act.comm.cc: for (obj = ch->cyberware; (obj && !found); obj = obj->next_content)
act.comm.cc: for (obj = ch->carrying; (obj && !found); obj = obj->next_content)
act.comm.cc: if (ch->master)
act.comm.cc: k = ch->master;
act.comm.cc: for (obj = ch->cyberware; obj && !fch; obj = obj->next_content)
act.comm.cc: for (obj = ch->carrying; obj && !fch; obj = obj->next_content)
act.comm.cc: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
act.comm.cc: else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF))
act.comm.cc: for (; tch != NULL; tch = tch->next)
act.comm.cc: for (obj = ch->carrying; !radio && obj; obj = obj->next_content)
act.comm.cc: for (obj = ch->cyberware; !radio && obj; obj = obj->next_content)
act.comm.cc: for (obj = ch->carrying; !radio && obj; obj = obj->next_content)
act.comm.cc: for (obj = ch->cyberware; !radio && obj; obj = obj->next_content)
act.comm.cc: if (!d->connected && d != ch->desc && d->character &&
act.comm.cc: if (!ch->desc && !MOB_FLAGGED(ch, MOB_SPEC))
act.comm.cc: if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) {
act.comm.cc: if ( IS_NPC(ch) && ch->desc == NULL )
act.comm.cc: if (!i->connected && i != ch->desc && i->character &&
act.comm.cc: ((world[ch->in_room].zone != world[i->character->in_room].zone) ||
act.comm.cc: if ( subcmd == SCMD_SHOUT && (world[ch->in_room].number/100) == 6 &&
act.comm.cc: ch->in_room != i->character->in_room )
act.comm.cc: for (obj = ch->cyberware; (obj && !found); obj = obj->next_content)
act.comm.cc: for (obj = ch->carrying; (obj && !found); obj = obj->next_content)
act.comm.cc: if (!i->connected && i != ch->desc && PRF_FLAGGED(i->character, PRF_QUEST)) {
act.informative.cc: page_string(ch->desc, buf, 1);
act.informative.cc: sprintbit((long) ROOM_FLAGS(ch->in_room), room_bits, buf);
act.informative.cc: sprintf(buf2, "^C[%5d] %s [ %s]^n", world[ch->in_room].number,
act.informative.cc: world[ch->in_room].name, buf);
act.informative.cc: } else send_to_char(ch, "^C%s^n", world[ch->in_room].name, ch);
act.informative.cc: send_to_char(world[ch->in_room].description, ch);
act.informative.cc: if (PRF_FLAGGED(ch, PRF_MSP) && world[ch->in_room].msp_trigger && !ignore_brief)
act.informative.cc: send_to_char(ch, "!!%s", world[ch->in_room].msp_trigger);
act.informative.cc: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE, FALSE);
act.informative.cc: list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE, TRUE);
act.informative.cc: list_char_to_char(world[ch->in_room].people, ch);
act.informative.cc: if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) {
act.informative.cc: page_string(ch->desc, desc, 0);
act.informative.cc: if (ch->equipment[j] && CAN_SEE_OBJ(ch, ch->equipment[j]) &&
act.informative.cc: isname(arg, ch->equipment[j]->name))
act.informative.cc: if (ch->equipment[j]->long_description) {
act.informative.cc: send_to_char(ch->equipment[j]->long_description, ch);
act.informative.cc: if (ch->equipment[j] && CAN_SEE_OBJ(ch, ch->equipment[j]))
act.informative.cc: if ((desc = find_exdesc(arg, ch->equipment[j]->ex_description)) != NULL) {
act.informative.cc: page_string(ch->desc, desc, 1);
act.informative.cc: for (obj = ch->carrying; obj && !found; obj = obj->next_content) {
act.informative.cc: page_string(ch->desc, desc, 1);
act.informative.cc: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content)
act.informative.cc: if (!ch->desc)
act.informative.cc: if ( IS_NPC(ch) && ch->desc == NULL )
act.informative.cc: sprinttype(ch->player.race, pc_race_types, buf2);
act.informative.cc: else if (ch->desc != NULL && ch->desc->original != NULL ) {
act.informative.cc: if (IS_SET(PLR_FLAGS(ch->desc->original), PLR_MATRIX))
act.informative.cc: if (!(ch->desc->original))
act.informative.cc: if (ch->desc != NULL && ch->desc->original != NULL && IS_PERSONA(ch)) {
act.informative.cc: (int)(GET_PHYSICAL(ch->desc->original) / 100),
act.informative.cc: (int)(GET_MAX_PHYSICAL(ch->desc->original) / 100),
act.informative.cc: (float)ch->real_abils.mag / 100);
act.informative.cc: (int)(ch->real_abils.mag / 100));
act.informative.cc: buf, GET_BOD(ch), ch->real_abils.bod, GET_QUI(ch), ch->real_abils.qui,
act.informative.cc: GET_STR(ch), ch->real_abils.str, GET_REA(ch), ch->real_abils.rea,
act.informative.cc: GET_CHA(ch), ch->real_abils.cha, GET_INT(ch), ch->real_abils.intel,
act.informative.cc: GET_WIL(ch), ch->real_abils.wil, buf2,
act.informative.cc: ((float)GET_ESS(ch) / 100), ((float)ch->real_abils.ess / 100), ((float)GET_INDEX(ch) / 100));
act.informative.cc: playing_time = real_time_passed((time(0) - ch->player.time.logon) +
act.informative.cc: ch->player.time.played, 0);
act.informative.cc: if (SECT(ch->in_room) == SECT_WATER_SWIM)
act.informative.cc:if ( ch->desc != NULL && ch->desc->original != NULL )
act.informative.cc: list_obj_to_char(ch->carrying, ch, 1, TRUE, FALSE);
act.informative.cc: if (!ch->cyberware) {
act.informative.cc: for (obj = ch->cyberware; obj != NULL; obj = obj->next_content) {
act.informative.cc: if (!ch->bioware) {
act.informative.cc: for (obj = ch->bioware; obj != NULL; obj = obj->next_content) {
act.informative.cc: send_to_char(wielding_hands[ch->char_specials.saved.left_handed], ch);
act.informative.cc: else send_to_char(wielding_hands[!ch->char_specials.saved.left_handed], ch);
act.informative.cc: send_to_char(hands[ch->char_specials.saved.left_handed], ch);
act.informative.cc: else send_to_char(hands[!ch->char_specials.saved.left_handed], ch);
act.informative.cc: page_string(ch->desc, hindex, 0);
act.informative.cc: if (!ch->desc)
act.informative.cc: page_string(ch->desc, help, 0);
act.informative.cc: page_string(ch->desc, buf2, TRUE);
act.informative.cc: if (!ch->desc)
act.informative.cc: page_string(ch->desc, buf2, TRUE);
act.informative.cc: page_string(ch->desc, buf, 1);
act.informative.cc: ch->desc->str = &motd;
act.informative.cc: ch->desc->max_str = MAX_STRING_LENGTH;
act.informative.cc: ch->desc->str = &imotd;
act.informative.cc: ch->desc->max_str = MAX_STRING_LENGTH;
act.informative.cc: page_string(ch->desc, credits, 0);
act.informative.cc: page_string(ch->desc, news, 0);
act.informative.cc: page_string(ch->desc, info, 0);
act.informative.cc: page_string(ch->desc, handbook, 0);
act.informative.cc: page_string(ch->desc, policies, 0);
act.informative.cc: else page_string(ch->desc, motd, 0);
act.informative.cc: } else page_string(ch->desc, motd, 0);
act.informative.cc: else page_string(ch->desc, imotd, 0);
act.informative.cc: } else page_string(ch->desc, imotd, 0);
act.informative.cc: if (i && i->in_room && ch && ch->in_room && CAN_SEE(ch, i) && (i->in_room != NOWHERE) &&
act.informative.cc: (world[ch->in_room].zone == world[i->in_room].zone) &&
act.informative.cc: (zone_table[ch->in_room].number != 6 && i->in_room == ch->in_room) ) {
act.informative.cc: if (world[i->in_room].zone == world[ch->in_room].zone && CAN_SEE(ch, i) &&
act.informative.cc: page_string(ch->desc, buf, 1);
act.informative.cc: else page_string(ch->desc, buf, 1);
act.informative.cc: was_in_room = ch->in_room;
act.informative.cc: ch->in_room = EXIT(ch, i)->to_room;
act.informative.cc: ch->in_room = was_in_room;
act.movement.cc: if (IS_AFFECTED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) {
act.movement.cc: if ((SECT(ch->in_room) == SECT_WATER_NOSWIM) ||
act.movement.cc: if (world[ch->in_room].func && world[ch->in_room].func == escalator) {
act.movement.cc: for (ic = world[ch->in_room].people; ic; ic = ic->next_in_room)
act.movement.cc: if (SECT(ch->in_room) == SECT_WATER_SWIM && !IS_NPC(ch) &&
act.movement.cc: target = MAX(2, world[ch->in_room].rating);
act.movement.cc: if (world[ch->in_room].dir_option[dir]->to_room >= real_room(FIRST_CAB) &&
act.movement.cc: world[ch->in_room].dir_option[dir]->to_room <= real_room(LAST_CAB) &&
act.movement.cc: GET_LASTROOM(ch) = world[ch->in_room].number;
act.movement.cc: if (world[ch->in_room].dir_option[dir]->to_room >= real_room(FIRST_CAB) &&
act.movement.cc: world[ch->in_room].dir_option[dir]->to_room <= real_room(LAST_CAB))
act.movement.cc: sprintf(buf2, "%s %s %s.", GET_NAME(ch), ch->mob_specials.leave, fulldirs[dir]);
act.movement.cc: else if (SECT(ch->in_room) == SECT_WATER_SWIM &&
act.movement.cc: else if (SECT(ch->in_room) < SECT_WATER_SWIM &&
act.movement.cc: } else sprintf(buf2, "%s %s %s.", GET_NAME(ch), (SECT(ch->in_room) == SECT_WATER_SWIM ?
act.movement.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
act.movement.cc: zone_table[world[ch->in_room].zone].alert < 2))
act.movement.cc: zone_table[world[ch->in_room].zone].alert < 2))
act.movement.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room)
act.movement.cc: was_in = ch->in_room;
act.movement.cc: if (ch->desc != NULL)
act.movement.cc: sprintf(buf2, "%s %s %s.", GET_NAME(ch), ch->mob_specials.arrive,
act.movement.cc: else if (SECT(was_in) == SECT_WATER_SWIM && SECT(ch->in_room) < SECT_WATER_SWIM)
act.movement.cc: else if (SECT(was_in) < SECT_WATER_SWIM && SECT(ch->in_room) == SECT_WATER_SWIM)
act.movement.cc: else sprintf(buf2, "%s %s %s.", GET_NAME(ch), (SECT(ch->in_room) == SECT_WATER_SWIM ?
act.movement.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
act.movement.cc: zone_table[world[ch->in_room].zone].alert < 2))
act.movement.cc: zone_table[world[ch->in_room].zone].alert < 2))
act.movement.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room)
act.movement.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
act.movement.cc: GET_RACE(tch) > CLASS_SCRAMBLE && zone_table[world[tch->in_room].zone].alert >= 2 &&
act.movement.cc: (zone_table[world[tch->in_room].zone].alert > 0 ?
act.movement.cc: if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DEATH) && !IS_NPC(ch) &&
act.movement.cc: for (bio = ch->bioware; bio; bio = bio->next_content)
act.movement.cc: while (ch->affected)
act.movement.cc: affect_remove(ch, ch->affected, 0);
act.movement.cc: } else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_FALL) && !IS_ASTRAL(ch) &&
act.movement.cc: } else if (IS_NPC(ch) && ch->master && !IS_NPC(ch->master) &&
act.movement.cc: GET_QUEST(ch->master) && ch->in_room == ch->master->in_room)
act.movement.cc: check_quest_destination(ch->master, ch);
act.movement.cc: int base_target = world[ch->in_room].rating + modify_target(ch);
act.movement.cc: while (EXIT(ch, DOWN) && IS_SET(ROOM_FLAGS(ch->in_room), ROOM_FALL) &&
act.movement.cc: was_in = ch->in_room;
act.movement.cc: if (ROOM_FLAGGED(ch->in_room, ROOM_DEATH) && !IS_NPC(ch) &&
act.movement.cc: if (!IS_NPC(ch) && ch->real_abils.bod > 1 && !PLR_FLAGGED(ch, PLR_NEWBIE) &&
act.movement.cc: !success_test(MAX((int)(ch->real_abils.ess / 100), 1),
act.movement.cc: ch->real_abils.bod--;
act.movement.cc: } else gain_exp(ch, -(ch->real_abils.bod * 75));
act.movement.cc: for (bio = ch->bioware; bio; bio = bio->next_content)
act.movement.cc: while (ch->affected)
act.movement.cc: affect_remove(ch, ch->affected, 0);
act.movement.cc: sprintf(buf, "%s ran into DeathTrap at %d", GET_NAME(ch), world[ch->in_room].number);
act.movement.cc: was_in = ch->in_room;
act.movement.cc: for (k = ch->followers; k; k = next) {
act.movement.cc: char_to_room(vict, ch->in_room);
act.movement.cc: for (o = ch->carrying; o; o = o->next_content)
act.movement.cc: for (o = ch->carrying; o; o = o->next_content)
act.movement.cc: if (ch->equipment[WEAR_HOLD])
act.movement.cc: if ((GET_OBJ_TYPE(ch->equipment[WEAR_HOLD]) == ITEM_WORKING_GEAR) &&
act.movement.cc: (GET_OBJ_VAL(ch->equipment[WEAR_HOLD], 0) == 1))
act.movement.cc: if (back->to_room != ch->in_room)
act.movement.cc: OPEN_DOOR(ch->in_room, obj, door);
act.movement.cc: LOCK_DOOR(ch->in_room, obj, door);
act.movement.cc: LOCK_DOOR(ch->in_room, obj, door);
act.movement.cc: } else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_INDOORS))
act.movement.cc: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_INDOORS))
act.movement.cc: if (SECT(ch->in_room) == SECT_WATER_SWIM) {
act.movement.cc: if (SECT(ch->in_room) == SECT_WATER_SWIM) {
act.movement.cc: if (SECT(ch->in_room) == SECT_WATER_SWIM) {
act.movement.cc: if (SECT(ch->in_room) == SECT_WATER_SWIM) {
act.movement.cc: if (IS_AFFECTED(ch, AFF_CHARM) && ch->master) {
act.movement.cc: act("You can't help but follow $n.", FALSE, ch->master, 0, ch, TO_VICT);
act.movement.cc: if (ch->master) {
act.movement.cc: if (ch->player_specials->gname) {
act.movement.cc: delete [] ch->player_specials->gname;
act.movement.cc: ch->player_specials->gname = NULL;
act.movement.cc: if (ch->master == leader) {
act.movement.cc: if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master)) {
act.movement.cc: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR);
act.movement.cc: if (!ch->master) {
act.movement.cc: if (ch->master)
act.movement.cc: if (ch->player_specials->gname) {
act.movement.cc: delete [] ch->player_specials->gname;
act.movement.cc: ch->player_specials->gname = NULL;
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.cc: for (obj = ch->carrying; obj; obj = next_obj) {
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) {
act.obj.cc: for (ic = world[ch->in_room].people; ic; ic = ic->next_in_room)
act.obj.cc: for (obj = world[ch->in_room].contents; obj; obj = next_obj) {
act.obj.cc: for (cont = ch->carrying; cont; cont = cont->next_content)
act.obj.cc: for (cont = world[ch->in_room].contents; cont; cont = cont->next_content)
act.obj.cc: obj_to_room(obj, ch->in_room);
act.obj.cc: obj_to_room(obj, ch->in_room);
act.obj.cc: else if (AFF_FLAGGED(ch, AFF_GROUP) && ch->master &&
act.obj.cc: !IS_NPC(ch->master) && GET_QUEST(ch->master))
act.obj.cc: check_quest_delivery(ch->master, obj);
act.obj.cc: obj_to_room(obj, ch->in_room);
act.obj.cc: else if (AFF_FLAGGED(ch, AFF_GROUP) && ch->master &&
act.obj.cc: !IS_NPC(ch->master) && GET_QUEST(ch->master))
act.obj.cc: check_quest_delivery(ch->master, obj);
act.obj.cc: if (!ch->carrying)
act.obj.cc: else for (obj = ch->carrying; obj; obj = next_obj) {
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.cc: else if (AFF_FLAGGED(ch, AFF_GROUP) && ch->master &&
act.obj.cc: !IS_NPC(ch->master) && IS_NPC(vict) && GET_QUEST(ch->master))
act.obj.cc: check_quest_delivery(ch->master, vict, GET_OBJ_VNUM(obj));
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.cc: if (!ch->carrying)
act.obj.cc: for (obj = ch->carrying; obj; obj = next_obj) {
act.obj.cc: if (!(temp = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.cc: if (!(temp = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) {
act.obj.cc: for (cyber = ch->cyberware; cyber; cyber = cyber->next_content)
act.obj.cc: if (!(food = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.cc: for (cyber = ch->bioware; cyber; cyber = cyber->next_content)
act.obj.cc: for (cyber = ch->cyberware; cyber; cyber = cyber->next_content)
act.obj.cc: if (!(from_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.cc: if (!(to_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.cc: if (!(from_obj = get_obj_in_list_vis(ch, arg2, world[ch->in_room].contents))) {
act.obj.cc: if (!(to_obj = get_obj_in_list_vis(ch, arg2, ch->carrying))) {
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.cc: for (obj = ch->carrying; obj; obj = next_obj) {
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.cc: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.cc: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.cc: if (!(obj = ch->equipment[pos])) {
act.obj.cc: if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) {
act.obj.cc: if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) {
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
act.obj.cc: if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) {
act.obj.cc: GET_OBJ_VAL(obj, 4) = ch->nr;
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
act.obj.cc: if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) {
act.obj.cc: if (!(obj = get_obj_in_list_vis(ch, buf, ch->carrying)))
act.obj.cc: if (!(obj = get_object_in_equip_vis(ch, buf, ch->equipment, &i))) {
act.offensive.cc: for (opponent = world[ch->in_room].people; opponent && (FIGHTING(opponent) != helpee);
act.offensive.cc: if (ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) {
act.offensive.cc: if (IS_AFFECTED(ch, AFF_CHARM) && IS_SPIRIT(ch) && ch->master &&
act.offensive.cc: !IS_NPC(ch->master))
act.offensive.cc: damage_door(ch, ch->in_room, dir, GET_OBJ_VAL(wielded, 1) * 2 +
act.offensive.cc: damage_door(ch, ch->in_room, dir, GET_OBJ_VAL(wielded, 0) * 2 +
act.offensive.cc: damage_door(ch, ch->in_room, dir, GET_OBJ_VAL(wielded, 1) * 2 +
act.offensive.cc: damage_door(ch, ch->in_room, dir, (int)(GET_STR(ch) / 3), DAMOBJ_CRUSH);
act.offensive.cc: } else if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == vict))
act.offensive.cc: if (IS_AFFECTED(ch, AFF_CHARM) && ch->master &&
act.offensive.cc: !IS_NPC(ch->master) && !IS_NPC(vict))
act.offensive.cc: if (IS_AFFECTED(ch, AFF_CHARM) && IS_SPIRIT(ch) && ch->master && !IS_NPC(ch->master))
act.offensive.cc: org_room = ch->in_room;
act.offensive.cc: for (k = ch->followers; k; k = k->next) {
act.offensive.cc: int i, attempt, wasin = ch->in_room;
act.offensive.cc: !ROOM_FLAGGED(world[ch->in_room].dir_option[attempt]->to_room, ROOM_NOMOB))) {
act.offensive.cc: int attempt = 0, wasin = ch->in_room;
act.offensive.cc: if (success_test(GET_QUI(ch), GET_QUI(ch->fighting)) && (CAN_GO(ch, attempt) && (!IS_NPC(ch) ||
act.offensive.cc: !ROOM_FLAGGED(world[ch->in_room].dir_option[attempt]->to_room, ROOM_NOMOB)))) {
act.offensive.cc: for (tmp_ch = world[ch->in_room].people; tmp_ch &&
act.offensive.cc: (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room);
act.offensive.cc: else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_PEACEFUL))
act.offensive.cc: damage_door(ch, ch->in_room, dir, (int)(GET_STR(ch) / 2), DAMOBJ_CRUSH);
act.other.cc: if (IS_NPC(ch) || !ch->desc)
act.other.cc: else if (ROOM_FLAGGED(ch->in_room, ROOM_NOQUIT))
act.other.cc: for (obj = ch->carrying; obj; obj = obj->next_content) {
act.other.cc: if (d == ch->desc)
act.other.cc: int save_room = ch->in_room;
act.other.cc: if (ch->desc && GET_LEVEL(ch) < LVL_LEGEND)
act.other.cc: STATE(ch->desc) = CON_QMENU;
act.other.cc: if (IS_NPC(ch) || !ch->desc)
act.other.cc: if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH))
act.other.cc: House_crashsave(world[ch->in_room].number);
act.other.cc: * SET_BIT(ch->specials.act, PLR_THIEF); send_to_char("Okay, you're the
act.other.cc: k = (ch->master ? ch->master : ch);
act.other.cc: if (ch->master) {
act.other.cc: for (found = 0, f = ch->followers; f; f = f->next)
act.other.cc: if (ch->player_specials->gname) {
act.other.cc: delete [] ch->player_specials->gname;
act.other.cc: ch->player_specials->gname = NULL;
act.other.cc: if (ch->master) {
act.other.cc: send_to_char(ch, "Current group name: %s\r\n", ch->player_specials->gname);
act.other.cc: if (ch->player_specials->gname)
act.other.cc: delete [] ch->player_specials->gname;
act.other.cc: ch->player_specials->gname = str_dup(argument);
act.other.cc: if (ch->master || !(IS_AFFECTED(ch, AFF_GROUP))) {
act.other.cc: for (f = ch->followers; f; f = next_fol) {
act.other.cc: if (ch->player_specials->gname) {
act.other.cc: delete [] ch->player_specials->gname;
act.other.cc: ch->player_specials->gname = NULL;
act.other.cc: if (tch->master != ch) {
act.other.cc: k = (ch->master ? ch->master : ch);
act.other.cc: k = (ch->master ? ch->master : ch);
act.other.cc: if (IS_AFFECTED(k, AFF_GROUP) && (k->in_room == ch->in_room))
act.other.cc: (f->follower->in_room == ch->in_room))
act.other.cc: if (IS_AFFECTED(k, AFF_GROUP) && (k->in_room == ch->in_room)
act.other.cc: (f->follower->in_room == ch->in_room) &&
act.other.cc: if (!(patch = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.other.cc: patch->worn_by = vict;
act.other.cc: patch->worn_on = WEAR_PATCH;
act.other.cc: patch->worn_by = vict;
act.other.cc: patch->worn_on = WEAR_PATCH;
act.other.cc: patch->worn_by = vict;
act.other.cc: patch->worn_on = WEAR_PATCH;
act.other.cc: patch->worn_by = vict;
act.other.cc: patch->worn_on = WEAR_PATCH;
act.other.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
act.other.cc: if (ROOM_FLAGGED(ch->in_room, ROOM_NOMAGIC)) {
act.other.cc: if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.other.cc: for (obj = ch->bioware; obj; obj = obj->next_content)
act.other.cc: if (IS_NPC(ch) && !ch->desc->original) {
act.other.cc: } else tch = (ch->desc->original ? ch->desc->original : ch);
act.other.cc: if (IS_NPC(ch) && !ch->desc) {
act.other.cc: sprintf(buf, "%s %s: %s", (ch->desc->original ? GET_NAME(ch->desc->original) : GET_NAME(ch)),
act.other.cc: fprintf(fl, "%-8s (%6.6s) [%5d] %s\n", (ch->desc->original ? GET_NAME(ch->desc->original) : GET_NAME(ch)),
act.other.cc: (tmp + 4), world[ch->in_room].number, argument);
act.other.cc: page_string(ch->desc, buf, 1);
act.other.cc: if (!ch->spells) {
act.other.cc: for (register spell_t *temp = ch->spells; temp; temp = temp->next)
act.other.cc: page_string(ch->desc, buf, 1);
act.other.cc: } else if (!(cyber = get_obj_in_list_vis(ch, buf2, ch->carrying))) {
act.other.cc: for (i = ch->carrying; i && !gun; i = i->next_content)
act.other.cc: } else if (!(gun = get_object_in_equip_vis(ch, buf, ch->equipment, &n)))
act.other.cc: if (!(gun = get_obj_in_list_vis(ch, buf, ch->carrying))) {
act.other.cc: for (i = ch->carrying; i; i = i->next_content)
act.other.cc: i = find_clip( gun, ch->carrying );
act.other.cc: if (!(item = get_obj_in_list_vis(ch, buf1, ch->carrying)) ||
act.other.cc: !(item2 = get_obj_in_list_vis(ch, buf2, ch->carrying))) {
act.other.cc: if (!(gun = get_obj_in_list_vis(ch, buf2, ch->carrying))) {
act.other.cc: ch->real_abils.defense_pool = val;
act.other.cc: if (!(formula = get_obj_in_list_vis(ch, buf1, ch->carrying))) {
act.other.cc: if (!ch->spells) {
act.other.cc: ch->spells = spell;
act.other.cc: spell->next = ch->spells;
act.other.cc: ch->spells = spell;
act.other.cc: for (obj = ch->carrying; obj && !found; obj = obj->next_content)
act.other.cc: if (ch->desc->original) {
act.other.cc: } else if (!ch->player_specials || ch->player_specials == &dummy_mob) {
act.other.cc: if (!ch->player.aname)
act.other.cc: ch->player.aname = str_dup("reflection");
act.other.cc: if (!ch->player.asdesc)
act.other.cc: ch->player.asdesc = str_dup("a reflection");
act.other.cc: if (!ch->player.adesc)
act.other.cc: ch->player.adesc = str_dup("The reflection of some physical being stands here.\r\n");
act.other.cc: astral->player.name = ch->player.aname;
act.other.cc: astral->player.short_descr = ch->player.asdesc;
act.other.cc: astral->player.long_descr = ch->player.adesc;
act.other.cc: astral->player.description = ch->player.aldesc;
act.other.cc: astral->char_specials.saved.skills = ch->char_specials.saved.skills;
act.other.cc: astral->spells = ch->spells;
act.other.cc: char_to_room(astral, ch->in_room);
act.other.cc: ch->desc->character = astral;
act.other.cc: ch->desc->original = ch;
act.other.cc: astral->desc = ch->desc;
act.other.cc: ch->desc = NULL;
act.other.cc: for (cyber = ch->cyberware; !found && cyber; cyber = cyber->next_content)
act.other.cc: STATE(ch->desc) = CON_PCUSTOMIZE;
act.other.cc: STATE(ch->desc) = CON_ACUSTOMIZE;
act.other.cc: ch->desc->edit_mode = CEDIT_CONFIRM_EDIT;
act.social.cc: ch->desc->original && GET_LEVEL(ch->desc->original) >= cmd_info[cmdnum].minimum_level))
act.social.cc: (!PLR_FLAGGED(d->character, PLR_WRITING | PLR_MAILING | PLR_EDITING)) && (d != ch->desc)) {
act.wizard.cc: sprintf(buf2, "%s echoed %s at #%d", GET_NAME(ch), buf, world[ch->in_room].number);
act.wizard.cc: for (tch = world[location].people; tch; tch = tch->next)
act.wizard.cc: original_loc = ch->in_room;
act.wizard.cc: if (ch->in_room == location) {
act.wizard.cc: char_to_room(victim, ch->in_room);
act.wizard.cc: sprintf(buf2, "%s transferred %s to %s", GET_NAME(ch), GET_NAME(victim), world[ch->in_room].name);
act.wizard.cc: char_to_room(victim, ch->in_room);
act.wizard.cc: struct room_data *rm = &world[ch->in_room];
act.wizard.cc: rm->zone, rm->number, ch->in_room, rm->rating, buf2);
act.wizard.cc: if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp)))
act.wizard.cc: else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying)))
act.wizard.cc: else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents)))
act.wizard.cc: if (!ch->desc->snooping)
act.wizard.cc: if ( ch->desc->snooping->original )
act.wizard.cc: sprintf(buf,"%s stops snooping %s.",GET_NAME(ch),GET_NAME((ch->desc->snooping->original)));
act.wizard.cc: sprintf(buf,"%s stops snooping %s.",GET_NAME(ch),GET_NAME((ch->desc->snooping->character)));
act.wizard.cc: ch->desc->snooping->snoop_by = NULL;
act.wizard.cc: ch->desc->snooping = NULL;
act.wizard.cc: if (!ch->desc)
act.wizard.cc: else if (victim->desc->snooping == ch->desc)
act.wizard.cc: if (ch->desc->snooping)
act.wizard.cc: ch->desc->snooping->snoop_by = NULL;
act.wizard.cc: ch->desc->snooping = victim->desc;
act.wizard.cc: victim->desc->snoop_by = ch->desc;
act.wizard.cc: if (ch->desc->original)
act.wizard.cc: ch->desc->character = victim;
act.wizard.cc: ch->desc->original = ch;
act.wizard.cc: victim->desc = ch->desc;
act.wizard.cc: ch->desc = NULL;
act.wizard.cc: if (ch->desc && ch->desc->original) {
act.wizard.cc: if (PLR_FLAGGED(ch->desc->original, PLR_MATRIX))
act.wizard.cc: REMOVE_BIT(PLR_FLAGS(ch->desc->original), PLR_MATRIX);
act.wizard.cc: if (PLR_FLAGGED(ch->desc->original, PLR_PROJECT))
act.wizard.cc: REMOVE_BIT(PLR_FLAGS(ch->desc->original), PLR_PROJECT);
act.wizard.cc: if (PLR_FLAGGED(ch->desc->original, PLR_SWITCHED))
act.wizard.cc: REMOVE_BIT(PLR_FLAGS(ch->desc->original), PLR_SWITCHED);
act.wizard.cc: if (ch->desc->original->desc)
act.wizard.cc: close_socket(ch->desc->original->desc);
act.wizard.cc: ch->desc->character = ch->desc->original;
act.wizard.cc: ch->desc->original = NULL;
act.wizard.cc: ch->desc->character->desc = ch->desc;
act.wizard.cc: ch->desc = NULL;
act.wizard.cc: char_to_room(mob, ch->in_room);
act.wizard.cc: if ((GET_LEVEL(ch) < LVL_MANAGER) && (ch->player_specials->saved.zonenum !=
act.wizard.cc: zone_table[world[ch->in_room].zone].number)) {
act.wizard.cc: } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) {
act.wizard.cc: send_to_room("The world seems a little cleaner.\r\n", ch->in_room);
act.wizard.cc: for (vict = world[ch->in_room].people; vict; vict = next_v) {
act.wizard.cc: for (obj = world[ch->in_room].contents; obj; obj = next_o) {
act.wizard.cc: for (cyber = ch->cyberware; cyber; cyber = cyber->next_content)
act.wizard.cc: for (obj = ch->carrying; obj; obj = obj->next_content) {
act.wizard.cc: if (STATE(ch->desc) == CON_PLAYING) {
act.wizard.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
act.wizard.cc: sprintf(buf, "%s forced room %d to %s", GET_NAME(ch), world[ch->in_room].number, to_force);
act.wizard.cc: for (vict = world[ch->in_room].people; vict; vict = next_force) {
act.wizard.cc: && (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) {
act.wizard.cc: GET_NAME(tch), world[tch->in_room].number, tch->char_specials.timer);
act.wizard.cc: GET_NAME(tch), world[tch->in_room].number);
act.wizard.cc: i = world[ch->in_room].zone;
act.wizard.cc: if ((!access_level(ch, LVL_PRESIDENT)) && (zone_table[i].number != ch->player_specials->saved.zonenum)) {
act.wizard.cc: print_zone_to_buf(buf, world[ch->in_room].zone, 1);
act.wizard.cc: print_zone_to_buf(buf, world[ch->in_room].zone, 0);
act.wizard.cc: page_string(ch->desc, buf, 1);
act.wizard.cc: zonenum = real_zone(ch->player_specials->saved.zonenum);
act.wizard.cc: zonenum = real_zone(ch->player_specials->saved.zonenum);
act.wizard.cc: page_string(ch->desc, buf, 1);
act.wizard.cc: else page_string(ch->desc, buf, 1);
act.wizard.cc: else page_string(ch->desc, buf, 1);
act.wizard.cc: else page_string(ch->desc, buf, 1);
act.wizard.cc: else page_string(ch->desc, buf, 1);
act.wizard.cc: else page_string(ch->desc, buf, 1);
boards.cc: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
boards.cc: if (!ch->desc)
boards.cc: ch->desc->str = &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]);
boards.cc: ch->desc->max_str = MAX_MESSAGE_LENGTH;
boards.cc: ch->desc->mail_to = board_type + BOARD_MAGIC;
boards.cc: ch->desc->str = &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]);
boards.cc: ch->desc->max_str = MAX_MESSAGE_LENGTH;
boards.cc: ch->desc->mail_to = board_type + BOARD_MAGIC;
boards.cc: if (!ch->desc)
boards.cc: page_string(ch->desc, buf, 1);
boards.cc: if (!ch->desc)
boards.cc: page_string(ch->desc, buffer, 1);
class.cc: ch->real_abils.bod = 1;
class.cc: ch->real_abils.qui = 1;
class.cc: ch->real_abils.str = 1;
class.cc: ch->real_abils.cha = 1;
class.cc: ch->real_abils.intel = 1;
class.cc: ch->real_abils.wil = 1;
class.cc: ch->real_abils.ess = 600;
class.cc: ch->real_abils.bod_index = 100;
class.cc: ch->real_abils.rea = 1;
class.cc: ch->real_abils.mag = 600;
class.cc: else ch->real_abils.mag = 0;
class.cc: ch->real_abils.bod++;
class.cc: ch->real_abils.str += 2;
class.cc: ch->real_abils.wil++;
class.cc: ch->real_abils.bod_index += 100;
class.cc: ch->real_abils.qui++;
class.cc: ch->real_abils.cha += 2;
class.cc: ch->real_abils.bod += 3;
class.cc: ch->real_abils.str += 2;
class.cc: ch->real_abils.bod_index += 300;
class.cc: ch->real_abils.bod += 5;
class.cc: ch->real_abils.str += 4;
class.cc: ch->real_abils.bod_index += 500;
class.cc: ch->desc->ccr.force_points += GET_SEVERITY(ch) - 1;
class.cc: ch->desc->ccr.force_points += (GET_ALLERGY(ch) + 1) >> 1;
class.cc: ch->desc->ccr.force_points += 2;
class.cc: ch->desc->ccr.force_points++;
class.cc: ch->aff_abils = ch->real_abils;
class.cc: ch->points.max_physical = 1000;
class.cc: ch->points.max_mental = 1000;
class.cc: ch->char_specials.saved.left_handed = (!number(0, 9) ? 1 : 0);
class.cc: ch->player.time.played = 0;
class.cc: ch->player.time.logon = time(0);
comm.cc: if (!ch->desc || !messg)
comm.cc: SEND_TO_Q(buf3, ch->desc);
comm.cc: if (!(ch->desc && messg))
comm.cc: SEND_TO_Q(messg, ch->desc);
comm.cc: if (!(ch->desc && messg))
comm.cc: SEND_TO_Q(messg, ch->desc);
comm.cc:#define SENDOK(ch) ((ch)->desc && (AWAKE(ch) || sleep) && !(PLR_FLAGGED((ch), PLR_WRITING) || PLR_FLAGGED((ch), PLR_EDITING) || PLR_FLAGGED((ch), PLR_MAILING) || PLR_FLAGGED((ch), PLR_CUSTOMIZE)) && (STATE(ch->desc) != CON_SPELL_CREATE))
comm.cc: if (ch && ch->in_room != NOWHERE)
comm.cc: to = world[ch->in_room].people;
db.cc: ch->next = character_list;
db.cc: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0)
db.cc: strncpy(st.host, ch->desc->host, HOST_LENGTH);
db.cc: if (ch->player_specials == NULL)
db.cc: ch->player_specials = new player_special_data;
db.cc: ch->player.name = new char[strlen(st->name) + 1];
db.cc: strcpy(ch->player.name, st->name);
db.cc: strcpy(ch->player.passwd, st->pwd);
db.cc: ch->player.short_descr = NULL;
db.cc: ch->player.long_descr = NULL;
db.cc: ch->player.title = str_dup(st->title);
db.cc: ch->player.pretitle = str_dup(st->pretitle);
db.cc: ch->player.whotitle = str_dup(st->whotitle);
db.cc: ch->player.description = str_dup(st->description);
db.cc: ch->player.prompt = str_dup(st->prompt);
db.cc: ch->player.poofin = str_dup(st->poofin);
db.cc: ch->player.poofout = str_dup(st->poofout);
db.cc: ch->player.mname = str_dup(st->mname);
db.cc: ch->player.msdesc = str_dup(st->msdesc);
db.cc: ch->player.mdesc = str_dup(st->mdesc);
db.cc: ch->player.mldesc = str_dup(st->mldesc);
db.cc: ch->player.aname = str_dup(st->aname);
db.cc: ch->player.asdesc = str_dup(st->asdesc);
db.cc: ch->player.adesc = str_dup(st->adesc);
db.cc: ch->player.aldesc = str_dup(st->aldesc);
db.cc: ch->player.last_room = st->hometown;
db.cc: ch->player.time.birth = st->birth;
db.cc: ch->player.time.played = st->played;
db.cc: ch->player.time.logon = time(0);
db.cc: ch->player.weight = st->weight;
db.cc: ch->player.height = st->height;
db.cc: ch->real_abils = st->abilities;
db.cc: ch->aff_abils = st->abilities;
db.cc: ch->points = st->points;
db.cc: ch->char_specials.saved = st->char_specials_saved;
db.cc: ch->player_specials->saved = st->player_specials_saved;
db.cc: if (ch->points.max_physical < 1000)
db.cc: ch->points.max_physical = 1000;
db.cc: if (ch->points.max_mental < 1000)
db.cc: ch->points.max_mental = 1000;
db.cc: ch->char_specials.carry_weight = 0;
db.cc: ch->char_specials.carry_items = 0;
db.cc: ch->points.ballistic = 0;
db.cc: ch->points.init_dice = 0;
db.cc: ch->points.init_roll = 0;
db.cc: ch->points.sustained = 0;
db.cc: ch->in_room = real_room(GET_LOADROOM(ch));
db.cc: if (ch->equipment[i])
db.cc: for (temp = ch->cyberware; temp; temp = next_obj) {
db.cc: for (temp = ch->bioware; temp; temp = next_obj) {
db.cc: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) {
db.cc: while (ch->affected)
db.cc: affect_remove(ch, ch->affected, 0);
db.cc: ch->aff_abils = ch->real_abils;
db.cc: st->birth = ch->player.time.birth;
db.cc: st->played = ch->player.time.played;
db.cc: st->played += (long) (time(0) - ch->player.time.logon);
db.cc: ch->player.time.played = st->played;
db.cc: ch->player.time.logon = time(0);
db.cc: st->hometown = ch->player.last_room;
db.cc: st->abilities = ch->real_abils;
db.cc: st->points = ch->points;
db.cc: st->char_specials_saved = ch->char_specials.saved;
db.cc: st->player_specials_saved = ch->player_specials->saved;
db.cc: if (ch->player.description)
db.cc: strcpy(st->description, ch->player.description);
db.cc: if (ch->player.prompt)
db.cc: strcpy(st->prompt, ch->player.prompt);
db.cc: if (ch->player.poofin)
db.cc: strcpy(st->poofin, ch->player.poofin);
db.cc: if (ch->player.poofout)
db.cc: strcpy(st->poofout, ch->player.poofout);
db.cc: if (ch->player.mname)
db.cc: strcpy(st->mname, ch->player.mname);
db.cc: if (ch->player.msdesc)
db.cc: strcpy(st->msdesc, ch->player.msdesc);
db.cc: if (ch->player.mdesc)
db.cc: strcpy(st->mdesc, ch->player.mdesc);
db.cc: if (ch->player.mldesc)
db.cc: strcpy(st->mldesc, ch->player.mldesc);
db.cc: if (ch->player.aname)
db.cc: strcpy(st->aname, ch->player.aname);
db.cc: if (ch->player.asdesc)
db.cc: strcpy(st->asdesc, ch->player.asdesc);
db.cc: if (ch->player.adesc)
db.cc: strcpy(st->adesc, ch->player.adesc);
db.cc: if (ch->player.aldesc)
db.cc: strcpy(st->aldesc, ch->player.aldesc);
db.cc: for (temp = ch->carrying; temp; temp = next_obj) {
db.cc: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) {
db.cc: if (ch->player_specials->mob_complete)
db.cc: delete [] ch->player_specials->mob_complete;
db.cc: if (ch->player_specials->obj_complete)
db.cc: delete [] ch->player_specials->obj_complete;
db.cc: delete ch->player_specials;
db.cc: if (ch->player.title)
db.cc: delete [] ch->player.title;
db.cc: if (ch->player.pretitle)
db.cc: delete [] ch->player.pretitle;
db.cc: if (ch->player.whotitle)
db.cc: delete [] ch->player.whotitle;
db.cc: if (ch->player.short_descr)
db.cc: delete [] ch->player.short_descr;
db.cc: if (ch->player.long_descr)
db.cc: delete [] ch->player.long_descr;
db.cc: if (ch->player.description)
db.cc: delete [] ch->player.description;
db.cc: if (ch->player.prompt)
db.cc: delete [] ch->player.prompt;
db.cc: if (ch->player.poofin)
db.cc: delete [] ch->player.poofin;
db.cc: if (ch->player.poofout)
db.cc: delete [] ch->player.poofout;
db.cc: if (ch->player.mname)
db.cc: delete [] ch->player.mname;
db.cc: if (ch->player.msdesc)
db.cc: delete [] ch->player.msdesc;
db.cc: if (ch->player.mdesc)
db.cc: delete [] ch->player.mdesc;
db.cc: if (ch->player.mldesc)
db.cc: delete [] ch->player.mldesc;
db.cc: if (ch->player.aname)
db.cc: delete [] ch->player.aname;
db.cc: if (ch->player.asdesc)
db.cc: delete [] ch->player.asdesc;
db.cc: if (ch->player.adesc)
db.cc: delete [] ch->player.adesc;
db.cc: if (ch->player.aldesc)
db.cc: delete [] ch->player.aldesc;
db.cc: if (ch->player_specials->gname)
db.cc: delete [] ch->player_specials->gname;
db.cc: if (ch->player.name && ch->player.name != mob_proto[i].player.name &&
db.cc: delete [] ch->player.name;
db.cc: if (ch->player.title && ch->player.title != mob_proto[i].player.title)
db.cc: delete [] ch->player.title;
db.cc: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr &&
db.cc: delete [] ch->player.short_descr;
db.cc: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr &&
db.cc: delete [] ch->player.long_descr;
db.cc: if (ch->player.description && ch->player.description != mob_proto[i].player.description &&
db.cc: delete [] ch->player.description;
db.cc: while (ch->affected)
db.cc: affect_remove(ch, ch->affected, 0);
db.cc: ch->equipment[i] = NULL;
db.cc: ch->followers = NULL;
db.cc: ch->master = NULL;
db.cc: ch->cyberware = NULL;
db.cc: ch->bioware = NULL;
db.cc: /* ch->in_room = NOWHERE; Used for start in room */
db.cc: ch->carrying = NULL;
db.cc: ch->next = NULL;
db.cc: ch->next_fighting = NULL;
db.cc: ch->next_in_room = NULL;
db.cc: ch->char_specials.position = POS_STANDING;
db.cc: ch->mob_specials.default_pos = POS_STANDING;
db.cc: ch->char_specials.carry_weight = 0;
db.cc: ch->char_specials.carry_items = 0;
db.cc: ch->in_room = NOWHERE;
db.cc: ch->mob_specials.default_pos = POS_STANDING;
db.cc: if (ch->points.max_mental < 1000)
db.cc: ch->points.max_mental = 1000;
db.cc: if (ch->player_specials == NULL) {
db.cc: ch->player_specials = new player_special_data;
db.cc: memset((char *) ch->player_specials, 0, sizeof(struct player_special_data));
db.cc: ch->points.max_physical = 10000;
db.cc: ch->points.max_mental = 10000;
db.cc: ch->points.max_move = 100;
db.cc: ch->player.short_descr = NULL;
db.cc: ch->player.long_descr = NULL;
db.cc: ch->player.description = NULL;
db.cc: ch->player.last_room = 0;
db.cc: ch->player.time.birth = time(0);
db.cc: ch->player.time.played = 0;
db.cc: ch->player.time.logon = time(0);
db.cc: if (ch->player.sex == SEX_MALE) {
db.cc: ch->player.weight = number(50, 62);
db.cc: ch->player.height = number(115, 133);
db.cc: ch->player.weight = number(45, 56);
db.cc: ch->player.height = number(105, 124);
db.cc: if (ch->player.sex == SEX_MALE) {
db.cc: ch->player.weight = number(70, 82);
db.cc: ch->player.height = number(180, 205);
db.cc: ch->player.weight = number(60, 75);
db.cc: ch->player.height = number(175, 195);
db.cc: if (ch->player.sex == SEX_MALE) {
db.cc: ch->player.weight = number(65, 77);
db.cc: ch->player.height = number(160, 187);
db.cc: ch->player.weight = number(56, 69);
db.cc: ch->player.height = number(145, 175);
db.cc: if (ch->player.sex == SEX_MALE) {
db.cc: ch->player.weight = number(90, 105);
db.cc: ch->player.height = number(185, 210);
db.cc: ch->player.weight = number(85, 95);
db.cc: ch->player.height = number(178, 195);
db.cc: if (ch->player.sex == SEX_MALE) {
db.cc: ch->player.weight = number(215, 245);
db.cc: ch->player.height = number(270, 295);
db.cc: ch->player.weight = number(200, 230);
db.cc: ch->player.height = number(255, 280);
db.cc: if (ch->player.sex == SEX_MALE) {
db.cc: ch->player.weight = number(65, 77);
db.cc: ch->player.height = number(160, 187);
db.cc: ch->player.weight = number(56, 69);
db.cc: ch->player.height = number(145, 175);
db.cc: ch->points.max_mental = 1000;
db.cc: ch->points.mental = GET_MAX_MENTAL(ch);
db.cc: ch->points.physical = GET_MAX_PHYSICAL(ch);
db.cc: ch->points.max_move = 100;
db.cc: ch->points.move = GET_MAX_MOVE(ch);
db.cc: ch->points.ballistic = 0;
db.cc: ch->points.impact = 0;
db.cc: ch->points.sustained = 0;
db.cc: ch->char_specials.saved.affected_by = 0;
fight.cc: //ch->char_specials.fightList.ADD(vict);
fight.cc: else if ( (IS_NPC(ch) && ch->desc != NULL && ch->desc->original != NULL) )
fight.cc: !PLR_FLAGGED(vict, PLR_THIEF) && (!PRF_FLAGGED(ch->desc->original, PRF_PKER) ||
fight.cc: !PRF_FLAGGED(vict, PRF_PKER)) && !PLR_FLAGGED(ch->desc->original, PLR_KILLER)
fight.cc: && (ch->desc->original != vict))
fight.cc: !PLR_FLAGGED(vict->desc->original, PLR_THIEF) && (!PRF_FLAGGED(ch->desc->original, PRF_PKER) ||
fight.cc: !PRF_FLAGGED(vict->desc->original, PRF_PKER)) && !PLR_FLAGGED(ch->desc->original, PLR_KILLER)
fight.cc: && (ch->desc->original != vict->desc->original))
fight.cc: SET_BIT(PLR_FLAGS(ch->desc->original), PLR_KILLER);
fight.cc: GET_NAME(ch->desc->original), ch->player.short_descr, GET_NAME(vict), world[vict->in_room].name);
fight.cc: ch->next_fighting = combat_list;
fight.cc: next_combat_list = ch->next_fighting;
fight.cc: ch->next_fighting = NULL;
fight.cc: sprintf(buf2, "corpse %s", ch->player.name);
fight.cc: GET_OBJ_VAL(corpse, 5) = ch->nr;
fight.cc: for (o = ch->carrying; o; o = obj) {
fight.cc: if (ch->equipment[i])
fight.cc: if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) {
fight.cc: ch->carrying = NULL;
fight.cc: obj_to_room(corpse, ch->in_room);
fight.cc: was_in = ch->in_room;
fight.cc: ch->in_room = world[was_in].dir_option[door]->to_room;
fight.cc: ch->in_room = was_in;
fight.cc: while (ch->affected)
fight.cc: affect_remove(ch, ch->affected, 0);
fight.cc: for (obj = ch->carrying; obj; obj = o) {
fight.cc: for (bio = ch->bioware; bio; bio = bio->next_content)
fight.cc: && ch->real_abils.bod > 1
fight.cc: && !success_test(MAX((int)(ch->real_abils.ess / 100), 1),
fight.cc: GET_REP(ch) -= ch->real_abils.bod;
fight.cc: ch->real_abils.bod--;
fight.cc: } else gain_exp(ch, -(ch->real_abils.bod * 100));
fight.cc: GET_NAME(ch), world[ch->in_room].name, world[ch->in_room].number );
fight.cc: if (!(k = ch->master))
fight.cc: if (IS_AFFECTED(k, AFF_GROUP) && (k->in_room == ch->in_room))
fight.cc: && f->follower->in_room == ch->in_room)
fight.cc: if (IS_AFFECTED(k, AFF_GROUP) && k->in_room == ch->in_room)
fight.cc: if (IS_AFFECTED(f->follower, AFF_GROUP) && f->follower->in_room == ch->in_room)
fight.cc:#define SENDOK(ch) ((ch)->desc && AWAKE(ch) && !(PLR_FLAGGED((ch), PLR_WRITING) || PLR_FLAGGED((ch), PLR_EDITING) || PLR_FLAGGED((ch), PLR_MAILING) || PLR_FLAGGED((ch), PLR_CUSTOMIZE)) && (STATE(ch->desc) != CON_SPELL_CREATE))
fight.cc: if (ch->in_room != victim->in_room)
fight.cc: for (witness = world[ch->in_room].people; witness; witness = witness->next_in_room)
fight.cc: struct obj_data *weap = ch->equipment[WEAR_WIELD];
fight.cc: if (!ch || !victim || !weapon || ch->in_room == victim->in_room)
fight.cc: if (ch && ch->in_room != room)
fight.cc: if (ch && ch->in_room != room)
fight.cc: if (ch && ch->in_room != room)
fight.cc: if (ch && ch->in_room != room)
fight.cc: else if (ch && AFF_FLAGGED(ch, AFF_GROUP) && ch->master &&
fight.cc: !IS_NPC(ch->master) && GET_QUEST(ch->master))
fight.cc: check_quest_destroy(ch->master, obj);
fight.cc: switch (SECT(ch->in_room)) {
fight.cc: for (obj = ch->carrying; obj && !docwagon; obj = obj->next_content) {
fight.cc: MAX(zone_table[world[ch->in_room].zone].security, 4))) {
fight.cc: for (bio = ch->bioware; bio && !pump; bio = bio->next_content)
fight.cc: !access_level(ch, LVL_PRESIDENT)) || (IS_NPC(ch) && ch->master &&
fight.cc: AFF_FLAGGED(ch, AFF_CHARM) && !IS_NPC(ch->master) &&
fight.cc: GET_LEVEL(ch->master) >= LVL_LEGEND &&
fight.cc: !access_level(ch->master, LVL_PRESIDENT))) &&
fight.cc: IS_AFFECTED(victim, AFF_CHARM) && (victim->master->in_room == ch->in_room) &&
fight.cc: !(ch->master && ch->master == victim->master)) {
fight.cc: if (victim->in_room == ch->in_room)
fight.cc: for (bio = ch->bioware; bio; bio = bio->next_content)
fight.cc: if ((ch->in_room != victim->in_room) && total_miss && attacktype < TYPE_SUFFERING &&
fight.cc: else if (IS_NPC(victim) && ch->in_room != victim->in_room && !RANGE_OK(victim)) {
fight.cc: else if (ch != victim && AFF_FLAGGED(ch, AFF_GROUP) && ch->master &&
fight.cc: !IS_NPC(ch->master) && GET_QUEST(ch->master) && IS_NPC(victim))
fight.cc: check_quest_kill(ch->master, victim);
fight.cc: for (obj = ch->cyberware; !mod && obj; obj = obj->next_content)
fight.cc: wielded = ch->equipment[WEAR_WIELD];
fight.cc: if (ch->in_room != vict->in_room) {
fight.cc: !PLR_FLAGGED(ch->desc->original, PLR_KILLER)) {
fight.cc: SET_BIT(PLR_FLAGS(ch->desc->original), PLR_KILLER);
fight.cc: GET_NAME(ch->desc->original), GET_NAME(vict), world[vict->in_room].name);
fight.cc: if (ch->mob_specials.attack_type != 0)
fight.cc: w_type = ch->mob_specials.attack_type;
fight.cc: if (IS_PROJECT(ch) && (PLR_FLAGGED(ch->desc->original, PLR_KILLER) ||
fight.cc: PLR_FLAGGED(ch->desc->original, PLR_THIEF)))
fight.cc: if (IS_SET(world[ch->in_room].room_flags, ROOM_MATRIX)) {
fight.cc: && ch->in_room == victim->in_room
fight.cc: GET_OBJ_VAL(wielded, 3) <= TYPE_ROCKET && ch->in_room == victim->in_room)
fight.cc: if (ch->in_room != victim->in_room && !RANGE_OK(ch))
fight.cc: else if (IS_NPC(ch) && ch->mob_specials.attack_type != 0)
fight.cc: w_type = ch->mob_specials.attack_type;
fight.cc: if (ch->in_room != victim->in_room)
fight.cc: room = ch->in_room;
fight.cc: for (obj = ch->cyberware;
fight.cc: if (ch->in_room != victim->in_room && attack_success < 1)
fight.cc: if (SECT(ch->in_room) != SECT_INSIDE && (IS_NPC(ch) || !access_level(ch, LVL_OWNER)))
fight.cc: if (!vict || !IS_NPC(vict) || ch->in_room == vict->in_room ||
fight.cc: char_to_room(vict, ch->in_room);
fight.cc: char_to_room(vict, ch->in_room);
fight.cc: if (ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) {
fight.cc: if (CAN_GO2(ch->in_room, dir))
fight.cc: nextroom = EXIT2(ch->in_room, dir)->to_room;
fight.cc: scatter[0] = ch->in_room;
fight.cc: scatter[0] = ch->in_room;
fight.cc: if (CAN_GO2(ch->in_room, dir))
fight.cc: nextroom = EXIT2(ch->in_room, dir)->to_room;
fight.cc: switch(world[ch->in_room].sector_type) {
fight.cc: for (ch = combat_list; ch; ch = ch->next_fighting) {
fight.cc: if (ch->bioware)
fight.cc: next_combat_list = ch->next_fighting;
fight.cc: next_combat_list = ch->next_fighting;
fight.cc: if (ch->in_room != FIGHTING(ch)->in_room)
graph.cc: dir = find_first_step(ch->in_room, vict->in_room);
graph.cc: dir = find_first_step(ch->in_room, HUNTING(ch)->in_room);
graph.cc: if (ch->in_room == HUNTING(ch)->in_room)
handler.cc: ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR);
handler.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
handler.cc: for (cyber = ch->cyberware; cyber; cyber = cyber->next_content) {
handler.cc: for (cyber = ch->bioware; cyber; cyber = cyber->next_content) {
handler.cc: for (af = ch->affected; af; af = af->next)
handler.cc: ch->aff_abils = ch->real_abils;
handler.cc: ch->real_abils.rea = (ch->real_abils.intel + ch->real_abils.qui) >> 1;
handler.cc: for (cyber = ch->cyberware; cyber; cyber = cyber->next_content) {
handler.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
handler.cc: for (cyber = ch->cyberware; cyber; cyber = cyber->next_content) {
handler.cc: for (cyber = ch->bioware; cyber; cyber = cyber->next_content){
handler.cc: for (af = ch->affected; af; af = af->next)
handler.cc: affected_alloc->next = ch->affected;
handler.cc: ch->affected = affected_alloc;
handler.cc: assert(ch->affected);
handler.cc: while (tch != NULL && (IS_NPC(tch) ? tch->nr : 0) != -af->sustained_by)
handler.cc: tch = tch->next;
handler.cc: tch = tch->next;
handler.cc: for (af2 = tch->affected; af2 && !found; af2 = af2->next)
handler.cc: (af2->sustained_by == (IS_NPC(ch) ? -ch->nr : GET_IDNUM(ch)))) {
handler.cc: REMOVE_FROM_LIST(af2, tch->affected, next);
handler.cc: if (af->type == SPELL_INFLUENCE && ch->master)
handler.cc: else if (af->type == SPELL_LIGHT && ch->in_room != NOWHERE)
handler.cc: world[ch->in_room].light--;
handler.cc: REMOVE_FROM_LIST(af, ch->affected, next);
handler.cc: for (hjp = ch->affected; hjp; hjp = hjp->next)
handler.cc: for (hjp = ch->affected; hjp; hjp = hjp->next)
handler.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
handler.cc: for (hjp = ch->affected; !found && hjp; hjp = hjp->next) {
handler.cc: if (ch == NULL || ch->in_room == NOWHERE) {
handler.cc: world[ch->in_room].light--;
handler.cc: world[ch->in_room].light--;
handler.cc: REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room);
handler.cc: ch->in_room = NOWHERE;
handler.cc: ch->next_in_room = NULL;
handler.cc: ch->next_in_room = world[room].people;
handler.cc: ch->in_room = room;
handler.cc: for (i = ch->carrying; i; i = i->next_content) {
handler.cc: else ch->carrying = object;
handler.cc: object->next_content = ch->carrying;
handler.cc: ch->carrying = object;
handler.cc: object->next_content = ch->carrying;
handler.cc: ch->carrying = object;
handler.cc: object->next_content = ch->cyberware;
handler.cc: ch->cyberware = object;
handler.cc: ch->real_abils.ess -= GET_TOTEM(ch) == TOTEM_EAGLE ?
handler.cc: ch->real_abils.mag -= GET_TOTEM(ch) == TOTEM_EAGLE ?
handler.cc: if (ch->real_abils.mag < 0)
handler.cc: } else ch->real_abils.mag = (int)(ch->real_abils.ess / 100) * 100;
handler.cc: object->next_content = ch->bioware;
handler.cc: ch->bioware = object;
handler.cc: if (ch->in_room != NOWHERE) {
handler.cc: world[ch->in_room].light++;
handler.cc: //log("SYSLOG: ch->in_room = NOWHERE when equipping char.");
handler.cc: if (ch->in_room != NOWHERE) {
handler.cc: world[ch->in_room].light--;
handler.cc: //log("SYSLOG: ch->in_room = NOWHERE when equipping char.");
handler.cc: for ( tempobj = ch->cyberware; tempobj != NULL; tempobj = tempobj->next_content )
handler.cc: case RACE_ORK: SET_BIT(ch->char_specials.saved.affected_by, AFF_LOW_LIGHT);
handler.cc: case RACE_DWARF: SET_BIT(ch->char_specials.saved.affected_by, AFF_INFRAVISION);
handler.cc: if (!IS_NPC(ch) && !ch->desc) {
handler.cc: if (ch->in_room == NOWHERE) {
handler.cc: if (ch->followers || ch->master)
handler.cc: if (ch->desc) {
handler.cc: if (ch->desc->snooping) {
handler.cc: ch->desc->snooping->snoop_by = NULL;
handler.cc: ch->desc->snooping = NULL;
handler.cc: if (ch->desc->snoop_by) {
handler.cc: SEND_TO_Q("Your victim is no longer among us.\r\n", ch->desc->snoop_by);
handler.cc: ch->desc->snoop_by->snooping = NULL;
handler.cc: ch->desc->snoop_by = NULL;
handler.cc: while (ch->carrying) {
handler.cc: obj = ch->carrying;
handler.cc: obj_to_room(obj, ch->in_room);
handler.cc: for (obj = ch->cyberware; obj; obj = next) {
handler.cc: for (obj = ch->bioware; obj; obj = next) {
handler.cc: obj_to_room(unequip_char(ch, i), ch->in_room);
handler.cc: while (ch->affected)
handler.cc: affect_remove(ch, ch->affected, 0);
handler.cc: if (ch->desc && ch->desc->original)
handler.cc: if (ch->desc) {
handler.cc: if (STATE(ch->desc) == CON_QMENU)
handler.cc: SEND_TO_Q(QMENU, ch->desc);
handler.cc: STATE(ch->desc) = CON_MENU;
handler.cc: SEND_TO_Q(MENU, ch->desc);
handler.cc: if (!IS_NPC(i) && (!inroom || i->in_room == ch->in_room) &&
handler.cc: for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room)
handler.cc: if ((i = get_obj_in_list_vis(ch, name, ch->carrying)))
handler.cc: if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)))
handler.cc: GET_OBJ_VAL(obj, 4) == (IS_NPC(ch) ? ch->nr : GET_IDNUM(ch)))
handler.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
handler.cc: GET_OBJ_VAL(obj, 4) = ch->nr;
handler.cc: if ((*tar_obj = get_object_in_equip_vis(ch, name, ch->equipment, &i)))
handler.cc: if ((*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying))) {
handler.cc: if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) {
house.cc: if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOUSE))
house.cc: else if ((i = find_house(world[ch->in_room].number)) < 0)
interpreter.cc: if (GET_ROOM_SPEC(ch->in_room) != NULL)
interpreter.cc: if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg))
interpreter.cc: if (GET_EQ(ch, j) && GET_OBJ_SPEC(ch->equipment[j]) != NULL)
interpreter.cc: if (GET_OBJ_SPEC(ch->equipment[j]) (ch, ch->equipment[j], cmd, arg))
interpreter.cc: for (i = ch->carrying; i; i = i->next_content)
interpreter.cc: for (k = world[ch->in_room].people; k; k = k->next_in_room) {
interpreter.cc: for (i = world[ch->in_room].contents; i; i = i->next_content)
interpreter.cc: next_ch = ch->next;
interpreter.cc: if (ch->desc)
interpreter.cc: if (ch->in_room != NOWHERE)
limits.cc: for (bio = ch->bioware; bio; bio = bio->next_content)
limits.cc: for (bio = ch->bioware; bio; bio = bio->next_content)
limits.cc: for (af = ch->affected; af; af = af->next)
limits.cc: for (af = ch->affected; af; af = af->next)
limits.cc: for (obj = ch->cyberware; obj; obj = obj->next_content)
limits.cc: ch->real_abils.mag = MAX(0, ch->real_abils.mag - 100);
limits.cc: if (success_test(ch->real_abils.bod, GET_OBJ_VAL(patch, 1)) > 0)
limits.cc: patch->worn_by = NULL;
limits.cc: patch->worn_on = -1;
limits.cc: next = ch->next;
limits.cc: if (IS_NPC(ch) && ch->desc && ch->desc->original) {
limits.cc: if (ch->desc->original->char_specials.timer > 10) {
limits.cc: ch->char_specials.timer++;
limits.cc: if (GET_WAS_IN(ch) == NOWHERE && ch->in_room != NOWHERE &&
limits.cc: ch->char_specials.timer > 15) {
limits.cc: GET_WAS_IN(ch) = ch->in_room;
limits.cc: } else if (ch->char_specials.timer > 30) {
limits.cc: if (ch->in_room != NOWHERE)
limits.cc: if (ch->desc)
limits.cc: close_socket(ch->desc);
limits.cc: ch->desc = NULL;
limits.cc: } else if (!ch->desc && ch->char_specials.timer > 15) {
limits.cc: } else if (GET_LEVEL(ch) >= LVL_LEGEND && ch->char_specials.timer > 15 &&
limits.cc: if (!ch->desc || (ch->desc && ch->desc->connected))
limits.cc: for (bio = ch->bioware; bio; bio = bio->next_content)
limits.cc: target = MAX(2, world[ch->in_room].rating);
limits.cc: target -= success_test(MAX(1, (int)(ch->real_abils.bod / 3)), target);
limits.cc: } else if (IS_LIGHT(ch->in_room) && weather_info.sunlight >= SUN_RISE &&
limits.cc: } else if (IS_LIGHT(ch->in_room) && weather_info.sunlight >= SUN_RISE &&
limits.cc: next_char = ch->next;
limits.cc: if (!IS_NPC(ch) && SECT(ch->in_room) == SECT_WATER_SWIM && half_hour)
limits.cc: next_ch = ch->next;
limits.cc: for (af = ch->affected; af; af = af->next)
limits.cc: if (IS_NPC(ch) && !ch->desc && GET_MOB_VNUM(ch) >= 20 &&
limits.cc: if (ch->equipment[i])
limits.cc: extract_obj(ch->equipment[i]);
limits.cc: for (obj = ch->carrying; obj; obj = o) {
limits.cc: } else if (IS_NPC(ch) && !ch->desc && GET_MOB_VNUM(ch) >= 50 &&
limits.cc: } else if (!check_spirit_sector(ch->in_room, GET_MOB_VNUM(ch) - 24)) {
mag_create.cc: } else ch->desc->edit_number2 = 1;
mag_create.cc: } else ch->desc->edit_number2 = 0;
mag_create.cc: for (struct obj_data *obj = ch->carrying; obj && !found; obj = obj->next_content)
mag_create.cc: STATE(ch->desc) = CON_SPELL_CREATE;
mag_create.cc: ch->desc->edit_spell = new spell_t;
mag_create.cc: memset((char *) ch->desc->edit_spell, 0, sizeof(spell_t));
mag_create.cc: ch->desc->edit_spell->name = str_dup("none");
mag_create.cc: ch->desc->edit_mode = SEDIT_CONFIRM_EDIT;
mag_create.cc: sedit_disp_menu(ch->desc);
mail.cc: if (!ch->desc || IS_NPC(ch))
mail.cc: ch->desc->mail_to = recipient;
mail.cc: //ch->desc->str = (char **) xmalloc(sizeof(char *));
mail.cc: ch->desc->str = new (char *);
mail.cc: if (!ch->desc->str) {
mail.cc: *(ch->desc->str) = NULL;
mail.cc: ch->desc->max_str = MAX_MAIL_SIZE;
matrix.cc: } else if (ch->desc->original) {
matrix.cc: for (temp = world[ch->in_room].people; temp; temp = temp->next_in_room)
matrix.cc: for (cyber = ch->cyberware; cyber; cyber = cyber->next_content)
matrix.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
matrix.cc: EXIT(ch, MATRIX)->to_room_vnum, world[ch->in_room].number);
matrix.cc: if (!ch->player.mname)
matrix.cc: ch->player.mname = str_dup("persona");
matrix.cc: if (!ch->player.msdesc)
matrix.cc: ch->player.msdesc = str_dup("a persona");
matrix.cc: if (!ch->player.mdesc)
matrix.cc: ch->player.mdesc = str_dup("A nondescript persona stands idly here.\r\n");
matrix.cc: persona->player.name = ch->player.mname;
matrix.cc: persona->player.short_descr = ch->player.msdesc;
matrix.cc: persona->player.long_descr = ch->player.mdesc;
matrix.cc: persona->player.description = ch->player.mldesc;
matrix.cc: ch->desc->character = persona;
matrix.cc: ch->desc->original = ch;
matrix.cc: persona->desc = ch->desc;
matrix.cc: ch->desc = NULL;
matrix.cc: success = success_test(GET_WIL(ch->desc->original), GET_LEVEL(FIGHTING(ch)) +
matrix.cc: (zone_table[world[ch->in_room].zone].alert > 0 ? (GET_LEVEL(FIGHTING(ch)) / 2) : 0));
matrix.cc: stun = convert_damage(stage(4 - success_test(GET_BOD(ch->desc->original), 4), MODERATE));
matrix.cc: GET_MENTAL(ch->desc->original) -= stun * 100;
matrix.cc: update_pos(ch->desc->original);
matrix.cc: while (ch->carrying) {
matrix.cc: obj = ch->carrying;
matrix.cc: for (o = ch->desc->original->carrying; o; o = o->next_content)
matrix.cc: if (GET_EQ(ch->desc->original, i) && GET_OBJ_TYPE(GET_EQ(ch->desc->original, i)) == ITEM_CYBERDECK)
matrix.cc: deck = GET_EQ(ch->desc->original, i);
matrix.cc: while (ch->cyberware) {
matrix.cc: obj = ch->cyberware;
matrix.cc: if (ch->equipment[i])
matrix.cc: REMOVE_BIT(PLR_FLAGS(ch->desc->original), PLR_MATRIX);
matrix.cc: if (ch->desc->original->desc)
matrix.cc: close_socket(ch->desc->original->desc);
matrix.cc: ch->desc->character = ch->desc->original;
matrix.cc: ch->desc->original = NULL;
matrix.cc: ch->desc->character->desc = ch->desc;
matrix.cc: ch->desc = NULL;
matrix.cc: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
matrix.cc: if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) {
matrix.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
matrix.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
matrix.cc: prog = loaded_programs(ch, arg1, ch->equipment);
matrix.cc: zone_table[world[ch->in_room].zone].alert < 2)))
matrix.cc: zone_table[world[ch->in_room].zone].alert < 2)) {
matrix.cc: !is_blocker(vict) && zone_table[world[ch->in_room].zone].alert < 2)) {
matrix.cc: if (zone_table[world[ch->in_room].zone].alert == 2) {
matrix.cc: zone_table[world[ch->in_room].zone].alert < 2))
matrix.cc: send_to_room("Smoke suddenly rises in the node!\r\n", ch->in_room);
matrix.cc: ch_dice = GET_LEVEL(ch) + zone_table[world[ch->in_room].zone].alert > 0 ?
matrix.cc: res_tar = GET_LEVEL(ch) + zone_table[world[ch->in_room].zone].alert > 0 ?
matrix.cc: if (!GET_SKILL(ch->desc->original, skill))
matrix.cc: reverse_web(ch->desc->original, skill, ch_tar);
matrix.cc: else ch_dice = GET_SKILL(ch->desc->original, skill);
matrix.cc: ch_dice = GET_LEVEL(ch) + zone_table[world[ch->in_room].zone].alert > 0 ?
matrix.cc: wielded = ch->equipment[WEAR_WIELD];
matrix.cc: if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0))
matrix.cc: attacktype = ch->mob_specials.attack_type;
matrix.cc: if ( ch && ch->desc && ch->desc->original )
matrix.cc: exp = gain_exp(ch->desc->original, exp);
mobact.cc: next_ch = ch->next;
mobact.cc: if (world[ch->in_room].contents && !number(0, 10)) {
mobact.cc: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
mobact.cc: zone_table[world[ch->in_room].zone].alert == 2)
mobact.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
mobact.cc: (zone_table[world[ch->in_room].zone].alert > 0 ?
mobact.cc: (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone)) &&
mobact.cc: ch->mob_specials.quest_id > 0)) {
mobact.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
mobact.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
mobact.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
mobact.cc: (ch->in_room == FIGHTING(vict)->in_room)) {
mobact.cc: for (vict = world[ch->in_room].people; vict && !has_acted; vict = vict->next_in_room)
mobact.cc: violates_zsp(zone_table[world[ch->in_room].zone].security, vict, i)) {
mobact.cc: room = ch->in_room;
mobact.cc: if (CAN_GO2(room, dir) && world[EXIT2(room, dir)->to_room].zone == world[ch->in_room].zone)
mobact.cc: if (GET_EQ(vict, i) && violates_zsp(zone_table[world[ch->in_room].zone].security, vict, i)) {
mobact.cc: if (CAN_GO2(room, dir) && world[EXIT2(room, dir)->to_room].zone == world[ch->in_room].zone)
newmagic.cc: for (vict = world[tch->in_room].people; vict && !found; vict = vict->next_in_room)
newmagic.cc: room = tch->in_room;
newmagic.cc: for (af = ch->affected; af; af = af->next)
newmagic.cc:/* for (obj = ch->carrying; obj; obj = obj->next_content)
newmagic.cc: af.sustained_by = (IS_NPC(ch) ? -ch->nr : GET_IDNUM(ch));
newmagic.cc: if (af->sustained_by != (IS_NPC(ch) ? -ch->nr : GET_IDNUM(ch))) {
newmagic.cc: for (temp = ch->carrying; !obj && temp; temp = temp->next_content)
newmagic.cc: for (af = ch->affected; af; af = af->next)
newmagic.cc: for (temp = ch->carrying; !weapon && temp; temp = temp->next_content)
newmagic.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
newmagic.cc: while (tch != NULL && (IS_NPC(tch) ? tch->nr : 0) != -af->sustained_by)
newmagic.cc: tch = tch->next;
newmagic.cc: tch = tch->next;
newmagic.cc: if (!ch->affected)
newmagic.cc: for (af = ch->affected; af; af = af->next) {
newmagic.cc: if (af->sustained_by == (IS_NPC(ch) ? -ch->nr : GET_IDNUM(ch)))
newmagic.cc: while (tch != NULL && (IS_NPC(tch) ? tch->nr : 0) != -af->sustained_by)
newmagic.cc: tch = tch->next;
newmagic.cc: tch = tch->next;
newmagic.cc: for (obj = ch->carrying; !bonus && obj; obj = obj->next_content)
newmagic.cc: !ROOM_FLAGGED(ch->in_room, ROOM_HERMETIC_LIBRARY)) {
newmagic.cc: if (!check_spirit_sector(ch->in_room, i)) {
newmagic.cc: if (ROOM_FLAGGED(ch->in_room, ROOM_NOMAGIC)) {
newmagic.cc: char_to_room(spirit, ch->in_room);
newmagic.cc: if (ROOM_FLAGGED(ch->in_room, ROOM_NOMAGIC)) {
newmagic.cc: int room = ch->in_room, nextroom, dir, sight, distance;
newmagic.cc: int dist, nextroom, sight = find_sight(ch), room = ch->in_room;
newmagic.cc: } else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_PEACEFUL)) {
newmagic.cc: } else if (ROOM_FLAGGED(ch->in_room, ROOM_NOMAGIC)) {
newmagic.cc: damage_door(ch, ch->in_room, dir, (int)(spell->force),
newmagic.cc: damage_door(ch, ch->in_room, dir, (int)(spell->force),
newmagic.cc: } else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_PEACEFUL)) {
newmagic.cc: damage_door(ch, ch->in_room, dir, (int)(spell->force),
newmagic.cc: else damage_door(ch, ch->in_room, dir, (int)(spell->force),
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents)))
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, t, ch->carrying))) {
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, targ1, world[ch->in_room].contents)) &&
newmagic.cc: !(obj = get_obj_in_list_vis(ch, targ1, ch->carrying))) {
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, targ1, world[ch->in_room].contents)) &&
newmagic.cc: !(obj = get_obj_in_list_vis(ch, targ1, ch->carrying))) {
newmagic.cc: next_tch = tch->next_in_room;
newmagic.cc: damage_door(NULL, ch->in_room, val, (int)(force), spell->effect);
newmagic.cc: if (ch->in_room != vict->in_room)
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, t, ch->carrying)))
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents))) {
newmagic.cc: !(obj = get_obj_in_list_vis(ch, targ1, ch->carrying)) &&
newmagic.cc: !(obj = get_obj_in_list_vis(ch, targ1, world[ch->in_room].contents))) {
newmagic.cc: GET_WAS_IN(ch) = ch->in_room;
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents)))
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, t, ch->carrying))) {
newmagic.cc: !(obj = get_obj_in_list_vis(ch, targ1, world[ch->in_room].contents)) &&
newmagic.cc: !(obj = get_obj_in_list_vis(ch, targ1, ch->carrying))) {
newmagic.cc: for (tch = world[ch->in_room].people; tch; tch = next_tch) {
newmagic.cc: next_tch = tch->next_in_room;
newmagic.cc: if (ch->desc->original) {
newmagic.cc: char_to_room(vict, ch->in_room);
newmagic.cc: GET_WAS_IN(ch) = ch->in_room;
newmagic.cc: ch->desc->character = vict;
newmagic.cc: ch->desc->original = ch;
newmagic.cc: vict->desc = ch->desc;
newmagic.cc: ch->desc = NULL;
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents)))
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, t, ch->carrying))) {
newmagic.cc: if (!(obj = get_obj_in_list_vis(ch, targ1, world[ch->in_room].contents)) &&
newmagic.cc: !(obj = get_obj_in_list_vis(ch, targ1, ch->carrying))) {
newmagic.cc: for (tch = world[ch->in_room].people; tch; tch = next_tch) {
newmagic.cc: next_tch = tch->next_in_room;
newmagic.cc: for (obj = world[ch->in_room].contents; obj; obj = next) {
newmagic.cc: damage_door(ch, ch->in_room, val, (int)(force), spell->effect);
newmagic.cc: for (i = zone_table[world[ch->in_room].zone].number * 100; low == NOWHERE &&
newmagic.cc: i <= zone_table[world[ch->in_room].zone].top; i++)
newmagic.cc: for (i = zone_table[world[ch->in_room].zone].top; high == NOWHERE &&
newmagic.cc: i >= zone_table[world[ch->in_room].zone].number * 100; i--)
newmagic.cc: if (ch->desc)
newmagic.cc: } else if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == tch)) {
newmagic.cc: } else if (ROOM_FLAGGED(ch->in_room, ROOM_NOMAGIC)) {
newmagic.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room)
newmagic.cc: for (tch = world[ch->in_room].people; tch; tch = next_tch) {
newmagic.cc: next_tch = tch->next_in_room;
newmagic.cc: for (temp = ch->spells; temp; temp = temp->next)
newmagic.cc: if (!get_filename(GET_NAME(ch), buf2, SPELLS_FILE) || !ch->spells)
newmagic.cc: for (spell_t *temp = ch->spells; temp; temp = temp->next) {
newmagic.cc: if (ch->spells || !get_filename(GET_NAME(ch), buf2, SPELLS_FILE))
newmagic.cc: temp->next = ch->spells;
newmagic.cc: ch->spells = temp;
objsave.cc: mob_index[ch->nr].number != 1)
objsave.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
objsave.cc: for (obj = ch->cyberware; obj; obj = next_obj) {
objsave.cc: for (obj = ch->bioware; obj; obj = next_obj) {
objsave.cc: if (!Crash_save(ch->carrying, fp, 0)) {
objsave.cc: for (obj = ch->carrying; obj; obj = next_obj) {
objsave.cc: for (obj = ch->carrying; obj; obj = next_obj) {
objsave.cc: Crash_restore_weight(ch->carrying);
objsave.cc: for (obj = ch->carrying; obj; obj = obj->next_content) {
objsave.cc: obj_from_char(ch->carrying);
objsave.cc: Crash_extract_norents(ch->carrying);
objsave.cc: for (obj = ch->cyberware; obj; obj = next_obj) {
objsave.cc: for (obj = ch->bioware; obj; obj = next_obj) {
objsave.cc: while ((cost > GET_NUYEN(ch) + GET_BANK(ch)) && ch->carrying) {
objsave.cc: Crash_extract_expensive(ch->carrying);
objsave.cc: Crash_calculate_rent(ch->carrying, &cost);
objsave.cc: if (!ch->carrying) {
objsave.cc: if (!Crash_save(ch->carrying, fp, 0)) {
objsave.cc: Crash_extract_objs(ch->carrying);
objsave.cc: for (obj = ch->cyberware; obj; obj = next_obj) {
objsave.cc: for (obj = ch->bioware; obj; obj = next_obj) {
objsave.cc: Crash_extract_norents(ch->carrying);
objsave.cc: if (!Crash_save(ch->carrying, fp, 0)) {
objsave.cc: Crash_extract_objs(ch->carrying);
objsave.cc: for (obj = ch->cyberware; obj; obj = next_obj) {
objsave.cc: for (obj = ch->bioware; obj; obj = next_obj) {
objsave.cc: Crash_extract_norents(ch->carrying);
objsave.cc: if (!Crash_save(ch->carrying, fp, 0)) {
objsave.cc: Crash_extract_objs(ch->carrying);
objsave.cc: norent = Crash_report_unrentables(ch, receptionist, ch->carrying);
objsave.cc: GET_LOADROOM(ch) = world[ch->in_room].number;
objsave.cc:// Crash_report_rent(ch, receptionist, ch->carrying, &totalcost, &numitems, display, factor);
objsave.cc: for (obj = ch->carrying; obj; obj = obj->next_content) {
objsave.cc: if (!ch->desc || IS_NPC(ch))
objsave.cc: save_room = find_hotel_room(world[ch->in_room].number);
objsave.cc: sprintf(buf, "%s has rented at %d", GET_NAME(ch), world[ch->in_room].number);
objsave.cc: if (ch->desc && GET_LEVEL(ch) < LVL_LEGEND)
objsave.cc: STATE(ch->desc) = CON_QMENU;
objsave.cc: ch->in_room = real_room(save_room);
objsave.cc: for (ch = character_list; ch; ch = ch->next)
olc.cc: number = world[ch->in_room].number;
olc.cc: room_num = ch->in_room;
olc.cc: ch->desc->edit_zone = counter;
olc.cc: ch->player_specials->saved.zonenum = zone_table[counter].number;
olc.cc: d = ch->desc;
olc.cc: GET_WAS_IN(ch) = ch->in_room;
olc.cc: GET_WAS_IN(ch) = ch->in_room;
olc.cc: STATE (ch->desc) = CON_REDIT;
olc.cc: ch->desc->edit_room = room;
olc.cc: ch->desc->edit_mode = REDIT_CONFIRM_SAVESTRING;
olc.cc: ch->desc->edit_number = atoi(buf1);
olc.cc: if (world[ch->in_room].number >= (zone_table[counter].number * 100) &&
olc.cc: world[ch->in_room].number <= zone_table[counter].top)
olc.cc: if (world[ch->in_room].dir_option[dir] || world[room].dir_option[rev_dir[dir]]) {
olc.cc: world[ch->in_room].dir_option[dir] = new room_direction_data;
olc.cc: memset((char *) world[ch->in_room].dir_option[dir], 0, sizeof (struct room_direction_data));
olc.cc: world[ch->in_room].dir_option[dir]->to_room = room;
olc.cc: world[ch->in_room].dir_option[dir]->barrier = 4;
olc.cc: world[ch->in_room].dir_option[dir]->material = 5;
olc.cc: world[ch->in_room].dir_option[dir]->exit_info = 0;
olc.cc: world[ch->in_room].dir_option[dir]->to_room_vnum = world[room].number;
olc.cc: world[room].dir_option[dir]->to_room = ch->in_room;
olc.cc: world[room].dir_option[dir]->to_room_vnum = world[ch->in_room].number;
olc.cc: ch->player_specials->saved.zonenum = zone_table[counter].number;
olc.cc: for (temp_ch = world[counter].people; temp_ch; temp_ch = temp_ch->next_in_room)
olc.cc: if (temp_ch->in_room != -1)
olc.cc: temp_ch->in_room = counter;
olc.cc: write_zone_to_disk(ch->player_specials->saved.zonenum);
olc.cc: write_world_to_disk(ch->player_specials->saved.zonenum);
olc.cc: ch->desc->edit_zone = counter;
olc.cc: ch->player_specials->saved.zonenum = zone_table[counter].number;
olc.cc: d = ch->desc;
olc.cc: STATE(ch->desc) = CON_IEDIT;
olc.cc: ch->desc->edit_number = arg2; // the vnum
olc.cc: ch->desc->edit_obj = obj;
olc.cc: ch->desc->edit_mode = IEDIT_CONFIRM_SAVESTRING;
olc.cc: ch->player_specials->saved.zonenum = zone_table[counter].number;
olc.cc: write_zone_to_disk(ch->player_specials->saved.zonenum);
olc.cc: write_objs_to_disk(ch->player_specials->saved.zonenum);
olc.cc: ch->desc->edit_zone = counter;
olc.cc: ch->player_specials->saved.zonenum = zone_table[counter].number;
olc.cc: d = ch->desc;
olc.cc: STATE (ch->desc) = CON_MEDIT;
olc.cc: ch->desc->edit_number = arg2;
olc.cc: ch->desc->edit_mob = mob;
olc.cc: ch->desc->edit_mode = MEDIT_CONFIRM_SAVESTRING;
olc.cc: ch->player_specials->saved.zonenum = zone_table[counter].number;
olc.cc: write_zone_to_disk(ch->player_specials->saved.zonenum);
olc.cc: write_mobs_to_disk(ch->player_specials->saved.zonenum);
olc.cc: ch->desc->edit_zone = counter;
olc.cc: ch->player_specials->saved.zonenum = zone_table[counter].number;
olc.cc: d = ch->desc;
olc.cc: ch->player_specials->saved.zonenum = zone_table[counter].number;
olc.cc: d = ch->desc;
olc.cc: ch->player_specials->saved.zonenum = zone_table[count].number;
olc.cc: write_shops_to_disk(ch->player_specials->saved.zonenum);
olc.cc: struct descriptor_data *d = ch->desc;
olc.cc: ch->player_specials->saved.zonenum = number;
olc.cc: struct descriptor_data *d = ch->desc;
olc.cc: d = ch->desc;
olc.cc: zonenum = real_zone(ch->player_specials->saved.zonenum);
quest.cc: char_to_room(mob, ch->in_room);
quest.cc: ch->player_specials->obj_complete[i] = 1;
quest.cc: ch->player_specials->obj_complete[i] = 1;
quest.cc: world[ch->in_room].number == quest_table[GET_QUEST(ch)].obj[i].o_data) {
quest.cc: ch->player_specials->obj_complete[i] = 1;
quest.cc: ch->player_specials->mob_complete[i] = 1;
quest.cc: ch->player_specials->obj_complete[i]++;
quest.cc: ch->player_specials->mob_complete[i]++;
quest.cc: delete [] ch->player_specials->mob_complete;
quest.cc: delete [] ch->player_specials->obj_complete;
quest.cc: ch->player_specials->mob_complete = NULL;
quest.cc: ch->player_specials->obj_complete = NULL;
quest.cc: if (ch->player_specials->obj_complete[i]) {
quest.cc: ch->player_specials->obj_complete[i];
quest.cc: ch->player_specials->obj_complete[i];
quest.cc: if (ch->player_specials->mob_complete[i]) {
quest.cc: ch->player_specials->mob_complete[i];
quest.cc: ch->player_specials->mob_complete[i];
quest.cc: for (f = ch->followers; f; f = f->next)
quest.cc: for (f = ch->followers; f; f = f->next)
quest.cc: for (f = ch->followers; f; f = f->next)
quest.cc: for (f = ch->followers; f; f = f->next)
quest.cc: (AFF_FLAGGED(ch, AFF_GROUP) && ch->master))
quest.cc: if (ch->player_specials->obj_complete[i]) {
quest.cc: if (ch->player_specials->mob_complete[i]) {
quest.cc: ch->player_specials->obj_complete =
quest.cc: ch->player_specials->mob_complete =
quest.cc: ch->player_specials->obj_complete[num] = 0;
quest.cc: ch->player_specials->mob_complete[num] = 0;
quest.cc: page_string(ch->desc, buf, 1);
redit.cc: temp_ch = temp_ch->next_in_room) {
redit.cc: if (temp_ch->in_room != NOWHERE)
redit.cc: temp_ch->in_room++;
redit.cc: for (temp_ch = character_list; temp_ch; temp_ch = temp_ch->next) {
shop.cc: if (FIGHTING(keeper) || !ch->player.name || FIGHTING(ch) || LAST_HEAL(ch))
shop.cc: do_treat(keeper, ch->player.name, 0, 1);
shop.cc: if (ch->real_abils.ess < (GET_TOTEM(ch) == TOTEM_EAGLE ?
shop.cc: for (check = ch->cyberware; check != NULL; check = check->next_content) {
shop.cc: for (check = ch->bioware; check; check = check->next_content) {
shop.cc: for (check = ch->bioware; check; check = check->next_content) {
shop.cc: for (check = ch->cyberware; check; check = check->next_content) {
shop.cc: sprintf(tempstr, times_message(ch->carrying, 0, bought));
shop.cc: if ((!IS_DOCTOR(shop_nr) && !(obj = get_obj_in_list_vis(ch, name, ch->carrying))) ||
shop.cc: (IS_DOCTOR(shop_nr) && !(obj = get_obj_in_list_vis(ch, name, ch->cyberware)) &&
shop.cc: !(obj = get_obj_in_list_vis(ch, name, ch->bioware)))) {
shop.cc: page_string(ch->desc, buf, 1);
shop.cc: if (!ok_shop_room(shop_nr, world[ch->in_room].number))
shop.cc: if (ch->in_room == victim->in_room) {
shop.cc: page_string(ch->desc, buf, 1);
spec_procs.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room)
spec_procs.cc: for (tch = character_list; tch && number > 0; tch = tch->next)
spec_procs.cc: if (GET_MOB_VNUM(tch) == vnum && ch->in_room != tch->in_room &&
spec_procs.cc: char_to_room(tch, ch->in_room);
spec_procs.cc: char_to_room(mob, ch->in_room);
spec_procs.cc: if (ch->real_abils.bod >= racial_max(ch, BOD)) {
spec_procs.cc: if (((ch->real_abils.bod + 1) > (int)(GET_KARMA(ch) / 100)) &&
spec_procs.cc: if (GET_NUYEN(ch) < ((ch->real_abils.bod + 1) * 1000)) {
spec_procs.cc: ((ch->real_abils.bod + 1) * 1000));
spec_procs.cc: GET_NUYEN(ch) -= (ch->real_abils.bod + 1) * 1000;
spec_procs.cc: else GET_KARMA(ch) -= (ch->real_abils.bod + 1) * 100;
spec_procs.cc: ch->real_abils.bod++;
spec_procs.cc: ch->real_abils.bod_index += 100;
spec_procs.cc: "to %d.\r\n", ch->real_abils.bod);
spec_procs.cc: if (ch->real_abils.qui >= racial_max(ch, QUI)) {
spec_procs.cc: if ((ch->real_abils.qui + 1 > (int)(GET_KARMA(ch) / 100)) &&
spec_procs.cc: if (GET_NUYEN(ch) < ((ch->real_abils.qui + 1) * 1000)) {
spec_procs.cc: ((ch->real_abils.qui + 1) * 1000));
spec_procs.cc: GET_NUYEN(ch) -= (ch->real_abils.qui + 1) * 1000;
spec_procs.cc: else GET_KARMA(ch) -= (ch->real_abils.qui + 1) * 100;
spec_procs.cc: ch->real_abils.qui++;
spec_procs.cc: "quickness\r\nraises to %d.\r\n", ch->real_abils.qui);
spec_procs.cc: if (ch->real_abils.str >= racial_max(ch, STR)) {
spec_procs.cc: if ((ch->real_abils.str + 1 > (int)(GET_KARMA(ch) / 100)) &&
spec_procs.cc: if (GET_NUYEN(ch) < ((ch->real_abils.str + 1) * 1000)) {
spec_procs.cc: ((ch->real_abils.str + 1) * 1000));
spec_procs.cc: GET_NUYEN(ch) -= (ch->real_abils.str + 1) * 1000;
spec_procs.cc: else GET_KARMA(ch) -= (ch->real_abils.str + 1) * 100;
spec_procs.cc: ch->real_abils.str++;
spec_procs.cc: ch->real_abils.str);
spec_procs.cc: if (ch->real_abils.cha >= racial_max(ch, CHA)) {
spec_procs.cc: if ((ch->real_abils.cha + 1 > (int)(GET_KARMA(ch) / 100)) &&
spec_procs.cc: if (GET_NUYEN(ch) < ((ch->real_abils.cha + 1) * 1000)) {
spec_procs.cc: ((ch->real_abils.cha + 1) * 1000));
spec_procs.cc: GET_NUYEN(ch) -= (ch->real_abils.cha + 1) * 1000;
spec_procs.cc: else GET_KARMA(ch) -= (ch->real_abils.cha + 1) * 100;
spec_procs.cc: ch->real_abils.cha++;
spec_procs.cc: "confidence, your\r\nCharisma raises to %d.\r\n", ch->real_abils.cha);
spec_procs.cc: if (ch->real_abils.intel >= racial_max(ch, INT)) {
spec_procs.cc: if ((ch->real_abils.intel + 1 > (int)(GET_KARMA(ch) / 100)) && GET_ATT_POINTS(ch) < 1) {
spec_procs.cc: if (GET_NUYEN(ch) < ((ch->real_abils.intel + 1) * 1000)) {
spec_procs.cc: ((ch->real_abils.intel + 1) * 1000));
spec_procs.cc: GET_NUYEN(ch) -= (ch->real_abils.intel + 1) * 1000;
spec_procs.cc: else GET_KARMA(ch) -= (ch->real_abils.intel + 1) * 100;
spec_procs.cc: ch->real_abils.intel++;
spec_procs.cc: "Intelligence raises\r\nto %d.\r\n", ch->real_abils.intel);
spec_procs.cc: if (ch->real_abils.wil >= racial_max(ch, WIL)) {
spec_procs.cc: if ((ch->real_abils.wil + 1 > (int)(GET_KARMA(ch) / 100)) && GET_ATT_POINTS(ch) < 1) {
spec_procs.cc: if (GET_NUYEN(ch) < ((ch->real_abils.wil + 1) * 1000)) {
spec_procs.cc: ((ch->real_abils.wil + 1) * 1000));
spec_procs.cc: GET_NUYEN(ch) -= (ch->real_abils.wil + 1) * 1000;
spec_procs.cc: else GET_KARMA(ch) -= (ch->real_abils.wil + 1) * 100;
spec_procs.cc: ch->real_abils.wil++;
spec_procs.cc: "to %d.\r\n", ch->real_abils.wil);
spec_procs.cc: if ((int)(ch->real_abils.ess / 100) >= racial_max(ch, ESS)) {
spec_procs.cc: ch->real_abils.ess = MIN(600, (int)(ch->real_abils.ess + 100));
spec_procs.cc: for (spell = ch->spells; spell; spell = spell->next)
spec_procs.cc: if (!ch->spells) {
spec_procs.cc: ch->spells = spell;
spec_procs.cc: spell->next = ch->spells;
spec_procs.cc: ch->spells = spell;
spec_procs.cc: if (ch->real_abils.mag < (ability_cost(skill_num, percent) -
spec_procs.cc: ch->real_abils.mag -= ability_cost(skill_num, percent) -
spec_procs.cc: for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) {
spec_procs.cc: if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) &&
spec_procs.cc: for (cons = world[ch->in_room].people; cons; cons = cons->next_in_room)
spec_procs.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.cc: for (i = world[ch->in_room].contents; i; i = i->next_content) {
spec_procs.cc: obj_to_room(temp, ch->in_room);
spec_procs.cc: for (tch = world[jan->in_room].people; tch; tch = tch->next_in_room)
spec_procs.cc: if (tch->desc) {
spec_procs.cc: if (tch->desc->original &&
spec_procs.cc: isname("dunkelzahn", tch->desc->original->player.name))
spec_procs.cc: else if (isname("dunkelzahn", tch->player.name))
spec_procs.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room)
spec_procs.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room)
spec_procs.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room)
spec_procs.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room)
spec_procs.cc: pet_room = ch->in_room + 1;
spec_procs.cc: char_to_room(pet, ch->in_room);
spec_procs.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.cc: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.cc: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
spec_procs.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
spec_procs.cc: for(vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
spec_procs.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
spec_procs.cc: world[ch->in_room].number == 4098)) {
spec_procs.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.cc: room = ch->in_room;
spec_procs.cc: struct char_data *foo = get_char_room("foo", ch->in_room);
spec_procs.cc: if(!(vict = get_char_room(buf2, ch->in_room)))
spec_procs.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
spec_procs.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.cc: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
spec_procs.cc: if (!(obj = get_obj_in_list_vis(ch, argument, ch->carrying))) {
spec_procs.cc: if (!(obj = get_obj_in_list_vis(ch, buf, ch->carrying))) {
spec_procs.cc: if (!(obj = get_obj_in_list_vis(ch, argument, ch->carrying))) {
spec_procs.cc: if (!(obj = get_obj_in_list_vis(ch, argument, ch->carrying))) {
spec_procs.cc: for (obj = ch->carrying; obj; obj = obj->next_content)
spec_procs.cc: if (world[ch->in_room].number == 1844 ||
spec_procs.cc: world[ch->in_room].number == 1846) {
spec_procs.cc: if (world[ch->in_room].number == 1844 ||
spec_procs.cc: world[ch->in_room].number == 1845) {
spec_procs.cc: if (!(chalice = get_obj_in_list_vis(ch, arg, ch->carrying)))
spec_procs.cc: if (world[ch->in_room].dir_option[dir] &&
spec_procs.cc: world[ch->in_room].dir_option[dir]->to_room != NOWHERE) {
spec_procs.cc: if (world[ch->in_room].dir_option[i] &&
spec_procs.cc: world[ch->in_room].dir_option[i]->to_room != NOWHERE)
spec_procs.cc: for (temp = world[world[ch->in_room].dir_option[i]->to_room].people;
spec_procs.cc: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)))
spec_procs.cc: if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) {
spec_procs.cc: obj_to_room(obj, ch->in_room);
spec_procs.cc: if (zone_table[world[ch->in_room].zone].number == 30)
spec_procs.cc: if (ch->master || !AFF_FLAGGED(ch, AFF_GROUP)) {
spec_procs.cc: for (f = ch->followers; f; f = f->next)
spec_procs.cc: if (ch->in_room == real_room(2617)) {
spec_procs.cc: world[ch->in_room].dir_option[NORTH]->to_room = real_room(8003);
spec_procs.cc: world[ch->in_room].dir_option[NORTH]->to_room = real_room(8007);
spec_procs.cc: world[ch->in_room].dir_option[NORTH]->to_room = real_room(8001);
spec_procs.cc: world[ch->in_room].dir_option[NORTH]->to_room = real_room(8040);
spec_procs.cc: world[ch->in_room].dir_option[NORTH]->to_room = real_room(8029);
spec_procs.cc: world[ch->in_room].dir_option[SOUTH]->to_room = real_room(8014);
spec_procs.cc: world[ch->in_room].dir_option[SOUTH]->to_room = real_room(8024);
spec_procs.cc: world[ch->in_room].dir_option[SOUTH]->to_room = real_room(8009);
spec_procs.cc: world[ch->in_room].dir_option[SOUTH]->to_room = real_room(8042);
spec_procs.cc: if (world[ch->in_room].number == CENTRAL_MATRIX_CPU) {
spec_procs.cc: zone_table[world[ch->in_room].zone].alert = 3;
spec_procs.cc: zone_table[world[ch->in_room].zone].alert = 3;
spec_procs.cc: world[d->character->in_room].zone == world[ch->in_room].zone) {
spec_procs.cc: if (!zone_table[world[ch->in_room].zone].alert) {
spec_procs.cc: send_to_char(ch, "%s alert cancelled.\r\n", (zone_table[world[ch->in_room].zone].alert == 1 ?
spec_procs.cc: zone_table[world[ch->in_room].zone].alert = 0;
spec_procs.cc: for (temp = world[ch->in_room].people; temp && !found; temp = temp->next_in_room)
spec_procs.cc: if ((world[ch->in_room].number == 10075 && CMD_IS("east")) || (world[ch->in_room].number == 10077 &&
spec_procs.cc: } else if (!isname("phrodo", ch->player.name) && (CMD_IS("open") ||
spec_procs.cc: if (IS_NPC(ch) || !isname("phrodo", ch->player.name) ||
spec_procs.cc: char_to_room(vict, ch->in_room);
spec_procs.cc: } else if (!isname("ghost", ch->player.name) && (CMD_IS("open") ||
spec_procs.cc: if (IS_NPC(ch) || !isname("ghost", ch->player.name) ||
spec_procs.cc: char_to_room(vict, ch->in_room);
speech.cc: if (!ch->desc || !speech_state)
speech.cc: if (!strcmp(str, ch->desc->last_tell)) {
speech.cc: strcpy(ch->desc->last_tell, str);
transport.cc: if (!world[ch->in_room].dir_option[dir])
transport.cc: if (world[ch->in_room].sector_type != SECT_CITY || !empty ||
transport.cc: ROOM_FLAGGED(ch->in_room, ROOM_INDOORS)) {
transport.cc: if (!world[ch->in_room].dir_option[dir]) {
transport.cc: open_taxi_door(ch->in_room, dir, cab);
transport.cc: if (world[ch->in_room].dir_option[i]) {
transport.cc: dest = world[ch->in_room].dir_option[i]->to_room;
transport.cc: close_taxi_door(dest, rev_dir[i], ch->in_room);
transport.cc: if (elevator[i].floor[j].vnum == world[ch->in_room].number)
transport.cc: world[rnum].dir_option[i]->to_room == ch->in_room) {
transport.cc: elevator[index].destination = world[ch->in_room].number;
utils.cc: } else for (af = ch->affected; af; af = af->next)
utils.cc: else if (!IS_AFFECTED(ch, AFF_INFRAVISION) && IS_DARK(ch->in_room))
utils.cc: else if (IS_AFFECTED(ch, AFF_INFRAVISION) && IS_DARK(ch->in_room))
utils.cc: else if (!IS_AFFECTED(ch, AFF_LOW_LIGHT) && !IS_AFFECTED(ch, AFF_INFRAVISION) && IS_LOW(ch->in_room))
utils.cc: else if (IS_AFFECTED(ch, AFF_INFRAVISION) && !IS_AFFECTED(ch, AFF_LOW_LIGHT) && IS_LOW(ch->in_room))
utils.cc: world[ch->in_room].number, world[ch->in_room].name);
utils.cc: if (ch && ch->player.name && !IS_NPC(ch) && isname("neuromancer", GET_NAME(ch)))
utils.cc: player_age = mud_time_passed(time(0), ch->player.time.birth);
utils.cc: ch = ch->desc && ch->desc->original ? ch->desc->original : ch;
utils.cc: assert(ch->master);
utils.cc: act("You realize that $N is a jerk!", FALSE, ch, 0, ch->master, TO_CHAR);
utils.cc: act("$n realizes that $N is a jerk!", FALSE, ch, 0, ch->master, TO_NOTVICT);
utils.cc: act("$n hates your guts!", FALSE, ch, 0, ch->master, TO_VICT);
utils.cc: act("You stop following $N.", FALSE, ch, 0, ch->master, TO_CHAR);
utils.cc: act("$n stops following $N.", TRUE, ch, 0, ch->master, TO_NOTVICT);
utils.cc: act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT);
utils.cc: if (ch->master->followers->follower == ch) { /* Head of follower-list? */
utils.cc: k = ch->master->followers;
utils.cc: ch->master->followers = k->next;
utils.cc: for (k = ch->master->followers; k->next->follower != ch; k = k->next);
utils.cc: ch->master = NULL;
utils.cc: if (ch->master)
utils.cc: for (k = ch->followers; k; k = j) {
utils.cc: if (ch->player_specials->gname) {
utils.cc: delete [] ch->player_specials->gname;
utils.cc: ch->player_specials->gname = NULL;
utils.cc: assert(!ch->master);
utils.cc: ch->master = leader;
utils.cc: for (ch = room->people; ch != NULL; ch = ch->next_in_room)
weather.cc: next = ch->next;
weather.cc: next = ch->next;