ch->hating->name = QUICKLINK( victim->name );
fight.c: ch->hating->who = victim;
fight.c: if ( ch->fearing )
fight.c: CREATE( ch->fearing, HHF_DATA, 1 );
fight.c: ch->fearing->name = QUICKLINK( victim->name );
fight.c: ch->fearing->who = victim;
fight.c: if ( ch == first_char && ch->prev )
fight.c: ch->prev = NULL;
fight.c: gch_prev = ch->prev;
fight.c: ch->name );
fight.c: ch->prev = NULL;
fight.c: if ( !ch->in_room || !ch->name )
fight.c: sprintf( buf, "ch: %d ch->in_room: %d ch->prev: %d ch->next: %d",
fight.c: (int) ch, (int) ch->in_room, (int) ch->prev, (int) ch->next );
fight.c: sprintf( buf, "lst_ch: %d lst_ch->prev: %d lst_ch->next: %d",
fight.c: (int) lst_ch, (int) lst_ch->prev, (int) lst_ch->next );
fight.c: if ( ch->fighting )
fight.c: if ( (++ch->fighting->duration % 24) == 0 )
fight.c: ch->fighting->xp = ((ch->fighting->xp * 9) / 10);
fight.c: for ( timer = ch->first_timer; timer; timer = timer_next )
fight.c: DISPOSE( ch->pcdata->nuisance );
fight.c: tempsub = ch->substate;
fight.c: ch->substate = timer->value;
fight.c: ch->substate = tempsub;
fight.c: if ( ( ch->position == POS_FIGHTING
fight.c: || ch->position == POS_EVASIVE
fight.c: || ch->position == POS_DEFENSIVE
fight.c: || ch->position == POS_AGGRESSIVE
fight.c: || ch->position == POS_BERSERK )
fight.c: sprintf( buf, "%s fighting NULL! (Correcting)", ch->name );
fight.c: ch->position = POS_STANDING;
fight.c: for ( paf = ch->first_affect; paf; paf = paf_next )
fight.c: ch->desc->character = ch->desc->original;
fight.c: ch->desc->original = NULL;
fight.c: ch->desc->character->desc = ch->desc;
fight.c: ch->desc->character->switched = NULL;
fight.c: ch->desc = NULL;
fight.c: if( ch->pcdata->arena && ch->pcdata->arena->status == 2 && sysdata.arena != 2 )
fight.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE ))
fight.c: ch->name, victim->name );
fight.c: if ( IS_AWAKE(ch) && ch->in_room == victim->in_room )
fight.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_BLEEDING] > 0 && number_range(1,4) == 1)
fight.c: damage(ch, ch, ch->pcdata->condition[COND_BLEEDING], TYPE_UNDEFINED);
fight.c: if ( !xIS_EMPTY(ch->attacks) )
fight.c: if ( 30 + (ch->level/4) >= number_percent( ) )
fight.c: if ( xIS_SET( ch->attacks, attacktype ) )
fight.c: retcode = spell_energy_drain( skill_lookup( "energy drain" ), ch->level, ch, victim );
fight.c: retcode = spell_fire_breath( skill_lookup( "fire breath" ), ch->level, ch, victim );
fight.c: retcode = spell_frost_breath( skill_lookup( "frost breath" ), ch->level, ch, victim );
fight.c: retcode = spell_acid_breath( skill_lookup( "acid breath" ), ch->level, ch, victim );
fight.c: retcode = spell_lightning_breath( skill_lookup( "lightning breath" ), ch->level, ch, victim );
fight.c: retcode = spell_gas_breath( skill_lookup( "gas breath" ), ch->level, ch, victim );
fight.c: ch->level, ch, victim );
fight.c: retcode = spell_poison( gsn_poison, ch->level, ch, victim );
fight.c: retcode = spell_nasty_poison( skill_lookup( "nasty poison" ), ch->level, ch, victim );
fight.c: retcode = spell_gaze( skill_lookup( "gaze" ), ch->level, ch, victim );
fight.c: retcode = spell_blindness( gsn_blindness, ch->level, ch, victim );
fight.c: retcode = spell_cause_serious( skill_lookup( "cause serious" ), ch->level, ch, victim );
fight.c: retcode = spell_earthquake( skill_lookup( "earthquake" ), ch->level, ch, victim );
fight.c: retcode = spell_cause_critical( skill_lookup( "cause critical" ), ch->level, ch, victim );
fight.c: retcode = spell_curse( skill_lookup( "curse" ), ch->level, ch, victim );
fight.c: retcode = spell_flamestrike( skill_lookup( "flamestrike" ), ch->level, ch, victim );
fight.c: retcode = spell_harm( skill_lookup( "harm" ), ch->level, ch, victim );
fight.c: retcode = spell_fireball( skill_lookup( "fireball" ), ch->level, ch, victim );
fight.c: retcode = spell_colour_spray( skill_lookup( "colour spray" ), ch->level, ch, victim );
fight.c: retcode = spell_weaken( skill_lookup( "weaken" ), ch->level, ch, victim );
fight.c: if ( !xIS_EMPTY(ch->defenses) )
fight.c: if ( 50 + (ch->level/4) > number_percent( ) )
fight.c: if ( xIS_SET( ch->defenses, attacktype ) )
fight.c: if( ch->hit < ch->max_hit )
fight.c: retcode = spell_smaug( skill_lookup( "cure light" ), ch->level, ch, ch );
fight.c: if( ch->hit < ch->max_hit )
fight.c: retcode = spell_smaug( skill_lookup( "cure serious" ), ch->level, ch, ch );
fight.c: if( ch->hit < ch->max_hit )
fight.c: retcode = spell_smaug( skill_lookup( "cure critical" ), ch->level, ch, ch );
fight.c: if( ch->hit < ch->max_hit )
fight.c: retcode = spell_smaug( skill_lookup( "heal" ), ch->level, ch, ch );
fight.c: retcode = spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, victim );
fight.c: retcode = spell_dispel_evil( skill_lookup( "dispel evil" ), ch->level, ch, victim );
fight.c: retcode = spell_smaug( skill_lookup( "shockshield" ), ch->level, ch, ch );
fight.c: retcode = spell_smaug( skill_lookup( "fireshield" ), ch->level, ch, ch );
fight.c: retcode = spell_smaug( skill_lookup( "iceshield" ), ch->level, ch, ch );
fight.c: retcode = spell_smaug( skill_lookup( "true" ), ch->level, ch, ch );
fight.c: retcode = spell_smaug( skill_lookup( "sanctuary" ), ch->level, ch, ch );
fight.c: for ( rch = ch->in_room->first_person; rch; rch = rch_next )
fight.c: rch_next = rch->next_in_room;
fight.c: &&( rch->fighting )
fight.c: &&( who_fighting(rch->fighting->who) == ch )
fight.c: &&( !xIS_SET( rch->fighting->who->act, ACT_AUTONOMOUS ) )
fight.c: &&( rch->style < ch->style )
fight.c: rch->fighting->who->fighting->who = rch;
fight.c: if ( IS_AWAKE(rch) && !rch->fighting )
fight.c: if ( ( ( !IS_NPC(rch) && rch->desc )
fight.c: && !xIS_SET(rch->act, ACT_NOASSIST) )
fight.c: if ( rch->pIndexData == ch->pIndexData
fight.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next )
fight.c: if ( vch->mount && vch->mount == rch )
fight.c: if ( xIS_SET(ch->act, PLR_NICE) ) return rNONE;
fight.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_NOATTACK) )
fight.c: dual_bonus = IS_NPC(ch) ? (ch->level / 10) : (LEARNED(ch, gsn_dual_wield) / 10);
fight.c: chance = IS_NPC(ch) ? ch->level : LEARNED(ch, gsn_dual_wield);
fight.c: if ( ch->move < 10 )
fight.c: if ( IS_NPC(ch) && ch->numattacks > 0 )
fight.c: for ( chance = 0; chance < ch->numattacks; chance++ )
fight.c: chance = IS_NPC(ch) ? ch->level
fight.c: chance = IS_NPC(ch) ? ch->level
fight.c: chance = IS_NPC(ch) ? ch->level
fight.c: chance = IS_NPC(ch) ? ch->level
fight.c: chance = IS_NPC(ch) ? ch->level
fight.c: chance = IS_NPC(ch) ? ch->level
fight.c: chance = IS_NPC(ch) ? ch->level
fight.c: chance = IS_NPC(ch) ? (int) (ch->level / 2) : 0;
fight.c: move = encumbrance( ch, movement_loss[UMIN(SECT_MAX-1, ch->in_room->sector_type)] );
fight.c: if ( ch->move )
fight.c: ch->move = UMAX( 0, ch->move - move );
fight.c: ( 1 + abs( ch->alignment - ch->pcdata->clan->alignment ) / 1000 );
fight.c: bonus -= ch->pcdata->favor / -400 ;
fight.c: lvl = UMAX( 1, (ch->level - 10) / 2 );
fight.c: return ch->level;
fight.c: lvl = ch->level / 2;
fight.c: if ( victim->position == POS_DEAD || ch->in_room != victim->in_room )
fight.c: if ( ch->fighting /* make sure fight is already started */
fight.c: && !xIS_EMPTY(ch->attacks) )
fight.c: if ( xIS_SET( ch->attacks, attacktype ) )
fight.c: thac0_00 = ch->mobthac0;
fight.c: thac0_00 = class_table[ch->class]->thac0_00;
fight.c: thac0_32 = class_table[ch->class]->thac0_32;
fight.c:// thac0 = interpolate( ch->level, thac0_00, thac0_32 ) - GET_HITROLL(ch);
fight.c: thac0 = interpolate( ch->level, thac0_00, thac0_32 ) - get_hitroll( ch, FALSE );
fight.c: if ( ch->fighting && ch->fighting->who == victim )
fight.c: sh_int times = ch->fighting->timeskilled;
fight.c: if (!victim->fighting && victim->in_room == ch->in_room)
fight.c: dam = number_range( ch->barenumdie, ch->baresizedie * ch->barenumdie );
fight.c: if ( ch->position == POS_BERSERK )
fight.c: else if ( ch->position == POS_AGGRESSIVE )
fight.c: else if ( ch->position == POS_DEFENSIVE )
fight.c: else if ( ch->position == POS_EVASIVE )
fight.c: if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_enhanced_damage] > 0 )
fight.c: dam *= (2 + URANGE( 2, ch->level - (victim->level/4), 30 ) / 8);
fight.c: dam *= (2 + URANGE( 2, ch->level - (victim->level/4), 30 ) / 16);
fight.c: if ( IS_SET(ch->immune, ris ) && !IS_SET(ch->no_immune, ris) )
fight.c: if ( IS_SET(ch->resistant, ris ) && !IS_SET(ch->no_resistant, ris) )
fight.c: if ( IS_SET(ch->susceptible, ris ) && !IS_SET(ch->no_susceptible, ris) )
fight.c: sprintf( buf, "Damage: null victim! Player: %s", ch->name );
fight.c: if (ch->next)
fight.c: if (ch->next->prev != ch)
fight.c: bug("who_fighting: ch->next->prev != ch. Shortcutting!!",0);
fight.c: ch->next->prev=ch;
fight.c: if (ch->prev)
fight.c: if (ch->prev->next != ch)
fight.c: bug("who_fighting: ch->prev->next != ch. Shortcutting!!",0);
fight.c: ch->prev->next=ch;
fight.c: victim->hunting->name = QUICKLINK( ch->name );
fight.c: victim->hating->name = QUICKLINK( ch->name );
fight.c: maxdam = (ch->level2 == -1) ? ch->level * 80 : (ch->level3 == -1) ? ch->level2 * 80 : ch->level3 * 80;
fight.c: maxdam = (ch->level2 == -1) ? ch->level * 40 : (ch->level3 == -1) ? ch->level2 * 40 : ch->level3 * 40;
fight.c: if ( dam > maxdam && !( ch->level >= 115 ) && !IS_NPC(ch))
fight.c: ch->name,
fight.c: ch->level,
fight.c: if (!victim->fighting && victim->in_room == ch->in_room)
fight.c: if (!ch->fighting && victim->in_room == ch->in_room)
fight.c: && victim->master->in_room == ch->in_room
fight.c: for (gch = ch->in_room->first_person; gch; gch = gch->next_in_room)
fight.c: for (gch = victim->in_room->first_person; gch; gch = gch->next_in_room)
fight.c: lch = ch->leader ? ch->leader : ch;
fight.c: for (gch = ch->in_room->first_person; gch;
fight.c: gch = gch->next_in_room)
fight.c: for (gch = ch->in_room->first_person; gch; gch = gch->next_in_room)
fight.c: gch = gch->next_in_room)
fight.c: gch = gch->next_in_room)
fight.c: for (gch = ch->in_room->first_person; gch; gch = gch->next_in_room)
fight.c: for (gch = victim->in_room->first_person; gch; gch = gch->next_in_room)
fight.c: (ch->leader == victim) ? victim : ch, NULL,
fight.c: (ch->leader == victim) ? victim->master : ch->master,
fight.c: if (ch->leader == victim)
fight.c: if (ch->leader != NULL && !IS_NPC(ch->leader) &&
fight.c: !IS_PKILL(ch->leader))
fight.c: ch->master, TO_NOTVICT);
fight.c: for (gch = ch->in_room->first_person; gch; gch = gch->next_in_room)
fight.c: gch->master, TO_NOTVICT);
fight.c: for (gch = victim->in_room->first_person; gch; gch = gch->next_in_room)
fight.c: gch->master, TO_NOTVICT);
fight.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
fight.c: for ( gch = victim->in_room->first_person; gch; gch = gch->next_in_room )
fight.c: xREMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
fight.c: xREMOVE_BIT(ch->affected_by, AFF_HIDE);
fight.c: if (dt >= TYPE_HIT && ch->in_room == victim->in_room)
fight.c: && xIS_SET(ch->defenses, DFND_DISARM)
fight.c: && ch->level > 9
fight.c: && number_percent() < ch->level / 3) /* Was 2 try this --Shaddai*/
fight.c: && xIS_SET(ch->attacks, ATCK_TRIP)
fight.c: && ch->level > 5
fight.c: && number_percent() < ch->level / 2)
fight.c: && !IS_NPC(ch) && ch->fighting && ch->fighting->xp )
fight.c: if ( ch->fighting->who == victim )
fight.c: xp_gain = (int) (ch->fighting->xp * dam) / victim->max_hit;
fight.c: && !saves_poison_death( ch->level, victim ) )
fight.c: if ( !IS_NPC( ch ) && !IS_NPC( victim ) && victim->bounty > 0 && ch != victim && ch->name != victim->name )
fight.c: ch->bowed += victim->bounty;
fight.c: ch->bkills++;
fight.c: adjust_hiscore("bounty", ch, ch->bkills);
fight.c: sprintf( log_buf, "%s has claimed the bounty from the head of %s!", ch->name, victim->name );
fight.c: (IS_NPC(ch) ? ch->short_descr : ch->name) );
fight.c: (IS_NPC(ch) ? ch->short_descr : ch->name),
fight.c: if (!IS_NPC( ch ) && !IS_IMMORTAL( ch ) && ch->pcdata->clan
fight.c: && ch->pcdata->clan->clan_type != CLAN_ORDER
fight.c: && ch->pcdata->clan->clan_type != CLAN_GUILD
fight.c: sprintf( filename, "%s%s.record", CLAN_DIR, ch->pcdata->clan->name );
fight.c: ch->level,
fight.c: ch->name,
fight.c: ch->in_room->area->name );
fight.c: victim->pcdata->clan->name == ch->pcdata->clan->name)
fight.c: if ( ch->in_room == victim->in_room )
fight.c: if ( xIS_SET(ch->act, PLR_AUTOGOLD) )
fight.c: init_gold = ch->gold;
fight.c: init_silver = ch->silver;
fight.c: init_copper = ch->copper;
fight.c: new_gold = ch->gold;
fight.c: new_silver = ch->silver;
fight.c: new_copper = ch->copper;
fight.c: if ( xIS_SET(ch->act, PLR_AUTOLOOT)
fight.c: if ( xIS_SET(ch->act, PLR_AUTOSAC) )
fight.c: bug( "Is_safe: %s opponent does not exist!", ch->name );
fight.c: if ( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL )
fight.c: if ( (get_age( ch ) < 1 || ch->level < 5) && !in_arena(ch) ) /* Scion arenacode */
fight.c:/* if ( ch->level - victim->level > 5
fight.c: || victim->level - ch->level > 5 )
fight.c: if ((ch->level - victim->level > 10
fight.c: || victim->level - ch->level > 10)
fight.c: if ( IS_NPC(ch) && !ch->master )
fight.c:/* && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY )
fight.c: level_ratio = URANGE( 1, ch->level / victim->level, LEVEL_AVATAR);
fight.c: if ( ch->pcdata->clan )
fight.c: ch->pcdata->clan->mkills++;
fight.c: ch->pcdata->mkills++;
fight.c: adjust_hiscore("mkill", ch, ch->pcdata->mkills);
fight.c: ch->in_room->area->mkills++;
fight.c: if ( ch->pcdata->deity )
fight.c: if ( victim->race == ch->pcdata->deity->npcrace )
fight.c: if ( victim->race == ch->pcdata->deity->npcfoe )
fight.c: if ( ch == victim || ch->level >= LEVEL_IMMORTAL )
fight.c: ch->pcdata->pkills++;
fight.c: adjust_hiscore("pkill", ch, ch->pcdata->pkills);
fight.c: if ( ch->pcdata->clan )
fight.c: ch->pcdata->clan->pkills[0]++;
fight.c: ch->pcdata->clan->pkills[1]++;
fight.c: ch->pcdata->clan->pkills[2]++;
fight.c: ch->pcdata->clan->pkills[3]++;
fight.c: ch->pcdata->clan->pkills[4]++;
fight.c: ch->pcdata->clan->pkills[5]++;
fight.c: ch->pcdata->clan->pkills[6]++;
fight.c: ch->pcdata->pkills++;
fight.c: adjust_hiscore("pkill",ch, ch->pcdata->pkills);
fight.c: ch->in_room->area->pkills++;
fight.c:/* && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY )
fight.c: if ( !ch->pcdata->clan
fight.c: || ( ch->pcdata->clan->clan_type != CLAN_NOKILL
fight.c: && ch->pcdata->clan != victim->pcdata->clan ) )
fight.c: if ( ch->pcdata->clan )
fight.c: ch->pcdata->clan->pkills[0]++;
fight.c: ch->pcdata->clan->pkills[1]++;
fight.c: ch->pcdata->clan->pkills[2]++;
fight.c: ch->pcdata->clan->pkills[3]++;
fight.c: ch->pcdata->clan->pkills[4]++;
fight.c: ch->pcdata->clan->pkills[5]++;
fight.c: ch->pcdata->clan->pkills[6]++;
fight.c: ch->pcdata->pkills++;
fight.c: adjust_hiscore("pkill",ch,ch->pcdata->pkills);
fight.c: ch->hit = ch->max_hit;
fight.c: ch->mana = ch->max_mana;
fight.c: ch->move = ch->max_move;
fight.c: if ( ch->pcdata )
fight.c: ch->pcdata->condition[COND_BLOODTHIRST] = (10 + ch->level);
fight.c: if ( ch->level < 10 )
fight.c: else if ( ch->level < 15 )
fight.c: else if ( ch->level < 20 )
fight.c: else if ( ch->level < 30 )
fight.c: else if ( ch->level < 40 )
fight.c: else if ( ch->level < 50 )
fight.c: if ( !ch->master )
fight.c: IS_NPC(ch) ? ch->short_descr : ch->name );
fight.c: xREMOVE_BIT( ch->affected_by, AFF_CHARM );
fight.c: if ( ch->master )
fight.c: check_killer( ch->master, victim );
fight.c: level_ratio = URANGE( 1, ch->level / victim->level, LEVEL_AVATAR );
fight.c: if ( ch->race == victim->pcdata->deity->npcrace )
fight.c: if ( ch->race == victim->pcdata->deity->npcfoe )
fight.c: if ( ch->pcdata->clan )
fight.c: ch->pcdata->clan->illegal_pk++;
fight.c: ch->pcdata->illegal_pk++;
fight.c: ch->in_room->area->illegal_pk++;
fight.c: if ( ch->level < 10 )
fight.c: else if ( ch->level < 15 )
fight.c: else if ( ch->level < 20 )
fight.c: else if ( ch->level < 30 )
fight.c: else if ( ch->level < 40 )
fight.c: else if ( ch->level < 50 )
fight.c: if ( xIS_SET(ch->act, PLR_KILLER) )
fight.c: xSET_BIT(ch->act, PLR_KILLER);
fight.c: if ( xIS_SET( ch->act, PLR_ATTACKER) )
fight.c: xREMOVE_BIT(ch->act, PLR_ATTACKER);
fight.c: { if ( !(ch->pcdata->clan && victim->pcdata->clan
fight.c: && ch->pcdata->clan == victim->pcdata->clan ) ) return; }
fight.c: if ( !ch->master )
fight.c: IS_NPC(ch) ? ch->short_descr : ch->name );
fight.c: xREMOVE_BIT( ch->affected_by, AFF_CHARM );
fight.c: /* xSET_BIT(ch->master->act, PLR_ATTACKER);*/
fight.c: || ch->level >= LEVEL_IMMORTAL
fight.c: || xIS_SET(ch->act, PLR_ATTACKER)
fight.c: || xIS_SET(ch->act, PLR_KILLER)
fight.c: xSET_BIT(ch->act, PLR_ATTACKER);
fight.c: if ( ch->fighting )
fight.c: ch->name, victim->name, ch->fighting->who->name );
fight.c: ch->num_fighting = 1;
fight.c: ch->fighting = fight;
fight.c: /* ch->position = POS_FIGHTING; */
fight.c: ch->position = POS_FIGHTING;
fight.c: switch(ch->style)
fight.c: ch->position = POS_EVASIVE;
fight.c: ch->position = POS_DEFENSIVE;
fight.c: ch->position = POS_AGGRESSIVE;
fight.c: ch->position = POS_BERSERK;
fight.c: default: ch->position = POS_FIGHTING;
fight.c: if ( !ch->fighting )
fight.c: if (ch->next)
fight.c: if (ch->next->prev != ch)
fight.c: bug("who_fighting: ch->next->prev != ch. Shortcutting!!",0);
fight.c: ch->next->prev=ch;
fight.c: if (ch->prev)
fight.c: if (ch->prev->next != ch)
fight.c: bug("who_fighting: ch->prev->next != ch. Shortcutting!!",0);
fight.c: ch->prev->next=ch;
fight.c: return ch->fighting->who;
fight.c: if ( ch->fighting )
fight.c: if ( !char_died(ch->fighting->who) )
fight.c: --ch->fighting->who->num_fighting;
fight.c: DISPOSE( ch->fighting );
fight.c: ch->fighting = NULL;
fight.c: if ( ch->mount )
fight.c: ch->position = POS_MOUNTED;
fight.c: ch->position = POS_STANDING;
fight.c: for ( fch = first_char; fch; fch = fch->next )
fight.c: for(i = 0;i < 32 && ch->xflags;i++)
fight.c: name = IS_NPC(ch) ? ch->short_descr : ch->name;
fight.c: obj = obj_to_room( obj, ch->in_room );
fight.c: was_in_room = ch->in_room;
fight.c: ch->in_room = pexit->to_room;
fight.c: ch->in_room = was_in_room;
fight.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
fight.c: if (xIS_SET(ch->act, PLR_QUESTOR)&&IS_NPC(victim))
fight.c: if (ch->questmob == victim->pIndexData->vnum)
fight.c: ch->questmob = -1;
fight.c: lch = ch->leader ? ch->leader : ch;
fight.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
fight.c: if ( gch->level - lch->level > 8 )
fight.c: if ( gch->level - lch->level < -8 )
fight.c: if ( !gch->fighting )
fight.c: gch->alignment = align_compute( gch, victim );
fight.c: for ( obj = ch->first_carrying; obj; obj = obj_next )
fight.c: || obj->level > ch->level )
fight.c: obj = obj_to_room( obj, ch->in_room );
fight.c: if (gch->level <= 5)
fight.c: return gch->alignment;
fight.c: align = gch->alignment - victim->alignment;
fight.c: if ( gch->alignment > -350 && gch->alignment < 350 )
fight.c: newalign = UMIN( gch->alignment + (align-500)/divalign, 1000 );
fight.c: newalign = UMAX( gch->alignment + (align+500)/divalign, -1000 );
fight.c: newalign = gch->alignment - (int) (gch->alignment/divalign);
fight.c: int gchlev = gch->level;
fight.c: align = gch->alignment - victim->alignment;
fight.c: if ( gch->alignment > 300 && align < 250 )
fight.c: xp_ratio = (int) gch->played / gchlev;
fight.c: if ( ch->in_room != victim->in_room )
fight.c: was_in_room = ch->in_room;
fight.c: dt, ch->name, ch->in_room->vnum );
fight.c: (IS_SET(ch->pcdata->flags, PCFLAG_GAG)))) gcflag = TRUE;
fight.c: dt, ch->name, ch->in_room->vnum );
fight.c: dt, ch->name, ch->in_room->vnum );
fight.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
fight.c: if ( ch->position == POS_FIGHTING
fight.c: || ch->position == POS_EVASIVE
fight.c: || ch->position == POS_DEFENSIVE
fight.c: || ch->position == POS_AGGRESSIVE
fight.c: || ch->position == POS_BERSERK
fight.c: if ( ch->master == victim )
fight.c: if ( ch->master )
fight.c: xSET_BIT(ch->master->act, PLR_ATTACKER);
fight.c: if ( ch->position == POS_FIGHTING
fight.c: || ch->position == POS_EVASIVE
fight.c: || ch->position == POS_DEFENSIVE
fight.c: || ch->position == POS_AGGRESSIVE
fight.c: || ch->position == POS_BERSERK
fight.c: if ( !IS_NPC( victim ) && xIS_SET(ch->act, PLR_NICE ) )
fight.c: sprintf( log_buf, "%s: murder %s.", ch->name, victim->name );
fight.c: log_string_plus( log_buf, LOG_NORMAL, ch->level );
fight.c: IS_NPC( ch ) ? ch->short_descr : ch->name );
fight.c: IS_NPC( ch ) ? ch->short_descr : ch->name );
fight.c: IS_NPC( ch ) ? ch->short_descr : ch->name );
fight.c: if ( IS_SET(ch->in_room->room_flags, ROOM_ARENA) )
fight.c: if ( IS_SET(ch->in_room->area->flags, AFLAG_FREEKILL) )
fight.c: if ( ch->in_room->vnum >= 29 && ch->in_room->vnum <= 43 )
fight.c: if ( !str_cmp(ch->in_room->area->filename, "arena.are") )
fight.c: if ( ( !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ||
fight.c: ||*/ ch->level - victim->level > 10
fight.c: /*|| !IS_SET(ch->pcdata->flags, PCFLAG_DEADLY)*/ )
fight.c: sprintf(buf, " (%s)", ch->name);
fight.c: illegal_pkill->name = ch->name;
fight.c: if ( victim->bounty > 0 && !(ch->level - victim->level) > 10)
fight.c: if ( !IS_SET(ch->pcdata->flags, PCFLAG_DEADLY) && ch->belig == 0)
fight.c: ch->belig = 1;
fight.c: REMOVE_BIT(ch->pcdata->flags,PCFLAG_IMMPROOF);
fight.c: if ( ch->position == POS_FIGHTING
fight.c: || ch->position == POS_EVASIVE
fight.c: || ch->position == POS_DEFENSIVE
fight.c: || ch->position == POS_AGGRESSIVE
fight.c: || ch->position == POS_BERSERK )
fight.c: if ( ch->mount )
fight.c: ch->position = POS_MOUNTED;
fight.c: ch->position = POS_STANDING;
fight.c: if ( ch->move <= 0 ) {
fight.c: if ( !IS_NPC( ch ) && ch->position < POS_FIGHTING ) {
fight.c: if ( IS_NPC( ch ) && ch->position <= POS_SLEEPING )
fight.c: was_in = ch->in_room;
fight.c: xREMOVE_BIT ( ch->affected_by, AFF_SNEAK );
fight.c: if ( ch->mount && ch->mount->fighting )
fight.c: stop_fighting( ch->mount, TRUE );
fight.c: if ( ( now_in = ch->in_room ) == was_in )
fight.c: ch->in_room = was_in;
fight.c: ch->in_room = now_in;
fight.c: los = ( exp_level( ch, ch->level+1 ) - exp_level( ch, ch->level ) ) * 0.0015;
fight.c: if ( ch->level < LEVEL_AVATAR )
fight.c: if ( wf && ch->pcdata->deity )
fight.c: int level_ratio = URANGE( 1, wf->level / ch->level, LEVEL_AVATAR );
fight.c: if ( wf && wf->race == ch->pcdata->deity->npcrace )
fight.c: if ( wf && wf->race == ch->pcdata->deity->npcfoe )
fight.c: los = ( exp_level( ch, ch->level+1 ) - exp_level( ch, ch->level ) ) * 0.005;
fight.c: if ( ch->level < LEVEL_AVATAR )
fight.c: if ( ch->position == POS_FIGHTING
fight.c: || ch->position == POS_EVASIVE
fight.c: || ch->position == POS_DEFENSIVE
fight.c: || ch->position == POS_AGGRESSIVE
fight.c: || ch->position == POS_BERSERK )
fight.c: if ( ch->mount )
fight.c: ch->position = POS_MOUNTED;
fight.c: ch->position = POS_STANDING;
fight.c: if(!IS_NPC( ch ) && ch->position < POS_FIGHTING )
fight.c: if(IS_NPC(ch) && ch->position <= POS_SLEEPING )
fight.c: if ( ch->level < 100 )
fight.c: los = ( exp_level( ch, ch->level+1 ) - exp_level( ch, ch->level ) ) * 0.5;
fight.c: if ( victim && ch->pcdata->deity )
fight.c: int level_ratio = URANGE( 1, victim->level / ch->level, 50 );
fight.c: if ( victim && victim->race == ch->pcdata->deity->npcrace )
fight.c: else if ( victim && victim->race == ch->pcdata->deity->npcfoe )
fight.c: if (!(xIS_SET(ch->act, PLR_COWARD)))
fight.c: xSET_BIT(ch->act, PLR_COWARD);
fight.c: if (ch->pcdata->clan && ch->pcdata->clan != NULL)
fight.c: sprintf( cname, "%s", ch->pcdata->clan_name );
fight.c: if ((!ch->pcdata->clan || (ch->pcdata->clan == NULL)) && WIClan )
fight.c: for ( victim = ch->in_room->first_person; victim; victim = victim->next_in_room )
gamble.c: if( ch->in_room != room )
gamble.c: sprintf(buf, "%s You can't bet now! Wait till it stops rolling, please.", ch->name );
gamble.c: if( ch->gold < amount )
gamble.c: ch->name,
gamble.c: ch->gold -= amount;
gamble.c: bet->player_name = QUICKLINK( ch->name );
gamble.c: ch->name, amount, get_bet_name( bet_type), ch->name );
gamble.c: ch->gold += gain;
gamble.c: for( ch = room->first_person ; ch ; ch = ch->next_in_room )
gboards.c: if (!str_cmp (ch->name, note->sender))
gboards.c: if (is_full_name (ch->name, note->to_list))
gboards.c: if ( !ch->desc )
gboards.c: if ( ch->substate == SUB_RESTRICTED )
gboards.c: bug( "NOT GOOD: start_editing_note: ch->substate == SUB_RESTRICTED", 0 );
gboards.c: if ( ch->editor )
gboards.c: ch->editor = edit;
gboards.c: ch->desc->connected = CON_NOTE_TEXT;
gboards.c: if ( !ch->editor )
gboards.c: for ( x = 0; x < ch->editor->numlines; x++ )
gboards.c: strcpy( tmp, ch->editor->line[x] );
gboards.c: last_read = ch->pcdata->last_note[board_number(board)];
gboards.c: if (get_trust(ch) < ch->pcdata->board->write_level)
gboards.c: if (ch->pcdata->in_progress && (!ch->pcdata->in_progress->text))
gboards.c: free_global_note (ch->pcdata->in_progress);
gboards.c: ch->pcdata->in_progress = NULL;
gboards.c: if (!ch->pcdata->in_progress)
gboards.c: ch->pcdata->in_progress = new_note();
gboards.c: ch->pcdata->in_progress->sender = STRALLOC(ch->name);
gboards.c: ch->pcdata->in_progress->date = str_dup( strtime );
gboards.c: ch->pcdata->in_progress->text ? "continuing" : "posting",
gboards.c: ch->pcdata->board->short_name);
gboards.c: sprintf (buf, "&YFrom&w: %s\n\r\n\r", ch->name);
gboards.c: if (!ch->pcdata->in_progress->text) /* Are we continuing an old note or not? */
gboards.c: switch (ch->pcdata->board->force_type)
gboards.c: ch->pcdata->board->names);
gboards.c: ch->pcdata->board->names);
gboards.c: ch->pcdata->board->names);
gboards.c: ch->desc->connected = CON_NOTE_TO;
gboards.c: ch->pcdata->in_progress->to_list,
gboards.c: ctime(&ch->pcdata->in_progress->expire),
gboards.c: ch->pcdata->in_progress->subject);
gboards.c: send_to_char_color (ch->pcdata->in_progress->text,ch);
gboards.c: ch->substate = SUB_GBOARD_NOTE;
gboards.c: ch->dest_buf = ch->pcdata;
gboards.c: ch->pcdata->in_progress->text = str_dup( "" );
gboards.c: start_editing_note( ch, ch->pcdata->in_progress->text );
gboards.c: ch->desc->connected = CON_NOTE_TEXT;
gboards.c: time_t *last_note = &ch->pcdata->last_note[board_number(ch->pcdata->board)];
gboards.c: for (p = ch->pcdata->board->note_first; p; p = p->next)
gboards.c: for (p = ch->pcdata->board->note_first; p ; p = p->next, count++)
gboards.c: sprintf (buf, "Changed to next board, %s.\n\r", ch->pcdata->board->short_name);
gboards.c: p = find_note (ch, ch->pcdata->board, atoi(argument));
gboards.c: if (str_cmp(ch->name,p->sender) && (get_trust(ch) < LEVEL_IMPLEMENTOR))
gboards.c: unlink_note (ch->pcdata->board,p);
gboards.c: save_board(ch->pcdata->board); /* save the board */
gboards.c: for (p = ch->pcdata->board->note_first; p; p = p->next)
gboards.c: last_note = ch->pcdata->last_note[board_number (ch->pcdata->board)];
gboards.c: for (p = ch->pcdata->board->note_first; p; p = p->next)
gboards.c: for (p = ch->pcdata->board->note_first; p && p->next; p = p->next);
gboards.c: ch->pcdata->last_note[board_number(ch->pcdata->board)] = p->date_stamp;
gboards.c: if( ch->pcdata->board == NULL )
gboards.c: ch->pcdata->board = &boards[DEFAULT_BOARD];
gboards.c: sprintf (buf, "\n\rYou current board is &W%s&w.\n\r", ch->pcdata->board->short_name);
gboards.c: if (ch->pcdata->board->read_level > get_trust(ch))
gboards.c: else if (ch->pcdata->board->write_level > get_trust(ch))
gboards.c: if (ch->pcdata->in_progress)
gboards.c: ch->pcdata->board = &boards[i];
gboards.c: ch->pcdata->board = &boards[i];
gboards.c: int i = board_number (ch->pcdata->board) + 1;
gboards.c: ch->pcdata->board = &boards[0];
gboards.c: ch->pcdata->board = &boards[i];
gboards.c: if (!ch->pcdata->in_progress)
gboards.c: switch (ch->pcdata->board->force_type)
gboards.c: ch->pcdata->in_progress->to_list = STRALLOC(ch->pcdata->board->names);
gboards.c: sprintf (buf, "Assumed default recipient: &W%s&w\n\r", ch->pcdata->board->names);
gboards.c: ch->pcdata->in_progress->to_list = STRALLOC(buf);
gboards.c: if (!is_full_name (ch->pcdata->board->names, buf))
gboards.c: strcat (buf, ch->pcdata->board->names);
gboards.c: ch->pcdata->in_progress->to_list = STRALLOC(buf);
gboards.c: ch->pcdata->board->names, ch->pcdata->in_progress->to_list);
gboards.c: ch->pcdata->in_progress->to_list = STRALLOC(buf);
gboards.c: if (is_full_name (ch->pcdata->board->names, buf))
gboards.c: "&YTo&w: ", ch->pcdata->board->names);
gboards.c: ch->pcdata->in_progress->to_list = STRALLOC(buf);
gboards.c: if (!ch->pcdata->in_progress)
gboards.c: ch->pcdata->in_progress->subject = str_dup(buf);
gboards.c: ch->pcdata->board->purge_days);
gboards.c: ch->pcdata->in_progress->expire =
gboards.c: current_time + ch->pcdata->board->purge_days * 24L * 3600L;
gboards.c: sprintf (buf, "This note will expire %s\r",ctime(&ch->pcdata->in_progress->expire));
gboards.c: ch->substate = SUB_GBOARD_NOTE;
gboards.c: ch->dest_buf = ch->pcdata;
gboards.c: ch->pcdata->in_progress->text = str_dup( "" );
gboards.c: start_editing_note( ch, ch->pcdata->in_progress->text );
gboards.c: if (!ch->pcdata->in_progress)
gboards.c: days = ch->pcdata->board->purge_days;
gboards.c: ch->pcdata->in_progress->expire = expire;
gboards.c: ch->substate = SUB_GBOARD_NOTE;
gboards.c: ch->dest_buf = ch->pcdata;
gboards.c: ch->pcdata->in_progress->text = str_dup( "" );
gboards.c: start_editing_note( ch, ch->pcdata->in_progress->text );
gboards.c: if ( (d = ch->desc) == NULL )
gboards.c: if ( !ch->editor )
gboards.c: edit = ch->editor;
gboards.c: if ( ch->substate == SUB_MPROG_EDIT || ch->substate == SUB_HELP_EDIT )
gboards.c: free_global_note( ch->pcdata->in_progress );
gboards.c: ch->pcdata->in_progress = NULL;
gboards.c: int substate = ch->substate;
gboards.c: last_cmd = ch->last_cmd;
gboards.c: ch->substate = SUB_RESTRICTED;
gboards.c: ch->substate = substate;
gboards.c: ch->last_cmd = last_cmd;
gboards.c: NOTE_DATA *note = ch->pcdata->in_progress;
gboards.c: free_global_note( ch->pcdata->in_progress );
gboards.c: ch->pcdata->in_progress = NULL;
gboards.c: NOTE_DATA *note = ch->pcdata->in_progress;
gboards.c: if (!ch->pcdata->in_progress)
gboards.c: ch->substate = SUB_GBOARD_NOTE;
gboards.c: ch->dest_buf = ch->pcdata;
gboards.c: ch->pcdata->in_progress->text = str_dup( "" );
gboards.c: start_editing_note( ch, ch->pcdata->in_progress->text );
gboards.c: if (ch->pcdata->in_progress->text)
gboards.c: send_to_char_color ( ch->pcdata->in_progress->text, ch);
gboards.c: finish_note (ch->pcdata->board, ch->pcdata->in_progress);
gboards.c: ch->pcdata->in_progress = NULL;
gboards.c: free_global_note( ch->pcdata->in_progress );
gboards.c: ch->pcdata->in_progress = NULL;
grub.c: if ( d->snoop_by == ch->desc )
grub.c: victim->desc->snoop_by = ch->desc;
grub.c: ch->name, ch->affected_by, ch->perm_str, ch->mod_str);
grub.c:for (pa=ch->first_affect; pa; pa=pa->next)
handler.c: return ch->exp;
handler.c: exp = ch->level * ch->level * ch->level * 5;
handler.c: exp += ch->max_hit;
handler.c: exp -= (ch->armor-50) * 2;
handler.c: exp += ( ch->barenumdie * ch->baresizedie + get_damroll( ch, FALSE ) ) * 50;
handler.c: exp += get_hitroll( ch, FALSE ) * ch->level * 10;
handler.c: return class_table[ch->class]->exp_base;
handler.c: if ( /*!IS_NPC(ch) &&*/ ch->desc != NULL && ch->desc->original != NULL)
handler.c: ch = ch->desc->original;
handler.c: if ( ch->trust != 0 )
handler.c: return ch->trust;
handler.c: if ( IS_NPC(ch) && ch->level >= LEVEL_AVATAR )
handler.c: if ( ch->level >= LEVEL_NEOPHYTE && IS_RETIRED( ch ) )
handler.c: if( ch->level2 != -1 && ch->level2 > ch->level )
handler.c: return ch->level2;
handler.c: if( ch->level3 != -1 && ch->level3 > (ch->level && ch->level2) )
handler.c: return ch->level3;
handler.c: return ch->level;
handler.c: return ((race_table[ch->race]->base_age) + 17 + ( ch->played + (current_time - ch->logon) ) / 7200);
handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_STR )
handler.c: return URANGE( 3, ch->perm_str + ch->mod_str, max );
handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_INT )
handler.c: return URANGE( 3, ch->perm_int + ch->mod_int, max );
handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_WIS )
handler.c: return URANGE( 3, ch->perm_wis + ch->mod_wis, max );
handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_DEX )
handler.c: return URANGE( 3, ch->perm_dex + ch->mod_dex, max );
handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_CON )
handler.c: return URANGE( 3, ch->perm_con + ch->mod_con, max );
handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_CHA )
handler.c: return URANGE( 3, ch->perm_cha + ch->mod_cha, max );
handler.c: if ( IS_NPC(ch) || class_table[ch->class]->attr_prime == APPLY_LCK )
handler.c: return URANGE( 3, ch->perm_lck + ch->mod_lck, max );
handler.c: if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
handler.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_PET) )
handler.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_IMMORTAL) )
handler.c: return ch->level*200;
handler.c: return URANGE(5, (ch->level+15)/5 + get_curr_dex(ch)-13 - penalty, 20);
handler.c: if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
handler.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_PET) )
handler.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_IMMORTAL) )
handler.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_PROTOTYPE) )
handler.c: ch->pcdata->learned[sn] += mod;
handler.c: ch->pcdata->learned[sn] = URANGE(0, ch->pcdata->learned[sn] + mod,
handler.c: bug("affect modify on %s",ch->name);
handler.c: xSET_BITS( ch->affected_by, paf->bitvector );
handler.c: xSET_BIT(ch->affected_by, AFF_RECURRINGSPELL);
handler.c: ch->name, mod );
handler.c: xREMOVE_BITS( ch->affected_by, paf->bitvector );
handler.c: ch->name, mod );
handler.c: xREMOVE_BIT(ch->affected_by, AFF_RECURRINGSPELL);
handler.c: case APPLY_AFFECT: REMOVE_BIT( ch->affected_by.bits[0], mod ); return;
handler.c: case APPLY_EXT_AFFECT: xREMOVE_BIT( ch->affected_by, mod ); return;
handler.c: case APPLY_RESISTANT: REMOVE_BIT( ch->resistant, mod ); return;
handler.c: case APPLY_IMMUNE: REMOVE_BIT( ch->immune, mod ); return;
handler.c: case APPLY_SUSCEPTIBLE: REMOVE_BIT( ch->susceptible, mod ); return;
handler.c: case APPLY_REMOVE: SET_BIT( ch->affected_by.bits[0], mod ); return;
handler.c: case APPLY_STR: ch->mod_str += mod; break;
handler.c: case APPLY_DEX: ch->mod_dex += mod; break;
handler.c: case APPLY_INT: ch->mod_int += mod; break;
handler.c: case APPLY_WIS: ch->mod_wis += mod; break;
handler.c: case APPLY_CON: ch->mod_con += mod; break;
handler.c: case APPLY_CHA: ch->mod_cha += mod; break;
handler.c: case APPLY_LCK: ch->mod_lck += mod; break;
handler.c: ch->sex = (ch->sex+mod) % 3;
handler.c: if ( ch->sex < 0 )
handler.c: ch->sex += 2;
handler.c: ch->sex = URANGE( 0, ch->sex, 2 );
handler.c: case APPLY_HEIGHT: ch->height += mod; break;
handler.c: case APPLY_WEIGHT: ch->weight += mod; break;
handler.c: case APPLY_MANA: ch->max_mana += mod; break;
handler.c: case APPLY_HIT: ch->max_hit += mod; break;
handler.c: case APPLY_MOVE: ch->max_move += mod; break;
handler.c: case APPLY_AC: ch->armor += mod; break;
handler.c: case APPLY_HITROLL: ch->hitroll += mod; break;
handler.c: case APPLY_DAMROLL: ch->damroll += mod; break;
handler.c: case APPLY_SAVING_POISON: ch->saving_poison_death += mod; break;
handler.c: case APPLY_SAVING_ROD: ch->saving_wand += mod; break;
handler.c: case APPLY_SAVING_PARA: ch->saving_para_petri += mod; break;
handler.c: case APPLY_SAVING_BREATH: ch->saving_breath += mod; break;
handler.c: case APPLY_SAVING_SPELL: ch->saving_spell_staff += mod; break;
handler.c: case APPLY_AFFECT: SET_BIT( ch->affected_by.bits[0], mod ); break;
handler.c: case APPLY_EXT_AFFECT: xSET_BIT( ch->affected_by, mod ); break;
handler.c: case APPLY_RESISTANT: SET_BIT( ch->resistant, mod ); break;
handler.c: case APPLY_IMMUNE: SET_BIT( ch->immune, mod ); break;
handler.c: case APPLY_SUSCEPTIBLE: SET_BIT( ch->susceptible, mod ); break;
handler.c: case APPLY_REMOVE: REMOVE_BIT(ch->affected_by.bits[0], mod); break;
handler.c: ch->pcdata->condition[COND_FULL] = 40;
handler.c: ch->pcdata->condition[COND_FULL] =
handler.c: URANGE( 0, ch->pcdata->condition[COND_FULL] + mod, 48 );
handler.c: ch->pcdata->condition[COND_THIRST] = 40;
handler.c: ch->pcdata->condition[COND_THIRST] =
handler.c: URANGE( 0, ch->pcdata->condition[COND_THIRST] + mod, 48 );
handler.c: ch->pcdata->condition[COND_DRUNK] =
handler.c: URANGE( 0, ch->pcdata->condition[COND_DRUNK] + mod, 48 );
handler.c: ch->pcdata->condition[COND_BLOODTHIRST] =
handler.c: URANGE( 0, ch->pcdata->condition[COND_BLOODTHIRST] + mod, ch->level+10 );
handler.c: ch->mental_state = URANGE(-100, ch->mental_state + mod, 100);
handler.c: ch->emotional_state = URANGE(-100, ch->emotional_state + mod, 100);
handler.c: if ( IS_SET(ch->in_room->room_flags, ROOM_NO_MAGIC)
handler.c: || IS_SET(ch->immune, RIS_MAGIC)
handler.c: if ( (retcode=(*skill->spell_fun) ( mod, ch->level, ch, ch )) == rCHAR_DIED
handler.c: bug( "Affect_to_char(%s, NULL)", ch->name );
handler.c: LINK( paf_new, ch->first_affect, ch->last_affect, next, prev );
handler.c: if ( !ch->first_affect )
handler.c: bug( "Affect_remove(%s, %d): no affect.", ch->name,
handler.c: UNLINK( paf, ch->first_affect, ch->last_affect, next, prev );
handler.c: for ( paf = ch->first_affect; paf; paf = paf_next )
handler.c: for ( paf = ch->first_affect; paf; paf = paf->next )
handler.c: for ( paf_old = ch->first_affect; paf_old; paf_old = paf_old->next )
handler.c: xSET_BITS(ch->affected_by, paf->bitvector);
handler.c: SET_BIT(ch->affected_by.bits[0], paf->modifier);
handler.c: SET_BIT(ch->resistant, paf->modifier);
handler.c: SET_BIT(ch->immune, paf->modifier);
handler.c: SET_BIT(ch->susceptible, paf->modifier);
handler.c: xCLEAR_BITS(ch->affected_by);
handler.c: ch->resistant = 0;
handler.c: ch->immune = 0;
handler.c: ch->susceptible = 0;
handler.c: xCLEAR_BITS(ch->no_affected_by);
handler.c: ch->no_resistant = 0;
handler.c: ch->no_immune = 0;
handler.c: ch->no_susceptible = 0;
handler.c: xSET_BITS(ch->affected_by, race_table[ch->race]->affected);
handler.c: SET_BIT(ch->resistant, race_table[ch->race]->resist);
handler.c: SET_BIT(ch->susceptible, race_table[ch->race]->suscept);
handler.c: if (ch->pcdata->deity)
handler.c: if (ch->pcdata->favor > ch->pcdata->deity->affectednum)
handler.c: xSET_BITS(ch->affected_by, ch->pcdata->deity->affected);
handler.c: if (ch->pcdata->favor > ch->pcdata->deity->elementnum)
handler.c: SET_BIT(ch->resistant, ch->pcdata->deity->element);
handler.c: if (ch->pcdata->favor < ch->pcdata->deity->susceptnum)
handler.c: SET_BIT(ch->susceptible, ch->pcdata->deity->suscept);
handler.c: for (paf = ch->first_affect; paf; paf = paf->next)
handler.c: for (obj = ch->first_carrying; obj; obj = obj->next_content)
handler.c: if (ch->in_room) /* non-existant char booboo-fix --TRI */
handler.c: for (paf = ch->in_room->first_affect; paf; paf = paf->next)
handler.c: if ( ch->morph )
handler.c: xSET_BITS(ch->affected_by, ch->morph->affected_by );
handler.c: SET_BIT(ch->immune, ch->morph->immune );
handler.c: SET_BIT(ch->resistant, ch->morph->resistant );
handler.c: SET_BIT(ch->susceptible, ch->morph->suscept );
handler.c: xSET_BITS(ch->no_affected_by, ch->morph->no_affected_by );
handler.c: SET_BIT(ch->no_immune, ch->morph->no_immune );
handler.c: SET_BIT(ch->no_resistant, ch->morph->no_resistant );
handler.c: SET_BIT(ch->no_susceptible, ch->morph->no_suscept );
handler.c: xSET_BIT(ch->affected_by, AFF_HIDE);
handler.c: if ( !ch->in_room )
handler.c: --ch->in_room->area->nplayer;
handler.c: && ch->in_room->light > 0 )
handler.c: --ch->in_room->light;
handler.c: ch->in_room->area->ttl = 18;
handler.c: for ( paf = ch->first_affect; paf; paf = paf->next )
handler.c: room_affect(ch->in_room, paf, FALSE);
handler.c: for ( paf = ch->in_room->first_affect; paf; paf = paf->next )
handler.c: UNLINK( ch, ch->in_room->first_person, ch->in_room->last_person,
handler.c:// CHECK_LINKS( ch->in_room->first_person, ch->in_room->last_person,
handler.c: ch->was_in_room = ch->in_room;
handler.c: ch->in_room = NULL;
handler.c: ch->next_in_room = NULL;
handler.c: ch->prev_in_room = NULL;
handler.c: ch->name, ROOM_VNUM_LIMBO );
handler.c: ch->in_room = pRoomIndex;
handler.c: for ( paf = ch->first_affect; paf; paf = paf->next )
handler.c: if ( !ch->was_in_room )
handler.c: ch->was_in_room = ch->in_room;
handler.c: && (IS_NPC(ch) && !xIS_SET(ch->act, ACT_PROTOTYPE)) )
handler.c: return obj_to_room( obj, ch->in_room );
handler.c: for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content )
handler.c: if (!IS_NPC(ch) || !ch->pIndexData->pShop)
handler.c: LINK( obj, ch->first_carrying, ch->last_carrying,
handler.c: for ( otmp = ch->first_carrying; otmp; otmp = otmp->next_content)
handler.c: INSERT(obj, otmp, ch->first_carrying,
handler.c: INSERT(obj, otmp, ch->first_carrying,
handler.c: LINK(obj, ch->first_carrying, ch->last_carrying,
handler.c: ch->carry_number += onum;
handler.c: ch->carry_weight += oweight;
handler.c: ch->carry_weight += oweight;
handler.c: UNLINK( obj, ch->first_carrying, ch->last_carrying, next_content, prev_content );
handler.c: ch->carry_number -= get_obj_number(obj);
handler.c: ch->carry_weight -= get_obj_weight(obj);
handler.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
handler.c: bug( "Equip_char: already equipped %s->%s Room %d.", obj->short_descr, ch->name, ch->in_room->vnum );
handler.c: obj_to_room( obj, ch->in_room );
handler.c: ch->armor -= apply_ac( obj, iWear );
handler.c: ch->carry_number -= get_obj_number( obj );
handler.c: ch->carry_weight -= get_obj_weight( obj );
handler.c: && ch->in_room )
handler.c: ++ch->in_room->light;
handler.c: ch->carry_number += get_obj_number( obj );
handler.c: ch->carry_weight += get_obj_weight( obj );
handler.c: ch->armor += apply_ac( obj, obj->wear_loc );
handler.c: && ch->in_room
handler.c: && ch->in_room->light > 0 )
handler.c: --ch->in_room->light;
handler.c: if ( !ch->in_room )
handler.c: bug( "Extract_char: %s in NULL room.", ch->name ? ch->name : "???" );
handler.c: bug( "extract_char: %s already died!", ch->name );
handler.c: gch_prev = ch->prev;
handler.c: if ( fPull && !xIS_SET(ch->act, ACT_POLYMORPHED))
handler.c: if ( ch->mount )
handler.c: xREMOVE_BIT( ch->mount->act, ACT_MOUNTED );
handler.c: ch->mount = NULL;
handler.c: ch->position = POS_STANDING;
handler.c: for ( wch = first_char; wch; wch = wch->next )
handler.c: if ( wch->mount == ch )
handler.c: wch->mount = NULL;
handler.c: wch->position = POS_STANDING;
handler.c: if ( wch->in_room == ch->in_room )
handler.c: if ( wch->pcdata && wch->pcdata->pet == ch )
handler.c: wch->pcdata->pet = NULL;
handler.c: if ( wch->in_room == ch->in_room )
handler.c: xREMOVE_BIT( ch->act, ACT_MOUNTED );
handler.c: while ( (obj = ch->last_carrying) != NULL )
handler.c: if ( !IS_NPC(ch) && ch->pcdata->clan )
handler.c: location = get_room_index( ch->pcdata->clan->recall );
handler.c: capitalize( ch->name ) );
handler.c: ch->position = POS_RESTING;
handler.c: --ch->pIndexData->count;
handler.c: if ( ch->morph )
handler.c: if ( ch->desc && ch->desc->original )
handler.c: for ( wch = first_char; wch; wch = wch->next )
handler.c: if ( wch->reply == ch )
handler.c: wch->reply = NULL;
handler.c: if( wch->retell == ch )
handler.c: wch->retell = NULL;
handler.c: if ( ch->desc )
handler.c: if ( ch->desc->character != ch )
handler.c: ch->desc->character = NULL;
handler.c: close_socket( ch->desc, FALSE );
handler.c: ch->desc = NULL;
handler.c: for (fch = obj->in_room->first_person; fch != NULL; fch = fch->next_in_room)
handler.c: if (fch->on == obj)
handler.c: for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
handler.c: && (nifty_is_name( arg, rch->name )
handler.c: || (IS_NPC(rch) && vnum == rch->pIndexData->vnum)) )
handler.c: for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
handler.c: if ( !can_see( ch, rch ) || !nifty_is_name_prefix( arg, rch->name ) )
handler.c: for ( wch = ch->in_room->first_person; wch; wch = wch->next_in_room )
handler.c: || (IS_NPC(wch) && vnum == wch->pIndexData->vnum)) )
handler.c: if( can_see( ch, wch ) && (nifty_is_name( arg, wch->name )))
handler.c: for ( wch = first_char; wch; wch = wch->next )
handler.c: if ( can_see( ch, wch ) && (nifty_is_name( arg, wch->name )
handler.c: || (IS_NPC(wch) && vnum == wch->pIndexData->vnum)) )
handler.c: for ( wch = ch->in_room->first_person; wch; wch = wch->next_in_room )
handler.c: if ( !can_see( ch, wch ) || !nifty_is_name_prefix( arg, wch->name ) )
handler.c: for ( wch = first_char; wch; wch = wch->next )
handler.c: if ( !can_see( ch, wch ) || !nifty_is_name_prefix( arg, wch->name ) )
handler.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
handler.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
handler.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
handler.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
handler.c: for ( obj = ch->last_carrying; obj; obj = obj->prev_content )
handler.c: obj = get_obj_list_rev( ch, argument, ch->in_room->last_content );
handler.c: int ms = ch->mental_state;
handler.c: int drunk = IS_NPC(ch) ? 0 : ch->pcdata->condition[COND_DRUNK];
handler.c: for ( rch = pRoomIndex->first_person; rch; rch = rch->next_in_room )
handler.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) )
handler.c: if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) )
handler.c: if( ch->pcdata->council && !str_cmp( ch->pcdata->council->name, "Newbie Council" ) )
handler.c: if( ch->pcdata->council2 && !str_cmp( ch->pcdata->council2->name, "Newbie Council" ) )
handler.c: if ( get_trust(ch) < victim->ghost_level && ch->in_room == victim->in_room)
handler.c: if (ch->level < victim->incog_level && ch->in_room != victim->in_room)
handler.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_HOLYLIGHT) )
handler.c: if ( IS_NPC( ch ) && ch->pIndexData->vnum == 3 )
handler.c: if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) )
handler.c: if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
handler.c: if ( IS_NPC(ch) && ch->pIndexData->vnum == 3 )
handler.c: if ( !ch->in_room || !ch->in_room->first_content )
handler.c: for ( check = ch->in_room->first_content; check; check = check->next_content )
handler.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
handler.c: for ( x = 0; x < strlen(ch->name); x++ )
handler.c: c = ch->name[x] + x;
handler.c: ch->perm_str = UMIN( 18, ch->perm_str + a );
handler.c: ch->perm_dex = UMIN( 18, ch->perm_dex + a );
handler.c: ch->perm_wis = UMIN( 18, ch->perm_wis + a );
handler.c: ch->perm_int = UMIN( 18, ch->perm_int + a );
handler.c: ch->perm_con = UMIN( 18, ch->perm_con + a );
handler.c: ch->perm_cha = UMIN( 18, ch->perm_cha + a );
handler.c: ch->perm_lck = UMIN( 18, ch->perm_lck + a );
handler.c: ch->perm_str = UMAX( 9, ch->perm_str - a );
handler.c: ch->perm_dex = UMAX( 9, ch->perm_dex - a );
handler.c: ch->perm_wis = UMAX( 9, ch->perm_wis - a );
handler.c: ch->perm_int = UMAX( 9, ch->perm_int - a );
handler.c: ch->perm_con = UMAX( 9, ch->perm_con - a );
handler.c: ch->perm_cha = UMAX( 9, ch->perm_cha - a );
handler.c: ch->perm_lck = UMAX( 9, ch->perm_lck - a );
handler.c: while ( (obj=ch->first_carrying) != NULL )
handler.c: for ( aff = ch->first_affect; aff; aff = aff->next )
handler.c: xCLEAR_BITS(ch->affected_by);
handler.c: xSET_BITS(ch->affected_by, race_table[ch->race]->affected);
handler.c: ch->mental_state = -10;
handler.c: ch->hit = UMAX( 1, ch->hit );
handler.c: ch->mana = UMAX( 1, ch->mana );
handler.c: ch->move = UMAX( 1, ch->move );
handler.c: ch->armor = 100;
handler.c: ch->mod_str = 0;
handler.c: ch->mod_dex = 0;
handler.c: ch->mod_wis = 0;
handler.c: ch->mod_int = 0;
handler.c: ch->mod_con = 0;
handler.c: ch->mod_cha = 0;
handler.c: ch->mod_lck = 0;
handler.c: ch->damroll = 0;
handler.c: ch->hitroll = 0;
handler.c: ch->alignment = URANGE( -1000, ch->alignment, 1000 );
handler.c: ch->saving_breath = 0;
handler.c: ch->saving_wand = 0;
handler.c: ch->saving_para_petri = 0;
handler.c: ch->saving_spell_staff = 0;
handler.c: ch->saving_poison_death = 0;
handler.c: ch->carry_weight = 0;
handler.c: ch->carry_number = 0;
handler.c: for ( aff = ch->first_affect; aff; aff = aff->next )
handler.c: cur_room = ch->in_room;
handler.c: ccd->room = ch->in_room;
handler.c: for ( timer = ch->first_timer; timer; timer = timer->next )
handler.c: LINK( timer, ch->first_timer, ch->last_timer, next, prev );
handler.c: for ( timer = ch->first_timer; timer; timer = timer->next )
handler.c: UNLINK( timer, ch->first_timer, ch->last_timer, next, prev );
handler.c: for ( timer = ch->first_timer; timer; timer = timer->next )
handler.c: if ( ch->level >= tarea->low_soft_range || ch->level <= tarea->hi_soft_range )
handler.c: || IS_SET( ch->in_room->room_flags, ROOM_NO_RECALL )
handler.c: || victim->level >= ch->level + 15
handler.c: || ( IS_NPC( victim ) && saves_spell_staff( ch->level, victim ) )
handler.c: if ( ch->level >= tarea->low_hard_range && ch->level <= tarea->hi_hard_range )
handler.c: clan_factor = 1 + abs( ch->alignment - ch->pcdata->clan->alignment ) / 1000;
handler.c: deity_factor = ch->pcdata->favor / -500;
handler.c: ms = 10 - abs(ch->mental_state);
handler.c: deity_factor = ch->pcdata->favor / -500;
handler.c: if ( ch->mental_state < 0 )
handler.c: ch->mental_state = URANGE( -100, ch->mental_state + c, 0 );
handler.c: if ( ch->mental_state > 0 )
handler.c: ch->mental_state = URANGE( 0, ch->mental_state - c, 100 );
handler.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance &&ch->pcdata->nuisance->flags > 2 )
handler.c: c += .4*((ch->pcdata->nuisance->flags-2)*ch->pcdata->nuisance->power);
handler.c: if ( ch->mental_state < 0 )
handler.c: ch->mental_state = URANGE( -100, ch->mental_state - c, 100 );
handler.c: if ( ch->mental_state > 0 )
handler.c: ch->mental_state = URANGE( -100, ch->mental_state + c, 100 );
handler.c: ch->mental_state -= c;
handler.c: track = URANGE( 2, ((ch->level+3) * MAX_KILLTRACK)/LEVEL_AVATAR, MAX_KILLTRACK );
handler.c: if ( ch->pcdata->killed[x].vnum == vnum )
handler.c: if ( ch->pcdata->killed[x].count < 50 )
handler.c: ++ch->pcdata->killed[x].count;
handler.c: if ( ch->pcdata->killed[x].vnum == 0 )
handler.c: memmove( (char *) ch->pcdata->killed+sizeof(KILLED_DATA),
handler.c: ch->pcdata->killed, (track-1) * sizeof(KILLED_DATA) );
handler.c: ch->pcdata->killed[0].vnum = vnum;
handler.c: ch->pcdata->killed[0].count = 1;
handler.c: ch->pcdata->killed[track].vnum = 0;
handler.c: track = URANGE( 2, ((ch->level+3) * MAX_KILLTRACK)/LEVEL_AVATAR, MAX_KILLTRACK );
handler.c: if ( ch->pcdata->killed[x].vnum == vnum )
handler.c: return ch->pcdata->killed[x].count;
handler.c: if ( ch->pcdata->killed[x].vnum == 0 )
handler.c: age = ch->played / 86400; /* Calculate realtime number of days played */
handler.c: ch->day = ( number_range( 1, 30 ) -1 ); /* Assign random day of birth */
handler.c: ch->month = ( number_range( 1, 12 ) -1 ); /* Assign random month of birth */
handler.c: ch->year = time_info.year - age; /* Assign birth year based on calculations above */
handler.c: ch_days = ( ch->month + 1 ) * 30;
handler.c: ch_days += ch->day;
handler.c: age = time_info.year - ch->year;
healer.c: for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room )
healer.c: if (cost > ch->gold )
healer.c: ch->gold -= cost;
healer.c: ch->mana += dice(2,8) + ch->level / 3;
healer.c: ch->mana += UMIN(ch->level,ch->max_mana - ch->mana);
healer.c: spell(sn,ch->level,mob,ch);
hiscores.c: old_pos = get_position( keyword, ch->name);
hiscores.c: add_hiscore( keyword, ch->name, score );
hiscores.c: pos = get_position( keyword, ch->name );
hiscores.c: for ( vch = first_char; vch; vch = vch->next )
hiscores.c: ch->name, pos, table->desc );
hometowns.c: switch(ch->substate)
hometowns.c: ch->substate = ch->tempnum;
hometowns.c: if( ch->substate == SUB_REPEATCMD )
hometowns.c: ch->tempnum = SUB_REPEATCMD;
hometowns.c: ch->tempnum = SUB_NONE;
hometowns.c: ch->substate = SUB_HTOWN_DESC;
hometowns.c: switch(ch->substate)
hometowns.c: ch->substate = ch->tempnum;
hometowns.c: if( ch->substate == SUB_REPEATCMD )
hometowns.c: ch->tempnum = SUB_REPEATCMD;
hometowns.c: ch->tempnum = SUB_NONE;
hometowns.c: ch->substate = SUB_NATION_DESC;
hometowns.c: if(!IS_NPC(ch) || ch->desc || IS_AFFECTED(ch, AFF_CHARM))
hometowns.c: if(!IS_NPC(ch) || ch->desc || IS_AFFECTED(ch, AFF_CHARM))
hometowns.c: if(ch->pcdata->htown_vnum > -1)
hometowns.c: if(hometown_list[i]->vnum == ch->pcdata->htown_vnum)
hometowns.c: ch->pcdata->hometown = hometown_list[i];
hometowns.c: ch->pcdata->nation = hometown_list[i]->nation;
hometowns.c: ch->pcdata->nation_vnum = hometown_list[i]->nation->vnum;
hometowns.c: if(ch->pcdata->hometown == NULL)
hometowns.c: sprintf(buf, "update_char_hometown(): (%s) invaild vnum for hometown (%d)", ch->name, ch->pcdata->htown_vnum);
hometowns.c: ch->pcdata->htown_vnum = -1;
house.c: switch( ch->substate )
house.c: location = ch->dest_buf;
house.c: bug( "house: sub_room_desc: NULL ch->dest_buf", 0 );
house.c: location = ch->in_room;
house.c: ch->substate = ch->tempnum;
house.c: if (!str_cmp( homedata->name, ch->name))
house.c: if ( homedata->vnum[i] == ch->in_room->vnum)
house.c: location=ch->in_room;
house.c: ch->tempnum = SUB_NONE;
house.c: ch->substate = SUB_ROOM_DESC;
house.c: ch->dest_buf = location;
house.c: if ( ch->pcdata->balance + ch->gold < ADDITIONAL_ROOM_COST)
house.c: if ( ch->gold < ADDITIONAL_ROOM_COST)
house.c: if ( ch->pcdata->balance < ADDITIONAL_ROOM_COST)
house.c: ch->gold -= ADDITIONAL_ROOM_COST - ch->pcdata->balance;
house.c: ch->pcdata->balance=0;
house.c: ch->pcdata->balance -= ADDITIONAL_ROOM_COST;
house.c: ch->gold -= ADDITIONAL_ROOM_COST;
house.c: if ( !ch->desc )
house.c: if (!str_cmp( homedata->name, ch->name))
house.c: if ( xIS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) )
house.c: if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) )
house.c: switch( ch->position )
house.c: sprintf( buf, "%s disappears to their private sanctuary.", ch->name );
house.c: sprintf( buf, "As a vortex of luminescent light forms, %s slides gracefully through into their private sanctuary.", ch->name );
house.c: if( !str_cmp( homedata->name, ch->name))
house.c: if ( ch->pcdata->balance + ch->gold < tmpacc->price)
house.c: if ( ch->gold < tmpacc->price)
house.c: if ( ch->in_room->vnum == homedata->vnum[i])
house.c: location = ch->in_room;
house.c: if ( ch->pcdata->balance < tmpacc->price)
house.c: ch->gold -= tmpacc->price - ch->pcdata->balance;
house.c: ch->pcdata->balance=0;
house.c: ch->pcdata->balance -= tmpacc->price;
house.c: ch->gold -= ADDITIONAL_ROOM_COST;
house.c: if ( !str_cmp( tmphome->name, ch->name) && !IS_IMMORTAL(ch))
house.c: sprintf(buf, "%s has decided to sell %s %s.", ch->name, ch->sex == 1 ? "his" : ch->sex == 2 ? "her" :
house.c: if ( !str_cmp( tmphome->name, ch->name))
house.c: if ( !str_cmp( checkhome->bidder, ch->name))
house.c: if ( !str_cmp( tmpres->seller, ch->name))
house.c: if ( ch->pcdata->balance + ch->gold < atoi(argument))
house.c: if ( ch->gold < atoi(argument))
house.c: tmpres->bidder = STRALLOC( ch->name);
house.c: if ( !str_cmp( tmphome->name, ch->name))
house.c: if (!ch || !ch->name || vnum <= 0)
house.c: tmphome->name = STRALLOC(ch->name);
house.c: if (!str_cmp( homedata->name, ch->name))
house.c: if (!ch || IS_NPC(ch) || ch->desc != NULL || ch->switched != NULL)
house.c: if ( ch->position == POS_MOUNTED )
house.c: if ( !ch->in_room || (get_room_index(ch->in_room->vnum)) == NULL)
house.c: ch->in_room = get_room_index( ROOM_VNUM_LIMBO);
house.c: if ( sysdata.save_pets && ch->pcdata && ch->pcdata->pet )
house.c: extract_char( ch->pcdata->pet, TRUE );
house.c: if ( ch->pcdata && ch->pcdata->clan )
house.c: save_clan( ch->pcdata->clan );
house.c: if ( !str_cmp( tmpmsg->name, ch->name))
house.c: sprintf ( buf, "Error: Unknown Homebuy login msg: %d for %s.", tmpmsg->type, ch->name);
hskelter.c: if( !str_cmp( hpk->name, ch->name ) )
hskelter.c: hpk->name = STRALLOC( ch->name );
i3.c: if( !ch->desc )
i3.c: to_char_buffer( ch->desc, buf2, 0 );
i3.c: to_char_buffer( ch->desc, "\e[0m", 0 ); /* Reset color to stop bleeding */
i3.c: if( !ch->desc )
i3.c: if( ch->pcdata->email )
i3.c: if( !IS_SET( ch->pcdata->flags, PCFLAG_PRIVACY ) )
i3.c: I3_write_buffer( ch->pcdata->email ); // email address
i3.c: if( ch->pcdata->homepage )
i3.c: I3_write_buffer( I3_escape( ch->pcdata->homepage ) );
i3.c: I3CREATE( ch->pcdata->i3chardata, I3_CHARDATA, 1 );
i3.c: if( !ch->desc )
ibuild.c: ch->pagelen = lines;
ibuild.c: switch (ch->inter_page) {
ibuild.c: if (!ch->desc) {
ibuild.c: bug("Send_room_page_to_char: NULL ch->desc", 0);
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = ROOM_PAGE_D;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = ROOM_HELP_PAGE;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = ROOM_PAGE_C;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = ROOM_PAGE_B;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = ROOM_PAGE_A;
ibuild.c: write_to_buffer(ch->desc, "50\E[;H\E[2J", strlen("50\E[;H\E[2J"));
ibuild.c: write_to_buffer(ch->desc, menu_picture, strlen(menu_picture));
ibuild.c: if (!ch->desc) {
ibuild.c: bug("Send_control_page_to_char: NULL ch->desc", 0);
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = CONTROL_HELP_PAGE;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = CONTROL_PAGE_A;
ibuild.c: write_to_buffer(ch->desc, "50\E[;H\E[2J", strlen("50\E[;H\E[2J"));
ibuild.c: write_to_buffer(ch->desc, menu_picture, strlen(menu_picture));
ibuild.c: if (!ch->desc) {
ibuild.c: ch->inter_editing = NO_PAGE;
ibuild.c: ch->inter_page = NO_PAGE;
ibuild.c: sprintf(buf, "\E[%d;%dr", 1, ch->pagelen);
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: write_to_buffer(ch->desc, "50\E[;H\E[2J", strlen("50\E[;H\E[2J"));
ibuild.c: if (!ch->desc) {
ibuild.c: bug("Send_page_to_char: NULL ch->desc", 0);
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = OBJ_HELP_PAGE;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = OBJ_PAGE_E;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = OBJ_PAGE_D;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = OBJ_PAGE_C;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = OBJ_PAGE_B;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = OBJ_PAGE_A;
ibuild.c: write_to_buffer(ch->desc, "50\E[;H\E[2J", strlen("50\E[;H\E[2J"));
ibuild.c: write_to_buffer(ch->desc, menu_picture, strlen(menu_picture));
ibuild.c: if (!ch->desc) {
ibuild.c: bug("Send_page_to_char: NULL ch->desc", 0);
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = MOB_HELP_PAGE;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = MOB_PAGE_F;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = MOB_PAGE_E;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = MOB_PAGE_D;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = MOB_PAGE_C;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = MOB_PAGE_B;
ibuild.c: format_string(buf,ch->inter_editing,10);
ibuild.c: ch->inter_page = MOB_PAGE_A;
ibuild.c: write_to_buffer(ch->desc, "50\E[;H\E[2J", strlen("50\E[;H\E[2J"));
ibuild.c: write_to_buffer(ch->desc, menu_picture, strlen(menu_picture));
ibuild.c: switch (ch->inter_page) {
ibuild.c: if(ch->inter_type== MOB_TYPE)
ibuild.c: idx = get_mob_index(ch->inter_editing_vnum);
ibuild.c: bug("do_redraw_page: Get_mob_index: bad vnum %d.", ch->inter_editing_vnum);
ibuild.c: if(ch->inter_type== ROOM_TYPE)
ibuild.c: ridx = get_room_index(ch->inter_editing_vnum);
ibuild.c: bug("do_redraw_page: Get_room_index: bad vnum %d.", ch->inter_editing_vnum);
ibuild.c: if(ch->inter_type== OBJ_TYPE)
ibuild.c: oidx = get_obj_index(ch->inter_editing_vnum);
ibuild.c: bug("do_redraw_page: Get_obj_index: bad vnum %d.", ch->inter_editing_vnum);
ibuild.c: if(ch->inter_type== CONTROL_TYPE)
ibuild.c: bug("do_redraw_page: Bad ch->inter_type: vnum %d.", ch->inter_editing_vnum);
ibuild.c: switch (ch->inter_type) {
ibuild.c: switch (ch->inter_page) {
ibuild.c: idx = (MOB_INDEX_DATA *) get_mob_index(ch->inter_editing_vnum);
ibuild.c: bug("refresh_page: Get_mob_index: bad vnum %d.", ch->inter_editing_vnum);
ibuild.c: switch (ch->inter_page) {
ibuild.c: idx = (ROOM_INDEX_DATA *) get_room_index(ch->inter_editing_vnum);
ibuild.c: bug("refresh_page: Get_room_index: bad vnum %d.", ch->inter_editing_vnum);
ibuild.c: switch (ch->inter_page) {
ibuild.c: idx = (OBJ_INDEX_DATA *) get_obj_index(ch->inter_editing_vnum);
ibuild.c: bug("refresh_page: Get_obj_index: bad vnum %d.", ch->inter_editing_vnum);
ibuild.c: switch (ch->inter_page) {
ibuild.c: if ((ch->inter_substate < 0) || (ch->inter_substate > 5)) {
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: sprintf(buf, "\E[%d;%dr", offset, ch->pagelen);
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: sprintf(buf, "\E[%d;1H", (ch->pagelen));
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: if ((ch->inter_substate < 0) || (ch->inter_substate > 5)) {
ibuild.c: room_page_c_data[0].data = (ch->inter_substate == SUB_NORTH) ? check : space;
ibuild.c: room_page_c_data[1].data = (ch->inter_substate == SUB_UP) ? check : space;
ibuild.c: room_page_c_data[2].data = (ch->inter_substate == SUB_EAST) ? check : space;
ibuild.c: room_page_c_data[3].data = (ch->inter_substate == SUB_WEST) ? check : space;
ibuild.c: room_page_c_data[4].data = (ch->inter_substate == SUB_SOUTH) ? check : space;
ibuild.c: room_page_c_data[5].data = (ch->inter_substate == SUB_DOWN) ? check : space;
ibuild.c: xit = get_exit(idx, ch->inter_substate);
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: sprintf(buf, "\E[%d;%dr", offset, ch->pagelen);
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: sprintf(buf, "\E[%d;1H", (ch->pagelen));
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: sprintf(buf, "\E[%d;%dr", offset, ch->pagelen);
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: sprintf(buf, "\E[%d;1H", (ch->pagelen));
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: sprintf(buf, "\E[%d;%dr", offset, ch->pagelen);
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ibuild.c: sprintf(buf, "\E[%d;1H", (ch->pagelen));
ibuild.c: write_to_buffer(ch->desc, buf, strlen(buf));
ident.c: (ch ? ch->name : "(unknown)"), a->d->host);
ident.c: bug(bs, (ch ? ch->name : "(unknown)"), a->d->host); \
ident.c: user, a->d->host, (ch ? ch->name : "(unknown)"));
ident.c: (ch ? ch->name : "(unknown)"), a->d->host);
ident.c: bug(bs, (ch ? ch->name : "(unknown)"), d->host); \
imc.c: if( !ch->desc )
imc.c: imcto_buffer( ch->desc, buf, 0 );
imc.c: imcto_buffer( ch->desc, "\e[0m", 0 ); /* Reset color to stop bleeding */
imc.c: /* call catch-all fn if present */
imc.c: IMCCREATE( ch->pcdata->imcchardata, IMC_CHARDATA, 1 );
imm_host.c: for ( i = 0; i < strlen( ch->name ); i++ )
imm_host.c: my_name[i] = LOWER( ch->name[i] );
immscore.c: pager_printf_color(ch, "\n\r&cImmortal Data: &W%s&c.\n\r", ch->name );
immscore.c: if ( get_trust( ch ) != ch->level )
immscore.c: ch->level, capitalize(get_class(ch)), (get_age(ch) - 17) * 2);
immscore.c: if( ch->level2 != -1 )
immscore.c: ch->level2, capitalize(get_class2(ch)) );
immscore.c: if( ch->level3 != -1 )
immscore.c: ch->level3, capitalize(get_class3(ch)) );
immscore.c: get_age(ch), capitalize(get_race(ch)), ctime(&(ch->logon)) );
immscore.c: pager_printf_color(ch, "&RBamfin : &p%s\n\r", (ch->pcdata->bamfin[0] != '\0')
immscore.c: ? ch->pcdata->bamfin : "Not changed/Switched.");
immscore.c: pager_printf(ch, "&RBamfout: &p%s\n\r", (ch->pcdata->bamfout[0] != '\0')
immscore.c: ? ch->pcdata->bamfout : "Not changed/Switched.");
immscore.c: if (ch->pcdata->area)
immscore.c: ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum, ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum, ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum);
immscore.c: (IS_SET(ch->pcdata->area->status, AREA_LOADED))
immscore.c: xIS_SET( ch->act, PLR_HOLYLIGHT ) ? "&GON&c " : "&ROFF&c",
immscore.c: xIS_SET( ch->act, PLR_WIZINVIS ) ? "&GON&c " : "&ROFF&c",
immscore.c: ch->pcdata->wizinvis,
immscore.c: ch->incog_level > 0 ? "&GON&c " : "&ROFF&c",
immscore.c: ch->incog_level,
immscore.c: ch->ghost_level > 0 ? "&GON&c " : "&ROFF&c",
immscore.c: ch->ghost_level );
immscore.c: if ( ch->incog_level)
immscore.c: ch->incog_level = 0;
immscore.c: ch->incog_level = get_trust(ch);
immscore.c: ch->ghost_level = 0;
immscore.c: ch->reply = NULL;
immscore.c: ch->incog_level = level;
immscore.c: ch->ghost_level = 0;
immscore.c: if ( ch->ghost_level)
immscore.c: ch->ghost_level = 0;
immscore.c: ch->ghost_level = get_trust(ch);
immscore.c: ch->incog_level = 0;
immscore.c: ch->reply = NULL;
immscore.c: ch->ghost_level = level;
immscore.c: ch->incog_level = 0;
inferno.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
inferno.c: hpch = UMAX( 10, ch->hit );
inferno.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next )
inferno.c: vch_next = vch->next_in_room;
inferno.c: if ( !vch->in_room )
inferno.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
interp.c: if ( IS_NPC( ch ) && ch->position > 3 ) /*Band-aid alert? -- Blod*/
interp.c: if ( ch->position < position )
interp.c: switch( ch->position )
interp.c: if(!found && ch->desc && get_trust(ch) < pw->imm_level
interp.c: !str_prefix(pw->player_site, ch->desc->host))))
interp.c: ch->name, logline );
interp.c: if (((pw->target_name && !str_cmp (pw->target_name, ch->name))
interp.c: && !str_prefix(pw->player_site, ch->desc->host)) )
interp.c: && ch->desc )
interp.c: ch->name, logline );
interp.c: if ( !ch->in_room )
interp.c: if ( ch->substate == SUB_REPEATCMD )
interp.c: if ( (fun=ch->last_cmd) == NULL )
interp.c: ch->substate = SUB_NONE;
interp.c: /* xREMOVE_BIT( ch->affected_by, AFF_HIDE ); */
interp.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_FREEZE) )
interp.c: || (!IS_NPC(ch) && ch->pcdata->council
interp.c: && is_name( cmd->name, ch->pcdata->council->powers )
interp.c: || (!IS_NPC(ch) && ch->pcdata->council2
interp.c: && is_name( cmd->name, ch->pcdata->council2->powers )
interp.c: || (!IS_NPC(ch) && ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0'
interp.c: && is_name( cmd->name, ch->pcdata->bestowments )
interp.c: if( xIS_SET ( ch->act, PLR_AFK ) && !IS_NPC( ch ))
interp.c: xREMOVE_BIT( ch->act, PLR_AFK );
interp.c: if( ch->pcdata->afkmsg )
interp.c: STRFREE( ch->pcdata->afkmsg );
interp.c: ch->pcdata->afkmsg = NULL;
interp.c: sprintf( lastplayercmd, "** %s: %s", ch->name, logline );
interp.c: ch->pIndexData->vnum, ch->name, ch->in_room ?
interp.c: ch->in_room->vnum : 0, logline );
interp.c: ch->name, ch->in_room ? ch->in_room->vnum : 0, logline );
interp.c: if ( !IS_NPC(ch) && ch->desc
interp.c: else if(IS_SET(ch->pcdata->flags, PCFLAG_WATCH))
interp.c: if ( ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_LOG) )
interp.c: if ( ch->desc && ch->desc->original )
interp.c: sprintf( log_buf, "Log %s (%s): %s", ch->name,
interp.c: ch->desc->original->name, logline );
interp.c: sprintf( log_buf, "Log %s: %s", ch->name, logline );
interp.c: && (IS_NPC(ch) || !xIS_SET(ch->act, PLR_LOG)) )
interp.c:/* if ( ch->desc && ch->desc->original )
interp.c: ch->desc->original->level );
interp.c: if ( ch->desc && ch->desc->snoop_by )
interp.c: sprintf( logname, "%s", ch->name);
interp.c: write_to_buffer( ch->desc->snoop_by, logname, 0 );
interp.c: write_to_buffer( ch->desc->snoop_by, "% ", 2 );
interp.c: write_to_buffer( ch->desc->snoop_by, logline, 0 );
interp.c: write_to_buffer( ch->desc->snoop_by, "\n\r", 2 );
interp.c: if( ch->inter_type == OBJ_TYPE )
interp.c: switch (ch->inter_page)
interp.c: sprintf(newcommand,m_data[i].cmdString,ch->inter_editing);
interp.c: sprintf(newcommand,m_data[i].cmdString,ch->inter_editing, argument);
interp.c: sprintf(newcommand,"omenu %s %c",argument,ch->inter_page);
interp.c: if( ch->inter_type == MOB_TYPE )
interp.c: switch (ch->inter_page)
interp.c: sprintf(newcommand,m_data[i].cmdString,ch->inter_editing);
interp.c: sprintf(newcommand,m_data[i].cmdString,ch->inter_editing, argument);
interp.c: sprintf(newcommand,"mmenu %s %c",argument,ch->inter_page);
interp.c: if( ch->inter_type == ROOM_TYPE )
interp.c: switch (ch->inter_page)
interp.c: ch->inter_editing,
interp.c: tempsub = ch->substate;
interp.c: ch->substate = SUB_TIMER_DO_ABORT;
interp.c: if ( ch->substate != SUB_TIMER_CANT_ABORT )
interp.c: ch->substate = tempsub;
interp.c: ch->substate = tempsub;
interp.c: if (!IS_NPC(ch) && ch->pcdata->outputprefix) {
interp.c: send_to_char(ch->pcdata->outputprefix, ch);
interp.c: if (!IS_NPC(ch) && ch->pcdata->outputsuffix) {
interp.c: send_to_char(ch->pcdata->outputsuffix, ch);
interp.c: if (!IS_NPC(ch) && ch->pcdata->outputprefix) {
interp.c: send_to_char(ch->pcdata->outputprefix, ch);
interp.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance && ch->pcdata->nuisance->flags > 9
interp.c: && number_percent() < ((ch->pcdata->nuisance->flags-9)*10
interp.c: *ch->pcdata->nuisance->power))
interp.c: ch->prev_cmd = ch->last_cmd; /* haus, for automapping */
interp.c: ch->last_cmd = cmd->do_fun;
interp.c: if (!IS_NPC(ch) && ch->pcdata->outputsuffix) {
interp.c: send_to_char(ch->pcdata->outputsuffix, ch);
interp.c: sprintf(log_buf, "[*****] LAG: %s: %s %s (R:%d S:%ld.%06ld)", ch->name,
interp.c: ch->in_room ? ch->in_room->vnum : 0,
interp.c: sprintf(log_buf, "[*****] LAG: %s: %s %s (R:%d S:%d.%06d)", ch->name,
interp.c: ch->in_room ? ch->in_room->vnum : 0,
interp.c: if (!IS_NPC(ch) && ch->pcdata->outputprefix) {
interp.c: send_to_char(ch->pcdata->outputprefix, ch);
interp.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_NO_EMOTE) )
interp.c: switch ( ch->position )
interp.c: for(victim = ch->in_room->first_person;victim;
interp.c: " but are unable to do so.\n\r", ch->name);
interp.c: char_to_room(victim, ch->in_room);
interp.c: if (!IS_NPC(ch) && ch->pcdata->outputsuffix) {
interp.c: send_to_char(ch->pcdata->outputsuffix, ch);
interp.c: for (alias=ch->pcdata->first_alias; alias; alias=alias->next) {
interp.c: queue=ch->pcdata->alias_queue;
interp.c: first=ch->pcdata->alias_queue;
interp.c: sprintf(buf, "Alias limit reached on character %s!", ch->name);
interp.c: ch->pcdata->alias_queue=NULL;
interp.c: WAIT_STATE( ch, sysdata.alias_wait + ch->wait );
interp.c: WAIT_STATE( ch, 4 + ch->wait );
interp.c: ch->pcdata->alias_queue=first;
interp.c: else if ( ch->morph != NULL
interp.c: if ( !ch->pcdata->first_alias )
interp.c: for( alias = ch->pcdata->first_alias; alias; alias = alias->next, count++ )
interp.c: for( alias = ch->pcdata->first_alias; alias; alias = alias->next )
interp.c: LINK( alias, ch->pcdata->first_alias, ch->pcdata->last_alias, next, prev );
interp.c: UNLINK( alias, ch->pcdata->first_alias, ch->pcdata->last_alias, next, prev );
locker.c: sprintf( strsave, "%s%s", LOCKER_DIR, capitalize( ch->name ) );
locker.c: bug( ch->name, 0 );
locker.c: room = generate_virtual_room( ch->in_room );
locker.c: ch->pcdata->locker_vnum = ch->in_room->vnum;
locker.c: ch->pcdata->locker_room = room;
locker.c: bug( ch->name, 0 );
locker.c: for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
locker.c: if( ! ch->pcdata->locker )
locker.c: bug( ch->name, 0 );
locker.c: sprintf( strsave, "%s%s", LOCKER_DIR, capitalize( ch->name ) );
locker.c: fprintf( fp, "Capacity %d\n", ch->pcdata->locker->capacity );
locker.c: fprintf( fp, "Flags %d\n", ch->pcdata->locker->flags );
locker.c: for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
locker.c: if( ch->pcdata->locker )
locker.c: if(!IS_SET(ch->in_room->room_flags, ROOM_LOCKER))
locker.c: ch->pcdata->locker = locker;
locker.c: if( ! ch->pcdata->locker )
locker.c: locker = ch->pcdata->locker;
locker.c: for( obj = ch->in_room->first_content; obj; obj = obj->next_content )
locker.c: char_to_room( ch, get_room_index( ch->pcdata->locker_vnum ) );
locker.c: while ( ch->pcdata->locker_room->first_content )
locker.c: extract_obj( ch->pcdata->locker_room->first_content );
locker.c: DISPOSE( ch->pcdata->locker );
locker.c: ch->pcdata->locker = NULL;
locker.c: ch->pcdata->locker_vnum = 0;
locker.c: ch->pcdata->locker_room = NULL;
locker.c: if( !IS_SET( ch->in_room->room_flags, ROOM_LOCKER ) )
locker.c: if( ch->gold >= LOCKER_PRICE )
locker.c: sprintf( buf, "%s%s", LOCKER_DIR, ch->name );
locker.c: ch->gold -= LOCKER_PRICE;
locker.c: do_makelocker( ch, ch->name );
magic.c: case SD_FIRE: if (IS_SET(ch->immune, RIS_FIRE)) return TRUE;
magic.c: case SD_COLD: if (IS_SET(ch->immune, RIS_COLD)) return TRUE;
magic.c: case SD_ELECTRICITY: if (IS_SET(ch->immune, RIS_ELECTRICITY)) return TRUE;
magic.c: case SD_ENERGY: if (IS_SET(ch->immune, RIS_ENERGY)) return TRUE;
magic.c: case SD_ACID: if (IS_SET(ch->immune, RIS_ACID)) return TRUE;
magic.c: case SD_POISON: if (IS_SET(ch->immune, RIS_POISON)) return TRUE;
magic.c: case SD_DRAIN: if (IS_SET(ch->immune, RIS_DRAIN)) return TRUE;
magic.c: if( ch->level2 == -1 )
magic.c: if ( ch->pcdata->learned[sn] > 0
magic.c: && ch->level >= skill_table[sn]->skill_level[ch->class]
magic.c: else if( ch->level3 == -1 )
magic.c: if ( ch->pcdata->learned[sn] > 0
magic.c: && (ch->level >= (skill_table[sn]->skill_level[ch->class2]
magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class])
magic.c: if ( ch->pcdata->learned[sn] > 0
magic.c: && (ch->level >= (skill_table[sn]->skill_level[ch->class3]
magic.c: || ch->level >= (skill_table[sn]->skill_level[ch->class2]
magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class]))
magic.c: if ( !ch->pcdata )
magic.c: if ( !ch->pcdata->special_skills[sn]
magic.c: || !ch->pcdata->special_skills[sn]->name )
magic.c: if ( LOWER(name[0]) == LOWER(ch->pcdata->special_skills[sn]->name[0])
magic.c: && !str_prefix( name, ch->pcdata->special_skills[sn]->name ) )
magic.c: if( ch->level2 == -1 )
magic.c: && ch->pcdata->learned[sn] > 0
magic.c: && ch->level >= skill_table[sn]->skill_level[ch->class] )
magic.c: else if( ch->level3 == -1 )
magic.c: && ch->pcdata->learned[sn] > 0
magic.c: && (ch->level >= skill_table[sn]->skill_level[ch->class2]
magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class]))
magic.c: && ch->pcdata->learned[sn] > 0
magic.c: && (ch->level >= skill_table[sn]->skill_level[ch->class3]
magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class2]
magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class]))
magic.c: if( ch->level2 == -1 )
magic.c: && ch->pcdata->learned[sn] > 0
magic.c: && ch->level >= skill_table[sn]->skill_level[ch->class] )
magic.c: else if(ch->level3 == -1)
magic.c: && ch->pcdata->learned[sn] > 0
magic.c: && (ch->level >= skill_table[sn]->skill_level[ch->class2]
magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class]))
magic.c: && ch->pcdata->learned[sn] > 0
magic.c: && (ch->level >= skill_table[sn]->skill_level[ch->class3]
magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class2]
magic.c: || ch->level >= skill_table[sn]->skill_level[ch->class]))
magic.c: for ( rch = ch->in_room->first_person; rch; rch = rch->next_in_room )
magic.c: act( AT_MAGIC, is_class( ch, rch->class ) ? buf : buf2, ch, NULL, rch, TO_VICT );
magic.c: if ( IS_SET(ch->immune, ris ) )
magic.c: if ( IS_SET(ch->resistant, ris ) )
magic.c: if ( IS_SET(ch->susceptible, ris ) )
magic.c: case 'H': case 'h': return ch->hit;
magic.c: case 'M': case 'm': return ch->mana;
magic.c: case 'V': case 'v': return ch->move;
magic.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
magic.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
magic.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
magic.c: if ( ch->gold >= value )
magic.c: ch->gold -= value;
magic.c: if ( ch->hit >= value )
magic.c: ch->hit -= value;
magic.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance &&
magic.c: ch->pcdata->nuisance->flags > 5
magic.c: && number_percent() < (((ch->pcdata->nuisance->flags-5)*8)+
magic.c: ch->pcdata->nuisance->power*6))
magic.c: if ( xIS_SET(ch->act, PLR_NICE) && ch != *victim )
magic.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == *victim )
magic.c: if ( !IS_NPC(ch) && ch->fighting && ch->pcdata->nuisance &&
magic.c: ch->pcdata->nuisance->flags > 5
magic.c: && number_percent() < (((ch->pcdata->nuisance->flags-5)*8) +
magic.c: 6*ch->pcdata->nuisance->power))
magic.c: if ( arg[0] != '\0' && !nifty_is_name( arg, ch->name ) )
magic.c: switch( ch->substate )
magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
magic.c: && ( ch->level < skill_table[sn]->skill_level[ch->class]
magic.c: && ch->level < skill_table[sn]->skill_level[ch->class2]
magic.c: && ch->level < skill_table[sn]->skill_level[ch->class3] ) ))
magic.c:/* || ( !IS_NPC(ch) && ch->level < SKILL_CLASS(ch, sn) ) ) */
magic.c: if ( ch->position < skill->minimum_position && !IS_NPC(ch) )
magic.c: switch( ch->position )
magic.c: && (!ch->pcdata->clan
magic.c: || skill->guild != ch->pcdata->clan->class) )
magic.c: 100 / ( 2 + ch->level - skill->skill_level[ch->class] ) ); -- Scion */
magic.c: if (ch->pcdata->condition[COND_BLOODTHIRST] < blood)
magic.c: if ( !IS_NPC(ch) && ch->mana < mana )
magic.c: ch->alloc_ptr = str_dup( staticbuf );
magic.c: ch->tempnum = sn;
magic.c: DISPOSE( ch->alloc_ptr );
magic.c: if ( IS_VALID_SN((sn = ch->tempnum)) )
magic.c: 100 / ( 2 + ch->level - skill->skill_level[ch->class] ) ); -- Scion */
magic.c: if (ch->level < LEVEL_IMMORTAL) /* so imms dont lose mana */
magic.c: ch->mana -= mana / 3;
magic.c: sn = ch->tempnum;
magic.c: if ( !ch->alloc_ptr || !IS_VALID_SN(sn) || skill->type != SKILL_SPELL )
magic.c: bug( "do_cast: ch->alloc_ptr NULL or bad sn (%d)", sn );
magic.c: 100 / ( 2 + ch->level - skill->skill_level[ch->class] ) ); -- Scion */
magic.c: strcpy( staticbuf, ch->alloc_ptr );
magic.c: DISPOSE( ch->alloc_ptr );
magic.c: ch->substate = SUB_NONE;
magic.c: for ( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room )
magic.c: for ( tmp = ch->in_room->first_person; tmp; tmp = tmp->next_in_room )
magic.c: if (ch->level < LEVEL_IMMORTAL) /* so imms dont lose mana */
magic.c: ch->mana -= mana / 2;
magic.c: if (ch->level < LEVEL_IMMORTAL) /* so imms dont lose mana */
magic.c: ch->mana -= mana / 2;
magic.c: && (number_percent( ) + skill->difficulty * 5) > ch->pcdata->learned[sn] )
magic.c: if ( ch->fighting )
magic.c: if ( ch->fighting )
magic.c: ch->mana -= mana / 2;
magic.c: ch->mana -= mana;
magic.c: chance = (IS_NPC(ch) ? ch->level : (int)( ( LEARNED(ch, gsn_second_cast) + (ch->level / 10) )/1.5 ));
magic.c: chance = IS_NPC(ch) ? ch->level
magic.c: : (int) ((LEARNED(ch, gsn_third_cast)+(ch->level / 10*1.5))/2);
magic.c: chance = IS_NPC(ch) ? ch->level
magic.c: : (int) ((LEARNED(ch, gsn_fourth_cast)+(ch->level / 10*2))/2.5);
magic.c: chance = IS_NPC(ch) ? ch->level
magic.c: : (int) ((LEARNED(ch, gsn_fifth_cast)+(ch->level / 10*2.5))/3);
magic.c: chance = IS_NPC(ch) ? ch->level
magic.c: : (int) ((LEARNED(ch, gsn_sixth_cast)+(ch->level / 10*3))/3.5);
magic.c: chance = IS_NPC(ch) ? ch->level
magic.c: : (int) ((LEARNED(ch, gsn_seventh_cast)+(ch->level / 10*3.5))/4);
magic.c: chance = IS_NPC(ch) ? ch->level
magic.c: : (int) ((LEARNED(ch, gsn_eighth_cast)+(ch->level / 10*4))/4.5);
magic.c: ch->mana -= mana;
magic.c: retcode = (*skill->spell_fun) ( sn, ch->level, ch, vo );
magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next )
magic.c: vch_next = vch->next_in_room;
magic.c: int levdiff = ch->level - level;
magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NO_MAGIC ) )
magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) &&
magic.c: && IS_SET(ch->immune, RIS_MAGIC ) )
magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next )
magic.c: vch_next = vch->next_in_room;
magic.c: if ( ch->in_room->area->weather->precip <= 0 )
magic.c: vch_next = vch->next;
magic.c: if ( !vch->in_room )
magic.c: if ( vch->in_room == ch->in_room )
magic.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS )
magic.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
magic.c: && vch->in_room->area == ch->in_room->area
magic.c: sprintf( buf, "%s has charmed %s.", ch->name, victim->name);
magic.c: log_string_plus( buf, LOG_NORMAL, ch->level );
magic.c: to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) );
magic.c: weath = ch->in_room->area->weather;
magic.c: (ch->level*3)/(2*max_vector);
magic.c: mushroom = obj_to_room( mushroom, ch->in_room );
magic.c: weath = ch->in_room->area->weather;
magic.c: if ( ch->alignment < 350 ) {
magic.c: if ( IS_SET( ch->immune, RIS_MAGIC ) ) {
magic.c: if ( ch->first_affect )
magic.c: while ( ch->first_affect )
magic.c: affect_remove ( ch, ch->first_affect );
magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
magic.c: vch_next = vch->next;
magic.c: if ( !vch->in_room )
magic.c: if ( vch->in_room == ch->in_room )
magic.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS )
magic.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
magic.c: if ( !ch_died && vch->in_room->area == ch->in_room->area )
magic.c: ch->alignment = UMAX(-1000, ch->alignment - 200);
magic.c: dam = ch->hit + 1;
magic.c: ch->hit += dam;
magic.c: if ( ch->hit > ch->max_hit )
magic.c: ch->hit = ch->max_hit;
magic.c: for ( ich = ch->in_room->first_person; ich; ich = ich->next_in_room )
magic.c: if ( !IS_NPC(ich) && xIS_SET(ich->act, PLR_WIZINVIS) )
magic.c: xREMOVE_BIT ( ich->affected_by, AFF_HIDE );
magic.c: xREMOVE_BIT ( ich->affected_by, AFF_INVISIBLE );
magic.c: xREMOVE_BIT ( ich->affected_by, AFF_SNEAK );
magic.c: ch->in_room );
magic.c: ((ch->level > victim->level + 10)
magic.c: (ch->level > victim->level + 10)
magic.c: if ( (chance(ch, 50) && ch->level >= victim->level + 10 )
magic.c: if ( !ch->in_room->first_content )
magic.c: for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
magic.c: sprintf( log_buf, "%s has cast sleep on %s.", ch->name, victim->name );
magic.c: log_string_plus( log_buf, LOG_NORMAL, ch->level );
magic.c: to_channel( log_buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) );
magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_ASTRAL)
magic.c: || !in_hard_range( victim, ch->in_room->area )
magic.c: || (IS_SET(ch->in_room->area->flags, AFLAG_NOPKILL) && IS_PKILL(victim))
magic.c: if ( ch->in_room->area != victim->in_room->area )
magic.c: sprintf( buf, "%s summoned %s to room %d.", ch->name,
magic.c: ch->in_room->vnum );
magic.c: log_string_plus( buf, LOG_NORMAL, ch->level );
magic.c: to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) );
magic.c: char_to_room( victim, ch->in_room );
magic.c: sprintf( buf, "%s teleported %s to room %d.", ch->name,
magic.c: log_string_plus( buf, LOG_NORMAL, ch->level );
magic.c: to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) );
magic.c: pRoomIndex = get_room_index(ch->pcdata->memorize[i]);
magic.c: sprintf( buf, "%s teleported %s to room %d.", ch->name,
magic.c: ch->name,
magic.c: ch->in_room->vnum );
magic.c: log_string_plus( buf, LOG_NORMAL, ch->level );
magic.c: to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level ) );
magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
magic.c: if ( !is_name( speaker, vch->name ) ) {
magic.c: hpch = UMAX( 10, ch->hit );
magic.c: hpch = UMAX( 10, ch->hit );
magic.c: hpch = UMAX( 10, ch->hit );
magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next )
magic.c: vch_next = vch->next_in_room;
magic.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS )
magic.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
magic.c: hpch = UMAX( 10, ch->hit );
magic.c: hpch = UMAX( 10, ch->hit );
magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_ASTRAL)
magic.c: if (victim->in_room == ch->in_room)
magic.c: fromRoom = ch->in_room;
magic.c: sprintf( buf, "a portal created by %s", ch->name );
magic.c: portalObj = obj_to_room( portalObj, ch->in_room );
magic.c: ch->name, fromRoom->vnum, targetRoomVnum );
magic.c: log_string_plus( buf, LOG_NORMAL, ch->level );
magic.c: to_channel( buf, CHANNEL_MONITOR, "Monitor", UMAX( LEVEL_IMMORTAL, ch->level) );
magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
magic.c: original = ch->in_room;
magic.c: if ( chance(ch, 50 - (ch->level/2) ) )
magic.c: || (ch->in_room->sector_type != SECT_FOREST
magic.c: && ch->in_room->sector_type != SECT_FIELD)
magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
magic.c: if ( ch->in_room->sector_type == SECT_FOREST )
magic.c: if ( ch->in_room->sector_type == SECT_FOREST )
magic.c: && ch->pcdata->condition[COND_BLOODTHIRST] > 22 )
magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
magic.c: WEATHER_DATA *weath = ch->in_room->area->weather;
magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
magic.c: if ( chance(ch, 50) && ch->level + 10 < victim->level )
magic.c: if ( chance(ch, 50) && ch->level + 15 < victim->level )
magic.c: for (corpse = ch->in_room->first_content; corpse; corpse = corpse_next)
magic.c: if ( !IS_IMMORTAL(ch) && ch->pcdata->condition[COND_BLOODTHIRST] -
magic.c: else if ( ch->mana - (pMobIndex->level*4) < 0 )
magic.c: ch->mana -= (pMobIndex->level*4);
magic.c: if ( IS_IMMORTAL(ch) || ( chance(ch, 75) && pMobIndex->level - ch->level < 10 ) )
magic.c: char_to_room( mob, ch->in_room );
magic.c: mob->level = UMIN(ch->level / 2, pMobIndex->level);
magic.c: ch->level * dice(20,10)), 1 );
magic.c: mob->damroll = ch->level / 8;
magic.c: mob->hitroll = ch->level / 6;
magic.c: mob->alignment = ch->alignment;
magic.c: if (ch->desc->original)
magic.c: af.duration = 20 + (ch->level - victim->level) / 2;
magic.c: ch->desc->character = victim;
magic.c: ch->desc->original = ch;
magic.c: victim->desc = ch->desc;
magic.c: ch->desc = NULL;
magic.c: ch->switched = victim;
magic.c: if ( pexit->rexit && pexit->rexit->to_room == ch->in_room )
magic.c: victim->in_room->area != ch->in_room->area )
magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next )
magic.c: vch_next = vch->next_in_room;
magic.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS )
magic.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
magic.c: hpch = UMAX( 10, ch->hit );
magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
magic.c: if ( (dam > 0 && ch->fighting && ch->fighting->who == victim)
magic.c: int xp = ch->fighting ? ch->fighting->xp : victim->fighting->xp;
magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next )
magic.c: vch_next = vch->next_in_room;
magic.c: if ( !IS_NPC(vch) && xIS_SET(vch->act, PLR_WIZINVIS)
magic.c: && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
magic.c: vch->hit = URANGE( 0, vch->hit + dam, vch->max_hit );
magic.c: if ( (dam > 0 && ch->fighting && ch->fighting->who == vch)
magic.c: || (dam > 0 && vch->fighting && vch->fighting->who == ch) )
magic.c: int xp = ch->fighting ? ch->fighting->xp : vch->fighting->xp;
magic.c: int xp_gain = (int) (xp * dam * 2) / vch->max_hit;
magic.c: if ( (af.modifier > 0 && ch->fighting && ch->fighting->who == victim)
magic.c: int xp = ch->fighting ? ch->fighting->xp : victim->fighting->xp;
magic.c: victim = ch->in_room->first_person;
magic.c: WEATHER_DATA *weath = ch->in_room->area->weather;
magic.c: if ( ch->level - obj->level < 10
magic.c: ch->level * get_curr_int(ch) * get_curr_wis(ch) )
magic.c: if ( ch->level - obj->level < 20
magic.c: ch->level * get_curr_int(ch) / 5 )
magic.c: if ( ch->level - obj->level < 5
magic.c: ch->level * 10 * get_curr_int(ch) * get_curr_wis(ch) )
magic.c: if ( ch->level - obj->level < 5
magic.c: ch->level * 50 * get_curr_int(ch) * get_curr_wis(ch) )
magic.c: obj_to_room( obj, ch->in_room );
magic.c: char_to_room( mob, ch->in_room );
magic.c: ( ch->position == POS_FIGHTING
magic.c: || ch->position == POS_EVASIVE
magic.c: || ch->position == POS_DEFENSIVE
magic.c: || ch->position == POS_AGGRESSIVE
magic.c: || ch->position == POS_BERSERK ) )
magic.c: ch->gold += gval;
magic.c:ch->silver += sval;
magic.c:ch->copper += cval;
magic.c: ch->gold += gval;
magic.c:ch->silver += sval;
magic.c:ch->copper += cval;
magic.c: ch->gold += gval;
magic.c:ch->silver += sval;
magic.c:ch->copper += cval;
magic.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
magic.c: hpch = UMAX( 10, ch->hit );
magic.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next )
magic.c: vch_next = vch->next_in_room;
magic.c: if ( !vch->in_room )
magic.c: if ( !IS_NPC( vch ) && xIS_SET( vch->act, PLR_WIZINVIS ) && vch->pcdata->wizinvis >= LEVEL_IMMORTAL )
magic.c: if ((victim->hit + (ch->hit/2)) > victim->max_hit) {
magic.c: ch->hit -= amt;
magic.c: victim->hit += ch->hit;
magic.c: ch->hit /= 2;
makeobjs.c: if ( ch && ch->in_room )
makeobjs.c: name = ch->short_descr;
makeobjs.c:if ( ch->gold > 0 )
makeobjs.c: if ( ch->in_room )
makeobjs.c: ch->in_room->area->gold_looted += ch->gold;
makeobjs.c: sysdata.global_gold_looted += ch->gold/100;
makeobjs.c: obj_to_obj( create_money( ch->gold,0 ), corpse );
makeobjs.c: ch->gold = 0;
makeobjs.c:if ( ch->silver > 0 )
makeobjs.c: if ( ch->in_room )
makeobjs.c: ch->in_room->area->silver_looted += ch->silver;
makeobjs.c: sysdata.global_silver_looted += ch->silver/100;
makeobjs.c: obj_to_obj( create_money( ch->silver,1 ), corpse );
makeobjs.c: ch->silver = 0;
makeobjs.c:if ( ch->copper > 0 )
makeobjs.c: if ( ch->in_room )
makeobjs.c: ch->in_room->area->copper_looted += ch->copper;
makeobjs.c: sysdata.global_copper_looted += ch->copper/100;
makeobjs.c: obj_to_obj( create_money( ch->copper,2 ), corpse );
makeobjs.c: ch->copper = 0;
makeobjs.c: corpse->value[0] = (int)ch->pIndexData->vnum;
makeobjs.c: corpse->value[1] = (int)ch->max_hit;
makeobjs.c: corpse->gold_cost = (-(int)ch->pIndexData->vnum);
makeobjs.c:corpse->silver_cost = (-(int)ch->pIndexData->vnum);
makeobjs.c:corpse->copper_cost = (-(int)ch->pIndexData->vnum);
makeobjs.c: name = ch->name;
makeobjs.c: corpse->value[4] = ch->level;
makeobjs.c: for ( obj = ch->first_carrying; obj; obj = obj_next )
makeobjs.c: if (IS_NPC(ch)|| ch->level > 10 )
makeobjs.c: obj_to_room( corpse, ch->in_room );
makeobjs.c: obj->value[1] = number_range( 3, UMIN(5, ch->level) );
makeobjs.c: obj_to_room( obj, ch->in_room );
makeobjs.c: obj_to_room( obj, ch->in_room );
map.c: prep_map(ch->in_room, min, max);
mapout.c: if(map_index->map_of_vnums[y][x]==ch->in_room->vnum)
mapout.c: if ( xIS_SET(ch->act, PLR_ANSI) ){
mapout.c: bug ("map_stats: ch->pnote==NULL!", 0);
mapout.c: bug ("do_mapout: sub_writing_map: ch->dest_buf != ch->pnote", 0);
mapout.c: if ( ch->prev_cmd == do_north )
mapout.c: tmp_x = get_exit(ch->in_room, DIR_SOUTH );
mapout.c: if ( ch->prev_cmd == do_east )
mapout.c: tmp_x = get_exit( ch->in_room, DIR_WEST );
mapout.c: if ( ch->prev_cmd == do_south )
mapout.c: tmp_x = get_exit( ch->in_room, DIR_NORTH );
mapout.c: if ( ch->prev_cmd == do_west )
mapout.c: tmp_x = get_exit( ch->in_room, DIR_EAST );
mapout.c: this_rm = ch->in_room;
mapout.c: ch->in_room->vnum,
mapout.c: ch->in_room->map->vnum);
mapout.c: ch->in_room->vnum,
mapout.c: ch->in_room->vnum,
mapout.c: ch->in_room->map = map;
mapout.c: map_index->map_of_vnums[y][x] = ch->in_room->vnum;
mapout.c: this_rm = ch->in_room;
mapout.c: ch->in_room->vnum);
mapout.c: ch->in_room->vnum,
mapout.c: ch->in_room->vnum,
mapout.c: ch->in_room->vnum,
mapout.c: ch->in_room->vnum,
mapout.c: * This function takes the character string in ch->pnote and
mapout.c: bug ("map_to_rooms: ch->pnote==NULL!", 0);
mapout.c: for (i=ch->pcdata->r_range_lo;i<=ch->pcdata->r_range_hi;i++) {
mccp.c: if (!ch->desc)
mccp.c: if (!ch->desc->out_compress)
mccp.c: if (!compressStart(ch->desc))
mccp.c: if (!compressEnd(ch->desc))
medit.c: if ( !IS_NPC( victim ) && str_cmp( ch->name, "Tagith" ) )
medit.c: d = ch->desc;
medit.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
medit.c: CHAR_DATA *victim = ch->dest_buf;
medit.c: switch ( ch->substate )
medit.c: if ( !ch->dest_buf )
medit.c: bug( "do_medit_reset: sub_mob_desc: NULL ch->dest_buf", 0 );
medit.c: cleanup_olc( ch->desc );
medit.c: ch->substate = SUB_NONE;
medit.c: ch->dest_buf = victim;
medit.c: ch->substate = SUB_NONE;
medit.c: ch->desc->connected = CON_MEDIT;
medit.c: medit_disp_menu( ch->desc );
misc.c: for ( source = ch->in_room->first_content;
misc.c: || ch->carry_weight + get_obj_weight(source) > can_carry_w(ch)
misc.c: ch->gold += source->value[0];
misc.c: ch->silver += source->value[0];
misc.c: ch->copper += source->value[0];
misc.c: || ch->carry_weight + get_obj_weight(source) > can_carry_w(ch)
misc.c:/* || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY )*/ )
misc.c: if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) )
misc.c: for ( gch = first_char; gch; gch = gch->next )
misc.c: && !str_cmp( name, gch->name ) )
misc.c: || ch->carry_number + otmp->count > can_carry_n(ch)
misc.c: || ch->carry_weight + get_obj_weight(otmp) > can_carry_w(ch)
misc.c: for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
misc.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 40 )
misc.c: int amount = (10 + ch->level) - ch->pcdata->condition[COND_BLOODTHIRST];
misc.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] < (10 + ch->level) )
misc.c: if ( ch->pcdata->condition[COND_FULL] >= 48
misc.c: || ch->pcdata->condition[COND_THIRST] >= 48 )
misc.c: if (ch->pcdata->condition[COND_BLOODTHIRST] < (ch->level + 10))
misc.c: ch->pcdata->condition[COND_THIRST] = 40;
misc.c: if ( ch->pcdata->condition[COND_DRUNK] > 24 )
misc.c: if ( ch->pcdata->condition[COND_DRUNK] > 18 )
misc.c: if ( ch->pcdata->condition[COND_DRUNK] > 12 )
misc.c: if ( ch->pcdata->condition[COND_DRUNK] > 8 )
misc.c: if ( ch->pcdata->condition[COND_DRUNK] > 5 )
misc.c: if ( ch->pcdata->condition[COND_FULL] > 40 )
misc.c: if ( ch->pcdata->condition[COND_THIRST] > 40 )
misc.c: if ( ch->pcdata->condition[COND_THIRST] > 36 )
misc.c: if ( ch->pcdata->condition[COND_THIRST] > 30 )
misc.c: ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
misc.c: if ( IS_NPC(ch) || ch->pcdata->condition[COND_FULL] > 5 )
misc.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 )
misc.c: if ( !IS_NPC(ch) && (!IS_PKILL(ch) || (IS_PKILL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_HIGHGAG) ) ) )
misc.c: if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 47) )
misc.c: ( ch->in_room->sector_type == SECT_UNDERWATER ||
misc.c: ch->in_room->sector_type == SECT_WATER_SWIM ||
misc.c: ch->in_room->sector_type == SECT_WATER_NOSWIM ) ? "dissolves in the water" :
misc.c: ( ch->in_room->sector_type == SECT_AIR ||
misc.c: IS_SET( ch->in_room->room_flags, ROOM_NOFLOOR ) ) ? "falls far below" :
misc.c: condition = ch->pcdata->condition[COND_FULL];
misc.c: if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
misc.c: else if ( ch->pcdata->condition[COND_FULL] > 40 )
misc.c: ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 );
misc.c: ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 );
misc.c: condition = ch->pcdata->condition[COND_FULL];
misc.c: if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 )
misc.c: else if ( ch->pcdata->condition[COND_FULL] > 40 )
misc.c: && ( ch->pcdata->condition[COND_FULL] >= 48
misc.c: || ch->pcdata->condition[COND_THIRST] >= 48 ) )
misc.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance &&
misc.c: ch->pcdata->nuisance->flags > 3
misc.c: &&(ch->pcdata->condition[COND_FULL]>=(48-(3*ch->pcdata->nuisance->flags)+
misc.c: ch->pcdata->nuisance->power)
misc.c: ||ch->pcdata->condition[COND_THIRST]>=(48-(ch->pcdata->nuisance->flags)+
misc.c: ch->pcdata->nuisance->power)))
misc.c: if ( !IS_NPC(ch) && (!IS_PKILL(ch) || (IS_PKILL(ch) && !IS_SET(ch->pcdata->flags, PCFLAG_HIGHGAG) ) ) )
misc.c: if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) )
misc.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] > 43 )
misc.c: &&(ch->level + 10 < scroll->value[0]))
misc.c: for ( rch = room->first_person; rch; rch = rch->next_in_room )
misc.c: && pexit_rev->to_room == ch->in_room )
misc.c: && pexit_rev->to_room == ch->in_room )
misc.c: for ( rch = room->first_person; rch; rch = rch->next_in_room )
misc.c: && pexit_rev->to_room == ch->in_room )
misc.c: for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room )
misc.c: for ( rch = room->first_person; rch; rch = rch->next_in_room )
misc.c: && pexit_rev->to_room == ch->in_room )
misc.c: for ( rch = pexit->to_room->first_person; rch; rch = rch->next_in_room )
misc.c: if ( ch->fighting )
misc.c: && pexit_rev->to_room == ch->in_room )
misc.c: for ( rch = to_room->first_person; rch; rch = rch->next_in_room )
misc.c: obj_cast_spell( sn, UMIN(skill->min_level, ch->level),
misc.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NODROP )
misc.c: || ( !IS_NPC(ch) && xIS_SET( ch->act, PLR_LITTERBUG )) )
misc.c: if ( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL )
misc.c: || IS_SET( ch->in_room->room_flags, ROOM_CLANSTOREROOM ) )
misc.c: if ( empty_obj( obj, NULL, ch->in_room ) )
misc.c: save_house_by_vnum(ch->in_room->vnum); /* House Object Saving */
misc.c: if ( ch->fighting )
misc.c: iroom = IS_NPC( ch ) ? ch->short_descr : ch->name;
misc.c: ch->gold = tmpvalue/10000;
misc.c: ch->silver = tmpvalue/100;
misc.c: ch->copper = tmpvalue;
mobchat.c: if (!HAS_PROG(ch->pIndexData, SPEECH_PROG)) {
motd.c: if ( ch->level >= 103 )
motd.c: else if ( ch->level >= 101 )
motd.c: else if ( ch->level >= 50 )
motd.c: else if ( ch->level >= 2 )
motd.c: else if ( ch->level == 1 )
mpxset.c: if ( !IS_NPC( ch ) || IS_AFFECTED(ch, AFF_CHARM) || ch->desc )
mpxset.c: if( ch->pcdata->wedto )
mpxset.c: STRFREE( ch->pcdata->wedto );
mpxset.c: ch->pcdata->wedto = str_dup( arg3 );
mpxset.c: ch->name, victim->name, value );
mpxset.c: if ( !IS_NPC( ch ) || IS_AFFECTED(ch, AFF_CHARM) || ch->desc )
mud_comm.c: if ( xIS_EMPTY(ch->in_room->progtypes) )
mud_comm.c: ch->in_room->name, ch->in_room->vnum );
mud_comm.c: for ( mprg = ch->in_room->mudprogs; mprg; mprg = mprg->next )
mud_comm.c: if ( ch->position == POS_FIGHTING
mud_comm.c: || ch->position == POS_EVASIVE
mud_comm.c: || ch->position == POS_DEFENSIVE
mud_comm.c: || ch->position == POS_AGGRESSIVE
mud_comm.c: || ch->position == POS_BERSERK
mud_comm.c: for ( obj = ch->first_carrying; obj; obj = obj_next )
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: was_in_room = ch->in_room;
mud_comm.c: ch->in_room = pexit->to_room;
mud_comm.c: ch->act = actflags;
mud_comm.c: ch->in_room = was_in_room;
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: ch->act = actflags;
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: ch->act = actflags;
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: ch->act = actflags;
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: ch->act = actflags;
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: ch->act = actflags;
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: ch->act = actflags;
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: ch->act = actflags;
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: ch->act = actflags;
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: ch->act = actflags;
mud_comm.c: char_to_room( victim, ch->in_room );
mud_comm.c: obj_to_room( obj, ch->in_room );
mud_comm.c: sprintf(arg1, "Mpqpadd: %d glory added to %s from mob #%d", amount, victim->name, ch->pIndexData->vnum);
mud_comm.c: for ( victim = ch->in_room->first_person; victim; victim = vnext )
mud_comm.c: while ( ch->in_room->first_content )
mud_comm.c: extract_obj( ch->in_room->first_content );
mud_comm.c: ch->mobinvis = level;
mud_comm.c: if ( ch->mobinvis < 2 )
mud_comm.c: ch->mobinvis = ch->level;
mud_comm.c: if ( xIS_SET(ch->act, ACT_MOBINVIS) )
mud_comm.c: xREMOVE_BIT(ch->act, ACT_MOBINVIS);
mud_comm.c: xSET_BIT(ch->act, ACT_MOBINVIS);
mud_comm.c: in_room = ch->in_room;
mud_comm.c: if ( ch->fighting )
mud_comm.c: fch_next = fch->next_in_room;
mud_comm.c: if ( fch->mount && fch->mount == ch )
mud_comm.c: ch->pIndexData->vnum );
mud_comm.c: ch->pIndexData->vnum );
mud_comm.c: original = ch->in_room;
mud_comm.c: if ( victim->level > ch->level )
mud_comm.c: for ( victim = ch->in_room->first_person; victim; victim = nextinroom )
mud_comm.c: || ch->in_room->area != d->character->in_room->area ||
mud_comm.c: location = ch->in_room;
mud_comm.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
mud_comm.c: sprintf(arg, "Mpforce - Mob #%d in room %d attempting to force link dead immortal",ch->pIndexData->vnum, ch->in_room->vnum);
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: if ( !ch->pcdata->nuisance )
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: actflags = ch->act;
mud_comm.c: xREMOVE_BIT(ch->act, ACT_SECRETIVE);
mud_comm.c: vch_next = vch->next;
mud_comm.c: if ( vch->in_room->area == ch->in_room->area
mud_comm.c: ch->act = actflags;
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: /* adept = class_table[ch->class]->skill_adept; */
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: for ( victim = ch->in_room->first_person; victim; victim = nextinroom )
mud_comm.c: ch->short_descr,
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c:money = get_value(ch->gold, ch->silver, ch->copper);
mud_comm.c:if ( gold <= money && ch->in_room )
mud_comm.c: boost_economy( ch->in_room->area, gold );
mud_comm.c: if ( ch->gold < 1000000000 && gold < 1000000000 && ch->in_room
mud_comm.c: && economy_has( ch->in_room->area, gold ) )
mud_comm.c: money=get_value(ch->gold, ch->silver, ch->copper);
mud_comm.c:lower_economy( ch->in_room->area, gold );
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: for ( rch=ch->in_room->first_person; rch; rch=rch->next_in_room ) {
mud_comm.c: if ( rch->fighting ) {
mud_comm.c: if ( !IS_NPC( ch ) || ch->desc || IS_AFFECTED( ch, AFF_CHARM ))
mud_comm.c: (IS_NPC(ch) ? ch->short_descr : ch->name) );
mud_comm.c: (IS_NPC(ch) ? ch->short_descr : ch->name),
mud_prog.c: /* Due to remort, we return the persons trust, or ch->level, rather than
mud_prog.c: * ch->level OR ch->level2 */
mud_prog.c: for ( ch = first_char; ch; ch = ch->next )
mud_prog.c: && ch->desc
mud_prog.c: && ch->desc->host == chkchar->desc->host )
mud_prog.c: for ( ch = mob->in_room->first_person; ch; ch = ch->next_in_room )
mud_prog.c: && nifty_is_name(ch->name, cvar) )
mud_prog.c: for ( ch = first_char; ch; ch = ch->next )
mud_prog.c: && ch->in_room->area == mob->in_room->area
mud_prog.c: && nifty_is_name(ch->name, cvar) )
mud_prog.c: for ( tch = room?room->first_person:NULL; tch; tch = tch->next_in_room )
mud_prog.c: for ( tch = room?room->first_person:NULL; tch; tch = tch->next_in_room )
mud_prog.c: for ( tch = room?room->first_person:NULL; tch; tch = tch->next_in_room )
mud_prog.c: for ( vch = mob->in_room->first_person; vch; vch = vch->next_in_room )
mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == mob->pIndexData )
mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == mob->pIndexData )
mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == mob->pIndexData )
mud_prog.c: sprintf( buf, "mprog_greet_trigger -> %s", ch->name );
mud_prog.c: for ( vmob = ch->in_room->first_person; vmob; vmob = vmob_next )
mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == vmob->pIndexData )
mud_prog.c: for ( vobj=ch->in_room->first_content; vobj; vobj = vobj->next_content )
mud_prog.c: for ( vobj=ch->in_room->first_content; vobj; vobj = vobj->next_content )
mud_prog.c: if ( HAS_PROG(ch->in_room, LEAVE_PROG) )
mud_prog.c: rset_supermob( ch->in_room );
mud_prog.c: if ( HAS_PROG(ch->in_room, ENTER_PROG) )
mud_prog.c: rset_supermob( ch->in_room );
mud_prog.c: if ( HAS_PROG(ch->in_room, SLEEP_PROG) )
mud_prog.c: rset_supermob( ch->in_room );
mud_prog.c: if( HAS_PROG(ch->in_room, REST_PROG) )
mud_prog.c: rset_supermob( ch->in_room );
mud_prog.c: if( HAS_PROG(ch->in_room, RFIGHT_PROG) )
mud_prog.c: rset_supermob( ch->in_room );
mud_prog.c: if( HAS_PROG(ch->in_room, RDEATH_PROG) )
mud_prog.c: rset_supermob( ch->in_room );
mud_prog.c: if( HAS_PROG(ch->in_room, SPEECH_PROG) )
mud_prog.c: rprog_wordlist_check( txt, supermob, ch, NULL, NULL, SPEECH_PROG, ch->in_room );
mud_prog.c: if ( HAS_PROG(ch->in_room, RAND_PROG) )
mud_prog.c: rset_supermob( ch->in_room );
mud_prog.c: if ( HAS_PROG(ch->in_room, TIME_PROG))
mud_prog.c: rset_supermob( ch->in_room );
mud_prog.c: rprog_time_check( supermob, NULL, NULL, ch->in_room, TIME_PROG );
mud_prog.c: if ( HAS_PROG(ch->in_room, HOUR_PROG))
mud_prog.c: rset_supermob( ch->in_room );
mud_prog.c: rprog_time_check( supermob, NULL, NULL, ch->in_room, HOUR_PROG );
mud_prog.c: if ( mpact->ch->in_room == room )
mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == mob->pIndexData )
mud_prog.c: if ( IS_NPC( ch ) && ch->pIndexData == mob->pIndexData )
mudmsg.c: sysdata.mud_name, capitalize(ch->name), argument);
mudmsg.c: // || IS_SET(och->deaf, CHANNEL_INTERMUD)
news.c: switch( ch->substate )
news.c: news = ch->dest_buf;
news.c: ch->substate = ch->tempnum;
news.c: news = ch->dest_buf;
news.c: ch->substate = ch->tempnum;
news.c: if(!NULLSTR(type->owner) && (str_cmp(type->owner, ch->name) && get_trust(ch) < LEVEL_IMPLEMENTOR))
news.c: if(!NULLSTR(type->owner) && (str_cmp(type->owner, ch->name) && get_trust(ch) < LEVEL_IMPLEMENTOR))
news.c: news->name = STRALLOC(ch->name);
news.c: if( ch->substate == SUB_REPEATCMD )
news.c: ch->tempnum = SUB_REPEATCMD;
news.c: ch->tempnum = SUB_NONE;
news.c: ch->substate = SUB_NEWS_POST;
news.c: ch->dest_buf = news;
news.c: if( ch->substate == SUB_REPEATCMD )
news.c: ch->tempnum = SUB_REPEATCMD;
news.c: ch->tempnum = SUB_NONE;
news.c: ch->substate = SUB_NEWS_EDIT;
news.c: ch->dest_buf = news;
news.c: if(str_cmp(type->org_name, ch->pcdata->clan_name))
news.c: if(str_cmp(type->org_name, class_table[ch->class]->who_name))
news.c: if(str_cmp(type->org_name, ch->pcdata->clan_name))
news.c: if(str_cmp(type->org_name, ch->pcdata->council_name))
news.c: if(type->locked && (!NULLSTR(type->owner) && str_cmp(ch->name, type->owner)))
news.c: if(!str_cmp(type->posters[i], ch->name))
oedit.c: d = ch->desc;
oedit.c: if ( !ch->pcdata || !(pArea=ch->pcdata->area) )
oedit.c: OBJ_DATA *obj = ch->dest_buf;
oedit.c: EXTRA_DESCR_DATA *ed = ch->spare_ptr;
oedit.c: MPROG_DATA *mprg = ch->spare_ptr;
oedit.c: int mode = OLC_MODE(ch->desc);
oedit.c: switch ( ch->substate )
oedit.c: if ( !ch->dest_buf )
oedit.c: bug( "do_oedit_reset: sub_obj_extra: NULL ch->dest_buf", 0 );
oedit.c: ch->substate = SUB_NONE;
oedit.c: /* OLC_DESC(ch->desc) = ch->spare_ptr; */
oedit.c: ch->dest_buf = obj;
oedit.c: ch->spare_ptr = ed;
oedit.c: ch->substate = SUB_NONE;
oedit.c: ch->desc->connected = CON_OEDIT;
oedit.c: OLC_MODE(ch->desc) = OEDIT_EXTRADESC_CHOICE;
oedit.c: oedit_disp_extra_choice( ch->desc );
oedit.c: if ( !ch->dest_buf )
oedit.c: bug( "do_oedit_reset: sub_obj_long: NULL ch->dest_buf", 0 );
oedit.c: ch->substate = SUB_NONE;
oedit.c: ch->dest_buf = obj;
oedit.c: ch->desc->connected = CON_OEDIT;
oedit.c: ch->substate = SUB_NONE;
oedit.c: OLC_MODE( ch->desc ) = OEDIT_MAIN_MENU;
oedit.c: oedit_disp_menu( ch->desc );
oedit.c: ch->dest_buf = obj;
oedit.c: ch->desc->connected = ch->tempnum;
oedit.c: ch->substate = SUB_NONE;
oedit.c: OLC_MODE( ch->desc ) = mode;
oedit.c: oedit_disp_prog_choice( ch->desc );
pfiles.c: sprintf(log_buf, "Manual pfile cleanup started by %s.", ch->name);
pfiles.c: sprintf(log_buf, "Pfile count started by %s.", ch->name);
player.c: if (ch->pcdata->outputprefix)
player.c: DISPOSE(ch->pcdata->outputprefix);
player.c: ch->pcdata->outputprefix = str_dup(argument);
player.c: if (ch->pcdata->outputsuffix)
player.c: DISPOSE(ch->pcdata->outputsuffix);
player.c: ch->pcdata->outputsuffix = str_dup(argument);
player.c: if (ch->level > 1 /*|| !NOT_AUTHED(ch)*/)
player.c: if( ch->level2 != -1 )
player.c: if( ch->level3 != -1 )
player.c: ch->perm_str = 13;
player.c: ch->perm_dex = 13;
player.c: ch->perm_int = 13;
player.c: ch->perm_wis = 13;
player.c: ch->perm_cha = 13;
player.c: ch->perm_con = 13;
player.c: ch->perm_lck = 13;
player.c: switch ( class_table[ch->class]->attr_prime )
player.c: case APPLY_STR: ch->perm_str = 16; break;
player.c: case APPLY_INT: ch->perm_int = 16; break;
player.c: case APPLY_WIS: ch->perm_wis = 16; break;
player.c: case APPLY_DEX: ch->perm_dex = 16; break;
player.c: case APPLY_CON: ch->perm_con = 16; break;
player.c: case APPLY_CHA: ch->perm_cha = 16; break;
player.c: case APPLY_LCK: ch->perm_lck = 16; break;
player.c: ch->perm_str += race_table[ch->race]->str_plus;
player.c: ch->perm_int += race_table[ch->race]->int_plus;
player.c: ch->perm_wis += race_table[ch->race]->wis_plus;
player.c: ch->perm_dex += race_table[ch->race]->dex_plus;
player.c: ch->perm_con += race_table[ch->race]->con_plus;
player.c: ch->perm_cha += race_table[ch->race]->cha_plus;
player.c: ch->perm_lck += race_table[ch->race]->lck_plus;
player.c: ch->perm_str, ch->perm_int, ch->perm_wis, ch->perm_dex, ch->perm_con, ch->perm_cha, ch->perm_lck);
player.c: ch_printf( ch,"You have %s gold, ", num_punct(ch->pcdata->gbalance) );
player.c: ch_printf( ch,"%s silver", num_punct(ch->pcdata->sbalance) );
player.c: ch_printf( ch,", and %s copper coins.\n\r",num_punct(ch->pcdata->balance) );
player.c:pieces, %d silver pieces, %d copper pieces in the bank.\n\r", ch->gold, ch->silver, ch->copper, ch->pcdata->gbalance,
player.c:ch->pcdata->sbalance, ch->pcdata->balance
player.c: pager_printf(ch, "\n\rWorth for %s%s.\n\r", ch->name, ch->pcdata->title);
player.c: if (!ch->pcdata->deity) sprintf( buf, "N/A" );
player.c: else if (ch->pcdata->favor > 2250) sprintf( buf, "loved" );
player.c: else if (ch->pcdata->favor > 2000) sprintf( buf, "cherished" );
player.c: else if (ch->pcdata->favor > 1750) sprintf( buf, "honored" );
player.c: else if (ch->pcdata->favor > 1500) sprintf( buf, "praised" );
player.c: else if (ch->pcdata->favor > 1250) sprintf( buf, "favored" );
player.c: else if (ch->pcdata->favor > 1000) sprintf( buf, "respected" );
player.c: else if (ch->pcdata->favor > 750) sprintf( buf, "liked" );
player.c: else if (ch->pcdata->favor > 250) sprintf( buf, "tolerated" );
player.c: else if (ch->pcdata->favor > -250) sprintf( buf, "ignored" );
player.c: else if (ch->pcdata->favor > -750) sprintf( buf, "shunned" );
player.c: else if (ch->pcdata->favor > -1000) sprintf( buf, "disliked" );
player.c: else if (ch->pcdata->favor > -1250) sprintf( buf, "dishonored" );
player.c: else if (ch->pcdata->favor > -1500) sprintf( buf, "disowned" );
player.c: else if (ch->pcdata->favor > -1750) sprintf( buf, "abandoned" );
player.c: else if (ch->pcdata->favor > -2000) sprintf( buf, "despised" );
player.c: else if (ch->pcdata->favor > -2250) sprintf( buf, "hated" );
player.c: if ( ch->level < 10 )
player.c: if (ch->alignment > 900) sprintf(buf2, "devout");
player.c: else if (ch->alignment > 700) sprintf(buf2, "noble");
player.c: else if (ch->alignment > 350) sprintf(buf2, "honorable");
player.c: else if (ch->alignment > 100) sprintf(buf2, "worthy");
player.c: else if (ch->alignment > -100) sprintf(buf2, "neutral");
player.c: else if (ch->alignment > -350) sprintf(buf2, "base");
player.c: else if (ch->alignment > -700) sprintf(buf2, "evil");
player.c: else if (ch->alignment > -900) sprintf(buf2, "ignoble");
player.c: sprintf(buf2, "%d", ch->alignment );
player.c: ch->level, buf, buf2, ch->exp );
player.c: switch (ch->style) {
player.c: ch->pcdata->quest_curr, ch->gold, ch->silver, ch->copper );
player.c: num_punct(ch->pcdata->gbalance));
player.c: num_punct(ch->pcdata->sbalance), num_punct(ch->pcdata->balance));
player.c: if ( ch->level < 15 && !IS_PKILL(ch) )
player.c: ch->carry_weight, buf );
player.c: ch->carry_weight, get_hitroll( ch, FALSE ), get_damroll( ch, FALSE ), buf );
player.c: ch->pcdata->extraname ? ch->pcdata->extraname : "",
player.c: ch->name,
player.c: ch->pcdata->lastname ? ch->pcdata->lastname : "",
player.c: ch->pcdata->title );
player.c: if ( get_trust( ch ) != ch->level && get_trust( ch ) != ch->level2 && get_trust(ch) != ch->level3)
player.c: ch->level, capitalize(get_race(ch)), (get_age(ch) - (race_table[ch->race]->base_age + 17)) * 2);
player.c: get_age(ch), capitalize(get_class(ch)), ctime(&(ch->logon)) );
player.c: if (ch->level >= 15
player.c: get_curr_str(ch), ch->perm_str, get_hitroll( ch, FALSE ), ch->save_time ? ctime(&(ch->save_time)) : "no save this session\n" );
player.c: get_curr_int(ch), ch->perm_int, get_damroll( ch, FALSE ), ctime(¤t_time) );
player.c: get_curr_str(ch), ch->perm_str, ch->save_time ? ctime(&(ch->save_time)) : "no\n" );
player.c: get_curr_int(ch), ch->perm_int, ctime(¤t_time) );
player.c: if (ch->level > 24)
player.c: get_curr_wis(ch), ch->perm_wis, buf, GET_AC(ch));
player.c: get_curr_wis(ch), ch->perm_wis, buf);
player.c: if (ch->alignment > 900)
player.c: else if (ch->alignment > 700)
player.c: else if (ch->alignment > 350)
player.c: else if (ch->alignment > 100)
player.c: else if (ch->alignment > -100)
player.c: else if (ch->alignment > -350)
player.c: else if (ch->alignment > -700)
player.c: else if (ch->alignment > -900)
player.c: if (ch->level < 10)
player.c: get_curr_dex(ch), ch->perm_dex, buf, ch->carry_number, can_carry_n(ch));
player.c: get_curr_dex(ch), ch->perm_dex, buf, ch->alignment,ch->carry_number, can_carry_n(ch));
player.c: switch (ch->position)
player.c: get_curr_con(ch), ch->perm_con, buf, ch->carry_weight, can_carry_w(ch));
player.c: get_curr_cha(ch), ch->perm_cha, ch->wimpy);
player.c: switch (ch->style) {
player.c: get_curr_lck(ch), ch->perm_lck);
player.c: ch->pcdata->quest_curr, ch->pcdata->quest_accum,
player.c: (IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? '*' : ' '),
player.c: ch->pcdata->pagerlen);
player.c: ch->practice, ch->hit, ch->max_hit,
player.c: xIS_SET(ch->act, PLR_AUTOEXIT) ? '*' : ' ');
player.c: ch->exp, ch->pcdata->condition[COND_BLOODTHIRST], 10 + ch->level,
player.c: xIS_SET(ch->act, PLR_AUTOLOOT) ? '*' : ' ');
player.c: ch->exp, ch->mana, ch->max_mana, xIS_SET(ch->act, PLR_AUTOLOOT) ? '*' : ' ');
player.c:ch->move, ch->max_move, ch->pcdata->mdeaths, xIS_SET(ch->act, PLR_AUTOSAC) ? 'X' : ' ');
player.c:pager_printf(ch, "&COn Hand: &YGold: %-12d ",ch->gold);
player.c:pager_printf(ch, "&WSilver: %-12d ",ch->silver);
player.c:pager_printf(ch, "&RCopper: %-12d\n\r",ch->copper);
player.c: pager_printf( ch, "&CBalance: &YGold: %-12d &WSilver: %-12d &RCopper: %-12d\n\r", ch->pcdata->gbalance,
player.c: ch->pcdata->sbalance, ch->pcdata->balance );
player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0)
player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0)
player.c: if ( ch->position != POS_SLEEPING )
player.c: switch( ch->mental_state / 10 )
player.c: else if ( ch->mental_state >45 )
player.c: else if ( ch->mental_state >25 )
player.c: else if ( ch->mental_state <-35 )
player.c: else if ( ch->mental_state <-25 )
player.c: || (IS_NPC(ch) && ch->speaks == 0) )
player.c: if ( lang_array[iLang] & ch->speaking
player.c: || (IS_NPC(ch) && !ch->speaking) )
player.c: if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' )
player.c: ch->pcdata->bestowments );
player.c: if ( ch->morph && ch->morph->morph )
player.c: ch->morph->morph->vnum, ch->morph->morph->short_desc,
player.c: ch->morph->timer );
player.c: ch->morph->morph->short_desc );
player.c: pager_printf(ch, "NonPC DATA: Mkills (&W%5.5d&C) Mdeaths (&W%5.5d&C)\n\r", ch->pcdata->mkills, ch->pcdata->mdeaths );
player.c: ch->pcdata->pkills, ch->pcdata->illegal_pk, ch->pcdata->pdeaths );
player.c: if( ch->pcdata->arena_wins != 0 || ch->pcdata->arena_deaths != 0
player.c: || ch->pcdata->arena_kills != 0 )
player.c: ch->pcdata->arena_wins, ch->pcdata->arena_kills,
player.c: ch->pcdata->arena_deaths);
player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type != CLAN_ORDER && ch->pcdata->clan->clan_type != CLAN_GUILD )
player.c: ch->pcdata->clan->name, ch->pcdata->clan->pkills[5],
player.c: (ch->pcdata->clan->pkills[0]+ch->pcdata->clan->pkills[1]+
player.c: ch->pcdata->clan->pkills[2]+ch->pcdata->clan->pkills[3]+
player.c: ch->pcdata->clan->pkills[4]) );
player.c: ch->pcdata->clan->pdeaths[5],
player.c: ( ch->pcdata->clan->pdeaths[0] + ch->pcdata->clan->pdeaths[1] +
player.c: ch->pcdata->clan->pdeaths[2] + ch->pcdata->clan->pdeaths[3] +
player.c: ch->pcdata->clan->pdeaths[4] ) );
player.c: if (ch->pcdata->deity)
player.c: if (ch->pcdata->favor > 2250)
player.c: else if (ch->pcdata->favor > 2000)
player.c: else if (ch->pcdata->favor > 1750)
player.c: else if (ch->pcdata->favor > 1500)
player.c: else if (ch->pcdata->favor > 1250)
player.c: else if (ch->pcdata->favor > 1000)
player.c: else if (ch->pcdata->favor > 750)
player.c: else if (ch->pcdata->favor > 250)
player.c: else if (ch->pcdata->favor > -250)
player.c: else if (ch->pcdata->favor > -750)
player.c: else if (ch->pcdata->favor > -1000)
player.c: else if (ch->pcdata->favor > -1250)
player.c: else if (ch->pcdata->favor > -1500)
player.c: else if (ch->pcdata->favor > -1750)
player.c: else if (ch->pcdata->favor > -2000)
player.c: else if (ch->pcdata->favor > -2250)
player.c: pager_printf(ch, "&CDeity: &Y%-20s &CFavor: &G%s&C\n\r", ch->pcdata->deity->name, buf );
player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_ORDER )
player.c: ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths);
player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_GUILD )
player.c: ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths);
player.c: xIS_SET(ch->act, PLR_WIZINVIS) ? "*" : " ", ch->pcdata->wizinvis );
player.c: if( ch->pcdata->bamfin[0] == '\0' )
player.c: pager_printf( ch, "&CBamfin : &YNot changed/Switched.\n\r", ch->name );
player.c: pager_printf( ch, "&CBamfin : &Y%s\n\r", ch->pcdata->bamfin );
player.c: if( ch->pcdata->bamfout[0] == '\0' )
player.c: pager_printf( ch, "&CBamfout: &YNot changed/Switched.\n\r", ch->name );
player.c: pager_printf( ch, "&CBamfout: &Y%s\n\r", ch->pcdata->bamfout );
player.c: ch->pcdata->bamfin[0] != '\0'
player.c: ? ch->pcdata->bamfin : "Not changed/Switched.");
player.c: ch->pcdata->bamfout[0] != '\0'
player.c: ? ch->pcdata->bamfout : "Not changed/Switched.");
player.c: if (ch->pcdata->area)
player.c: ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum,
player.c: ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum,
player.c: ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum);
player.c: pager_printf(ch, "&CArea Loaded [&W%s&C]\n\r", (IS_SET (ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no");
player.c: if (ch->first_affect)
player.c: for (paf = ch->first_affect; paf; paf = paf->next)
player.c: if (ch->level < 20)
player.c: if (ch->level >= 20)
player.c: pager_printf_color(ch, "\n\r&C%s%s.\n\r", ch->name, ch->pcdata->title);
player.c: if ( get_trust( ch ) != ch->level )
player.c: ch->level, capitalize(get_race(ch)), (get_age(ch) - 17) * 2);
player.c: get_age(ch), capitalize(get_class(ch)), ctime(&(ch->logon)) );
player.c: if (ch->level >= 15
player.c: get_curr_str(ch), ch->perm_str, get_hitroll( ch, FALSE ), ch->save_time ? ctime(&(ch->save_time)) : "no save this session\n" );
player.c: get_curr_int(ch), ch->perm_int, get_damroll( ch, FALSE ), ctime(¤t_time) );
player.c: get_curr_str(ch), ch->perm_str, ch->save_time ? ctime(&(ch->save_time)) : "no\n" );
player.c: get_curr_int(ch), ch->perm_int, ctime(¤t_time) );
player.c: if (ch->level > 24)
player.c: get_curr_wis(ch), ch->perm_wis, GET_AC(ch), buf);
player.c: get_curr_wis(ch), ch->perm_wis, buf);
player.c: if (ch->alignment > 900)
player.c: else if (ch->alignment > 700)
player.c: else if (ch->alignment > 350)
player.c: else if (ch->alignment > 100)
player.c: else if (ch->alignment > -100)
player.c: else if (ch->alignment > -350)
player.c: else if (ch->alignment > -700)
player.c: else if (ch->alignment > -900)
player.c: if (ch->level < 10)
player.c: get_curr_dex(ch), ch->perm_dex, buf, ch->carry_number, can_carry_n(ch));
player.c: get_curr_dex(ch), ch->perm_dex, ch->alignment, buf, ch->carry_number, can_carry_n(ch));
player.c: switch (ch->position)
player.c: get_curr_con(ch), ch->perm_con, buf, ch->carry_weight, can_carry_w(ch));
player.c: get_curr_cha(ch), ch->perm_cha, ch->wimpy);
player.c: switch (ch->style) {
player.c: get_curr_lck(ch), ch->perm_lck, buf );
player.c: ch->pcdata->quest_curr, ch->pcdata->quest_accum );
player.c: ch->practice, ch->hit, ch->max_hit,
player.c: IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? 'X' : ' ',
player.c: ch->pcdata->pagerlen, xIS_SET(ch->act, PLR_AUTOEXIT) ? 'X' : ' ');
player.c: ch->exp, ch->pcdata->condition[COND_BLOODTHIRST], 10 + ch->level, ch->pcdata->mkills,
player.c: xIS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' ');
player.c: else if (ch->class == CLASS_WARRIOR && ch->level2 == -1 && ch->level3 == -1)
player.c: ch->exp, ch->pcdata->mkills, xIS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' ');
player.c: ch->exp, ch->mana, ch->max_mana, ch->pcdata->mkills, xIS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' ');
player.c:ch->move, ch->max_move, ch->pcdata->mdeaths, xIS_SET(ch->act, PLR_AUTOSAC) ? 'X' : ' ');
player.c:pager_printf_color(ch,"&CGold: &Y%s ",num_punct(ch->gold));
player.c:pager_printf_color(ch,"&CSilver: &Y%s ",num_punct(ch->silver));
player.c:pager_printf_color(ch,"&CCopper: &Y%s\n\r",num_punct(ch->copper));
player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0)
player.c: if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0)
player.c: if ( ch->position != POS_SLEEPING )
player.c: switch( ch->mental_state / 10 )
player.c: if ( ch->mental_state >45 )
player.c: if ( ch->mental_state >25 )
player.c: if ( ch->mental_state <-35 )
player.c: if ( ch->mental_state <-25 )
player.c: || (IS_NPC(ch) && ch->speaks == 0) )
player.c: if ( lang_array[iLang] & ch->speaking
player.c: || (IS_NPC(ch) && !ch->speaking) )
player.c: if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' )
player.c: ch->pcdata->bestowments );
player.c: if ( ch->morph && ch->morph->morph )
player.c: ch->morph->morph->vnum, ch->morph->morph->short_desc,
player.c: ch->morph->timer
player.c: ch->morph->morph->short_desc );
player.c: ch->pcdata->pkills, ch->pcdata->illegal_pk, ch->pcdata->pdeaths );
player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type != CLAN_ORDER && ch->pcdata->clan->clan_type != CLAN_GUILD )
player.c: ch->pcdata->clan->name, ch->pcdata->clan->pkills[5],
player.c: (ch->pcdata->clan->pkills[0]+ch->pcdata->clan->pkills[1]+
player.c: ch->pcdata->clan->pkills[2]+ch->pcdata->clan->pkills[3]+
player.c: ch->pcdata->clan->pkills[4]) );
player.c: ch->pcdata->clan->pdeaths[5],
player.c: ( ch->pcdata->clan->pdeaths[0] + ch->pcdata->clan->pdeaths[1] +
player.c: ch->pcdata->clan->pdeaths[2] + ch->pcdata->clan->pdeaths[3] +
player.c: ch->pcdata->clan->pdeaths[4] ) );
player.c: if (ch->pcdata->deity)
player.c: if (ch->pcdata->favor > 2250)
player.c: else if (ch->pcdata->favor > 2000)
player.c: else if (ch->pcdata->favor > 1750)
player.c: else if (ch->pcdata->favor > 1500)
player.c: else if (ch->pcdata->favor > 1250)
player.c: else if (ch->pcdata->favor > 1000)
player.c: else if (ch->pcdata->favor > 750)
player.c: else if (ch->pcdata->favor > 250)
player.c: else if (ch->pcdata->favor > -250)
player.c: else if (ch->pcdata->favor > -750)
player.c: else if (ch->pcdata->favor > -1000)
player.c: else if (ch->pcdata->favor > -1250)
player.c: else if (ch->pcdata->favor > -1500)
player.c: else if (ch->pcdata->favor > -1750)
player.c: else if (ch->pcdata->favor > -2000)
player.c: else if (ch->pcdata->favor > -2250)
player.c: pager_printf_color(ch, "&CDeity: &W%-20s &CFavor: &W%s&C\n\r", ch->pcdata->deity->name, buf );
player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_ORDER )
player.c: ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths);
player.c: if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_GUILD )
player.c: ch->pcdata->clan->name, ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths);
player.c: if (ch->first_affect && !str_cmp( arg, "affects" ) )
player.c: for (paf = ch->first_affect; paf; paf = paf->next)
player.c: if (ch->level < 20)
player.c: if (ch->level >= 20)
player.c: day = ch->day;
player.c: sprintf( extrabuf, "%s ", ch->pcdata->extraname );
player.c: sprintf( buf+strlen(buf), "%s%s%s\n\r", (ch->pcdata->extraname[0] != '\0')
player.c: ? extrabuf : "", ch->name, ch->pcdata->title );
player.c: ch->level, get_race(ch), capitalize(get_class(ch)) );
player.c: if( ch->level2 != -1 )
player.c: ch->level2, capitalize(get_class2(ch)) );
player.c: if( ch->level3 != -1 )
player.c: ch->level3, capitalize(get_class3(ch)) );
player.c: get_curr_str(ch), ch->perm_str, get_curr_int(ch), ch->perm_int,
player.c: get_curr_wis(ch), ch->perm_wis );
player.c: get_curr_dex(ch), ch->perm_dex, get_curr_con(ch), ch->perm_con,
player.c: get_curr_cha(ch), ch->perm_cha );
player.c: get_curr_lck(ch), ch->perm_lck, ch->practice, ((ch->played + (current_time - ch->logon)) / 3600) );
player.c: in_comma(ch->exp) );
player.c: sprintf( buf+strlen(buf), "&W(&b%s TNL&W)&w\n\r", in_comma(exp_level(ch, ch->level+1) - ch->exp) );
player.c: if (ch->alignment > 900)
player.c: else if (ch->alignment > 700)
player.c: else if (ch->alignment > 350)
player.c: else if (ch->alignment > 100)
player.c: else if (ch->alignment > -100)
player.c: else if (ch->alignment > -350)
player.c: else if (ch->alignment > -700)
player.c: else if (ch->alignment > -900)
player.c: ch->alignment, extrabuf, GET_AC(ch) );
player.c: switch (ch->position)
player.c: sprintf(buf+strlen(buf), "&CGold: &Y%s ",num_punct(ch->gold));
player.c: sprintf(buf+strlen(buf),"&CSilver: &Y%s ",num_punct(ch->silver));
player.c: sprintf(buf+strlen(buf),"&CCopper: &Y%s\n\r",num_punct(ch->copper));
player.c: ch->pcdata->gbalance, ch->pcdata->sbalance, ch->pcdata->balance
player.c: /* sprintf( buf+strlen(buf), "&Y%s&w silver in the bank.\n\r\n\r", in_comma(ch->pcdata->sbalance) );
player.c: sprintf( buf+strlen(buf), "&Y%s&w copper in the bank.\n\r\n\r", in_comma(ch->pcdata->balance) );*/
player.c: sprintf( buf+strlen(buf), "&rHitpoints&w: %-8d &rof&w %-8d\n\r", ch->hit, ch->max_hit );
player.c: sprintf( buf+strlen(buf), "&b Mana&w: %-8d &bof&w %-8d\n\r", ch->mana, ch->max_mana );
player.c: sprintf( buf+strlen(buf), "&O Move&w: %-8d &Oof&w %-8d\n\r\n\r", ch->move, ch->max_move );
player.c: if( ch->pcdata->area )
player.c: IS_SET( ch->pcdata->area->status, AREA_LOADED ) ? "is" : "is not" );
player.c: xIS_SET(ch->act, PLR_WIZINVIS) ? "are" : "are not" );
player.c: ch->pcdata->wizinvis );
player.c: if( ch->pcdata->bamfin[0] == '\0' )
player.c: sprintf( buf+strlen(buf), "&CBamfin &W:&w %s appears in a swirling mist.\n\r", ch->name );
player.c: sprintf( buf+strlen(buf), "&CBamfin &W:&w %s\n\r", ch->pcdata->bamfin );
player.c: if( ch->pcdata->bamfout[0] == '\0' )
player.c: sprintf( buf+strlen(buf), "&CBamfout&W:&w %s appears in a swirling mist.\n\r", ch->name );
player.c: sprintf( buf+strlen(buf), "&CBamfout&W:&w %s\n\r", ch->pcdata->bamfout );
player.c: ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum,
player.c: ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum,
player.c: ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum);
player.c: xIS_SET(ch->act, PLR_WIZINVIS) ? "are" : "are not" );
player.c: ch->pcdata->wizinvis );
player.c: if( ch->pcdata->bamfin[0] == '\0' )
player.c: sprintf( buf+strlen(buf), "&CBamfin &W:&w %s appears in a swirling mist.\n\r", ch->name );
player.c: sprintf( buf+strlen(buf), "&CBamfin &W:&w %s\n\r", ch->pcdata->bamfin );
player.c: if( ch->pcdata->bamfout[0] == '\0' )
player.c: sprintf( buf+strlen(buf), "&CBamfout&W:&w %s appears in a swirling mist.\n\r", ch->name );
player.c: sprintf( buf+strlen(buf), "&CBamfout&W:&w %s\n\r", ch->pcdata->bamfout );
player.c: if(time_info.day == ch->day && time_info.month == ch->month)
player.c:day_name[ch->day % 7], day, suf, month_name[ch->month], ch->year);
player.c: if ( ch->class < MAX_NPC_CLASS && ch->class >= 0)
player.c: return ( npc_class[ch->class] );
player.c: if ( ch->class2 < MAX_NPC_CLASS && ch->class2 >= 0)
player.c: return ( npc_class[ch->class2] );
player.c: if ( ch->class3 < MAX_NPC_CLASS && ch->class3 >= 0)
player.c: return ( npc_class[ch->class3] );
player.c: if( ch->race < MAX_RACE && ch->race >= 0)
player.c: return (race_table[ch->race]->race_name);
player.c: if ( ch->race < MAX_NPC_RACE && ch->race >= 0)
player.c: return ( npc_race[ch->race] );
player.c: ch->name,
player.c: IS_NPC(ch) ? "" : ch->pcdata->title,
player.c: ch->level,
player.c: if ( get_trust( ch ) != ch->level )
player.c: if ( IS_NPC(ch) && xIS_SET(ch->act, ACT_MOBINVIS) )
player.c: ch->mobinvis);
player.c: ch->hit, ch->max_hit,
player.c: ch->pcdata->condition[COND_BLOODTHIRST], 10 + ch->level,
player.c: ch->move, ch->max_move,
player.c: ch->practice );
player.c: ch->hit, ch->max_hit,
player.c: ch->mana, ch->max_mana,
player.c: ch->move, ch->max_move,
player.c: ch->practice );
player.c: ch->carry_number, can_carry_n(ch),
player.c: ch->carry_weight, can_carry_w(ch) );
player.c: pager_printf(ch,"You have scored %s exp, and have ",num_punct(ch->exp));
player.c:pager_printf(ch,"%s gold, ", num_punct(ch->gold) );
player.c:pager_printf(ch,"%s silver, and ",num_punct(ch->silver));
player.c:pager_printf(ch,"%s copper coins.\n\r",num_punct(ch->copper));
player.c: ch->pcdata->quest_accum, ch->pcdata->quest_curr );
player.c: (!IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no",
player.c: (!IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no",
player.c: (!IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no",
player.c: (!IS_NPC(ch) && xIS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" );
player.c: pager_printf( ch, "Wimpy set to %d hit points.\n\r", ch->wimpy );
player.c: if ( ch->pcdata->condition[COND_DRUNK] > 10 )
player.c: if ( ch->pcdata->condition[COND_THIRST] == 0 )
player.c: if ( ch->pcdata->condition[COND_FULL] == 0 )
player.c: switch( ch->mental_state / 10 )
player.c: switch ( ch->position )
player.c: if ( ch->level >= 25 )
player.c: if ( ch->level >= 15
player.c: if ( ch->level >= 10 )
player.c: pager_printf( ch, "Alignment: %d. ", ch->alignment );
player.c: if ( ch->alignment > 900 ) send_to_pager( "angelic.\n\r", ch );
player.c: else if ( ch->alignment > 700 ) send_to_pager( "saintly.\n\r", ch );
player.c: else if ( ch->alignment > 350 ) send_to_pager( "good.\n\r", ch );
player.c: else if ( ch->alignment > 100 ) send_to_pager( "kind.\n\r", ch );
player.c: else if ( ch->alignment > -100 ) send_to_pager( "neutral.\n\r", ch );
player.c: else if ( ch->alignment > -350 ) send_to_pager( "mean.\n\r", ch );
player.c: else if ( ch->alignment > -700 ) send_to_pager( "evil.\n\r", ch );
player.c: else if ( ch->alignment > -900 ) send_to_pager( "demonic.\n\r", ch );
player.c: if ( ch->first_affect )
player.c: for ( paf = ch->first_affect; paf; paf = paf->next )
player.c: if ( ch->level >= 20 )
player.c: ch->pcdata->wizinvis,
player.c: xIS_SET(ch->act, PLR_WIZINVIS) ? "ON" : "OFF" );
player.c: if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi )
player.c: pager_printf( ch, "Room Range: %d - %d\n\r", ch->pcdata->r_range_lo,
player.c: ch->pcdata->r_range_hi );
player.c: if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi )
player.c: pager_printf( ch, "Obj Range : %d - %d\n\r", ch->pcdata->o_range_lo,
player.c: ch->pcdata->o_range_hi );
player.c: if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi )
player.c: pager_printf( ch, "Mob Range : %d - %d\n\r", ch->pcdata->m_range_lo,
player.c: ch->pcdata->m_range_hi );
player.c: if ( ch->level == 1 )
player.c: lowlvl = UMAX( 2, ch->level - 5 );
player.c: hilvl = URANGE( ch->level, ch->level + 5, MAX_LEVEL );
player.c: sprintf( buf, " exp (You have: %14s)", in_comma(ch->exp) );
player.c: sprintf( buf2," exp (To level: %14s)", in_comma(exp_level(ch, ch->level+1) - ch->exp) );
player.c: (x == ch->level) ? buf : (x == ch->level+1) ? buf2 : " exp" );
player.c: if ( !ch->pcdata->deity ) {
player.c: if ( ch->pcdata->favor < ch->level*2 ) {
player.c: pager_printf( ch, "%s appears in a vision, revealing that your remains... ", ch->pcdata->deity->name );
player.c: sprintf( buf, "the corpse of %s", ch->name );
player.c: ch->pcdata->favor -= ch->level*2;
player.c: !xIS_EMPTY(ch->affected_by) ? affect_bit_name( &ch->affected_by ) : "&cnothing" );
player.c: if ( ch->immune > 0 )
player.c: ch_printf_color( ch, "&C%s\n\r", flag_string(ch->immune, ris_flags));
player.c: if ( ch->resistant > 0 )
player.c: ch_printf_color( ch, "&C%s\n\r", flag_string(ch->resistant, ris_flags));
player.c: if ( ch->susceptible > 0 )
player.c: ch_printf_color( ch, "&C%s\n\r", flag_string(ch->susceptible, ris_flags));
player.c: /* if ( ch->absorb > 0 )
player.c: ch_printf_color( ch, "&C%s\n\r", flag_string(ch->absorb, ris_flags) );
player.c: for (paf = ch->first_affect; paf; paf = paf->next)
player.c: sprintf( buf, "&R* &zSaves vs Spells: Spell Effects &W- &G%d\n\r",ch->saving_spell_staff);
player.c: sprintf( buf, "&R* &zSaves vs Spells: Paralysis &W- &G%d\n\r",ch->saving_para_petri);
player.c: sprintf( buf, "&R* &zSaves vs Spells: Staves, Wands &W- &G%d\n\r",ch->saving_wand);
player.c: sprintf( buf, "&R* &zSaves vs Spells: Petrification &W- &G%d\n\r",ch->saving_poison_death);
player.c: sprintf( buf, "&R* &zSaves vs Spells: Breath Wpns &W- &G%d\n\r&D",ch->saving_breath);
player.c: show_list_to_char( ch->first_carrying, ch, TRUE, TRUE );
player.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
player.c: if( (!IS_NPC(ch)) && (ch->race>0) && (ch->race<MAX_RACE))
player.c: send_to_char(race_table[ch->race]->where_name[iWear], ch);
player.c: STRFREE( ch->pcdata->title );
player.c: ch->pcdata->title = STRALLOC( buf );
player.c: STRFREE( ch->pcdata->extraname );
player.c: ch->pcdata->extraname = STRALLOC( buf );
player.c: STRFREE( ch->pcdata->lastname );
player.c: ch->pcdata->lastname = STRALLOC( buf );
player.c: if ( ch->level < 5 )
player.c: if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ))
player.c: if ( ch->level < 5 )
player.c: if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ))
player.c: if ( ch->level < 5 )
player.c: if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ))
player.c: if ( ch->level < 5 )
player.c: if ( !ch->pcdata->homepage )
player.c: ch->pcdata->homepage = str_dup( "" );
player.c: show_tilde( ch->pcdata->homepage ) );
player.c: if ( ch->pcdata->homepage )
player.c: DISPOSE(ch->pcdata->homepage);
player.c: ch->pcdata->homepage = str_dup("");
player.c: if ( ch->pcdata->homepage )
player.c: DISPOSE(ch->pcdata->homepage);
player.c: ch->pcdata->homepage = str_dup(buf);
player.c: if ( ch->level < 5 )
player.c: if ( !ch->pcdata->email )
player.c: ch->pcdata->email = str_dup( "" );
player.c: show_tilde( ch->pcdata->email ) );
player.c: if ( ch->pcdata->email )
player.c: DISPOSE(ch->pcdata->email);
player.c: ch->pcdata->email = str_dup("");
player.c: if ( ch->pcdata->email )
player.c: DISPOSE(ch->pcdata->email);
player.c: ch->pcdata->email = str_dup(buf);
player.c: if ( !ch->desc )
player.c: switch( ch->substate )
player.c: ch->substate = SUB_PERSONAL_DESC;
player.c: ch->dest_buf = ch;
player.c: start_editing( ch, ch->description );
player.c: STRFREE( ch->description );
player.c: ch->description = copy_buffer( ch );
player.c: if ( ch->level < 5 )
player.c: if ( !ch->desc )
player.c: switch( ch->substate )
player.c: ch->substate = SUB_PERSONAL_BIO;
player.c: ch->dest_buf = ch;
player.c: start_editing( ch, ch->pcdata->bio );
player.c: STRFREE( ch->pcdata->bio );
player.c: ch->pcdata->bio = copy_buffer( ch );
player.c: ch->hit, ch->max_hit, ch->pcdata->condition[COND_BLOODTHIRST],
player.c: 10 + ch->level, ch->move, ch->max_move, ch->exp );
player.c: ch->hit, ch->max_hit, ch->pcdata->condition[COND_BLOODTHIRST],
player.c: 10 + ch->level, ch->move, ch->max_move, ch->exp );
player.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana,
player.c: ch->move, ch->max_move, ch->exp );
player.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana,
player.c: ch->move, ch->max_move, ch->exp );
player.c: ch->perm_str, ch->perm_wis, ch->perm_int, ch->perm_dex,
player.c: ch->perm_con, ch->perm_cha, ch->perm_lck );
player.c: ch->perm_str, ch->perm_wis, ch->perm_int, ch->perm_dex,
player.c: ch->perm_con, ch->perm_cha, ch->perm_lck );
player.c: ch->hit, ch->max_hit, ch->pcdata->condition[COND_BLOODTHIRST],
player.c: 10 + ch->level, ch->move, ch->max_move, ch->exp );
player.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana,
player.c: ch->move, ch->max_move, ch->exp );
player.c: ch->perm_str, ch->perm_wis, ch->perm_int, ch->perm_dex,
player.c: ch->perm_con, ch->perm_cha, ch->perm_lck );
player.c: if ( IS_NPC( ch ) && ch->fighting )
player.c: ch->hit, ch->max_hit,
player.c: ch->pcdata->condition[COND_BLOODTHIRST], 10 + ch->level,
player.c: ch->move, ch->max_move,
player.c: ch->exp );
player.c: ch->hit, ch->max_hit,
player.c: ch->mana, ch->max_mana,
player.c: ch->move, ch->max_move,
player.c: ch->exp );
player.c: ch->hit, ch->max_hit,
player.c: ch->pcdata->condition[COND_BLOODTHIRST], 10 + ch->level,
player.c: ch->move, ch->max_move,
player.c: ch->exp );
player.c: ch->hit, ch->max_hit,
player.c: ch->mana, ch->max_mana,
player.c: ch->move, ch->max_move,
player.c: ch->exp );
player.c: ch_printf( ch, "%s\n\r", !str_cmp( ch->pcdata->fprompt, "" ) ? "(default prompt)"
player.c: : ch->pcdata->fprompt );
player.c: ch_printf( ch, "%s\n\r", !str_cmp( ch->pcdata->fprompt, "" ) ? "(default prompt)"
player.c: : ch->pcdata->fprompt );
player.c: if (ch->pcdata->fprompt)
player.c: STRFREE(ch->pcdata->fprompt);
player.c: ch->pcdata->fprompt = STRALLOC("");
player.c: ch->pcdata->fprompt = STRALLOC(argument);
player.c: ch_printf( ch, "%s\n\r", !str_cmp( ch->pcdata->prompt, "" ) ? "(default prompt)"
player.c: : ch->pcdata->prompt );
player.c: ch_printf( ch, "%s\n\r", !str_cmp( ch->pcdata->prompt, "" ) ? "(default prompt)"
player.c: : ch->pcdata->prompt );
player.c: if (ch->pcdata->prompt)
player.c: STRFREE(ch->pcdata->prompt);
player.c: ch->pcdata->prompt = STRALLOC("");
player.c: ch->pcdata->prompt = STRALLOC(argument);
player.c: for( tmp = ch->in_room->first_person ; tmp ; tmp = tmp->next_in_room )
player.c: int max = (class_table[ch->class]->attr_prime == APPLY_STR) ?
player.c: if( ch->practice - 10 < 0 )
player.c: ch->name );
player.c: if( ch->perm_str + 1 > max )
player.c: ch->name );
player.c: ch->perm_str++;
player.c: ch->practice -= 10;
player.c: sprintf( buf, "%s Enjoy!", ch->name );
player.c: int max = (class_table[ch->class]->attr_prime == APPLY_INT) ?
player.c: if( ch->practice - 10 < 0 )
player.c: ch->name );
player.c: if( ch->perm_int + 1 > max )
player.c: ch->name );
player.c: ch->perm_int++;
player.c: ch->practice -= 10;
player.c: sprintf( buf, "%s Enjoy!", ch->name );
player.c: int max = (class_table[ch->class]->attr_prime == APPLY_WIS) ?
player.c: if( ch->practice - 10 < 0 )
player.c: ch->name );
player.c: if( ch->perm_wis + 1 > max )
player.c: ch->name );
player.c: ch->perm_wis++;
player.c: ch->practice -= 10;
player.c: sprintf( buf, "%s Enjoy!", ch->name );
player.c: int max = (class_table[ch->class]->attr_prime == APPLY_DEX) ?
player.c: if( ch->practice - 10 < 0 )
player.c: ch->name );
player.c: if( ch->perm_dex + 1 > max )
player.c: ch->name );
player.c: ch->perm_dex++;
player.c: ch->practice -= 10;
player.c: sprintf( buf, "%s Enjoy!", ch->name );
player.c: int max = (class_table[ch->class]->attr_prime == APPLY_CON) ?
player.c: if( ch->practice - 10 < 0 )
player.c: ch->name );
player.c: if( ch->perm_con + 1 > max )
player.c: ch->name );
player.c: ch->perm_con++;
player.c: ch->practice -= 10;
player.c: sprintf( buf, "%s Enjoy!", ch->name );
player.c: int max = (class_table[ch->class]->attr_prime == APPLY_CHA) ?
player.c: if( ch->practice - 10 < 0 )
player.c: ch->name );
player.c: if( ch->perm_cha + 1 > max )
player.c: ch->name );
player.c: ch->perm_cha++;
player.c: ch->practice -= 10;
player.c: sprintf( buf, "%s Enjoy!", ch->name );
player.c: int max = (class_table[ch->class]->attr_prime == APPLY_LCK) ?
player.c: if( ch->practice - 10 < 0 )
player.c: ch->name );
player.c: if( ch->perm_lck + 1 > max )
player.c: ch->name );
player.c: ch->perm_lck++;
player.c: ch->practice -= 10;
player.c: sprintf( buf, "%s Enjoy!", ch->name );
player.c: if( ch->practice - 10 < 0 )
player.c: ch->name );
player.c: ch->max_hit += 5;
player.c: ch->practice -= 10;
player.c: sprintf( buf, "%s Enjoy!", ch->name );
player.c: if( ch->practice - 10 < 0 )
player.c: ch->name );
player.c: ch->max_mana += 5;
player.c: ch->practice -= 10;
player.c: sprintf( buf, "%s Enjoy!", ch->name );
player.c: if( ch->practice - 10 < 0 )
player.c: ch->name );
player.c: ch->max_move += 5;
player.c: ch->practice -= 10;
player.c: sprintf( buf, "%s Enjoy!", ch->name );
player.c: int gold = ch->gold;
player.c: // int mgold = (ch->level * 2000000);
player.c: // int mgold = (ch->level * 100000);
player.c: int tax = (ch->gold * .05);
player.c: ch->level, mgold );
player.c: tax, ch->gold );
player.c: (ch->gold - tax));
player.c: ch->gold -= tax;
player.c: int banktax = ch->pcdata->balance * .05;
player.c: int balanceamount = ch->pcdata->balance;
player.c: ch->pcdata->balance = balanceamount;
player.c: for ( undertaker = ch->in_room->first_person; undertaker; undertaker = undertaker->next_in_room )
player.c: cost = 1 * ch->level;
player.c: if (cost > ch->gold )
player.c: strcpy( buf, ch->name );
player.c: obj_to_room( outer_obj, ch->in_room );
player.c: ch->gold -= cost;
polymorph.c: if (!ch->desc)
polymorph.c: switch( ch->substate )
polymorph.c: if ( !ch->dest_buf )
polymorph.c: bug( "do_morphset: sub_morph_desc: NULL ch->dest_buf", 0 );
polymorph.c: ch->substate = SUB_NONE;
polymorph.c: morph = ch->dest_buf;
polymorph.c: ch->substate = ch->tempnum;
polymorph.c: if ( ch->substate == SUB_REPEATCMD )
polymorph.c: ch->dest_buf = morph;
polymorph.c: if ( !ch->dest_buf )
polymorph.c: bug( "do_morphset: sub_morph_help: NULL ch->dest_buf", 0 );
polymorph.c: ch->substate = SUB_NONE;
polymorph.c: morph = ch->dest_buf;
polymorph.c: ch->substate = ch->tempnum;
polymorph.c: if ( ch->substate == SUB_REPEATCMD )
polymorph.c: ch->dest_buf = morph;
polymorph.c: if ( ch->substate == SUB_REPEATCMD )
polymorph.c: morph = ch->dest_buf;
polymorph.c: ch->substate = SUB_NONE;
polymorph.c: ch->dest_buf = NULL;
polymorph.c: if (ch->pcdata && ch->pcdata->subprompt) {
polymorph.c: STRFREE (ch->pcdata->subprompt);
polymorph.c: ch->pcdata->subprompt = NULL;
polymorph.c: if ( ch->substate != SUB_REPEATCMD && arg1[0] != '\0' &&
polymorph.c: if (arg1[0] == '\0' || (arg2[0] == '\0' && ch->substate != SUB_REPEATCMD)
polymorph.c: if (ch->substate == SUB_REPEATCMD)
polymorph.c: ch->substate = SUB_REPEATCMD;
polymorph.c: ch->dest_buf = morph;
polymorph.c: if (ch->pcdata)
polymorph.c: if (ch->pcdata->subprompt) {
polymorph.c: STRFREE (ch->pcdata->subprompt);
polymorph.c: ch->pcdata->subprompt = NULL;
polymorph.c: ch->pcdata->subprompt = STRALLOC (buf);
polymorph.c: if ( ch->substate == SUB_REPEATCMD )
polymorph.c: ch->tempnum = SUB_REPEATCMD;
polymorph.c: ch->tempnum = SUB_NONE;
polymorph.c: ch->substate = SUB_MORPH_DESC;
polymorph.c: ch->dest_buf = morph;
polymorph.c: if ( ch->substate == SUB_REPEATCMD )
polymorph.c: ch->tempnum = SUB_REPEATCMD;
polymorph.c: ch->tempnum = SUB_NONE;
polymorph.c: ch->substate = SUB_MORPH_HELP;
polymorph.c: ch->dest_buf = morph;
polymorph.c: else if ( ch->substate == SUB_REPEATCMD )
polymorph.c: ch->substate = SUB_RESTRICTED;
polymorph.c: ch->substate = SUB_REPEATCMD;
polymorph.c: ch->last_cmd = do_morphset;
polymorph.c: if ( ch->morph )
polymorph.c: if ( ch->hit < morph->hpused )
polymorph.c: ch->hit -= morph->hpused;
polymorph.c: if ( ch->move < morph->moveused )
polymorph.c: ch->move -= morph->moveused;
polymorph.c: if ( ch->mana < morph->manaused )
polymorph.c: ch->mana -= morph->manaused;
polymorph.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] < morph->bloodused )
polymorph.c: ch->pcdata->condition[COND_BLOODTHIRST]-= morph->bloodused;
polymorph.c: if ( IS_NPC(ch) || !ch->pcdata->deity ||
polymorph.c: ch->pcdata->favor < morph->favourused )
polymorph.c: ch->pcdata->favor -= morph->favourused;
polymorph.c: if ( ch->pcdata->favor < ch->pcdata->deity->susceptnum )
polymorph.c: SET_BIT( ch->susceptible, ch->pcdata->deity->suscept );
polymorph.c: if ( !IS_NPC(ch) && ch->pcdata->quest_curr < morph->gloryused )
polymorph.c: ch->pcdata->quest_curr -= morph->gloryused;
polymorph.c: if ( !ch->morph )
polymorph.c: temp = ch->morph->morph;
polymorph.c: if ( ch->level < morph->level )
polymorph.c: if ( morph->sex != -1 && morph->sex != ch->sex )
polymorph.c: if ( morph->class != 0 && !IS_SET( morph->class, (1 << ch->class) ) )
polymorph.c: if ( morph->race != 0 && IS_SET( morph->race, (1 << ch->race ) ) )
polymorph.c: if ( morph->deity && ( !ch->pcdata->deity || !get_deity ( morph->deity ) ) )
polymorph.c: if ( ch->morph )
polymorph.c: ch->armor += morph->ac;
polymorph.c: ch->mod_str += morph->str;
polymorph.c: ch->mod_int += morph->inte;
polymorph.c: ch->mod_wis += morph->wis;
polymorph.c: ch->mod_dex += morph->dex;
polymorph.c: ch->mod_cha += morph->cha;
polymorph.c: ch->mod_lck += morph->lck;
polymorph.c: ch->saving_breath += morph->saving_breath;
polymorph.c: ch->saving_para_petri += morph->saving_para_petri;
polymorph.c: ch->saving_poison_death += morph->saving_poison_death;
polymorph.c: ch->saving_spell_staff += morph->saving_spell_staff;
polymorph.c: ch->saving_wand += morph->saving_wand;
polymorph.c: ch->hitroll += ch_morph->hitroll;
polymorph.c: ch->damroll += ch_morph->damroll;
polymorph.c: if ( (ch->hit + ch_morph->hit ) > 32700 )
polymorph.c: ch_morph->hit = (32700 - ch->hit);
polymorph.c: ch->hit += ch_morph->hit;
polymorph.c: if ( (ch->move + ch_morph->move ) > 32700 )
polymorph.c: ch_morph->move = (32700 - ch->move);
polymorph.c: ch->move += ch_morph->move;
polymorph.c: ch->pcdata->condition[COND_BLOODTHIRST] += ch_morph->blood;
polymorph.c: if ( (ch->mana + ch_morph->mana ) > 32700 )
polymorph.c: ch_morph->mana = (32700 - ch->mana);
polymorph.c: ch->mana += ch_morph->mana;
polymorph.c: xSET_BITS ( ch->affected_by, morph->affected_by );
polymorph.c: SET_BIT ( ch->immune, morph->immune );
polymorph.c: SET_BIT ( ch->resistant, morph->resistant );
polymorph.c: SET_BIT ( ch->susceptible, morph->suscept );
polymorph.c: xREMOVE_BITS ( ch->affected_by, morph->no_affected_by );
polymorph.c: REMOVE_BIT ( ch->immune, morph->no_immune );
polymorph.c: REMOVE_BIT ( ch->resistant, morph->no_resistant );
polymorph.c: REMOVE_BIT ( ch->susceptible, morph->no_suscept );
polymorph.c: ch->morph = ch_morph;
polymorph.c: if ( (morph = ch->morph) == NULL )
polymorph.c: ch->armor -= morph->ac;
polymorph.c: ch->mod_str -= morph->str;
polymorph.c: ch->mod_int -= morph->inte;
polymorph.c: ch->mod_wis -= morph->wis;
polymorph.c: ch->mod_dex -= morph->dex;
polymorph.c: ch->mod_cha -= morph->cha;
polymorph.c: ch->mod_lck -= morph->lck;
polymorph.c: ch->saving_breath -= morph->saving_breath;
polymorph.c: ch->saving_para_petri -= morph->saving_para_petri;
polymorph.c: ch->saving_poison_death -= morph->saving_poison_death;
polymorph.c: ch->saving_spell_staff -= morph->saving_spell_staff;
polymorph.c: ch->saving_wand -= morph->saving_wand;
polymorph.c: ch->hitroll -= morph->hitroll;
polymorph.c: ch->damroll -= morph->damroll;
polymorph.c: ch->hit -= morph->hit;
polymorph.c: ch->move -= morph->move;
polymorph.c: ch->pcdata->condition[COND_BLOODTHIRST]-=morph->blood;
polymorph.c: ch->mana -= morph->mana;
polymorph.c: xREMOVE_BITS( ch->affected_by, morph->affected_by );
polymorph.c: REMOVE_BIT ( ch->immune, morph->immune );
polymorph.c: REMOVE_BIT ( ch->resistant, morph->resistant );
polymorph.c: REMOVE_BIT ( ch->susceptible, morph->suscept );
polymorph.c: free_char_morph ( ch->morph );
polymorph.c: ch->morph = NULL;
polymorph.c: if ( ch->morph == NULL )
polymorph.c: morph = ch->morph;
polymorph.c: ch->morph = morph;
polymorph.c: for (vch = first_char; vch; vch = vch->next )
polymorph.c: if ( vch->morph == NULL || vch->morph->morph == NULL ||
polymorph.c: vch->morph->morph != morph )
quest.c: if (xIS_SET(ch->act, PLR_QUESTOR))
quest.c: if (ch->questmob == -1 && ch->questgiver->short_descr != NULL)
quest.c: sprintf(buf, "Your quest is ALMOST complete!\n\rGet back to %s before your time runs out!\n\r",ch->questgiver->short_descr);
quest.c: else if (ch->questobj > 0)
quest.c: questinfoobj = get_obj_index(ch->questobj);
quest.c: else if (ch->questmob > 0)
quest.c: questinfo = get_mob_index(ch->questmob);
quest.c: sprintf(buf, "You have %d quest points.\n\r",ch->pcdata->quest_curr);
quest.c: if (!xIS_SET(ch->act, PLR_QUESTOR))
quest.c: if (ch->nextquest > 175) {
quest.c: ch->nextquest = 0; }
quest.c: if (ch->nextquest > 1)
quest.c: sprintf(buf, "There are %d minutes remaining until you can go on another quest.\n\r",ch->nextquest);
quest.c: else if (ch->nextquest == 1)
quest.c: else if (ch->countdown > 0)
quest.c: sprintf(buf, "Time left for current quest: %d\n\r",ch->countdown);
quest.c: for ( questman = ch->in_room->first_person; questman != NULL; questman = questman->next_in_room )
quest.c: ch->questgiver = questman;
quest.c: bug("Error loading quest objects. Char: ", ch->name);
quest.c: if (ch->pcdata->quest_curr >= QUEST_VALUE1)
quest.c: ch->pcdata->quest_curr -= QUEST_VALUE1;
quest.c: obj = create_object(get_obj_index(QUEST_ITEM1),ch->level);
quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name);
quest.c: if (ch->pcdata->quest_curr >= QUEST_VALUE2)
quest.c: ch->pcdata->quest_curr -= QUEST_VALUE2;
quest.c: obj = create_object(get_obj_index(QUEST_ITEM2),ch->level);
quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name);
quest.c: if (ch->pcdata->quest_curr >= QUEST_VALUE3)
quest.c: ch->pcdata->quest_curr -= QUEST_VALUE3;
quest.c: obj = create_object(get_obj_index(QUEST_ITEM3),ch->level);
quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name);
quest.c: if (ch->pcdata->quest_curr >= QUEST_VALUE4)
quest.c: ch->pcdata->quest_curr -= QUEST_VALUE4;
quest.c: obj = create_object(get_obj_index(QUEST_ITEM4),ch->level);
quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name);
quest.c: if (ch->pcdata->quest_curr >= QUEST_VALUE5)
quest.c: ch->pcdata->quest_curr -= QUEST_VALUE5;
quest.c: obj = create_object(get_obj_index(QUEST_ITEM5),ch->level);
quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name);
quest.c: if (ch->pcdata->quest_curr >= 500)
quest.c: ch->pcdata->quest_curr -= 500;
quest.c: ch->practice += 30;
quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name);
quest.c: if (ch->pcdata->quest_curr >= 500)
quest.c: ch->pcdata->quest_curr -= 500;
quest.c: ch->gold += 100;
quest.c: sprintf(buf, "Sorry, %s, but you don't have enough quest points for that.",ch->name);
quest.c: sprintf(buf, "I don't have that item, %s.",ch->name);
quest.c: if (ch->nextquest > 0 && !(ch->level >= LEVEL_IMMORTAL))
quest.c: sprintf( buf, "You're not on a quest %s.", ch->name );
quest.c: if (xIS_SET(ch->act, PLR_QUESTOR))
quest.c: xREMOVE_BIT(ch->act, PLR_QUESTOR);
quest.c: ch->questgiver = NULL;
quest.c: ch->countdown = 0;
quest.c: ch->questmob = 0;
quest.c: ch->questobj = 0;
quest.c: if (ch->level >= LEVEL_IMMORTAL)
quest.c: ch->nextquest = 0;
quest.c: ch->nextquest = 30;
quest.c: sprintf( buf, "Very well %s, we can't all be heroes.", ch->name );
quest.c: if (xIS_SET(ch->act, PLR_QUESTOR))
quest.c: if (ch->nextquest > 175) {
quest.c: ch->nextquest = 0; }
quest.c: if (ch->nextquest > 0)
quest.c: sprintf(buf, "You're very brave, %s, but let someone else have a chance.",ch->name);
quest.c: sprintf(buf, "Please come back in about %d minutes.", ch->nextquest);
quest.c: sprintf(buf, "Thank you, brave %s!",ch->name);
quest.c: if (ch->questmob > 0 || ch->questobj > 0)
quest.c: ch->countdown = number_range(10,30);
quest.c: xSET_BIT(ch->act, PLR_QUESTOR);
quest.c: sprintf(buf, "You have %d minutes to complete this quest.",ch->countdown);
quest.c: if (ch->questgiver != questman)
quest.c: if (xIS_SET(ch->act, PLR_QUESTOR))
quest.c: if (ch->questmob == -1 && ch->countdown > 0)
quest.c: ch->practice += pracreward;
quest.c: xREMOVE_BIT(ch->act, PLR_QUESTOR);
quest.c: ch->questgiver = NULL;
quest.c: ch->countdown = 0;
quest.c: ch->questmob = 0;
quest.c: ch->questobj = 0;
quest.c: ch->nextquest = 15;
quest.c: ch->gold += reward;
quest.c: ch->pcdata->quest_curr += pointreward;
quest.c: ch->pcdata->quest_accum += pointreward;
quest.c: else if (ch->questobj > 0 && ch->countdown > 0)
quest.c: for (obj = ch->first_carrying; obj != NULL; obj = obj_next)
quest.c: if (obj != NULL && obj->pIndexData->vnum == ch->questobj)
quest.c: ch->practice += pracreward;
quest.c: xREMOVE_BIT(ch->act, PLR_QUESTOR);
quest.c: ch->questgiver = NULL;
quest.c: ch->countdown = 0;
quest.c: ch->questmob = 0;
quest.c: ch->questobj = 0;
quest.c: ch->nextquest = 20;
quest.c: ch->gold += reward;
quest.c: ch->pcdata->quest_curr += pointreward;
quest.c: ch->pcdata->quest_accum += pointreward;
quest.c: else if ((ch->questmob > 0 || ch->questobj > 0) && ch->countdown > 0)
quest.c: if (ch->nextquest > 0)
quest.c: else sprintf(buf, "You have to REQUEST a quest first, %s.",ch->name);
quest.c: while (ch->nextquest > 175 && ch->nextquest < 356)
quest.c: if (ch->nextquest == 355)
quest.c: ch->nextquest = 200;
quest.c: ch->nextquest++;
quest.c: level_diff = vsearch->level - ch->level;
quest.c: || (ch->level > 30 && ch->level < 40 && vsearch->level > 30 && vsearch->level < 50)
quest.c: || (ch->level > 40 && ch->level < 50 && vsearch->level > 40 && vsearch->level < 60)
quest.c: || (ch->level > 50 && ch->level < 60 && vsearch->level > 50 && vsearch->level < 70)
quest.c: || (ch->level > 60 && ch->level < 70 && vsearch->level > 60 && vsearch->level < 80)
quest.c: || (ch->level > 70 && ch->level < 80 && vsearch->level > 70 && vsearch->level < 90)
quest.c: || (ch->level > 80 && ch->level < 90 && vsearch->level > 80 && vsearch->level < 100)
quest.c: || (ch->level > 90 && vsearch->level > 90))
quest.c: && vsearch->pShop == NULL
quest.c: && vsearch->rShop == NULL
quest.c: && !xIS_SET(vsearch->act,ACT_TRAIN)
quest.c: && !xIS_SET(vsearch->act,ACT_PRACTICE)
quest.c: && !xIS_SET(vsearch->act,ACT_IMMORTAL)
quest.c: && !xIS_SET(vsearch->act,ACT_NOQUEST)
quest.c: && !xIS_SET(vsearch->act,ACT_PACIFIST)) break;
quest.c: if ( vsearch == NULL || ( victim = get_char_world( ch, vsearch->player_name ) ) == NULL || !IS_NPC(victim))
quest.c: if ((ch->nextquest > 175 && ch->nextquest < 356) || ch->nextquest == 0);
quest.c: if (ch->nextquest == 0)
quest.c: ch->nextquest = 351;
quest.c: if (ch->nextquest == 400)
quest.c: ch->nextquest = 5;
quest.c: ch->nextquest = 5;
quest.c: questitem = create_object( get_obj_index(objvnum), ch->level );
quest.c: ch->questobj = questitem->pIndexData->vnum;
quest.c: ch->nextquest = 0;
quest.c: ch->nextquest = 0;
quest.c: ch->questmob = victim->pIndexData->vnum;
quest.c: ch_next = ch->next;
quest.c: if (ch->nextquest > 0)
quest.c: ch->nextquest--;
quest.c: if (ch->nextquest == 0)
quest.c: else if (xIS_SET(ch->act,PLR_QUESTOR))
quest.c: if (--ch->countdown <= 0)
quest.c: ch->nextquest = 15;
quest.c: sprintf(buf, "You have run out of time for your quest!\n\rYou may quest again in %d minutes.\n\r",ch->nextquest);
quest.c: xREMOVE_BIT(ch->act, PLR_QUESTOR);
quest.c: ch->questgiver = NULL;
quest.c: ch->countdown = 0;
quest.c: ch->questmob = 0;
quest.c: if (ch->countdown > 0 && ch->countdown < 6)
redit.c: if ( IS_NPC(ch) || !ch->desc )
redit.c: room = ch->in_room;
redit.c: d = ch->desc;
redit.c: if ( !ch->pcdata || !( pArea = ch->pcdata->area ) )
redit.c: copy->area = (ch->pcdata->area) ? ch->pcdata->area : orig->area;
redit.c: ROOM_INDEX_DATA *room = ch->dest_buf;
redit.c: EXTRA_DESCR_DATA *ed = ch->spare_ptr;
redit.c: switch( ch->substate )
redit.c: if ( !ch->dest_buf )
redit.c: bug( "do_redit_reset: sub_obj_extra: NULL ch->dest_buf", 0 );
redit.c: ch->substate = SUB_NONE;
redit.c: ch->desc->connected = CON_PLAYING;
redit.c: ch->dest_buf = room;
redit.c: ch->desc->connected = CON_REDIT;
redit.c: ch->substate = SUB_NONE;
redit.c: olc_log( ch->desc, "Edited room description" );
redit.c: redit_disp_menu( ch->desc );
redit.c: ch->dest_buf = room;
redit.c: ch->spare_ptr = ed;
redit.c: ch->substate = SUB_NONE;
redit.c: ch->desc->connected = CON_REDIT;
redit.c: oedit_disp_extra_choice( ch->desc );
redit.c: OLC_MODE(ch->desc) = REDIT_EXTRADESC_CHOICE;
redit.c: olc_log( ch->desc, "Edit description for exdesc %s", ed->keyword );
remort.c: if( IS_SET( race_table[ch->race]->class_restriction, 1 << x ) )
remort.c: if( x != ch->class && str_cmp( class_table[x]->who_name, "Dragon" ))
remort.c: if( ch->level < LEVEL_PCAVATAR )
remort.c: if( ch->level2 != -1 )
remort.c: if( IS_SET( race_table[ch->race]->class_restriction, 1 << x ) )
remort.c: if( ch->class == x )
remort.c: ch->level2 = ch->level;
remort.c: ch->level = 1;
remort.c: ch->class2 = ch->class;
remort.c: ch->class = x;
remort.c: ch->max_hit = 20;
remort.c: ch->hit = ch->max_hit + race_table[ch->race]->hit;
remort.c: ch->max_mana = 100;
remort.c: ch->mana = ch->max_mana + race_table[ch->race]->mana;
remort.c: ch->max_move = 100;
remort.c: ch->move = ch->max_move;
remort.c: ch->exp = 0;
remort.c: DISPOSE( ch->pcdata->rank );
remort.c: ch->pcdata->rank = str_dup( "" );
remort.c: race_table[ch->race]->race_name, class_table[x]->who_name );
remort.c: sprintf( buf, "%s has just remorted!", ch->name );
reset.c: * pRoom->people, rch->carrying, obj->contains, and pArea->reset_first ..
reset.c: pRoom = ch->in_room;
reset.c: char *nm = (ch->substate == SUB_REPEATCMD ? "" : (aRoom ? "rreset "
reset.c: ch->substate = SUB_REPEATCMD;
reset.c: ch->dest_buf = (aRoom ? (void *)aRoom : (void *)pArea);
reset.c: vnum = (aRoom ? aRoom->vnum : ch->in_room->vnum);
reset.c: pRoom = ch->in_room;
reset.c: pRoom = ch->in_room;
reset.c: if ( ch->substate == SUB_REPEATCMD )
reset.c: ch->substate = SUB_NONE;
reset.c: ch->substate = SUB_REPEATCMD;
reset.c: ch->last_cmd = (aRoom ? do_rreset : do_reset);
reset.c: if ( ch->substate == SUB_REPEATCMD )
reset.c: pArea = ch->dest_buf;
reset.c: if ( pArea && pArea != ch->pcdata->area && pArea != ch->in_room->area )
reset.c: ch->name); /* why was this cast to an int? */
reset.c: ch->substate = SUB_NONE;
reset.c: ch->dest_buf = NULL;
reset.c: ch->substate = SUB_NONE;
reset.c: ch->dest_buf = NULL;
reset.c: pArea = ch->pcdata->area;
reset.c: pArea = ch->in_room->area;
reset.c: pArea = ch->pcdata->area;
reset.c: if ( ch->substate == SUB_REPEATCMD )
reset.c: pRoom = ch->dest_buf;
reset.c: bug("do_rreset: %s's dest_buf points to invalid room", (int)ch->name);
reset.c: ch->substate = SUB_NONE;
reset.c: ch->dest_buf = NULL;
reset.c: pRoom = ch->in_room;
reset.c: for ( rch = pRoom->first_person; rch; rch = rch->next_in_room )
reset.c: add_reset( pArea, 'M', 1, rch->pIndexData->vnum, rch->pIndexData->count,
reset.c: for ( obj = rch->first_carrying; obj; obj = obj->next_content )
reset.c: if ( IS_NPC(ch) || get_trust(ch) < LEVEL_SAVIOR || !ch->pcdata ||
reset.c: !ch->pcdata->area )
reset.c: pArea = ch->pcdata->area;
reset.c: if ( IS_NPC(ch) || get_trust(ch) < LEVEL_SAVIOR || !ch->pcdata ||
reset.c: !ch->pcdata->area )
reset.c: pArea = ch->pcdata->area;
save.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
save.c: ch->name, MAX_LAYERS, obj->wear_loc, obj->name );
save.c: sprintf( buf, "%s had on %s: ch->level = %d obj->level = %d",
save.c: ch->name, obj->name,
save.c: ch->level, obj->level );
save.c: if ( IS_NPC(ch) || (ch->level < 2 && ch->level2 == -1 && ch->level3 == -1) )
save.c: if ( ch->desc && ch->desc->original )
save.c: ch = ch->desc->original;
save.c: ch->save_time = current_time;
save.c: sprintf( strsave, "%s%c/%s",PLAYER_DIR,tolower(ch->pcdata->filename[0]),
save.c: capitalize( ch->pcdata->filename ) );
save.c: sprintf( strback,"%s%c/%s",BACKUP_DIR,tolower(ch->pcdata->filename[0]),
save.c: capitalize( ch->pcdata->filename ) );
save.c: if ( ch->level >= LEVEL_IMMORTAL )
save.c: sprintf( strback, "%s%s", GOD_DIR, capitalize( ch->pcdata->filename ) );
save.c: fprintf( fp, "Level %d\n", ch->level );
save.c: fprintf( fp, "Pcflags %d\n", ch->pcdata->flags );
save.c: if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi )
save.c: fprintf( fp, "RoomRange %d %d\n", ch->pcdata->r_range_lo,
save.c: ch->pcdata->r_range_hi );
save.c: if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi )
save.c: fprintf( fp, "ObjRange %d %d\n", ch->pcdata->o_range_lo,
save.c: ch->pcdata->o_range_hi );
save.c: if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi )
save.c: fprintf( fp, "MobRange %d %d\n", ch->pcdata->m_range_lo,
save.c: ch->pcdata->m_range_hi );
save.c: if( ch->level > 103 && ch->level != 110 )
save.c: sprintf( strback, "%s%s.immlist", GOD_DIR, capitalize( ch->pcdata->filename ) );
save.c: fprintf( fp, "Name %s~\n", ch->name );
save.c: fprintf( fp, "Level %d\n", ch->level );
save.c: if( ch->pcdata->lastname && ch->pcdata->lastname[0] != '\0' )
save.c: fprintf( fp, "Lastname %s~\n", ch->pcdata->lastname );
save.c: if( ch->pcdata->email && ch->pcdata->email[0] != '\0' )
save.c: fprintf( fp, "Email %s~\n", ch->pcdata->email );
save.c: if ( ch->morph )
save.c: if ( ch->first_carrying )
save.c: fwrite_obj( ch, ch->last_carrying, fp, 0, OS_CARRY );
save.c: if ( !IS_NPC( ch ) && ch->pcdata->first_alias )
save.c: fwrite_alias( ch, ch->pcdata->first_alias, fp );
save.c: if ( sysdata.save_pets && ch->pcdata->pet )
save.c: fwrite_mobile( fp, ch->pcdata->pet );
save.c: if ( ch->comments ) /* comments */
save.c: fprintf( fp, "Name %s~\n", ch->name );
save.c: if ( ch->description )
save.c: fprintf( fp, "Description %s~\n", ch->description );
save.c: fprintf( fp, "Sex %d\n", ch->sex );
save.c: fprintf( fp, "HairColor %s~\n", ch->pcdata->hair_color );
save.c: fprintf( fp, "HairLength %s~\n", ch->pcdata->hair_length );
save.c: fprintf( fp, "EyeColor %s~\n", ch->pcdata->eye_color );
save.c: fprintf( fp, "SkinTone %s~\n", ch->pcdata->skin_tone );
save.c: fprintf( fp, "CHBuild %s~\n", ch->pcdata->ch_build );
save.c: fprintf( fp, "CHHeight %s~\n", ch->pcdata->ch_height );
save.c: fprintf( fp, "Class %d\n", ch->class );
save.c: fprintf( fp, "Class2 %d\n", ch->class2 );
save.c: fprintf( fp, "Class3 %d\n", ch->class3 );
save.c: fprintf( fp, "Race %d\n", ch->race );
save.c: fprintf( fp, "Languages %d %d\n", ch->speaks, ch->speaking );
save.c: fprintf( fp, "Level %d\n", ch->level );
save.c: fprintf( fp, "Level2 %d\n", ch->level2 );
save.c: fprintf( fp, "Level3 %d\n", ch->level3 );
save.c: ch->played + (int) (current_time - ch->logon) );
save.c: fprintf(fp, "Bday %d\n", ch->day);
save.c: fprintf(fp, "Bmonth %d\n", ch->month);
save.c: fprintf(fp, "Byear %d\n", ch->year);
save.c: fprintf(fp, "Agemod %d\n", ch->age_bonus);
save.c: ( ch->in_room == get_room_index( ROOM_VNUM_LIMBO )
save.c: && ch->was_in_room )
save.c: ? ch->was_in_room->vnum
save.c: : ch->in_room->vnum );
save.c: if (ch->nextquest != 0)
save.c: fprintf( fp, "QuestNext %d\n", ch->nextquest );
save.c: else if (ch->countdown != 0)
save.c: ch->pcdata->memorize[0],
save.c: ch->pcdata->memorize[1],
save.c: ch->pcdata->memorize[2],
save.c: ch->pcdata->memorize[3],
save.c: ch->pcdata->memorize[4],
save.c: ch->pcdata->memorize[5],
save.c: ch->pcdata->memorize[6],
save.c: ch->pcdata->memorize[7] );
save.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move );
save.c: fprintf( fp, "Gold %d\n", ch->gold );
save.c: fprintf( fp, "Silver %d\n", ch->silver );
save.c: fprintf( fp, "Copper %d\n", ch->copper );
save.c: fprintf( fp, "Exp %d\n", ch->exp );
save.c: fprintf( fp, "Exp2 %d\n", ch->exp2 );
save.c: fprintf( fp, "Smites %d\n", ch->pcdata->smites );
save.c: fprintf( fp, "Smited %d\n", ch->pcdata->smited );
save.c: fprintf( fp, "Height %d\n", ch->height );
save.c: fprintf( fp, "Weight %d\n", ch->weight );
save.c: if ( !xIS_EMPTY(ch->act) )
save.c: fprintf( fp, "Act %s\n", print_bitvector(&ch->act) );
save.c: if ( !xIS_EMPTY(ch->affected_by) )
save.c: fprintf( fp, "AffectedBy %s\n", print_bitvector(&ch->affected_by) );
save.c: if ( !xIS_EMPTY(ch->no_affected_by) )
save.c: fprintf( fp, "NoAffectedBy %s\n", print_bitvector(&ch->no_affected_by) );
save.c: pos = ch->position;
save.c: fprintf( fp, "Style %d\n", ch->style);
save.c: fprintf( fp, "Practice %d\n", ch->practice );
save.c: ch->saving_poison_death,
save.c: ch->saving_wand,
save.c: ch->saving_para_petri,
save.c: ch->saving_breath,
save.c: ch->saving_spell_staff );
save.c: fprintf( fp, "Alignment %d\n", ch->alignment );
save.c: fprintf( fp, "Favor %d\n", ch->pcdata->favor );
save.c: fprintf( fp, "Balance %d\n", ch->pcdata->balance );
save.c: fprintf( fp, "GBalance %d\n", ch->pcdata->gbalance );
save.c: fprintf( fp, "SBalance %d\n", ch->pcdata->sbalance );
save.c: fprintf( fp, "Glory %d\n", ch->pcdata->quest_curr );
save.c: fprintf( fp, "MGlory %d\n", ch->pcdata->quest_accum );
save.c: fprintf( fp, "Hitroll %d\n", ch->hitroll );
save.c: fprintf( fp, "Damroll %d\n", ch->damroll );
save.c: fprintf( fp, "Armor %d\n", ch->armor );
save.c: fprintf( fp, "Bounty %d\n", ch->bounty );
save.c: fprintf( fp, "Bowed %d\n", ch->bowed );
save.c: fprintf( fp, "Belig %d\n", ch->belig );
save.c: fprintf( fp, "Bkills %d\n", ch->bkills );
save.c: if( ch->pcdata->wedto )
save.c: fprintf( fp, "WedTo %s~\n", ch->pcdata->wedto );
save.c: if ( ch->wimpy )
save.c: fprintf( fp, "Wimpy %d\n", ch->wimpy );
save.c: if ( ch->deaf )
save.c: fprintf( fp, "Deaf %d\n", ch->deaf );
save.c: if ( ch->resistant )
save.c: fprintf( fp, "Resistant %d\n", ch->resistant );
save.c: if ( ch->no_resistant )
save.c: fprintf( fp, "NoResistant %d\n", ch->no_resistant );
save.c: if ( ch->immune )
save.c: fprintf( fp, "Immune %d\n", ch->immune );
save.c: if ( ch->no_immune )
save.c: fprintf( fp, "NoImmune %d\n", ch->no_immune );
save.c: if ( ch->susceptible )
save.c: fprintf( fp, "Susceptible %d\n", ch->susceptible );
save.c: if ( ch->no_susceptible )
save.c: fprintf( fp, "NoSusceptible %d\n",ch->no_susceptible );
save.c: if ( ch->pcdata && ch->pcdata->outcast_time )
save.c: fprintf( fp, "Outcast_time %ld\n",ch->pcdata->outcast_time );
save.c: if ( ch->pcdata && ch->pcdata->nuisance )
save.c: fprintf( fp, "NuisanceNew %ld %ld %d %d\n", ch->pcdata->nuisance->time,
save.c: ch->pcdata->nuisance->max_time,ch->pcdata->nuisance->flags,
save.c: ch->pcdata->nuisance->power );
save.c: if ( ch->mental_state != -10 )
save.c: fprintf( fp, "Mentalstate %d\n", ch->mental_state );
save.c: fprintf( fp, "Password %s~\n", ch->pcdata->pwd );
save.c: if ( ch->pcdata->rank && ch->pcdata->rank[0] != '\0' )
save.c: fprintf( fp, "Rank %s~\n", ch->pcdata->rank );
save.c: if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' )
save.c: fprintf( fp, "Bestowments %s~\n", ch->pcdata->bestowments );
save.c: fprintf( fp, "Title %s~\n", ch->pcdata->title );
save.c: if (ch->pcdata->extraname && ch->pcdata->extraname[0] != '\0' )
save.c: fprintf( fp, "Extraname %s~\n", ch->pcdata->extraname );
save.c: if (ch->pcdata->lastname && ch->pcdata->lastname[0] != '\0' )
save.c: fprintf( fp, "Lastname %s~\n", ch->pcdata->lastname );
save.c: if ( ch->pcdata->homepage && ch->pcdata->homepage[0] != '\0' )
save.c: fprintf( fp, "Homepage %s~\n", ch->pcdata->homepage );
save.c: if ( ch->pcdata->email && ch->pcdata->email[0] != '\0' )
save.c: fprintf( fp, "Email %s~\n", ch->pcdata->email );
save.c: if ( ch->pcdata->bio && ch->pcdata->bio[0] != '\0' )
save.c: fprintf( fp, "Bio %s~\n", ch->pcdata->bio );
save.c: if ( ch->pcdata->authed_by && ch->pcdata->authed_by[0] != '\0' )
save.c: fprintf( fp, "AuthedBy %s~\n", ch->pcdata->authed_by );
save.c: if ( ch->pcdata->min_snoop )
save.c: fprintf( fp, "Minsnoop %d\n", ch->pcdata->min_snoop );
save.c: if ( ch->pcdata->prompt && *ch->pcdata->prompt )
save.c: fprintf( fp, "Prompt %s~\n", ch->pcdata->prompt );
save.c: if ( ch->pcdata->fprompt && *ch->pcdata->fprompt )
save.c: fprintf( fp, "FPrompt %s~\n", ch->pcdata->fprompt );
save.c: if ( ch->pcdata->pagerlen != 24 )
save.c: fprintf( fp, "Pagerlen %d\n", ch->pcdata->pagerlen );
save.c: fprintf (fp, "%s %ld ", boards[i].short_name, ch->pcdata->last_note[i]);
save.c: if ( !ch->pcdata->alias[pos]
save.c: || !ch->pcdata->alias_sub[pos] )
save.c: fprintf( fp, "Alias %s %s~\n", ch->pcdata->alias[pos],
save.c: ch->pcdata->alias_sub[pos] );
save.c: for(temp = ch->pcdata->first_ignored; temp; temp = temp->next)
save.c: if ( ch->pcdata->bamfin && ch->pcdata->bamfin[0] != '\0' )
save.c: fprintf( fp, "Bamfin %s~\n", ch->pcdata->bamfin );
save.c: if ( ch->pcdata->bamfout && ch->pcdata->bamfout[0] != '\0' )
save.c: fprintf( fp, "Bamfout %s~\n", ch->pcdata->bamfout );
save.c: if ( ch->trust )
save.c: fprintf( fp, "Trust %d\n", ch->trust );
save.c: if ( ch->pcdata && ch->pcdata->restore_time )
save.c: fprintf( fp, "Restore_time %ld\n",ch->pcdata->restore_time );
save.c: fprintf( fp, "WizInvis %d\n", ch->pcdata->wizinvis );
save.c: fprintf( fp, "GhostLevel %d\n", ch->ghost_level );
save.c: if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi )
save.c: fprintf( fp, "RoomRange %d %d\n", ch->pcdata->r_range_lo,
save.c: ch->pcdata->r_range_hi );
save.c: if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi )
save.c: fprintf( fp, "ObjRange %d %d\n", ch->pcdata->o_range_lo,
save.c: ch->pcdata->o_range_hi );
save.c: if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi )
save.c: fprintf( fp, "MobRange %d %d\n", ch->pcdata->m_range_lo,
save.c: ch->pcdata->m_range_hi );
save.c: if ( ch->pcdata->council)
save.c: fprintf( fp, "Council %s~\n", ch->pcdata->council_name );
save.c: if ( ch->pcdata->council2 )
save.c: fprintf( fp, "Council2 %s~\n", ch->pcdata->council2_name);
save.c: if ( ch->pcdata->deity_name && ch->pcdata->deity_name[0] != '\0' )
save.c: if(ch->pcdata->hometown && (ch->pcdata->htown_vnum > -1))
save.c: fprintf( fp, "Hometown %d\n", ch->pcdata->htown_vnum);
save.c: if(ch->pcdata->nation && (ch->pcdata->nation_vnum > -1))
save.c: fprintf( fp, "Nation %d\n", ch->pcdata->nation_vnum);
save.c: fprintf( fp, "Deity %s~\n", ch->pcdata->deity_name );
save.c: if ( ch->pcdata->clan_name && ch->pcdata->clan_name[0] != '\0' )
save.c: fprintf( fp, "Clan %s~\n", ch->pcdata->clan_name );
save.c: fprintf( fp, "Flags %d\n", ch->pcdata->flags );
save.c: if ( ch->pcdata->release_date > current_time )
save.c: (int)ch->pcdata->release_date, ch->pcdata->helled_by );
save.c: fprintf( fp, "PKills %d\n", ch->pcdata->pkills );
save.c: fprintf( fp, "PDeaths %d\n", ch->pcdata->pdeaths );
save.c: fprintf( fp, "MKills %d\n", ch->pcdata->mkills );
save.c: fprintf( fp, "MDeaths %d\n", ch->pcdata->mdeaths );
save.c: fprintf( fp, "ArenaWins %d\n", ch->pcdata->arena_wins );
save.c: fprintf( fp, "ArenaKills %d\n", ch->pcdata->arena_kills );
save.c: fprintf( fp, "ArenaDeaths %d\n", ch->pcdata->arena_deaths);
save.c: fprintf( fp, "IllegalPK %d\n", ch->pcdata->illegal_pk );
save.c: ch->perm_str,
save.c: ch->perm_int,
save.c: ch->perm_wis,
save.c: ch->perm_dex,
save.c: ch->perm_con,
save.c: ch->perm_cha,
save.c: ch->perm_lck );
save.c: ch->mod_str,
save.c: ch->mod_int,
save.c: ch->mod_wis,
save.c: ch->mod_dex,
save.c: ch->mod_con,
save.c: ch->mod_cha,
save.c: ch->mod_lck );
save.c: ch->pcdata->condition[0],
save.c: ch->pcdata->condition[1],
save.c: ch->pcdata->condition[2],
save.c: ch->pcdata->condition[3],
save.c: ch->pcdata->condition[4]);
save.c: if ( ch->desc && ch->desc->host )
save.c: fprintf( fp, "Site %s\n", ch->desc->host );
save.c: if ( skill_table[sn]->name && ch->pcdata->learned[sn] > 0 )
save.c: ch->pcdata->learned[sn], skill_table[sn]->name );
save.c: ch->pcdata->learned[sn], skill_table[sn]->name );
save.c: ch->pcdata->learned[sn], skill_table[sn]->name );
save.c: ch->pcdata->learned[sn], skill_table[sn]->name );
save.c: for ( paf = ch->first_affect; paf; paf = paf->next )
save.c: track = URANGE( 2, ((ch->level+3) * MAX_KILLTRACK)/LEVEL_AVATAR, MAX_KILLTRACK );
save.c: if ( ch->pcdata->killed[sn].vnum == 0 )
save.c: ch->pcdata->killed[sn].vnum,
save.c: ch->pcdata->killed[sn].count );
save.c: if (ch->pcdata->first_qbit)
save.c: for (bit = ch->pcdata->first_qbit; bit; bit = bit->next)
save.c: if( ch->pcdata->chan_listen )
save.c: fprintf( fp, "Channels %s~\n", ch->pcdata->chan_listen );
save.c: CREATE( ch->pcdata, PC_DATA, 1 );
save.c: ch->desc = d;
save.c: ch->pcdata->filename = STRALLOC( name );
save.c: ch->name = NULL;
save.c: ch->act = multimeb(PLR_BLANK, PLR_COMBINE, PLR_PROMPT, -1);
save.c: ch->perm_str = 13;
save.c: ch->perm_int = 13;
save.c: ch->perm_wis = 13;
save.c: ch->perm_dex = 13;
save.c: ch->perm_con = 13;
save.c: ch->perm_cha = 13;
save.c: ch->perm_lck = 13;
save.c: ch->no_resistant = 0;
save.c: ch->no_susceptible = 0;
save.c: ch->no_immune = 0;
save.c: ch->was_in_room = NULL;
save.c: xCLEAR_BITS(ch->no_affected_by);
save.c: ch->pcdata->condition[COND_THIRST] = 40;
save.c: ch->pcdata->condition[COND_FULL] = 40;
save.c: ch->pcdata->condition[COND_THIRST] = 48;
save.c: ch->pcdata->condition[COND_FULL] = 48;
save.c: ch->pcdata->condition[COND_BLOODTHIRST] = 10;
save.c: ch->pcdata->condition[COND_BLEEDING] = 0;
save.c: ch->pcdata->nuisance = NULL;
save.c: ch->pcdata->wizinvis = 0;
save.c: ch->pcdata->balance = 0;
save.c: ch->pcdata->gbalance = 0;
save.c: ch->pcdata->sbalance = 0;
save.c: ch->mental_state = -10;
save.c: ch->mobinvis = 0;
save.c: ch->pcdata->learned[i] = 0;
save.c: ch->pcdata->release_date = 0;
save.c: ch->pcdata->helled_by = NULL;
save.c: ch->saving_poison_death = 0;
save.c: ch->saving_wand = 0;
save.c: ch->saving_para_petri = 0;
save.c: ch->saving_breath = 0;
save.c: ch->saving_spell_staff = 0;
save.c: ch->style = STYLE_FIGHTING;
save.c: ch->comments = NULL; /* comments */
save.c: ch->pcdata->pagerlen = 24;
save.c: ch->pcdata->first_ignored = NULL; /* Ignore list */
save.c: ch->pcdata->last_ignored = NULL;
save.c: ch->pcdata->tell_history = NULL; /* imm only lasttell cmnd */
save.c: ch->pcdata->lt_index = 0; /* last tell index */
save.c: ch->morph = NULL;
save.c: ch->pcdata->hometown = NULL;
save.c: ch->pcdata->nation = NULL;
save.c: ch->pcdata->htown_vnum = -1;
save.c: ch->pcdata->nation_vnum = -1;
save.c: ch->pcdata->smites = 0;
save.c: ch->pcdata->smited = 0;
save.c: ch->pcdata->wedto = NULL;
save.c: ch->pcdata->afkmsg = NULL;
save.c: ch->pcdata->arena = NULL;
save.c: ch->pcdata->say_history[0] = NULL;
save.c: ch->pcdata->tell_histories[0] = NULL;
save.c: preload ? "Preloading" : "Loading", ch->pcdata->filename,
save.c: ch->pcdata->pet = mob;
save.c: ch->name = STRALLOC( name );
save.c: ch->short_descr = STRALLOC( "" );
save.c: ch->long_descr = STRALLOC( "" );
save.c: ch->description = STRALLOC( "" );
save.c: ch->editor = NULL;
save.c: ch->pcdata->clan_name = STRALLOC( "" );
save.c: ch->pcdata->clan = NULL;
save.c: ch->pcdata->council_name = STRALLOC( "" );
save.c: ch->pcdata->council = NULL;
save.c: ch->pcdata->council2_name = STRALLOC( "" );
save.c: ch->pcdata->council2 = NULL;
save.c: ch->pcdata->deity_name = STRALLOC( "" );
save.c: ch->pcdata->deity = NULL;
save.c: ch->pcdata->pet = NULL;
save.c: ch->pcdata->pwd = str_dup( "" );
save.c: ch->pcdata->board = &boards[DEFAULT_BOARD];
save.c: ch->pcdata->bamfin = str_dup( "" );
save.c: ch->pcdata->bamfout = str_dup( "" );
save.c: ch->pcdata->rank = str_dup( "" );
save.c: ch->pcdata->bestowments = str_dup( "" );
save.c: ch->pcdata->title = STRALLOC( "" );
save.c: ch->pcdata->extraname = STRALLOC( "" );
save.c: ch->pcdata->lastname = STRALLOC( "" );
save.c: ch->pcdata->homepage = str_dup( "" );
save.c: ch->pcdata->email = str_dup( "" );
save.c: ch->pcdata->bio = STRALLOC( "" );
save.c: ch->pcdata->authed_by = STRALLOC( "" );
save.c: ch->pcdata->prompt = STRALLOC( "" );
save.c: ch->pcdata->fprompt = STRALLOC( "" );
save.c: ch->pcdata->r_range_lo = 0;
save.c: ch->pcdata->r_range_hi = 0;
save.c: ch->pcdata->m_range_lo = 0;
save.c: ch->pcdata->m_range_hi = 0;
save.c: ch->pcdata->o_range_lo = 0;
save.c: ch->pcdata->o_range_hi = 0;
save.c: ch->pcdata->wizinvis = 0;
save.c: ch->pcdata->hometown = NULL;
save.c: ch->pcdata->nation = NULL;
save.c: ch->pcdata->nation_vnum = -1;
save.c: ch->pcdata->htown_vnum = -1;
save.c: ch->pcdata->hair_color = STRALLOC( "" );
save.c: ch->pcdata->eye_color = STRALLOC( "" );
save.c: ch->pcdata->skin_tone = STRALLOC( "" );
save.c: ch->pcdata->ch_build = STRALLOC( "" );
save.c: ch->pcdata->hair_length = STRALLOC( "" );
save.c: ch->pcdata->ch_height = STRALLOC( "" );
save.c: if ( !ch->name )
save.c: ch->name = STRALLOC( name );
save.c: if ( !ch->pcdata->clan_name )
save.c: ch->pcdata->clan_name = STRALLOC( "" );
save.c: ch->pcdata->clan = NULL;
save.c: if ( !ch->pcdata->council_name )
save.c: ch->pcdata->council_name = STRALLOC( "" );
save.c: ch->pcdata->council = NULL;
save.c: if ( !ch->pcdata->council2_name )
save.c: ch->pcdata->council2_name = STRALLOC( "" );
save.c: ch->pcdata->council2 = NULL;
save.c: if ( !ch->pcdata->deity_name )
save.c: ch->pcdata->deity_name = STRALLOC( "" );
save.c: ch->pcdata->deity = NULL;
save.c: if ( !ch->pcdata->bio )
save.c: ch->pcdata->bio = STRALLOC( "" );
save.c: if ( !ch->pcdata->authed_by )
save.c: ch->pcdata->authed_by = STRALLOC( "" );
save.c: if ( xIS_SET(ch->act, PLR_FLEE) )
save.c: xREMOVE_BIT(ch->act, PLR_FLEE);
save.c: if ( ch->pcdata->wizinvis < 2 )
save.c: ch->pcdata->wizinvis = ch->level;
save.c: REMOVE_BIT(ch->speaks, LANG_COMMON | race_table[ch->race]->language);
save.c: if ( countlangs(ch->speaks) < (ch->level / 10) && !IS_IMMORTAL(ch) )
save.c: int need = (ch->level / 10) - countlangs(ch->speaks);
save.c: if ( ch->practice >= prac )
save.c: if ( ch->pcdata->learned[iLang] > 0 )
save.c: SET_BIT(ch->speaks, lang_array[lang]);
save.c: ch->pcdata->learned[iLang] = 70;
save.c: ch->speaks &= VALID_LANGS;
save.c: REMOVE_BIT(ch->speaks,
save.c: LANG_COMMON | race_table[ch->race]->language);
save.c: ch->silver=0;
save.c: ch->copper=0;
save.c: KEY( "Act", ch->act, fread_bitvector( fp ) );
save.c: KEY( "AffectedBy", ch->affected_by, fread_bitvector( fp ) );
save.c: KEY( "Alignment", ch->alignment, fread_number( fp ) );
save.c: KEY( "Armor", ch->armor, fread_number( fp ) );
save.c: KEY( "ArenaWins", ch->pcdata->arena_wins, fread_number( fp ) );
save.c: KEY( "ArenaKills", ch->pcdata->arena_kills,fread_number( fp ) );
save.c: KEY( "ArenaDeaths", ch->pcdata->arena_deaths,fread_number( fp ) );
save.c: LINK(paf, ch->first_affect, ch->last_affect, next, prev );
save.c: ch->mod_str = x1;
save.c: ch->mod_int = x2;
save.c: ch->mod_wis = x3;
save.c: ch->mod_dex = x4;
save.c: ch->mod_con = x5;
save.c: ch->mod_cha = x6;
save.c: ch->mod_lck = x7;
save.c: ch->mod_lck = 0;
save.c: ch->pcdata->alias[count] = str_dup( fread_word( fp ) );
save.c: ch->pcdata->alias_sub[count] = fread_string_nohash( fp );
save.c: ch->perm_str = x1;
save.c: ch->perm_int = x2;
save.c: ch->perm_wis = x3;
save.c: ch->perm_dex = x4;
save.c: ch->perm_con = x5;
save.c: ch->perm_cha = x6;
save.c: ch->perm_lck = x7;
save.c: ch->perm_lck = 13;
save.c: KEY( "AuthedBy", ch->pcdata->authed_by, fread_string( fp ) );
save.c: KEY("Agemod", ch->age_bonus, fread_number(fp));
save.c: KEY( "BL", ch->pcdata->ch_height, fread_string( fp ) );
save.c: KEY( "BU", ch->pcdata->ch_build, fread_string( fp ) );
save.c: KEY( "Balance", ch->pcdata->balance, fread_number( fp ) );
save.c: KEY("Bday", ch->day, fread_number(fp));
save.c: KEY("Bmonth", ch->month, fread_number(fp));
save.c: KEY("Byear", ch->year, fread_number(fp));
save.c: KEY( "Bamfin", ch->pcdata->bamfin, fread_string_nohash( fp ) );
save.c: KEY( "Bamfout", ch->pcdata->bamfout, fread_string_nohash( fp ) );
save.c: KEY( "Belig", ch->belig, fread_number( fp ) );
save.c: KEY( "Bkills", ch->bkills, fread_number( fp ) );
save.c: KEY( "Bounty", ch->bounty, fread_number( fp ) );
save.c: KEY( "Bowed", ch->bowed, fread_number( fp ) );
save.c: sprintf (buf, "fread_char: %s had unknown board name: %s. Skipped.", ch->name, boardname);
save.c: ch->pcdata->last_note[i] = fread_number (fp);
save.c: KEY( "Bestowments", ch->pcdata->bestowments,fread_string_nohash( fp ) );
save.c: KEY( "Bio", ch->pcdata->bio, fread_string( fp ) );
save.c: KEY( "Channels", ch->pcdata->chan_listen, fread_string( fp ) );
save.c: KEY( "CHBuild", ch->pcdata->ch_build, fread_string( fp ) );
save.c: KEY( "CHHeight", ch->pcdata->ch_height, fread_string( fp ) );
save.c: ch->pcdata->clan_name = fread_string( fp );
save.c: && ch->pcdata->clan_name[0] != '\0'
save.c: && ( ch->pcdata->clan = get_clan( ch->pcdata->clan_name )) == NULL )
save.c: ch->pcdata->clan_name );
save.c: STRFREE( ch->pcdata->clan_name );
save.c: ch->pcdata->clan_name = STRALLOC( "" );
save.c: KEY( "Class", ch->class, fread_number( fp ) );
save.c: ch->class2 = fread_number( fp );
save.c: if( ch->class2 < 0 )
save.c: ch->class2 = 0;
save.c: ch->class3 = fread_number( fp );
save.c: if( ch->class3 < 0 )
save.c: ch->class3 = 0;
save.c:/* KEY( "Class3", ch->class3, fread_number( fp ) ); */
save.c: ch->pcdata->condition[0] = x1;
save.c: ch->pcdata->condition[1] = x2;
save.c: ch->pcdata->condition[2] = x3;
save.c: ch->pcdata->condition[3] = x4;
save.c: ch->pcdata->condition[4] = x5;
save.c: KEY("Copper", ch->copper, fread_number(fp));
save.c: ch->pcdata->council_name = fread_string( fp );
save.c: && ch->pcdata->council_name[0] != '\0'
save.c: && ( ch->pcdata->council = get_council( ch->pcdata->council_name )) == NULL )
save.c: ch->pcdata->council_name );
save.c: STRFREE( ch->pcdata->council_name );
save.c: ch->pcdata->council_name = STRALLOC( "" );
save.c: ch->pcdata->council2_name = fread_string( fp );
save.c: && ch->pcdata->council2_name[0] != '\0'
save.c: && ( ch->pcdata->council2 = get_council( ch->pcdata->council2_name )) == NULL )
save.c: ch->pcdata->council2_name );
save.c: STRFREE( ch->pcdata->council2_name );
save.c: ch->pcdata->council2_name = STRALLOC( "" );
save.c: KEY( "Damroll", ch->damroll, fread_number( fp ) );
save.c: KEY( "Deaf", ch->deaf, fread_number( fp ) );
save.c: ch->pcdata->deity_name = fread_string( fp );
save.c: && ch->pcdata->deity_name[0] != '\0'
save.c: && ( ch->pcdata->deity = get_deity( ch->pcdata->deity_name )) == NULL )
save.c: ch->pcdata->deity_name );
save.c: STRFREE( ch->pcdata->deity_name );
save.c: ch->pcdata->deity_name = STRALLOC( "" );
save.c: ch->pcdata->favor = 0;
save.c: KEY( "Description", ch->description, fread_string( fp ) );
save.c: KEY( "Favor", ch->pcdata->favor, fread_number( fp ) );
save.c: KEY( "Flags", ch->pcdata->flags, fread_number( fp ) );
save.c: KEY( "FPrompt", ch->pcdata->fprompt, fread_string( fp ) );
save.c: KEY( "GBalance", ch->pcdata->gbalance, fread_number( fp ) );
save.c: KEY( "GhostLevel", ch->ghost_level, fread_number( fp ) );
save.c: KEY( "Glory", ch->pcdata->quest_curr, fread_number( fp ) );
save.c: KEY( "Gold", ch->gold, fread_number( fp ) );
save.c: ch->pcdata->clan_name = fread_string( fp );
save.c: && ch->pcdata->clan_name[0] != '\0'
save.c: && ( ch->pcdata->clan = get_clan( ch->pcdata->clan_name )) == NULL )
save.c: ch->pcdata->clan_name );
save.c: STRFREE( ch->pcdata->clan_name );
save.c: ch->pcdata->clan_name = STRALLOC( "" );
save.c: KEY( "Height", ch->height, fread_number( fp ) );
save.c: KEY( "HairColor", ch->pcdata->hair_color, fread_string( fp ) );
save.c: KEY( "HairLength", ch->pcdata->hair_length,fread_string( fp ) );
save.c: KEY( "HC", ch->pcdata->hair_color, fread_string( fp ) );
save.c: KEY( "HL", ch->pcdata->hair_length, fread_string( fp ) );
save.c: ch->pcdata->release_date = fread_number(fp);
save.c: ch->pcdata->helled_by = fread_string(fp);
save.c: if ( ch->pcdata->release_date < current_time )
save.c: STRFREE(ch->pcdata->helled_by);
save.c: ch->pcdata->helled_by = NULL;
save.c: ch->pcdata->release_date = 0;
save.c: KEY( "Hitroll", ch->hitroll, fread_number( fp ) );
save.c: KEY( "Hometown", ch->pcdata->htown_vnum, fread_number(fp));
save.c: KEY( "Homepage", ch->pcdata->homepage, fread_string_nohash( fp ) );
save.c: ch->hit = fread_number( fp );
save.c: ch->max_hit = fread_number( fp );
save.c: ch->mana = fread_number( fp );
save.c: ch->max_mana = fread_number( fp );
save.c: ch->move = fread_number( fp );
save.c: ch->max_move = fread_number( fp );
save.c: for(ign = 0, inode = ch->pcdata->first_ignored; inode;
save.c: LINK(inode, ch->pcdata->first_ignored,
save.c: ch->pcdata->last_ignored, next,
save.c: KEY( "IllegalPK", ch->pcdata->illegal_pk, fread_number( fp ) );
save.c: KEY( "Immune", ch->immune, fread_number( fp ) );
save.c: ch->pcdata->killed[killcnt].vnum = fread_number( fp );
save.c: ch->pcdata->killed[killcnt++].count = fread_number( fp );
save.c: ch->pcdata->lastname = fread_string( fp );
save.c: if ( isalpha(ch->pcdata->lastname[0])
save.c: || isdigit(ch->pcdata->lastname[0]) )
save.c: sprintf( buf, " %s", ch->pcdata->lastname );
save.c: if ( ch->pcdata->lastname )
save.c: STRFREE( ch->pcdata->lastname );
save.c: ch->pcdata->lastname = STRALLOC( buf );
save.c: KEY( "Level", ch->level, fread_number( fp ) );
save.c: ch->level2 = -1;
save.c: ch->level2 = x1;
save.c: ch->level3 = -1;
save.c: ch->level3 = x1;
save.c: /* KEY( "Level3", ch->level3, fread_number( fp ) ); */
save.c: KEY( "LongDescr", ch->long_descr, fread_string( fp ) );
save.c: ch->speaks = fread_number( fp );
save.c: ch->speaking = fread_number( fp );
save.c: KEY( "MDeaths", ch->pcdata->mdeaths, fread_number( fp ) );
save.c: ch->pcdata->memorize[0] = fread_number( fp );
save.c: ch->pcdata->memorize[1] = fread_number( fp );
save.c: ch->pcdata->memorize[2] = fread_number( fp );
save.c: ch->pcdata->memorize[3] = fread_number( fp );
save.c: ch->pcdata->memorize[4] = fread_number( fp );
save.c: ch->pcdata->memorize[5] = fread_number( fp );
save.c: ch->pcdata->memorize[6] = fread_number( fp );
save.c: ch->pcdata->memorize[7] = fread_number( fp );
save.c: KEY( "Mentalstate", ch->mental_state, fread_number( fp ) );
save.c: KEY( "MGlory", ch->pcdata->quest_accum,fread_number( fp ) );
save.c: KEY( "Minsnoop", ch->pcdata->min_snoop, fread_number( fp ) );
save.c: KEY( "MKills", ch->pcdata->mkills, fread_number( fp ) );
save.c: KEY( "Mobinvis", ch->mobinvis, fread_number( fp ) );
save.c: ch->pcdata->m_range_lo = fread_number( fp );
save.c: ch->pcdata->m_range_hi = fread_number( fp );
save.c: KEY ("Name", ch->name, fread_string( fp ) );
save.c: KEY ("Nation", ch->pcdata->nation_vnum, fread_number(fp));
save.c: KEY ("NoAffectedBy", ch->no_affected_by, fread_bitvector( fp ) );
save.c: KEY ("NoImmune", ch->no_immune, fread_number( fp ) );
save.c: KEY ("NoResistant", ch->no_resistant, fread_number( fp ) );
save.c: KEY ("NoSusceptible", ch->no_susceptible, fread_number( fp ) );
save.c: CREATE( ch->pcdata->nuisance, NUISANCE_DATA, 1 );
save.c: ch->pcdata->nuisance->time = fread_number( fp );
save.c: ch->pcdata->nuisance->max_time = fread_number( fp );
save.c: ch->pcdata->nuisance->flags = fread_number( fp );
save.c: ch->pcdata->nuisance->power = 1;
save.c: CREATE( ch->pcdata->nuisance, NUISANCE_DATA, 1 );
save.c: ch->pcdata->nuisance->time = fread_number( fp );
save.c: ch->pcdata->nuisance->max_time = fread_number( fp );
save.c: ch->pcdata->nuisance->flags = fread_number( fp );
save.c: ch->pcdata->nuisance->power = fread_number( fp );
save.c: KEY( "Outcast_time", ch->pcdata->outcast_time, fread_number( fp ) );
save.c: ch->pcdata->o_range_lo = fread_number( fp );
save.c: ch->pcdata->o_range_hi = fread_number( fp );
save.c: KEY( "Pagerlen", ch->pcdata->pagerlen, fread_number( fp ) );
save.c: KEY( "Password", ch->pcdata->pwd, fread_string_nohash( fp ) );
save.c: KEY( "PDeaths", ch->pcdata->pdeaths, fread_number( fp ) );
save.c: KEY( "PKills", ch->pcdata->pkills, fread_number( fp ) );
save.c: KEY( "Played", ch->played, fread_number( fp ) );
save.c: /* KEY( "Position", ch->position, fread_number( fp ) );*/
save.c: ch->position = fread_number( fp );
save.c: if(ch->position<100){
save.c: switch(ch->position){
save.c: case 5: ch->position=6; break;
save.c: case 6: ch->position=8; break;
save.c: case 7: ch->position=9; break;
save.c: case 8: ch->position=12; break;
save.c: case 9: ch->position=13; break;
save.c: case 10: ch->position=14; break;
save.c: case 11: ch->position=15; break;
save.c: ch->position-=100;
save.c: KEY( "Practice", ch->practice, fread_number( fp ) );
save.c: KEY( "Prompt", ch->pcdata->prompt, fread_string( fp ) );
save.c: KEY( "QuestNext", ch->nextquest, fread_number( fp ) );
save.c: LINK(bit, ch->pcdata->first_qbit, ch->pcdata->last_qbit, next, prev);
save.c: KEY( "Race", ch->race, fread_number( fp ) );
save.c: KEY( "Rank", ch->pcdata->rank, fread_string_nohash( fp ) );
save.c: KEY( "Resistant", ch->resistant, fread_number( fp ) );
save.c: KEY( "Restore_time",ch->pcdata->restore_time, fread_number( fp ) );
save.c: ch->in_room = get_room_index( fread_number( fp ) );
save.c: if ( !ch->in_room )
save.c: ch->in_room = get_room_index( ROOM_VNUM_LIMBO );
save.c: ch->pcdata->r_range_lo = fread_number( fp );
save.c: ch->pcdata->r_range_hi = fread_number( fp );
save.c: KEY( "SBalance", ch->pcdata->sbalance, fread_number( fp ) );
save.c: KEY( "SkinTone", ch->pcdata->skin_tone, fread_string( fp ) );
save.c: KEY( "ST", ch->pcdata->skin_tone, fread_string( fp ) );
save.c: KEY( "Sex", ch->sex, fread_number( fp ) );
save.c: KEY( "ShortDescr", ch->short_descr, fread_string( fp ) );
save.c: KEY( "Silver", ch->silver, fread_number( fp ) );
save.c: KEY( "Smites", ch->pcdata->smites, fread_number( fp ) );
save.c: KEY( "Smited", ch->pcdata->smited, fread_number( fp ) );
save.c: KEY( "Style", ch->style, fread_number( fp ) );
save.c: KEY( "Susceptible", ch->susceptible, fread_number( fp ) );
save.c: ch->saving_wand = fread_number( fp );
save.c: ch->saving_poison_death = ch->saving_wand;
save.c: ch->saving_para_petri = ch->saving_wand;
save.c: ch->saving_breath = ch->saving_wand;
save.c: ch->saving_spell_staff = ch->saving_wand;
save.c: ch->saving_poison_death = fread_number( fp );
save.c: ch->saving_wand = fread_number( fp );
save.c: ch->saving_para_petri = fread_number( fp );
save.c: ch->saving_breath = fread_number( fp );
save.c: ch->saving_spell_staff = fread_number( fp );
save.c: ch->pcdata->learned[sn] = value;
save.c: if ( ch->level < LEVEL_IMMORTAL )
save.c: if (ch->level3 != -1)
save.c: if ( (skill_table[sn]->skill_level[ch->class]
save.c: && skill_table[sn]->skill_level[ch->class2]
save.c: && skill_table[sn]->skill_level[ch->class3]) >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: else if( ch->level2 != -1 )
save.c: if ( (skill_table[sn]->skill_level[ch->class]
save.c: && skill_table[sn]->skill_level[ch->class2]) >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: if ( skill_table[sn]->skill_level[ch->class] >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: ch->pcdata->learned[sn] = value;
save.c: if ( ch->level < LEVEL_IMMORTAL )
save.c: if( ch->level3 != -1 )
save.c: if ( (skill_table[sn]->skill_level[ch->class]
save.c: && skill_table[sn]->skill_level[ch->class2]
save.c: && skill_table[sn]->skill_level[ch->class3]) >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: else if( ch->level2 != -1 )
save.c: if ( (skill_table[sn]->skill_level[ch->class]
save.c: && skill_table[sn]->skill_level[ch->class2]) >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: if ( skill_table[sn]->skill_level[ch->class] >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: KEY( "Email", ch->pcdata->email, fread_string_nohash( fp ) );
save.c: KEY( "EyeColor", ch->pcdata->eye_color, fread_string( fp ) );
save.c: KEY( "EC", ch->pcdata->eye_color, fread_string( fp ) );
save.c: ch->pcdata->extraname = fread_string( fp );
save.c: if ( isalpha(ch->pcdata->extraname[0])
save.c: || isdigit(ch->pcdata->extraname[0]) )
save.c: sprintf( buf, " %s", ch->pcdata->extraname );
save.c: if ( ch->pcdata->extraname )
save.c: STRFREE( ch->pcdata->extraname );
save.c: ch->pcdata->extraname = STRALLOC( buf );
save.c: if (!ch->short_descr)
save.c: ch->short_descr = STRALLOC( "" );
save.c: if (!ch->long_descr)
save.c: ch->long_descr = STRALLOC( "" );
save.c: if (!ch->description)
save.c: ch->description = STRALLOC( "" );
save.c: if (!ch->pcdata->pwd)
save.c: ch->pcdata->pwd = str_dup( "" );
save.c: if (!ch->pcdata->bamfin)
save.c: ch->pcdata->bamfin = str_dup( "" );
save.c: if (!ch->pcdata->bamfout)
save.c: ch->pcdata->bamfout = str_dup( "" );
save.c: if (!ch->pcdata->bio)
save.c: ch->pcdata->bio = STRALLOC( "" );
save.c: if (!ch->pcdata->rank)
save.c: ch->pcdata->rank = str_dup( "" );
save.c: if (!ch->pcdata->bestowments)
save.c: ch->pcdata->bestowments = str_dup( "" );
save.c: if (!ch->pcdata->title)
save.c: ch->pcdata->title = STRALLOC( "" );
save.c: if (!ch->pcdata->extraname)
save.c: ch->pcdata->extraname = STRALLOC( "" );
save.c: if (!ch->pcdata->lastname)
save.c: ch->pcdata->lastname = STRALLOC( "" );
save.c: if (!ch->pcdata->homepage)
save.c: ch->pcdata->homepage = str_dup( "" );
save.c: if (!ch->pcdata->email)
save.c: ch->pcdata->email = str_dup( "" );
save.c: if (!ch->pcdata->authed_by)
save.c: ch->pcdata->authed_by = STRALLOC( "" );
save.c: if (!ch->pcdata->prompt )
save.c: ch->pcdata->prompt = STRALLOC( "" );
save.c: if (!ch->pcdata->fprompt )
save.c: ch->pcdata->fprompt = STRALLOC( "" );
save.c: if( !ch->pcdata->hair_color )
save.c: ch->pcdata->hair_color = STRALLOC( "" );
save.c: if( !ch->pcdata->eye_color )
save.c: ch->pcdata->eye_color = STRALLOC( "" );
save.c: if( !ch->pcdata->skin_tone )
save.c: ch->pcdata->skin_tone = STRALLOC( "" );
save.c: if( !ch->pcdata->ch_build )
save.c: ch->pcdata->ch_build = STRALLOC( "" );
save.c: if( !ch->pcdata->hair_length )
save.c: ch->pcdata->hair_length = STRALLOC( "" );
save.c: if( !ch->pcdata->ch_height )
save.c: ch->pcdata->ch_height = STRALLOC( "" );
save.c: ch->editor = NULL;
save.c: killcnt = URANGE( 2, ((ch->level+3) * MAX_KILLTRACK)/LEVEL_AVATAR, MAX_KILLTRACK );
save.c: ch->pcdata->killed[killcnt].vnum = 0;
save.c: if ( !IS_IMMORTAL( ch ) && !ch->speaking )
save.c: ch->speaking = LANG_COMMON;
save.c: /* ch->speaking = race_table[ch->race]->language; */
save.c: ch->speaks = ~0;
save.c: if ( ch->speaking == 0 )
save.c: ch->speaking = ~0;
save.c: CREATE(ch->pcdata->tell_history, char *, 26);
save.c: ch->pcdata->tell_history[i] = NULL;
save.c: if( ch->pcdata->chan_listen != NULL )
save.c: char *channels = ch->pcdata->chan_listen;
save.c: removename( &ch->pcdata->chan_listen, arg );
save.c: ch->pcdata->chan_listen = STRALLOC( "chat auction quest music newbiechat guildtalk clantalk ordertalk ooc icc" );
save.c: if ( !ch->pcdata->prompt )
save.c: ch->pcdata->prompt = STRALLOC("");
save.c: if ( ch->height== 72)
save.c: ch->height = number_range(race_table[ch->race]->height *.9, race_table[ch->race]->height *1.1);
save.c: if ( ch->weight==180)
save.c: ch->weight = number_range(race_table[ch->race]->weight *.9, race_table[ch->race]->weight *1.1);
save.c: if( ch->year == 0 )
save.c: ch->age = find_old_age( ch );
save.c: ch->age = calculate_age( ch );
save.c: if( ch->month > 11 )
save.c: ch->month = 11; /* Catches the bad month values */
save.c: if( ch->day > 25 )
save.c: ch->day = 25; /* Cathes the bad day values */
save.c: KEY( "Exp", ch->exp, fread_number( fp ) );
save.c: KEY( "Exp2", ch->exp2, fread_number( fp ) );
save.c: ch->pcdata->learned[sn] = value;
save.c: if ( ch->level < LEVEL_IMMORTAL )
save.c: if( ch->level3 != -1 )
save.c: if ( (skill_table[sn]->skill_level[ch->class]
save.c: && skill_table[sn]->skill_level[ch->class2]
save.c: && skill_table[sn]->skill_level[ch->class3]) >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: else if( ch->level2 != -1 )
save.c: if ( (skill_table[sn]->skill_level[ch->class]
save.c: && skill_table[sn]->skill_level[ch->class2]) >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: if ( skill_table[sn]->skill_level[ch->class] >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: KEY( "Trust", ch->trust, fread_number( fp ) );
save.c: ch->trust = UMIN( ch->trust, MAX_LEVEL - 1 );
save.c: ch->pcdata->title = fread_string( fp );
save.c: if ( isalpha(ch->pcdata->title[0])
save.c: || isdigit(ch->pcdata->title[0]) )
save.c: sprintf( buf, " %s", ch->pcdata->title );
save.c: if ( ch->pcdata->title )
save.c: STRFREE( ch->pcdata->title );
save.c: ch->pcdata->title = STRALLOC( buf );
save.c: ch->pIndexData = get_mob_index( fread_number( fp ) );
save.c: KEY( "WedTo", ch->pcdata->wedto, fread_string( fp ) );
save.c: KEY( "Weight", ch->weight, fread_number( fp ) );
save.c: ch->pcdata->learned[sn] = value;
save.c: if ( ch->level < LEVEL_IMMORTAL )
save.c: if(ch->level3 != -1)
save.c: if ( (skill_table[sn]->skill_level[ch->class]
save.c: && skill_table[sn]->skill_level[ch->class2]
save.c: && skill_table[sn]->skill_level[ch->class3]) >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: else if( ch->level2 != -1 )
save.c: if ( (skill_table[sn]->skill_level[ch->class]
save.c: && skill_table[sn]->skill_level[ch->class2]) >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: if ( skill_table[sn]->skill_level[ch->class] >= LEVEL_IMMORTAL )
save.c: ch->pcdata->learned[sn] = 0;
save.c: ch->practice++;
save.c: KEY( "Wimpy", ch->wimpy, fread_number( fp ) );
save.c: KEY( "WizInvis", ch->pcdata->wizinvis, fread_number( fp ) );
save.c: room = ch->in_room;
save.c: obj = obj_to_room( obj, ch->pcdata->locker_room );
save.c: LINK( alias, ch->pcdata->first_alias, ch->pcdata->last_alias, next, prev );
save.c: name = ch->name;
save.c: if ( IS_NPC( ch ) || !ch->pcdata->pet )
save.c: mob = ch->pcdata->pet;
save.c: if (ch->in_room)
save.c: return ch->in_room->vnum;
save.c: bug("get_obj_room_vnum_recursive: Char \"%s\" not in room?!",ch->name);
save.c: for (rch = first_char; rch; rch = rch->next ) {
save.c: if (!IS_NPC(rch) || rch==supermob || xIS_SET(rch->act, ACT_PROTOTYPE) || xIS_SET(rch->act, ACT_PET))
saveall.c: for ( vch = first_char; vch; vch = vch->next )
saveall.c: pager_printf( ch, "Saving %-s...\n\r", vch->name);
sharpen.c: for ( pobj = ch->first_carrying; pobj; pobj = pobj->next_content )
sharpen.c: if ( !IS_NPC( ch ) && percent > ch->pcdata->learned[gsn_sharpen] )
sharpen.c: level = ch->level;
shops.c: for ( keeper = ch->in_room->first_person;
shops.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_KILLER) )
shops.c: sprintf( buf, "shout %s the KILLER is over here!\n\r", ch->name );
shops.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_THIEF) )
shops.c: sprintf( buf, "shout %s the THIEF is over here!\n\r", ch->name );
shops.c: speakswell = UMIN(knows_language(keeper, ch->speaking, ch),
shops.c: knows_language(ch, ch->speaking, keeper));
shops.c: sprintf( buf, "%s Could you repeat that? I didn't quite catch it.", ch->name );
shops.c: sprintf( buf, "%s Could you say that a little more clearly please?", ch->name );
shops.c: sprintf( buf, "%s Sorry... What was that you wanted?", ch->name );
shops.c: sprintf( buf, "%s I can't understand you.", ch->name );
shops.c: for ( keeper = ch->in_room->first_person;
shops.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_KILLER) )
shops.c: sprintf( buf, "shout %s the KILLER is over here!\n\r", ch->name );
shops.c: if ( !IS_NPC(ch) && xIS_SET(ch->act, PLR_THIEF) )
shops.c: sprintf( buf, "shout %s the THIEF is over here!\n\r", ch->name );
shops.c: speakswell = UMIN(knows_language(keeper, ch->speaking, ch),
shops.c: knows_language(ch, ch->speaking, keeper));
shops.c: sprintf( buf, "%s Could you repeat that? I didn't quite catch it.", ch->name );
shops.c: sprintf( buf, "%s Could you say that a little more clearly please?", ch->name );
shops.c: sprintf( buf, "%s Sorry... What was that you wanted?", ch->name );
shops.c: sprintf( buf, "%s I can't understand you.", ch->name );
shops.c: if ( ch->gold > (ch->level * ch->level * 100000) )
shops.c: + ((URANGE(5,ch->level,LEVEL_AVATAR)-20)/2);
shops.c: cost = (int) (cost * (80 + UMIN(ch->level, LEVEL_AVATAR))) / 100;
shops.c: switch(ch->race) /* racism... should compare against shopkeeper's race */
shops.c: if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
shops.c: pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
shops.c: bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum );
shops.c: in_room = ch->in_room;
shops.c: ch->in_room = pRoomIndexNext;
shops.c: ch->in_room = in_room;
shops.c: if ( xIS_SET(ch->act, PLR_BOUGHT_PET) )
shops.c: wealth = get_value(ch->gold, ch->silver ,ch->copper);
shops.c: if ( ch->level < pet->level )
shops.c: if(ch->gold < gcost || ch->silver < scost || ch->copper < ccost){
shops.c: ch->gold -= gcost;
shops.c: ch->silver -= scost;
shops.c: ch->copper -= ccost;
shops.c: boost_economy( ch->in_room->area, maxgold );
shops.c: xSET_BIT(ch->act, PLR_BOUGHT_PET);
shops.c: pet->description, ch->name );
shops.c: char_to_room( pet, ch->in_room );
shops.c: ch->reply = keeper;
shops.c: ch->reply = keeper;
shops.c: ch->reply = keeper;
shops.c: plrmoney = get_value(ch->gold,ch->silver,ch->copper);
shops.c: ch->reply = keeper;
shops.c: if ( obj->level > ch->level )
shops.c: ch->reply = keeper;
shops.c: if ( xIS_SET(keeper->act, ACT_GLORYSHOP) && ch->pcdata->quest_curr < tvalue )
shops.c: ch->reply = keeper;
shops.c: ch->reply = keeper;
shops.c: ch->reply = keeper;
shops.c: if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) )
shops.c: if ( ch->carry_weight + ( get_obj_weight( obj ) * noi )
shops.c: ch->pcdata->quest_curr -= tvalue;
shops.c: if(ch->gold < gcost || ch->silver < scost || ch->copper < ccost){
shops.c: plrmoney = get_value(ch->gold, ch->silver, ch->copper);
shops.c: ch->gold -= gcost;
shops.c: ch->silver -= scost;
shops.c: ch->copper -= ccost;
shops.c: if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) )
shops.c: pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 );
shops.c: bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum );
shops.c: ch->reply = keeper;
shops.c: ch->gold += gcost;
shops.c: ch->silver += scost;
shops.c: ch->copper += ccost;
shops.c: ch->reply = keeper;
shops.c: ch->reply = keeper;
shops.c: plrmoney=get_value(ch->gold, ch->silver, ch->copper);
shops.c: if(ch->gold < gcost || ch->silver < scost || ch->copper < ccost){
shops.c: plrmoney = get_value(ch->gold, ch->silver, ch->copper);
shops.c: ch->gold -= gcost;
shops.c: ch->silver -= scost;
shops.c: ch->copper -= ccost;
shops.c: for ( obj = ch->first_carrying; obj ; obj = obj->next_content )
shops.c: ch->reply = keeper;
shops.c: for ( obj = ch->first_carrying; obj != NULL ; obj = obj->next_content )
shops.c: if ( total > get_value(ch->gold,ch->silver,ch->copper ))
shops.c: ch->reply = keeper;
shops.c: if ( cost > get_value(ch->gold,ch->silver,ch->copper ) )
skills.c: if ( ch->pcdata->clan && ch->pcdata->clan == vch->pcdata->clan )
skills.c: || (ch->pcdata->learned[sn] > 0
skills.c: && ch->level >= skill_table[sn]->skill_level[ch->class])) )
skills.c: 100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) );
skills.c: if (ch->pcdata->condition[COND_BLOODTHIRST] < blood)
skills.c: if ( !IS_NPC(ch) && ch->mana < mana )
skills.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim )
skills.c: ch->mana -= mana/2;
skills.c: ch->mana -= mana;
skills.c: retcode = (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, vo );
skills.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next )
skills.c: vch_next = vch->next_in_room;
skills.c: ch->mana -= mana;
skills.c: ch->prev_cmd = ch->last_cmd; /* haus, for automapping */
skills.c: ch->last_cmd = skill_table[sn]->skill_fun;
skills.c: if ( IS_NPC(ch) || ch->pcdata->learned[sn] <= 0 )
skills.c: sklvl = skill_table[sn]->skill_level[ch->class];
skills.c: sklvl = ch->level;
skills.c: if ( ch->pcdata->learned[sn] < adept )
skills.c: chance = ch->pcdata->learned[sn] + (5 * skill_table[sn]->difficulty);
skills.c: ch->pcdata->learned[sn] = UMIN( adept, ch->pcdata->learned[sn] + learn );
skills.c: if ( ch->pcdata->learned[sn] == adept ) /* fully learned! */
skills.c: if ( !ch->fighting && sn != gsn_hide && sn != gsn_sneak )
skills.c: if ( IS_NPC(ch) || ch->pcdata->learned[sn] <= 0 )
skills.c: chance = ch->pcdata->learned[sn] + (5 * skill_table[sn]->difficulty);
skills.c: if ( ch->pcdata->learned[sn] < (adept-1) )
skills.c: ch->pcdata->learned[sn] = UMIN( adept, ch->pcdata->learned[sn] + 1 );
skills.c: if ( ch->mount )
skills.c: dam = number_range( 5, ch->level );
skills.c: af.duration = ( ch->level+10 ) / get_curr_con( victim );
skills.c: af.duration = 3 + (ch->level/15);
skills.c: switch( ch->substate )
skills.c: if ( ch->mount )
skills.c: if ( !ch->in_room->first_content )
skills.c: for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
skills.c: ch->alloc_ptr = str_dup( obj->name );
skills.c: if ( !ch->alloc_ptr )
skills.c: bug( "do_detrap: ch->alloc_ptr NULL!", 0 );
skills.c: strcpy( arg, ch->alloc_ptr );
skills.c: DISPOSE( ch->alloc_ptr );
skills.c: ch->alloc_ptr = NULL;
skills.c: ch->substate = SUB_NONE;
skills.c: DISPOSE(ch->alloc_ptr);
skills.c: ch->substate = SUB_NONE;
skills.c: if ( !ch->in_room->first_content )
skills.c: for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
skills.c: percent = number_percent( ) - ( ch->level / 15 )
skills.c: switch( ch->substate )
skills.c: if ( ch->mount )
skills.c: switch( ch->in_room->sector_type )
skills.c: ch->alloc_ptr = str_dup( arg );
skills.c: if ( !ch->alloc_ptr )
skills.c: strcpy( arg, ch->alloc_ptr );
skills.c: DISPOSE( ch->alloc_ptr );
skills.c: DISPOSE( ch->alloc_ptr );
skills.c: ch->substate = SUB_NONE;
skills.c: ch->substate = SUB_NONE;
skills.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
skills.c: startobj = ch->in_room->first_content;
skills.c: (IS_NPC(ch) ? 80 : ch->pcdata->learned[gsn_dig]) )
skills.c: switch( ch->substate )
skills.c: if ( ch->mount )
skills.c: ch->alloc_ptr = str_dup( arg );
skills.c: if ( !ch->alloc_ptr )
skills.c: strcpy( arg, ch->alloc_ptr );
skills.c: DISPOSE( ch->alloc_ptr );
skills.c: DISPOSE( ch->alloc_ptr );
skills.c: ch->substate = SUB_NONE;
skills.c: ch->substate = SUB_NONE;
skills.c: startobj = ch->in_room->first_content;
skills.c: percent = number_percent( ) + number_percent( ) - ( ch->level / 10 );
skills.c: if ( (pexit = get_exit( ch->in_room, door )) != NULL
skills.c: if ( ch->mount )
skills.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
skills.c: if ((ch->level > victim->level + 10) && !IS_NPC(victim)) {
skills.c: if ((ch->level < victim->level - 10) && !IS_NPC(victim)) {
skills.c: if( ch->level + 10 < victim->level )
skills.c: sprintf( buf, "yell %s is a bloody thief!", ch->name );
skills.c: if ( (mst = ch->master) == NULL )
skills.c: ch->gold += amount;
skills.c: || obj->level > ch->level )
skills.c: if ( ch->carry_number + (get_obj_number(obj)/obj->count) > can_carry_n( ch ) )
skills.c: if ( ch->carry_weight + (get_obj_weight(obj)/obj->count) > can_carry_w( ch ) )
skills.c: if ( ch->mount )
skills.c: if ( !IS_NPC(ch) && !IS_NPC(victim) && xIS_SET(ch->act,PLR_NICE) )
skills.c: if ( ch->mount )
skills.c: if ( !ch->fighting )
skills.c: if ( ch->fighting )
skills.c: /* && ch->level < skill_table[gsn_kick]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_kick ) )
skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_kick );
skills.c: /*&& ch->level < skill_table[gsn_punch]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_punch ) )
skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_punch );
skills.c: /* && ch->level < skill_table[gsn_bite]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_bite ) )
skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_bite );
skills.c: /* && ch->level < skill_table[gsn_claw]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_claw ) )
skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_claw );
skills.c: /* && ch->level < skill_table[gsn_sting]->skill_level[ch->class] )*/
skills.c: && ch->level < SKILL_CLASS( ch, gsn_sting ) )
skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_sting );
skills.c: /* && ch->level < skill_table[gsn_tail]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_tail ) )
skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_tail );
skills.c: /* && ch->level < skill_table[gsn_bash]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_bash ) )
skills.c: global_retcode = damage( ch, victim, number_range( 1, ch->level ), gsn_bash );
skills.c: /* && ch->level < skill_table[gsn_stun]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_stun ) )
skills.c: if ( !IS_NPC(ch) && ch->move < ch->max_move/10 )
skills.c: chance = ris_save( victim, ch->level, RIS_PARALYSIS );
skills.c: ch->move -= ch->max_move/10;
skills.c: ch->move -= ch->max_move/15;
skills.c: if ( ch->fighting )
skills.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] < 10 )
skills.c: obj_to_room( obj, ch->in_room );
skills.c: if ( ch->mount )
skills.c: dam = number_range( 1, ch->level );
skills.c: && ch->fighting
skills.c: && ch->pcdata->condition[COND_BLOODTHIRST] < (10 + ch->level) )
skills.c: UMIN( number_range(1, (ch->level+victim->level / 20) + 3 ),
skills.c: (10 + ch->level) - ch->pcdata->condition[COND_BLOODTHIRST] ) );
skills.c: if ( ch->pcdata->condition[COND_FULL] <= 37 )
skills.c: && ch->fighting
skills.c: && ch->pcdata->condition[COND_BLOODTHIRST] < (10 + ch->level) )
skills.c: /* && ch->level < skill_table[gsn_disarm]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_disarm ) )
skills.c: percent = number_percent( ) + victim->level - ch->level
skills.c: if ( ch->mount ) {
skills.c: if ( IS_PKILL(ch) && ch->pcdata->condition[COND_BLOODTHIRST] > 22 )
skills.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL)
skills.c: || victim->level >= ch->level + 15
skills.c: || (IS_NPC(victim) && saves_spell_staff( ch->level, victim ))
skills.c: if ( ch->mount ) {
skills.c: if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room )
skills.c: if ( ch->mount )
skills.c: for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
skills.c: if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level )
skills.c:/* for ( gch = ch->in_room->first_person; gch; gch = gch->next_in_room )
skills.c: if ( IS_NPC(gch) && IS_AWAKE(gch) && xIS_SET(gch->act, ACT_GUARDIAN ) )
skills.c: && pexit_rev->to_room == ch->in_room )
skills.c: if ( ch->mount )
skills.c: af.duration = ch->level * DUR_CONV;
skills.c: if ( ch->mount )
skills.c: xREMOVE_BIT(ch->affected_by, AFF_HIDE);
skills.c: xSET_BIT(ch->affected_by, AFF_HIDE);
skills.c: for ( paf = ch->first_affect; paf; paf = paf_next )
skills.c: xREMOVE_BIT ( ch->affected_by, AFF_HIDE );
skills.c: xREMOVE_BIT ( ch->affected_by, AFF_INVISIBLE );
skills.c: xREMOVE_BIT ( ch->affected_by, AFF_SNEAK );
skills.c: if(!IS_NPC(ch) && ch->pcdata->hometown)
skills.c: location = get_room_index(ch->pcdata->hometown->recall);
skills.c: if (IS_AFFECTED(ch, AFF_CHARM) && ch->master && !IS_NPC(ch->master))
skills.c: location = get_room_index( ch->pcdata->memorize[0] );
skills.c: if ( !location && !IS_NPC(ch) && ch->pcdata->clan )
skills.c: location = get_room_index( ch->pcdata->clan->recall );
skills.c: if ( !IS_NPC( ch ) && !location && ch->level >= 5
skills.c: /* && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) */ )
skills.c: location = get_room_index(race_table[ch->race]->race_recall);
skills.c: if ( ch->in_room == location )
skills.c: if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) )
skills.c: lose = (exp_level(ch, ch->level+1) - exp_level(ch, ch->level)) * 0.1;
skills.c: if ( ch->desc )
skills.c: if ( ch->mount )
skills.c: char_from_room( ch->mount );
skills.c: char_to_room( ch->mount, location );
skills.c: if ( ch->mount )
skills.c: /* && ch->level < skill_table[gsn_mount]->skill_level[ch->class] )*/
skills.c: && ch->level < SKILL_CLASS( ch, gsn_mount ) )
skills.c: if ( ch->mount )
skills.c: ch->mount = victim;
skills.c: ch->position = POS_MOUNTED;
skills.c: if ( (victim = ch->mount) == NULL )
skills.c: ch->mount = NULL;
skills.c: ch->position = POS_STANDING;
skills.c: ch->mount = NULL;
skills.c: ch->position = POS_SITTING;
skills.c: if ( !chance( victim, chances + victim->level - ch->level ) )
skills.c: && !IS_SET( ch->pcdata->flags, PCFLAG_GAG) ) /* SB */
skills.c: if ( !chance( victim, chances + victim->level - ch->level ) )
skills.c: if ( !IS_NPC(ch) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG) )
skills.c: if ( !chance( victim, chances + victim->level - ch->level ) )
skills.c: if ( !IS_NPC(ch) && !IS_SET( ch->pcdata->flags, PCFLAG_GAG ) )
skills.c: /* && ch->level < skill_table[gsn_poison_weapon]->skill_level[ch->class] )*/
skills.c: && ch->level < SKILL_CLASS( ch, gsn_poison_weapon ) )
skills.c: if ( ch->fighting )
skills.c: for ( pobj = ch->first_carrying; pobj; pobj = pobj->next_content )
skills.c: for ( wobj = ch->first_carrying; wobj; wobj = wobj->next_content )
skills.c: && ( (get_curr_dex( ch ) < 17) || ch->pcdata->condition[COND_DRUNK] > 0 ) )
skills.c: damage( ch, ch, ch->level, gsn_poison_weapon );
skills.c: obj->timer = UMIN( obj->level, ch->level );
skills.c:/* && ch->level < skill_table[gsn_scribe]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_scribe ) )
skills.c: 100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) );
skills.c: if ( !IS_NPC(ch) && ch->mana < mana )
skills.c: ch->mana -= (mana / 2);
skills.c: if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_scribe] )
skills.c: ch->mana -= (mana / 2);
skills.c: scroll->value[0] = ch->level;
skills.c: ch->mana -= mana;
skills.c: ch->mana -= (mana / 2);
skills.c: if (scroll->value[0] > ch->level )
skills.c: scroll->value[0] = ch->level;
skills.c: ch->mana -= mana;
skills.c: ch->mana -= (mana / 2);
skills.c: if (scroll->value[0] > ch->level )
skills.c: scroll->value[0] = ch->level;
skills.c: ch->mana -= mana;
skills.c: /* && ch->level < skill_table[gsn_brew]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_brew ) )
skills.c: 100 / ( 2 + ch->level - skill_table[sn]->skill_level[ch->class] ) );
skills.c: if ( !IS_NPC(ch) && ch->mana < mana )
skills.c: for ( fire = ch->in_room->first_content; fire;
skills.c: ch->mana -= (mana / 2);
skills.c: ch->mana -= (mana / 2);
skills.c: potion->value[0] = ch->level;
skills.c: ch->mana -= mana;
skills.c: if ( number_percent( ) >= chance + victim->level - ch->level )
skills.c: if ( ch->mount )
skills.c: if ( !ch->fighting )
skills.c: if ( !ch->fighting )
skills.c: af.duration = number_range(ch->level/5, ch->level*2/5);
skills.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) )
skills.c: if ( !ch->in_room->first_person )
skills.c: for ( vch = ch->in_room->first_person; vch; vch = vch_next )
skills.c: vch_next = vch->next_in_room;
skills.c: if ( ++nvict > ch->level / 5 )
skills.c: ch->move = UMAX(0, ch->move-nvict*3+nhit);
skills.c: if (/* ( !IS_SET( victim->pcdata->flags, PCFLAG_DEADLY ) || */ch->level - victim->level > 10
skills.c: /* || !IS_SET( ch->pcdata->flags, PCFLAG_DEADLY ) ) */
skills.c: (IS_NPC(ch) ? ch->short_descr : ch->name),
skills.c: was_in_room = ch->in_room;
skills.c: if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
skills.c: if ( ch->level < 50 ) --max_dist;
skills.c: if ( ch->level < 40 ) --max_dist;
skills.c: if ( ch->level < 30 ) --max_dist;
skills.c: && ch->level < LEVEL_GREATER )
skills.c: send_to_char( ch->in_room->name, ch );
skills.c: show_list_to_char( ch->in_room->first_content, ch, FALSE, FALSE );
skills.c: show_char_to_char( ch->in_room->first_person, ch );
skills.c: switch( ch->in_room->sector_type )
skills.c: if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL )
skills.c: for ( throw_obj = ch->last_carrying; throw_obj;
skills.c: if ( ch->fighting )
skills.c: victim = ch->fighting;
skills.c: /* && ch->level < skill_table[gsn_slice]->skill_level[ch->class] ) */
skills.c: && ch->level < SKILL_CLASS( ch, gsn_slice ) )
skills.c: damage(ch, ch, ch->level, gsn_slice);
skills.c: ch->style == STYLE_BERSERK ? "&Rberserk" :
skills.c: ch->style == STYLE_AGGRESSIVE ? "&Raggressive" :
skills.c: ch->style == STYLE_DEFENSIVE ? "&Ydefensive" :
skills.c: ch->style == STYLE_EVASIVE ? "&Yevasive" :
skills.c: /*ch->level < skill_table[gsn_style_evasive]->skill_level[ch->class]) */
skills.c: ch->level < SKILL_CLASS( ch, gsn_style_evasive ) )
skills.c: if(ch->fighting)
skills.c: ch->position = POS_EVASIVE;
skills.c: ch->style = STYLE_EVASIVE;
skills.c: /* ch->level < skill_table[gsn_style_defensive]->skill_level[ch->class]) */
skills.c: ch->level < SKILL_CLASS( ch, gsn_style_defensive ) )
skills.c: if(ch->fighting) {
skills.c: ch->position = POS_DEFENSIVE;
skills.c: ch->style = STYLE_DEFENSIVE;
skills.c: /*ch->level < skill_table[gsn_style_standard]->skill_level[ch->class])*/
skills.c: ch->level < SKILL_CLASS( ch, gsn_style_standard ) )
skills.c: if(ch->fighting) {
skills.c: ch->position = POS_FIGHTING;
skills.c: ch->style = STYLE_FIGHTING;
skills.c: /*ch->level < skill_table[gsn_style_aggressive]->skill_level[ch->class])*/
skills.c: ch->level < SKILL_CLASS( ch, gsn_style_aggressive ) )
skills.c: if(ch->fighting) {
skills.c: ch->position = POS_AGGRESSIVE;
skills.c: ch->style = STYLE_AGGRESSIVE;
skills.c: /*ch->level < skill_table[gsn_style_berserk]->skill_level[ch->class])*/
skills.c: ch->level < SKILL_CLASS( ch, gsn_style_berserk ) )
skills.c: if(ch->fighting) {
skills.c: ch->position = POS_BERSERK;
skills.c: ch->style = STYLE_BERSERK;
skills.c: else if ( ch->morph && ch->morph->morph && ch->morph->morph->skills &&
skills.c: ch->morph->morph->skills[0] != '\0' &&
skills.c: is_name( skill_table[gsn]->name, ch->morph->morph->skills ) &&
skills.c: if ( ch->morph && ch->morph->morph && ch->morph->morph->no_skills &&
skills.c: ch->morph->morph->no_skills[0] != '\0' &&
skills.c: is_name( skill_table[gsn]->name, ch->morph->morph->no_skills ) )
skills.c: /*ch->level < skill_table[gsn_cook]->skill_level[ch->class] )*/
skills.c: ch->level < SKILL_CLASS( ch, gsn_cook ) )
skills.c: for ( fire = ch->in_room->first_content; fire; fire = fire->next_content )
skills.c: if ( number_percent() >= 55 + ch->pcdata->learned[gsn_study] * 4/5)
skills.c: if ( ch->pcdata->learned[sn])
skills.c: ch->pcdata->learned[sn] = 1;
skills.c: if ( number_percent() >= 15 + ch->pcdata->learned[gsn_study] * 4/5)
skills.c: if ( ch->pcdata->learned[sn])
skills.c: ch->pcdata->learned[sn] = 1;
skills.c: if(ch->pcdata->condition[COND_BLEEDING] > 0)
slay.c: if ( !IS_NPC(victim) && victim->level > ch->level )
slay.c: || ( !str_cmp( slay->owner, ch->name ) && !str_cmp( type, slay->type ) ) )
slay.c: switch( ch->substate )
slay.c: slay = ch->dest_buf;
slay.c: ch->substate = ch->tempnum;
slay.c: slay = ch->dest_buf;
slay.c: ch->substate = ch->tempnum;
slay.c: slay = ch->dest_buf;
slay.c: ch->substate = ch->tempnum;
slay.c: if ( ch->substate == SUB_REPEATCMD )
slay.c: ch->tempnum = SUB_REPEATCMD;
slay.c: ch->tempnum = SUB_NONE;
slay.c: ch->substate = SUB_SLAYCMSG;
slay.c: ch->dest_buf = slay;
slay.c: if ( ch->substate == SUB_REPEATCMD )
slay.c: ch->tempnum = SUB_REPEATCMD;
slay.c: ch->tempnum = SUB_NONE;
slay.c: ch->substate = SUB_SLAYVMSG;
slay.c: ch->dest_buf = slay;
slay.c: if ( ch->substate == SUB_REPEATCMD )
slay.c: ch->tempnum = SUB_REPEATCMD;
slay.c: ch->tempnum = SUB_NONE;
slay.c: ch->substate = SUB_SLAYRMSG;
slay.c: ch->dest_buf = slay;
special.c: if ( ch->position <= POS_SLEEPING )
special.c: if ( ch->fighting || ch->fearing
special.c: || !ch->hating || IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
special.c: if ( ch->hunting )
special.c: one_argument( ch->hating->name, name );
special.c: if ( !str_cmp( ch->hating->name, victim->name ) )
special.c: if ( ch->in_room == victim->in_room )
special.c: if ( ch->position != POS_FIGHTING
special.c: && ch->position != POS_EVASIVE
special.c: && ch->position != POS_DEFENSIVE
special.c: && ch->position != POS_AGGRESSIVE
special.c: && ch->position != POS_BERSERK )
special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next )
special.c: ch->name,spell_name);
special.c: (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, victim );
special.c: if ( ch->position != POS_FIGHTING
special.c: && ch->position != POS_EVASIVE
special.c: && ch->position != POS_DEFENSIVE
special.c: && ch->position != POS_AGGRESSIVE
special.c: && ch->position != POS_BERSERK
special.c: if ( ch->position != POS_FIGHTING
special.c: && ch->position != POS_EVASIVE
special.c: && ch->position != POS_DEFENSIVE
special.c: && ch->position != POS_AGGRESSIVE
special.c: && ch->position != POS_BERSERK
special.c: (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, NULL );
special.c: if ( !IS_AWAKE(ch) || ch->fighting )
special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next )
special.c: spell_smaug( skill_lookup( "armor" ), ch->level, ch, victim );
special.c: spell_smaug( skill_lookup( "bless" ), ch->level, ch, victim );
special.c: ch->level, ch, victim );
special.c: ch->level, ch, victim );
special.c: ch->level, ch, victim );
special.c: spell_smaug( skill_lookup( "refresh" ), ch->level, ch, victim );
special.c: spell_smaug( skill_lookup( "cure serious" ), ch->level, ch, victim );
special.c: spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, victim );
special.c: spell_smaug( skill_lookup( "restore mana" ), ch->level, ch, victim );
special.c: if ( ch->position != POS_FIGHTING
special.c: && ch->position != POS_EVASIVE
special.c: && ch->position != POS_DEFENSIVE
special.c: && ch->position != POS_AGGRESSIVE
special.c: && ch->position != POS_BERSERK
special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next )
special.c: if ( ch->level >= min_level )
special.c: (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, victim );
special.c: if ( ch->position != POS_FIGHTING
special.c: && ch->position != POS_EVASIVE
special.c: && ch->position != POS_DEFENSIVE
special.c: && ch->position != POS_AGGRESSIVE
special.c: && ch->position != POS_BERSERK
special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next )
special.c: if ( ch->level >= min_level )
special.c: (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, victim );
special.c: if ( ch->position != POS_FIGHTING
special.c: && ch->position != POS_EVASIVE
special.c: && ch->position != POS_DEFENSIVE
special.c: && ch->position != POS_AGGRESSIVE
special.c: && ch->position != POS_BERSERK
special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next )
special.c: if ( ch->level >= min_level )
special.c: (*skill_table[sn]->spell_fun) ( sn, ch->level, ch, victim );
special.c: if ( !IS_AWAKE(ch) || ch->fighting )
special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next )
special.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
special.c: char_to_room( create_mobile( cityguard ), ch->in_room );
special.c: char_to_room( create_mobile( cityguard ), ch->in_room );
special.c: for ( corpse = ch->in_room->first_content; corpse; corpse = c_next )
special.c: obj_to_room( obj, ch->in_room );
special.c: if ( !IS_AWAKE(ch) || ch->fighting )
special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next )
special.c: if ( victim && IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
special.c: for ( trash = ch->in_room->first_content; trash; trash = trash_next )
special.c: if ( ch->fighting )
special.c: if ( !move || ch->position < POS_SLEEPING )
special.c: move_char( ch, get_exit( ch->in_room, path[pos] - '0' ), 0 );
special.c: ch->position = POS_STANDING;
special.c: ch->position = POS_SLEEPING;
special.c: if ( ch->position != POS_FIGHTING
special.c: && ch->position != POS_EVASIVE
special.c: && ch->position != POS_DEFENSIVE
special.c: && ch->position != POS_AGGRESSIVE
special.c: && ch->position != POS_BERSERK
special.c: || number_percent( ) > 2 * ch->level )
special.c: spell_poison( gsn_poison, ch->level, ch, victim );
special.c: if ( ch->position != POS_STANDING )
special.c: for ( victim = ch->in_room->first_person; victim; victim = v_next )
special.c: if ( IS_AWAKE(victim) && number_range( 0, ch->level ) == 0 )
special.c: maxgold = ch->level * ch->level * 1000;
special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100;
special.c: ch->gold += 9 * gold / 10;
special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100;
special.c: ch->silver += 9 * silver / 10;
special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100;
special.c: ch->copper += 9 * copper / 10;
special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100;
special.c: ch->gold += 9 * gold / 10;
special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100;
special.c: ch->silver += 9 * silver / 10;
special.c: * number_range( 1, URANGE(2, ch->level/4, 10) ) / 100;
special.c: ch->copper += 9 * copper / 10;
special.c: money=get_value(ch->gold, ch->silver, ch->copper);
special.c: boost_economy( ch->in_room->area, money - maxgold/2 );
starmap.c: precip = (ch->in_room->area->weather->precip + 3*weath_unit - 1)/
stat_obj.c: if (!ch->desc) {
suicide.c: if (strcmp (crypt (arg, ch->pcdata->pwd), ch->pcdata->pwd))
suicide.c: do_destroy (ch, ch->name);
suicide.c: sprintf (buf, "%s has committed suicide.", ch->name);
track.c: if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_track] <= 0 )
track.c: maxdist = 100 + ch->level * 30;
track.c: dir = find_first_step(ch->in_room, vict->in_room, maxdist);
track.c: if ( IS_SET( ch->in_room->room_flags, ROOM_SAFE ) )
track.c: if (!ch || !ch->hunting)
track.c: if ( ch->hunting->who == tmp )
track.c: if ( ch->in_room == ch->hunting->who->in_room )
track.c: if ( ch->fighting )
track.c: found_prey( ch, ch->hunting->who );
track.c: ret = find_first_step(ch->in_room, ch->hunting->who->in_room, 500 + ch->level * 25);
track.c: if ( (pexit=get_exit(ch->in_room, ret)) == NULL )
track.c: if ( !ch->hunting )
track.c: if ( !ch->in_room )
track.c: bug( "Hunt_victim: no ch->in_room! Mob #%d, name: %s. Placing mob in limbo.",
track.c: ch->pIndexData->vnum, ch->name );
track.c: if ( ch->in_room == ch->hunting->who->in_room )
track.c: found_prey(ch, ch->hunting->who);
track.c: if ( (vch=scan_for_victim(ch, pexit, ch->hunting->name)) != NULL )
track.c: if ( !mob_fire(ch, ch->hunting->who->name) )
track.c: if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_track] <= 0 )
track.c: maxdist = 100 + ch->level * 30;
track.c: && ( find_first_step(ch->in_room, target->in_room, maxdist) != BFS_NO_PATH ) )
trivia.c: sprintf(buf, "%s has stopped the trivia", ch->name);
trivia.c: sprintf(buf, "%s has started trivia, with %d rounds and a topic of %s", ch->name, maxquestions,
update.c: if( ch->level2 == -1 && ch->level3 == -1)
update.c: title_table [ch->class] [ch->level] [ch->sex == SEX_FEMALE ? 1 : 0] );
update.c: if (!IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS))
update.c: class_table[ch->class]->hp_min,
update.c: class_table[ch->class]->hp_max );
update.c: add_mana = class_table[ch->class]->fMana ? number_range(2, (2*(get_curr_int(ch)+get_curr_wis(ch)))/8) : 0;
update.c: if( ch->level2 != -1 )
update.c: if( ch->level3 != -1 )
update.c: add_hp += race_table[ch->race]->hit;
update.c: add_mana += race_table[ch->race]->mana;
update.c: ch->max_hit += add_hp;
update.c: ch->max_mana += add_mana;
update.c: ch->max_move += add_move;
update.c: ch->practice += add_prac;
update.c: ch->hit = ch->max_hit;
update.c: xREMOVE_BIT( ch->act, PLR_BOUGHT_PET );
update.c: if ( ch->level == LEVEL_PCAVATAR )
update.c: sprintf( buf, "%s has just become an Avatar!", ch->name );
update.c: if ( ch->level == LEVEL_AVATAR )
update.c: sprintf( buf, "%s has just become a Demi-God!", ch->name );
update.c: if ( ch->level < LEVEL_IMMORTAL && exp_level == TRUE)
update.c: add_hp, ch->max_hit,
update.c: 1, ch->level + 10,
update.c: add_move, ch->max_move,
update.c: add_prac, ch->practice
update.c: add_hp, ch->max_hit,
update.c: add_mana, ch->max_mana,
update.c: add_move, ch->max_move,
update.c: add_prac, ch->practice
update.c: if ( IS_NPC(ch) || ch->level >= LEVEL_AVATAR )
update.c: if(modgain>0 /*&& IS_PKILL(ch)*/ && ch->level<33){
update.c: if(ch->level<=9){
update.c: if(ch->level<=18 && ch->level>=10){
update.c: if(ch->level<=27 && ch->level>=19){
update.c: if(ch->level<=28 && ch->level>=36){
update.c: modgain *= ( race_table[ch->race]->exp_multiplier/100.0);
update.c: if( ch->exp + modgain < exp_level(ch, ch->level)){
update.c: modgain = exp_level(ch, ch->level) - ch->exp;
update.c: exp_level(ch, ch->level+2) - exp_level(ch, ch->level+1));
update.c: ch->exp = UMAX( 0, ch->exp + modgain );
update.c: if (NOT_AUTHED(ch) && ch->exp >= exp_level(ch, ch->level+1))
update.c: ch->exp = (exp_level(ch, (ch->level+1)) - 1);
update.c: while ( ch->level < LEVEL_AVATAR && ch->exp >= exp_level(ch, ch->level+1))
update.c: ch_printf( ch, "You have now obtained experience level %d!\n\r", ++ch->level );
update.c: if (!IS_SET( ch->pcdata->flags, PCFLAG_ANONYMOUS)) {
update.c: sprintf( buf, "%s has achieved level %d!", ch->name, ch->level );
update.c: gain = ch->level * 3 / 2;
update.c: gain = UMIN( 5, ((ch->level + get_curr_con(ch))/ 8) );
update.c: switch ( ch->position )
update.c: case POS_SLEEPING: gain += get_curr_con(ch) * 2.0; if(ch->on) gain += 5; break;
update.c: case POS_RESTING: gain += get_curr_con(ch) * 1.25;if(ch->on) gain += 2; break;
update.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 )
update.c: else if ( ch->pcdata->condition[COND_BLOODTHIRST] >= (8 + ch->level) )
update.c: if ( ch->pcdata->condition[COND_FULL] == 0 )
update.c: if ( ch->pcdata->condition[COND_THIRST] == 0 )
update.c: return UMIN(gain, ch->max_hit - ch->hit);
update.c: gain = ch->level;
update.c: gain = UMIN( 5, ((ch->level + get_curr_int(ch)) / 8) );
update.c: if ( ch->position < POS_SLEEPING )
update.c: switch ( ch->position )
update.c: case POS_SLEEPING: gain += get_curr_int(ch) * 3.25; if(ch->on) gain += 5; break;
update.c: case POS_RESTING: gain += get_curr_int(ch) * 1.75; if(ch->on) gain += 2; break;
update.c: if ( ch->pcdata->condition[COND_FULL] == 0 )
update.c: if ( ch->pcdata->condition[COND_THIRST] == 0 )
update.c: return UMIN(gain, ch->max_mana - ch->mana);
update.c: gain = ch->level;
update.c: gain = UMAX( 15, ((2*ch->level + get_curr_dex(ch)) / 8) );
update.c: switch ( ch->position )
update.c: case POS_SLEEPING: gain += get_curr_dex(ch) * 4.5;if(ch->on) gain+=5; break;
update.c: case POS_RESTING: gain += get_curr_dex(ch) * 2.5;if(ch->on) gain+=2; break;
update.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] <= 1 )
update.c: if ( ch->pcdata->condition[COND_BLOODTHIRST] >= (8 + ch->level) )
update.c: if ( ch->pcdata->condition[COND_FULL] == 0 )
update.c: if ( ch->pcdata->condition[COND_THIRST] == 0 )
update.c: return UMIN(gain, ch->max_move - ch->move);
update.c: if (value == 0 || IS_NPC(ch) || ch->level >= LEVEL_IMMORTAL || NOT_AUTHED(ch))
update.c: if ((ch->desc) && ((ch->desc->connected == CON_PLAYING) && (ch->desc->idle > 1200 && !xIS_SET(ch->act, PLR_AFK))))
update.c: condition = ch->pcdata->condition[iCond];
update.c: ch->pcdata->condition[iCond] = 40;
update.c: ch->pcdata->condition[iCond] = (10 + ch->level);
update.c: ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 100 );
update.c: if( race_table[ch->race]->hunger_mod == -1 && iCond == COND_FULL )
update.c: ch->pcdata->condition[iCond] = URANGE(0, condition+value, (10 + ch->level));
update.c: ch->pcdata->condition[iCond] = 40;*/
update.c: ch->pcdata->condition[iCond] = URANGE(0, condition+value, 48);
update.c: if ( ch->pcdata->condition[iCond] == 0 )
update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
update.c: if ( ch->level < LEVEL_AVATAR)
update.c: bug("gain_condition: bloodthirst update for non blood ch: %s", ch->name);
update.c: retcode = damage(ch, ch, ch->max_hit / 20, TYPE_UNDEFINED);
update.c: if ( ch->pcdata->condition[iCond] == 1 )
update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
update.c: if ( ch->level < LEVEL_AVATAR )
update.c: if ( ch->pcdata->condition[iCond] == 2 )
update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
update.c: if ( ch->level < LEVEL_AVATAR )
update.c: if ( ch->pcdata->condition[iCond] == 3 )
update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
update.c: if ( ch->level < LEVEL_AVATAR && ch->race != RACE_VAMPIRE )
update.c: if ( ch->level < LEVEL_AVATAR )
update.c: if ((!ch->pcdata) && !(xIS_SET(ch->act, ACT_IS_NPC)))
update.c: bug( "Mob %d in room %d was not set with the NPC flag! Fixing...", ch->pIndexData->vnum, ch->in_room->vnum);
update.c: xSET_BIT( ch->act, ACT_IS_NPC );
update.c: if ( ch == first_char && ch->prev )
update.c: ch->prev = NULL;
update.c: gch_prev = ch->prev;
update.c: ch->name );
update.c: ch->prev = NULL;
update.c: if ( !ch->in_room
update.c: if ( ch->pIndexData->vnum == 5 && !IS_AFFECTED(ch, AFF_CHARM) )
update.c: if(ch->in_room->first_person)
update.c: if ( !xIS_SET( ch->act, ACT_RUNNING )
update.c: && !xIS_SET( ch->act, ACT_SENTINEL )
update.c: && !ch->fighting && ch->hunting )
update.c: sprintf( buf, "%s hunting %s from %s.", ch->name,
update.c: ch->hunting->name,
update.c: ch->in_room->name );
update.c: if ( !xIS_SET( ch->act, ACT_RUNNING )
update.c: && ch->spec_fun )
update.c: if ( (*ch->spec_fun) ( ch ) )
update.c: if ( HAS_PROG( ch->pIndexData, SCRIPT_PROG ) )
update.c: if ( ch->position != POS_STANDING )
update.c: if ( xIS_SET(ch->act, ACT_MOUNTED ) )
update.c: if ( xIS_SET(ch->act, ACT_AGGRESSIVE)
update.c: || xIS_SET(ch->act, ACT_META_AGGR) )
update.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE )
update.c: && (xIS_SET(ch->act, ACT_AGGRESSIVE) || xIS_SET(ch->act, ACT_META_AGGR)) )
update.c: if(! ch->in_room->area)
update.c: ch->in_room->vnum,ch->name);
update.c: if(ch->was_in_room)
update.c: bug("Was in room %d",ch->was_in_room->vnum);
update.c: if ( ch->in_room->area->nplayer > 0 )
update.c: if ( ch->position < POS_STANDING )
update.c: if ( ch->position < POS_STANDING )
update.c: if ((obj->cost > big_obj->cost) && (ch->gold >= big_obj->cost))
update.c: if (big_obj == ch->last_carrying)
update.c: for (obj=ch->last_carrying; obj; obj=obj->next_content)
update.c: if ( ch->in_room->first_content
update.c: if (!xIS_SET(ch->act, ACT_SCAVENGER) && number_percent() < 70)
update.c: for ( obj = ch->in_room->first_content; obj; obj = obj->next_content )
update.c: || (ch->in_room->area->weather->precip > 10))
update.c: if (ch->in_room->area->weather->precip > 10)
update.c: * if (ch->last_carrying && find_keeper(ch)!=ch)
update.c: if ( !xIS_SET(ch->act, ACT_RUNNING)
update.c: && !xIS_SET(ch->act, ACT_SENTINEL)
update.c: && !xIS_SET(ch->act, ACT_PROTOTYPE)
update.c: && ( pexit = get_exit(ch->in_room, door) ) != NULL
update.c: && ( !xIS_SET(ch->act, ACT_STAY_AREA) || pexit->to_room->area == ch->in_room->area ) )
update.c: if ( retcode != rNONE || xIS_SET(ch->act, ACT_SENTINEL)
update.c: || ch->position < POS_STANDING )
update.c: if ( ch->hit < ch->max_hit / 2
update.c: && ( pexit = get_exit(ch->in_room,door) ) != NULL
update.c: for ( rch = ch->in_room->first_person;
update.c: rch = rch->next_in_room )
update.c: sprintf( buf, "yell Get away from me, %s!", rch->name );
update.c: sprintf( buf, "yell Leave me be, %s!", rch->name );
update.c: sprintf( buf, "yell %s is trying to kill me! Help!", rch->name );
update.c: sprintf( buf, "yell Someone save me from %s!", rch->name );
update.c: if ( ch == first_char && ch->prev )
update.c: ch->prev = NULL;
update.c: gch_prev = ch->prev;
update.c: bug( "char_gains: ch->prev->next != ch", 0 );
update.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_BLEEDING] == 0 )
update.c: if ( ch->position >= POS_STUNNED )
update.c: if ( ch->hit < ch->max_hit )
update.c: ch->hit += hit_gain(ch);
update.c: if ( ch->mana < ch->max_mana )
update.c: ch->mana += mana_gain(ch);
update.c: if ( ch->move < ch->max_move )
update.c: ch->move += move_gain(ch);
update.c: if ( ch->position >= POS_STUNNED )
update.c: if ( ch->hit < ch->max_hit )
update.c: ch->hit += hit_gain(ch);
update.c: if ( ch->mana < ch->max_mana )
update.c: ch->mana += mana_gain(ch);
update.c: if ( ch->move < ch->max_move )
update.c: ch->move += move_gain(ch);
update.c: if ( ch == first_char && ch->prev )
update.c: ch->prev = NULL;
update.c: gch_prev = ch->prev;
update.c: bug( "char_gains: ch->prev->next != ch", 0 );
update.c: gain_condition( ch, COND_FULL, -1 + race_table[ch->race]->hunger_mod );
update.c: if ( ch == first_char && ch->prev )
update.c: ch->prev = NULL;
update.c: gch_prev = ch->prev;
update.c: bug( "char_update: ch->prev->next != ch", 0 );
update.c: && ( !ch->desc || ch->desc->connected == CON_PLAYING )
update.c: && ch->level >= 2
update.c: && current_time - ch->save_time > (sysdata.save_frequency*60) )
update.c: if ( ch->position >= POS_STUNNED )
update.c: if ( ch->hit < ch->max_hit )
update.c: ch->hit += hit_gain(ch);
update.c: if ( ch->mana < ch->max_mana )
update.c: ch->mana += mana_gain(ch);
update.c: if ( ch->move < ch->max_move )
update.c: ch->move += move_gain(ch);
update.c: if ( ch->position == POS_STUNNED )
update.c: if ( ch->morph ) {
update.c: if ( ch->morph->timer > 0 )
update.c: ch->morph->timer--;
update.c: if ( ch->morph->timer == 0 )
update.c: if ( !IS_NPC(ch) && ch->pcdata->nuisance )
update.c: if ( ch->pcdata->nuisance->flags < MAX_NUISANCE_STAGE )
update.c: temp = ch->pcdata->nuisance->max_time-ch->pcdata->nuisance->time;
update.c: temp *= ch->pcdata->nuisance->flags;
update.c: temp += ch->pcdata->nuisance->time;
update.c: ch->pcdata->nuisance->flags++;
update.c: if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL )
update.c: if ( --obj->value[2] == 0 && ch->in_room )
update.c: ch->in_room->light -= obj->count;
update.c: if (ch->in_room->light < 0 )
update.c: ch->in_room->light=0;
update.c: if ( ++ch->timer >= 12 )
update.c: if ( ch->timer == 12 && ch->in_room )
update.c: ch->was_in_room = ch->in_room;
update.c: if ( ch->fighting )
update.c: if ( ch->pcdata->condition[COND_DRUNK] > 8 )
update.c: worsen_mental_state( ch, ch->pcdata->condition[COND_DRUNK]/8 );
update.c: if ( ch->pcdata->condition[COND_FULL] > 1 )
update.c: switch( ch->position )
update.c: if ( ch->pcdata->condition[COND_THIRST] > 1 )
update.c: switch( ch->position )
update.c: gain_condition( ch, COND_FULL, -1 + race_table[ch->race]->hunger_mod );
update.c: if ( IS_VAMPIRE(ch) && ch->level >= 10 )
update.c: if ( CAN_PKILL( ch ) && ch->pcdata->condition[COND_THIRST] - 9 > 10 )
update.c: if ( !IS_NPC( ch ) && ch->pcdata->nuisance )
update.c: value = ((0 - ch->pcdata->nuisance->flags)*ch->pcdata->nuisance->power);
update.c: if ( ch->in_room )
update.c: switch( ch->in_room->sector_type )
update.c: gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod); break;
update.c: gain_condition( ch, COND_THIRST, -3 + race_table[ch->race]->thirst_mod); break;
update.c: gain_condition( ch, COND_THIRST, -1 + race_table[ch->race]->thirst_mod); break;
update.c: if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) && ch->pcdata->release_date > 0 &&
update.c: ch->pcdata->release_date <= current_time )
update.c: if ( ch->pcdata->clan )
update.c: location = get_room_index( ch->pcdata->clan->recall );
update.c: location = ch->in_room;
update.c: STRFREE( ch->pcdata->helled_by );
update.c: ch->pcdata->release_date = 0;
update.c: ch->mental_state = URANGE( 20, ch->mental_state
update.c: if ( ch->pcdata->condition[COND_BLEEDING] > 0 )
update.c: switch( ch->pcdata->condition[COND_BLEEDING] )
update.c: if ( ch->pcdata->condition[COND_BLEEDING] != 1
update.c: && (ch->position == POS_SITTING
update.c: || ch->position == POS_SLEEPING
update.c: || ch->position == POS_RESTING) )
update.c: if ( ch->pcdata->condition[COND_BLEEDING] == 0 )
update.c: if ( ch->pcdata->condition[COND_BLEEDING] == 0 )
update.c: worsen_mental_state( ch, ch->pcdata->condition[COND_BLEEDING] );
update.c: if ( ch->pcdata->condition[COND_BLEEDING] == 0 )
update.c: damage(ch, ch, (ch->max_hit * 1/50), TYPE_UNDEFINED);
update.c: damage(ch, ch, (ch->pcdata->condition[COND_BLEEDING] *
update.c:(ch->max_hit * 1/50)), TYPE_UNDEFINED);
update.c: if ( ch->position == POS_INCAP )
update.c: if ( ch->position == POS_MORTAL )
update.c: for ( paf = ch->first_affect; paf; paf = paf_next )
update.c: if ( (*skill->spell_fun)(paf->modifier, ch->level, ch, ch) == rCHAR_DIED
update.c: xREMOVE_BIT(ch->affected_by, AFF_RECURRINGSPELL);
update.c: if(ch->alignment<race_table[ch->race]->minalign)
update.c: if(ch->alignment>race_table[ch->race]->maxalign)
update.c: if ( ch->mental_state >= 30 )
update.c: switch( (ch->mental_state+5) / 10 )
update.c: if ( ch->mental_state <= -30 )
update.c: switch( (abs(ch->mental_state)+5) / 10 )
update.c: if ( ch->position > POS_SLEEPING )
update.c: if ( (ch->position == POS_STANDING
update.c: || ch->position < POS_FIGHTING)
update.c: && number_percent()+10 < abs(ch->mental_state) )
update.c: if ( ch->position > POS_SLEEPING )
update.c: if ( (ch->position == POS_STANDING
update.c: || ch->position < POS_FIGHTING)
update.c: && (number_percent()+20) < abs(ch->mental_state) )
update.c: if ( ch->position > POS_SLEEPING )
update.c: if ( ch->position < POS_SITTING
update.c: && (number_percent()+30) < abs(ch->mental_state) )
update.c: if ( ch->position > POS_RESTING )
update.c: if ( ch->position > POS_RESTING )
update.c: if ( ch->position > POS_RESTING )
update.c: if ( ch->position > POS_RESTING )
update.c: if ( ch->position > POS_RESTING )
update.c: if ( ch->timer > 24 )
update.c: ch_next = ch->next;
update.c: if ( xIS_SET(ch->act, ACT_RUNNING) )
update.c: if ( !xIS_SET(ch->act, ACT_SENTINEL)
update.c: && !ch->fighting && ch->hunting )
update.c: if ( ch->spec_fun )
update.c: if ( (*ch->spec_fun) ( ch ) )
update.c: if ( !xIS_SET(ch->act, ACT_SENTINEL)
update.c: && !xIS_SET(ch->act, ACT_PROTOTYPE)
update.c: && ( pexit = get_exit(ch->in_room, door) ) != NULL
update.c: && ( !xIS_SET(ch->act, ACT_STAY_AREA)
update.c: || pexit->to_room->area == ch->in_room->area ) )
update.c: if ( retcode != rNONE || xIS_SET(ch->act, ACT_SENTINEL)
update.c: || ch->position < POS_STANDING )
update.c: if ( ch->mount
update.c: && ch->in_room != ch->mount->in_room )
update.c: xREMOVE_BIT( ch->mount->act, ACT_MOUNTED );
update.c: ch->mount = NULL;
update.c: ch->position = POS_STANDING;
update.c: if ( ( ch->in_room && ch->in_room->sector_type == SECT_UNDERWATER )
update.c: || ( ch->in_room && ch->in_room->sector_type == SECT_OCEANFLOOR ) )
update.c: if ( ch->level < LEVEL_IMMORTAL )
update.c: dam = number_range( ch->max_hit / 100, ch->max_hit / 50 );
update.c: if ( ch->in_room
update.c: && (( ch->in_room->sector_type == SECT_WATER_NOSWIM )
update.c: || ( ch->in_room->sector_type == SECT_WATER_SWIM ) ) )
update.c: && !ch->mount )
update.c: for ( obj = ch->first_carrying; obj; obj = obj->next_content )
update.c: if ( ch->level < LEVEL_IMMORTAL )
update.c: if ( ch->move > 0 )
update.c: mov = number_range( ch->max_move / 20, ch->max_move / 5 );
update.c: if ( ch->move - mov < 0 )
update.c: ch->move = 0;
update.c: ch->move -= mov;
update.c: dam = number_range( ch->max_hit / 20, ch->max_hit / 5 );
update.c: if ( !ch->desc )
update.c: for ( wch = ch->in_room->first_person; wch; wch = wch_next )
update.c: wch_next = wch->next_in_room;
update.c: || wch->fighting
update.c: || (xIS_SET(wch->act, ACT_WIMPY) && IS_AWAKE(ch) )
update.c: if ( (!xIS_SET(wch->act, ACT_AGGRESSIVE)
update.c: && !xIS_SET(wch->act, ACT_META_AGGR))
update.c: || xIS_SET(wch->act, ACT_MOUNTED)
update.c: || IS_SET(wch->in_room->room_flags, ROOM_SAFE ) )
update.c: if ( IS_NPC( wch ) && wch->mpactnum > 0
update.c: && wch->in_room->area->nplayer > 0 )
update.c: for ( tmp_act = wch->mpact; tmp_act;
update.c: for ( tmp_act = wch->mpact; tmp_act; tmp_act = tmp2_act )
update.c: wch->mpactnum = 0;
update.c: wch->mpact = NULL;
update.c: if ( !char_died(wch) && wch->mpactnum > 0 )
update.c: while ( (tmp_act = wch->mpact) != NULL )
update.c: wch->mpact = tmp_act->next;
update.c: wch->mpactnum = 0;
update.c: wch->mpact = NULL;
update.c: || wch->level >= LEVEL_IMMORTAL
update.c: || !wch->in_room )
update.c: for ( ch = wch->in_room->first_person; ch; ch = ch_next )
update.c: ch_next = ch->next_in_room;
update.c: || ch->fighting
update.c: || (xIS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) )
update.c: if ( (!xIS_SET(ch->act, ACT_AGGRESSIVE)
update.c: && !xIS_SET(ch->act, ACT_META_AGGR))
update.c: || xIS_SET(ch->act, ACT_MOUNTED)
update.c: || IS_SET(ch->in_room->room_flags, ROOM_SAFE ) )
update.c: for ( vch = wch->in_room->first_person; vch; vch = vch_next )
update.c: vch_next = vch->next_in_room;
update.c: if ( (!IS_NPC(vch) || xIS_SET(ch->act, ACT_META_AGGR)
update.c: || xIS_SET(vch->act, ACT_ANNOYING))
update.c: && vch->level < LEVEL_IMMORTAL
update.c: && (!xIS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) )
update.c: if ( IS_NPC(ch) && xIS_SET(ch->attacks, ATCK_BACKSTAB ) )
update.c: if ( !ch->mount
update.c: || number_percent( )+5 < ch->level )
update.c: if ( IS_NPC( ch ) || ch->pcdata->condition[COND_DRUNK] <= 0 )
update.c: drunk = ch->pcdata->condition[COND_DRUNK];
update.c: position = ch->position;
update.c: ch->position = POS_STANDING;
update.c: for ( vch = ch->in_room->first_person; vch; vch = vch->next_in_room )
update.c: check_social( ch, "puke", (rvch ? rvch->name : "") );
update.c: ch->position = position;
update.c: if ( ch->mental_state >= 30 && number_bits(5 - (ch->mental_state >= 50) - (ch->mental_state >= 75)) == 0 )
update.c: switch( number_range( 1, UMIN(21, (ch->mental_state+5) / 5)) )
update.c: fprintf( fp, "%d %s %s\n", d->descriptor, och->name, d->host );
update.c: if ( och->level == 1 )
update.c: och->level++; /* Advance_level doesn't do that */
update.c: && xIS_SET( och->act, PLR_SAVREBOOT ) )
update.c: for ( vch = first_char; vch; vch = vch->next )
websvr.c: if(change_web_pass(ch->name, buf))