act.build.c: room_temp = ch->in_room;
act.build.c: } else zn = get_zon_num(world[ch->in_room].number);
act.build.c: world[ch->in_room].number / 100);
act.build.c: zn = get_zon_num(world[ch->in_room].number);
act.build.c: zn = get_zon_num(world[ch->in_room].number);
act.build.c: zn = get_zon_num(world[ch->in_room].number);
act.build.c: zn = get_zon_num(world[ch->in_room].number);
act.build.c: ch->desc->backstr = str_dup(desc->description);
act.build.c: ch->desc->str = &(desc->description);
act.build.c: ch->desc->max_str = 2048;
act.build.c: ch->desc->backstr = str_dup(mob->player.description);
act.build.c: ch->desc->str = &(mob->player.description);
act.build.c: ch->desc->max_str = 2048;
act.build.c: if(get_zon_num(world[ch->in_room].number) != ROOM_BUF(ch)) {
act.build.c: world[ch->in_room].name = str_dup(val_arg);
act.build.c: if(world[ch->in_room].description)
act.build.c: free(world[ch->in_room].description);
act.build.c: CREATE(world[ch->in_room].description, char, 2048);
act.build.c: if(world[ch->in_room].description) {
act.build.c: ch->desc->backstr = str_dup(world[ch->in_room].description);
act.build.c: send_to_char(world[ch->in_room].description, ch);
act.build.c: ch->desc->str = &(world[ch->in_room].description);
act.build.c: ch->desc->max_str = 2048;
act.build.c: if(!world[ch->in_room].dir_option[direct])
act.build.c: if(!create_dir(ch->in_room, direct))
act.build.c: world[ch->in_room].dir_option[direct]->key = atoi(arg3);
act.build.c: if(!world[ch->in_room].dir_option[direct])
act.build.c: if(!create_dir(ch->in_room, direct))
act.build.c: if(world[ch->in_room].dir_option[direct]->general_description)
act.build.c: free(world[ch->in_room].dir_option[direct]->general_description);
act.build.c: CREATE(world[ch->in_room].dir_option[direct]->general_description, char, 2048);
act.build.c: if(world[ch->in_room].dir_option[direct]->general_description) {
act.build.c: ch->desc->backstr = str_dup(world[ch->in_room].dir_option[direct]->general_description);
act.build.c: send_to_char(world[ch->in_room].dir_option[direct]->general_description, ch);
act.build.c: ch->desc->str = &(world[ch->in_room].dir_option[direct]->general_description);
act.build.c: ch->desc->max_str = 1024;
act.build.c: if(!world[ch->in_room].dir_option[direct])
act.build.c: if(!create_dir(ch->in_room, direct))
act.build.c: world[ch->in_room].dir_option[direct]->exit_info = 0;
act.build.c: if(!world[ch->in_room].dir_option[direct])
act.build.c: if(!create_dir(ch->in_room, direct))
act.build.c: world[ch->in_room].dir_option[direct]->exit_info = EX_ISDOOR;
act.build.c: if(!world[ch->in_room].dir_option[direct])
act.build.c: if(!create_dir(ch->in_room, direct))
act.build.c: world[ch->in_room].dir_option[direct]->exit_info = EX_ISDOOR
act.build.c: if(world[ch->in_room].dir_option[direct]
act.build.c: || !*world[ch->in_room].dir_option[direct]->keyword)
act.build.c: free(world[ch->in_room].dir_option[direct]->keyword);
act.build.c: if(!world[ch->in_room].dir_option[direct])
act.build.c: if(!create_dir(ch->in_room, direct))
act.build.c: if(world[ch->in_room].dir_option[direct]->keyword != NULL)
act.build.c: free(world[ch->in_room].dir_option[direct]->keyword);
act.build.c: world[ch->in_room].dir_option[direct]->keyword = str_dup(arg3);
act.build.c: if(!free_dir(ch->in_room, direct))
act.build.c: if(!world[ch->in_room].dir_option[direct])
act.build.c: if(!create_dir(ch->in_room, direct))
act.build.c: world[ch->in_room].dir_option[direct]->to_room =
act.build.c: ch->in_room;
act.build.c: world[ch->in_room].dir_option[direct]->exit_info;
act.build.c: if(!world[ch->in_room].dir_option[direct])
act.build.c: if(!create_dir(ch->in_room, direct))
act.build.c: world[ch->in_room].dir_option[direct]->to_room = r_num;
act.build.c: world[r_num].dir_option[revdir]->to_room = ch->in_room;
act.build.c: world[ch->in_room].dir_option[direct]->exit_info;
act.build.c: if(world[ch->in_room].dir_option[direct] == NULL) {
act.build.c: r_num = world[ch->in_room].dir_option[direct]->to_room;
act.build.c: world[ch->in_room].dir_option[direct]->to_room = NOWHERE;
act.build.c: desc->next = world[ch->in_room].ex_description;
act.build.c: world[ch->in_room].ex_description = desc;
act.build.c: for(desc = world[ch->in_room].ex_description; desc; desc=desc->next) {
act.build.c: if(world[ch->in_room].ex_description->next)
act.build.c: world[ch->in_room].ex_description = world[ch->in_room].ex_description->next;
act.build.c: else world[ch->in_room].ex_description = NULL;
act.build.c: for(desc = world[ch->in_room].ex_description; desc; desc=desc->next) {
act.build.c: ch->desc->backstr = str_dup(desc->description);
act.build.c: ch->desc->str = &(desc->description);
act.build.c: ch->desc->max_str = 2048;
act.build.c: for(desc = world[ch->in_room].ex_description; desc; desc=desc->next) {
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_DARK);
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_DEATH);
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOMOB);
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_INDOORS);
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_PEACEFUL);
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_SOUNDPROOF);
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOTRACK);
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOMAGIC);
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_TUNNEL);
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_PRIVATE);
act.build.c: TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_GODROOM);
act.build.c: GET_ROOM_SECTOR(ch->in_room) = SECT_INSIDE;
act.build.c: GET_ROOM_SECTOR(ch->in_room) = SECT_CITY;
act.build.c: GET_ROOM_SECTOR(ch->in_room) = SECT_FIELD;
act.build.c: GET_ROOM_SECTOR(ch->in_room) = SECT_FOREST;
act.build.c: GET_ROOM_SECTOR(ch->in_room) = SECT_HILLS;
act.build.c: GET_ROOM_SECTOR(ch->in_room) = SECT_MOUNTAIN;
act.build.c: GET_ROOM_SECTOR(ch->in_room) = SECT_WATER_SWIM;
act.build.c: GET_ROOM_SECTOR(ch->in_room) = SECT_WATER_NOSWIM;
act.build.c: GET_ROOM_SECTOR(ch->in_room) = SECT_UNDERWATER;
act.build.c: GET_ROOM_SECTOR(ch->in_room) = SECT_FLYING;
act.build.c: if(get_zon_num(world[ch->in_room].number) != ZONE_BUF(ch)) {
act.build.c: zone_table[rzone].cmd[i].arg1 == ch->in_room &&
act.build.c: zcmd->arg1 = ch->in_room;
act.build.c: zone_table[rzone].cmd[i].arg3 == ch->in_room) &&
act.build.c: zone_table[rzone].cmd[i].arg3 == ch->in_room) &&
act.build.c: zone_table[rzone].cmd[i].arg1 == ch->in_room); i++);
act.build.c: if(get_zon_num(world[ch->in_room].number) != ZONE_BUF(ch)) {
act.build.c: if(get_zon_num(world[ch->in_room].number) != ZONE_BUF(ch)) {
act.build.c: if(get_zon_num(world[ch->in_room].number) != ZONE_BUF(ch)) {
act.build.c: zcmd->arg3 = ch->in_room;
act.build.c: zcmd->arg3 = ch->in_room;
act.build.c: zone_table[rzone].cmd[i].arg3 == ch->in_room) &&
act.build.c: zone_table[rzone].cmd[i].arg3 == ch->in_room) &&
act.build.c: zone_table[rzone].cmd[i].arg1 == ch->in_room); i++);
act.build.c: if(get_zon_num(world[ch->in_room].number) != ZONE_BUF(ch)) {
act.build.c: if(get_zon_num(world[ch->in_room].number) != ROOM_BUF(ch)) {
act.build.c: if(rnum == ch->in_room) {
act.build.c: copy_room(ch->in_room, rnum);
act.build.c: zone = get_zon_num(world[ch->in_room].number);
act.build.c: page_string(ch->desc, buf, 1);
act.build.c: if(!str_cmp(ch->player.name, bldr->name))
act.build.c: room = world[ch->in_room].number;
act.build.c: page_string(ch->desc, buf, 1);
act.comm.c: if (ch->master)
act.comm.c: k = ch->master;
act.comm.c: else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF))
act.comm.c: tch = tch->next;
act.comm.c: if (!ch->desc)
act.comm.c: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) {
act.comm.c: if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying))) {
act.comm.c: if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) {
act.comm.c: send_editor_help(ch->desc);
act.comm.c: string_write(ch->desc, &paper->action_description, MAX_NOTE_LENGTH, 0, backstr);
act.comm.c: if (!ch->desc)
act.comm.c: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) {
act.comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character &&
act.comm.c: ((world[ch->in_room].zone != world[i->character->in_room].zone) ||
act.comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc &&
act.informative.c: page_string(ch->desc, buf, 1);
act.informative.c: page_string(ch->desc, buf, TRUE);
act.informative.c: if (!ch->desc)
act.informative.c: if (!ch->desc)
act.informative.c: if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) {
act.informative.c: sprintbit(ROOM_FLAGS(ch->in_room), room_bits, buf);
act.informative.c: world[ch->in_room].name, buf);
act.informative.c: send_to_char(world[ch->in_room].name, ch);
act.informative.c: ROOM_FLAGGED(ch->in_room, ROOM_DEATH))
act.informative.c: send_to_char(world[ch->in_room].description, ch);
act.informative.c: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE);
act.informative.c: list_char_to_char(world[ch->in_room].people, ch);
act.informative.c: if (!ch->desc)
act.informative.c: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL && ++i == fnum) {
act.informative.c: page_string(ch->desc, desc, FALSE);
act.informative.c: for (obj = ch->carrying; obj && !found; obj = obj->next_content) {
act.informative.c: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content)
act.informative.c: if (!ch->desc)
act.informative.c: else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) {
act.informative.c: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */
act.informative.c: strcpy(born, (char *) asctime(localtime(&(ch->player.time.birth))));
act.informative.c: strcpy(logon, (char *) asctime(localtime(&(ch->player.time.logon))));
act.informative.c: born, logon, ch->player.time.played / 3600,
act.informative.c: ((ch->player.time.played % 3600) / 60), age(ch)->year);
act.informative.c: playing_time = *real_time_passed((time(0) - ch->player.time.logon) +
act.informative.c: ch->player.time.played, 0);
act.informative.c: sprinttype(ch->player.chclass, pc_class_types, buf + strlen(buf));
act.informative.c: list_obj_to_char(ch->carrying, ch, 1, TRUE);
act.informative.c: if (!ch->desc)
act.informative.c: page_string(ch->desc, help, 0);
act.informative.c: page_string(ch->desc, help_table[mid].entry, 0);
act.informative.c: if (who_zone && world[ch->in_room].zone != world[wch->in_room].zone)
act.informative.c: if (who_room && (wch->in_room != ch->in_room))
act.informative.c: page_string(ch->desc, Imm_buf, 0);
act.informative.c: page_string(ch->desc, Mort_buf, 0);
act.informative.c: page_string(ch->desc, credits, 0);
act.informative.c: page_string(ch->desc, news, 0);
act.informative.c: page_string(ch->desc, info, 0);
act.informative.c: page_string(ch->desc, wizlist, 0);
act.informative.c: page_string(ch->desc, immlist, 0);
act.informative.c: page_string(ch->desc, handbook, 0);
act.informative.c: page_string(ch->desc, policies, 0);
act.informative.c: page_string(ch->desc, motd, 0);
act.informative.c: page_string(ch->desc, imotd, 0);
act.informative.c: if (world[ch->in_room].zone != world[i->in_room].zone)
act.informative.c: if (!CAN_SEE(ch, i) || world[i->in_room].zone != world[ch->in_room].zone)
act.informative.c: page_string(ch->desc, buf, 1);
act.informative.c: for(tch = world[ch->in_room].people; tch; tch = tch_next) {
act.informative.c: tch_next = tch->next_in_room;
act.informative.c: tch_next = tch->next_in_room;
act.item.c: if (!(obj = get_obj_in_list_vis(ch, theobj, ch->carrying))) {
act.item.c: for (obj = ch->carrying; obj; obj = next_obj) {
act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) {
act.item.c: for (obj = world[ch->in_room].contents; obj; obj = next_obj) {
act.item.c: for (cont = ch->carrying; cont; cont = cont->next_content)
act.item.c: for (cont = world[ch->in_room].contents; cont; cont = cont->next_content)
act.item.c: obj_to_room(obj, ch->in_room);
act.item.c: obj_to_room(obj, ch->in_room);
act.item.c: } else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c: if (!ch->carrying)
act.item.c: for (obj = ch->carrying; obj; obj = next_obj) {
act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c: if (!(obj = get_obj_in_list_vis(ch, obj_name, ch->carrying))) {
act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c: if (!ch->carrying)
act.item.c: for (obj = ch->carrying; obj; obj = next_obj) {
act.item.c: if (!(temp = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c: if (!(temp = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) {
act.item.c: if (!(food = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c: if (!(from_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.item.c: if (!(to_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.item.c: if (!(from_obj = get_obj_in_list_vis(ch, arg2, world[ch->in_room].contents))) {
act.item.c: if (!(to_obj = get_obj_in_list_vis(ch, arg2, ch->carrying))) {
act.item.c: for (obj = ch->carrying; obj; obj = next_obj) {
act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.item.c: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.item.c: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.item.c: if (!get_object_in_equip_vis(ch, arg, ch->equipment, &i)) {
act.item.c: if (!(obj1 = get_obj_in_list_vis(ch, arg1, ch->carrying)))
act.item.c: for (obj2 = ch->carrying; obj2; obj2 = obj2->next_content)
act.item.c: if (!(obj2 = get_obj_in_list_vis(ch, arg2, ch->carrying)))
act.movement.c: if (ROOM_IDENTITY(ch->in_room) == DEAD_SEA)
act.movement.c: for (obj = ch->carrying; obj; obj = obj->next_content)
act.movement.c: if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) {
act.movement.c: if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) ||
act.movement.c: if ((SECT(ch->in_room) == SECT_FLYING) ||
act.movement.c: need_movement = (movement_loss[SECT(ch->in_room)] +
act.movement.c: if (need_specials_check && ch->master)
act.movement.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ATRIUM)) {
act.movement.c: was_in = ch->in_room;
act.movement.c: if (ch->desc != NULL)
act.movement.c: if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) {
act.movement.c: if (!ch->followers)
act.movement.c: was_in = ch->in_room;
act.movement.c: for (k = ch->followers; k; k = next) {
act.movement.c: for (o = ch->carrying; o; o = o->next_content)
act.movement.c: if (back->to_room != ch->in_room)
act.movement.c: OPEN_DOOR(ch->in_room, obj, door);
act.movement.c: LOCK_DOOR(ch->in_room, obj, door);
act.movement.c: LOCK_DOOR(ch->in_room, obj, door);
act.movement.c: } else if (ROOM_FLAGGED(ch->in_room, ROOM_INDOORS))
act.movement.c: if (SECT(ch->in_room) == SECT_FLYING) {
act.movement.c: if (SECT(ch->in_room) == SECT_FLYING) {
act.movement.c: if (ch->master == leader) {
act.movement.c: if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master)) {
act.movement.c: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR);
act.movement.c: if (!ch->master) {
act.movement.c: if (ch->master)
act.offensive.c: for (opponent = world[ch->in_room].people;
act.offensive.c: else if (!pk_allowed && !IS_NPC(opponent) && (!ROOM_FLAGGED(ch->in_room, ROOM_ARENA)))
act.offensive.c: } else if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == vict))
act.offensive.c: if (!ROOM_FLAGGED(ch->in_room, ROOM_ARENA))
act.offensive.c: if (AFF_FLAGGED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(vict))
act.offensive.c: org_room = ch->in_room;
act.offensive.c: for (k = ch->followers; k; k = k->next) {
act.offensive.c: for (tmp_ch = world[ch->in_room].people; tmp_ch &&
act.offensive.c: (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room);
act.other.c: if (IS_NPC(ch) || !ch->desc)
act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE) ||
act.other.c: ROOM_FLAGGED(ch->in_room, ROOM_CLAN_ROOM) )
act.other.c: if (d == ch->desc)
act.other.c: save_room = ch->in_room;
act.other.c: if (IS_NPC(ch) || !ch->desc)
act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH))
act.other.c: k = (ch->master ? ch->master : ch);
act.other.c: if (ch->master) {
act.other.c: for (found = 0, f = ch->followers; f; f = f->next)
act.other.c: if (ch->master || !(AFF_FLAGGED(ch, AFF_GROUP))) {
act.other.c: for (f = ch->followers; f; f = next_fol) {
act.other.c: if (tch->master != ch) {
act.other.c: k = (ch->master ? ch->master : ch);
act.other.c: k = (ch->master ? ch->master : ch);
act.other.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room))
act.other.c: (f->follower->in_room == ch->in_room))
act.other.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room)
act.other.c: (f->follower->in_room == ch->in_room) &&
act.other.c: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.other.c: if (ch->master != NULL)
act.other.c: k = ch->master;
act.other.c: if (tch->in_room != ch->in_room)
act.wizard.c: original_loc = ch->in_room;
act.wizard.c: if (ch->in_room == location) {
act.wizard.c: char_to_room(victim, ch->in_room);
act.wizard.c: char_to_room(victim, ch->in_room);
act.wizard.c: struct room_data *rm = &world[ch->in_room];
act.wizard.c: CCNRM(ch, C_NRM), ch->in_room, buf2);
act.wizard.c: if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying)) != NULL)
act.wizard.c: else if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment,&tmp)) != NULL)
act.wizard.c: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents)) != NULL)
act.wizard.c: if (!ch->desc->snooping)
act.wizard.c: ch->desc->snooping->snoop_by = NULL;
act.wizard.c: ch->desc->snooping = NULL;
act.wizard.c: if (!ch->desc)
act.wizard.c: else if (victim->desc->snooping == ch->desc)
act.wizard.c: if (ch->desc->snooping)
act.wizard.c: ch->desc->snooping->snoop_by = NULL;
act.wizard.c: ch->desc->snooping = victim->desc;
act.wizard.c: victim->desc->snoop_by = ch->desc;
act.wizard.c: if (ch->desc->original)
act.wizard.c: ch->desc->character = victim;
act.wizard.c: ch->desc->original = ch;
act.wizard.c: victim->desc = ch->desc;
act.wizard.c: ch->desc = NULL;
act.wizard.c: if (ch->desc && ch->desc->original) {
act.wizard.c: if (ch->desc->original->desc) {
act.wizard.c: ch->desc->original->desc->character = NULL;
act.wizard.c: STATE(ch->desc->original->desc) = CON_DISCONNECT;
act.wizard.c: ch->desc->character = ch->desc->original;
act.wizard.c: ch->desc->original = NULL;
act.wizard.c: ch->desc->character->desc = ch->desc;
act.wizard.c: ch->desc = NULL;
act.wizard.c: char_to_room(mob, ch->in_room);
act.wizard.c: obj_to_room(obj, ch->in_room);
act.wizard.c: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents)) != NULL) {
act.wizard.c: send_to_room("The world seems a little cleaner.\r\n", ch->in_room);
act.wizard.c: for (vict = world[ch->in_room].people; vict; vict = next_v) {
act.wizard.c: for (obj = world[ch->in_room].contents; obj; obj = next_o) {
act.wizard.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
act.wizard.c: for (vict = world[ch->in_room].people; vict; vict = next_force) {
act.wizard.c: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) {
act.wizard.c: i = world[ch->in_room].zone;
act.wizard.c: print_zone_to_buf(buf, world[ch->in_room].zone);
act.wizard.c: page_string(ch->desc, buf, TRUE);
act.wizard.c: page_string(ch->desc, buf, TRUE);
act.wizard.c: page_string(ch->desc, buf, TRUE);
act.wizard.c: page_string(ch->desc, buf, TRUE);
act.wizard.c: page_string(ch->desc, buf2, 1);
boards.c: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
boards.c: if (!ch->desc)
boards.c: string_write(ch->desc, &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]),
boards.c: if (!ch->desc)
boards.c: page_string(ch->desc, buf, 1);
boards.c: page_string(ch->desc, buffer, 1);
castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room)
castle.c: if (IS_NPC(ch) && !strncmp(pszName, ch->player.short_descr, iLen))
castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room)
castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room)
castle.c: for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room) {
castle.c: if (ch->player.short_descr && !strncmp(ch->player.short_descr, "King Welmar", 11))
castle.c: if (ch->in_room != real_room(iIn_room))
castle.c: if (ch->points.mana < 10)
castle.c: ch->points.mana -= 10;
castle.c: if (time_info.hours == 8 && ch->in_room == R_ROOM(Z_KINGS_C, 51)) {
castle.c: } else if (time_info.hours == 21 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) {
castle.c: } else if (time_info.hours == 12 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) {
castle.c: if (!ch->master)
castle.c: for (i = world[ch->in_room].contents; i; i = i->next_content) {
clan.c: if(!ROOM_FLAGGED(ch->in_room, ROOM_CLAN_ROOM)) {
clan.c: if(!ROOM_FLAGGED(ch->in_room, ROOM_CLAN_ROOM)) {
clan.c: if(ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) {
class.c: ch->real_abils.str_add = 0;
class.c: ch->real_abils.intel = table[0];
class.c: ch->real_abils.wis = table[1];
class.c: ch->real_abils.dex = table[2];
class.c: ch->real_abils.str = table[3];
class.c: ch->real_abils.con = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.wis = table[0];
class.c: ch->real_abils.intel = table[1];
class.c: ch->real_abils.str = table[2];
class.c: ch->real_abils.dex = table[3];
class.c: ch->real_abils.con = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.dex = table[0];
class.c: ch->real_abils.str = table[1];
class.c: ch->real_abils.con = table[2];
class.c: ch->real_abils.intel = table[3];
class.c: ch->real_abils.wis = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.str = table[0];
class.c: ch->real_abils.dex = table[1];
class.c: ch->real_abils.con = table[2];
class.c: ch->real_abils.wis = table[3];
class.c: ch->real_abils.intel = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: if (ch->real_abils.str == 18)
class.c: ch->real_abils.str_add = number(0, 100);
class.c: ch->real_abils.wis = table[0];
class.c: ch->real_abils.intel = table[1];
class.c: ch->real_abils.str = table[2];
class.c: ch->real_abils.dex = table[3];
class.c: ch->real_abils.con = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.dex = table[0];
class.c: ch->real_abils.str = table[1];
class.c: ch->real_abils.con = table[2];
class.c: ch->real_abils.intel = table[3];
class.c: ch->real_abils.wis = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.str = table[0];
class.c: ch->real_abils.dex = table[1];
class.c: ch->real_abils.con = table[2];
class.c: ch->real_abils.wis = table[3];
class.c: ch->real_abils.intel = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: if (ch->real_abils.str == 18)
class.c: ch->real_abils.str_add = number(0, 100);
class.c: ch->real_abils.intel = table[0];
class.c: ch->real_abils.wis = table[1];
class.c: ch->real_abils.dex = table[2];
class.c: ch->real_abils.str = table[3];
class.c: ch->real_abils.con = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.dex = table[0];
class.c: ch->real_abils.str = table[1];
class.c: ch->real_abils.con = table[2];
class.c: ch->real_abils.intel = table[3];
class.c: ch->real_abils.wis = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.str = table[0];
class.c: ch->real_abils.dex = table[1];
class.c: ch->real_abils.con = table[2];
class.c: ch->real_abils.wis = table[3];
class.c: ch->real_abils.intel = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: if (ch->real_abils.str == 18)
class.c: ch->real_abils.str_add = number(0, 100);
class.c: ch->real_abils.intel = table[0];
class.c: ch->real_abils.wis = table[1];
class.c: ch->real_abils.dex = table[2];
class.c: ch->real_abils.str = table[3];
class.c: ch->real_abils.con = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.wis = table[0];
class.c: ch->real_abils.intel = table[1];
class.c: ch->real_abils.str = table[2];
class.c: ch->real_abils.dex = table[3];
class.c: ch->real_abils.con = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.str = table[0];
class.c: ch->real_abils.dex = table[1];
class.c: ch->real_abils.con = table[2];
class.c: ch->real_abils.wis = table[3];
class.c: ch->real_abils.intel = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: if (ch->real_abils.str == 18)
class.c: ch->real_abils.str_add = number(0, 100);
class.c: ch->real_abils.intel = table[0];
class.c: ch->real_abils.wis = table[1];
class.c: ch->real_abils.dex = table[2];
class.c: ch->real_abils.str = table[3];
class.c: ch->real_abils.con = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.wis = table[0];
class.c: ch->real_abils.intel = table[1];
class.c: ch->real_abils.str = table[2];
class.c: ch->real_abils.dex = table[3];
class.c: ch->real_abils.con = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->real_abils.dex = table[0];
class.c: ch->real_abils.str = table[1];
class.c: ch->real_abils.con = table[2];
class.c: ch->real_abils.intel = table[3];
class.c: ch->real_abils.wis = table[4];
class.c: ch->real_abils.cha = table[5];
class.c: ch->aff_abils = ch->real_abils;
class.c: ch->points.max_hit = 10;
class.c: ch->player.time.played = 0;
class.c: ch->player.time.logon = time(0);
class.c: ch->points.max_hit += MAX(1, add_hp);
class.c: ch->points.max_move += MAX(1, add_move);
class.c: ch->points.max_mana += add_mana;
comm.c: if (ch->desc && messg)
comm.c: SEND_TO_Q(messg, ch->desc);
comm.c: if (ch && ch->in_room != NOWHERE)
comm.c: to = world[ch->in_room].people;
comm.c: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character)
db.c: ch->next = character_list;
db.c: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0)
db.c: strncpy(st.host, ch->desc->host, HOST_LENGTH);
db.c: if (ch->player_specials == NULL)
db.c: CREATE(ch->player_specials, struct player_special_data, 1);
db.c: ch->player.short_descr = NULL;
db.c: ch->player.long_descr = NULL;
db.c: ch->player.title = str_dup(st->title);
db.c: ch->player.description = str_dup(st->description);
db.c: ch->player.hometown = st->hometown;
db.c: ch->player.time.birth = st->birth;
db.c: ch->player.time.played = st->played;
db.c: ch->player.time.logon = time(0);
db.c: ch->player.weight = st->weight;
db.c: ch->player.height = st->height;
db.c: ch->real_abils = st->abilities;
db.c: ch->aff_abils = st->abilities;
db.c: ch->points = st->points;
db.c: ch->char_specials.saved = st->char_specials_saved;
db.c: ch->player_specials->saved = st->player_specials_saved;
db.c: if (ch->points.max_mana < 100)
db.c: ch->points.max_mana = 100;
db.c: ch->char_specials.carry_weight = 0;
db.c: ch->char_specials.carry_items = 0;
db.c: ch->points.armor = 100;
db.c: ch->points.hitroll = 0;
db.c: ch->points.damroll = 0;
db.c: if (ch->player.name == NULL)
db.c: CREATE(ch->player.name, char, strlen(st->name) + 1);
db.c: strcpy(ch->player.name, st->name);
db.c: strcpy(ch->player.passwd, st->pwd);
db.c: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) {
db.c: while (ch->affected)
db.c: affect_remove(ch, ch->affected);
db.c: ch->aff_abils = ch->real_abils;
db.c: st->birth = ch->player.time.birth;
db.c: st->played = ch->player.time.played;
db.c: st->played += (long) (time(0) - ch->player.time.logon);
db.c: ch->player.time.played = st->played;
db.c: ch->player.time.logon = time(0);
db.c: st->hometown = ch->player.hometown;
db.c: st->abilities = ch->real_abils;
db.c: st->points = ch->points;
db.c: st->char_specials_saved = ch->char_specials.saved;
db.c: st->player_specials_saved = ch->player_specials->saved;
db.c: if (ch->player.description)
db.c: strcpy(st->description, ch->player.description);
db.c: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) {
db.c: if (ch->player_specials->poofin)
db.c: free(ch->player_specials->poofin);
db.c: if (ch->player_specials->poofout)
db.c: free(ch->player_specials->poofout);
db.c: free(ch->player_specials);
db.c: if (ch->player.title)
db.c: free(ch->player.title);
db.c: if (ch->player.short_descr)
db.c: free(ch->player.short_descr);
db.c: if (ch->player.long_descr)
db.c: free(ch->player.long_descr);
db.c: if (ch->player.description)
db.c: free(ch->player.description);
db.c: if (ch->player.name && ch->player.name != mob_proto[i].player.name)
db.c: free(ch->player.name);
db.c: if (ch->player.title && ch->player.title != mob_proto[i].player.title)
db.c: free(ch->player.title);
db.c: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr)
db.c: free(ch->player.short_descr);
db.c: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr)
db.c: free(ch->player.long_descr);
db.c: if (ch->player.description && ch->player.description != mob_proto[i].player.description)
db.c: free(ch->player.description);
db.c: while (ch->affected)
db.c: affect_remove(ch, ch->affected);
db.c: if (ch->desc)
db.c: ch->desc->character = NULL;
db.c: ch->followers = NULL;
db.c: ch->master = NULL;
db.c: ch->in_room = NOWHERE;
db.c: ch->carrying = NULL;
db.c: ch->next = NULL;
db.c: ch->next_fighting = NULL;
db.c: ch->next_in_room = NULL;
db.c: ch->char_specials.position = POS_STANDING;
db.c: ch->mob_specials.default_pos = POS_STANDING;
db.c: ch->char_specials.carry_weight = 0;
db.c: ch->char_specials.carry_items = 0;
db.c: ch->in_room = NOWHERE;
db.c: ch->mob_specials.default_pos = POS_STANDING;
db.c: if (ch->points.max_mana < 100)
db.c: ch->points.max_mana = 100;
db.c: if (ch->player_specials == NULL)
db.c: CREATE(ch->player_specials, struct player_special_data, 1);
db.c: ch->points.max_hit = 500;
db.c: ch->points.max_mana = 100;
db.c: ch->points.max_move = 82;
db.c: ch->player.short_descr = NULL;
db.c: ch->player.long_descr = NULL;
db.c: ch->player.description = NULL;
db.c: ch->player.time.birth = time(0);
db.c: ch->player.time.played = 0;
db.c: ch->player.time.logon = time(0);
db.c: if (ch->player.sex == SEX_MALE) {
db.c: ch->player.weight = number(120, 180);
db.c: ch->player.height = number(160, 200);
db.c: ch->player.weight = number(100, 160);
db.c: ch->player.height = number(150, 180);
db.c: ch->points.max_mana = 100;
db.c: ch->points.mana = GET_MAX_MANA(ch);
db.c: ch->points.hit = GET_MAX_HIT(ch);
db.c: ch->points.max_move = 82;
db.c: ch->points.move = GET_MAX_MOVE(ch);
db.c: ch->points.armor = 100;
db.c: ch->char_specials.saved.affected_by = 0;
db.c: ch->real_abils.intel = 25;
db.c: ch->real_abils.wis = 25;
db.c: ch->real_abils.dex = 25;
db.c: ch->real_abils.str = 25;
db.c: ch->real_abils.str_add = 100;
db.c: ch->real_abils.con = 25;
db.c: ch->real_abils.cha = 25;
dg_comm.c: ch->equipment, &tmp)) ?
dg_comm.c: (obj = get_obj_in_list_vis(ch, name, ch->carrying)));
dg_comm.c: for (to = world[ch->in_room].people;
dg_mobcmd.c: if (IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) {
dg_mobcmd.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) {
dg_mobcmd.c: if ((obj = get_obj_in_list_vis(ch, arg, ch->carrying)) != NULL) {
dg_mobcmd.c: if( ch->desc && GET_LEVEL(ch->desc->original) < LVL_IMPL)
dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL))
dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL))
dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL))
dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL))
dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL))
dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL))
dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL))
dg_mobcmd.c: if (ch->desc) {
dg_mobcmd.c: tmpmob.id = ch->id;
dg_mobcmd.c: tmpmob.affected = ch->affected;
dg_mobcmd.c: tmpmob.carrying = ch->carrying;
dg_mobcmd.c: tmpmob.proto_script = ch->proto_script;
dg_mobcmd.c: tmpmob.script = ch->script;
dg_mobcmd.c: tmpmob.memory = ch->memory;
dg_mobcmd.c: tmpmob.next_in_room = ch->next_in_room;
dg_mobcmd.c: tmpmob.next = ch->next;
dg_mobcmd.c: tmpmob.next_fighting = ch->next_fighting;
dg_mobcmd.c: tmpmob.followers = ch->followers;
dg_mobcmd.c: tmpmob.master = ch->master;
dg_mobcmd.c: if (!CAN_SEE(ch, vict) || world[vict->in_room].zone != world[ch->in_room].zone)
dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL))
dg_mobcmd.c: if (ch->desc && (GET_LEVEL(ch->desc->original) < LVL_IMPL))
dg_objcmd.c: next_ch = ch->next_in_room;
dg_objcmd.c: next_ch = ch->next_in_room;
dg_objcmd.c: next_ch = ch->next_in_room;
dg_objcmd.c: world[ch->in_room].name);
dg_scripts.c: for (ch = world[rnum].people; ch !=NULL; ch = ch->next_in_room)
dg_scripts.c: for (ch = character_list; ch; ch=ch->next)
dg_scripts.c: for (ch = character_list; ch; ch = ch->next)
dg_scripts.c: if (isname(name, ch->player.name) &&
dg_scripts.c: for (ch = room->people; ch; ch = ch->next_in_room)
dg_scripts.c: if (isname(name, ch->player.name) &&
dg_scripts.c: for (ch = character_list; ch; ch = ch->next)
dg_scripts.c: if (isname(name, ch->player.name) &&
dg_scripts.c: for (ch = character_list; ch; ch = ch->next) {
dg_scripts.c: page_string(ch->desc, sb, 1);
dg_scripts.c: strcpy(name, ch->player.name);
dg_scripts.c: struct room_data *rm = &world[ch->in_room];
dg_scripts.c: if ((object = get_object_in_equip_vis(ch, arg1, ch->equipment, &tmp)));
dg_scripts.c: else if ((object = get_obj_in_list_vis(ch, arg1, ch->carrying)));
dg_scripts.c: else if ((o = get_obj_in_list(name, ch->carrying)));
dg_scripts.c: my_rnum = ch->in_room;
dg_scripts.c: my_rnum = ch->in_room;
dg_scripts.c: else page_string(ch->desc, pagebuf, TRUE);
dg_scripts.c:* scans for end of while/switch-blocks.
dg_scripts.c: if (ch->script->global_vars == NULL) return;
dg_scripts.c: vars = ch->script->global_vars;
dg_triggers.c: for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) {
dg_triggers.c: for (ch = world[IN_ROOM(actor)].people; ch; ch = ch->next_in_room) {
dg_triggers.c: ch_next = ch->next_in_room;
dg_triggers.c: ch_next = ch->next_in_room;
dg_triggers.c: ch_next = ch->next_in_room;
dg_wldcmd.c: next_ch = ch->next_in_room;
dg_wldcmd.c: next_ch = ch->next_in_room;
dg_wldcmd.c: next_ch = ch->next_in_room;
dg_wldcmd.c: world[ch->in_room].name);
fight.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ARENA) ||
fight.c: if (ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL))
fight.c: ch->next_fighting = combat_list;
fight.c: next_combat_list = ch->next_fighting;
fight.c: ch->next_fighting = NULL;
fight.c: corpse->contains = ch->carrying;
fight.c: if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) {
fight.c: ch->carrying = NULL;
fight.c: obj_to_room(corpse, ch->in_room);
fight.c: world[ch->in_room].dir_option[door]->to_room);
fight.c: while (ch->affected)
fight.c: affect_remove(ch, ch->affected);
fight.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ARENA)) {
fight.c: if (!ROOM_FLAGGED(ch->in_room, ROOM_ARENA))
fight.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ARENA))
fight.c: if (!(k = ch->master))
fight.c: if (AFF_FLAGGED(k, AFF_GROUP) && (k->in_room == ch->in_room))
fight.c: if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room)
fight.c: if (AFF_FLAGGED(k, AFF_GROUP) && k->in_room == ch->in_room)
fight.c: if (AFF_FLAGGED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room)
fight.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ARENA))
fight.c: if (ch->nr != real_mobile(DG_CASTER_PROXY) &&
fight.c: ch != victim && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) {
fight.c: if ( (ch != victim) && (!ROOM_FLAGGED(ch->in_room, ROOM_ARENA)) &&
fight.c: if (ch->in_room != victim->in_room) {
fight.c: if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0))
fight.c: w_type = ch->mob_specials.attack_type + TYPE_HIT;
fight.c: dam += dice(ch->mob_specials.damnodice, ch->mob_specials.damsizedice);
fight.c: next_combat_list = ch->next_fighting;
fight.c: if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) {
fight.c: if (ch->in_room != victim->in_room) {
genmob.c: next = ch->next;
genolc.c: duplicate_room(num, ch->in_room); /* To -> Virtual, From -> Real */
genwld.c: for (tch = world[i].people; tch; tch = tch->next_in_room)
graph.c: if (!CAN_SEE(ch, vict) || world[vict->in_room].zone != world[ch->in_room].zone)
graph.c: dir = find_first_step(ch->in_room, HUNTING(ch)->in_room);
graph.c: if ( (HUNTING(ch) == tmp) && (world[tmp->in_room].zone == world[ch->in_room].zone) )
graph.c: dir = find_first_step(ch->in_room, HUNTING(ch)->in_room);
graph.c: if (ch->in_room == HUNTING(ch)->in_room)
graph.c: if ((dir = find_first_step(ch->in_room, HUNTING(ch)->in_room)) < 0) {
handler.c: ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR);
handler.c: for (af = ch->affected; af; af = af->next)
handler.c: ch->aff_abils = ch->real_abils;
handler.c: for (af = ch->affected; af; af = af->next)
handler.c: affected_alloc->next = ch->affected;
handler.c: ch->affected = affected_alloc;
handler.c: if (ch->affected == NULL) {
handler.c: REMOVE_FROM_LIST(af, ch->affected, next);
handler.c: for (hjp = ch->affected; hjp; hjp = next) {
handler.c: for (hjp = ch->affected; hjp; hjp = hjp->next)
handler.c: for (hjp = ch->affected; !found && hjp; hjp = hjp->next) {
handler.c: if (ch == NULL || ch->in_room == NOWHERE) {
handler.c: world[ch->in_room].light--;
handler.c: REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room);
handler.c: ch->in_room = NOWHERE;
handler.c: ch->next_in_room = NULL;
handler.c: ch->next_in_room = world[room].people;
handler.c: ch->in_room = room;
handler.c: object->next_content = ch->carrying;
handler.c: ch->carrying = object;
handler.c: obj_to_room(obj, ch->in_room);
handler.c: if (ch->in_room != NOWHERE) {
handler.c: world[ch->in_room].light++;
handler.c: log("SYSERR: ch->in_room = NOWHERE when equipping char %s.", GET_NAME(ch));
handler.c: if (ch->in_room != NOWHERE) {
handler.c: world[ch->in_room].light--;
handler.c: log("SYSERR: ch->in_room = NOWHERE when unequipping char %s.", GET_NAME(ch));
handler.c: world[ch->in_room].light--;
handler.c: if (ch->carrying)
handler.c: update_object(ch->carrying, 1);
handler.c: if (!IS_NPC(ch) && !ch->desc) {
handler.c: if (ch->in_room == NOWHERE) {
handler.c: if (ch->followers || ch->master)
handler.c: if (ch->desc) {
handler.c: if (ch->desc->snooping) {
handler.c: ch->desc->snooping->snoop_by = NULL;
handler.c: ch->desc->snooping = NULL;
handler.c: if (ch->desc->snoop_by) {
handler.c: ch->desc->snoop_by);
handler.c: ch->desc->snoop_by->snooping = NULL;
handler.c: ch->desc->snoop_by = NULL;
handler.c: while (ch->carrying) {
handler.c: obj = ch->carrying;
handler.c: obj_to_room(obj, ch->in_room);
handler.c: obj_to_room(unequip_char(ch, i), ch->in_room);
handler.c: if (ch->desc && ch->desc->original)
handler.c: if (!freed && ch->desc != NULL) {
handler.c: STATE(ch->desc) = CON_MENU;
handler.c: SEND_TO_Q(MENU, ch->desc);
handler.c: if (inroom == FIND_CHAR_ROOM && i->in_room != ch->in_room)
handler.c: for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room)
handler.c: if ((i = get_obj_in_list_vis(ch, name, ch->carrying)) != NULL)
handler.c: if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)) != NULL)
handler.c: if ((*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying)) != NULL)
handler.c: if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)) != NULL)
interpreter.c: if (GET_ROOM_SPEC(ch->in_room) != NULL)
interpreter.c: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg))
interpreter.c: for (i = ch->carrying; i; i = i->next_content)
interpreter.c: for (k = world[ch->in_room].people; k; k = k->next_in_room)
interpreter.c: for (i = world[ch->in_room].contents; i; i = i->next_content)
interpreter.c: next_ch = ch->next;
interpreter.c: if (ch->desc)
interpreter.c: if (ch->in_room != NOWHERE)
limits.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ARENA))
limits.c: if (++(ch->char_specials.timer) > idle_void) {
limits.c: if (GET_WAS_IN(ch) == NOWHERE && ch->in_room != NOWHERE) {
limits.c: GET_WAS_IN(ch) = ch->in_room;
limits.c: } else if (ch->char_specials.timer > idle_rent_time) {
limits.c: if (ch->in_room != NOWHERE)
limits.c: if (ch->desc) {
limits.c: STATE(ch->desc) = CON_DISCONNECT;
limits.c: ch->desc->character = NULL;
limits.c: ch->desc = NULL;
magic.c: for (tobj = ch->carrying; tobj; tobj = tobj->next_content) {
magic.c: if (ch->master != NULL)
magic.c: k = ch->master;
magic.c: if (tch->in_room != ch->in_room)
magic.c: for (tch = world[ch->in_room].people; tch; tch = tch_next) {
magic.c: tch_next = tch->next_in_room;
magic.c: for (tch = world[ch->in_room].people; tch; tch = next_tch) {
magic.c: next_tch = tch->next_in_room;
magic.c: char_to_room(mob, ch->in_room);
mail.c: if (!ch->desc || IS_NPC(ch))
mail.c: string_write(ch->desc, write, MAX_MAIL_SIZE, recipient, NULL);
mobact.c: next_ch = ch->next;
mobact.c: if (world[ch->in_room].contents && !number(0, 10)) {
mobact.c: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
mobact.c: (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) {
mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
mobact.c: for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
oasis.c: d = ch->desc;
objsave.c: if (!Crash_save(ch->carrying, fp, 0)) {
objsave.c: Crash_restore_weight(ch->carrying);
objsave.c: Crash_extract_norents(ch->carrying);
objsave.c: if (!Crash_save(ch->carrying, fp, 0)) {
objsave.c: Crash_extract_objs(ch->carrying);
objsave.c: Crash_extract_norents(ch->carrying);
objsave.c: if (!Crash_save(ch->carrying, fp, 0)) {
objsave.c: Crash_extract_objs(ch->carrying);
objsave.c: Crash_extract_norents(ch->carrying);
objsave.c: if (!Crash_save(ch->carrying, fp, 0)) {
objsave.c: Crash_extract_objs(ch->carrying);
objsave.c: norent = Crash_report_unrentables(ch, receptionist, ch->carrying);
objsave.c: Crash_report_rent(ch, receptionist, ch->carrying, &totalcost, &numitems, display, factor);
objsave.c: if (!ch->desc || IS_NPC(ch))
objsave.c: save_room = ch->in_room;
olc.c: rnum = ch->in_room;
olc.c: string_write(olc_ch->desc, string, maxlen, 0, NULL);
quest.c: d = ch->desc;
shop.c: sprintf(tempstr, times_message(ch->carrying, 0, bought));
shop.c: if (!(obj = get_obj_in_list_vis(ch, name, ch->carrying))) {
shop.c: page_string(ch->desc, buf, 1);
shop.c: page_string(ch->desc, buf, 1);
spec_procs.c: page_string(ch->desc, buf2, 1);
spec_procs.c: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) {
spec_procs.c: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) {
spec_procs.c: if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) &&
spec_procs.c: for (cons = world[ch->in_room].people; cons; cons = cons->next_in_room)
spec_procs.c: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c: for (i = world[ch->in_room].contents; i; i = i->next_content) {
spec_procs.c: obj_to_room(temp, ch->in_room);
spec_procs.c: for (i = world[ch->in_room].contents; i; i = i->next_content) {
spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.c: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.c: while (ch->carrying) {
spec_procs.c: obj = ch->carrying;
spec_procs.c: send_to_room("Death grins with an evil smile.\r\n", ch->in_room);
spec_procs.c: pet_room = ch->in_room + 1;
spec_procs.c: char_to_room(pet, ch->in_room);
spec_procs.c: if (CMD_IS("north") && ch->in_room == real_room(3702)) {
spec_procs.c: if (CMD_IS("south") && ch->in_room == real_room(3703)) {
spec_procs.c: if (CMD_IS("west") && ch->in_room == real_room(3751)) {
spec_procs.c: obj=get_obj_in_list_vis(ch, arg1, world[ch->in_room].contents);
spec_procs.c: if (ROOM_FLAGGED(ch->in_room, ROOM_JAIL))
spec_procs.c: cell=ch->in_room;
spec_procs.c: if (ROOM_FLAGGED(ch->in_room+1, ROOM_JAIL))
spec_procs.c: cell=ch->in_room+1;
spell_parser.c: for (i = 0, tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room)
spell_parser.c: next_tch = tch->next_in_room;
spell_parser.c: if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == tch)) {
spell_parser.c: if ((tobj = get_obj_in_list_vis(ch, t, ch->carrying)) != NULL)
spells.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ARENA)) {
spells.c: if (ROOM_FLAGGED(ch->in_room, ROOM_ARENA) ||
spells.c: GET_NAME(ch), world[ch->in_room].name,
spells.c: (ch->player.sex == SEX_MALE) ? "He" : "She");
spells.c: GET_NAME(ch), GET_NAME(victim), world[ch->in_room].name);
spells.c: char_to_room(victim, ch->in_room);
spells.c: for (target = world[ch->in_room].people; target; target = next_target) {
tedit.c: if (ch->desc == NULL)
tedit.c: clear_screen(ch->desc);
tedit.c: send_editor_help(ch->desc);
tedit.c: ch->desc->olc = str_dup(fields[l].filename);
tedit.c: string_write(ch->desc, (char **)fields[l].buffer, fields[l].size, 0, backstr);
tedit.c: STATE(ch->desc) = CON_TEDIT;
utils.c: GET_ROOM_VNUM(IN_ROOM(ch)), world[ch->in_room].name);
utils.c: player_age = *mud_time_passed(time(0), ch->player.time.birth);
utils.c: if (ch->master == NULL) {
utils.c: act("You realize that $N is a jerk!", FALSE, ch, 0, ch->master, TO_CHAR);
utils.c: act("$n realizes that $N is a jerk!", FALSE, ch, 0, ch->master, TO_NOTVICT);
utils.c: act("$n hates your guts!", FALSE, ch, 0, ch->master, TO_VICT);
utils.c: act("You stop following $N.", FALSE, ch, 0, ch->master, TO_CHAR);
utils.c: act("$n stops following $N.", TRUE, ch, 0, ch->master, TO_NOTVICT);
utils.c: act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT);
utils.c: if (ch->master->followers->follower == ch) { /* Head of follower-list? */
utils.c: k = ch->master->followers;
utils.c: ch->master->followers = k->next;
utils.c: for (k = ch->master->followers; k->next->follower != ch; k = k->next);
utils.c: ch->master = NULL;
utils.c: if (ch->master)
utils.c: for (k = ch->followers; k; k = j) {
utils.c: if (ch->master) {
utils.c: ch->master = leader;
utils.c: for (ch = room->people; ch != NULL; ch = ch->next_in_room)
zedit.c: SEND_TO_Q(error, ch->desc);
zedit.c: SEND_TO_Q("Zone create successfully\r\n", ch->desc);