act_comm.c: if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0) act_comm.c: if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) ) act_comm.c: REMOVE_BIT(ch->deaf, channel); act_comm.c: sprintf( buf, "#5%s: $t.#n",ch->pcdata->switchname ); act_comm.c: sprintf( buf2, "#5%s: $t.#n",ch->pcdata->switchname ); act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: sprintf( buf2, "#1(#4%s#1) prays '$t'.#n", ch->pcdata->switchname ); act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: position = ch->position; act_comm.c: ch->position = position; act_comm.c: position = ch->position; act_comm.c: ch->position = position; act_comm.c: sprintf( buf, "#2.o0%s0o. '$t'.#n", ch->pcdata->switchname ); act_comm.c: sprintf( buf2, "#2.o0%s0o. '$t'.#n", ch->pcdata->switchname ); act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: sprintf( buf, "#4.x[%s]x. '$t'.#n", ch->pcdata->switchname); act_comm.c: sprintf(buf2, "#4.x[%s]x. '$t'.#n", ch->pcdata->switchname); act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: if (!IS_NPC(ch) && (ch->pcdata->stats[UNI_GEN] == 1 || IS_SET(ch->special, SPC_ANARCH))) act_comm.c: else if (!IS_NPC(ch) && ch->pcdata->stats[UNI_GEN] == 2) act_comm.c: position = ch->position; act_comm.c: ch->position = POS_STANDING; act_comm.c: ch->position = position; act_comm.c: && !IS_SET(och->deaf, channel) ) act_comm.c: if (och->pcdata->forget[pos] == NULL) break; act_comm.c: if (!str_cmp(ch->name, och->pcdata->forget[pos])) act_comm.c: !IS_IMMORTAL(och) && ch->pcdata->kingdom != och->pcdata->kingdom)) act_comm.c: if ((och->in_room) && (ch->in_room)) act_comm.c: if ((och->in_room == ch->in_room)) act_comm.c: else if ((och->in_room->area == ch->in_room->area )) act_comm.c: && vch->in_room->area != ch->in_room->area ) act_comm.c: position = vch->position; act_comm.c: vch->position = POS_STANDING; act_comm.c: vch->position = position; act_comm.c: vch->position = position; act_comm.c: vch->position = position; act_comm.c: vch->position = position; act_comm.c: vch->position = position; act_comm.c: vch->position = position; act_comm.c: vch->position = position; act_comm.c: if (ch->pcdata->kingdom == 0) { act_comm.c: if ( argument[0] == '\0' && IS_SET(ch->special, SPC_DEMON_LORD)) act_comm.c: if (ch->pcdata->stats[DEMON_CURRENT] < 1) act_comm.c: if ( ( victim = get_char_world(ch, ch->lord) ) == NULL ) act_comm.c: if (ch->pcdata->stats[DEMON_CURRENT] == 1) act_comm.c: ch->pcdata->stats[DEMON_CURRENT]); act_comm.c: victim->pcdata->stats[DEMON_CURRENT] += ch->pcdata->stats[DEMON_CURRENT]; act_comm.c: victim->pcdata->stats[DEMON_TOTAL] += ch->pcdata->stats[DEMON_CURRENT]; act_comm.c: ch->pcdata->stats[DEMON_CURRENT] = 0; act_comm.c: if (IS_SET(ch->deaf, CHANNEL_PRAY)) act_comm.c: if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0) act_comm.c: (IS_SET(ch->special,SPC_WOLFMAN) || IS_POLYAFF(ch, POLY_WOLF) act_comm.c: || (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->stats[UNI_RAGE] > 0))) act_comm.c: else if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_FROG) act_comm.c: else if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_RAVEN) act_comm.c: else if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_CAT) act_comm.c: else if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_DOG) act_comm.c: else if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) act_comm.c: if (ch->pcdata->condition[COND_DRUNK] > 10) act_comm.c: if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT) act_comm.c: if (ch->pcdata->condition[COND_DRUNK] > 10) act_comm.c: to = ch->in_room->people; act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && act_comm.c: ch->pcdata->chobj->in_room != NULL && act_comm.c: ch->in_room == to->in_room) act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && act_comm.c: ch->pcdata->chobj->in_obj != NULL && act_comm.c: ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) act_comm.c: sprintf(name, ch->short_descr); act_comm.c: sprintf(name, ch->morph); act_comm.c: sprintf(name, ch->morph); act_comm.c: sprintf(name, ch->name); act_comm.c: for ( rt = ch->in_room->roomtext; rt != NULL; rt = rt->next ) act_comm.c: if (!is_in(ch->name, rt->name) ) continue; act_comm.c: vch_next = vch->next; act_comm.c: if ( vch->in_room == NULL ) continue; act_comm.c: if ( vch->in_room == ch->in_room act_comm.c: && vch->pIndexData->vnum == rt->mob ) act_comm.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_DARK); act_comm.c: SET_BIT(ch->in_room->room_flags, ROOM_DARK); act_comm.c: obj = create_object(get_obj_index(rt->power), ch->level); act_comm.c: else obj_to_room(obj,ch->in_room); act_comm.c: char_to_room(mob,ch->in_room); act_comm.c: obj_to_room(obj,ch->in_room); act_comm.c: if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) ) act_comm.c: || ( IS_NPC(victim) && victim->in_room != ch->in_room ) ) act_comm.c: || str_cmp(ch->name, victim->pcdata->marriage)) act_comm.c: || ( victim->in_room != ch->in_room ) ) act_comm.c: if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) ) act_comm.c: if ( ( victim = ch->reply ) == NULL ) act_comm.c: if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT) act_comm.c: to = ch->in_room->people; act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && act_comm.c: ch->pcdata->chobj->in_room != NULL && act_comm.c: ch->in_room == to->in_room) act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && act_comm.c: ch->pcdata->chobj->in_obj != NULL && act_comm.c: ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) act_comm.c: sprintf(name, ch->short_descr); act_comm.c: sprintf(name, ch->morph); act_comm.c: sprintf(name, ch->morph); act_comm.c: sprintf(name, ch->name); act_comm.c: if (IS_NPC(ch)) strcpy(you, ch->short_descr); act_comm.c: else strcpy(you, ch->name); act_comm.c: if (ch->in_room->vnum != ROOM_VNUM_IN_OBJECT) act_comm.c: to = ch->in_room->people; act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && act_comm.c: ch->pcdata->chobj->in_room != NULL && act_comm.c: ch->in_room == to->in_room) act_comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && act_comm.c: ch->pcdata->chobj->in_obj != NULL && act_comm.c: ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) act_comm.c: sprintf(name, ch->short_descr); act_comm.c: sprintf(name, ch->morph); act_comm.c: sprintf(name, ch->morph); act_comm.c: sprintf(name, ch->name); act_comm.c: if ( ch->position == POS_FIGHTING ) act_comm.c: if ( ch->position < POS_SLEEPING ) act_comm.c: if (ch->fight_timer >0) { act_comm.c: if (ch->gladiator != NULL) act_comm.c: ch->gladiator = NULL; /* set player to bet on to NULL */ act_comm.c: if (ch->challenger != NULL) act_comm.c: ch->challenger = NULL; act_comm.c: if (ch->challenged != NULL) act_comm.c: ch->challenged = NULL; act_comm.c: if (IS_SET(ch->act,PLR_CHALLENGER)) act_comm.c: REMOVE_BIT(ch->act,PLR_CHALLENGER); act_comm.c: if (IS_SET(ch->act,PLR_CHALLENGED)) act_comm.c: REMOVE_BIT(ch->act,PLR_CHALLENGED); act_comm.c: if ( (mount = ch->mount) != NULL ) do_dismount(ch,""); act_comm.c: if (ch->pcdata->in_progress) act_comm.c: free_note(ch->pcdata->in_progress); act_comm.c: d = ch->desc; act_comm.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) act_comm.c: for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) act_comm.c: obj_to_room( obj, ch->in_room ); act_comm.c: if (ch->pcdata->obj_vnum != 0) act_comm.c: if (ch->in_room != NULL) char_from_room(ch); act_comm.c: sprintf( log_buf, "%s has quit.", ch->name ); act_comm.c: if (ch->pcdata->obj_vnum == 0) act_comm.c: sprintf( buf, "#2%s #3has left the #0Lords of War.#n", ch->pcdata->switchname ); act_comm.c: if (ch->pcdata->chobj != NULL) extract_obj(ch->pcdata->chobj); act_comm.c: if ( ch->level < 2 ) act_comm.c: if ( ch->level < 2 ) return; act_comm.c: if ( ch->played 6789; act_comm.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master != NULL ) act_comm.c: act( "But you'd rather follow $N!", ch, NULL, ch->master, TO_CHAR ); act_comm.c: if ( ch->master == NULL ) act_comm.c: if ( ch->master != NULL ) act_comm.c: if ( ch->master != NULL ) act_comm.c: ch->master = master; act_comm.c: ch->leader = NULL; act_comm.c: if ( ch->master == NULL ) act_comm.c: REMOVE_BIT( ch->affected_by, AFF_CHARM ); act_comm.c: if ( can_see( ch->master, ch ) ) act_comm.c: act( "$n stops following you.", ch, NULL, ch->master, TO_VICT ); act_comm.c: act( "You stop following $N.", ch, NULL, ch->master, TO_CHAR ); act_comm.c: ch->master = NULL; act_comm.c: ch->leader = NULL; act_comm.c: if ( ch->master != NULL ) act_comm.c: ch->leader = NULL; act_comm.c: for ( fch = char_list; fch != NULL; fch = fch->next ) act_comm.c: if ( fch->master == ch ) act_comm.c: if ( fch->leader == ch ) act_comm.c: fch->leader = fch; act_comm.c: && ((ch->pcdata->stats[UNI_GEN] != 2) || ch->pcdata->kingdom != victim->pcdata->kingdom)) act_comm.c: for ( och = ch->in_room->people; och != NULL; och = och_next ) act_comm.c: och_next = och->next_in_room; act_comm.c: && och->master == ch act_comm.c: || (ch->pcdata->stats[UNI_GEN] == 2 && (fAll || och == victim) && act_comm.c: ch->pcdata->kingdom == och->pcdata->kingdom)) act_comm.c: && ch->pcdata->stats[UNI_GEN] < och->pcdata->stats[UNI_GEN] && act_comm.c: ch->pcdata->kingdom == och->pcdata->kingdom) act_comm.c: if (ch->power[DISC_VAMP_DOMI] < 1) act_comm.c: if (ch->spl[RED_MAGIC] < 1) act_comm.c: if (ch->power[DISC_VAMP_DOMI] > 2) act_comm.c: else if (ch->power[DISC_VAMP_DOMI] > 3) act_comm.c: else if (ch->power[DISC_VAMP_DOMI] > 4) act_comm.c: if ( ch->power[DISC_VAMP_DOMI] > 1 ) act_comm.c: else if ( victim->spl[BLUE_MAGIC] >= (ch->spl[RED_MAGIC]/2) ) act_comm.c: if ( ch->power[DISC_VAMP_DOMI] > 1 ) act_comm.c: leader = (ch->leader != NULL) ? ch->leader : ch; act_comm.c: for ( gch = char_list; gch != NULL; gch = gch->next ) act_comm.c: gch->hit, gch->max_hit, act_comm.c: gch->mana, gch->max_mana, act_comm.c: gch->move, gch->max_move, act_comm.c: gch->exp ); act_comm.c: if ( ch->master != NULL || ( ch->leader != NULL && ch->leader != ch ) ) act_comm.c: if ( ch->gold < amount ) act_comm.c: for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) act_comm.c: ch->gold -= amount; act_comm.c: ch->gold += share + extra; act_comm.c: for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) act_comm.c: gch->gold += share; act_comm.c: if ( IS_SET( ch->act, PLR_NO_TELL ) ) act_comm.c: sprintf( buf, "%s tells the group '%s'.\n\r", ch->name, argument ); act_comm.c: for ( gch = char_list; gch != NULL; gch = gch->next ) act_comm.c: if ( ach->leader != NULL ) ach = ach->leader; act_comm.c: if ( bch->leader != NULL ) bch = bch->leader; act_comm.c: if (IS_SET(ch->in_room->room_flags, ROOM_DARK)) act_comm.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_DARK); act_comm.c: SET_BIT(ch->in_room->room_flags, ROOM_DARK); act_comm.c: in_room = ch->in_room->vnum; act_comm.c: in_room = ch->in_room->vnum; act_comm.c: in_room = ch->in_room->vnum; act_comm.c: for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) act_comm.c: for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) act_comm.c: for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) act_comm.c: for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) act_comm.c: for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) act_comm.c: ch->pcdata->language[0] = LANG_DARK; act_comm.c: if (ch->pcdata->language[0] == LANG_COMMON) act_comm.c: ch->pcdata->language[0] = LANG_COMMON; act_comm.c: if (ch->pcdata->language[0] == DIA_OLDE) act_comm.c: ch->pcdata->language[0] = DIA_OLDE; act_comm.c: if (ch->pcdata->language[0] == DIA_BAD) act_comm.c: ch->pcdata->language[0] = DIA_BAD; act_comm.c: if (ch->pcdata->language[0] < LANG_DARK) act_comm.c: ch->pcdata->language[0] = LANG_COMMON; act_comm.c: if (CAN_SPEAK(ch,DIA_OLDE)) ch->pcdata->language[0] = DIA_OLDE; act_comm.c: else if (CAN_SPEAK(ch,DIA_BAD)) ch->pcdata->language[0] = DIA_BAD; act_comm.c: if (ch->desc == NULL) act_comm.c: rch = ch->desc->original ? ch->desc->original : ch; act_comm.c: if (rch->pcdata->forget[0] == NULL) act_comm.c: if (rch->pcdata->forget[pos] == NULL) act_comm.c: sprintf(buf," %s\n\r",rch->pcdata->forget[pos]); act_comm.c: if (rch->pcdata->forget[pos] == NULL) act_comm.c: if (!str_cmp(arg,rch->pcdata->forget[pos])) act_comm.c: if (!str_cmp(arg,wch->name)) act_comm.c: if (wch->level >= LEVEL_IMMORTAL) act_comm.c: if (rch->pcdata->forget[pos] == NULL) act_comm.c: rch->pcdata->forget[pos] = str_dup(arg); act_comm.c: if (ch->desc == NULL) act_comm.c: rch = ch->desc->original ? ch->desc->original : ch; act_comm.c: if (rch->pcdata->forget[0] == NULL) act_comm.c: if (rch->pcdata->forget[pos] == NULL) act_comm.c: sprintf(buf," %s\n\r",rch->pcdata->forget[pos]); act_comm.c: if (rch->pcdata->forget[pos] == NULL) act_comm.c: rch->pcdata->forget[pos-1] = rch->pcdata->forget[pos]; act_comm.c: rch->pcdata->forget[pos] = NULL; act_comm.c: if(!strcmp(arg,rch->pcdata->forget[pos])) act_comm.c: free_string(rch->pcdata->forget[pos]); act_comm.c: rch->pcdata->forget[pos] = NULL; act_info.c: value += ch->damroll; act_info.c: if (!IS_NPC(ch) && ch->generation <= 0) act_info.c: ch->generation = 4; act_info.c: value += ch->xdamroll; act_info.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0) act_info.c: value += ch->rage; act_info.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->rage > 0) act_info.c: value += ch->rage; act_info.c: if (IS_SET(ch->special,SPC_WOLFMAN) && ch->rage > 99) act_info.c: value += ch->rage; act_info.c: if (IS_CLASS( ch,CLASS_DEMON) && ch->pcdata->stats[DEMON_POWER] > 0) act_info.c: value += (( ch->pcdata->stats[DEMON_POWER]) * ch->pcdata->stats[DEMON_POWER]); act_info.c: else if (IS_SET(ch->special,SPC_CHAMPION) && ch->pcdata->stats[DEMON_POWER] > 0) act_info.c: value += (( ch->pcdata->stats[DEMON_POWER]) * ch->pcdata->stats[DEMON_POWER]); act_info.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 act_info.c: && ch->pcdata->powers[HARA_KIRI] > 0) act_info.c: int wpn = ch->wpn[1]; act_info.c: value += ch->hitroll; act_info.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0) act_info.c: value += ch->rage; act_info.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->rage > 0) act_info.c: value += ch->rage; act_info.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 act_info.c: && ch->pcdata->powers[HARA_KIRI] > 0) act_info.c: if (IS_SET(ch->special,SPC_WOLFMAN) && ch->rage > 99) act_info.c: value += ch->rage; act_info.c: if (IS_CLASS( ch,CLASS_DEMON) && ch->pcdata->stats[DEMON_POWER] > 0) act_info.c: value += (( ch->pcdata->stats[DEMON_POWER]) * ch->pcdata->stats[DEMON_POWER]); act_info.c: else if (IS_SET(ch->special,SPC_CHAMPION) && ch->pcdata->stats[DEMON_POWER] > 0) act_info.c: value += (( ch->pcdata->stats[DEMON_POWER]) * ch->pcdata->stats[DEMON_POWER]); act_info.c: int wpn = ch->wpn[1]; act_info.c: int wpn = ch->wpn[1]; act_info.c: if ( ch->desc == NULL ) act_info.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && obj->chobj != NULL && obj->chobj == ch) act_info.c: if ( IS_NPC(ch) || IS_SET(ch->act, PLR_COMBINE) ) act_info.c: if ( IS_NPC(ch) || IS_SET(ch->act, PLR_COMBINE) ) act_info.c: if ( IS_NPC(ch) || IS_SET(ch->act, PLR_COMBINE) ) act_info.c: if (ch->class > 0) act_info.c: if (ch->class == victim->class && victim->cur_form != get_normal_form(victim) && !IS_CLASS(victim, CLASS_DEMON)) act_info.c: || IS_SET(ch->special, SPC_CHAMPION) ||IS_CLASS(ch, CLASS_DROW))) act_info.c: || IS_SET(ch->special, SPC_CHAMPION) ||IS_CLASS(ch, CLASS_DROW))) act_info.c: || IS_SET(ch->special, SPC_CHAMPION) ||IS_CLASS(ch, CLASS_DROW))) act_info.c: || IS_SET(ch->special, SPC_CHAMPION) ||IS_CLASS(ch, CLASS_DROW))) act_info.c: || IS_SET(ch->special, SPC_CHAMPION) ||IS_CLASS(ch, CLASS_DROW))) act_info.c: || IS_SET(ch->special, SPC_CHAMPION) ||IS_CLASS(ch, CLASS_DROW))) act_info.c: || IS_SET(ch->special, SPC_CHAMPION) ||IS_CLASS(ch, CLASS_MONK))) act_info.c: if ( IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF) ) act_info.c: if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_BRIEF) ) return; act_info.c: if (ch->level < 3 || victim->level < 3) return; act_info.c: if (!IS_CLASS(ch, CLASS_VAMPIRE) && IS_SET(ch->newbits, NEW_SKIN)) act_info.c: if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj != obj) act_info.c: && number_percent( ) < ch->pcdata->learned[gsn_peek] ) act_info.c: for ( rch = list; rch != NULL; rch = rch->next_in_room ) act_info.c: && IS_SET(rch->act, PLR_WIZINVIS) act_info.c: && ( IS_SET(rch->act, PLR_WIZINVIS) act_info.c: && !IS_SET(ch->act, PLR_HOLYLIGHT) act_info.c: else if ( room_is_dark( ch->in_room ) act_info.c: if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) ) act_info.c: if ( ch->desc == NULL && (wizard = ch->wizard) == NULL) return; act_info.c: if (ch->in_room == NULL) return; act_info.c: if ( ch->position < POS_SLEEPING ) act_info.c: if ( ch->position == POS_SLEEPING ) act_info.c: if ( IS_SET(ch->flag2,AFF_TOTALBLIND)) act_info.c: if ( !IS_NPC(ch) && IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) && act_info.c: && !IS_SET(ch->act, PLR_HOLYLIGHT) act_info.c: && !(ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT act_info.c: && !IS_NPC(ch) && ch->pcdata->chobj != NULL act_info.c: && ch->pcdata->chobj->in_obj != NULL) act_info.c: && room_is_dark( ch->in_room ) ) act_info.c: show_char_to_char( ch->in_room->people, ch ); act_info.c: if (ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT act_info.c: && !IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_obj != NULL) act_info.c: act( "$p",ch,ch->pcdata->chobj->in_obj,NULL,TO_CHAR); act_info.c: sprintf(buf, "%s\n\r", ch->in_room->name); act_info.c: if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT) ) act_info.c: if (ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT act_info.c: && !IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_obj != NULL) act_info.c: act( "You are inside $p.",ch,ch->pcdata->chobj->in_obj,NULL,TO_CHAR); act_info.c: show_list_to_char( ch->pcdata->chobj->in_obj->contains, ch, FALSE, FALSE ); act_info.c: else if ( ( !IS_NPC(ch) && !IS_SET(ch->act, PLR_BRIEF) ) && act_info.c: send_to_char( ch->in_room->description, ch ); act_info.c: if (ch->in_room->blood == 1000) act_info.c: else if (ch->in_room->blood > 750) act_info.c: else if (ch->in_room->blood > 500) act_info.c: else if (ch->in_room->blood > 250) act_info.c: else if (ch->in_room->blood > 100) act_info.c: else if (ch->in_room->blood > 50) act_info.c: else if (ch->in_room->blood > 25) act_info.c: else if (ch->in_room->blood > 0) act_info.c: if (ch->in_room->blood > 0) send_to_char(buf,ch); act_info.c: if (IS_SET(ch->in_room->room_flags, ROOM_FLAMING)) act_info.c: show_list_to_char( ch->in_room->contents, ch, FALSE, FALSE ); act_info.c: if (ch->in_room == NULL) continue; act_info.c: if (ch->in_room->exit[door] == NULL) continue; act_info.c: if (IS_SET(ch->in_room->exit[door]->exit_info, EX_ICE_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info,EX_CALTROP_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info,EX_FIRE_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info,EX_SWORD_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info,EX_MUSHROOM_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info,EX_PRISMATIC_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_IRON_WALL)) act_info.c: else if (IS_SET(ch->in_room->exit[door]->exit_info, EX_ASH_WALL)) act_info.c: show_char_to_char( ch->in_room->people, ch ); act_info.c: location = ch->in_room; act_info.c: for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next ) act_info.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: vch_next = vch->next; act_info.c: if ( vch->in_room == NULL ) act_info.c: if ( vch->in_room == ch->in_room ) act_info.c: if (!IS_NPC(vch) && !str_cmp(arg1,vch->morph)) act_info.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && ch->pcdata->chobj->in_obj != NULL) act_info.c: for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) act_info.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && obj->chobj != NULL && obj->chobj == ch) act_info.c: for ( obj = ch->in_room->contents; obj != NULL; obj = obj->next_content ) act_info.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && obj->chobj != NULL && obj->chobj == ch) act_info.c: pdesc = get_extra_descr( arg1, ch->in_room->extra_descr ); act_info.c: if ( ( pexit = ch->in_room->exit[door] ) == NULL ) act_info.c: if ((pexit = ch->in_room->exit[door]) == NULL) return; act_info.c: location = ch->in_room; act_info.c: if ((pexit = ch->in_room->exit[door]) == NULL) return; act_info.c: location = ch->in_room; act_info.c: if ((pexit = ch->in_room->exit[door]) == NULL) return; act_info.c: location = ch->in_room; act_info.c: if ( ( pexit = ch->in_room->exit[door] ) != NULL act_info.c: && ch->generation == 10 act_info.c: if ( ch->class != victim->class && ch->level < 12) act_info.c: if ( victim->generation >= ch->generation) act_info.c:ch->pcdata->switchname); act_info.c: ch->pcdata->perm_str += 1; act_info.c:ch->wpn[0],ch->wpn[1],ch->wpn[2],ch->wpn[3],ch->wpn[4],ch->wpn[5],ch->wpn[6]); act_info.c:ch->wpn[7],ch->wpn[8],ch->wpn[9],ch->wpn[10],ch->wpn[11],ch->wpn[12]); act_info.c:ch->stance[1],ch->stance[2],ch->stance[3],ch->stance[4],ch->stance[5],ch->stance[6]); act_info.c:ch->stance[7],ch->stance[8],ch->stance[9],ch->stance[10]); act_info.c:"Purple: %-4d Red: %-4d Blue: %-4d Green: %-4d Yellow: %-4d\n\r",ch->spl[0],ch->spl[1],ch->spl[2],ch->spl[3],ch->spl[4]); act_info.c: if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_PRES] < 9 ) act_info.c: chroom = ch->in_room; act_info.c: ch->pcdata->familiar = victim; act_info.c: if (ch->generation <= 0) act_info.c: ch->generation = 4; act_info.c: if (IS_SET(ch->newbits, NEW_TIDE)) act_info.c: bloodpool = (3000 / ch->generation); act_info.c: else bloodpool = (2000 / ch->generation); act_info.c: blood = ch->pcdata->condition[COND_THIRST]; act_info.c: if (ch->pcdata->rank == AGE_ANCILLA) sprintf( age, "Ancilla"); act_info.c: else if (ch->pcdata->rank == AGE_CHILDE) sprintf( age, "Childe"); act_info.c: else if (ch->pcdata->rank == AGE_NEONATE) sprintf( age, "Neonate"); act_info.c: else if (ch->pcdata->rank == AGE_ELDER) sprintf( age, "Elder"); act_info.c: else if (ch->pcdata->rank == AGE_METHUSELAH) sprintf( age, "Methuselah"); act_info.c:ch->generation,bloodpool,age,blood); act_info.c:ch->power[DISC_VAMP_ANIM],ch->power[DISC_VAMP_CELE], act_info.c:ch->power[DISC_VAMP_FORT]); act_info.c:ch->power[DISC_VAMP_OBTE],ch->power[DISC_VAMP_PRES], act_info.c:ch->power[DISC_VAMP_QUIE]); act_info.c:ch->power[DISC_VAMP_THAU],ch->power[DISC_VAMP_AUSP], act_info.c:ch->power[DISC_VAMP_DOMI]); act_info.c:ch->power[DISC_VAMP_OBFU],ch->power[DISC_VAMP_POTE], act_info.c:ch->power[DISC_VAMP_PROT]); act_info.c:ch->power[DISC_VAMP_SERP],ch->power[DISC_VAMP_VICI], act_info.c:ch->power[DISC_VAMP_DAIM]); act_info.c:ch->power[DISC_VAMP_CHIM], ch->power[DISC_VAMP_OBEA], ch->power[DISC_VAMP_MELP]); act_info.c:ch->power[DISC_VAMP_NECR], ch->power[DISC_VAMP_THAN] ); act_info.c: if (ch->class == 0) act_info.c: else if (ch->class == CLASS_DEMON) act_info.c: else if (ch->class == CLASS_VAMPIRE) act_info.c: else if (ch->class == CLASS_WEREWOLF) act_info.c: else if (ch->class == CLASS_MAGE) act_info.c: else if (ch->class == CLASS_DROW) act_info.c: else if (ch->class == CLASS_MONK) act_info.c: if (ch->class == CLASS_VAMPIRE) act_info.c: sprintf(buf, "You are of generation %d.", ch->generation); act_info.c: if (ch->class == 0) act_info.c: ch->explevel * 100 / 20); act_info.c: if (ch->max_hit < 1500 && ch->max_move >= 1500) act_info.c: sprintf(buf, "and you need %d more hit points.", 1500 - ch->max_hit); act_info.c: else if (ch->max_hit < 1500 && ch->max_move < 1500) act_info.c: 1500 - ch->max_hit, 1500 - ch->max_move); act_info.c: else if (ch->max_move < 1500) act_info.c: sprintf(buf, "and you need %d more vitality.", 1500 - ch->max_move); act_info.c: if (ch->cur_form != 0) act_info.c: form_data[ch->cur_form].lookname); act_info.c: ch->size = get_size(ch); act_info.c: if (ch->size == SIZE_TINY) act_info.c: else if (ch->size == SIZE_SMALL) act_info.c: else if (ch->size == SIZE_MEDIUM) act_info.c: else if (ch->size == SIZE_LARGE) act_info.c: else if (ch->size == SIZE_HUGE) act_info.c: else if (ch->size == SIZE_GIANT) act_info.c: if (IS_SET(ch->act, PLR_WIZINVIS) && IS_IMMORTAL(ch)) act_info.c: if (IS_SET(ch->newbits, THIRD_HAND) && !IS_SET(ch->newbits, FOURTH_HAND)) act_info.c: if (!IS_SET(ch->newbits, THIRD_HAND) && IS_SET(ch->newbits, FOURTH_HAND)) act_info.c: if (IS_SET(ch->newbits, THIRD_HAND) && IS_SET(ch->newbits, FOURTH_HAND)) act_info.c: if (ch->class == CLASS_VAMPIRE act_info.c: && ch->pcdata->stats[COND_THIRST] < 20) act_info.c: if (!IS_NPC(ch) && str_cmp(ch->name, ch->pcdata->switchname) act_info.c: sprintf(buf,"You are currently masked as %s.", ch->name); act_info.c: if (ch->class == CLASS_DEMON act_info.c: && ch->generation != 13) act_info.c: , ch->pcdata->souls, souls_needed(ch) - ch->pcdata->souls); act_info.c: if (ch->class == 0) act_info.c: sprintf(buf,"Your maximum damage is currently %d.",ch->damcap[0]); act_info.c: sprintf(buf, "You have killed %d enemy mobs, and been killed by %d.", ch->mkill, ch->mdeath); act_info.c: if (ch->power[DISC_DAEM_GELU] > 1 && ch->played/18000 > 0) act_info.c: sprintf(buf,"Your icy strength is improving your damage by %d.", ch->played/18000); act_info.c: REMOVE_BIT(ch->flag2,AFF_ALLOW_VAMP); act_info.c: SET_BIT(ch->flag2,AFF_ALLOW_VAMP); act_info.c: REMOVE_BIT(ch->flag2,AFF_ALLOW_WERE); act_info.c: SET_BIT(ch->flag2,AFF_ALLOW_WERE); act_info.c: REMOVE_BIT(ch->flag2,AFF_ALLOW_ELAD); act_info.c: SET_BIT(ch->flag2,AFF_ALLOW_ELAD); act_info.c: REMOVE_BIT(ch->flag2,AFF_ALLOW_DEMON); act_info.c: SET_BIT(ch->flag2,AFF_ALLOW_DEMON); act_info.c: REMOVE_BIT(ch->flag2,AFF_ALLOW_WARLOCK); act_info.c: SET_BIT(ch->flag2,AFF_ALLOW_WARLOCK); act_info.c: {obj_score(ch,ch->pcdata->chobj);return;} act_info.c: ch->pcdata->switchname, act_info.c: IS_NPC(ch) ? "" : ch->pcdata->title, act_info.c: if ( get_trust( ch ) != ch->level ) act_info.c: ch->hit, ch->max_hit, act_info.c: ch->mana, ch->max_mana, act_info.c: ch->move, ch->max_move, act_info.c: ch->practice ); act_info.c: ch->carry_number, can_carry_n(ch), act_info.c: ch->carry_weight, can_carry_w(ch) ); act_info.c: ch->exp, ch->gold ); act_info.c: if (!IS_NPC(ch) && (IS_CLASS( ch, CLASS_DEMON) || IS_SET(ch->special,SPC_CHAMPION))) act_info.c: ch->pcdata->stats[DEMON_CURRENT], ch->pcdata->stats[DEMON_TOTAL] ); act_info.c: if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DEMON) && ch->generation < 13) act_info.c: ch->pcdata->souls, souls_needed(ch)); act_info.c: ch->pcdata->stats[DROW_POWER] ); act_info.c: ch->pcdata->stats[DROW_MAGIC] ); act_info.c: (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no", act_info.c: (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no", act_info.c: (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no" ); act_info.c: sprintf( buf, "Wimpy set to %d hit points.", ch->wimpy ); act_info.c: ch->pcdata->awins, ch->pcdata->alosses ); act_info.c: if(ch->challenger != NULL) act_info.c: ch->challenger->name); act_info.c: if(ch->challenged != NULL) act_info.c: ch->challenged->name); act_info.c: if(ch->gladiator != NULL) act_info.c: ch->pcdata->plr_wager, ch->gladiator->name); act_info.c: sprintf(buf,"Your block counter is currently: %d\n\r",ch->monkblock); act_info.c: sprintf(buf,"Your current level of chi: %d\n\r",ch->chi[CURRENT]); act_info.c: sprintf(buf,"Your maximum level of chi: %d\n\r",ch->chi[MAXIMUM]); act_info.c: sprintf(buf,"Your current focus points: %d\n\r",ch->focus[CURRENT]); act_info.c: sprintf(buf,"Your maximum focus points: %d\n\r",ch->focus[MAXIMUM]); act_info.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) act_info.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) act_info.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0 ) act_info.c: if ( !IS_NPC(ch) && ch->pcdata->stage[0] >= 100 ) act_info.c: else if ( !IS_NPC(ch) && ch->pcdata->stage[0] >= 50 ) act_info.c: else if ( !IS_NPC(ch) && ch->pcdata->stage[0] >= 1 ) act_info.c: if ( !IS_NPC(ch) && ch->pcdata->stage[1] > 0 && ch->position == POS_STANDING ) act_info.c: if (!IS_NPC(ch) && (ch->pcdata->stage[2] + 25) >= ch->pcdata->stage[1]) act_info.c: else switch ( ch->position ) act_info.c: if ( ch->level >= 0 ) act_info.c:char_hitroll(ch), char_damroll(ch), ch->damcap[0] ); act_info.c: sprintf( buf, "Blood: %d.\n\r", ch->pcdata->condition[COND_THIRST] ); act_info.c: sprintf( buf, "Beast: %d. ", ch->beast ); act_info.c: if (ch->beast < 0 ) send_to_char("You are a cheat!\n\r",ch); act_info.c: else if (ch->beast == 0 ) send_to_char("You have attained Golconda!\n\r",ch); act_info.c: else if (ch->beast <= 5 ) send_to_char("You have almost reached Golconda!\n\r",ch); act_info.c: else if (ch->beast <= 10) send_to_char("You are nearing Golconda!\n\r",ch); act_info.c: else if (ch->beast <= 15) send_to_char("You have great control over your beast.\n\r",ch); act_info.c: else if (ch->beast <= 20) send_to_char("Your beast has little influence over your actions.\n\r",ch); act_info.c: else if (ch->beast <= 30) send_to_char("You are in control of your beast.\n\r",ch); act_info.c: else if (ch->beast <= 40) send_to_char("You are able to hold back the beast.\n\r",ch); act_info.c: else if (ch->beast <= 60) send_to_char("You are constantly struggling for control of your beast.\n\r",ch); act_info.c: else if (ch->beast <= 75) send_to_char("Your beast has great control over your actions.\n\r",ch); act_info.c: else if (ch->beast <= 90) send_to_char("The power of the beast overwhelms you.\n\r",ch); act_info.c: else if (ch->beast <= 99) send_to_char("You have almost lost your battle with the beast!\n\r",ch); act_info.c: else if (ch->level >= 0) act_info.c: if ( ch->level >= 0 ) act_info.c: sprintf( buf, "Alignment: %d. ", ch->alignment ); act_info.c: if ( ch->alignment > 900 ) send_to_char( "angelic.\n\r", ch ); act_info.c: else if ( ch->alignment > 700 ) send_to_char( "saintly.\n\r", ch ); act_info.c: else if ( ch->alignment > 350 ) send_to_char( "good.\n\r", ch ); act_info.c: else if ( ch->alignment > 100 ) send_to_char( "kind.\n\r", ch ); act_info.c: else if ( ch->alignment > -100 ) send_to_char( "neutral.\n\r", ch ); act_info.c: else if ( ch->alignment > -350 ) send_to_char( "mean.\n\r", ch ); act_info.c: else if ( ch->alignment > -700 ) send_to_char( "evil.\n\r", ch ); act_info.c: else if ( ch->alignment > -900 ) send_to_char( "demonic.\n\r", ch ); act_info.c: if ( !IS_NPC(ch) && ch->level >= 0 ) act_info.c: sprintf( buf, "Status: %d. ", ch->race ); act_info.c: if (!IS_NPC(ch) && ch->level == 1 ) send_to_char( "a Mortal.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->level == 2 ) send_to_char( "a Mortal.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->level == 7 ) send_to_char( "a Builder.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->level == 8 ) send_to_char( "a Quest Maker.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->level == 9 ) send_to_char( "an Enforcer.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->level == 10) send_to_char( "a Judge.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->level == 11) send_to_char( "a High Judge.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->level == 12) send_to_char( "an Implementor.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->race <= 0 ) send_to_char( "an Avatar.\n\r", act_info.c: else if (!IS_NPC(ch) && ch->race <= 4 ) send_to_char( "Immortal.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->race <= 9 ) send_to_char( "Godling.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->race <= 14) send_to_char( "Demigod.\n\r",ch); act_info.c: else if (!IS_NPC(ch) && ch->race <= 19) send_to_char( "Lesser God.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->race <= 24) send_to_char( "Greater God.\n\r", ch); act_info.c: else if (!IS_NPC(ch) && ch->race >= 25) send_to_char( "Supreme God.\n\r", ch); act_info.c: if (ch->pkill == 0) sprintf(ss1,"no players"); act_info.c: else if (ch->pkill == 1) sprintf(ss1,"%d player",ch->pkill); act_info.c: else sprintf(ss1,"%d players",ch->pkill); act_info.c: if (ch->pdeath == 0) sprintf(ss2,"no players"); act_info.c: else if (ch->pdeath == 1) sprintf(ss2,"%d player",ch->pdeath); act_info.c: else sprintf(ss2,"%d players",ch->pdeath); act_info.c: if (ch->mkill == 0) sprintf(ss1,"no mobs"); act_info.c: else if (ch->mkill == 1) sprintf(ss1,"%d mob",ch->mkill); act_info.c: else sprintf(ss1,"%d mobs",ch->mkill); act_info.c: if (ch->mdeath == 0) sprintf(ss2,"no mobs"); act_info.c: else if (ch->mdeath == 1) sprintf(ss2,"%d mob",ch->mdeath); act_info.c: else sprintf(ss2,"%d mobs",ch->mdeath); act_info.c: if ( !IS_NPC(ch) && ch->pcdata->quest > 0) act_info.c: if (ch->pcdata->quest == 1) act_info.c: sprintf( buf, "You have %d quest points.\n\r", ch->pcdata->quest ); act_info.c: if ( IS_CLASS(ch,CLASS_WEREWOLF) && ch->siltol > 0) act_info.c: sprintf(buf,"You have attained %d points of silver tolerance.\n\r",ch->siltol); act_info.c: if ( IS_CLASS(ch,CLASS_VAMPIRE) && ch->rage > 0) act_info.c: sprintf(buf,"The beast is in control of your actions: Affects Hitroll and Damroll by +%d.\n\r",ch->rage); act_info.c: if ( IS_CLASS(ch, CLASS_WEREWOLF) && IS_SET(ch->special,SPC_WOLFMAN) && ch->rage > 0) act_info.c: sprintf(buf,"You are raging: Affects Hitroll and Damroll by +%d.\n\r",ch->rage); act_info.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->rage > 0) { act_info.c: sprintf(buf,"Your michi gives you an extra %d hitroll and damroll.\n\r", ch->rage); act_info.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 act_info.c: && ch->pcdata->powers[HARA_KIRI] > 0) { act_info.c: sprintf(buf,"You receive the power of HaraKiri for %d more ticks.\n\r",ch->pcdata->powers[HARA_KIRI]); act_info.c:ch->rage > 0 && !IS_CLASS(ch, CLASS_NINJA)) act_info.c: sprintf(buf,"You are in a mad frenzy, adding %d Hitroll and Damroll.\n\r",ch->rage); act_info.c: else if ( IS_CLASS( ch, CLASS_DEMON) && ch->pcdata->stats[DEMON_POWER] > 0) act_info.c: ((ch->pcdata->stats[DEMON_POWER]) *ch->pcdata->stats[DEMON_POWER])); act_info.c: if ( IS_CLASS( ch, CLASS_DEMON) && ch->pcdata->stats[DEMON_POWER] > 0) act_info.c: sprintf(buf,"You are wearing demonic armour: Affects Hitroll and Damroll by +%d.\n\r", (ch->pcdata->stats[DEMON_POWER] * ch->pcdata->stats[DEMON_POWER])); act_info.c: else if ( IS_SET(ch->special,SPC_CHAMPION) && ch->pcdata->stats[DEMON_POWER] > 0) act_info.c: sprintf(buf,"You are wearing demonic armour: Affects Hitroll and Damroll by +%d.\n\r", (ch->pcdata->stats[DEMON_POWER] * ch->pcdata->stats[DEMON_POWER])); act_info.c: if (ch->fight_timer > 0) { act_info.c: sprintf(buf,"You have %d rounds left on your fight timer.\n\r", ch->fight_timer); act_info.c: if ( ch->affected != NULL ) act_info.c: for ( paf = ch->affected; paf != NULL; paf = paf->next ) act_info.c: if ( ch->level >= 0 ) act_info.c: if (!IS_SET(ch->extra,EXTRA_BSD)) act_info.c: sprintf(buf,"%s is now a Black Spiral Dancer!",ch->name); act_info.c: REMOVE_BIT(ch->extra,EXTRA_BSD); act_info.c: else if (!IS_SET(ch->extra,EXTRA_BSD)) act_info.c: sprintf(buf,"%s is now a Black Spiral Dancer!",ch->name); act_info.c: SET_BIT(ch->extra,EXTRA_BSD); act_info.c: || (!can_see( ch, d->character ) && (!IS_SET(ch->act, PLR_WATCHER)) ) ) act_info.c: if ( wch->level < iLevelLower act_info.c: || wch->level > iLevelUpper act_info.c: || ( fImmortalOnly && wch->level < LEVEL_IMMORTAL ) act_info.c: || ( fClassRestrict && wch->level != LEVEL_HERO ) ) act_info.c: if ((IS_HEAD(wch,LOST_HEAD) || IS_EXTRA(wch,EXTRA_OSWITCH)) && wch->pcdata->chobj != NULL) act_info.c: if (wch->pcdata->chobj->pIndexData->vnum == 12) act_info.c: else if (wch->pcdata->chobj->pIndexData->vnum == 30005) act_info.c: switch ( wch->level ) act_info.c: else if (wch->prefix != NULL) act_info.c: class = wch->prefix; act_info.c: else if (!str_cmp(wch->pcdata->switchname,"Noid")) class= act_info.c: else if (!str_cmp(wch->pcdata->switchname,"Order")) class= act_info.c: else if (!str_cmp(wch->pcdata->switchname,"Thespian")) class = act_info.c: else if (!str_cmp(wch->pcdata->switchname,"Sage")) class = act_info.c: else if (!str_cmp(wch->pcdata->switchname,"Dunkirk")) class = act_info.c: else if (!str_cmp(wch->pcdata->switchname,"Shakti"))class act_info.c: else if (!str_cmp(wch->pcdata->switchname,"SirMog"))class= act_info.c:(!str_cmp(wch->pcdata->switchname,"Cassandra"))class= "#6High Princess#n "; act_info.c: if (!str_cmp(wch->pcdata->switchname,"Antilles")) class = act_info.c: if (!str_cmp(wch->pcdata->switchname,"Chani")) class = act_info.c: if (wch->prefix != NULL) class = wch->prefix; act_info.c: else if (wch->race <= 0 ) class = "#1Peasant#n "; act_info.c: else if (wch->race <= 3 ) class = "#2Page#n "; act_info.c: else if (wch->race <= 6 ) class = "#3Apprentice#n "; act_info.c: else if (wch->race <= 9 ) class = "#4Scout#n "; act_info.c: else if (wch->race <= 12) class = "#5Soldier#n "; act_info.c: else if (wch->race <= 15) class = "#6Lieutenant#n "; act_info.c: else if (wch->race <= 18) class = "#7Captain#n "; act_info.c: else if (wch->race <= 21) class = "#0Guard#n "; act_info.c: else if (wch->race <= 24) class = "#1Kni#2ght#n "; act_info.c: else if (wch->race <= 27) class = "#3Ran#4ger#n "; act_info.c: else if (wch->race <= 30) class = "#5Hun#6ter#n "; act_info.c: else if (wch->race <= 33) class = "#7Ass#0assin#n "; act_info.c: else if (wch->race <= 36) class = "#4L#1o#5rd#n "; act_info.c: else if (wch->race <= 39) class = "#1B#6ar#7on#n "; act_info.c: else if (wch->race <= 42) class = "#5D#7uk#1e#n "; act_info.c: else if (wch->race <= 45) class = "#0Pr#2in#5ce#n "; act_info.c: else if (wch->race <= 50) class = "#6K#0i#7n#2g#n "; act_info.c: if ( ch->class > 0 || IS_IMMORTAL( ch )) act_info.c: else if ( IS_CLASS(wch, CLASS_MONK) && wch->generation <= 1) act_info.c: else if ( IS_CLASS(wch, CLASS_VAMPIRE) && wch->generation == 1 ) act_info.c: else if (IS_CLASS(wch, CLASS_WEREWOLF) && wch->generation == 1 ) act_info.c: else if (IS_CLASS(wch, CLASS_DROW) && wch->generation == 1 ) act_info.c: if (wch->generation == 2) act_info.c: else switch ( wch->pcdata->rank ) act_info.c: if (!IS_SET(ch->extra,EXTRA_BSD)) act_info.c: if (wch->generation == 2) act_info.c: if (wch->generation == 2) act_info.c: else if (wch->generation > 2) act_info.c: if (wch->generation == 2) act_info.c: else if (IS_SET(wch->special, SPC_DROW_WAR)) act_info.c: else if (IS_SET(wch->special, SPC_DROW_CLE)) act_info.c: else if (IS_SET(wch->special, SPC_DROW_MAG)) act_info.c: mage_col = str_dup(wch->clan); act_info.c: if (wch->level == LEVEL_APPRENTICE) act_info.c: else if (wch->level == LEVEL_MAGE) act_info.c: else if (wch->level == LEVEL_ARCHMAGE) act_info.c: if (wch->generation == 1) act_info.c: else if (wch->generation == 2) act_info.c: else if (wch->generation == 3) act_info.c: sprintf( king, "%s", king_table[wch->pcdata->kingdom].who_name); act_info.c: if ( IS_SET(wch->special, SPC_PRINCE) ) act_info.c: sprintf( king, "Prince of %s", king_table[wch->pcdata->kingdom].who_name); act_info.c: else if ( !strcmp(wch->pcdata->switchname, act_info.c:king_table[wch->pcdata->kingdom].leader_name) ) act_info.c: sprintf( king, "King of %s", king_table[wch->pcdata->kingdom].who_name ); act_info.c: if ( wch->level > 6 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->level >= 3 && wch->level <= 6 ) act_info.c: if ( wch->race >= 43 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 40 && wch->race <= 42 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 37 && wch->race <= 39 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 34 && wch->race <= 36 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 31 && wch->race <= 33 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 28 && wch->race <= 30 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 25 && wch->race <= 27 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 22 && wch->race <= 24 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 19 && wch->race <= 21 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 16 && wch->race <= 18 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 13 && wch->race <= 15 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 10 && wch->race <= 12 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 7 && wch->race <= 9 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 4 && wch->race <= 6 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race >= 1 && wch->race <= 3 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->race == 0 ) act_info.c: wch->pcdata->switchname, act_info.c: else if ( wch->level < 3 ) act_info.c: wch->pcdata->switchname, act_info.c: if ( !IS_NPC(ch) && (obj = ch->pcdata->chobj) == NULL) act_info.c: location = ch->in_room; act_info.c: for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next ) act_info.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); act_info.c: show_list_to_char( ch->carrying, ch, TRUE, TRUE ); act_info.c: for ( obj2 = ch->carrying; obj2 != NULL; obj2 = obj2->next_content ) act_info.c: && victim->in_room->area == ch->in_room->area act_info.c: && victim->in_room->area == ch->in_room->area act_info.c: diff = victim->level - ch->level + con_hit - char_hitroll(ch); act_info.c: diff = victim->level - ch->level + con_dam - char_damroll(ch); act_info.c: diff = ch->hit * 100 / con_hp; act_info.c: free_string( ch->prefix ); act_info.c: ch->prefix = str_dup( buf ); act_info.c: free_string( ch->pcdata->title ); act_info.c: ch->pcdata->title = str_dup( buf ); act_info.c: if (IS_SET(ch->extra, EXTRA_AFK)) act_info.c: free_string( ch->pcdata->title); act_info.c: ch->pcdata->title = str_dup( ch->short_descr ); act_info.c: free_string( ch->short_descr ); act_info.c: ch->short_descr = NULL; act_info.c: sprintf(buf,"%s is no longer AFK!",ch->pcdata->switchname); act_info.c: REMOVE_BIT(ch->extra,EXTRA_AFK); act_info.c: else if (!IS_SET(ch->extra,EXTRA_AFK)) act_info.c: free_string( ch->short_descr ); act_info.c: ch->short_descr = str_dup( ch->pcdata->title ); act_info.c: free_string( ch->pcdata->title ); act_info.c: ch->pcdata->title = str_dup("#n(#1AFK#n)"); act_info.c: sprintf(buf,"%s is now AFK!",ch->pcdata->switchname); act_info.c: SET_BIT(ch->extra,EXTRA_AFK); act_info.c: free_string( ch->pcdata->email ); act_info.c: ch->pcdata->email = str_dup( argument ); act_info.c: if ( ch->description != NULL ) act_info.c: strcat( buf, ch->description ); act_info.c: free_string( ch->description ); act_info.c: ch->description = str_dup( buf ); act_info.c: send_to_char( ch->description ? ch->description : "(None).\n\r", ch ); act_info.c: sprintf(hit_str, "%d", ch->hit); act_info.c: COL_SCALE(hit_str, ch, ch->hit, ch->max_hit); act_info.c: sprintf(mana_str, "%d", ch->mana); act_info.c: COL_SCALE(mana_str, ch, ch->mana, ch->max_mana); act_info.c: sprintf(move_str, "%d", ch->move); act_info.c: COL_SCALE(move_str, ch, ch->move, ch->max_move); act_info.c: sprintf(exp_str, "%d", ch->exp); act_info.c: COL_SCALE(exp_str, ch, ch->exp, 1000); act_info.c: sprintf(mhit_str, "%d", ch->max_hit); act_info.c: sprintf(mmana_str, "%d", ch->max_mana); act_info.c: sprintf(mmove_str, "%d", ch->max_move); act_info.c: vch_next = vch->next; act_info.c: if ( vch->in_room == NULL ) continue; act_info.c: if ( vch->in_room != ch->in_room ) continue; act_info.c: sprintf(hit_str, "%d", ch->hit); act_info.c: COL_SCALE(hit_str, vch, ch->hit, ch->max_hit); act_info.c: sprintf(mana_str, "%d", ch->mana); act_info.c: COL_SCALE(mana_str, vch, ch->mana, ch->max_mana); act_info.c: sprintf(move_str, "%d", ch->move); act_info.c: COL_SCALE(move_str, vch, ch->move, ch->max_move); act_info.c: sprintf(exp_str, "%d", ch->exp); act_info.c: COL_SCALE(exp_str, vch, ch->exp, 1000); act_info.c: sprintf(mhit_str, "%d", ch->max_hit); act_info.c: sprintf(mmana_str, "%d", ch->max_mana); act_info.c: sprintf(mmove_str, "%d", ch->max_move); act_info.c: ch->morph, act_info.c: IS_NPC(ch) ? capitalize(ch->short_descr) : ch->name, act_info.c: if ( ch->level < skill_table[sn].skill_level ) act_info.c: skill_table[sn].name, ch->pcdata->learned[sn] ); act_info.c: sprintf( buf, "You have %d exp left.\n\r", ch->exp ); act_info.c: if ( ch->exp <= 0 ) act_info.c: && ch->level < skill_table[sn].skill_level ) ) act_info.c: if ( ch->pcdata->learned[sn] >= SKILL_ADEPT ) act_info.c: else if ( ch->pcdata->learned[sn] > 0 && act_info.c: ch->exp < 5000 ) act_info.c: else if ( ch->pcdata->learned[sn] == 0 && ch->exp < 5000 ) act_info.c: if (ch->pcdata->learned[sn] == 0) act_info.c: ch->exp -= 5000; act_info.c: ch->pcdata->learned[sn] +=100; act_info.c: ch->exp -= (ch->pcdata->learned[sn]/2); act_info.c: ch->pcdata->learned[sn] += int_app[get_curr_int(ch)].learn; act_info.c: if ( ch->pcdata->learned[sn] < SKILL_ADEPT ) act_info.c: ch->pcdata->learned[sn] = SKILL_ADEPT; act_info.c: wimpy = ch->max_hit / 5; act_info.c: if ( wimpy > ch->max_hit ) act_info.c: ch->wimpy = wimpy; act_info.c: if ( strcmp( arg1, ch->pcdata->pwd ) && act_info.c: strcmp( crypt( arg1, ch->pcdata->pwd ), ch->pcdata->pwd ) ) act_info.c: pwdnew = crypt( arg2, ch->pcdata->switchname ); act_info.c: free_string( ch->pcdata->pwd ); act_info.c: ch->pcdata->pwd = str_dup( pwdnew ); act_info.c: if (!IS_EXTRA(ch,EXTRA_NEWPASS)) SET_BIT(ch->extra,EXTRA_NEWPASS); act_info.c: if (ch->desc != NULL && ch->desc->connected == CON_PLAYING ) act_info.c: if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_SILENCE) ) act_info.c:/* send_to_char( !IS_SET(ch->deaf, CHANNEL_AUCTION) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_CHAT) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_HACKER) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_IMMTALK) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_MUSIC) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_QUESTION) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_SHOUT) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_HOWL) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_LOG) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_MAGETALK) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_MONK) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_PRAY) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_INFO) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_VAMPTALK) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_HIGHTALK) act_info.c: send_to_char( !IS_SET(ch->deaf, CHANNEL_TELL) act_info.c: else if ((IS_SET(ch->special, SPC_CHAMPION) || (IS_IMMORTAL(ch))) && !str_cmp( arg+1, "pray") ) act_info.c: REMOVE_BIT (ch->deaf, bit); act_info.c: SET_BIT (ch->deaf, bit); act_info.c: send_to_char( IS_SET(ch->act, PLR_ANSI) act_info.c: send_to_char( IS_SET(ch->act, PLR_AUTOEXIT) act_info.c: send_to_char( IS_SET(ch->act, PLR_AUTOLOOT) act_info.c: send_to_char( IS_SET(ch->act, PLR_AUTOSAC) act_info.c: send_to_char( IS_SET(ch->act, PLR_BLANK) act_info.c: send_to_char( IS_SET(ch->act, PLR_BRIEF) act_info.c: send_to_char( IS_SET(ch->act, PLR_COMBINE) act_info.c: send_to_char( IS_SET(ch->act, PLR_PROMPT) act_info.c: send_to_char( IS_SET(ch->act, PLR_TELNET_GA) act_info.c: send_to_char( IS_SET(ch->act, PLR_SILENCE) act_info.c: send_to_char( !IS_SET(ch->act, PLR_NO_TELL) act_info.c: SET_BIT (ch->act, bit); act_info.c: REMOVE_BIT (ch->act, bit); act_info.c: if (IS_SET(ch->act, PLR_ANSI)) do_config(ch,"-ansi"); act_info.c: if (IS_SET(ch->act, PLR_AUTOEXIT)) do_config(ch,"-autoexit"); act_info.c: if (IS_SET(ch->act, PLR_AUTOLOOT)) do_config(ch,"-autoloot"); act_info.c: if (IS_SET(ch->act, PLR_AUTOSAC)) do_config(ch,"-autosac"); act_info.c: if (IS_SET(ch->act, PLR_BLANK)) do_config(ch,"-blank"); act_info.c: if (IS_SET(ch->act, PLR_BRIEF)) do_config(ch,"-brief"); act_info.c: SET_BIT(ch->extra, EXTRA_PROMPT); act_info.c: REMOVE_BIT(ch->extra, EXTRA_PROMPT); act_info.c: free_string(ch->prompt); act_info.c: ch->prompt = str_dup( "" ); act_info.c: free_string( ch->prompt ); act_info.c: ch->prompt = str_dup( buf ); act_info.c: free_string(ch->cprompt); act_info.c: ch->cprompt = str_dup( "" ); act_info.c: free_string( ch->cprompt ); act_info.c: ch->cprompt = str_dup( buf ); act_move.c: in_room = ch->in_room; act_move.c: ch->power[DISC_WERE_BOAR] > 0) act_move.c: && ch->master != NULL act_move.c: && in_room == ch->master->in_room ) act_move.c: if (IS_NPC(ch) && (mount=ch->mount) != NULL && IS_SET(ch->mounted,IS_MOUNT)) act_move.c: if ( IS_NPC( ch ) || ch->trust < MAX_LEVEL) act_move.c:!IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION))) && act_move.c: && !((mount=ch->mount) != NULL && IS_SET(ch->mounted,IS_RIDING) && act_move.c: else if ((mount=ch->mount) != NULL && IS_SET(ch->mounted, IS_RIDING) act_move.c:IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION))) act_move.c: for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) act_move.c: if(ch->move <= 0) act_move.c: if (IS_SET(ch->mounted, IS_RIDING) && (ch->move < move || ch->move < 1)) act_move.c: && ch->power[DISC_DAEM_GELU] < 5 ) act_move.c: && ch->class == 0) act_move.c: && ch->class != 0 && !IS_NPC(ch) && ch->level > 2) act_move.c: ch->hit -= dice(6, 50); act_move.c: && ch->class == 0) act_move.c: && ch->class != 0 && !IS_NPC(ch) && ch->level > 2) act_move.c: ch->hit -= dice(6, 70); act_move.c: ch->hit /= 2; act_move.c: ch->move /= 2; act_move.c: if (!IS_SET(ch->mounted, IS_RIDING)) ch->move -= move; act_move.c: if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING ) act_move.c: else if ( ch->in_room->sector_type == SECT_WATER_SWIM ) act_move.c: else if ( IS_SET(ch->polyaff,POLY_SERPENT) ) act_move.c: else if ( IS_SET(ch->polyaff,POLY_WOLF) ) act_move.c: else if ( IS_SET(ch->polyaff,POLY_FROG) ) act_move.c: else if ( IS_SET(ch->polyaff,POLY_FISH) ) act_move.c: else if ( ch->hit < (ch->max_hit/4) ) act_move.c: else if ( ch->hit < (ch->max_hit/3) ) act_move.c: else if ( ch->hit < (ch->max_hit/2) ) act_move.c: if (ch->pcdata->condition[COND_DRUNK] > 10) act_move.c: if (form_data[ch->cur_form].move_word[0] != '\0') act_move.c: sprintf(leave, form_data[ch->cur_form].move_word); act_move.c: if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,""); act_move.c: if ( ch->in_room == NULL || victim->in_room == NULL ) continue; act_move.c: if ( ch == victim || ch->in_room != victim->in_room) continue; act_move.c: && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) act_move.c: if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && act_move.c: sprintf(poly,"%s flies $T%s",ch->morph,mount2); act_move.c: else if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING ) act_move.c: sprintf(poly,"%s rides $T%s",ch->morph,mount2); act_move.c: sprintf(poly,"%s %s $T%s",ch->morph,leave,mount2); act_move.c: && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) act_move.c: if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && act_move.c: else if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING ) act_move.c: if ( ch->in_room == NULL || victim->in_room == NULL ) continue; act_move.c: if ( ch == victim || ch->in_room != victim->in_room) continue; act_move.c: && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) && can_see(victim,ch)) act_move.c: if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && act_move.c: sprintf(poly,"%s flies in from %s%s",ch->morph,buf,mount2); act_move.c: else if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING ) act_move.c: sprintf(poly,"%s rides in from %s%s",ch->morph,buf,mount2); act_move.c: sprintf(poly,"%s %s in from %s%s",ch->morph,leave,buf,mount2); act_move.c: && ( IS_NPC(ch) || !IS_SET(ch->act, PLR_WIZINVIS) ) ) act_move.c: if (((mount = ch->mount) != NULL && ch->mounted == IS_RIDING && act_move.c: else if ( (mount = ch->mount) != NULL && ch->mounted == IS_RIDING ) act_move.c: fch_next = fch->next_in_room; act_move.c: if ( (mount = fch->mount) != NULL && mount == ch && IS_SET(fch->mounted,IS_MOUNT)) act_move.c: char_to_room(fch,ch->in_room); act_move.c: if ( fch->master == ch && fch->position == POS_STANDING act_move.c: && fch->in_room != ch->in_room) act_move.c: if ( ( obj = ch->pcdata->chobj ) == NULL ) act_move.c: ch->pcdata->obj_vnum = 0; act_move.c: ch->pcdata->chobj = NULL; act_move.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); act_move.c: REMOVE_BIT(ch->extra, EXTRA_OSWITCH); act_move.c: free_string(ch->morph); act_move.c: ch->morph = str_dup(""); act_move.c: if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) act_move.c: REMOVE_BIT(ch->immune, IMM_TRAVEL); act_move.c: SET_BIT(ch->immune, IMM_TRAVEL); act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents); act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_SOUTH ); act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents); act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_WEST ); act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents); act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_NORTH ); act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents); act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_EAST ); act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents); act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_DOWN ); act_move.c:obj = get_obj_list(ch,wall,ch->in_room->contents); act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) act_move.c: old_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && ch->in_room != in_room) add_tracks( ch, DIR_UP ); act_move.c: if ( ( pexit = ch->in_room->exit[door] ) != NULL act_move.c: if ( ( pexit = ch->in_room->exit[door] ) == NULL ) act_move.c: obj = get_obj_list( ch, arg, ch->in_room->contents ); act_move.c: location = ch->in_room; act_move.c: sprintf(poly,"%s steps into $p.",ch->morph); act_move.c: sprintf(poly,"%s steps out of $p.",ch->morph); act_move.c: for ( portal = ch->in_room->contents; portal != NULL; portal = portal_next ) act_move.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); act_move.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); act_move.c: if ( ( mount = ch->mount ) == NULL ) return; act_move.c: char_to_room( mount, ch->in_room ); act_move.c: pexit = ch->in_room->exit[door]; act_move.c: && pexit_rev->to_room == ch->in_room ) act_move.c: for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act_move.c: pexit = ch->in_room->exit[door]; act_move.c: && pexit_rev->to_room == ch->in_room ) act_move.c: for ( rch = to_room->people; rch != NULL; rch = rch->next_in_room ) act_move.c: obj->toughness = ch->pcdata->powers[MPOWER_RUNE0]; act_move.c: for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) act_move.c: pexit = ch->in_room->exit[door]; act_move.c: && pexit_rev->to_room == ch->in_room ) act_move.c: pexit = ch->in_room->exit[door]; act_move.c: && pexit_rev->to_room == ch->in_room ) act_move.c: for ( gch = ch->in_room->people; gch; gch = gch->next_in_room ) act_move.c: if ( IS_NPC(gch) && IS_AWAKE(gch) && ch->level + 5 < gch->level ) act_move.c: if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_pick_lock] ) act_move.c: pexit = ch->in_room->exit[door]; act_move.c: && pexit_rev->to_room == ch->in_room ) act_move.c: switch ( ch->position ) act_move.c: ch->position = POS_STANDING; act_move.c: ch->position = POS_STANDING; act_move.c: ch->position = POS_STANDING; act_move.c: switch ( ch->position ) act_move.c: ch->position = POS_RESTING; act_move.c: switch ( ch->position ) act_move.c: ch->position = POS_SITTING; act_move.c: switch ( ch->position ) act_move.c: ch->position = POS_MEDITATING; act_move.c: ch->position = POS_MEDITATING; act_move.c: if (IS_NPC(ch) || (!IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_PROT] < 8)) act_move.c: switch ( ch->position ) act_move.c: ch->position = POS_MEDITATING; act_move.c: ch->position = POS_MEDITATING; act_move.c: switch ( ch->position ) act_move.c: ch->position = POS_SLEEPING; act_move.c: if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_sneak] ) act_move.c: af.duration = ch->level; act_move.c: REMOVE_BIT(ch->affected_by, AFF_HIDE); act_move.c: if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_hide] ) act_move.c: SET_BIT(ch->affected_by, AFF_HIDE); act_move.c: REMOVE_BIT ( ch->affected_by, AFF_HIDE ); act_move.c: REMOVE_BIT ( ch->affected_by, AFF_INVISIBLE ); act_move.c: REMOVE_BIT ( ch->affected_by, AFF_SNEAK ); act_move.c: if ( ( location = get_room_index( ch->home ) ) == NULL ) act_move.c: REMOVE_BIT(ch->affected_by, AFF_DARKNESS); act_move.c: if ( ch->in_room == location ) act_move.c: if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) act_move.c: if ( IS_SET(ch->flag2, AFF_TOTALBLIND) ) act_move.c: if ( ( victim = ch->fighting ) != NULL ) act_move.c: if ( ( mount = ch->mount ) == NULL ) return; act_move.c: char_to_room( mount, ch->in_room ); act_move.c: if ( ch->in_room->vnum == ch->home ) act_move.c: if ( IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || act_move.c: IS_SET(ch->in_room->room_flags, ROOM_SAFE) ) act_move.c: ch->home = ch->in_room->vnum; act_move.c: if ( ch->position >= POS_SLEEPING ) act_move.c: if ( ch->in_room == location ) act_move.c:/* if (!IS_CLASS(ch, CLASS_DROW)) REMOVE_BIT(ch->newbits, act_move.c: if (IS_SET(ch->newbits, NEW_DARKNESS)) { act_move.c: REMOVE_BIT(ch->newbits, NEW_DARKNESS); act_move.c: if (ch->in_room != NULL) act_move.c: if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) act_move.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); act_move.c: ch->move = 0; act_move.c: ch->mana = 0; act_move.c: sprintf(buf,"%s has escaped defenceless from a fight.",ch->pcdata->switchname); act_move.c: return (ch->power[ch->pcdata->disc_research] + 1) * 10; act_move.c: if (ch->pcdata->disc_points == 666) return; act_move.c: if (ch->pcdata->disc_research == -1) return; act_move.c: ch->pcdata->disc_points += points; act_move.c: if (ch->pcdata->disc_points < 0) act_move.c: ch->pcdata->disc_points = 0; act_move.c: if (ch->pcdata->disc_points >= act_move.c: ch->pcdata->disc_points = 666; act_move.c: if (ch->pcdata->rank == AGE_CHILDE || ch->pcdata->rank == AGE_NEONATE) act_move.c: else if (ch->pcdata->rank == AGE_ANCILLA) act_move.c: else if (ch->pcdata->rank == AGE_ELDER) act_move.c: if (ch->generation <= 5) act_move.c: else if (ch->generation == 6) act_move.c: else if (ch->generation == 7) act_move.c: else if (ch->generation == 8) act_move.c: else if (ch->generation == 9) act_move.c: else if (ch->generation == 10) act_move.c: if (ch->pcdata->disc_research == -1) act_move.c: ch->pcdata->disc_research = -1; act_move.c: ch->pcdata->disc_points = 0; act_move.c: if (ch->pcdata->disc_research != -1) act_move.c: needed = ((ch->power[i] - 5) * 5); act_move.c: if (ch->power[i] < 0) act_move.c: && ch->power[i] >= maxlevel) act_move.c: && ch->power[i] >= maxlevel) act_move.c: if ( ch->power[i] >= 10 ) act_move.c: ch->pcdata->disc_points = 0; act_move.c: ch->pcdata->disc_research = i; act_move.c: && ch->power[loop] >= 0 ) act_move.c: ch->power[loop]); act_move.c: if (ch->pcdata->disc_research < 0) act_move.c: if (ch->power[ch->pcdata->disc_research] < 0) act_move.c: if (ch->pcdata->disc_points == 666) act_move.c: discipline[ch->pcdata->disc_research]); act_move.c: if (ch->pcdata->disc_research < MAX_DISCIPLINES) act_move.c: discipline[ch->pcdata->disc_research]); act_move.c: percent = ch->pcdata->disc_points * 40 / disc_points_needed(ch); act_move.c: sprintf( buf, "You have %d experience points.\n\r", ch->exp ); act_move.c: (ch->pcdata->rank == AGE_NEONATE)) act_move.c: (ch->pcdata->rank == AGE_CHILDE)) act_move.c: && ch->beast > 0 ) act_move.c:(ch->pcdata->rank == AGE_ANCILLA)) act_move.c:(ch->pcdata->rank == AGE_ELDER)) act_move.c: if (ch->exp < ch->max_move * 50) { act_move.c: } else if (ch->max_move + 50 > 15000) { act_move.c: ch->exp-=ch->max_move*50; act_move.c: ch->max_move+= 50; act_move.c: if (ch->exp < ch->max_mana * 50) { act_move.c: } else if (ch->max_mana + 50 >15000) { act_move.c: ch->exp-=ch->max_mana*50; act_move.c: ch->max_mana+= 50; act_move.c: if (ch->exp < ch->max_hit * 50) act_move.c: } else if (ch->max_hit+50 > 15000) { act_move.c: ch->exp-=ch->max_hit*50; act_move.c: ch->max_hit+= 50; act_move.c: primal = (1+ch->practice)*500; act_move.c: magic = (1+ch->pcdata->stats[DROW_MAGIC])*100; act_move.c: silver = (1+ch->siltol)*2500; act_move.c: gnosis = ( 1 + ch->gnosis[GMAXIMUM] ) * 250000; act_move.c: if ( ch->beast > 25 ) act_move.c: else if ( ch->beast > 15 ) act_move.c: else if ( ch->beast > 10 ) act_move.c: else if ( ch->beast > 2 ) act_move.c: pAbility = &ch->pcdata->perm_str; act_move.c: pAbility = &ch->pcdata->perm_int; act_move.c: pAbility = &ch->pcdata->perm_wis; act_move.c: pAbility = &ch->pcdata->perm_dex; act_move.c: pAbility = &ch->pcdata->perm_con; act_move.c: else if ( !str_cmp( arg1, "avatar") && (ch->level == 2)) act_move.c: pAbility = &ch->level; act_move.c: pAbility = &ch->practice; act_move.c: sh_int quiet_pointer=ch->pcdata->stats[DROW_MAGIC]; act_move.c: sh_int quiet_pointer=ch->siltol; /* dirrent type of int*/ act_move.c: sh_int quiet_pointer = ch->focus[MAXIMUM]; act_move.c: sh_int quiet_pointer = ch->gnosis[GMAXIMUM]; act_move.c: sh_int quiet_pointer = ch->beast; act_move.c:((ch->pcdata->rank ==AGE_NEONATE) || (ch->pcdata->rank == AGE_CHILDE))) act_move.c: if (ch->exp < ancilla) act_move.c: ch->exp -= 1500000; act_move.c: ch->pcdata->rank = AGE_ANCILLA; act_move.c: sprintf(buf,"%s is now an Ancilla!", ch->name); act_move.c: (ch->pcdata->rank == AGE_ANCILLA)) act_move.c: if (ch->exp < elder) act_move.c: ch->exp -= 7500000; act_move.c: ch->pcdata->rank = AGE_ELDER; act_move.c: sprintf(buf,"%s is now an Elder!", ch->name); act_move.c:&& (ch->pcdata->rank == AGE_ELDER)) act_move.c: if (ch->exp < methuselah) act_move.c: ch->exp -= 15000000; act_move.c: ch->pcdata->rank = AGE_METHUSELAH; act_move.c: sprintf(buf,"%s is now a Methuselah!", ch->name); act_move.c: if (ch->exp < 1000000) act_move.c:ch->exp = ch->exp - 1000000; act_move.c:SET_BIT(ch->immune, IMM_SUNLIGHT); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_SLASH); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_STAB); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_SMASH); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_ANIMAL); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_MISC); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_CHARM); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_HEAT); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_COLD); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_LIGHTNING); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_ACID); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_SLEEP); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_DRAIN); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_VOODOO); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_HURL); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_BACKSTAB); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_KICK); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_DISARM); act_move.c: if (ch->exp < immcost) act_move.c: ch->exp = ch->exp - immcost; act_move.c: SET_BIT(ch->immune, IMM_STEAL); act_move.c: if ( ch->pcdata->perm_str < max_stat ) send_to_char( " Str", ch ); act_move.c: if ( ch->pcdata->perm_int < max_stat ) send_to_char( " Int", ch ); act_move.c: if ( ch->pcdata->perm_wis < max_stat ) send_to_char( " Wis", ch ); act_move.c: if ( ch->pcdata->perm_dex < max_stat ) send_to_char( " Dex", ch ); act_move.c: if ( ch->pcdata->perm_con < max_stat ) send_to_char( " Con", ch ); act_move.c: if ( ( ch->pcdata->perm_str >= max_stat ) act_move.c: && ( ch->pcdata->perm_wis >= max_stat ) act_move.c: && ( ch->pcdata->perm_int >= max_stat ) act_move.c: && ( ch->pcdata->perm_dex >= max_stat ) act_move.c: && ( ch->pcdata->perm_con >= max_stat ) ) act_move.c: if ( ch->level == 2 ) act_move.c: if ( ch->max_hit < 15000 ) act_move.c: sprintf( buf, "Hit - %d exp per 50 points.\n\r",(ch->max_hit*50) ); act_move.c: if ( ch->max_mana < 15000 ) act_move.c: sprintf( buf, "Mana - %d exp per 50 points.\n\r",(ch->max_mana *50) ); act_move.c: if ( ch->max_move < 15000 ) act_move.c: sprintf( buf, "Move - %d exp per 50 points.\n\r",(ch->max_move*50) ); act_move.c: if ( ch->practice < 999 ) act_move.c: sprintf( buf, "Primal - %d exp per point of primal energy.\n\r", (1+ch->practice)*500 ); act_move.c: if ( ch->pcdata->rank == AGE_CHILDE) act_move.c: else if (ch->pcdata->rank == AGE_NEONATE) act_move.c: else if (ch->pcdata->rank == AGE_ANCILLA) act_move.c: else if (ch->pcdata->rank == AGE_ELDER) act_move.c: if ( ch->siltol < 100 && IS_CLASS(ch, CLASS_WEREWOLF)) act_move.c: if ( ch->gnosis[GMAXIMUM] < 20 && IS_CLASS(ch, CLASS_WEREWOLF)) act_move.c: if ( ch->beast > 0 && IS_CLASS(ch, CLASS_VAMPIRE) ) act_move.c: if ( ch->focus[MAXIMUM] < 100 && IS_CLASS(ch, CLASS_MONK)) act_move.c: if (ch->pcdata->stats[DROW_MAGIC] < 100 && IS_CLASS(ch, CLASS_DROW)) act_move.c: if ( cost > ch->pcdata->stats[DROW_POWER] && !str_cmp(arg1, "magic")) act_move.c:else if ( cost > ch->exp ) act_move.c: ch->pcdata->stats[DROW_POWER] -= cost; act_move.c: ch->exp -= cost; act_move.c: ch->siltol += 1; act_move.c: ch->gnosis[GCURRENT]++; act_move.c: ch->gnosis[GMAXIMUM]++; act_move.c: ch->focus[CURRENT]++; act_move.c: ch->focus[MAXIMUM]++; act_move.c: ch->beast--; act_move.c: ch->pcdata->stats[DROW_MAGIC] += 1; act_move.c: sprintf( buf, "%s has become an avatar!",ch->pcdata->switchname ); act_move.c: if (IS_CLASS(ch, CLASS_DEMON)) ch->alignment = -1000; act_move.c: if (ch->level < ch->trust) ch->level = ch->trust; act_move.c: if ( ch->mounted > 0 ) act_move.c: if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,""); act_move.c: ch->mounted = IS_RIDING; act_move.c: ch->mount = victim; act_move.c: if ( ch->mounted == 0 ) act_move.c: if ( (victim = ch->mount) == NULL ) act_move.c: ch->mounted = IS_ON_FOOT; act_move.c: ch->mount = NULL; act_move.c: sprintf(buf,"%s has been tied up by %s.",victim->pcdata->switchname,ch->pcdata->switchname); act_move.c: if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track]) act_move.c: if (strlen(ch->hunting) > 1) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup( "" ); act_move.c: if (!str_cmp(arg,ch->name)) act_move.c: ch->hunting = str_dup(arg); act_move.c: in_room = ch->in_room; act_move.c: if (!IS_NPC(ch) && number_percent() > ch->pcdata->learned[gsn_track]) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup( "" ); act_move.c: if (check_track(ch,0)) {found = TRUE;direction = ch->in_room->track_dir[0];} act_move.c: else if (check_track(ch,1)) {found = TRUE;direction = ch->in_room->track_dir[1];} act_move.c: else if (check_track(ch,2)) {found = TRUE;direction = ch->in_room->track_dir[2];} act_move.c: else if (check_track(ch,3)) {found = TRUE;direction = ch->in_room->track_dir[3];} act_move.c: else if (check_track(ch,4)) {found = TRUE;direction = ch->in_room->track_dir[4];} act_move.c: else if ( ( victim = get_char_room( ch, ch->hunting ) ) == NULL ) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup( "" ); act_move.c: if (strlen(ch->hunting) < 2) return; act_move.c: if ( ( victim = get_char_room( ch, ch->hunting ) ) != NULL ) return; act_move.c: if (in_room == ch->in_room || victim != NULL) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup( "" ); act_move.c: if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_LYNX] > 0) act_move.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] >= 4) act_move.c: if (ch->in_room->track[loop] != NULL && !str_cmp(ch->in_room->track[loop],ch->name)) act_move.c: free_string(ch->in_room->track[loop]); act_move.c: ch->in_room->track[loop] = str_dup(""); act_move.c: if (strlen(ch->in_room->track[0]) < 2) act_move.c: free_string(ch->in_room->track[0]); act_move.c: ch->in_room->track[0] = str_dup(ch->pcdata->switchname); act_move.c: ch->in_room->track_dir[0] = direction; act_move.c: else if (strlen(ch->in_room->track[1]) < 2) act_move.c: free_string(ch->in_room->track[1]); act_move.c: ch->in_room->track[1] = str_dup(ch->pcdata->switchname); act_move.c: ch->in_room->track_dir[1] = direction; act_move.c: else if (strlen(ch->in_room->track[2]) < 2) act_move.c: free_string(ch->in_room->track[2]); act_move.c: ch->in_room->track[2] = str_dup(ch->pcdata->switchname); act_move.c: ch->in_room->track_dir[2] = direction; act_move.c: else if (strlen(ch->in_room->track[3]) < 2) act_move.c: free_string(ch->in_room->track[3]); act_move.c: ch->in_room->track[3] = str_dup(ch->pcdata->switchname); act_move.c: ch->in_room->track_dir[3] = direction; act_move.c: else if (strlen(ch->in_room->track[4]) < 2) act_move.c: free_string(ch->in_room->track[4]); act_move.c: ch->in_room->track[4] = str_dup(ch->pcdata->switchname); act_move.c: ch->in_room->track_dir[4] = direction; act_move.c: free_string(ch->in_room->track[0]); act_move.c: ch->in_room->track[0] = str_dup(ch->in_room->track[1]); act_move.c: ch->in_room->track_dir[0] = ch->in_room->track_dir[1]; act_move.c: free_string(ch->in_room->track[1]); act_move.c: ch->in_room->track[1] = str_dup(ch->in_room->track[2]); act_move.c: ch->in_room->track_dir[1] = ch->in_room->track_dir[2]; act_move.c: free_string(ch->in_room->track[2]); act_move.c: ch->in_room->track[2] = str_dup(ch->in_room->track[3]); act_move.c: ch->in_room->track_dir[2] = ch->in_room->track_dir[3]; act_move.c: free_string(ch->in_room->track[3]); act_move.c: ch->in_room->track[3] = str_dup(ch->in_room->track[4]); act_move.c: ch->in_room->track_dir[3] = ch->in_room->track_dir[4]; act_move.c: free_string(ch->in_room->track[4]); act_move.c: ch->in_room->track[4] = str_dup(ch->name); act_move.c: ch->in_room->track_dir[4] = direction; act_move.c: strcpy(vict,ch->hunting); act_move.c: if (!str_cmp(ch->hunting,vict)) act_move.c: free_string(ch->hunting); act_move.c: ch->hunting = str_dup( "" ); act_move.c: if (strlen(ch->in_room->track[direction]) < 2) return FALSE; act_move.c: if (!str_cmp(ch->in_room->track[direction],ch->name)) return FALSE; act_move.c: if (strlen(ch->hunting) > 1 && str_cmp(ch->in_room->track[direction],ch->hunting)) return FALSE; act_move.c: door = ch->in_room->track_dir[direction]; act_move.c: sprintf(buf,"You sense the trail of %s leading $T from here.",ch->in_room->track[direction]); act_move.c: if ( ( obj = ch->pcdata->chobj ) == NULL ) act_move.c: obj_to_room(obj,ch->in_room); act_move.c: if (!IS_CLASS(ch,CLASS_DEMON) && !IS_SET(ch->special,SPC_CHAMPION)) act_move.c: if ( ( obj = ch->pcdata->chobj ) == NULL ) act_move.c: obj_to_room(obj,ch->in_room); act_move.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->newbits, NEW_DROWHATE)) return; act_move.c: vch_next = vch->next; act_move.c: if ( vch->in_room == NULL) continue; act_move.c: if ( vch->in_room == ch->in_room) { act_move.c: do_kill(ch,vch->name); act_obj.c: str_cmp(obj->questowner,ch->pcdata->switchname) || obj->item_type == ITEM_PAGE) act_obj.c: chroom = ch->in_room; act_obj.c: str_cmp( ch->pcdata->switchname, obj->questowner ) || obj->item_type == ITEM_PAGE) act_obj.c: chroom = ch->in_room; act_obj.c: if ( ch->carry_number + 1 > can_carry_n( ch ) ) act_obj.c: if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) act_obj.c: ch->gold += obj->value[0]; act_obj.c: if (IS_SET(ch->newbits,NEWBIE_PACK)) act_obj.c: else if (ch->level >= 3) act_obj.c: else if (ch->level == 1) act_obj.c: ch->level = 12; act_obj.c: ch->trust = 12; act_obj.c: ch->level = 1; act_obj.c: ch->trust = 0; act_obj.c: SET_BIT(ch->newbits,NEWBIE_PACK); act_obj.c:ch->level = 1; act_obj.c:ch->trust = 0; act_obj.c: obj = get_obj_list( ch, arg1, ch->in_room->contents ); act_obj.c: for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) act_obj.c: if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) ) act_obj.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) act_obj.c: if ( ch->gold < amount ) act_obj.c: ch->gold -= amount; act_obj.c: for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) act_obj.c: obj_to_room( create_money( amount ), ch->in_room ); act_obj.c: obj_to_room( obj, ch->in_room ); act_obj.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) act_obj.c: obj_to_room( obj, ch->in_room ); act_obj.c: if ( ch->gold < amount ) act_obj.c: ch->gold -= amount; act_obj.c: for ( fountain = ch->in_room->contents; fountain != NULL; act_obj.c: for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) act_obj.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) act_obj.c: ch->pcdata->condition[COND_THIRST] += number_range(15,20); act_obj.c: ch->pcdata->condition[COND_DRUNK] > 10 ) act_obj.c: ch->pcdata->condition[COND_FULL] > 50 ) act_obj.c: ch->pcdata->condition[COND_THIRST] > 50 ) act_obj.c: ch->pcdata->condition[COND_THIRST] >= 2000/ch->generation ) act_obj.c: ch->pcdata->condition[COND_THIRST] += number_range(15,20); act_obj.c: ch->pcdata->condition[COND_DRUNK] > 10 ) act_obj.c: ch->pcdata->condition[COND_FULL] > 50 ) act_obj.c: ch->pcdata->condition[COND_THIRST] > 50 ) act_obj.c: ch->pcdata->condition[COND_THIRST] >= 2000 / ch->generation ) act_obj.c: if (IS_NPC(ch) || !IS_SET(ch->special,SPC_WOLFMAN) || act_obj.c: if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 50 && act_obj.c: condition = ch->pcdata->condition[COND_FULL]; act_obj.c: if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 ) act_obj.c: else if ( ch->pcdata->condition[COND_FULL] > 50 ) act_obj.c: if (ch->position == POS_FIGHTING) act_obj.c: if ( !IS_NPC(ch) ) ch->pcdata->quest += obj->value[0]; act_obj.c: ch->pcdata->stats[DEMON_CURRENT] += obj->value[0]; act_obj.c: condition = ch->pcdata->condition[COND_FULL]; act_obj.c: if ( condition == 0 && ch->pcdata->condition[COND_FULL] > 10 ) act_obj.c: else if ( ch->pcdata->condition[COND_FULL] > 50 ) act_obj.c: if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) act_obj.c: obj_to_room(obj,ch->in_room); act_obj.c: if (!IS_NPC(ch)) do_skill(ch, ch->name); act_obj.c: if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) act_obj.c: obj_to_room(obj,ch->in_room); act_obj.c: if (!IS_NPC(ch)) do_skill(ch, ch->name); act_obj.c: if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) act_obj.c: obj_to_room(obj,ch->in_room); act_obj.c: if (!IS_NPC(ch)) do_skill(ch, ch->name); act_obj.c: if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) act_obj.c: obj_to_room(obj,ch->in_room); act_obj.c: if (!IS_NPC(ch)) do_skill(ch, ch->name); act_obj.c: if ( obj->questowner != NULL && str_cmp(ch->pcdata->switchname,obj->questowner) && strlen(obj->questowner) > 1 ) act_obj.c: obj_to_room(obj,ch->in_room); act_obj.c: if (!IS_NPC(ch)) do_skill(ch, ch->name); act_obj.c: if (form_data[ch->cur_form].can_wear == FALSE && ch->cur_form != 0) act_obj.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) act_obj.c: if (!form_data[ch->cur_form].can_wear && ch->cur_form != 0) act_obj.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) act_obj.c: obj = get_obj_list( ch, arg, ch->in_room->contents ); act_obj.c: ( obj->questowner != NULL && strlen(obj->questowner) > 1 && str_cmp(ch->name,obj->questowner))) act_obj.c: ch->exp += expgain; act_obj.c: ch->pcdata->quest += obj->points; act_obj.c: if (ch->position == POS_FIGHTING) act_obj.c: if (ch->position == POS_FIGHTING) act_obj.c: for ( vch = ch->in_room->people; vch; vch = vch_next ) act_obj.c: vch_next = vch->next_in_room; act_obj.c: if ( arg[0] == '\0' && ch->fighting == NULL ) act_obj.c: if ( ch->fighting != NULL ) act_obj.c: victim = ch->fighting; act_obj.c: if ( ( ch->level + number_range(1,20) < victim->level ) act_obj.c: || ( !IS_NPC(ch) && !IS_NPC(victim) && ch->level < 3 ) act_obj.c: || ( !IS_NPC(ch) && percent > ch->pcdata->learned[gsn_steal] ) ) act_obj.c: sprintf( buf, "%s is a bloody thief!", ch->name ); act_obj.c: ch->gold += amount; act_obj.c: if ( ch->carry_number + 1 > can_carry_n( ch ) ) act_obj.c: if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) act_obj.c: for ( keeper = ch->in_room->people; keeper; keeper = keeper->next_in_room ) act_obj.c: if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) act_obj.c: pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); act_obj.c: bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum ); act_obj.c: in_room = ch->in_room; act_obj.c: ch->in_room = pRoomIndexNext; act_obj.c: ch->in_room = in_room; act_obj.c: if ( ch->gold < 10 * pet->level * pet->level ) act_obj.c: if ( ch->level < pet->level ) act_obj.c: ch->gold -= 10 * pet->level * pet->level; act_obj.c: pet->description, ch->name ); act_obj.c: char_to_room( pet, ch->in_room ); act_obj.c: ch->reply = keeper; act_obj.c: if ( ch->gold < cost ) act_obj.c: ch->reply = keeper; act_obj.c: if ( (obj->level > ch->level) && ch->level < 3 ) act_obj.c: ch->reply = keeper; act_obj.c: if ( ch->carry_number + 1 > can_carry_n( ch ) ) act_obj.c: if ( ch->carry_weight + get_obj_weight( obj ) > can_carry_w( ch ) ) act_obj.c: ch->gold -= cost; act_obj.c: if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) act_obj.c: pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); act_obj.c: bug( "Do_list: bad pet shop at vnum %d.", ch->in_room->vnum ); act_obj.c: ch->reply = keeper; act_obj.c: ch->gold += cost; act_obj.c: ch->reply = keeper; act_obj.c: ch->reply = keeper; act_obj.c: obj->specpower = ch->in_room->vnum; act_obj.c: ( IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) || act_obj.c:ch->in_room->vnum == 30000) && act_obj.c: ch->position = POS_STUNNED; act_obj.c: if ( (mount = ch->mount) == NULL) return; act_obj.c: char_to_room( mount, ch->in_room ); act_obj.c: IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && act_obj.c: ch->position = POS_STUNNED; act_obj.c: if ( (mount = ch->mount) == NULL) return; act_obj.c: char_to_room( mount, ch->in_room ); act_obj.c: obj2 = create_object(get_obj_index(obj->specpower), ch->level); act_obj.c: else obj_to_room(obj2,ch->in_room); act_obj.c: char_to_room(mob,ch->in_room); act_obj.c: if ( victim->in_room == ch->in_room ) act_obj.c: obj->specpower = ch->in_room->vnum; act_obj.c: IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && act_obj.c: ch->position = POS_STUNNED; act_obj.c: if ( (mount = ch->mount) == NULL) return; act_obj.c: char_to_room( mount, ch->in_room ); act_obj.c: IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && act_obj.c: ch->position = POS_STUNNED; act_obj.c: if ( (mount = ch->mount) == NULL) return; act_obj.c: char_to_room( mount, ch->in_room ); act_obj.c: obj2 = create_object(get_obj_index(obj->specpower), ch->level); act_obj.c: else obj_to_room(obj2,ch->in_room); act_obj.c: char_to_room(mob,ch->in_room); act_obj.c: if ( victim->in_room == ch->in_room ) act_obj.c: obj->specpower = ch->in_room->vnum; act_obj.c: IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && act_obj.c: ch->position = POS_STUNNED; act_obj.c: if ( (mount = ch->mount) == NULL) return; act_obj.c: char_to_room( mount, ch->in_room ); act_obj.c: IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && act_obj.c: ch->position = POS_STUNNED; act_obj.c: if ( (mount = ch->mount) == NULL) return; act_obj.c: char_to_room( mount, ch->in_room ); act_obj.c: obj2 = create_object(get_obj_index(obj->specpower), ch->level); act_obj.c: else obj_to_room(obj2,ch->in_room); act_obj.c: char_to_room(mob,ch->in_room); act_obj.c: if ( victim->in_room == ch->in_room ) act_obj.c: obj->specpower = ch->in_room->vnum; act_obj.c: IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && act_obj.c: ch->position = POS_STUNNED; act_obj.c: if ( (mount = ch->mount) == NULL) return; act_obj.c: char_to_room( mount, ch->in_room ); act_obj.c: IS_SET(ch->in_room->room_flags, ROOM_NO_TELEPORT) && act_obj.c: ch->position = POS_STUNNED; act_obj.c: if ( (mount = ch->mount) == NULL) return; act_obj.c: char_to_room( mount, ch->in_room ); act_obj.c: obj2 = create_object(get_obj_index(obj->specpower), ch->level); act_obj.c: else obj_to_room(obj2,ch->in_room); act_obj.c: char_to_room(mob,ch->in_room); act_obj.c: if ( victim->in_room == ch->in_room ) act_obj.c: if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE; act_obj.c: if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE; act_obj.c: if (!IS_SET(ch->newbits, THIRD_HAND)) return FALSE; act_obj.c: if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE; act_obj.c: if (!IS_SET(ch->newbits, FOURTH_HAND)) return FALSE; act_obj.c: if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) && !wolf_ok) return FALSE; act_obj.c: if (ch->in_room == NULL) return; act_obj.c: if (ch->in_room == NULL) return; act_obj.c: obj_to_room(obj, ch->in_room); act_obj.c: obj->questmaker = str_dup(ch->name); act_obj.c: ch->pcdata->score[SCORE_NUM_QUEST]++; act_obj.c: ch->pcdata->score[SCORE_QUEST] += value; act_obj.c: sprintf(buf,"%s has completed a quest!.",ch->name); act_obj.c: else sprintf(buf,"%s has completed a quest!.",ch->pcdata->switchname); act_obj.c: if (!IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN)) act_obj.c: obj->questmaker = str_dup(ch->name); act_wiz.c: && str_cmp(argument,ch->pcdata->switchname) act_wiz.c: ch->name, act_wiz.c: SET_BIT(ch->newbits, THIRD_HAND); act_wiz.c: SET_BIT(ch->newbits, FOURTH_HAND); act_wiz.c: free_string( ch->pcdata->bamfin ); act_wiz.c: ch->pcdata->bamfin = str_dup( argument ); act_wiz.c: free_string( ch->pcdata->bamfout ); act_wiz.c: ch->pcdata->bamfout = str_dup( argument ); act_wiz.c: if ( ( (ch->level > 3) act_wiz.c: || (ch->level < 2) act_wiz.c: || (ch->trust > 3) ) act_wiz.c: && !IS_SET(ch->act, PLR_GODLESS)) act_wiz.c: if (IS_SET(ch->act, PLR_GODLESS) && !str_cmp(arg,"off")) act_wiz.c: REMOVE_BIT(ch->act, PLR_GODLESS); act_wiz.c: sprintf(buf,"%s now follows the whims of the gods.",ch->name); act_wiz.c: else if (!IS_SET(ch->act, PLR_GODLESS) && !str_cmp(arg,"off")) { act_wiz.c: else if (!IS_SET(ch->act, PLR_GODLESS) && !str_cmp(arg,"on")) act_wiz.c: SET_BIT(ch->act, PLR_GODLESS); act_wiz.c: sprintf(buf,"%s has rejected the gods.",ch->name); act_wiz.c: else if (IS_SET(ch->act, PLR_GODLESS) && !str_cmp(arg,"on")) { act_wiz.c: REMOVE_BIT(ch->immune, IMM_SUMMON); act_wiz.c: SET_BIT(ch->immune, IMM_SUMMON); act_wiz.c: REMOVE_BIT(ch->immune, IMM_TRANSPORT); act_wiz.c: SET_BIT(ch->immune, IMM_TRANSPORT); act_wiz.c: if (IS_NPC(ch) || !IS_SET(ch->act, PLR_WATCHER) act_wiz.c: || (ch->level > 6) act_wiz.c: || (ch->level < 2) act_wiz.c: || (ch->trust > 0) ) act_wiz.c: sprintf(buf,"%s: Deny %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: sprintf(buf,"%s: Disconnect %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: if (IS_SET(ch->deaf, CHANNEL_HOWL)) act_wiz.c: if ( IS_SET(vch->deaf, CHANNEL_HOWL) ) continue; act_wiz.c: else if ( vch->in_room == ch->in_room ) act_wiz.c: else if ( vch->in_room->area == ch->in_room->area ) act_wiz.c: if (!IS_NPC(ch) && IS_IMMORTAL(ch) && IS_SET(ch->act,PLR_WIZINVIS)) act_wiz.c: !IS_SET(ch->deaf,CHANNEL_LOG) ) act_wiz.c: sprintf(buf,"%s: Echo %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: sprintf(buf,"%s: Recho %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && d->character->in_room == ch->in_room ) act_wiz.c: sprintf(buf,"%s: Transfer %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: location = ch->in_room; act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: sprintf(buf,"%s: At %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: original = ch->in_room; act_wiz.c: for ( wch = char_list; wch != NULL; wch = wch->next ) act_wiz.c: in_room = ch->in_room; act_wiz.c: if ( ch->fighting ) act_wiz.c: if ( !IS_SET(ch->act, PLR_WIZINVIS) ) act_wiz.c: (ch->pcdata && ch->pcdata->bamfout[0] != '\0') act_wiz.c: ? ch->pcdata->bamfout : "leaves in a swirling mist.", TO_ROOM ); act_wiz.c: if ( !IS_SET(ch->act, PLR_WIZINVIS) ) act_wiz.c: (ch->pcdata && ch->pcdata->bamfin[0] != '\0') act_wiz.c: ? ch->pcdata->bamfin : "appears in a swirling mist.", TO_ROOM ); act_wiz.c: if ( ch->in_room == in_room ) act_wiz.c: location = ( arg[0] == '\0' ) ? ch->in_room : find_location( ch, arg ); act_wiz.c: if ( ch->in_room != location && room_is_private( location ) ) act_wiz.c: for ( rch = location->people; rch; rch = rch->next_in_room ) act_wiz.c: one_argument( rch->name, buf ); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: sprintf( buf, "\033[1;24r\033[2JReboot by %s.", ch->name ); act_wiz.c: sprintf( buf, "Shutdown by %s.", ch->name ); act_wiz.c: sprintf(buf,"%s: Snoop %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: if ( d->snoop_by == ch->desc ) act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: if ( ch->desc != NULL ) act_wiz.c: for ( d = ch->desc->snoop_by; d != NULL; d = d->snoop_by ) act_wiz.c: victim->desc->snoop_by = ch->desc; act_wiz.c: sprintf(buf,"%s: Oswitch %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: if ( (mount = ch->mount) != NULL) do_dismount(ch,""); act_wiz.c: ch->pcdata->chobj = obj; act_wiz.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); act_wiz.c: SET_BIT(ch->extra, EXTRA_OSWITCH); act_wiz.c: free_string(ch->morph); act_wiz.c: ch->morph = str_dup(obj->short_descr); act_wiz.c: sprintf(buf,"%s: Oreturn",ch->name); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: if ( ( obj = ch->pcdata->chobj ) != NULL ) obj->chobj = NULL; act_wiz.c: ch->pcdata->chobj = NULL; act_wiz.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); act_wiz.c: REMOVE_BIT(ch->extra, EXTRA_OSWITCH); act_wiz.c: if (IS_HEAD(ch,LOST_HEAD)) REMOVE_BIT(ch->loc_hp[0], LOST_HEAD); act_wiz.c: free_string(ch->morph); act_wiz.c: ch->morph = str_dup(""); act_wiz.c: sprintf(buf,"%s: Switch %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: if ( ch->desc == NULL ) act_wiz.c: if ( ch->desc->original != NULL ) act_wiz.c: SET_BIT(ch->extra, EXTRA_SWITCH); act_wiz.c: ch->desc->character = victim; act_wiz.c: ch->desc->original = ch; act_wiz.c: victim->desc = ch->desc; act_wiz.c: ch->desc = NULL; act_wiz.c: sprintf(buf,"%s: Return %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: if ( ch->desc == NULL ) act_wiz.c: if ( ch->desc->original == NULL ) act_wiz.c: REMOVE_BIT(ch->desc->original->extra, EXTRA_SWITCH); act_wiz.c: ch->desc->character = ch->desc->original; act_wiz.c: ch->desc->original = NULL; act_wiz.c: ch->desc->character->desc = ch->desc; act_wiz.c: ch->desc = NULL; act_wiz.c: sprintf(buf,"%s: Mload %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH && ch->trust > 3) do_watching(ch,buf); act_wiz.c: char_to_room( victim, ch->in_room ); act_wiz.c: sprintf(buf,"%s: Pload %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH && ch->trust > 3) do_watching(ch,buf); act_wiz.c: if (!str_cmp(ch->name,arg)) act_wiz.c: if (!(ch->pload == NULL || strlen(ch->pload) < 3)) act_wiz.c: d = ch->desc; act_wiz.c: sprintf(name,ch->name); act_wiz.c: if (ch != NULL && ch->desc != NULL) act_wiz.c: if (ch->desc) ch->desc->character = NULL; act_wiz.c: ch->next = char_list; act_wiz.c: if (ch->in_room != NULL) act_wiz.c: char_to_room(ch,ch->in_room); act_wiz.c: free_string(ch->pload); act_wiz.c: ch->pload = str_dup(name); act_wiz.c: if (ch->pload == NULL) {send_to_char("Huh?\n\r",ch);return;} act_wiz.c: sprintf(arg,ch->pload); act_wiz.c: if (!str_cmp(ch->name,arg)) {send_to_char("Huh?\n\r",ch);return;} act_wiz.c: d = ch->desc; act_wiz.c: sprintf(buf,"You transform back into %s.\n\r",capitalize(ch->pload)); act_wiz.c: sprintf(buf,"$n transforms back into %s.",capitalize(ch->pload)); act_wiz.c: if (ch != NULL && ch->desc != NULL) act_wiz.c: if (ch->desc) ch->desc->character = NULL; act_wiz.c: ch->next = char_list; act_wiz.c: if (ch->in_room != NULL) act_wiz.c: char_to_room(ch,ch->in_room); act_wiz.c: free_string(ch->pload); act_wiz.c: ch->pload = str_dup(""); act_wiz.c: if ( IS_NPC(ch) || ch->desc == NULL || ch->in_room == NULL ) return; act_wiz.c: sprintf(buf,"%s: Pload %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH && ch->trust > 3) do_watching(ch,buf); act_wiz.c: d = ch->desc; act_wiz.c: in_room = ch->in_room; act_wiz.c: ch->next = char_list; act_wiz.c: if (ch->pload == NULL) {send_to_char("Huh?\n\r",ch);return;} act_wiz.c: sprintf(arg,ch->pload); act_wiz.c: if (!str_cmp(ch->name,arg)) {send_to_char("Huh?\n\r",ch);return;} act_wiz.c: d = ch->desc; act_wiz.c: sprintf(buf,"You transform back into %s.\n\r",capitalize(ch->pload)); act_wiz.c: sprintf(buf,"$n transforms back into %s.",capitalize(ch->pload)); act_wiz.c: if (ch != NULL && ch->desc != NULL) act_wiz.c: if (ch->desc) ch->desc->character = NULL; act_wiz.c: ch->next = char_list; act_wiz.c: if (ch->in_room != NULL) act_wiz.c: char_to_room(ch,ch->in_room); act_wiz.c: free_string(ch->pload); act_wiz.c: ch->pload = str_dup(""); act_wiz.c: sprintf(buf,"%s: Oload %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH && ch->trust > 3) do_watching(ch,buf); act_wiz.c: obj_to_room( obj, ch->in_room ); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: for ( victim = ch->in_room->people; victim != NULL; victim = vnext ) act_wiz.c: for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) act_wiz.c: sprintf(buf,"%s: Trust %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: sprintf(buf,"%s: Restore %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: sprintf(buf,"%s: Freeze %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: sprintf(buf,"%s: Log %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: sprintf(buf,"%s: Noemote %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: sprintf(buf,"%s: Notell %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: sprintf(buf,"%s: Undeny %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: oldname = str_dup(ch->pcdata->switchname); act_wiz.c: d = ch->desc; act_wiz.c: in_room = ch->in_room; act_wiz.c: ch->next = char_list; act_wiz.c: if ( IS_SET(ch->act, PLR_DENY) ) act_wiz.c: REMOVE_BIT(ch->act, PLR_DENY); act_wiz.c: d = ch->desc; act_wiz.c: in_room = ch->in_room; act_wiz.c: ch->next = char_list; act_wiz.c: sprintf(buf,"%s: Silence %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: sprintf(buf,"%s: Peace %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room ) act_wiz.c: if ( rch->fighting != NULL ) act_wiz.c: sprintf(buf2,"%s: Ban %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: sprintf(buf,"%s: Allow %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: sprintf(buf,"%s: Wizlock %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: sprintf(buf,"%s: Wizlock %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: sprintf(buf,"%s: Sset %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: sprintf(buf,"%s: Mset %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c:if (value >= ch->level && !IS_NPC(victim)) act_wiz.c: if ( value > ch->pcdata->security || value < 0 ) act_wiz.c: if ( ch->pcdata->security != 0 ) act_wiz.c: ch->pcdata->security ); act_wiz.c: sprintf(buf,"%s: Oset %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name,obj->questmaker))) act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: morph->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name);} act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name);} act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name,obj->questmaker))) act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: sprintf(buf,"%s: Rset %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: wch->pcdata->switchname, act_wiz.c: wch->level, act_wiz.c: wch->trust, act_wiz.c: wch->class, act_wiz.c: wch->generation, act_wiz.c: wch->max_hit, act_wiz.c: wch->max_mana, act_wiz.c: wch->max_move, act_wiz.c: wch->pcdata->quest, act_wiz.c: wch->race act_wiz.c: sprintf(buf,"%s: Force %s",ch->name,argument); act_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); act_wiz.c: vch_next = vch->next; act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: vch_next = vch->next; act_wiz.c: if ( IS_SET(ch->act, PLR_WIZINVIS) ) act_wiz.c: REMOVE_BIT(ch->act, PLR_WIZINVIS); act_wiz.c: SET_BIT(ch->act, PLR_WIZINVIS); act_wiz.c: if ( IS_SET(ch->act, PLR_INCOG) ) act_wiz.c: REMOVE_BIT(ch->act, PLR_INCOG); act_wiz.c: SET_BIT(ch->act, PLR_INCOG); act_wiz.c: if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) act_wiz.c: REMOVE_BIT(ch->act, PLR_HOLYLIGHT); act_wiz.c: SET_BIT(ch->act, PLR_HOLYLIGHT); act_wiz.c: if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) act_wiz.c: if (ch->in_room->sector_type == SECT_INSIDE) act_wiz.c: if ( room_is_dark(ch->in_room) ) act_wiz.c: if (!IS_JUDGE(ch) && (obj->questmaker == NULL || str_cmp(ch->name,obj->questmaker) || strlen(obj->questmaker) < 2)) act_wiz.c: if (ch->power[DISC_DAEM_DISC] < 2) act_wiz.c: if ( ch->poweraction != NULL) { act_wiz.c: sprintf(buf,"Current action: %s.\n\r",ch->poweraction); act_wiz.c: if ( ch->powertype != NULL) { act_wiz.c: sprintf(buf,"Current message: %s.\n\r",ch->powertype); act_wiz.c: if (IS_SET(ch->spectype,EYE_SPELL)) send_to_char(" Spell",ch); act_wiz.c: if (IS_SET(ch->spectype,EYE_SELFACTION)) send_to_char(" Self",ch); act_wiz.c: if (IS_SET(ch->spectype,EYE_ACTION)) send_to_char(" Other",ch); act_wiz.c: if (!IS_SET(ch->spectype,EYE_SPELL) && act_wiz.c: !IS_SET(ch->spectype,EYE_SELFACTION) && act_wiz.c: !IS_SET(ch->spectype,EYE_ACTION)) send_to_char(" None",ch); act_wiz.c: free_string( ch->poweraction ); act_wiz.c: ch->poweraction = str_dup( arg2 ); act_wiz.c: free_string( ch->powertype ); act_wiz.c: ch->powertype = str_dup( arg2 ); act_wiz.c: if ( !str_cmp( arg2, "spell" ) && IS_SET(ch->spectype,EYE_SPELL)) act_wiz.c: REMOVE_BIT(ch->spectype,EYE_SPELL); act_wiz.c: else if ( !str_cmp( arg2, "spell" ) && !IS_SET(ch->spectype,EYE_SPELL)) act_wiz.c: SET_BIT(ch->spectype,EYE_SPELL); act_wiz.c: else if ( !str_cmp( arg2, "self" ) && IS_SET(ch->spectype,EYE_SELFACTION)) act_wiz.c: REMOVE_BIT(ch->spectype,EYE_SELFACTION); act_wiz.c: else if ( !str_cmp( arg2, "self" ) && !IS_SET(ch->spectype,EYE_SELFACTION)) act_wiz.c: SET_BIT(ch->spectype,EYE_SELFACTION); act_wiz.c: else if ( !str_cmp( arg2, "other" ) && IS_SET(ch->spectype,EYE_ACTION)) act_wiz.c: REMOVE_BIT(ch->spectype,EYE_ACTION); act_wiz.c: else if ( !str_cmp( arg2, "other" ) && !IS_SET(ch->spectype,EYE_ACTION)) act_wiz.c: SET_BIT(ch->spectype,EYE_ACTION); act_wiz.c: if ( ch->poweraction != NULL) { act_wiz.c: sprintf(buf,"Current action: %s.\n\r",ch->poweraction); act_wiz.c: if ( ch->powertype != NULL) { act_wiz.c: sprintf(buf,"Current message: %s.\n\r",ch->powertype); act_wiz.c: if (IS_SET(ch->spectype,EYE_SPELL)) send_to_char(" Spell",ch); act_wiz.c: if (IS_SET(ch->spectype,EYE_SELFACTION)) send_to_char(" Self",ch); act_wiz.c: if (IS_SET(ch->spectype,EYE_ACTION)) send_to_char(" Other",ch); act_wiz.c: if (!IS_SET(ch->spectype,EYE_SPELL) && act_wiz.c: !IS_SET(ch->spectype,EYE_SELFACTION) && act_wiz.c: !IS_SET(ch->spectype,EYE_ACTION)) send_to_char(" None",ch); act_wiz.c: if ( ch->trust < 8 ) act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: strlen(obj->questowner) < 2 || str_cmp( ch->pcdata->switchname, obj->questowner )) act_wiz.c: if ( ch->exp < 500 ) {send_to_char("It costs 500 exp to claim ownership of an item.\n\r",ch); return;} act_wiz.c: if (!str_cmp(ch->pcdata->switchname,obj->questowner)) act_wiz.c: ch->exp -= 500; act_wiz.c: obj->questowner = str_dup(ch->pcdata->switchname); act_wiz.c: if ( ch->exp < 500 ) {send_to_char("It costs 500 exp to make a gift of an item.\n\r",ch); return;} act_wiz.c: if (str_cmp(ch->pcdata->switchname,obj->questowner)) act_wiz.c: ch->exp -= 500; act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: if ( IS_NPC(ch) || (ch->pcdata->stats[DEMON_CURRENT] < 1 && !IS_CREATOR(ch)) ) act_wiz.c: else if ( value > ch->pcdata->stats[DEMON_CURRENT] && !IS_CREATOR(ch) ) act_wiz.c: sprintf(buf,"You only have %d demon points left to put into tokens.\n\r",ch->pcdata->stats[DEMON_CURRENT]); act_wiz.c: ch->pcdata->stats[DEMON_CURRENT] -= value; act_wiz.c: if (ch->pcdata->stats[DEMON_CURRENT] < 0) act_wiz.c: ch->pcdata->stats[DEMON_CURRENT] = 0; act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: if ( IS_NPC(ch) || (ch->pcdata->quest < 1 && !IS_JUDGE(ch)) ) act_wiz.c: else if ( value > ch->pcdata->quest && !IS_JUDGE(ch) ) act_wiz.c: sprintf(buf,"You only have %d quest points left to put into tokens.\n\r",ch->pcdata->quest); act_wiz.c: ch->pcdata->quest -= value; act_wiz.c: if (ch->pcdata->quest < 0) ch->pcdata->quest = 0; act_wiz.c: obj->questmaker = str_dup(ch->name); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: if (ch->in_room == NULL || ch->in_room->vnum != 3054) act_wiz.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) act_wiz.c: while ( ch->affected ) act_wiz.c: affect_remove( ch, ch->affected ); act_wiz.c: ch->affected_by = AFF_POLYMORPH + AFF_ETHEREAL; act_wiz.c: ch->affected_by = AFF_POLYMORPH; act_wiz.c: ch->affected_by = AFF_ETHEREAL; act_wiz.c: ch->affected_by = 0; act_wiz.c: ch->armor = 100; act_wiz.c: ch->hit = UMAX( 1, ch->hit ); act_wiz.c: ch->mana = UMAX( 1, ch->mana ); act_wiz.c: ch->move = UMAX( 1, ch->move ); act_wiz.c: ch->hitroll = 0; act_wiz.c: ch->damroll = 0; act_wiz.c: ch->saving_throw = 0; act_wiz.c: ch->pcdata->mod_str = 0; act_wiz.c: ch->pcdata->mod_int = 0; act_wiz.c: ch->pcdata->mod_wis = 0; act_wiz.c: ch->pcdata->mod_dex = 0; act_wiz.c: ch->pcdata->mod_con = 0; act_wiz.c: str_cmp(ch->name,obj->questmaker) || strlen(obj->questmaker) < 2)) act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) act_wiz.c: chroom = ch->in_room; act_wiz.c: if ( IS_NPC(ch) || ch->pcdata->obj_vnum < 1 ) act_wiz.c: if ( ( pObjIndex = get_obj_index( ch->pcdata->obj_vnum ) ) == NULL ) act_wiz.c: if ( ch->in_room == NULL || ch->in_room->vnum == ROOM_VNUM_IN_OBJECT ) act_wiz.c: else location = ch->in_room; act_wiz.c: ch->pcdata->chobj = obj; act_wiz.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); act_wiz.c: SET_BIT(ch->extra, EXTRA_OSWITCH); act_wiz.c: free_string(ch->morph); act_wiz.c: ch->morph = str_dup(obj->short_descr); act_wiz.c: && !IS_SET(ch->extra , EXTRA_ANTI_GODLESS)) arena.c: if(IS_SET(ch->act,PLR_CHALLENGED)) arena.c: if(ch->hit < ch->max_hit) arena.c: ch->challenged = victim; arena.c: SET_BIT(ch->act,PLR_CHALLENGER); arena.c: ch->name, victim->name); arena.c: sprintf(buf,"type: AGREE %s to meet the challenge.\n\r",ch->name); arena.c: sprintf(buf,"type: DECLINE %s to chicken out.\n\r",ch->name); arena.c: if( !IS_SET(ch->act,PLR_CHALLENGED) ) arena.c: if(!IS_SET(victim->act,PLR_CHALLENGER) || victim != ch->challenger ) arena.c:lvl1 = ch->hit; arena.c: ch->name,ch->pcdata->awins,ch->pcdata->alosses, odd2 ); arena.c:SET_BIT(ch->act,PLR_SILENCE); arena.c:SET_BIT(ch->act,PLR_NO_TELL); arena.c: if( !IS_SET(ch->act,PLR_CHALLENGED) ) arena.c: if(!IS_SET(victim->act,PLR_CHALLENGER) || victim != ch->challenger ) arena.c:ch->challenger = NULL; arena.c:REMOVE_BIT(ch->act,PLR_CHALLENGED); arena.c: ch->name, victim->name); arena.c: if(ch->gladiator != NULL) arena.c: if(IS_SET(ch->act,PLR_CHALLENGER) || IS_SET(ch->act,PLR_CHALLENGED)) arena.c: if(wager > ch->exp) arena.c:ch->gladiator = fighter; arena.c:ch->pcdata->plr_wager = wager; board.c: if (!str_cmp (ch->pcdata->switchname, note->sender)) board.c: if (is_full_name (ch->pcdata->switchname, note->to_list)) board.c: last_read = ch->pcdata->last_note[board_number(board)]; board.c: if (ch->pcdata->board == NULL) { board.c: if (get_trust(ch) < ch->pcdata->board->write_level) board.c: if (ch->pcdata->in_progress && (!ch->pcdata->in_progress->text)) board.c: free_note (ch->pcdata->in_progress); board.c: ch->pcdata->in_progress = NULL; board.c: if (!ch->pcdata->in_progress) board.c: ch->pcdata->in_progress = new_note(); board.c: ch->pcdata->in_progress->sender = str_dup (ch->pcdata->switchname); board.c: ch->pcdata->in_progress->date = str_dup (strtime); board.c: ch->pcdata->in_progress->text ? "continuing" : "posting", board.c: ch->pcdata->board->short_name); board.c: sprintf (buf, BOLD YELLOW "From" NO_COLOR ": %s\n\r\n\r", ch->pcdata->switchname); board.c: if (!ch->pcdata->in_progress->text) /* Are we continuing an old note or not? */ board.c: switch (ch->pcdata->board->force_type) board.c: ch->pcdata->board->names); board.c: ch->pcdata->board->names); board.c: ch->pcdata->board->names); board.c: ch->desc->connected = CON_NOTE_TO; board.c: ch->pcdata->in_progress->to_list, board.c: ctime(&ch->pcdata->in_progress->expire), board.c: ch->pcdata->in_progress->subject); board.c: if (ch->pcdata->in_progress != NULL) board.c: send_to_char (ch->pcdata->in_progress->text,ch); board.c: ch->desc->connected = CON_NOTE_TEXT; board.c: time_t *last_note = &ch->pcdata->last_note[board_number(ch->pcdata->board)]; board.c: for (p = ch->pcdata->board->note_first; p; p = p->next) board.c: if (ch->pcdata->board == NULL) { board.c: if (ch->pcdata->board->note_first == NULL) { board.c: for (p = ch->pcdata->board->note_first; p ; p = p->next, count++) board.c: sprintf (buf, "Changed to next board, %s.\n\r", ch->pcdata->board->short_name); board.c: p = find_note (ch, ch->pcdata->board, atoi(argument)); board.c: if (str_cmp(ch->pcdata->switchname,p->sender) || (get_trust(ch) < MAX_LEVEL)) board.c: unlink_note (ch->pcdata->board,p); board.c: save_board(ch->pcdata->board); /* save the board */ board.c: for (p = ch->pcdata->board->note_first; p; p = p->next) board.c: last_note = ch->pcdata->last_note[board_number (ch->pcdata->board)]; board.c: for (p = ch->pcdata->board->note_first; p; p = p->next) board.c: for (p = ch->pcdata->board->note_first; p && p->next; p = p->next); board.c: ch->pcdata->last_note[board_number(ch->pcdata->board)] = p->date_stamp; board.c: if (ch->pcdata->board != NULL) { board.c: sprintf (buf, "\n\rYou current board is " BOLD "%s" NO_COLOR ".\n\r", ch->pcdata->board->short_name); board.c: if (ch->pcdata->board->read_level > get_trust(ch)) board.c: else if (ch->pcdata->board->write_level > get_trust(ch)) board.c: ch->pcdata->board = &boards[i]; board.c: ch->pcdata->board = &boards[i]; board.c: int i = board_number (ch->pcdata->board) + 1; board.c: ch->pcdata->board = &boards[i]; board.c: if (!ch->pcdata->in_progress) board.c: switch (ch->pcdata->board->force_type) board.c: ch->pcdata->in_progress->to_list = str_dup (ch->pcdata->board->names); board.c: sprintf (buf, "Assumed default recipient: " BOLD "%s" NO_COLOR "\n\r", ch->pcdata->board->names); board.c: ch->pcdata->in_progress->to_list = str_dup (buf); board.c: if (!is_full_name (ch->pcdata->board->names, buf)) board.c: strcat (buf, ch->pcdata->board->names); board.c: ch->pcdata->in_progress->to_list = str_dup(buf); board.c: ch->pcdata->board->names, ch->pcdata->in_progress->to_list); board.c: ch->pcdata->in_progress->to_list = str_dup (buf); board.c: if (is_full_name (ch->pcdata->board->names, buf)) board.c: BOLD YELLOW "To" NO_COLOR ": ", ch->pcdata->board->names); board.c: ch->pcdata->in_progress->to_list = str_dup (buf); board.c: if (!ch->pcdata->in_progress) board.c: ch->pcdata->in_progress->subject = str_dup(buf); board.c: ch->pcdata->board->purge_days); board.c: ch->pcdata->in_progress->expire = board.c: current_time + ch->pcdata->board->purge_days * 24L * 3600L; board.c: sprintf (buf, "This note will expire %s\r",ctime(&ch->pcdata->in_progress->expire)); board.c: if (!ch->pcdata->in_progress) board.c: days = ch->pcdata->board->purge_days; board.c: ch->pcdata->in_progress->expire = expire; board.c: if (!ch->pcdata->in_progress) board.c: if (ch->pcdata->in_progress->text) board.c: strcpy (letter, ch->pcdata->in_progress->text); board.c: free_string (ch->pcdata->in_progress->text); board.c: ch->pcdata->in_progress->text = NULL; /* be sure we don't free it twice */ board.c: free_note (ch->pcdata->in_progress); board.c: ch->pcdata->in_progress = NULL; /* important */ board.c: ch->pcdata->in_progress->text = str_dup (letter); board.c: if (!ch->pcdata->in_progress) board.c: if (ch->pcdata->in_progress->text) board.c: write_to_buffer (d, ch->pcdata->in_progress->text, 0); board.c: finish_note (ch->pcdata->board, ch->pcdata->in_progress); board.c: ch->pcdata->in_progress = NULL; board.c: free_note (ch->pcdata->in_progress); board.c: ch->pcdata->in_progress = NULL; build.c: if ( (d = ch->desc) == NULL ) build.c: if ( ch->substate <= SUB_PAUSE ) build.c: sprintf(buf,"Edit_buffer: illegal ch->substate (%d)", ch->substate build.c: if ( !ch->editor ) build.c: edit = ch->editor; build.c: if ( ch->substate == SUB_MPROG_EDIT || ch->substate == SUB_HELP_EDIT ) build.c: int substate = ch->substate; build.c: ch->substate = SUB_RESTRICTED; build.c: ch->substate = substate; build.c: if ( !ch->last_cmd ) build.c: (*ch->last_cmd) ( ch, "" ); build.c: if ( !ch->last_cmd ) build.c: (*ch->last_cmd) ( ch, "" ); build.c: if ( !ch->desc ) build.c: if ( ch->substate == SUB_RESTRICTED ) build.c: bug( "NOT GOOD: start_editing: ch->substate == SUB_RESTRICTED", 0 ); build.c: if ( ch->editor ) build.c: ch->editor = edit; build.c: ch->desc->connected = CON_EDITING; build.c: if ( !ch->editor ) build.c: for ( x = 0; x < ch->editor->numlines; x++ ) build.c: strcpy( tmp, ch->editor->line[x] ); build.c: DISPOSE( ch->editor ); build.c: ch->editor = NULL; build.c: ch->dest_buf = NULL; build.c: ch->spare_ptr = NULL; build.c: ch->substate = SUB_NONE; build.c: if ( !ch->desc ) build.c: ch->desc->connected = CON_PLAYING; build.c: if ( !ch->desc ) build.c: switch( ch->substate ) build.c: if ( (pHelp = ch->dest_buf) == NULL ) build.c: bug( "hedit: sub_help_edit: NULL ch->dest_buf", 0 ); build.c: ch->substate = SUB_HELP_EDIT; build.c: ch->dest_buf = pHelp; clan.c: sprintf(buf, "%s's soul has been devoured by %s.", victim->name, ch->name); clan.c: ch->hit = ch->max_hit; clan.c: sprintf(skill,"Slice : %-10d", ch->wpn[1]); clan.c: sprintf(skill,"Stab : %-10d", ch->wpn[2]); clan.c: sprintf(skill, "Slash : %-10d", ch->wpn[3]); clan.c: sprintf(skill,"Whip : %-10d\n\r", ch->wpn[4]); clan.c: sprintf(skill,"Claw : %-10d", ch->wpn[5]); clan.c: sprintf(skill,"Blast : %-10d", ch->wpn[6]); clan.c: sprintf(skill,"Pound : %-10d", ch->wpn[7]); clan.c: sprintf(skill,"Crush: %-10d\n\r", ch->wpn[8]); clan.c: sprintf(skill,"Grep : %-10d", ch->wpn[9]); clan.c: sprintf(skill,"Bite : %-10d", ch->wpn[10]); clan.c: sprintf(skill,"Pierce : %-10d", ch->wpn[11]); clan.c: sprintf(skill,"Suck : %-10d\n\r", ch->wpn[12]); clan.c: sprintf(skill,"Unarmed : %-10d\n\r\n", ch->wpn[0]); clan.c: sprintf(skill,"Viper : %-10d", ch->stance[1]); clan.c: sprintf(skill, "Crane : %-10d", ch->stance[2]); clan.c: sprintf(skill, "Crab : %-10d", ch->stance[3]); clan.c: sprintf(skill,"Mongoose : %-10d\n\r", ch->stance[4]); clan.c: sprintf(skill,"Bull : %-10d", ch->stance[5]); clan.c: sprintf(skill, "Mantis : %-10d", ch->stance[6]); clan.c: sprintf(skill,"Dragon : %-10d", ch->stance[7]); clan.c: sprintf(skill,"Tiger : %-10d\n\r", ch->stance[8]); clan.c: sprintf(skill,"Monkey : %-10d", ch->stance[9]); clan.c: sprintf(skill,"Swallow : %-10d\n\r\n", ch->stance[10]); clan.c: sprintf(skill,"#5Purple#n : %-10d", ch->spl[0]); clan.c: sprintf(skill,"#4Blue#n : %-10d", ch->spl[2]); clan.c: sprintf(skill,"#1Red#n : %-10d\n\r", ch->spl[1]); clan.c: sprintf(skill,"#2Green#n : %-10d", ch->spl[3]); clan.c: sprintf(skill, "#3Yellow#n : %-10d\n\r\n", ch->spl[4]); clan.c: sprintf(skill, "Recall Room : %d ", ch->home); clan.c: sprintf(skill, "Trust : %d\n\r", ch->trust); clan.c: if ( ch->stance[11] == 1 ) clan.c: else if ( ch->stance[11] == 2 ) clan.c: else if ( ch->stance[11] == 3 ) clan.c: else if ( ch->stance[11] == 4 ) clan.c: else if ( ch->stance[11] == 5 ) clan.c: else if ( ch->stance[11] == 6 ) clan.c: else if ( ch->stance[11] == 7 ) clan.c: else if ( ch->stance[11] == 8 ) clan.c: else if ( ch->stance[11] == 9 ) clan.c: else if ( ch->stance[11] == 10 ) clan.c: sprintf(skill, "Generation : %d ", ch->generation); clan.c: if (ch->pcdata->rank == AGE_METHUSELAH) clan.c: else if (ch->pcdata->rank == AGE_ELDER) clan.c: else if (ch->pcdata->rank == AGE_ANCILLA) clan.c: else if (ch->pcdata->rank == AGE_NEONATE) clan.c: if ( IS_SET(ch->special, SPC_PRINCE) ) clan.c: sprintf(skill, "Generation : %d\n\r", ch->generation); clan.c: if ( IS_SET(ch->special, SPC_PRINCE) ) clan.c: sprintf(skill, "Generation : %d\n\r", ch->generation); clan.c: if ( IS_SET(ch->special, SPC_SIRE) && ch->generation > 2 ) clan.c: if ( IS_SET(ch->special, SPC_PRINCE) && ch->generation > 2 clan.c: sprintf(skill,"Slice : %-4d", ch->wpn[1]); clan.c: sprintf(skill," Stab : %-4d", ch->wpn[2]); clan.c: sprintf(skill," Slash : %-4d", ch->wpn[3]); clan.c: sprintf(skill," Whip : %-4d", ch->wpn[4]); clan.c: sprintf(skill," Claw : %-4d\n\r", ch->wpn[5]); clan.c: sprintf(skill,"Blast : %-4d", ch->wpn[6]); clan.c: sprintf(skill," Pound : %-4d", ch->wpn[7]); clan.c: sprintf(skill," Crush : %-4d", ch->wpn[8]); clan.c: sprintf(skill," Grep : %-4d", ch->wpn[9]); clan.c: sprintf(skill," Bite : %-4d\n\r", ch->wpn[10]); clan.c: sprintf(skill,"Pierce : %-4d", ch->wpn[11]); clan.c: sprintf(skill," Suck : %-4d", ch->wpn[12]); clan.c: sprintf(skill," Unarmed: %-4d\n\r\n", ch->wpn[0]); clan.c: sprintf(skill,"Viper : %-4d", ch->stance[1]); clan.c: sprintf(skill, "Crane : %-4d", ch->stance[2]); clan.c: sprintf(skill, "Crab : %-4d", ch->stance[3]); clan.c: sprintf(skill,"Mongoose : %-4d", ch->stance[4]); clan.c: sprintf(skill,"Bull : %-4d\n\r", ch->stance[5]); clan.c: sprintf(skill, "Mantis : %-4d", ch->stance[6]); clan.c: sprintf(skill,"Dragon : %-4d", ch->stance[7]); clan.c: sprintf(skill,"Tiger : %-4d", ch->stance[8]); clan.c: sprintf(skill,"Monkey : %-4d", ch->stance[9]); clan.c: sprintf(skill,"Swallow : %-4d\n\r\n", ch->stance[10]); clan.c: sprintf(skill,"#5Purple#n : %-4d", ch->spl[0]); clan.c: sprintf(skill,"#4Blue#n : %-4d", ch->spl[2]); clan.c: sprintf(skill,"#1Red#n : %-4d", ch->spl[1]); clan.c: sprintf(skill,"#2Green#n : %-4d", ch->spl[3]); clan.c: sprintf(skill, "#3Yellow#n : %-4d\n\r\n", ch->spl[4]); clan.c: sprintf(skill, "Recall Room : %d ", ch->home); clan.c: sprintf(skill, "Trust : %d ", ch->trust); clan.c: if ( ch->stance[11] == 1 ) clan.c: else if ( ch->stance[11] == 2 ) clan.c: else if ( ch->stance[11] == 3 ) clan.c: else if ( ch->stance[11] == 4 ) clan.c: else if ( ch->stance[11] == 5 ) clan.c: else if ( ch->stance[11] == 6 ) clan.c: else if ( ch->stance[11] == 7 ) clan.c: else if ( ch->stance[11] == 8 ) clan.c: else if ( ch->stance[11] == 9 ) clan.c: else if ( ch->stance[11] == 10 ) clan.c: sprintf(skill, "Generation : %d ", ch->generation); clan.c: if (ch->pcdata->rank == AGE_METHUSELAH) clan.c: else if (ch->pcdata->rank == AGE_ELDER) clan.c: else if (ch->pcdata->rank == AGE_ANCILLA) clan.c: else if (ch->pcdata->rank == AGE_NEONATE) clan.c: if ( IS_SET(ch->special, SPC_PRINCE) ) clan.c: sprintf(skill, "Generation : %d\n\r", ch->generation); clan.c: if ( IS_SET(ch->special, SPC_PRINCE) ) clan.c: sprintf(skill, "Generation : %d\n\r", ch->generation); clan.c: if ( IS_SET(ch->special, SPC_SIRE) && ch->generation > 2 ) clan.c: if ( IS_SET(ch->special, SPC_PRINCE) && ch->generation > 2 clan.c: REMOVE_BIT(ch->extra, EXTRA_STANCE); clan.c: if (!str_cmp(arg,"mantis") && ch->stance[STANCE_CRANE] >= 200 && clan.c: ch->stance[STANCE_VIPER] >= 200) clan.c: else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 200 clan.c: ch->stance[STANCE_CRAB] >= 200) clan.c: else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 200 clan.c: ch->stance[STANCE_VIPER] >= 200) clan.c: else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 200 clan.c: ch->stance[STANCE_MONGOOSE] >= 200) clan.c: else if (!str_cmp(arg,"swallow") && ch->stance[STANCE_CRAB] >= 200 clan.c: ch->stance[STANCE_MONGOOSE] >= 200) clan.c: ch->stance[11] = selection; clan.c: SET_BIT(ch->extra, EXTRA_STANCE); clan.c: inroom=ch->in_room; clan.c: if ( number_percent() > (ch->level*2) ) clan.c: SET_BIT(ch->affected_by, AFF_FLAMING); clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->generation > 0 && ch->generation < 14) clan.c: if ( ch->generation == 1 ) clan.c: sprintf(buf,"My name is %s. I am of the First Generation. I am the Sire of all Kindred.\n\r", ch->name); clan.c: else if ( ch->generation == 2 ) clan.c: sprintf(buf,"My name is %s. I am of the Second Generation. My sire is Sage.\n\r",ch->name ); clan.c: else if ( ch->generation == 3 ) clan.c: sprintf(buf,"My name is %s. I am of the Third Generation. My sire is Sage.\n\r",ch->name ); clan.c: else if ( ch->generation > 3 ) clan.c: sprintf(buf,"My name is %s. I am of the %dth Generation. My sire is Sage.\n\r",ch->name, ch->generation ); clan.c: ch->generation > 0 && ch->generation < 7) clan.c: if ( ch->generation == 1 ) clan.c: sprintf(buf,"My name is %s. I am the chosen champion of Gaia.\n\r",ch->name ); clan.c: else if ( ch->generation > 1 ) clan.c: sprintf(buf,"My name is %s. I am the pup of Gaia.",ch->name ); clan.c: if (ch->power[DISC_VAMP_SERP] < 8) clan.c: if (!IS_SET(ch->newbits, NEW_COIL)) clan.c: SET_BIT(ch->newbits, NEW_COIL); clan.c: else if (IS_SET(ch->newbits, NEW_COIL)) clan.c: REMOVE_BIT(ch->newbits, NEW_COIL); clan.c: if (ch->power[DISC_VAMP_THAU] < 5) clan.c: if (ch->practice < 10) clan.c: if (IS_SET(ch->newbits, NEW_TIDE)) clan.c: SET_BIT(ch->newbits, NEW_TIDE); clan.c: ch->practice -= 10; clan.c: if (ch->power[DISC_VAMP_QUIE] < 9) clan.c: if (ch->pcdata->condition[COND_THIRST] < 200) clan.c: SET_BIT(ch->extra, EXTRA_FLASH); clan.c: ch->power[DISC_VAMP_CELE] += 2; clan.c: ch->pcdata->condition[COND_THIRST] -= 200; clan.c: sprintf(buf, "%s starts moving with lightening speed.",ch->name); clan.c: inroom= ch->in_room; clan.c: if (ch->power[DISC_VAMP_QUIE] < 5) clan.c: if (RTIMER(ch->in_room, RTIMER_SILENCE) != 0) clan.c: SET_RTIMER(ch->in_room, RTIMER_SILENCE, 0); clan.c: if (ch->pcdata->condition[COND_THIRST] < 300) clan.c: ch->pcdata->condition[COND_THIRST] -= 300; clan.c: sprintf(buf,"A look of concentration passes over %s's face.\n\r", ch->name); clan.c: if (ch->power[DISC_VAMP_DOMI] < 4) clan.c: if (ch->pcdata->condition[COND_THIRST] < 500) clan.c: if (IS_SET(ch->act, PLR_ACID)) clan.c: SET_BIT(ch->act, PLR_ACID); clan.c: if (ch->power[DISC_VAMP_OBFU] < 8) clan.c: if (ch->pcdata->condition[COND_THIRST] < 250) clan.c: if (ch->practice < 20) clan.c: if ( ch->in_room == location ) clan.c: ch->pcdata->condition[COND_THIRST] -= 250; clan.c: ch->practice -= 20; clan.c: if (ch->power[DISC_VAMP_DOMI] < 8) clan.c: if (ch->pcdata->condition[COND_THIRST] < 250) clan.c: if (ch->practice < 25) clan.c: ch->pcdata->condition[COND_THIRST] -= 250; clan.c: ch->practice -= 25; clan.c: if (ch->power[DISC_VAMP_VICI] < 2) clan.c: if (ch->power[DISC_VAMP_VICI] < 8) clan.c: if ((victim = ch->fighting) == NULL) clan.c: if (ch->pcdata->condition[COND_THIRST] < 6) clan.c: dam = ch->power[DISC_VAMP_VICI] * 50; clan.c: dam = ch->power[DISC_VAMP_VICI] * 200; clan.c: ch->pcdata->condition[COND_THIRST] -= 6; clan.c: if (ch->power[DISC_WERE_BOAR] > 2) dam *= 1.5; clan.c: if (ch->power[DISC_VAMP_DAIM] < 10) clan.c: if (ch->pcdata->followers > 0) clan.c: if (ch->pcdata->condition[COND_THIRST] < 750) clan.c: ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - 750; clan.c: ch->pcdata->followers++; clan.c: char_to_room( victim, ch->in_room ); clan.c: if (ch->power[DISC_VAMP_PRES] < 1) clan.c: REMOVE_BIT(ch->extra, EXTRA_AWE); clan.c: SET_BIT(ch->extra, EXTRA_AWE); clan.c: if (ch->power[DISC_VAMP_THAU] < 3) clan.c: if (ch->pcdata->condition[COND_THIRST] < 300) clan.c: if (ch->generation == 3) clan.c: ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - 300; clan.c: ch->generation = ch->generation - 1; clan.c: SET_BIT(ch->extra, EXTRA_POTENCY); clan.c: if (ch->power[DISC_VAMP_VICI] < 5) clan.c: ch->pcdata->obj_vnum = 0; clan.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: REMOVE_BIT(ch->extra, EXTRA_OSWITCH); clan.c: REMOVE_BIT(ch->extra, EXTRA_PLASMA); clan.c: ch->pcdata->chobj = NULL; clan.c: free_string(ch->morph); clan.c: ch->morph = str_dup(""); clan.c: ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM]; clan.c: ch->pcdata->chobj = obj; clan.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: SET_BIT(ch->extra, EXTRA_OSWITCH); clan.c: SET_BIT(ch->extra, EXTRA_PLASMA); clan.c: free_string(ch->morph); clan.c: ch->morph = str_dup("a pool of blood"); clan.c: obj_to_room(obj,ch->in_room); clan.c: if (ch->power[DISC_VAMP_THAU] < 1) clan.c: if (ch->power[DISC_VAMP_OBTE] < 4) clan.c: if (victim->in_room == ch->in_room) clan.c: if ( ch->power[DISC_VAMP_PROT] < 4 ) clan.c: REMOVE_BIT(ch->affected_by, AFF_SHIFT); clan.c: REMOVE_BIT(ch->extra, EXTRA_EARTHMELD); clan.c: REMOVE_BIT(ch->act, PLR_WIZINVIS); clan.c: if (IS_HEAD(ch,LOST_HEAD)) REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); clan.c: free_string(ch->morph); clan.c: ch->morph = str_dup(""); clan.c: ch->level = 3; clan.c: ch->trust = 3; clan.c: sprintf(buf, "%s rises up from the ground",ch->name); clan.c: if ( (mount = ch->mount) != NULL) do_dismount(ch,""); clan.c: SET_BIT(ch->affected_by, AFF_SHIFT); clan.c: SET_BIT(ch->extra, EXTRA_EARTHMELD); clan.c: SET_BIT(ch->act, PLR_WIZINVIS); clan.c: free_string(ch->morph); clan.c: ch->morph = str_dup("Someone"); clan.c: ch->level = 4; clan.c: ch->trust = 4; clan.c: sprintf(buf, "%s sinks into the ground.",ch->name); clan.c: if ( ch->power[DISC_WERE_BOAR] < 5 ) clan.c: REMOVE_BIT(ch->affected_by, AFF_SHIFT); clan.c: REMOVE_BIT(ch->extra, EXTRA_EARTHMELD); clan.c: REMOVE_BIT(ch->act, PLR_WIZINVIS); clan.c: if (IS_HEAD(ch,LOST_HEAD)) REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); clan.c: free_string(ch->morph); clan.c: ch->morph = str_dup(""); clan.c: ch->level = 3; clan.c: ch->trust = 3; clan.c: sprintf(buf, "%s rises up from a hole",ch->name); clan.c: if ( (mount = ch->mount) != NULL) do_dismount(ch,""); clan.c: SET_BIT(ch->affected_by, AFF_SHIFT); clan.c: SET_BIT(ch->extra, EXTRA_EARTHMELD); clan.c: SET_BIT(ch->act, PLR_WIZINVIS); clan.c: free_string(ch->morph); clan.c: ch->morph = str_dup("Someone"); clan.c: ch->level = 4; clan.c: ch->trust = 4; clan.c: sprintf(buf, "%s burrow into the ground.",ch->name); clan.c: if ( ch->power[DISC_WERE_BOAR] < 5 ) clan.c: if (ch->power[DISC_VAMP_ANIM] < 2) clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast < 1) clan.c: if ( ch->rage < 1 ) clan.c: ch->rage = 0; clan.c: if (ch->generation <= 0) clan.c: ch->generation = 4; clan.c: if (IS_SET(ch->newbits, NEW_TIDE)) clan.c: bloodpool = (3000 / ch->generation); clan.c: else bloodpool = (2000 / ch->generation); clan.c: if (ch->power[DISC_VAMP_THAU] < 4) clan.c: sprintf(buf,"A stream of blood shoots from %s into %s.",victim->name,ch->name); clan.c: sprintf(buf,"A stream of blood shoots from your body into %s.",ch->name); clan.c: sprintf(buf,"A stream of blood shoots from %s into %s.",victim->short_descr,ch->name); clan.c: sprintf(buf,"A stream of blood shoots from your body into %s.",ch->name); clan.c: ch->pcdata->condition[COND_THIRST] += number_range(10,15); clan.c: (ch->pcdata->condition[COND_THIRST] += blpr); clan.c: if (ch->pcdata->condition[COND_THIRST] >= bloodpool /ch->generation) clan.c: ch->pcdata->condition[COND_THIRST] = bloodpool / ch->generation; clan.c: if (ch->fighting == NULL) set_fighting(ch,victim); clan.c: ch->hit -= 300; clan.c: if (ch->pcdata->condition[COND_THIRST] >= bloodpool / ch->generation) clan.c: ch->pcdata->condition[COND_THIRST] = bloodpool /ch->generation; clan.c: if (ch->fighting == NULL) set_fighting(ch,victim); clan.c: /*if (ch->power[DISC_VAMP_VICI] < 4) clan.c: REMOVE_BIT(ch->polyaff, POLY_ZULOFORM); clan.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: /* ch->max_hit = ch->max_hit - 1500; clan.c: ch->hit = ch->hit - 1500; clan.c: if (ch->hit < 1) ch->hit = 1; clan.c: ch->damroll = - 150; clan.c: ch->hitroll = - 150; clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( "" ); clan.c: /*if ( ch->pcdata->condition[COND_THIRST] < 200 ) clan.c: if (ch->stance[0] != -1) do_stance(ch,""); clan.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); clan.c: /*ch->pcdata->condition[COND_THIRST] -= number_range(100,200);*/ clan.c: if (ch->wpn[0] > 0) clan.c: ch->hitroll += (ch->wpn[0]); clan.c: ch->damroll += (ch->wpn[0]); clan.c: ch->armor -= (ch->wpn[0] * 3); clan.c: ch->pcdata->mod_str = 15; clan.c: ch->pcdata->mod_dex = 15; clan.c: SET_BIT(ch->polyaff, POLY_ZULOFORM); clan.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: if (!str_cmp(ch->name,"Sage")) sprintf(buf,"Sage the Coder"); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( buf ); clan.c: /*ch->max_hit = + 500; clan.c: ch->hit = + 500;*/ clan.c: ch->damroll = + 150; clan.c: ch->hitroll = + 150; clan.c: if (ch->power[DISC_VAMP_VICI] < 2) clan.c: REMOVE_BIT(ch->polyaff, POLY_ZULOFORM); clan.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: ch->max_hit = ch->max_hit - 1500; clan.c: ch->hit = ch->hit - 1500; clan.c: if (ch->hit < 1) ch->hit = 1; clan.c: ch->damroll = ch->damroll / 1.4; clan.c: ch->hitroll = ch->hitroll / 1.4; clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( "" ); clan.c: if ( ch->pcdata->condition[COND_THIRST] < 200 ) clan.c: if (ch->stance[0] != -1) do_stance(ch,""); clan.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(100,200); clan.c: if (ch->wpn[0] > 0) clan.c: ch->hitroll += (ch->wpn[0]); clan.c: ch->damroll += (ch->wpn[0]); clan.c: ch->armor -= (ch->wpn[0] * 3); clan.c: ch->pcdata->mod_str = 15; clan.c: ch->pcdata->mod_dex = 15; clan.c: SET_BIT(ch->polyaff, POLY_ZULOFORM); clan.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: if (!str_cmp(ch->name,"Infidel")) sprintf(buf,"Infidel the Coder"); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( buf ); clan.c: ch->max_hit = ch->max_hit + 1500; clan.c: ch->hit = ch->hit + 1500; clan.c: ch->damroll = ch->damroll * 1.4; clan.c: ch->hitroll = ch->hitroll * 1.4; clan.c: if ( ch->pcdata->stats[UNI_FORM0] < 1 || ch->pcdata->stats[UNI_FORM0] > 5) clan.c: ch->pcdata->stats[UNI_FORM0] = 1; clan.c: if ( ch->pcdata->stats[UNI_FORM0] == toform ) clan.c: ch->pcdata->stats[UNI_FORM1] = toform; clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS); clan.c: if (ch->power[DISC_DAEM_ATTA] < 4) clan.c: if (ch->power[DISC_DAEM_ATTA] < 4) return; clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS); clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); clan.c: if (ch->cur_form != 0 && !form_data[ch->cur_form].can_use_claws ) clan.c: if (ch->power[DISC_WERE_WOLF] < 1) clan.c: else if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) clan.c: if (ch->power[DISC_VAMP_PROT] < 2) clan.c: if (ch->rage >0) clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); clan.c: if (ch->cur_form != 0 && !form_data[ch->cur_form].can_use_claws ) clan.c: if (ch->power[DISC_WERE_WOLF] < 2) clan.c: else if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) clan.c: if (ch->rage >0) clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); clan.c: if ( ch->gifts[METIS] < 3 ) clan.c: else if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) clan.c: if ( ch->monkab[AWARE] < 1 ) clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_PROT] < 1 && clan.c: ch->power[DISC_VAMP_OBTE] < 3) clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->rage > 0) clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); clan.c: if (ch->pcdata->rank == AGE_ELDER && ch->generation > 2) clan.c: if (IS_SET(ch->special, SPC_INCONNU)) clan.c: if (ch->exp < 1000000) clan.c: if (IS_SET(ch->special, SPC_ANARCH)) REMOVE_BIT(ch->special, SPC_ANARCH); clan.c: ch->exp -= 1000000; clan.c: sprintf(buf,"%s is now an Inconnu!",ch->name); clan.c: SET_BIT(ch->special, SPC_INCONNU); clan.c: if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_HAWK] < 2) clan.c: else if ( IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 2 ) clan.c: else if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_OBTE] < 2) clan.c: if (ch->power[DISC_VAMP_OBTE] < 2 ) clan.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWSIGHT); clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 10) clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(5,10); clan.c: SET_BIT(ch->affected_by, AFF_SHADOWSIGHT); clan.c: if (ch->power[DISC_VAMP_PROT] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_CELE] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_FORT] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_POTE] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_OBFU] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_OBTE] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_SERP] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_AUSP] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_DOMI] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_PRES] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_VICI] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_THAU] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_ANIM] >= 1) clancount = clancount + 1; clan.c: if (ch->power[DISC_VAMP_QUIE] >= 1) clancount = clancount + 1; clan.c: if (ch->exp < 1000) clan.c: if (ch->beast > 0) clan.c: ch->beast += 1; clan.c: ch->exp = ch->exp - 1000; clan.c: if ( victim->generation != 0 && (victim->generation <= ( ch->generation = 13 ) ) ) clan.c: victim->generation = ch->generation = 13; clan.c: if (ch->generation == 1) clan.c: victim->lord=str_dup(ch->name); clan.c: sprintf(buf,"%s %s",ch->lord,ch->name); clan.c: if (ch->generation != 1) clan.c: if (ch->exp < 10000) clan.c: ch->exp = ch->exp - 10000; clan.c: if (ch->pcdata->stats[UNI_CURRENT] < 1) ch->pcdata->stats[UNI_CURRENT] = 1; clan.c: else ch->pcdata->stats[UNI_CURRENT] += 1; clan.c: if (IS_SET(ch->special,SPC_SIRE)) REMOVE_BIT(ch->special,SPC_SIRE); clan.c: victim->generation = ch->generation + 1; clan.c: if (ch->generation == 1) clan.c: victim->lord=str_dup(ch->name); clan.c: sprintf(buf,"%s %s",ch->lord,ch->name); clan.c: SET_BIT(ch->immune, IMM_DEMON); clan.c: REMOVE_BIT(ch->immune, IMM_DEMON); clan.c: if (ch->practice < 75) clan.c: SET_BIT(ch->newbits, THIRD_HAND); clan.c: SET_BIT(ch->newbits, FOURTH_HAND); clan.c: if (ch->generation < 3) clan.c: strcpy(lord,ch->name); clan.c: else strcpy(lord,ch->lord); clan.c: for ( gch = char_list; gch != NULL; gch = gch->next ) clan.c: if ( !str_cmp(ch->lord,lord) || !str_cmp(ch->name,lord)) clan.c: capitalize( gch->name ), clan.c: gch->hit,gch->mana,gch->move, gch->exp); clan.c: if (ch->exp < 10000) clan.c: ch->exp = ch->exp - 10000; clan.c: victim->generation = ch->generation + 1; clan.c: if (ch->generation == 1) clan.c: victim->lord=str_dup(ch->name); clan.c: sprintf(buf,"%s %s",ch->lord,ch->name); clan.c: if ( ch->wpn[dtype] > 200 ) clan.c: ch->wpn[dtype] = 200; clan.c: if ( ch->spl[dtype] > 200 ) clan.c: ch->spl[dtype] = 200; clan.c: ch->exp = ch->exp + 1000; clan.c: if (ch->power[DISC_VAMP_OBFU] < 2 ) clan.c: if ( ch->pcdata->condition[COND_THIRST] < 40 ) clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(30,40); clan.c: sprintf(buf,"Your form shimmers and transforms into %s.",ch->name); clan.c: sprintf(buf,"%s's form shimmers and transforms into %s.",ch->morph,ch->name); clan.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( "" ); clan.c: sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->morph,victim->name); clan.c: sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->morph); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( victim->name ); clan.c: sprintf(buf,"%s's form shimmers and transforms into a clone of %s.",ch->name,victim->name); clan.c: sprintf(buf,"%s's form shimmers and transforms into a clone of you!",ch->name); clan.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( victim->name ); clan.c: if (ch->power[DISC_VAMP_PROT] < 3 ) clan.c: if ( ch->pcdata->condition[COND_THIRST] < 50 ) clan.c: if (ch->stance[0] != -1) do_stance(ch,""); clan.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(40,50); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC); clan.c:/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/ clan.c: SET_BIT(ch->polyaff, POLY_BAT); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); clan.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: sprintf(buf, "%s the vampire bat", ch->name); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( buf ); clan.c: if ( ch->pcdata->condition[COND_THIRST] < 50 ) clan.c: if (ch->stance[0] != -1) do_stance(ch,""); clan.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(40,50); clan.c: if (ch->wpn[0] > 0) clan.c: ch->hitroll += (ch->wpn[0]); clan.c: ch->damroll += (ch->wpn[0]); clan.c: ch->armor -= (ch->wpn[0] * 3); clan.c: ch->pcdata->mod_str = 10; clan.c:/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/ clan.c: SET_BIT(ch->polyaff, POLY_WOLF); clan.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); clan.c: ch->max_hit = ch->max_hit + 500; clan.c: ch->hit = ch->hit + 500; clan.c: sprintf(buf, "%s the dire wolf", ch->name); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( buf ); clan.c: if ( ch->pcdata->condition[COND_THIRST] < 50 ) clan.c: if (ch->stance[0] != -1) do_stance(ch,""); clan.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(40,50); clan.c: REMOVE_BIT(ch->extra, TIED_UP); clan.c: REMOVE_BIT(ch->extra, GAGGED); clan.c: REMOVE_BIT(ch->extra, BLINDFOLDED); clan.c:/* SET_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/ clan.c: SET_BIT(ch->polyaff, POLY_MIST); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); clan.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: SET_BIT(ch->affected_by, AFF_ETHEREAL); clan.c: sprintf(buf, "%s the white mist", ch->name); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( buf ); clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FLYING); clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_SONIC); clan.c: REMOVE_BIT(ch->polyaff, POLY_BAT); clan.c:/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_BAT);*/ clan.c:/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_WOLF);*/ clan.c: REMOVE_BIT(ch->polyaff, POLY_WOLF); clan.c: ch->max_hit = ch->max_hit - 500; clan.c: ch->hit = ch->hit - 500; clan.c: if (ch->hit < 1) ch->hit = 1; clan.c:/* REMOVE_BIT(ch->pcdata->powers[WOLF_POLYAFF], POLY_MIST);*/ clan.c: REMOVE_BIT(ch->polyaff, POLY_MIST); clan.c: REMOVE_BIT(ch->affected_by, AFF_ETHEREAL); clan.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CHANGED); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( "" ); clan.c: if (ch->power[DISC_VAMP_ANIM] < 1) clan.c: if (ch->power[DISC_VAMP_ANIM] > 0) clan.c: if (ch->power[DISC_VAMP_AUSP] < 1) clan.c: if (ch->power[DISC_VAMP_AUSP] > 0) clan.c: if (ch->power[DISC_VAMP_AUSP] > 1) clan.c: if (ch->power[DISC_VAMP_AUSP] > 2) clan.c: if (ch->power[DISC_VAMP_DAIM] < 1) clan.c: if (ch->power[DISC_VAMP_DOMI] < 1) clan.c: if (ch->power[DISC_VAMP_DOMI] > 0) clan.c: if (ch->power[DISC_VAMP_DOMI] > 1) clan.c: if (ch->power[DISC_VAMP_DOMI] > 3) clan.c: if (ch->power[DISC_VAMP_FORT] < 1) clan.c: if (ch->power[DISC_VAMP_OBFU] < 1) clan.c: if (ch->power[DISC_VAMP_OBTE] < 1) clan.c: if (ch->power[DISC_VAMP_PRES] < 1) clan.c: if (ch->power[DISC_VAMP_PROT] < 1) clan.c: if (ch->power[DISC_VAMP_QUIE] < 1) clan.c: if (ch->power[DISC_VAMP_QUIE] > 3) clan.c: if (ch->power[DISC_VAMP_SERP] < 1) clan.c: if (ch->power[DISC_VAMP_THAU] < 1) clan.c: if (ch->power[DISC_VAMP_THAU] > 0) clan.c: if (ch->power[DISC_VAMP_VICI] < 1) clan.c: if (ch->power[DISC_VAMP_VICI] > 3) clan.c: if (ch->generation == 13) clan.c: else if (ch->generation == 12) clan.c: else if (ch->generation == 11) clan.c: else if (ch->generation == 10) clan.c: else if (ch->generation == 9) clan.c: else if (ch->generation == 8) clan.c: else if (ch->generation == 7) clan.c: else if (ch->generation == 6) clan.c: else if (ch->generation == 5) clan.c: else if (ch->generation == 4) clan.c: cost = (ch->power[improve]+1) * 10; clan.c: if ( ch->power[improve] >= max && ch->pcdata->rank ==AGE_METHUSELAH) clan.c: if (ch->power[improve] >= max) clan.c: if ( cost > ch->practice ) clan.c: ch->power[improve] += 1; clan.c: ch->practice -= cost; clan.c: SET_BIT(ch->immune, IMM_VAMPIRE); clan.c: REMOVE_BIT(ch->immune, IMM_VAMPIRE); clan.c: if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->power[DISC_WERE_OWL] < 3) clan.c: if (ch->power[DISC_VAMP_OBTE] < 3) clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 75) clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(65,75); clan.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); clan.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); clan.c: if (ch->power[DISC_VAMP_SERP] < 1 ) clan.c: if ( ch->pcdata->condition[COND_THIRST] < 1000 / ch->generation ) clan.c: ch->pcdata->condition[COND_THIRST] -= 100; clan.c: ch->hit = ch->hit - number_range(10,20); clan.c: if (ch->position == POS_DEAD && !IS_HERO(ch)) clan.c: SET_BIT(ch->immune, IMM_STAKE); clan.c: if ((ch->power[DISC_VAMP_AUSP] < 1) && IS_CLASS(ch, CLASS_VAMPIRE)) clan.c: if ((ch->power[DISC_WERE_OWL] < 3) && IS_CLASS(ch,CLASS_WEREWOLF)) clan.c: if ( IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 3 ) clan.c: if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) clan.c: REMOVE_BIT(ch->act, PLR_HOLYLIGHT); clan.c: SET_BIT(ch->act, PLR_HOLYLIGHT); clan.c: if (ch->power[DISC_VAMP_PRES] < 5 ) clan.c: REMOVE_BIT(ch->affected_by, AFF_PEACE); clan.c: if ( ch->pcdata->condition[COND_THIRST] < 45 ) clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(35,45); clan.c: SET_BIT(ch->affected_by, AFF_PEACE); clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_AUSP] < 2 ) clan.c: if (IS_CLASS(ch, CLASS_MONK) && ch->monkab[AWARE] < 4) clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 25 clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(15,25); clan.c: chroom = ch->in_room; clan.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); clan.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); clan.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); clan.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); clan.c: ch->fight_timer = 10; clan.c: if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_SET(ch->flag2, AFF_SPIRITGUARD) ) clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_AUSP] < 3 && !IS_ITEMAFF(ch, ITEMA_VISION)) clan.c: if (IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 2) clan.c: if ( ch->pcdata->condition[COND_THIRST] < 50 && !IS_ITEMAFF(ch, ITEMA_VISION) clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(40,50); clan.c: spell_identify( skill_lookup( "identify" ), ch->level, ch, obj ); clan.c: if (ch->pcdata->condition[COND_THIRST] < 50 && !IS_ITEMAFF(ch,ITEMA_VISION)) clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(40,50); clan.c: if (ch->power[DISC_VAMP_OBFU] < 4) clan.c: if ( ch->pcdata->condition[COND_THIRST] < 1000 / ch->generation ) clan.c: blood = ch->pcdata->condition[COND_THIRST]; clan.c: ch->pcdata->condition[COND_THIRST] = 666; clan.c: if (IS_SET(ch->act,PLR_HOLYLIGHT) ) do_truesight(ch,""); clan.c: ch->rage = 0; clan.c: ch->pcdata->condition[COND_THIRST] = blood; clan.c: REMOVE_BIT(ch->class, CLASS_VAMPIRE); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL); clan.c: ch->class=CLASS_VAMPIRE; clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL); clan.c: blood = ch->pcdata->condition[COND_THIRST]; clan.c: ch->pcdata->condition[COND_THIRST] = 666; clan.c: if (IS_SET(ch->act,PLR_HOLYLIGHT) ) do_truesight(ch,""); clan.c: ch->rage = 0; clan.c: ch->pcdata->condition[COND_THIRST] = blood; clan.c: REMOVE_BIT(ch->class, CLASS_VAMPIRE); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL); clan.c: ch->class= CLASS_VAMPIRE; clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_MORTAL); clan.c: if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->power[DISC_WERE_OWL] < 2) clan.c: if (IS_CLASS(ch, CLASS_DROW) && !IS_SET(ch->pcdata->powers[1],DPOWER_DROWSHIELD)) clan.c: if (IS_CLASS(ch, CLASS_MONK) && !IS_NPC(ch) && ch->pcdata->powers[PMONK] < 2) clan.c: if (ch->power[DISC_VAMP_OBFU] < 3 && ch->power[DISC_VAMP_DOMI] < 2 && clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->pcdata->condition[COND_THIRST] < 60) clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(50,60); clan.c: SET_BIT(ch->immune, IMM_SHIELDED); clan.c: REMOVE_BIT(ch->immune, IMM_SHIELDED); clan.c: if (ch->power[DISC_VAMP_SERP] < 2) clan.c: REMOVE_BIT(ch->polyaff, POLY_SERPENT); clan.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( "" ); clan.c: ch->max_hit = ch->max_hit - 250; clan.c: ch->hit = ch->hit - 250; clan.c: if (ch->hit < 1) ch->hit = 1; clan.c: ch->max_mana = ch->max_mana + 50; clan.c: if ( ch->pcdata->condition[COND_THIRST] < 50 ) clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(40,50); clan.c: if (ch->wpn[0] > 0) clan.c: ch->hitroll += ch->wpn[0] * 0.75; clan.c: ch->damroll += ch->wpn[0] * 0.75; clan.c: ch->armor -= ch->wpn[0] * 3; clan.c: if (ch->stance[0] != -1) do_stance(ch,""); clan.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); clan.c: ch->pcdata->mod_str = 10; clan.c: SET_BIT(ch->polyaff, POLY_SERPENT); clan.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: sprintf(buf, "%s the huge serpent", ch->name); clan.c: free_string( ch->morph ); clan.c: ch->morph = str_dup( buf ); clan.c: ch->max_hit = ch->max_hit + 250; clan.c: ch->hit = ch->hit + 250; clan.c: ch->max_mana = ch->max_mana - 50; clan.c: if (ch->power[DISC_VAMP_SERP] < 3) clan.c: if ( ch->pcdata->condition[COND_THIRST] < 15 ) clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(5,15); clan.c: if (ch->rage > 0) clan.c: if ( ch->position == POS_FIGHTING ) clan.c: if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move ) clan.c: if ( ch->pcdata->condition[COND_THIRST] < 5 ) clan.c: ch->pcdata->condition[COND_THIRST] -= number_range(10,20); clan.c: if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move ) clan.c: if (ch->hit < 1 ) clan.c: ch->hit = ch->hit + 1; clan.c: ch->hit = UMIN(ch->hit + 250, ch->max_hit); clan.c: ch->mana = UMIN(ch->mana + 250, ch->max_mana); clan.c: ch->move = UMIN(ch->move + 250, ch->max_move); clan.c: if (ch->hit < 1 ) clan.c: ch->hit = ch->hit + number_range(1,3); clan.c: min += 10 - ch->generation; clan.c: min += 20 - (ch->generation * 2); clan.c: ch->hit = UMIN(ch->hit + number_range(min,max), ch->max_hit); clan.c: ch->mana = UMIN(ch->mana + number_range(min,max), ch->max_mana); clan.c: ch->move = UMIN(ch->move + number_range(min,max), ch->max_move); clan.c: if ( ch->hit >= ch->max_hit && ch->mana >= ch->max_mana && ch->move >= ch->max_move ) clan.c: REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_1); clan.c: REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_2); clan.c: REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_4); clan.c: REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_8); clan.c: REMOVE_BIT(ch->loc_hp[1],BROKEN_RIBS_16); clan.c: SET_BIT(ch->loc_hp[1],BROKEN_RIBS_16);} clan.c: SET_BIT(ch->loc_hp[1],BROKEN_RIBS_8);} clan.c: SET_BIT(ch->loc_hp[1],BROKEN_RIBS_4);} clan.c: SET_BIT(ch->loc_hp[1],BROKEN_RIBS_2);} clan.c: SET_BIT(ch->loc_hp[1],BROKEN_RIBS_1);} clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_L); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_R); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_L); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_R); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_NOSE); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16); clan.c: SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);} clan.c: SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);} clan.c: SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);} clan.c: SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);} clan.c: SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);} clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_NOSE); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_JAW); clan.c: REMOVE_BIT(ch->loc_hp[LOC_HEAD],BROKEN_SKULL); clan.c: REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_SPINE); clan.c: REMOVE_BIT(ch->loc_hp[LOC_BODY],BROKEN_NECK); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_ARM); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_ARM); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND); clan.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_LEG); clan.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG); clan.c: SET_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT); clan.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_LEG); clan.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG); clan.c: SET_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_ARM); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_ARM); clan.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_L],BROKEN_LEG); clan.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_R],BROKEN_LEG); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R); clan.c: SET_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L); clan.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT); clan.c: REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_THUMB); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_THUMB); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); clan.c: REMOVE_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L); clan.c: if (IS_SET(ch->loc_hp[6], BLEEDING_THROAT)) return; clan.c: REMOVE_BIT(ch->loc_hp[LOC_BODY],CUT_THROAT); clan.c: if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->beast > 0 clan.c: && ch->beast < 100 && number_range(1, 300) <= ch->beast) clan.c: if (ch->beast == 1) clan.c: ch->exp += 1000000; clan.c: SET_BIT(ch->immune, IMM_SUNLIGHT); clan.c: ch->beast -= 1; clan.c: if (!IS_NPC(ch) && IS_CLASS(ch,CLASS_VAMPIRE) && ch->beast < 100 clan.c: && ch->beast > 0 && number_range(1, 500) <= ch->beast) clan.c: if (ch->beast < 99) clan.c: ch->beast += 1; clan.c: blood = ch->pcdata->condition[COND_THIRST]; clan.c: ch->pcdata->condition[COND_THIRST] = 666; clan.c: ch->pcdata->condition[COND_THIRST] = blood; clan.c: if ( ch->pcdata->condition[COND_THIRST] < 20 ) clan.c: ch->pcdata->condition[COND_THIRST] -= (blood * 2); clan.c: if (IS_AFFECTED(ch,AFF_POLYMORPH)) sprintf(bufch,ch->morph); clan.c: else sprintf(bufch,ch->name); clan.c: if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) clan.c: if (ch->pcdata->powers[DPOWER_FLAGS] < 1) clan.c: if (ch->beast == 0 ) sprintf(buf,"You are disguised as %s...no upkeep.\n\r",ch->morph); clan.c: else if (ch->beast == 100) sprintf(buf,"You are disguised as %s...upkeep 10-20.\n\r",ch->morph); clan.c: else sprintf(buf,"You are disguised as %s...upkeep 5-10.\n\r",ch->morph); clan.c: if (ch->beast == 0 ) sprintf(buf,"You are shielded...no upkeep.\n\r"); clan.c: else if (ch->beast == 100) sprintf(buf,"You are shielded...upkeep 2-6.\n\r"); clan.c: if (ch->beast == 0 ) sprintf(buf,"You are in the shadowplane...no upkeep.\n\r"); clan.c: else if (ch->beast == 100) sprintf(buf,"You are in the shadowplane...no upkeep.\n\r"); clan.c: if (ch->beast == 0 ) sprintf(buf,"You have your fangs out...no upkeep.\n\r"); clan.c: else if (ch->beast == 100) sprintf(buf,"You have your fangs out...upkeep 2.\n\r"); clan.c: if (ch->beast == 0 ) sprintf(buf,"You have your claws out...no upkeep.\n\r"); clan.c: else if (ch->beast == 100) sprintf(buf,"You have your claws out...upkeep 2-6.\n\r"); clan.c: if (ch->beast == 0 ) sprintf(buf,"You have nightsight...no upkeep.\n\r"); clan.c: else if (ch->beast == 100) sprintf(buf,"You have nightsight...upkeep 2.\n\r"); clan.c: if (ch->beast == 0 ) sprintf(buf,"You have shadowsight...no upkeep.\n\r"); clan.c: else if (ch->beast == 100) sprintf(buf,"You are shadowsight...upkeep 2-6.\n\r"); clan.c: if (IS_SET(ch->act,PLR_HOLYLIGHT) ) clan.c: if (ch->beast == 0 ) sprintf(buf,"You have truesight...no upkeep.\n\r"); clan.c: else if (ch->beast == 100) sprintf(buf,"You have truesight...upkeep 2-10.\n\r"); clan.c: if (ch->beast == 0 ) sprintf(buf,"You have changed into %s form...no upkeep.\n\r",buf2); clan.c: else if (ch->beast == 100) sprintf(buf,"You have changed into %s form...upkeep 10-20.\n\r",buf2); clan.c: if (ch->beast == 0 ) sprintf(buf,"You are in serpent form...no upkeep.\n\r"); clan.c: else if (ch->beast == 100) sprintf(buf,"You are in serpent form...upkeep 6-8.\n\r"); clan.c:if (IS_SET(ch->newbits, NEW_MONKFLAME)) send_to_char("Your hands and weapon are engulfed in flames.\n\r",ch); clan.c:if (ch->power[DISC_VAMP_PROT] > 8) send_to_char("Your flesh is as hard as marble.\n\r",ch); clan.c:if (ch->rage > 0) send_to_char("You are in frenzy.\n\r",ch); clan.c:if (IS_SET(ch->act, PLR_WIZINVIS)) send_to_char("You are blended with the Shade.\n\r",ch); clan.c:if (ch->rage>100) clan.c:sprintf(buf,"You have %d points of tolerance against silver.\n\r",ch->siltol); clan.c:if (IS_SET(ch->newbits,NEW_REND)) clan.c:if (IS_SET(ch->newbits,NEW_SLAM)) clan.c:if (IS_SET(ch->newbits,NEW_QUILLS)) clan.c:if (ch->power[DISC_WERE_RAPT] > 0) clan.c:if (IS_SET(ch->newbits,NEW_JAWLOCK)) clan.c:if (IS_SET(ch->newbits,NEW_SKIN)) clan.c:if (IS_SET(ch->newbits,NEW_PERCEPTION)) clan.c:if (ch->power[DISC_WERE_BOAR] > 2) clan.c: if (IS_SET(ch->special, SPC_WOLFMAN)) return; clan.c: SET_BIT(ch->special, SPC_WOLFMAN); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); clan.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); clan.c: free_string(ch->morph); clan.c: ch->morph = str_dup(buf); clan.c: ch->rage += 25; clan.c: if (ch->power[DISC_WERE_WOLF] > 3) ch->rage += 100; clan.c: if (ch->rage > 300) clan.c: ch->rage = 300; clan.c: vch_next = vch->next; clan.c: if ( vch->in_room == NULL ) clan.c: if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) clan.c: if (vch->in_room == ch->in_room) clan.c: else if (vch->in_room->area == ch->in_room->area) clan.c: if ( vch->in_room == ch->in_room && can_see( ch, vch) ) clan.c: if (vch == NULL || vch->position <= POS_STUNNED) continue; clan.c: if (vch == NULL || vch->position <= POS_STUNNED) continue; clan.c: if (!IS_SET(ch->special, SPC_WOLFMAN)) return; clan.c: REMOVE_BIT(ch->special, SPC_WOLFMAN); clan.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); clan.c: free_string(ch->morph); clan.c: ch->morph = str_dup(""); clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_FANGS); clan.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_NIGHTSIGHT); clan.c: ch->rage -= 25; clan.c: if (ch->rage < 0) ch->rage = 0; clan.c: if (ch->power[DISC_VAMP_DOMI] < 3) clan.c: if ( ( familiar = ch->pcdata->familiar ) != NULL) clan.c: ch->pcdata->familiar = NULL; clan.c: if (victim->level > (ch->spl[RED_MAGIC] * 0.25)) clan.c: if ( ch->pcdata->condition[COND_THIRST] < 50 ) clan.c: ch->pcdata->condition[COND_THIRST] -= 50; clan.c: ch->pcdata->familiar = victim; clan.c: if ( ( familiar = ch->pcdata->familiar ) != NULL ) clan.c: ch->pcdata->familiar = victim; clan.c: if ((!IS_CLASS(ch, CLASS_VAMPIRE) ch->level < LEVEL_APPRENTICE) || clan.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && (ch->power[DISC_VAMP_DOMI] < 3) ) clan.c: if ( ( victim = ch->pcdata->familiar ) == NULL ) clan.c: if (!IS_CLASS(ch, CLASS_WEREWOLF) || ch->power[DISC_WERE_OWL] < 1) clan.c: if ( IS_SET(ch->act, PLR_WIZINVIS) ) clan.c: REMOVE_BIT(ch->act, PLR_WIZINVIS); clan.c: SET_BIT(ch->act, PLR_WIZINVIS); clan.c: REMOVE_BIT(ch->extra, TIED_UP); clan.c: REMOVE_BIT(ch->affected_by, AFF_WEBBED); clan.c:REMOVE_BIT(ch->affected_by, AFF_TENDRILS); clan.c: if (ch->power[DISC_WERE_BEAR] < 3) clan.c: if (!IS_SET(ch->special, SPC_WOLFMAN)) clan.c: ch->rage += number_range(10,20); clan.c: if (ch->rage >= 100) do_werewolf(ch,""); clan.c: if (ch->power[DISC_DAEM_ATTA] < 3) clan.c: if (ch->beast < 1) clan.c: ch->beast = 1; clan.c: if (ch->beast > ch->rage || ch->rage < 25) clan.c: ch->rage += number_range(ch->generation,25); clan.c: if (number_percent() < (ch->beast + 1)) clan.c: ch->beast += 1; clan.c: if (ch->beast > 100) clan.c: ch->beast = 100; clan.c: if (ch->power[DISC_WERE_WOLF] < 3) clan.c: if (IS_SET(ch->special, SPC_WOLFMAN)) clan.c: ch->rage -= number_range(10,20); clan.c: if (ch->rage < 100) do_unwerewolf(ch,""); clan.c: if (ch->power[DISC_DAEM_ATTA] < 4) clan.c: if (ch->beast >= 100) ch->beast = 100; clan.c: if (ch->beast <= 0) ch->beast = 0; clan.c: ch->rage -= (40 - (ch->beast / 3) +dice (1, 10)); clan.c: if (ch->rage <= 0) clan.c: ch->rage = 0; clan.c: ch->power[DISC_WERE_BEAR], ch->power[DISC_WERE_LYNX], clan.c: ch->power[DISC_WERE_BOAR], ch->power[DISC_WERE_OWL], clan.c: ch->power[DISC_WERE_SPID], ch->power[DISC_WERE_WOLF], clan.c: ch->power[DISC_WERE_HAWK],ch->power[DISC_WERE_MANT], clan.c: ch->power[DISC_WERE_RAPT],ch->power[DISC_WERE_LUNA], clan.c:ch->power[DISC_WERE_PAIN],ch->power[DISC_WERE_CONG]); clan.c: if (ch->power[DISC_WERE_BEAR] < 1) clan.c: if (ch->power[DISC_WERE_BEAR] > 0) clan.c: if (ch->power[DISC_WERE_BEAR] > 1) clan.c: if (ch->power[DISC_WERE_BEAR] > 2) clan.c: if (ch->power[DISC_WERE_BEAR] > 3) clan.c: if (ch->power[DISC_WERE_BOAR] < 1) clan.c: if (ch->power[DISC_WERE_BOAR] > 0) clan.c: if (ch->power[DISC_WERE_BOAR] > 1) clan.c: if (ch->power[DISC_WERE_BOAR] > 2) clan.c: if (ch->power[DISC_WERE_BOAR] > 3) clan.c: if (ch->power[DISC_WERE_LYNX] < 1) clan.c: if (ch->power[DISC_WERE_LYNX] > 0) clan.c: if (ch->power[DISC_WERE_LYNX] > 1) clan.c: if (ch->power[DISC_WERE_LYNX] > 2) clan.c: if (ch->power[DISC_WERE_LYNX] > 3) clan.c: if (ch->power[DISC_WERE_OWL] < 1) clan.c: if (ch->power[DISC_WERE_OWL] > 0) clan.c: if (ch->power[DISC_WERE_OWL] > 1) clan.c: if (ch->power[DISC_WERE_OWL] > 2) clan.c: if (ch->power[DISC_WERE_OWL] > 3) clan.c: if (ch->power[DISC_WERE_SPID] < 1) clan.c: if (ch->power[DISC_WERE_SPID] > 0) clan.c: if (ch->power[DISC_WERE_SPID] > 1) clan.c: if (ch->power[DISC_WERE_SPID] > 2) clan.c: if (ch->power[DISC_WERE_WOLF] < 1) clan.c: if (ch->power[DISC_WERE_WOLF] > 0) clan.c: if (ch->power[DISC_WERE_WOLF] > 1) clan.c: if (ch->power[DISC_WERE_WOLF] > 2) clan.c: if (ch->power[DISC_WERE_WOLF] > 3) clan.c: if (ch->power[DISC_WERE_HAWK] < 1) clan.c: if (ch->power[DISC_WERE_HAWK] > 0) clan.c: if (ch->power[DISC_WERE_HAWK] > 1) clan.c: if (ch->power[DISC_WERE_HAWK] > 2) clan.c: if (ch->power[DISC_WERE_MANT] < 1) clan.c: else if (ch->power[DISC_WERE_MANT] > 9) clan.c: else if (ch->power[DISC_WERE_MANT] > 8) clan.c: else if (ch->power[DISC_WERE_MANT] > 7) clan.c: else if (ch->power[DISC_WERE_MANT] > 6) clan.c: else if (ch->power[DISC_WERE_MANT] > 5) clan.c: else if (ch->power[DISC_WERE_MANT] > 4) clan.c: else if (ch->power[DISC_WERE_MANT] > 3) clan.c: else if (ch->power[DISC_WERE_MANT] > 2) clan.c: else if (ch->power[DISC_WERE_MANT] > 1) clan.c: else if (ch->power[DISC_WERE_MANT] > 0) clan.c: ch->power[DISC_WERE_BEAR], ch->power[DISC_WERE_LYNX], clan.c: ch->power[DISC_WERE_BOAR], ch->power[DISC_WERE_OWL], clan.c: ch->power[DISC_WERE_SPID], ch->power[DISC_WERE_WOLF], clan.c: ch->power[DISC_WERE_HAWK],ch->power[DISC_WERE_MANT], clan.c: ch->power[DISC_WERE_RAPT],ch->power[DISC_WERE_LUNA], clan.c:ch->power[DISC_WERE_PAIN],ch->power[DISC_WERE_CONG]); clan.c: cost = (ch->power[improve]+1) * 10; clan.c: if ( ch->power[improve] >= max ) clan.c: if ( cost > ch->practice ) clan.c: ch->power[improve] += 1; clan.c: ch->practice -= cost; clan.c: if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] < 2) clan.c: if (IS_CLASS(ch, CLASS_DROW) && !IS_SET(ch->pcdata->powers[1],DPOWER_WEB)) clan.c: level = ch->spl[spelltype] * 0.25; clan.c: if (ch->pcdata->genes[4] == SEX_MALE) clan.c: else if (ch->pcdata->genes[4] == SEX_FEMALE) clan.c: strcpy(buf2,ch->pcdata->cparents); clan.c: ch->pcdata->genes[9] += 1; clan.c: REMOVE_BIT(ch->extra, EXTRA_PREGNANT); clan.c: REMOVE_BIT(ch->extra, EXTRA_LABOUR); clan.c: if (ch->pcdata->genes[4] == SEX_MALE) clan.c: sprintf(buf,"%s has given birth to %s's son, named %s!",ch->name,dad,child); clan.c: else if (ch->pcdata->genes[4] == SEX_FEMALE) clan.c: sprintf(buf,"%s has given birth to %s's daughter, named %s!",ch->name,dad,child); clan.c: fprintf( fp, "Sex %d\n",ch->pcdata->genes[4] ); clan.c: fprintf( fp, "Immune %d\n",ch->pcdata->genes[3] ); clan.c: fprintf( fp, "Room %d\n",ch->in_room->vnum ); clan.c: ch->pcdata->genes[0], ch->pcdata->genes[0], ch->pcdata->genes[1], clan.c: ch->pcdata->genes[1], ch->pcdata->genes[2], ch->pcdata->genes[2]); clan.c: fprintf( fp, "Password %s~\n",ch->pcdata->pwd ); clan.c: fprintf( fp, "Parents %s~\n",ch->pcdata->cparents ); clan.c: ch->pcdata->perm_str, clan.c: ch->pcdata->perm_int, clan.c: ch->pcdata->perm_wis, clan.c: ch->pcdata->perm_dex, clan.c: ch->pcdata->perm_con ); clan.c: if (ch->level == LEVEL_APPRENTICE) clan.c: if (ch->exp < 100000) clan.c: ch->exp -= 100000; clan.c: victim->lord = str_dup(ch->name); clan.c: victim->pcdata->powers[MPOWER_RUNE0] = ch->pcdata->powers[MPOWER_RUNE0]; clan.c: if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_SORA] <1) { clan.c: chroom = ch->in_room; clan.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); clan.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); clan.c: SET_BIT(ch->affected_by, AFF_SHADOWPLANE); clan.c: REMOVE_BIT(ch->affected_by, AFF_SHADOWPLANE); clan.c: ch->fight_timer = 10; clan.c: if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_SORA] <2) { clan.c: spell_identify( skill_lookup( "identify" ), ch->level, ch, obj ); class_sav.c: ch->class = 0; class_sav.c: ch->generation = 1; class_sav.c: ch->class = 0; class_sav.c: ch->generation = 1; class_sav.c: ch->class = 0; class_sav.c: ch->generation = 1; class_sav.c: ch->class = 0; class_sav.c: ch->generation = 1; class_sav.c: ch->class = 0; class_sav.c: ch->generation = 1; class_sav.c: for (vch = char_list; vch != NULL; vch = vch->next) class_sav.c: vch->hit = vch->hit * oy / ox; class_sav.c: vch->hit = vch->hit * config_info->mob_hp_mult / config_info->mob_hp_div; class_sav.c: vch->max_hit = vch->max_hit * oy / ox; class_sav.c: vch->max_hit = vch->max_hit * config_info->mob_hp_mult / config_info->mob_hp_div; class_sav.c: for (vch = char_list; vch != NULL; vch = vch->next) class_sav.c: vch->damroll = vch->damroll * oy / ox; class_sav.c: vch->damroll = vch->damroll * config_info->mob_hp_mult / config_info->mob_hp_div; class_sav.c: for (vch = char_list; vch != NULL; vch = vch->next) class_sav.c: lvl = vch->level; class_sav.c: vch->level = vch->level * oy / ox; class_sav.c: vch->level = vch->level * config_info->mob_level_mult / config_info->mob_level_div; class_sav.c: if (vch->level < lvl) class_sav.c: vch->level = lvl; comm.c: vch_next = vch->next; comm.c: sprintf( log_buf, "Closing link to %s.", ch->name ); comm.c: if (IS_NPC(ch) || ch->pcdata->obj_vnum == 0) comm.c: if ( IS_SET(ch->act,PLR_CHALLENGED) && arena == FIGHT_START ) comm.c: do_decline(ch,ch->challenger->name); comm.c: if ( IS_SET(ch->act,PLR_CHALLENGER) && arena == FIGHT_START ) comm.c: REMOVE_BIT(ch->act,PLR_CHALLENGER); comm.c: REMOVE_BIT(ch->challenged->act,PLR_CHALLENGED); comm.c: ch->challenged->challenger = NULL; comm.c: ch->challenged = NULL; comm.c: sprintf(buf, "[Arena] %s has lost $s link. Arena is OPEN.", ch->name); comm.c: ch->desc = NULL; comm.c: ch->desc = NULL; comm.c: if ( IS_SET(ch->act, PLR_BLANK) ) comm.c: if (IS_SET(ch->act, PLR_PROMPT) && IS_EXTRA(ch, EXTRA_PROMPT)) comm.c: else if ( IS_SET(ch->act, PLR_PROMPT) ) comm.c: sprintf(exp_str, "%d", ch->exp); comm.c: COL_SCALE(exp_str, ch, ch->exp, 1000); comm.c: else if (ch->position == POS_FIGHTING) comm.c: victim = ch->fighting; comm.c: sprintf(hit_str, "%d", ch->hit); comm.c: COL_SCALE(hit_str, ch, ch->hit, ch->max_hit); comm.c: sprintf(mana_str, "%d", ch->mana); comm.c: COL_SCALE(mana_str, ch, ch->mana, ch->max_mana); comm.c: sprintf(move_str, "%d", ch->move); comm.c: COL_SCALE(move_str, ch, ch->move, ch->max_move); comm.c: sprintf(hit_str, "%d", ch->hit); comm.c: COL_SCALE(hit_str, ch, ch->hit, ch->max_hit); comm.c: sprintf(mana_str, "%d", ch->mana); comm.c: COL_SCALE(mana_str, ch, ch->mana, ch->max_mana); comm.c: sprintf(move_str, "%d", ch->move); comm.c: COL_SCALE(move_str, ch, ch->move, ch->max_move); comm.c: sprintf(exp_str, "%d", ch->exp); comm.c: COL_SCALE(exp_str, ch, ch->exp, 1000); comm.c: if ( IS_SET(ch->act, PLR_TELNET_GA) ) comm.c: if ( IS_SET(ch->act, PLR_BLANK) ) comm.c: if (IS_SET(ch->act, PLR_PROMPT) && IS_EXTRA(ch, EXTRA_PROMPT)) comm.c: else if ( IS_SET(ch->act, PLR_PROMPT) ) comm.c: sprintf(exp_str, "%d", ch->exp); comm.c: COL_SCALE(exp_str, ch, ch->exp, 1000); comm.c: else if (ch->position == POS_FIGHTING) comm.c: victim = ch->fighting; comm.c: sprintf(hit_str, "%d", ch->hit); comm.c: COL_SCALE(hit_str, ch, ch->hit, ch->max_hit); comm.c: sprintf(mana_str, "%d", ch->mana); comm.c: COL_SCALE(mana_str, ch, ch->mana, ch->max_mana); comm.c: sprintf(move_str, "%d", ch->move); comm.c: COL_SCALE(move_str, ch, ch->move, ch->max_move); comm.c: sprintf(hit_str, "%d", ch->hit); comm.c: COL_SCALE(hit_str, ch, ch->hit, ch->max_hit); comm.c: sprintf(mana_str, "%d", ch->mana); comm.c: COL_SCALE(mana_str, ch, ch->mana, ch->max_mana); comm.c: sprintf(move_str, "%d", ch->move); comm.c: COL_SCALE(move_str, ch, ch->move, ch->max_move); comm.c: sprintf(exp_str, "%d", ch->exp); comm.c: COL_SCALE(exp_str, ch, ch->exp, 1000); comm.c: if ( IS_SET(ch->act, PLR_TELNET_GA) ) comm.c: if ( fOld && ch->lasthost != NULL && strlen(ch->lasthost) > 1 && comm.c: ch->lasttime != NULL && strlen(ch->lasttime) > 1 ) comm.c: sprintf(kav,"Last connected from %s at %s\n\r",ch->lasthost,ch->lasttime); comm.c: else if ( fOld && ch->lasthost != NULL && strlen(ch->lasthost) > 1 ) comm.c: sprintf(kav,"Last connected from %s.\n\r",ch->lasthost); comm.c: if ( IS_SET(ch->act, PLR_DENY) ) comm.c: sprintf( log_buf, "Denying access to %s@%s.", argument, ch->lasthost ); comm.c: if ( !IS_NPC(ch) && (IS_SET(ch->act, PLR_DEMON) || IS_SET(ch->act, PLR_CHAMPION))) comm.c: strcmp( argument, ch->pcdata->pwd ) && comm.c: strcmp( crypt ( argument, ch->pcdata->pwd comm.c:),ch->pcdata->pwd ))) comm.c: strcmp( crypt ( argument, ch->pcdata->pwd ), comm.c:ch->pcdata->pwd ))) comm.c: if ( check_kickoff( d, ch->name, TRUE ) ) comm.c: if (ch->level > 1) comm.c: sprintf(kav,ch->pcdata->switchname); comm.c: if (ch->lasthost != NULL) free_string(ch->lasthost); comm.c: if (ch->desc != NULL && ch->desc->host != NULL) comm.c: if (!str_cmp(ch->name,"Noid")) ch->lasthost = str_dup("westside.meanmachine.net"); comm.c: else if (!str_cmp(ch->name,"Zadmar")) ch->lasthost = str_dup("hell.demon.co.uk"); comm.c: else if (!str_cmp(ch->name,"Tilly")) ch->lasthost = str_dup("paradise.com"); comm.c: else ch->lasthost = str_dup(ch->desc->host); comm.c: ch->lasthost = str_dup("(unknown)"); comm.c: free_string(ch->lasttime); comm.c: ch->lasttime = str_dup( strtime ); comm.c: sprintf( log_buf, "%s@%s has connected.",ch->name, ch->lasthost ); comm.c: if (IS_SET(ch->newbits, NEW_CLANNABLE)) comm.c: REMOVE_BIT(ch->newbits, NEW_CLANNABLE); comm.c: if (ch->level < 4 && ch->trust < 4) comm.c: ch->trust = 0; comm.c: if ( ch->level > 3 && ch->trust == 0) comm.c: ch->level = 3; comm.c: if ( ch->level > MAX_LEVEL ) comm.c: ch->level = MAX_LEVEL; comm.c: if ( ch->trust > MAX_LEVEL) comm.c: ch->trust = MAX_LEVEL; comm.c: if ( ch->trust > ch->level) comm.c: ch->trust = ch->level; comm.c: ch->name, echo_off_str ); comm.c: pwdnew = crypt ( argument, ch->name ); comm.c: free_string( ch->pcdata->pwd ); comm.c: ch->pcdata->pwd = str_dup( pwdnew ); comm.c: if ( strcmp( crypt ( argument, ch->pcdata->pwd ), comm.c:ch->pcdata->pwd ) ) comm.c: case 'm': case 'M': ch->sex = SEX_MALE; break; comm.c: case 'f': case 'F': ch->sex = SEX_FEMALE; break; comm.c: ch->class = CLASS_WEREWOLF; comm.c: SET_BIT(ch->flag2, AFF_CDONE); comm.c: ch->class = CLASS_VAMPIRE; comm.c: ch->generation = 13; comm.c: ch->beast = 30; comm.c: SET_BIT(ch->flag2, AFF_CDONE); comm.c: ch->class = CLASS_DEMON; comm.c: ch->generation = 1; comm.c: SET_BIT(ch->flag2, AFF_CDONE); comm.c: ch->class = CLASS_DROW; comm.c: SET_BIT(ch->flag2, AFF_CDONE); comm.c: /*case 'h': case 'H': ch->class = CLASS_HIGHLANDER; break;*/ comm.c: ch->class = CLASS_MONK; comm.c: ch->generation = 3; comm.c: SET_BIT(ch->flag2, AFF_CDONE); comm.c: ch->class = CLASS_NINJA; comm.c: ch->generation = 3; comm.c: SET_BIT(ch->flag2, AFF_CDONE); comm.c: case 'n': case 'N': ch->class = 0; break; comm.c: case 'y': case 'Y': SET_BIT(ch->act,PLR_ANSI); break; comm.c: ch->pcdata->perm_str=number_range(10,16); comm.c: ch->pcdata->perm_int=number_range(10,16); comm.c: ch->pcdata->perm_wis=number_range(10,16); comm.c: ch->pcdata->perm_dex=number_range(10,16); comm.c: ch->pcdata->perm_con=number_range(10,16); comm.c: sprintf( log_buf, "%s@%s new player.",ch->name, d->host ); comm.c: ch->next = char_list; comm.c: if ( IS_CLASS(ch, CLASS_WEREWOLF) && ch->wpn[0] > 250 ) comm.c: ch->wpn[0] = 250; comm.c: if ( IS_CLASS(ch, CLASS_WEREWOLF) && ch->wpn[11] > 250 ) comm.c: ch->wpn[11] = 250; comm.c: for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) comm.c: if ( !IS_NPC(ch) && !IS_SET(ch->flag2, AFF_CDONE) ) comm.c: if ( IS_CLASS(ch, CLASS_HIGHLANDER) && ch->wpn[dtype] > 1000 ) comm.c: ch->wpn[dtype] = 1000; comm.c: if ( IS_CLASS(ch, CLASS_MONK) && ch->wpn[dtype] > 450 ) comm.c: ch->wpn[dtype] = 450; comm.c: if ( IS_CLASS(ch, CLASS_NINJA) && ch->wpn[dtype] > 300 ) comm.c: ch->wpn[dtype] = 300; comm.c: if ( IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->special, SPC_DROW_WAR) && ch->wpn[dtype] > comm.c: ch->wpn[dtype] = 300; comm.c: if ( !IS_SET(ch->extra, EXTRA_TRUSTED) ) comm.c: SET_BIT(ch->extra, EXTRA_TRUSTED); comm.c: if ( ch->level == 0 ) comm.c: ch->pcdata->plr_wager = 0; /* arena betting amount */ comm.c: ch->pcdata->awins = 0; /* arena wins */ comm.c: ch->pcdata->alosses = 0; /* arena losses */ comm.c: ch->pcdata->board = &boards[0]; comm.c: ch->gladiator = NULL; /* set player to bet on to NULL */ comm.c: ch->challenger = NULL; comm.c: ch->challenged = NULL; comm.c: ch->level = 1; comm.c: ch->exp = 0; comm.c: ch->hit = ch->max_hit; comm.c: ch->mana = ch->max_mana; comm.c: ch->move = ch->max_move; comm.c: ch->special = 0; comm.c: set_switchname(ch, ch->name); comm.c: else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0) comm.c: if (ch->in_room != NULL) char_to_room( ch, ch->in_room ); comm.c: else if ( ch->in_room != NULL ) comm.c: char_to_room( ch, ch->in_room ); comm.c: sprintf(buf,"#2%s #7enters the realm.#n", ch->name ); comm.c: ch->fight_timer = 0; comm.c: ch->level = 0; comm.c: ch->trust = 0; comm.c: /* if (IS_SET(ch->act,PLR_VT102)) comm.c: if (ch->power[i] > 5) comm.c: ch->power[i] = 5; comm.c: ch->power[i] = -1; comm.c: if (is_demonic_form(ch->cur_form) && ch->cur_form != get_normal_form(ch)) comm.c: if (ch->cur_form > 0) comm.c: form = ch->cur_form; comm.c: ch->embraced=NULL; comm.c: ch->embracing=NULL; comm.c: for ( ch = char_list; ch != NULL; ch = ch->next ) comm.c: && ( !fConn || ch->desc == NULL ) comm.c: d->character->pcdata->pwd = str_dup( ch->pcdata->pwd ); comm.c: ch->desc = d; comm.c: ch->timer = 0; comm.c: if (IS_NPC(ch) || ch->pcdata->obj_vnum == 0) comm.c: sprintf( log_buf, "%s@%s reconnected.",ch->name, ch->lasthost ); comm.c: if (ch->pcdata->in_progress) comm.c: for ( ch = char_list; ch != NULL; ch = ch->next ) comm.c: && ( !fConn || ch->desc == NULL ) comm.c: d->character->pcdata->pwd = str_dup( ch->pcdata->pwd ); comm.c: ch->desc = d; comm.c: ch->timer = 0; comm.c: sprintf( log_buf, "%s@%s kicking off old link.", ch->name, ch->lasthost ); comm.c: || ch->desc == NULL comm.c: || (ch->desc->connected != CON_PLAYING && ch->desc->connected != CON_EDITING) comm.c: || ch->was_in_room == NULL comm.c: || ch->in_room != get_room_index( ROOM_VNUM_LIMBO ) ) comm.c: ch->timer = 0; comm.c: char_to_room( ch, ch->was_in_room ); comm.c: ch->was_in_room = NULL; comm.c: if ( txt != NULL && ch->desc != NULL ) comm.c: write_to_buffer( ch->desc, txt, strlen(txt) ); comm.c: if ( ch->desc == NULL && IS_NPC(ch) && (wizard = ch->wizard) != NULL ) comm.c: && familiar == ch && ch->in_room != wizard->in_room) comm.c: if ( txt != NULL && ch->desc != NULL ) comm.c: write_to_buffer( ch->desc, txt, strlen(txt) ); comm.c: to = ch->in_room->people; comm.c: if ( vch == NULL || vch->in_room == NULL) comm.c: to = vch->in_room->people; comm.c: if (to->in_room == ch->in_room && comm.c: if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && comm.c: ch->pcdata->chobj->in_room != NULL && comm.c: ch->in_room == to->in_room) comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && comm.c: ch->pcdata->chobj->in_obj != NULL && comm.c: ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) comm.c: if (to->in_room != ch->in_room && familiar != NULL && comm.c: familiar->in_room == ch->in_room) comm.c: to = ch->in_room->people; comm.c: if ( vch == NULL || vch->in_room == NULL) comm.c: to = vch->in_room->people; comm.c: if (to->in_room == ch->in_room && comm.c: if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && comm.c: ch->pcdata->chobj->in_room != NULL && comm.c: ch->in_room == to->in_room) comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && comm.c: ch->pcdata->chobj->in_obj != NULL && comm.c: ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) comm.c: if (to->in_room != ch->in_room && familiar != NULL && comm.c: familiar->in_room == ch->in_room) comm.c: to = ch->in_room->people; comm.c: to = vch->in_room->people; comm.c: if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && comm.c: ch->pcdata->chobj->in_room != NULL && comm.c: ch->in_room == to->in_room) comm.c: if (!IS_NPC(ch) && ch->pcdata->chobj != NULL && comm.c: ch->pcdata->chobj->in_obj != NULL && comm.c: ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj) comm.c:sprintf(class2,"%s the %s",ch->name,class); comm.c:sprintf(header1,"%-30s Align:%-4d",class2,ch->alignment); comm.c: if ( ch->pcdata == NULL ) comm.c: if ( ch->position == POS_FIGHTING && ch->cprompt[0] == '\0' ) comm.c: if ( ch->prompt[0] == '\0' ) comm.c: else if ( ch->position != POS_FIGHTING && ch->prompt[0] == '\0' ) comm.c: if ( ch->position == POS_FIGHTING && is_fighting ) comm.c: sprintf( buf2, "%d", ch->hit ); comm.c: COL_SCALE(buf2, ch, ch->hit, ch->max_hit); comm.c: sprintf( buf2, "%d", ch->max_hit ); comm.c: sprintf( buf2, "%d", ch->mana ); comm.c: COL_SCALE(buf2, ch, ch->mana, ch->max_mana); comm.c: sprintf( buf2, "%d", ch->max_mana ); comm.c: sprintf( buf2, "%d", ch->move ); comm.c: COL_SCALE(buf2, ch, ch->move, ch->max_move); comm.c: sprintf( buf2, "%d", ch->max_move ); comm.c: sprintf( buf2, "%d", ch->exp ); comm.c: COL_SCALE(buf2, ch, ch->exp, 1000); comm.c: sprintf( buf2, "%d", ch->gold ); comm.c: sprintf( buf2, "%d", ch->pcdata->quest ); comm.c: if ( ( victim = ch->fighting ) == NULL ) comm.c: if ( ( victim = ch->fighting ) == NULL ) comm.c: if ( ( victim = ch->fighting ) == NULL ) comm.c: if ( ( victim = ch->fighting ) == NULL ) comm.c: sprintf( buf2, "%d", ch->alignment ); comm.c: if( ch->in_room ) comm.c: sprintf( buf2, "%s", ch->in_room->name ); comm.c: sprintf( buf2, "%d", ch->rage); comm.c: sprintf( buf2, "%d", ch->beast ); comm.c: sprintf( buf2, "%d", ch->pcdata->condition[COND_THIRST] ); comm.c: if (!IS_NPC(ch) && ch->pcdata->stage[2]+25 >= ch->pcdata->stage[1] comm.c: && ch->pcdata->stage[1] > 0) comm.c: if ( ( victim = ch->pcdata->partner ) == NULL ) comm.c: if ( ( victim = ch->pcdata->partner ) == NULL ) daemon.c: if (ch->power[DISC_DAEM_NETH] < 2) daemon.c: if (IS_SET(ch->act, PLR_HOLYLIGHT)) daemon.c: TOGGLE_BIT(ch->act, PLR_HOLYLIGHT); daemon.c: if (!IS_SET(ch->act, PLR_HOLYLIGHT)) daemon.c: TOGGLE_BIT(ch->act, PLR_HOLYLIGHT); daemon.c:/* if (ch->power[DISC_DAEM_NETH] < 4) daemon.c: power = (ch->power[DISC_DAEM_NETH] * 2); daemon.c: ch->hit += dam; daemon.c: if (ch->hit >= ch->max_hit + 500) daemon.c: ch->hit = ch->max_hit + 500; daemon.c: sprintf(buf,"#1%s absorbed %d of your hitpoints!#n\n\r",ch->name,dam); daemon.c: if (ch->in_room->sector_type == SECT_AIR) daemon.c: && ch->level < 12) daemon.c: if (ch->in_room->exit[door] != NULL) daemon.c: make_wall(ch->in_room, door, EX_ICE_WALL); daemon.c: ch->hit += (ch->hit *3/2); daemon.c: if (ch->hit > ch->max_hit) daemon.c: ch->hit = ch->max_hit; daemon.c: if (ch->power[DISC_DAEM_GELU] < 7) daemon.c: if (!TIME_UP(ch, TIMER_CAN_GUST) && ch->level < 120) daemon.c: if ( victim->size > ch->size) daemon.c: if ( !IS_NPC(ch) && number_percent( )/2 > ch->power[DISC_DAEM_GELU] + ch->generation) daemon.c: if (( pexit = ch->in_room->exit[door]) == NULL) daemon.c: dam = dice(victim->size*3+1, ch->power[DISC_DAEM_GELU] * 3); daemon.c: && pexit_rev->to_room == ch->in_room daemon.c: dam = dice(victim->size*3+1, ch->power[DISC_DAEM_GELU] * 7); daemon.c: dam = dice(victim->size*3+1, ch->power[DISC_DAEM_GELU] * 5); daemon.c: obj->value[1] += ch->generation; daemon.c: obj->value[2] += ch->generation; daemon.c: /*if (!victim = ch->fighting) daemon.c: if (ch->power[DISC_DAEM_DISC] < 4) daemon.c: if (ch->fighting && IS_CLASS(ch->fighting, CLASS_MONK) && daemon.c:IS_SET(ch->fighting->newbits,NEW_JAWLOCK) && number_percent( ) > 30) daemon.c: if (ch->fighting && IS_CLASS(ch->fighting, CLASS_WEREWOLF) && daemon.c:IS_SET(ch->fighting->newbits,NEW_JAWLOCK) && number_percent( ) > 10) daemon.c:sprintf(buf,"Not with %s's jaws clamped on your neck!",ch->fighting->name); daemon.c:act("$n cant escape $N's clamped jaws!",ch,NULL,ch->fighting,TO_ROOM); daemon.c: if (ch->fighting != NULL) daemon.c: if (ch->fighting != NULL) daemon.c: if (ch->power[DISC_DAEM_CORR] < 3) daemon.c: if (!IS_OUTSIDE(ch) && ch->in_room->sector_type != SECT_FOREST) daemon.c: obj_to_room(obj, ch->in_room); daemon.c: obj->timer = ch->generation / 2 + 2; daemon.c: if (ch->generation > 5) daemon.c: obj_to_room(obj, ch->in_room); daemon.c: obj->timer = ch->generation / 2 + 1; daemon.c: if (ch->generation > 10) daemon.c: obj_to_room(obj, ch->in_room); daemon.c: obj->timer = ch->generation / 2 + 1; daemon.c: if (ch->power[DISC_DAEM_MORP] < 2) daemon.c: if (ch->power[DISC_DAEM_MORP] > 2) daemon.c: if (ch->power[DISC_DAEM_MORP] > 3) daemon.c: if (ch->power[DISC_DAEM_MORP] > 4) daemon.c: if (ch->power[DISC_DAEM_MORP] > 5) daemon.c: if ( ( obj = ch->pcdata->chobj ) == NULL ) daemon.c: ch->pcdata->obj_vnum = 0; daemon.c: ch->pcdata->chobj = NULL; daemon.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); daemon.c: REMOVE_BIT(ch->extra, EXTRA_OSWITCH); daemon.c: free_string(ch->morph); daemon.c: ch->morph = str_dup(""); daemon.c: if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) daemon.c: && ch->power[DISC_DAEM_MORP] > 1) daemon.c: && ch->power[DISC_DAEM_MORP] > 2) daemon.c: && ch->power[DISC_DAEM_MORP] > 3) daemon.c: && ch->power[DISC_DAEM_MORP] > 3) daemon.c: && ch->power[DISC_DAEM_MORP] > 4) daemon.c: && ch->power[DISC_DAEM_MORP] > 4) daemon.c: && ch->power[DISC_DAEM_MORP] > 5) daemon.c: obj_to_room(obj,ch->in_room); daemon.c: ch->pcdata->obj_vnum = trans; daemon.c: ch->pcdata->chobj = obj; daemon.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); daemon.c: SET_BIT(ch->extra, EXTRA_OSWITCH); daemon.c: free_string(ch->morph); daemon.c: ch->morph = str_dup(obj->short_descr); daemon.c: if (ch->class == CLASS_DEMON) daemon.c: return ch->power[DISC_DAEM_MORP] - 1; daemon.c: if (ch->level == 12) daemon.c: if (ch->power[DISC_DAEM_MORP] < 2 ) daemon.c: if (ch->cur_form == get_normal_form(ch)) daemon.c: if (!TIME_UP(ch, TIMER_CAN_POLYMORPH) && ch->level != 12) daemon.c: if (ch->cur_form == i) daemon.c: if (ch->power[DISC_DAEM_HELL] < 7) daemon.c: if (ch->in_room->sector_type == SECT_AIR) daemon.c: if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) daemon.c: && ch->level < 12) daemon.c: if (ch->in_room->exit[door] != NULL) daemon.c: make_wall(ch->in_room, door, EX_FIRE_WALL); daemon.c: if (ch->power[DISC_DAEM_HELL] < 7) daemon.c: if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) daemon.c: obj->timer = ch->generation / 2 + dice(1,3); daemon.c: if (ch->power[DISC_DAEM_HELL] < 5) daemon.c: if ( victim->class != ch->class && ch->level != 120) daemon.c: if ( victim->generation >= ch->generation) daemon.c: if (ch->generation < 12) daemon.c: ch->alignment -= 30; daemon.c: if (ch->alignment < -1000) ch->alignment = -1000; daemon.c: sprintf(buf,"You cannot use Inferno for another %d hours.\n\r",ch->tick_timer[TIMER_INFERNO] ); daemon.c: if ( ch->hit > 0 ) daemon.c: for (vch = ch->in_room->people; vch != NULL; vch = vch_next) daemon.c: vch_next = vch->next_in_room; daemon.c: fire_effect(vch, ch->level, 2000, TARGET_CHAR); daemon.c: ch->hit = 10; daemon.c: if (ch->power[DISC_DAEM_ATTA] < 6) daemon.c: if (ch->fighting == NULL && argument[0] == '\0') daemon.c: if (ch->fighting == NULL) daemon.c: SET_BIT(ch->flag3, AFF3_BLINK_1ST_RD); daemon.c: ch->blinkykill = victim; daemon.c: victim = ch->fighting; daemon.c: SET_BIT(ch->flag3, AFF3_BLINK_2ND_RD); daemon.c: ch->blinkykill = victim; daemon.c: if (ch->power[DISC_DAEM_ATTA] < 5) daemon.c: if (IS_SET(ch->newbits, THIRD_HAND) && IS_SET(ch->newbits, FOURTH_HAND)) daemon.c: if (!IS_SET(ch->newbits, FOURTH_HAND)) daemon.c: SET_BIT(ch->newbits, FOURTH_HAND); daemon.c: SET_TIMER(ch, TIMER_FOURTH_ARM_GOING, dice(ch->generation, 6) ); daemon.c: if (!IS_SET(ch->newbits, THIRD_HAND)) daemon.c: SET_BIT(ch->newbits, THIRD_HAND); daemon.c: SET_TIMER(ch, TIMER_THIRD_ARM_GOING, dice(ch->generation, 6) ); daemon.c: if (ch->power[DISC_DAEM_TEMP] < 6) daemon.c: if (!str_cmp(arg, "return") && ch->cur_form == get_normal_form(ch)) daemon.c: if ((form - 23) <= ch->generation) daemon.c: fname = str_dup(ch->name); daemon.c: sprintf(buf,"Your body slowly reforms as %s.",ch->name); daemon.c: sprintf(buf,"%s's body slowly reforms as %s.",fname,ch->name); daemon.c: if ( ch->generation < 12 ) daemon.c: && d->character->generation < ch->generation daemon.c: char_to_room( d->character, ch->in_room ); daemon.c: if ( victim->generation >= ch->generation ) daemon.c: if ( number_range(1, ch->generation) == 1 ) daemon.c: char_to_room( victim, ch->in_room); daemon.c: if (ch->power[DISC_DAEM_GELU] < 2) daemon.c: if (!TIME_UP(ch, TIMER_CAN_BREATHE_FROST) && ch->level < 12) daemon.c: for (vch = ch->in_room->people; vch != NULL; vch = vch_next) daemon.c: vch_next = vch->next_in_room; daemon.c: && (ch->fighting != vch || vch->fighting != ch)) daemon.c: SET_TIMER(ch, TIMER_CAN_BREATHE_FROST, 11 - ch->generation / 2); daemon.c: SET_TIMER(ch, TIMER_CAN_BREATHE_FROST, 9 - ch->generation / 2); daemon.c: if (IS_CLASS(ch, CLASS_DEMON)) power = ch->power[DISC_DAEM_GELU]; daemon.c: dam = (ch->generation + 5 * power+5) * 8; daemon.c: for (vch = ch->in_room->people; vch != NULL; vch = vch_next) daemon.c: vch_next = vch->next_in_room; daemon.c: && (ch->fighting != vch || vch->fighting != ch)) daemon.c: cold_effect(vch,ch->explevel,dam,TARGET_CHAR); daemon.c: dam = (ch->generation +3 * power+3) * 20; daemon.c: cold_effect(victim,ch->explevel,dam,TARGET_CHAR); darkheart.c: return ch->generation; darkheart.c: if (ch->cur_form >= 38 && ch->cur_form <= 50) darkheart.c: sprintf(buf, form_data[ch->cur_form].in_room_desc, dragon_colour2(ch->dragtype)); darkheart.c: bug(dragon_colour2(ch->dragtype), 0); darkheart.c: sprintf(buf,form_data[ch->cur_form].in_room_desc); darkheart.c: return ch->cclan; darkheart.c: souls = ch->generation * 5; darkheart.c: ch->generation = 13; darkheart.c: ch->class = CLASS_DEMON; darkheart.c: for (obj = ch->carrying; obj != NULL; obj = obj_next) darkheart.c: free_string( ch->pcdata->switchname ); darkheart.c: ch->pcdata->switchname = str_dup( buf ); darkheart.c: free_string( ch->name); darkheart.c: ch->name = str_dup( buf ); darkheart.c: free_string( ch->pcdata->enter_room ); darkheart.c: ch->pcdata->enter_room = str_dup( buf ); darkheart.c: class = race_table[ch->race].name; darkheart.c: if (ch->class > 0) darkheart.c: if (ch->sex != SEX_FEMALE) darkheart.c: class = clanrank[ch->class][ch->generation].male_name; darkheart.c: class = clanrank[ch->class][ch->generation].female_name; darkheart.c: if (form == 0 && ch->secondaryrace == RACE_DRAGON) darkheart.c: form = 37 + ch->generation; darkheart.c: if (ch->generation < 1 || ch->generation > 13) form = 0; darkheart.c: ch->max_hit -= form_data[ch->cur_form].hit_mod; darkheart.c: ch->xhitroll -= form_data[ch->cur_form].hit; darkheart.c: ch->xdamroll -= form_data[ch->cur_form].dam; darkheart.c: ch->armor -= form_data[ch->cur_form].ac; darkheart.c: ch->cur_form = form; darkheart.c: ch->max_hit += form_data[ch->cur_form].hit_mod; darkheart.c: ch->xhitroll += form_data[ch->cur_form].hit; darkheart.c: ch->xdamroll += form_data[ch->cur_form].dam; darkheart.c: ch->armor += form_data[ch->cur_form].ac; darkheart.c: ch->size = get_size( ch ); darkheart.c:// if (ch->secondaryrace == RACE_ELADRIN) ch->body_form = 0; darkheart.c: sprintf(shortdesc, form_data[ch->cur_form].short_desc, dragon_colour2(ch->dragtype)); darkheart.c: sprintf(shortdesc, form_data[ch->cur_form].short_desc); darkheart.c: sprintf(name, form_data[ch->cur_form].name); darkheart.c: if (ch->cur_form == 0) darkheart.c: sprintf(name, form_data[ch->cur_form].name); darkheart.c: if (ch->cur_form == 0) darkheart.c: if (ch->cur_form != 0 && !form_data[ch->cur_form].can_wear) darkheart.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) darkheart.c: for (obj = ch->carrying; obj != NULL; obj = obj->next_content) darkheart.c: if (ch->cur_form == FRM_WOLF) darkheart.c: SET_BIT(ch->flag2, AFF_BITE); darkheart.c: SET_BIT(ch->flag2, AFF_CLAW); darkheart.c: && ch->cur_form == 0)) darkheart.c: REMOVE_BIT(ch->flag2, AFF_BITE); darkheart.c: REMOVE_BIT(ch->flag2, AFF_CLAW); darkheart.c: if (ch->cur_form == 0) ch->size = get_size(ch); darkheart.c: if (ch->cur_form != 0) return form_data[ch->cur_form].size; darkheart.c:// if (ch->secondaryrace == RACE_ELADRIN) darkheart.c:// if (ch->generation < 3) return SIZE_SMALL; darkheart.c: else if (ch->class == 0) darkheart.c: else if (ch->secondaryrace == RACE_DRAGON) darkheart.c: if (ch->generation > 9) return SIZE_GIANT; darkheart.c: if (ch->generation > 7) return SIZE_HUGE; darkheart.c: if (ch->generation > 3) return SIZE_LARGE; darkheart.c: if (ch->generation == 10) return SIZE_LARGE; darkheart.c: if (ch->generation > 10) return SIZE_HUGE; db.c: for ( pch = char_list; pch != NULL; pch = pch->next ) db.c: && pch->in_room != NULL db.c: && pch->in_room->area == pArea ) db.c: ch->name = &str_empty[0]; db.c: ch->short_descr = &str_empty[0]; db.c: ch->long_descr = &str_empty[0]; db.c: ch->description = &str_empty[0]; db.c: ch->lord = &str_empty[0]; db.c: ch->morph = &str_empty[0]; db.c: ch->createtime = &str_empty[0]; db.c: ch->lasthost = &str_empty[0]; db.c: ch->lasttime = &str_empty[0]; db.c: ch->powertype = &str_empty[0]; db.c: ch->poweraction = &str_empty[0]; db.c: ch->pload = &str_empty[0]; db.c: ch->prompt = &str_empty[0]; db.c: ch->cprompt = &str_empty[0]; db.c: ch->hunting = &str_empty[0]; db.c: ch->logon = current_time; db.c: ch->armor = 100; db.c: ch->position = POS_STANDING; db.c: ch->practice = 0; db.c: ch->hit = 1000; db.c: ch->max_hit = 1000; db.c: ch->mana = 1500; db.c: ch->max_mana = 1500; db.c: ch->move = 1500; db.c: ch->max_move = 1500; db.c: ch->master = NULL; db.c: ch->leader = NULL; db.c: ch->fighting = NULL; db.c: ch->mount = NULL; db.c: ch->wizard = NULL; db.c: ch->paradox[0] = 0; db.c: ch->paradox[1] = 0; db.c: ch->paradox[2] = 0; db.c: ch->damcap[0] = 1000; db.c: ch->damcap[1] = 0; db.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) db.c: for ( paf = ch->affected; paf != NULL; paf = paf_next ) db.c: free_string( ch->name ); db.c: free_string( ch->short_descr ); db.c: free_string( ch->long_descr ); db.c: free_string( ch->description ); db.c: free_string( ch->lord ); db.c: free_string( ch->morph ); db.c: free_string( ch->createtime ); db.c: free_string( ch->lasttime ); db.c: free_string( ch->lasthost ); db.c: free_string( ch->powertype ); db.c: free_string( ch->poweraction ); db.c: free_string( ch->pload ); db.c: free_string( ch->prompt ); db.c: free_string( ch->cprompt ); db.c: free_string( ch->hunting ); db.c: if ( ch->pcdata != NULL ) db.c: free_string( ch->pcdata->pwd ); db.c: free_string( ch->pcdata->bamfin ); db.c: free_string( ch->pcdata->bamfout ); db.c: free_string( ch->pcdata->title ); db.c: free_string( ch->pcdata->conception ); db.c: free_string( ch->pcdata->parents ); db.c: free_string( ch->pcdata->cparents ); db.c: free_string( ch->pcdata->marriage ); db.c: free_string( ch->pcdata->email ); db.c: ch->pcdata->next = pcdata_free; db.c: pcdata_free = ch->pcdata; db.c: ch->next = char_free; db.c: ch->in_room ? ch->in_room->vnum : 0, ch->name, str ); demon.c: REMOVE_BIT(ch->immune, IMM_TRAVEL); demon.c: SET_BIT(ch->immune, IMM_TRAVEL); demon.c:if (IS_SET(ch->warp, WARP_CBODY )) send_to_char("Your body is protected by a indestructable crystal shell.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_SBODY )) send_to_char("Your skin is as hard as steel.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_STRONGARMS )) send_to_char("Your arms are incredibly strong.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_STRONGLEGS )) send_to_char("Your legs are incredibly strong.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_VENOMTONG )) send_to_char("Your tongue is long and venomous.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_SPIKETAIL )) send_to_char("Your tail fires deadly spikes during combat.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_BADBREATH )) send_to_char("Your breath is putrid and deadly.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_QUICKNESS )) send_to_char("You have incredible speed.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_STAMINA )) send_to_char("You have increased stamina, reducing the damage you take.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_HUNT )) send_to_char("Your heightened senses enable you to hunt people.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_DEVOUR )) send_to_char("You have the ability to devour your opponents, sending them into the pits of Hell.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_TERROR )) send_to_char("Your features are so horrid that they may stun those who look at you.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_REGENERATE )) send_to_char("Your body has the ability to regenerate incredibly fast.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_STEED )) send_to_char("Your mounts transform into hideous Demons.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_WEAPON )) send_to_char("You have the power to transform into a deadly battle axe.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_INFIRMITY )) send_to_char("Your body has been afflicted by a terrible infirmity.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_GBODY )) send_to_char("Your skin is made of a fragile glass.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_SCARED )) send_to_char("You are incredibly scared of combat.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_MAGMA )) send_to_char("Your body is composed of deadly magma.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_WEAK )) send_to_char("Your muscles are severely weakened.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_SLOW )) send_to_char("Your body moves very slowly.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_VULNER )) send_to_char("Your skin is very vulnerable to magic.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_SHARDS )) send_to_char("Your skin is covered with shards of ice.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_WINGS )) send_to_char("A pair of leathery wings protrude from your back.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_CLUMSY )) send_to_char("You are incredibly clumsy, enabling you to be disarmed.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_STUPID )) send_to_char("Your intelligence is extremely low, preventing you from casting spells.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_SPOON )) send_to_char("There is a spoon stuck on your ear.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_FORK )) send_to_char("You have a fork stuck in your nose.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_KNIFE )) send_to_char("You have a knife hanging out of your ear.\n\r",ch); demon.c:if (IS_SET(ch->warp, WARP_SALADBOWL )) send_to_char("Your head is made out of a salad bowl.\n\r",ch); demon.c:if (ch->warp < 1) send_to_char("You haven't obtained any warp powers.\n\r",ch); demon.c: if (ch->pcdata->stats[DEMON_TOTAL] < 10000 || demon.c: ch->pcdata->stats[DEMON_CURRENT] < 10000) demon.c: if (ch->warp==12877823) demon.c: if (IS_SET(ch->warp, newwarp) && ch->warp != 12877823) demon.c: if (IS_SET(ch->warp, WARP_INFIRMITY)) demon.c: REMOVE_BIT(ch->warp, WARP_INFIRMITY); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: else if (IS_SET(ch->warp, WARP_GBODY)) demon.c: REMOVE_BIT(ch->warp, WARP_GBODY); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: else if (IS_SET(ch->warp, WARP_SCARED)) demon.c: REMOVE_BIT(ch->warp, WARP_SCARED); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: else if (IS_SET(ch->warp, WARP_WEAK)) demon.c: REMOVE_BIT(ch->warp, WARP_WEAK); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: else if (IS_SET(ch->warp, WARP_SLOW)) demon.c: REMOVE_BIT(ch->warp, WARP_SLOW); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: else if (IS_SET(ch->warp, WARP_VULNER)) demon.c: REMOVE_BIT(ch->warp, WARP_VULNER); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: else if (IS_SET(ch->warp, WARP_CLUMSY)) demon.c: REMOVE_BIT(ch->warp, WARP_CLUMSY); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: else if (IS_SET(ch->warp, WARP_STUPID)) demon.c: REMOVE_BIT(ch->warp, WARP_STUPID); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: else if (IS_SET(ch->warp, WARP_SPOON)) demon.c: REMOVE_BIT(ch->warp, WARP_SPOON); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: else if (IS_SET(ch->warp, WARP_FORK)) demon.c: REMOVE_BIT(ch->warp, WARP_FORK); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: else if (IS_SET(ch->warp, WARP_KNIFE)) demon.c: REMOVE_BIT(ch->warp, WARP_KNIFE); demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 10000; demon.c: if (ch->pcdata->stats[DEMON_TOTAL] < 15000 || demon.c: ch->pcdata->stats[DEMON_CURRENT] < 15000) demon.c: if (ch->warpcount >= 18) demon.c: if (IS_SET(ch->warp, newwarp)) demon.c: SET_BIT(ch->warp, newwarp); demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 15000; demon.c: ch->warpcount += 1; demon.c: if ( victim != ch && str_cmp(victim->lord, ch->name) && demon.c: str_cmp(victim->lord, ch->lord) && strlen(victim->lord) > 1 ) demon.c: if (ch->pcdata->stats[DEMON_TOTAL] < cost || demon.c: ch->pcdata->stats[DEMON_CURRENT] < cost) demon.c: ch->pcdata->stats[DEMON_CURRENT] -= cost; demon.c: if ( (ch->pcdata->stats[DEMON_TOTAL] < 5000 || ch->pcdata->stats[DEMON_CURRENT] < 5000) demon.c: else if ( (ch->pcdata->stats[DEMON_TOTAL] < 15000 || demon.c:ch->pcdata->stats[DEMON_CURRENT] < demon.c: ch->pcdata->stats[DEMON_TOTAL] -= 5000; demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 5000; demon.c: ch->pcdata->stats[DEMON_TOTAL] -= 15000; demon.c: ch->pcdata->stats[DEMON_CURRENT] -= 15000; demon.c: if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) demon.c: if ( IS_CLASS(victim, CLASS_DEMON) && str_cmp(ch->lord, victim->name) ) demon.c: (str_cmp(victim->lord, ch->name) && str_cmp(victim->lord, ch->lord) )) demon.c: && !IS_SET(ch->special,SPC_CHAMPION)) demon.c: REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HORNS); demon.c: SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HORNS); demon.c: REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_TAIL); demon.c: SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_TAIL); demon.c: REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES); demon.c: SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_HOOVES); demon.c: if (!IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->special, SPC_CHAMPION)) demon.c: SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED); demon.c: REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED); demon.c: REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_UNFOLDED); demon.c: REMOVE_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_WINGS); demon.c: SET_BIT(ch->pcdata->powers[DPOWER_CURRENT], DEM_WINGS); demon.c: if (!IS_CLASS(ch,CLASS_DEMON) && !IS_SET(ch->special,SPC_CHAMPION)) demon.c: if ( ( obj = ch->pcdata->chobj ) == NULL ) demon.c: if (!IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->special, SPC_CHAMPION)) demon.c: if (ch->exp < 666) demon.c: ch->exp = ch->exp - 666; demon.c: SET_BIT(ch->immune, IMM_DEMON); demon.c: REMOVE_BIT(ch->immune, IMM_DEMON); demon.c: if (!IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->special, SPC_CHAMPION)) demon.c: if (IS_SET(ch->warp, WARP_WEAPON)) demon.c: ch->pcdata->powers[DPOWER_OBJ_VNUM] = OBJ_VNUM_KHORNE; demon.c: if (ch->pcdata->powers[DPOWER_OBJ_VNUM] < 1) demon.c: if ((obj = create_object(get_obj_index(ch->pcdata->powers[DPOWER_OBJ_VNUM]),60)) == NULL) demon.c: obj_to_room(obj,ch->in_room); demon.c: ch->pcdata->obj_vnum = ch->pcdata->powers[DPOWER_OBJ_VNUM]; demon.c: ch->pcdata->chobj = obj; demon.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); demon.c: SET_BIT(ch->extra, EXTRA_OSWITCH); demon.c: free_string(ch->morph); demon.c: ch->morph = str_dup(obj->short_descr); demon.c: if ( ( obj = ch->pcdata->chobj ) == NULL ) demon.c: ch->pcdata->obj_vnum = 0; demon.c: ch->pcdata->chobj = NULL; demon.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); demon.c: REMOVE_BIT(ch->extra, EXTRA_OSWITCH); demon.c: free_string(ch->morph); demon.c: ch->morph = str_dup(""); demon.c: if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) demon.c: if (!IS_CLASS(ch, CLASS_DEMON) && !IS_SET(ch->special, SPC_CHAMPION) ) demon.c: if (strlen(ch->lord) < 2 && !IS_CLASS(ch, CLASS_DEMON) ) demon.c: if (IS_CLASS(ch, CLASS_DEMON)) strcpy(lord,ch->name); demon.c: else strcpy(lord,ch->lord); demon.c: for ( gch = char_list; gch != NULL; gch = gch->next ) demon.c: if ( !IS_CLASS(gch, CLASS_DEMON) && !IS_SET(gch->special, SPC_CHAMPION) ) demon.c: if ( !str_cmp(ch->lord,lord) || !str_cmp(ch->name,lord)) demon.c: capitalize( gch->name ), demon.c: gch->hit,gch->mana,gch->move, demon.c: gch->exp, gch->pcdata->stats[DEMON_CURRENT], gch->pcdata->stats[DEMON_TOTAL]); demon.c: if ( ( familiar = ch->pcdata->familiar ) != NULL ) demon.c: char_to_room( victim, ch->in_room ); demon.c: ch->pcdata->familiar = victim; demon.c: cost = (ch->pcdata->powers[improve]+1) * 50; demon.c: if ( ch->pcdata->powers[improve] >= max ) demon.c: if ( cost > ch->practice ) demon.c: ch->pcdata->powers[improve] += 1; demon.c: ch->practice -= cost; demon.c: if ((victim = ch->fighting) == NULL) demon.c: if (ch->mana < 100) { demon.c: level = ch->spl[spelltype] * 1.0; demon.c: ch->mana = ch->mana - 100; demon.c:if ( 60 > ch->practice) demon.c:ch->practice -= 60; drow.c: if (ch->generation < 3) { drow.c: if (ch->pcdata->stats[DROW_POWER] < cost) drow.c: ch->pcdata->stats[DROW_POWER] -= cost; drow.c: if (!IS_CLASS(ch, CLASS_DROW) || (!IS_SET(ch->special, drow.c: SPC_DROW_MAG) && ch->generation > 2)) { drow.c: if ((victim = ch->fighting) == NULL) drow.c: if (ch->mana < 100) { drow.c: level = ch->spl[spelltype]*3/2; drow.c: ch->mana = ch->mana - 100; drow.c: if ( ch->pcdata->stats[DROW_POWER] < 10000) drow.c: ch->pcdata->stats[DROW_POWER] -= 10000; drow.c: if (ch->exp < 10000) drow.c: ch->exp = ch->exp - 10000; drow.c: victim->generation = ch->generation + 1; drow.c: if (ch->generation == 1) drow.c: victim->lord=str_dup(ch->name); drow.c: sprintf(buf,"%s %s",ch->lord,ch->name); drow.c:!IS_SET(ch->pcdata->powers[1],DPOWER_DROWFIRE)) { drow.c: if (ch->mana < 100) { drow.c: level = ch->spl[spelltype] * 0.5; drow.c: ch->mana = ch->mana - 100; drow.c: if (!IS_CLASS(ch, CLASS_DROW) || (!IS_SET(ch->special,SPC_DROW_CLE) && ch->generation > 2)) drow.c: if (ch->mana < 100) { drow.c: ch->mana = ch->mana - 100; drow.c: ch->hit = ch->hit + ch->spl[BLUE_MAGIC]*3/2; drow.c: if (ch->hit > ch->max_hit) ch->hit = ch->max_hit; drow.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_SHADOWWALK)) { drow.c: if (ch->move < 250) { drow.c: ch->move -= 250; drow.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE)) drow.c: if (IS_SET(ch->newbits, NEW_DROWHATE)) { drow.c: REMOVE_BIT(ch->newbits, NEW_DROWHATE); drow.c: SET_BIT(ch->newbits, NEW_DROWHATE); drow.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM)) drow.c: if (ch->cur_form != get_normal_form(ch)) drow.c: if (ch->move < 500) { drow.c: if (ch->cur_form == get_normal_form(ch)) drow.c: ch->move -= 500; drow.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_DROWSIGHT)) { drow.c: if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) drow.c: REMOVE_BIT(ch->act, PLR_HOLYLIGHT); drow.c: SET_BIT(ch->act, PLR_HOLYLIGHT); drow.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD)) { drow.c: SET_BIT(ch->immune, IMM_SHIELDED); drow.c: REMOVE_BIT(ch->immune, IMM_SHIELDED); drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_TOUGHSKIN)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWFIRE)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSIGHT)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_LEVITATION)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWSHIELD)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_SHADOWWALK)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_ARMS)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_DROWHATE)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_SPIDERFORM)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_WEB)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_GLAMOUR)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE)) drow.c: if (IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER)) drow.c: if (ch->generation == 1) drow.c: if (ch->generation == 2) drow.c: if (IS_SET(ch->special, SPC_DROW_WAR)) drow.c: if (IS_SET(ch->special, SPC_DROW_MAG)) drow.c: if (IS_SET(ch->special, SPC_DROW_CLE)) drow.c: ch->pcdata->stats[DROW_POWER] ); drow.c: ch->pcdata->stats[DROW_MAGIC] ); drow.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_DARKNESS)) { drow.c: if (IS_SET(ch->newbits, NEW_DARKNESS)) { drow.c: REMOVE_BIT(ch->newbits, NEW_DARKNESS); drow.c: if (ch->in_room != NULL) drow.c: if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) drow.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); drow.c: if (ch->mana < 500) { drow.c: ch->mana -= 500; drow.c: if (IS_SET(ch->extra, TIED_UP)) { drow.c: REMOVE_BIT(ch->extra, TIED_UP); drow.c: REMOVE_BIT(ch->affected_by, AFF_WEBBED); drow.c: SET_BIT(ch->newbits, NEW_DARKNESS); drow.c: if (!IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) drow.c: SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); drow.c: if (!IS_CLASS(ch,CLASS_DROW) || !IS_SET(ch->pcdata->powers[1],DPOWER_GLAMOUR)) { drow.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_CONFUSE)) { drow.c: if ((victim = ch->fighting) == NULL) { drow.c: if (ch->move < 75) { drow.c: ch->move -=75; drow.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_EARTHSHATTER)) { drow.c: if (ch->mana < 150) { drow.c: level = ch->spl[PURPLE_MAGIC]; drow.c: ch->mana -= 150; drow.c: for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) drow.c: vch_next = vch->next_in_room; fight.c: for ( ch = char_list; ch != NULL; ch = ch->next ) fight.c: victim = ch->blinkykill; fight.c: if (ch->blinkykill == NULL) continue; fight.c: if (IS_SET(ch->flag3, AFF3_BLINK_1ST_RD)) fight.c: REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD); fight.c: SET_BIT(ch->flag3, AFF3_BLINK_2ND_RD); fight.c: else if (IS_SET(ch->flag3, AFF3_BLINK_2ND_RD)) fight.c: REMOVE_BIT(ch->flag3, AFF3_BLINK_2ND_RD); fight.c: REMOVE_BIT(ch->flag3, AFF3_BLINK_1ST_RD); fight.c: if (ch->blinkykill->in_room != ch->in_room) fight.c: ch->blinkykill = NULL; fight.c: act("$n pops back into existence next to $N.", ch, NULL,ch->blinkykill, TO_NOTVICT); fight.c: act("You pop back into existence next to $N.", ch, NULL, ch->blinkykill, TO_CHAR); fight.c: act("$n pops back into existence next to you.", ch, NULL, ch->blinkykill, TO_VICT); fight.c: set_fighting(ch, ch->blinkykill); fight.c: ch->blinkykill = NULL; fight.c: if (IS_SET(ch->newbits, THIRD_HAND) && get_eq_char(ch, WEAR_THIRD) != NULL ) fight.c: if (IS_SET(ch->newbits, FOURTH_HAND) && get_eq_char(ch, WEAR_FOURTH) != NULL) fight.c: for ( ch = char_list; ch != NULL; ch = ch->next ) fight.c: ch_next = ch->next; fight.c: if (ch->fight_timer > 0) fight.c: ch->fight_timer--; fight.c: if (ch->rage > 0 && IS_CLASS(ch, CLASS_DEMON)) fight.c: ch->rage--; fight.c: if ( ch->embracing != NULL ) fight.c: emb = ch->embracing; fight.c: if ( emb == NULL ) ch->embracing = NULL; fight.c: if ( ch->in_room != emb->in_room ) fight.c: ch->embracing = NULL; fight.c: ch->embracing = NULL; fight.c: if ( ch->embraced != NULL ) fight.c: emb = ch->embraced; fight.c: if ( emb == NULL ) ch->embraced = NULL; fight.c: if ( ch->in_room != emb->in_room ) fight.c: ch->embraced = NULL; fight.c: ch->embraced = NULL; fight.c: if ( IS_SET(ch->monkstuff, MONK_DEATH) ) fight.c: if ( ch->hit > (ch->max_hit /2 ) ) fight.c: ch->hit -= number_range( 50,200 ); fight.c: REMOVE_BIT(ch->monkstuff, MONK_DEATH); fight.c: ch->hit -= number_range( 50,200 ); fight.c: if ( IS_SET(ch->monkstuff, MONK_HEAL) ) fight.c: if ( ch->hit < (ch->max_hit /2 ) ) fight.c: if ( ch->hit < ch->max_hit ) fight.c: ch->hit += number_range( 200,400 ); fight.c: if ( ch->move < ch->max_move ) fight.c: ch->move += number_range( 175,400 ); fight.c: REMOVE_BIT(ch->monkstuff, MONK_HEAL); fight.c: if ( ch->hit < ch->max_hit ) fight.c: ch->hit += number_range( 200,400 ); fight.c: if ( ch->move < ch->max_move ) fight.c: ch->move += number_range( 175,400 ); fight.c: if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) fight.c: ch->fight_timer = 10; fight.c: && ch->level < 7 && IS_SET(ch->act, PLR_WIZINVIS) ) fight.c: REMOVE_BIT(ch->act, PLR_WIZINVIS); fight.c:/* if (!IS_CLASS(ch, CLASS_DEMON) && ch->alignment > 0 fight.c: && !IS_NPC(ch) && ch->level > 2) fight.c: for ( obj = ch->in_room->contents; obj != NULL; obj = obj_next ) fight.c: ch->hit -= number_range( 40, 60 ); fight.c: if ( IS_SET(ch->newbits, NEW_POWER) ) fight.c: if ( ch->move < 75 ) fight.c: ch->move -= 15; fight.c: if ( ch->chi[CURRENT] > 0 ) fight.c: if ( IS_CLASS(ch, CLASS_MONK) && ch->move > ( 500 - ch->chi[CURRENT] * 20 )) fight.c: ch->move -= ch->chi[CURRENT] * 20; fight.c: if ( ch->chi[CURRENT] > 0 ) fight.c: ch->chi[CURRENT] -= 1; fight.c: if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) fight.c: ch->fight_timer = 10; fight.c: ch->in_room == victim->in_room ) fight.c: if (IS_CLASS(ch, CLASS_DROW) && ch->cur_form == FRM_DROWSPIDER fight.c: && IS_SET(ch->pcdata->powers[1], DPOWER_ARMS)) fight.c: if ( ( victim = ch->fighting ) == NULL ) fight.c: for ( rch = ch->in_room->people; rch != NULL; rch = rch_next ) fight.c: rch_next = rch->next_in_room; fight.c: if ( IS_AWAKE(rch) && rch->fighting == NULL ) fight.c: if ( (mount = rch->mount) != NULL ) fight.c: if ( rch->pIndexData == ch->pIndexData fight.c: for ( vch = ch->in_room->people; vch; vch = vch->next ) fight.c: if ( ch->position < POS_SLEEPING ) return; fight.c: if ( !IS_NPC(ch) && ch->cmbt[unarmed] != 0 && wieldorig == 0 ) fight.c: fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype); fight.c: if (!IS_NPC(ch) && ch->stance[0] > 0 && number_percent() == 5) fight.c: int stance = ch->stance[0]; fight.c: if (ch->stance[stance] >= 200) fight.c: ch->cmbt[unarmed] != 0 && wieldorig == 0 ) fight.c: fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype); fight.c: if ( IS_SET( ch->flag2, VAMP_OBJMASK) ) fight.c: sprintf(buf,"%s reforms as %s.\n\r",ch->morph, ch->name ); fight.c: free_string(ch->morph); fight.c: free_string(ch->objdesc); fight.c: ch->long_descr = str_dup(""); fight.c: REMOVE_BIT(ch->flag2, VAMP_OBJMASK); fight.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); fight.c: if ( ch->fighting != victim || dt == gsn_backstab || dt == gsn_shiroken fight.c: chance = (ch->wpn[tempnum]) * 0.5; fight.c: else chance = (ch->wpn[0]) * 0.5; fight.c: ch->cmbt[unarmed] != 0 && wieldorig == 0 ) fight.c: fightaction(ch,victim,ch->cmbt[unarmed], dt, wieldtype); fight.c: if ( ch->fighting != victim ) return; fight.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] >=4 && number_range(1,4) != 1) fight.c: if (IS_SET(ch->newbits,NEW_QUILLS)) fight.c: if (IS_SET(ch->newbits,NEW_SLAM) && number_range(1, fight.c:ch->power[DISC_WERE_BEAR]/3)==1) fight.c: && ch->power[DISC_WERE_RAPT] > 0) fight.c: spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim ); fight.c: else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_SPID] > 0) fight.c: spell_poison( gsn_poison, (ch->level*number_range(5,10)),ch,victim ); fight.c: else if (!IS_NPC(ch) && IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_DROWPOISON)) fight.c: spell_poison(gsn_poison,(ch->level*number_range(10,20)),ch,victim); fight.c: ch->pcdata->powers[NPOWER_NINGENNO] >=5) fight.c: spell_poison(gsn_poison,(ch->level*number_range(5,10)),ch,victim); fight.c: SET_BIT(ch->affected_by, AFF_FLAMING); fight.c: if (IS_ITEMAFF(victim, ITEMA_SHOCKSHIELD) && ch->position == POS_FIGHTING) fight.c: if (IS_ITEMAFF(victim, ITEMA_FIRESHIELD) && ch->position == POS_FIGHTING) fight.c: if (IS_ITEMAFF(victim, ITEMA_ICESHIELD) && ch->position == POS_FIGHTING) fight.c: if (IS_ITEMAFF(victim, ITEMA_ACIDSHIELD) && ch->position == POS_FIGHTING) fight.c: if (IS_ITEMAFF(victim, ITEMA_CHAOSSHIELD) && ch->position == POS_FIGHTING) fight.c: if (ch->level >= 50) count += 1; fight.c: if (ch->level >= 100) count += 1; fight.c: ch->stance[STANCE_VIPER] * 0.5) count += 1; fight.c: ch->stance[STANCE_MANTIS] * 0.5) count += 1; fight.c: ch->stance[STANCE_TIGER] * 0.5) count += 1; fight.c: ch->stance[STANCE_WOLF] * .5) count += 2; fight.c: if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 0) fight.c: else if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 5) fight.c: else if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 7) fight.c: else if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 9) fight.c: else if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_LYNX] > 2 ) fight.c: else if (IS_CLASS(ch, CLASS_DROW) && (IS_SET(ch->special, SPC_DROW_WAR) || ch->generation < 3)) fight.c: IS_SET(ch->pcdata->powers[1],DPOWER_SPEED)) fight.c: if ( !IS_NPC(ch) && IS_CLASS(ch,CLASS_WEREWOLF) && ch->power[DISC_WERE_BOAR] > 6) fight.c: count += ch->move/2000; fight.c:ch->pcdata->powers[NPOWER_CHIKYU] >= 3) fight.c: ch->stance[STANCE_VIPER] * 0.5) count += 1; fight.c: ch->stance[STANCE_MANTIS] * 0.5) count += 1; fight.c: ch->stance[STANCE_TIGER] * 0.5) count += 1; fight.c: if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 0) fight.c: else if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 5) fight.c: else if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 7) fight.c: else if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_CELE] > 9) fight.c: else if ( IS_CLASS(ch, CLASS_MONK) && ch->monkab[COMBAT] > 0 ) fight.c: count += ch->monkab[COMBAT]; fight.c: else if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->power[DISC_WERE_LYNX] > 2 ) fight.c: else if (ch->power[DISC_DAEM_ATTA] > 0) fight.c: count += ch->power[DISC_DAEM_ATTA] / 2; fight.c: else if (IS_CLASS(ch, CLASS_DROW) && (IS_SET(ch->special, SPC_DROW_WAR) || ch->generation < 3)) fight.c: if ( !IS_NPC(ch) && IS_CLASS(ch,CLASS_WEREWOLF) && ch->power[DISC_WERE_BOAR] > 6) fight.c: count += ch->move/4000; fight.c: if ( victim->position == POS_DEAD || ch->in_room != victim->in_room ) fight.c: if (IS_AFFECTED( ch, AFF_PEACE) && ch->fighting != NULL) fight.c: REMOVE_BIT(ch->affected_by, AFF_PEACE); fight.c: if (ch->power[DISC_DAEM_HELL] > 3 && number_range(1, 50-ch->generation) == 1 fight.c: && ch->fighting != NULL) fight.c: wdam = dice(ch->generation + 5, 20); fight.c: sprintf(buf,"#1%s breathes out a cloud of fire at you#n.[%d]", ch->name, wdam); fight.c: sprintf(buf,"#1%s breathes out a cloud of fire at %s#n.",ch->name,victim->name ); fight.c: if (ch->wpn[dt-1000] > 5) level = (ch->wpn[dt-1000] / 5); fight.c: dam = number_range( ch->level / 2, ch->level * 3 / 2 ); fight.c: else if ( IS_SET(ch->newbits, NEW_MONKADAM)) fight.c: dam = dam + (dam * ((ch->wpn[dt-1000]+1) / 60)); fight.c: && ch->power[DISC_WERE_LUNA] > 9) fight.c: if (ch->fighting == victim && IS_WEAP(wield,WEAPON_VAMPIRIC)) fight.c: ch->alignment = UMAX(-1000,ch->alignment - 1); fight.c: ch->hit += wdam/2; fight.c: if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FLAMING) fight.c: if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_FROST) fight.c: if (ch->fighting == victim && IS_WEAP(wield, WEAPON_ELE_EARTH) ) fight.c: if (ch->fighting == victim && (IS_WEAP(wield,WEAPON_SHOCKING) fight.c: if (ch->fighting == victim && IS_WEAP(wield, WEAPON_SUNBLADE)) fight.c: ch->alignment = UMAX(-1000,ch->alignment + 1); fight.c: if (ch->fighting == victim fight.c: if ( ch->fighting == victim && IS_CLASS(ch, CLASS_MONK) fight.c: && !IS_NPC(ch) && ch->monkab[BODY] > 3 ) fight.c: wdam = number_range( (ch->chi[CURRENT]*6),(ch->chi[CURRENT]*10) ); fight.c: if ( ch->fighting == victim && IS_CLASS(ch, CLASS_MONK) fight.c: && !IS_NPC(ch) && ch->monkab[BODY] > 3 ) fight.c: wdam = number_range( (ch->chi[CURRENT]*6),(ch->chi[CURRENT]*10) ); fight.c: if (ch->chi[CURRENT] > 0 && ch->chi[CURRENT] < 3 ) fight.c: if (ch->chi[CURRENT] > 2 && ch->chi[CURRENT] < 7 ) fight.c: dam *= ((ch->chi[CURRENT]) / 2); fight.c: if (IS_CLASS(ch, CLASS_NINJA) && !IS_NPC(ch) && ch->pcdata->powers[NPOWER_NINGENNO] >=2) fight.c: ch->hit -= 250; fight.c: if ( dam > ch->damcap[DAM_CAP] ) fight.c: dam = number_range( (ch->damcap[DAM_CAP] - 200), (ch->damcap[DAM_CAP] + 100) ); fight.c: if (IS_SET(ch->newbits, NEW_DROWHATE)) fight.c:else if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, fight.c: ch->in_room != NULL) fight.c: if (ch->in_room->vnum == 30000) max_dam = 10000; /* was5000Rotain*/ fight.c: max_dam += (ch->pcdata->stats[DEMON_POWER] * 20); fight.c: max_dam += (ch->monkab[COMBAT] * 100); fight.c: if (IS_CLASS(ch, CLASS_MONK) && ch->chi[CURRENT] > 0 ) fight.c: max_dam += ch->chi[CURRENT] * 200; fight.c: max_dam += (ch->rage * 10); fight.c: if (ch->power[DISC_VAMP_POTE] > 0) fight.c: max_dam += (ch->power[DISC_VAMP_POTE] * 125 * 2); fight.c: if (ch->pcdata->rank == AGE_METHUSELAH) max_dam += 400; fight.c: else if (ch->pcdata->rank == AGE_ELDER) max_dam += 250; fight.c: else if (ch->pcdata->rank == AGE_ANCILLA) max_dam += 125; fight.c: if (ch->generation == 13) fight.c: else if (ch->generation ==12) fight.c: else if (ch->generation ==11) fight.c: else if (ch->generation == 10) fight.c: else if (ch->generation == 9) fight.c: else if (ch->generation == 8) fight.c: else if (ch->generation == 7) fight.c: else if (ch->generation == 6) fight.c: else if (ch->generation == 5) fight.c: else if (ch->generation == 4) fight.c: else if (ch->generation == 3) fight.c: else if (ch->generation == 2) fight.c: max_dam += (ch->rage * 5); fight.c: if(ch->pcdata->powers[NPOWER_CHIKYU] >=6 && fight.c: ch->pcdata->powers[HARA_KIRI] > 0) fight.c: if (ch->pcdata->powers[NPOWER_CHIKYU] >=2) fight.c: else if (IS_SET(ch->special, SPC_WOLFMAN)) fight.c: if (ch->generation < 2) max_dam = 2000; fight.c: else if (ch->generation < 3) max_dam = 1900; fight.c: else if (ch->generation < 4) max_dam = 1800; fight.c: max_dam += ch->rage; fight.c: if (ch->power[DISC_WERE_LUNA] > 6 fight.c: else if (IS_SET(ch->special, SPC_CHAMPION)) max_dam += 250; fight.c: if (ch->pcdata->souls == 1) fight.c: if ( ch->generation > 0 && IS_CLASS(ch, CLASS_DEMON)) fight.c: max_dam += (ch->generation * 20); fight.c: int wpn = ch->wpn[1]; fight.c: max_dam += ch->race*40; fight.c: if (ch->stance[0] == STANCE_BULL) max_dam += 250; fight.c: else if (ch->stance[0] == STANCE_DRAGON) max_dam += 300; fight.c: else if (ch->stance[0] == STANCE_WOLF) max_dam += 500; fight.c: else if (ch->stance[0] == STANCE_TIGER) max_dam += 350; fight.c: if (IS_NPC(ch) || ch->stance[0] != STANCE_MONKEY) fight.c: if (ch->level >= LEVEL_BUILDER) fight.c: ch->damcap[DAM_CAP] = max_dam; fight.c: ch->damcap[DAM_CHANGE] = 0; fight.c: if (ch->class == CLASS_VAMPIRE) fight.c: if (ch->power[DISC_VAMP_PROT] >= 7 fight.c: if (dam_type == DAM_POISON && ch->power[DISC_DAEM_CORR] >= 3) fight.c: if (dam_type == DAM_POISON && ch->power[DISC_DAEM_CORR] >= 1) fight.c: if (dam_type == DAM_FIRE && ch->power[DISC_DAEM_HELL] >= 2) fight.c: if (dam_type == DAM_FIRE && ch->power[DISC_DAEM_HELL] >= 1) fight.c: if (dam_type == DAM_COLD && ch->power[DISC_DAEM_GELU] >= 4) fight.c: if (dam_type == DAM_COLD && ch->power[DISC_DAEM_GELU] >= 1) fight.c: if (dam_type == DAM_POISON && ch->power[DISC_VAMP_FORT] >= 1) fight.c: && victim->master->in_room == ch->in_room fight.c: REMOVE_BIT( ch->affected_by, AFF_INVISIBLE ); fight.c: ch->mkill += 1; fight.c: (IS_NPC(ch) ? ch->short_descr : ch->name), fight.c: (IS_NPC(ch) ? ch->short_descr : ch->name), fight.c: ch->in_room->name, ch->in_room->vnum); fight.c: corpse = get_obj_list( ch, "corpse", ch->in_room->contents ); fight.c: if ( IS_SET(ch->act, PLR_AUTOLOOT) && fight.c: if ( IS_SET(ch->act,PLR_AUTOLOOT) && corpse && corpse->contains) fight.c: if ( ch->embracing != NULL ) fight.c: if ( ( emb = ch->embracing ) != NULL ) stop_embrace(ch,emb); fight.c: if (ch->damcap[DAM_CHANGE] == 1) update_damcap(ch,victim); fight.c: if ( ch->fighting == NULL ) fight.c: && victim->master->in_room == ch->in_room fight.c: REMOVE_BIT( ch->affected_by, AFF_HIDE ); fight.c: if ( IS_NPC(ch) && number_percent( ) < ch->level * 0.5 ) fight.c: if ( IS_NPC(ch) && number_percent( ) < ch->level * 0.5 ) fight.c: if ( ch->fighting == NULL ) fight.c: && victim->master->in_room == ch->in_room fight.c: (IS_NPC(ch) ? ch->short_descr : ch->name), fight.c: ch->mkill += 1; fight.c: if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION) fight.c: if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special,SPC_CHAMPION)) { fight.c: ch->pcdata->stats[DEMON_CURRENT] +=victim->level*4/3; fight.c: ch->pcdata->stats[DEMON_TOTAL] +=victim->level*4/3;} fight.c: ch->pcdata->stats[DROW_POWER] += victim->level*2; fight.c: if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special,SPC_CHAMPION)) { fight.c: ch->pcdata->stats[DEMON_CURRENT] += victim->level; fight.c: ch->pcdata->stats[DEMON_TOTAL] += victim->level;} fight.c: ch->pcdata->stats[DROW_POWER] += victim->level*3/2; fight.c: if (ch->level == 1 && ch->mkill > 4) fight.c: ch->level = 2; fight.c: if ( IS_SET(ch->act, PLR_AUTOLOOT) ) fight.c: if ( IS_SET(ch->act, PLR_AUTOSAC) ) fight.c: if (IS_AFFECTED(ch, AFF_PEACE) && ch->fighting != NULL) fight.c: REMOVE_BIT(ch->affected_by, AFF_PEACE); fight.c: if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) fight.c: if ( IS_SET(ch->in_room->room_flags,ROOM_ARENA) fight.c: if ( IS_SET(ch->in_room->room_flags,ROOM_SAFE) ) fight.c: if ( IS_SET(ch->affected_by, AFF_CHARM) ) fight.c: if ( ch->master == NULL ) fight.c: REMOVE_BIT( ch->affected_by, AFF_CHARM ); fight.c: if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1); fight.c: else chance -= (ch->level * 0.2); fight.c: if (ch->power[DISC_VAMP_CELE] > 0) fight.c: chance -= (ch->power[DISC_VAMP_CELE]*4); fight.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 fight.c: && ch->pcdata->powers[HARA_KIRI] > 0) fight.c: if (ch->pcdata->powers[NPOWER_CHIKYU] >= 5 && IS_CLASS(ch, CLASS_NINJA)) fight.c: if ( IS_CLASS(ch, CLASS_MONK) && ch->chi[CURRENT] > 0 ) fight.c: chance -= (ch->chi[CURRENT] * 7); fight.c: if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->pcdata->powers[1], DPOWER_ARMS)) fight.c: if (IS_SET(ch->newbits, NEW_MONKFLAME)) fight.c: ch->power[DISC_WERE_MANT] < 11 ) fight.c: chance -= (ch->power[DISC_WERE_MANT] * 4); fight.c: if (IS_CLASS(victim, CLASS_MONK) && ch->chi[CURRENT] > 0 ) fight.c: chance += (ch->chi[CURRENT] * 8); fight.c: if (!IS_NPC(ch) && ch->power[DISC_VAMP_CELE] > 0 && IS_CLASS(ch, CLASS_VAMPIRE)) fight.c: if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 15; fight.c: else if (ch->pcdata->rank == AGE_ELDER) chance -= 10; fight.c: else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 5; fight.c: if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) fight.c: if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) fight.c: if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) fight.c: if (!IS_NPC(ch)) chance -= (ch->wpn[dt-1000] * 0.1); fight.c: else chance -= (ch->level * 0.2); fight.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 fight.c: && ch->pcdata->powers[HARA_KIRI] > 0) fight.c: if (ch->pcdata->powers[NPOWER_CHIKYU] >= 5 && IS_CLASS(ch, CLASS_NINJA)) fight.c: if (ch->power[DISC_VAMP_CELE] > 0 && IS_CLASS(ch, CLASS_VAMPIRE)) fight.c: chance -= (ch->power[DISC_VAMP_CELE]*4); fight.c: ch->power[DISC_WERE_MANT] < 11 ) fight.c: chance -= (ch->power[DISC_WERE_MANT] * 4); fight.c: IS_SET(ch->pcdata->powers[1], DPOWER_SPEED)) fight.c: if (ch->pcdata->rank == AGE_METHUSELAH) chance -= 10; fight.c: else if (ch->pcdata->rank == AGE_ELDER) chance -= 7; fight.c: else if (ch->pcdata->rank == AGE_ANCILLA) chance -= 3; fight.c: if (IS_NPC(ch) || !IS_SET(ch->act, PLR_BRIEF)) fight.c: if ( ch->fighting != NULL ) fight.c: ch->fighting = victim; fight.c: ch->position = POS_FIGHTING; fight.c: ch->damcap[DAM_CHANGE] = 1; fight.c: ch->embracing=NULL; fight.c: ch->embracing=NULL; fight.c: for ( fch = char_list; fch != NULL; fch = fch->next ) fight.c: if ( fch == ch || ( fBoth && fch->fighting == ch ) ) fight.c: fch->fighting = NULL; fight.c: fch->position = POS_STANDING; fight.c: name = ch->short_descr; fight.c: corpse->value[2]= ch->pIndexData->vnum; fight.c: if ( ch->gold > 0 ) fight.c: obj_to_obj( create_money( ch->gold ), corpse ); fight.c: ch->gold = 0; fight.c: name = ch->name; fight.c: if ( ch->gold > 0 ) fight.c: obj = create_money( ch->gold ); fight.c: ch->gold = 0; fight.c:if (IS_SET(ch->extra, EXTRA_ZOMBIE)) fight.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) fight.c: obj_to_room( corpse, ch->in_room ); fight.c: was_in_room = ch->in_room; fight.c: ch->in_room = pexit->to_room; fight.c: ch->in_room = was_in_room; fight.c: name = IS_NPC(ch) ? ch->short_descr : ch->name; fight.c: obj->value[1] = ch->pIndexData->vnum; fight.c: {ch->pcdata->chobj = obj; obj->chobj = ch;obj->timer = number_range(2,3); obj->item_type = ITEM_HEAD;} fight.c: if (ch->pcdata->chobj != NULL) ch->pcdata->chobj->chobj = NULL; fight.c: ch->pcdata->chobj = obj; fight.c: obj_to_room( obj, ch->in_room ); fight.c: if ( (IS_NPC(ch) && (mount = ch->mount) == NULL) || victim == ch ) fight.c: for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) fight.c: lch = (ch->leader != NULL) ? ch->leader : ch; fight.c: for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) fight.c: if ((mount = gch->mount) != NULL) send_to_char( buf, mount ); fight.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) fight.c: obj_to_room( obj, ch->in_room ); fight.c: align = gch->alignment - victim->alignment; fight.c: gch->alignment = gch->alignment; fight.c: gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level; fight.c: if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL]) fight.c: gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level; fight.c: gch->pcdata->score[SCORE_TOTAL_XP] += xp; fight.c: if (xp > gch->pcdata->score[SCORE_HIGH_XP]) fight.c: gch->pcdata->score[SCORE_HIGH_XP] += xp; fight.c: && gch->pcdata->disc_points != 666 fight.c: && gch->pcdata->disc_research != -1) fight.c: align = gch->alignment - victim->alignment; fight.c: gch->alignment = gch->alignment; fight.c: gch->alignment = UMIN( gch->alignment + (align-500)/4, 1000 ); fight.c: gch->alignment = UMAX( gch->alignment + (align+500)/4, -1000 ); fight.c: gch->alignment -= gch->alignment / 4; fight.c: gch->pcdata->score[SCORE_TOTAL_LEVEL] += victim->level; fight.c: if (victim->level > gch->pcdata->score[SCORE_HIGH_LEVEL]) fight.c: gch->pcdata->score[SCORE_HIGH_LEVEL] += victim->level; fight.c: gch->pcdata->score[SCORE_TOTAL_XP] += xp; fight.c: if (xp > gch->pcdata->score[SCORE_HIGH_XP]) fight.c: gch->pcdata->score[SCORE_HIGH_XP] += xp; fight.c:if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_REND)&& dam>0 fight.c: else if ( dt == TYPE_HIT && !IS_NPC(ch) && IS_SET(ch->newbits, NEW_MONKFLAME)) fight.c: else if (IS_SET(ch->newbits, NEW_MONKFLAME) && (dam == 0)) fight.c: else if (IS_SET(ch->newbits, NEW_MONKFLAME)) fight.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) fight.c: if ( ch->position == POS_FIGHTING ) fight.c: if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_STANCE) ) fight.c: if ( ch->stance[11] == STANCE_VIPER ) fight.c: else if ( ch->stance[11] == STANCE_CRANE ) fight.c: else if ( ch->stance[11] == STANCE_CRAB ) fight.c: else if ( ch->stance[11] == STANCE_MONGOOSE ) fight.c: else if ( ch->stance[11] == STANCE_BULL ) fight.c: else if ( ch->stance[11] == STANCE_MANTIS ) fight.c: else if ( ch->stance[11] == STANCE_DRAGON ) fight.c: else if ( ch->stance[11] == STANCE_TIGER ) fight.c: else if ( ch->stance[11] == STANCE_MONKEY ) fight.c: else if ( ch->stance[11] == STANCE_SWALLOW ) fight.c: && ch->power[DISC_WERE_BOAR] > 1 && victim->position == POS_STANDING) fight.c: && ch->power[DISC_VAMP_QUIE] < 10 && fight.c: (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_NINGENNO] < 2)) fight.c: || number_percent( ) < ch->pcdata->learned[gsn_backstab] ) fight.c: if ( ( victim = ch->fighting ) == NULL ) fight.c: if ( ch->position == POS_FIGHTING ) fight.c: ch->position = POS_STANDING; fight.c: if(ch->move <= 0) fight.c: if ( IS_SET(ch->flag2, AFF_TOTALBLIND) ) fight.c: if (!IS_NPC(ch) && ch->rage >= 0) fight.c: if (IS_CLASS(ch,CLASS_VAMPIRE) && number_percent() <= ch->rage) fight.c: else if (IS_CLASS(ch, CLASS_WEREWOLF) && number_percent() <= ch->rage * 0.3) fight.c: was_in = ch->in_room; fight.c: if ( ( now_in = ch->in_room ) == was_in ) fight.c: ch->in_room = was_in; fight.c: ch->in_room = now_in; fight.c: if ( ch->fighting == victim ) fight.c: if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_rescue] ) fight.c: && ch->level < skill_table[gsn_kick].skill_level) fight.c: if ( ( victim = ch->fighting ) == NULL ) fight.c: if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_kick] ) fight.c: if ( !IS_NPC(ch) ) dam = dam + (dam * ((ch->wpn[0]+1) / 100)); fight.c: stance = ch->stance[0]; fight.c: dam *= (ch->stance[STANCE_MONKEY]+1) / 200; fight.c: else if ( IS_STANCE(ch, STANCE_BULL) && ch->stance[STANCE_BULL] > 100 ) fight.c: dam += dam * (ch->stance[STANCE_BULL] / 100); fight.c: else if ( IS_STANCE(ch, STANCE_DRAGON) && ch->stance[STANCE_DRAGON] > 100 ) fight.c: dam += dam * (ch->stance[STANCE_DRAGON] / 100); fight.c: else if ( IS_STANCE(ch, STANCE_WOLF) && ch->stance[STANCE_WOLF] > 100) fight.c: dam += dam*(ch->stance[STANCE_DRAGON] /100); fight.c: else if ( IS_STANCE(ch, STANCE_TIGER) && ch->stance[STANCE_TIGER] > 100 ) fight.c: dam += dam * (ch->stance[STANCE_TIGER] / 100); fight.c: else if ( ch->stance[0] > 0 && ch->stance[stance] < 100 ) fight.c: if ( ch->level < skill_table[gsn_punch].skill_level) fight.c: if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_punch] ) fight.c: if ( !IS_NPC(ch) ) dam = dam + (dam * (ch->wpn[0] / 100)); fight.c: {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_I);broke = TRUE;} fight.c: {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_M);broke = TRUE;} fight.c: {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_R);broke = TRUE;} fight.c: {SET_BIT(ch->loc_hp[LOC_ARM_L],BROKEN_FINGER_L);broke = TRUE;} fight.c: {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_I);broke = TRUE;} fight.c: {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_M);broke = TRUE;} fight.c: {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_R);broke = TRUE;} fight.c: {SET_BIT(ch->loc_hp[LOC_ARM_R],BROKEN_FINGER_L);broke = TRUE;} fight.c: if ( ch->level < skill_table[gsn_berserk].skill_level) fight.c: if ( number_percent( ) > ch->pcdata->learned[gsn_berserk] ) fight.c: if (!IS_NPC(ch) && IS_SET(ch->extra, EXTRA_STANCE) ) fight.c: if ( ch->stance[11] == STANCE_VIPER ) fight.c: else if ( ch->stance[11] == STANCE_CRANE ) fight.c: else if ( ch->stance[11] == STANCE_CRAB ) fight.c: else if ( ch->stance[11] == STANCE_MONGOOSE ) fight.c: else if ( ch->stance[11] == STANCE_BULL ) fight.c: else if ( ch->stance[11] == STANCE_MANTIS ) fight.c: else if ( ch->stance[11] == STANCE_DRAGON ) fight.c: else if ( ch->stance[11] == STANCE_TIGER ) fight.c: else if ( ch->stance[11] == STANCE_MONKEY ) fight.c: else if ( ch->stance[11] == STANCE_SWALLOW ) fight.c: vch_next = vch->next; fight.c: if ( vch->in_room == NULL ) fight.c: if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) fight.c: if ( vch->in_room == ch->in_room ) fight.c: if ( ( mount = ch->mount ) != NULL ) {if ( mount == vch ) continue;} fight.c: if (!IS_NPC(vch) && IS_SET(vch->extra, EXTRA_STANCE) ) fight.c: if ( vch->stance[11] == STANCE_VIPER ) fight.c: else if ( vch->stance[11] == STANCE_CRANE ) fight.c: else if ( vch->stance[11] == STANCE_CRAB ) fight.c: else if ( vch->stance[11] == STANCE_MONGOOSE ) fight.c: else if ( vch->stance[11] == STANCE_BULL ) fight.c: else if ( vch->stance[11] == STANCE_MANTIS ) fight.c: else if ( vch->stance[11] == STANCE_DRAGON ) fight.c: else if ( vch->stance[11] == STANCE_TIGER ) fight.c: else if ( vch->stance[11] == STANCE_MONKEY ) fight.c: else if ( vch->stance[11] == STANCE_SWALLOW ) fight.c: if (IS_CLASS(ch,CLASS_WEREWOLF) && ch->power[DISC_WERE_RAPT] >0) fight.c: if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_hurl] < 1 ) fight.c: if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[gsn_hurl] ) fight.c: if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) fight.c: dam = number_range(ch->level, (ch->level * 4)); fight.c: if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; fight.c: && pexit_rev->to_room == ch->in_room fight.c: dam = number_range(ch->level, (ch->level * 6)); fight.c: if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; fight.c: dam = number_range(ch->level, (ch->level * 2)); fight.c: if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; fight.c: && ch->level < skill_table[gsn_disarm].skill_level) fight.c: if ( ( victim = ch->fighting ) == NULL ) fight.c: percent = number_percent( ) + victim->level - ch->level; fight.c: else if ( IS_NPC(ch) || percent < ch->pcdata->learned[gsn_disarm] * 2 / 3 ) fight.c: if ( !IS_NPC(victim) && victim->level >= ch->level ) fight.c: if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; fight.c: if (( ch->race - victim->race > 10 && ch->race > 0) fight.c: || (victim->race == 0 && ch->race > 0) ) fight.c: ch->paradox[0] += ch->race; fight.c: ch->paradox[1] += ch->race; fight.c: ch->paradox[2] += PARADOX_TICK; fight.c: sprintf(buf,"%s's has been stolen by %s.",victim->pcdata->switchname,ch->pcdata->switchname); fight.c: victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum ); fight.c: ch->pkill = ch->pkill + 1; fight.c: if (ch->pcdata->kingdom != 0) fight.c: king_table[ch->pcdata->kingdom].pk += 1; fight.c: if (ch->race == 0) ch->race++; fight.c: ch->pcdata->souls++; fight.c: if (ch->pcdata->souls >= souls_needed(ch)) fight.c: if (ch->pcdata->kingdom != 0) fight.c: king_table[ch->pcdata->kingdom].pk += 1; fight.c: ch->pkill = ch->pkill + 1; fight.c: sprintf(buf,"%s's soul has been stolen by %s.",victim->pcdata->switchname,ch->pcdata->switchname); fight.c: victim->pcdata->switchname, ch->pcdata->switchname, fight.c: if ( IS_CLASS(ch, CLASS_VAMPIRE) && IS_SET(ch->special, SPC_INCONNU) && fight.c: if (IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) fight.c: if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) && fight.c: if (ch->race == 0 && victim->race == 0) fight.c: ch->pcdata->stats[DEMON_CURRENT] += 1000; fight.c: ch->pcdata->stats[DEMON_TOTAL] += 1000; fight.c: ch->pcdata->stats[DEMON_CURRENT] += victim->race * 1000; fight.c: ch->pcdata->stats[DEMON_TOTAL] += victim->race * 1000; fight.c: if (victim->race == 0 && ch->race == 0 ) fight.c: ch->pcdata->stats[DROW_POWER] += 1000; fight.c: else ch->pcdata->stats[DROW_POWER] += 1000* victim->race; fight.c: if (( ch->race - victim->race > 10 && ch->race > 0) fight.c: || (victim->race == 0 && ch->race > 0) ) fight.c: ch->paradox[0] += ch->race; fight.c: ch->paradox[1] += ch->race; fight.c: ch->paradox[2] += PARADOX_TICK; fight.c: if (!str_cmp(ch->name,"amoeba")) fight.c: ch->paradox[0] += (25 - ch->race); fight.c: ch->paradox[1] += (25 - ch->race); fight.c: sprintf(buf,"%s has been decapitated by %s for no status.",victim->pcdata->switchname,ch->pcdata->switchname); fight.c: victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum ); fight.c: ch->fight_timer += 10; fight.c: if (ch->pcdata->kingdom != 0) fight.c: king_table[ch->pcdata->kingdom].pk += 1; fight.c: ch->pkill = ch->pkill + 1; fight.c: ch->exp = ch->exp +1000; fight.c: if (ch->race - ((ch->race/100)*100) == 0) fight.c: ch->race = ch->race + 1; fight.c: else if (ch->race - ((ch->race/100)*100) < 45) fight.c: ch->race = ch->race + 1; fight.c: if (ch->race - ((ch->race/100)*100) == 0) fight.c: ch->fight_timer += 10; fight.c: if (IS_CLASS(ch, CLASS_DEMON) && !IS_NPC(ch) && !IS_NPC(victim) && victim->race + 15 >= ch->race) fight.c: ch->pcdata->souls += 1; fight.c: if (ch->pcdata->souls > souls_needed(ch)) fight.c: ch->pcdata->souls = souls_needed(ch); fight.c: if (ch->pcdata->kingdom != 0) fight.c: king_table[ch->pcdata->kingdom].pk += 1; fight.c: ch->pkill = ch->pkill + 1; fight.c: sprintf(buf,"%s got his head chopped off by %s.",victim->pcdata->switchname,ch->pcdata->switchname); fight.c: ch->exp += 10000; fight.c: victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum ); fight.c: if ( !IS_SET(ch->special, SPC_WOLFMAN)) fight.c: if ((IS_CLASS(ch, CLASS_DEMON) || IS_SET(ch->special, SPC_CHAMPION)) fight.c: if (ch->race == 0 && victim->race == 0) fight.c: ch->pcdata->stats[DEMON_CURRENT] += 1000; fight.c: ch->pcdata->stats[DEMON_TOTAL] += 1000; fight.c: ch->pcdata->stats[DEMON_CURRENT] += victim->race * 1000; fight.c: ch->pcdata->stats[DEMON_TOTAL] += victim->race * 1000; fight.c: if (ch->race == 0 && victim->race == 0) fight.c: ch->pcdata->stats[DROW_POWER] += 1000; fight.c: ch->pcdata->stats[DROW_POWER] += 1000 * victim->race; fight.c: if (( ch->race - victim->race > 10 && ch->race > 0) fight.c: || (victim->race == 0 && ch->race > 0) ) fight.c: ch->paradox[0] += ch->race; fight.c: ch->paradox[1] += ch->race; fight.c: ch->paradox[2] += PARADOX_TICK; fight.c: sprintf(buf,"%s has been decapitated by %s.",victim->pcdata->switchname,ch->pcdata->switchname); fight.c: victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum ); fight.c: ch->fight_timer += 10; fight.c: if (ch->pcdata->kingdom != 0) fight.c: king_table[ch->pcdata->kingdom].pk += 1; fight.c: ch->pkill = ch->pkill + 1; fight.c: ch->exp = ch->exp +1000; fight.c: if (ch->race - ((ch->race/100)*100) == 0) fight.c: ch->race = ch->race + 1; fight.c: else if (ch->race - ((ch->race/100)*100) < 45) fight.c: ch->race = ch->race + 1; fight.c: if (ch->race - ((ch->race/100)*100) == 0) fight.c: ch->fight_timer += 10; fight.c: if (ch->pcdata->kingdom != 0) fight.c: king_table[ch->pcdata->kingdom].pk += 1; fight.c: ch->pkill = ch->pkill + 1; fight.c: sprintf(buf,"%s has been decapitated by %s.",victim->pcdata->switchname,ch->pcdata->switchname); fight.c: victim->pcdata->switchname, ch->pcdata->switchname, victim->in_room->vnum ); fight.c: char_to_room(victim,ch->in_room); fight.c: char_to_room(victim,ch->in_room); fight.c: obj_to_room(obj, ch->in_room); fight.c: victim->hit = victim->hit - number_range(ch->level,(5*ch->level)); fight.c: ch->name,victim->name); fight.c: ch->pcdata->awins += 1; fight.c: lvl1 = ch->hit; fight.c: ch->hit = ch->max_hit; fight.c: ch->mana = ch->max_mana; fight.c: if (IS_SET(ch->act,PLR_CHALLENGER)) fight.c: REMOVE_BIT(ch->act,PLR_CHALLENGER); fight.c: if (IS_SET(ch->act,PLR_CHALLENGED)) fight.c: REMOVE_BIT(ch->act,PLR_CHALLENGED); fight.c: ch->challenger = NULL; fight.c: ch->challenged = NULL; fight.c: REMOVE_BIT(ch->act, PLR_SILENCE); fight.c: REMOVE_BIT(ch->act,PLR_NO_TELL); fight.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE)) { fight.c: ch->fight_timer += 5; fight.c: ch->fight_timer += 5; fight.c: ch->pkill = ch->pkill + 1; fight.c: if (ch->pcdata->kingdom != 0) fight.c: king_table[ch->pcdata->kingdom].pk += 1; fight.c: sprintf(buf, "%s has been assassinated by %s!",victim->name,ch->name); fight.c: if (!IS_CLASS(ch, CLASS_DROW) || !IS_SET(ch->pcdata->powers[1], DPOWER_GAROTTE) fight.c: || !IS_SET(ch->pcdata->powers[1], DPOWER_DGAROTTE)) { fight.c: if (!IS_SET(ch->newbits, NEW_DARKNESS)) { fight.c: REMOVE_BIT(ch->newbits, NEW_DARKNESS); fight.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); fight.c: ch->fight_timer += 5; fight.c: ch->pkill = ch->pkill + 1; fight.c: if (ch->pcdata->kingdom != 0) fight.c: king_table[ch->pcdata->kingdom].pk += 1; fight.c: sprintf(buf, "%s has been assassinated by %s!",victim->name,ch->name); fight.c: ch->fight_timer += 5; fight.c: if (ch->fight_timer > 0 && !IS_NPC(ch)) { fight.c: if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_NINGENNO] < 6) { fight.c: if (ch->fighting == NULL) { fight.c: else victim = ch->fighting; fight.c: ch->stance[MONK_AUTODROP] = STANCE_NONE;} fight.c: ch->stance[MONK_AUTODROP] = STANCE_CRANE;} fight.c: ch->stance[MONK_AUTODROP] = STANCE_CRAB;} fight.c: ch->stance[MONK_AUTODROP] = STANCE_BULL;} fight.c: ch->stance[MONK_AUTODROP] = STANCE_VIPER;} fight.c: ch->stance[MONK_AUTODROP] = STANCE_MONGOOSE;} fight.c: && ch->stance[STANCE_CRANE] >= 200 fight.c: && ch->stance[STANCE_VIPER] >= 200) { fight.c: ch->stance[MONK_AUTODROP] = STANCE_MANTIS;} fight.c: && ch->stance[STANCE_CRANE] >= 200 fight.c: && ch->stance[STANCE_MONGOOSE] >= 200) { fight.c: ch->stance[MONK_AUTODROP] = STANCE_MONKEY;} fight.c: && ch->stance[STANCE_CRAB] >= 200 fight.c: && ch->stance[STANCE_MONGOOSE] >= 200) { fight.c: ch->stance[MONK_AUTODROP] = STANCE_SWALLOW;} fight.c: && ch->stance[STANCE_BULL] >= 200 fight.c: && ch->stance[STANCE_VIPER] >= 200) { fight.c: ch->stance[MONK_AUTODROP] = STANCE_TIGER;} fight.c: && ch->stance[STANCE_CRAB] >= 200 fight.c: && ch->stance[STANCE_BULL] >= 200) { fight.c: ch->stance[MONK_AUTODROP] = STANCE_DRAGON;} fight.c: st = ch->stance[11]; fight.c: if (ch->stance[0] < 1) { fight.c: ch->stance[0] = st; garou.c: ch->gifts[HOMID], ch->gifts[METIS], ch->gifts[LUPUS] ); garou.c: ch->gifts[RAGABASH], ch->gifts[THEURGE], ch->gifts[PHILODOX] ); garou.c: ch->gifts[GALLIARD], ch->gifts[AHROUN] ); garou.c: ch->gifts[BLACKFURIES], ch->gifts[BONEGNAWERS], ch->gifts[CHILDREN] ); garou.c: ch->gifts[FIANNA], ch->gifts[GETOFFENRIS], ch->gifts[GLASSWALKERS] ); garou.c: ch->gifts[REDTALONS], ch->gifts[SHADOWLORDS], ch->gifts[SILENTSTRIDERS] ); garou.c: ch->gifts[SILVERFANGS], ch->gifts[STARGAZERS], ch->gifts[UKTENA] ); garou.c: ch->gifts[WENDIGO] ); garou.c: cost = (ch->gifts[improve]+1) * 10; garou.c: if ( ch->gifts[improve] >= max ) garou.c: if ( cost > ch->practice ) garou.c: ch->gifts[improve] += 1; garou.c: ch->practice -= cost; garou.c: if ( ch->gifts[HOMID] < 2 ) garou.c: if ( ch->fighting == NULL ) garou.c: if ( ch->gifts[HOMID] < 4 ) garou.c: if ( ch->gifts[HOMID] < 5 ) garou.c: if ( ch->gifts[HOMID] < 3 ) garou.c: if ( ch->gnosis[GCURRENT] < 1 ) garou.c: af.duration = ch->gifts[HOMID]; garou.c: af.modifier = -( ch->gifts[HOMID] * 5 ); garou.c: af.duration = ch->gifts[HOMID]; garou.c: af.modifier = -( ch->gifts[HOMID] * 5 ); garou.c: ch->gnosis[CURRENT]--; garou.c: if (ch->gifts[HOMID] < 4) garou.c: if ( ch->gifts[HOMID] < 5 ) garou.c: REMOVE_BIT(ch->garou1, WOLF_COCOON); garou.c: if ( ch->gnosis[GCURRENT] < 2 ) garou.c: SET_BIT(ch->garou1, WOLF_COCOON); garou.c: ch->gnosis[GCURRENT]--; garou.c: if ( ch->gifts[METIS] < 1 ) garou.c: if ( IS_SET(ch->newbits, NEW_QUILLS) ) garou.c: REMOVE_BIT(ch->newbits, NEW_QUILLS); garou.c: if ( !IS_SET(ch->newbits, NEW_QUILLS) ) garou.c: SET_BIT(ch->newbits, NEW_QUILLS); garou.c: if ( ch->gifts[METIS] < 2 ) garou.c: if ( ch->gifts[METIS] < 4 ) garou.c: if ( ch->gnosis[GCURRENT] < 3 ) garou.c: ch->gnosis[CURRENT] -= 3; garou.c: if ( ch->gifts[AHROUN] <= 1 ) garou.c: REMOVE_BIT(ch->garou1, WOLF_RAZORCLAWS); garou.c: SET_BIT( ch->garou1, WOLF_RAZORCLAWS ); handler.c: if ( ch->desc != NULL && ch->desc->original != NULL ) handler.c: ch = ch->desc->original; handler.c: if ( ch->trust != 0 ) handler.c: return ch->trust; handler.c: if ( IS_NPC(ch) && ch->level >= LEVEL_HERO ) handler.c: return ch->level; handler.c: return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 7200; handler.c: return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max ); handler.c: return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max ); handler.c: return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max ); handler.c: return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max ); handler.c: return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max ); handler.c: if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) handler.c: if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) ) handler.c: if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) handler.c: if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) ) handler.c: SET_BIT( ch->affected_by, paf->bitvector ); handler.c: REMOVE_BIT( ch->affected_by, paf->bitvector ); handler.c: case APPLY_MANA: ch->max_mana += mod; break; handler.c: case APPLY_HIT: ch->max_hit += mod; break; handler.c: case APPLY_MOVE: ch->max_move += mod; break; handler.c: case APPLY_AC: ch->armor += mod; break; handler.c: case APPLY_HITROLL: ch->hitroll += mod; break; handler.c: case APPLY_DAMROLL: ch->damroll += mod; break; handler.c: case APPLY_SAVING_PARA: ch->saving_throw += mod; break; handler.c: case APPLY_SAVING_ROD: ch->saving_throw += mod; break; handler.c: case APPLY_SAVING_PETRI: ch->saving_throw += mod; break; handler.c: case APPLY_SAVING_BREATH: ch->saving_throw += mod; break; handler.c: case APPLY_SAVING_SPELL: ch->saving_throw += mod; break; handler.c: case APPLY_POLY: ch->polyaff += mod; break; handler.c: case APPLY_STR: ch->pcdata->mod_str += mod; break; handler.c: case APPLY_DEX: ch->pcdata->mod_dex += mod; break; handler.c: case APPLY_INT: ch->pcdata->mod_int += mod; break; handler.c: case APPLY_WIS: ch->pcdata->mod_wis += mod; break; handler.c: case APPLY_CON: ch->pcdata->mod_con += mod; break; handler.c: case APPLY_SEX: ch->sex += mod; break; handler.c: case APPLY_MANA: ch->max_mana += mod; break; handler.c: case APPLY_HIT: ch->max_hit += mod; break; handler.c: case APPLY_MOVE: ch->max_move += mod; break; handler.c: case APPLY_AC: ch->armor += mod; break; handler.c: case APPLY_HITROLL: ch->hitroll += mod; break; handler.c: case APPLY_DAMROLL: ch->damroll += mod; break; handler.c: case APPLY_SAVING_PARA: ch->saving_throw += mod; break; handler.c: case APPLY_SAVING_ROD: ch->saving_throw += mod; break; handler.c: case APPLY_SAVING_PETRI: ch->saving_throw += mod; break; handler.c: case APPLY_SAVING_BREATH: ch->saving_throw += mod; break; handler.c: case APPLY_SAVING_SPELL: ch->saving_throw += mod; break; handler.c: case APPLY_POLY: ch->polyaff += mod; break; handler.c: obj_to_room( wield, ch->in_room ); handler.c: ch->power[i] = -1; handler.c: ch->power[DISC_VAMP_FORT] = 0; handler.c: ch->power[DISC_VAMP_CELE] = 0; handler.c: ch->power[DISC_VAMP_OBTE] = 0; handler.c: ch->power[DISC_VAMP_PRES] = 0; handler.c: ch->power[DISC_VAMP_QUIE] = 0; handler.c: ch->power[DISC_VAMP_THAU] = 0; handler.c: ch->power[DISC_VAMP_AUSP] = 0; handler.c: ch->power[DISC_VAMP_DOMI] = 0; handler.c: ch->power[DISC_VAMP_OBFU] = 0; handler.c: ch->power[DISC_VAMP_POTE] = 0; handler.c: ch->power[DISC_VAMP_PROT] = 0; handler.c: ch->power[DISC_VAMP_SERP] = 0; handler.c: ch->power[DISC_VAMP_VICI] = 0; handler.c: ch->power[DISC_VAMP_DAIM] = 0; handler.c: ch->power[DISC_VAMP_ANIM] = 0; handler.c: ch->power[DISC_VAMP_CHIM] = 0; handler.c: ch->power[DISC_VAMP_MELP] = 0; handler.c: ch->power[DISC_VAMP_NECR] = 0; handler.c: ch->power[DISC_VAMP_THAN] = 0; handler.c: ch->power[DISC_VAMP_OBEA] = 0; handler.c: ch->power[DISC_WERE_BEAR] = 0; handler.c: ch->power[DISC_WERE_LYNX] = 0; handler.c: ch->power[DISC_WERE_BOAR] = 0; handler.c: ch->power[DISC_WERE_OWL] = 0; handler.c: ch->power[DISC_WERE_SPID] = 0; handler.c: ch->power[DISC_WERE_WOLF] = 0; handler.c: ch->power[DISC_WERE_HAWK] = 0; handler.c: ch->power[DISC_WERE_MANT] = 0; handler.c: ch->power[DISC_WERE_RAPT] = 0; handler.c: ch->power[DISC_WERE_LUNA] = 0; handler.c: ch->power[DISC_WERE_PAIN] = 0; handler.c: ch->power[DISC_WERE_CONG] = 0; handler.c: ch->power[DISC_VAMP_CELE] = ch->pcdata->powers[VPOWER_CELERITY]; handler.c: ch->power[DISC_VAMP_FORT] = ch->pcdata->powers[VPOWER_FORTITUDE]; handler.c: ch->power[DISC_VAMP_OBTE] = ch->pcdata->powers[VPOWER_OBTENEBRATION]; handler.c: ch->power[DISC_VAMP_PRES] = ch->pcdata->powers[VPOWER_PRESENCE]; handler.c: ch->power[DISC_VAMP_QUIE] = ch->pcdata->powers[VPOWER_QUIETUS]; handler.c: ch->power[DISC_VAMP_THAU] = ch->pcdata->powers[VPOWER_THAU]; handler.c: ch->power[DISC_VAMP_AUSP] = ch->pcdata->powers[VPOWER_AUSPEX]; handler.c: ch->power[DISC_VAMP_DOMI] = ch->pcdata->powers[VPOWER_DOMINATE]; handler.c: ch->power[DISC_VAMP_OBFU] = ch->pcdata->powers[VPOWER_OBFUSCATE]; handler.c: ch->power[DISC_VAMP_POTE] = ch->pcdata->powers[VPOWER_POTENCE]; handler.c: ch->power[DISC_VAMP_PROT] = ch->pcdata->powers[VPOWER_PROTEAN]; handler.c: ch->power[DISC_VAMP_SERP] = ch->pcdata->powers[VPOWER_SERPENTIS]; handler.c: ch->power[DISC_VAMP_VICI] = ch->pcdata->powers[VPOWER_VICISSITUDE]; handler.c: ch->power[DISC_VAMP_DAIM] = ch->pcdata->powers[VPOWER_DAIM]; handler.c: ch->power[DISC_VAMP_ANIM] = ch->pcdata->powers[VPOWER_ANIMAL]; handler.c: ch->power[DISC_WERE_BEAR] = ch->pcdata->powers[WPOWER_BEAR]; handler.c: ch->power[DISC_WERE_LYNX] = ch->pcdata->powers[WPOWER_LYNX]; handler.c: ch->power[DISC_WERE_BOAR] = ch->pcdata->powers[WPOWER_BOAR]; handler.c: ch->power[DISC_WERE_OWL] = ch->pcdata->powers[WPOWER_OWL]; handler.c: ch->power[DISC_WERE_SPID] = ch->pcdata->powers[WPOWER_SPIDER]; handler.c: ch->power[DISC_WERE_WOLF] = ch->pcdata->powers[WPOWER_WOLF]; handler.c: ch->power[DISC_WERE_HAWK] = ch->pcdata->powers[WPOWER_HAWK]; handler.c: ch->power[DISC_WERE_MANT] = ch->pcdata->powers[WPOWER_MANTIS]; handler.c: ch->power[DISC_WERE_RAPT] = ch->pcdata->powers[WPOWER_RAPTOR]; handler.c: ch->power[DISC_WERE_LUNA] = ch->pcdata->powers[WPOWER_LUNA]; handler.c: ch->power[DISC_WERE_PAIN] = ch->pcdata->powers[WPOWER_PAIN]; handler.c: ch->power[DISC_WERE_CONG] = ch->pcdata->powers[WPOWER_CONGREGATION]; handler.c: ch->power[DISC_DAEM_ATTA] = 0; handler.c: ch->power[DISC_DAEM_IMMU] = 0; handler.c: ch->power[DISC_DAEM_TEMP] = 0; handler.c: ch->power[DISC_DAEM_CORR] = 0; handler.c: ch->power[DISC_DAEM_HELL] = 0; handler.c: ch->power[DISC_DAEM_GELU] = 0; handler.c: ch->power[DISC_DAEM_MORP] = 0; handler.c: ch->power[DISC_DAEM_NETH] = 0; handler.c: ch->power[DISC_DAEM_DISC] = 0; handler.c: paf_new->next = ch->affected; handler.c: ch->affected = paf_new; handler.c: if ( ch->affected == NULL ) handler.c: if ( paf == ch->affected ) handler.c: ch->affected = paf->next; handler.c: for ( prev = ch->affected; prev != NULL; prev = prev->next ) handler.c: for ( paf = ch->affected; paf != NULL; paf = paf_next ) handler.c: for ( paf = ch->affected; paf != NULL; paf = paf->next ) handler.c: for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next ) handler.c: if ( ch->in_room == NULL ) handler.c:// --ch->in_room->area->nplayer; handler.c: && ch->in_room->light > 0 ) handler.c: --ch->in_room->light; handler.c: && ch->in_room->light > 0 ) handler.c: --ch->in_room->light; handler.c: if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS)) handler.c: if (ch->in_room != NULL) handler.c: REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); handler.c: if ( ch == ch->in_room->people ) handler.c: ch->in_room->people = ch->next_in_room; handler.c: for ( prev = ch->in_room->people; prev; prev = prev->next_in_room ) handler.c: prev->next_in_room = ch->next_in_room; handler.c: ch->in_room = NULL; handler.c: ch->next_in_room = NULL; handler.c: sprintf( buf, "Char_to_room: %s -> NULL room! Putting char in limbo (%d)", ch->name, ROOM_VNUM_LIMBO ); handler.c: ch->in_room = pRoomIndex; handler.c: ch->next_in_room = pRoomIndex->people; handler.c:// ++ch->in_room->area->nplayer; handler.c: ++ch->in_room->light; handler.c: ++ch->in_room->light; handler.c: if (ch->loc_hp[6] > 0 && ch->in_room->blood < 1000) ch->in_room->blood += 1; handler.c: if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS)) handler.c: SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); handler.c: obj->next_content = ch->carrying; handler.c: ch->carrying = obj; handler.c: ch->carry_number += 1; handler.c: ch->carry_weight += get_obj_weight( obj ); handler.c: if ( ch->carrying == obj ) handler.c: ch->carrying = obj->next_content; handler.c: for ( prev = ch->carrying; prev != NULL; prev = prev->next_content ) handler.c: ch->carry_number -= 1; handler.c: ch->carry_weight -= get_obj_weight( obj ); handler.c: for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) handler.c: obj_to_room( obj, ch->in_room ); handler.c: obj_to_room( obj, ch->in_room ); handler.c: obj_to_room(obj, ch->in_room); handler.c: obj_to_room( obj, ch->in_room ); handler.c: obj_to_room( obj, ch->in_room ); handler.c: obj_to_room( obj, ch->in_room ); handler.c: obj_to_room( obj, ch->in_room ); handler.c: ch->armor -= apply_ac( obj, iWear ); handler.c: && ch->in_room != NULL ) handler.c: ++ch->in_room->light; handler.c: if ( (chch = get_char_world(ch,ch->name)) == NULL ) return; handler.c: if ( chch->desc != ch->desc) return; handler.c: SET_BIT(ch->affected_by, AFF_BLIND); handler.c: SET_BIT(ch->affected_by, AFF_DETECT_INVIS); handler.c: SET_BIT(ch->affected_by, AFF_FLYING); handler.c: SET_BIT(ch->affected_by, AFF_INFRARED); handler.c: SET_BIT(ch->affected_by, AFF_INVISIBLE); handler.c: SET_BIT(ch->affected_by, AFF_PASS_DOOR); handler.c: SET_BIT(ch->affected_by, AFF_DETECT_HIDDEN); handler.c: SET_BIT(ch->affected_by, AFF_PROTECT); handler.c: SET_BIT(ch->affected_by, AFF_SANCTUARY); handler.c: SET_BIT(ch->affected_by, AFF_SNEAK); handler.c: SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD); handler.c: SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD); handler.c: SET_BIT(ch->itemaffect, ITEMA_ICESHIELD); handler.c: SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD); handler.c: SET_BIT(ch->itemaffect, ITEMA_DBPASS); handler.c: SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); handler.c: SET_BIT(ch->itemaffect, ITEMA_REGENERATE); handler.c: SET_BIT(ch->itemaffect, ITEMA_SPEED); handler.c: SET_BIT(ch->itemaffect, ITEMA_VORPAL); handler.c: SET_BIT(ch->itemaffect, ITEMA_PEACE); handler.c: SET_BIT(ch->itemaffect, ITEMA_REFLECT); handler.c: SET_BIT(ch->itemaffect, ITEMA_RESISTANCE); handler.c: SET_BIT(ch->itemaffect, ITEMA_VISION); handler.c: SET_BIT(ch->itemaffect, ITEMA_STALKER); handler.c: SET_BIT(ch->itemaffect, ITEMA_VANISH); handler.c: SET_BIT(ch->itemaffect, ITEMA_RAGER); handler.c: if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->rage < 100) handler.c: ch->rage = 300; handler.c: ch->rage = 300; handler.c: ch->rage = 25; handler.c: ch->rage = 125; handler.c: if (ch->pcdata->stats[DEMON_POWER] < 15) ch handler.c: if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL]) handler.c: SET_BIT(ch->itemaffect, ITEMA_HIGHLANDER); handler.c: SET_BIT(ch->itemaffect, ITEMA_ARTIFACT); handler.c: SET_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER); handler.c: SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER); handler.c: ch->armor += apply_ac(obj, obj->wear_loc); handler.c: && ch->in_room != NULL handler.c: && ch->in_room->light > 0 ) handler.c: --ch->in_room->light; handler.c: if ( (chch = get_char_world(ch,ch->name)) == NULL ) return; handler.c: if ( chch->desc != ch->desc) return; handler.c: if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return; handler.c: REMOVE_BIT(ch->affected_by, AFF_BLIND); handler.c: REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS); handler.c: REMOVE_BIT(ch->affected_by, AFF_FLYING); handler.c: REMOVE_BIT(ch->affected_by, AFF_INFRARED); handler.c: REMOVE_BIT(ch->affected_by, AFF_INVISIBLE); handler.c: REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR); handler.c: REMOVE_BIT(ch->affected_by, AFF_PROTECT); handler.c: REMOVE_BIT(ch->affected_by, AFF_SANCTUARY); handler.c: REMOVE_BIT(ch->affected_by, AFF_SNEAK); handler.c: REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_SPEED); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_PEACE); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_VISION); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_STALKER); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_VANISH); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_RAGER); handler.c: if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->rage >= 100) handler.c: ch->rage = 0; handler.c: ch->rage = 0; handler.c: && ch->pcdata->stats[DEMON_POWER] > 0) handler.c: ch->pcdata->stats[DEMON_POWER] -= 1; handler.c: && ch->pcdata->stats[DEMON_PPOWER] > 0) handler.c: ch->pcdata->stats[DEMON_PPOWER] -= 1; handler.c: if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL]) handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_HIGHLANDER); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER); handler.c: REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER); handler.c: && ch->pcdata->chobj == obj handler.c: REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); handler.c: REMOVE_BIT(ch->affected_by,AFF_POLYMORPH); handler.c: free_string(ch->morph); handler.c: ch->morph = str_dup(""); handler.c: ch->hit = 1; handler.c: ch->pcdata->chobj = NULL; handler.c: ch->position = POS_RESTING; handler.c: && ch->pcdata->chobj == obj handler.c: && (IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0)) handler.c: if (ch->pcdata->obj_vnum != 0) handler.c: ch->pcdata->chobj = NULL; handler.c: REMOVE_BIT(ch->extra,EXTRA_OSWITCH); handler.c: REMOVE_BIT(ch->affected_by,AFF_POLYMORPH); handler.c: free_string(ch->morph); handler.c: ch->morph = str_dup(""); handler.c: ch->pcdata->chobj = NULL; handler.c: if ( ch->in_room == NULL ) handler.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) handler.c: --ch->pIndexData->count; handler.c: else if ( ch->pcdata->chobj != NULL ) handler.c: ch->pcdata->chobj->chobj = NULL; handler.c: ch->pcdata->chobj = NULL; handler.c: if ( ch->desc != NULL && ch->desc->original != NULL ) handler.c: for ( wch = char_list; wch != NULL; wch = wch->next ) handler.c: if ( wch->reply == ch ) handler.c: wch->reply = NULL; handler.c: char_list = ch->next; handler.c: prev->next = ch->next; handler.c: if ( ch->desc ) handler.c: ch->desc->character = NULL; handler.c: if ( (wizard = ch->wizard) != NULL) handler.c: ch->wizard = NULL; handler.c: if ((familiar = ch->pcdata->familiar) != NULL) handler.c: ch->pcdata->familiar = NULL; handler.c: if ((familiar = ch->pcdata->partner) != NULL) handler.c: ch->pcdata->partner = NULL; handler.c: if ((familiar = ch->pcdata->propose) != NULL) handler.c: ch->pcdata->propose = NULL; handler.c: else if (IS_NPC(ch) && strlen(ch->lord) > 1) handler.c: for ( wch = char_list; wch != NULL ; wch = wch->next ) handler.c: if (str_cmp(wch->name, ch->lord)) continue; handler.c: if (wch->pcdata->followers > 0) wch->pcdata->followers--; handler.c: if ( !str_cmp( arg, "self" ) && (IS_NPC(ch) || ch->pcdata->chobj == NULL)) handler.c: for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room ) handler.c: else if ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) && handler.c: (IS_NPC(rch) || !is_name(arg, rch->pcdata->switchname)) && handler.c: ( IS_NPC(rch) || !is_name( arg, rch->morph )))) handler.c: for ( wch = char_list; wch != NULL ; wch = wch->next ) handler.c: else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name ) && handler.c: (IS_NPC(wch) || !is_name(arg, wch->pcdata->switchname)) && handler.c: ( IS_NPC(wch) || !is_name( arg, wch->morph )))) handler.c: if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj->in_obj == NULL) handler.c: obj = ch->pcdata->chobj; handler.c: for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) handler.c: for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) handler.c: obj = get_obj_list( ch, argument, ch->in_room->contents ); handler.c: obj = get_obj_list( ch, argument, ch->in_room->contents ); handler.c: for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room ) handler.c: && ch->in_room != victim->in_room ) handler.c: if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) handler.c: if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) ) handler.c: if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) handler.c: ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) handler.c: ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) handler.c: if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) ) handler.c: if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) handler.c: ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) handler.c: ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) handler.c: if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) handler.c: for ( wch = char_list; wch != NULL ; wch = wch->next ) handler.c: if ( IS_NPC(wch) && !str_cmp( argument, wch->short_descr ) ) return wch; interp.c: if (ch->level == 12) interp.c: && ch->class == cmd_table[cmd].race) interp.c: && ch->power [ cmd_table[cmd].discipline ] >= cmd_table[cmd].disclevel) interp.c: if ( ch->position < cmd_table[cmd].position ) interp.c: ch->level = 20; interp.c: ch->trust = 20; interp.c: ch->level = 20; interp.c: ch->trust = 20; interp.c: ch->level = -3; interp.c: ch->trust = -3; interp.c: ch->level = -3; interp.c: ch->trust = -3; interp.c: if ( (ch->class == 0 && !IS_IMMORTAL(ch)) || IS_NPC(ch) ) interp.c: if ((ch->gifts[i] > 0 && strlen(wwgift[i]) > 0 ) interp.c: && ch->gifts[i] >= cmd_table[cmd].disclevel interp.c: if (ch->power[i] > 0 && strlen(discipline[i]) > 0 interp.c: && (ch->level < 7 || argument[0] == '\0' interp.c: && ch->power[i] >= cmd_table[cmd].disclevel interp.c: && cmd_table[cmd].race == ch->class) interp.c: if (cmd_table[cmd].race == ch->class interp.c: switch (ch->class) interp.c:if ( 60 > ch->practice) interp.c:ch->practice -= 60; interp.c:if ( 60 > ch->practice) interp.c:ch->practice -= 60; interp.c: if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_FREEZE) ) interp.c: if ( !IS_NPC(ch) && IS_SET(ch->extra, EXTRA_AFK) ) interp.c: !IS_NPC(ch) && ch->pcdata->obj_vnum!=0)found=TRUE; interp.c: !IS_NPC(ch) && ch->pcdata->obj_vnum != 0) found = TRUE; interp.c: !IS_NPC(ch) && ch->pcdata->obj_vnum != 0) found = TRUE; interp.c: else if (ch->embracing!=NULL interp.c: || ch->embraced!=NULL) interp.c: else if (!str_cmp(cmd_table[cmd].name,"diablerize") && ch->embracing interp.c: if (ch->position > POS_STUNNED) interp.c: if ( ( !IS_NPC(ch) && IS_SET(ch->act, PLR_LOG) ) interp.c: sprintf( log_buf, "Log %s: %s", ch->pcdata->switchname, logline ); interp.c: if ( ch->desc != NULL && ch->desc->snoop_by != NULL ) interp.c: write_to_buffer( ch->desc->snoop_by, "% ", 2 ); interp.c: write_to_buffer( ch->desc->snoop_by, logline, 0 ); interp.c: write_to_buffer( ch->desc->snoop_by, "\n\r", 2 ); interp.c: if ( ch != NULL && ch->unveil != NULL ) interp.c: unveil = ch->unveil; interp.c: if ( unveil->in_room->vnum != ch->in_room->vnum ) interp.c: sprintf(buf, "You lose your mental link with %s.\n\r",ch->name); interp.c: if (ch->desc != NULL) interp.c: write_to_buffer(ch->desc,"\n\r",2); interp.c: if ( ch->position < cmd_table[cmd].position ) interp.c: switch( ch->position ) interp.c: && (ch->pcdata->powers[VPOWER_PROTEAN] >= 8 ) interp.c: && (ch->pcdata->powers[VPOWER_PROTEAN] >= 8 ) interp.c:"Memcheck : Increase in strings :: %s : %s", ch->pcdata->switchname, interp.c:"Increase in perms :: %s : %s", ch->pcdata->switchname, cmd_copy) ; interp.c: switch ( ch->position ) interp.c: switch ( ch->position ) interp.c: else if (ch->sex != SEX_MALE && ch->sex != SEX_FEMALE) interp.c: else if (ch->sex == victim->sex) interp.c: if (xsocial_table[cmd].gender == SEX_MALE && ch->sex != SEX_MALE) interp.c: else if (xsocial_table[cmd].gender == SEX_FEMALE && ch->sex != SEX_FEMALE) interp.c: else if (xsocial_table[cmd].stage == 0 && ch->pcdata->stage[0] < 1 interp.c: && ch->pcdata->stage[2] > 0 && ch->sex == SEX_MALE) interp.c: else if (xsocial_table[cmd].stage > 0 && ch->pcdata->stage[0] < 100) interp.c: else if (xsocial_table[cmd].stage > 1 && ch->pcdata->stage[1] < 1) interp.c: if (ch->sex == SEX_FEMALE && interp.c: ch->pcdata->stage[1] = xsocial_table[cmd].position; interp.c: if (!IS_SET(ch->extra, EXTRA_DONE)) interp.c: SET_BIT(ch->extra, EXTRA_DONE); interp.c: if (ch->sex == SEX_FEMALE) interp.c: ch->in_room->blood += 1; interp.c: ch->in_room->blood += 1; interp.c: if (stage == 2) amount = ch->pcdata->stage[1]; interp.c: if (ch->pcdata->stage[stage] >= amount) is_ok = TRUE; interp.c: ch->pcdata->stage[stage] += xsocial_table[cmd].self; interp.c: if (!is_ok && ch->pcdata->stage[stage] >= amount) interp.c: ch->pcdata->stage[0] = 0; interp.c: SET_BIT(ch->extra, EXTRA_EXP); interp.c: ch->exp += 100000; interp.c: if (ch->sex == SEX_MALE) interp.c: else if (ch->sex == SEX_FEMALE) interp.c: if (ch->sex == SEX_MALE) interp.c: ch->pcdata->stage[0] = 0; interp.c: ch->pcdata->stage[1] = 0; interp.c: ch->pcdata->genes[8] += 1; interp.c: if (ch->pcdata->stage[0] <= 250) ch->pcdata->stage[0] = 0; interp.c: else if (ch->sex == SEX_FEMALE) interp.c: ch->pcdata->stage[2] = 0; interp.c: if (ch->pcdata->stage[0] >= 200) ch->pcdata->stage[0] -= 100; interp.c: else ch->pcdata->stage[2] = 200; interp.c: p->disabled_by = str_dup (ch->pcdata->switchname); /* save name of disabler */ interp.c:if ( 60 > ch->practice) interp.c:ch->practice -= 60; interp.c:if ( 60 > ch->practice) interp.c:ch->practice -= 60; kav_fight.c: if (IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->special, SPC_DROW_WAR)) kav_fight.c: if (ch->wpn[dtype] >= max_skl) return; kav_fight.c: trapper = ch->wpn[dtype]; kav_fight.c: if ((dice1 > ch->wpn[dtype] && dice2 > ch->wpn[dtype]) || (dice1==100 || dice2==100)) ch->wpn[dtype] += 1; kav_fight.c: if (trapper == ch->wpn[dtype]) return; kav_fight.c: if (ch->wpn[dtype] == 1 ) sprintf(bufskill,"slightly skilled"); kav_fight.c: else if (ch->wpn[dtype] == 26 ) sprintf(bufskill,"reasonable"); kav_fight.c: else if (ch->wpn[dtype] == 51 ) sprintf(bufskill,"fairly competent"); kav_fight.c: else if (ch->wpn[dtype] == 76 ) sprintf(bufskill,"highly skilled"); kav_fight.c: else if (ch->wpn[dtype] == 101 ) sprintf(bufskill,"very dangerous"); kav_fight.c: else if (ch->wpn[dtype] == 126 ) sprintf(bufskill,"extremely deadly"); kav_fight.c: else if (ch->wpn[dtype] == 151 ) sprintf(bufskill,"an expert"); kav_fight.c: else if (ch->wpn[dtype] == 176 ) sprintf(bufskill,"a master"); kav_fight.c: else if (ch->wpn[dtype] == 200 ) sprintf(bufskill,"a grand master"); kav_fight.c: else if (ch->wpn[dtype] == 201 ) sprintf(bufskill,"supremely skilled"); kav_fight.c: else if (ch->wpn[dtype] == 1000 ) sprintf(bufskill,"divinely skilled"); kav_fight.c: stance = ch->stance[0]; kav_fight.c: if (ch->stance[stance] >= 200) {ch->stance[stance] = 200; return;} kav_fight.c: if ((dice1 > ch->stance[stance] && dice2 > ch->stance[stance]) || (dice1==100 || dice2==100)) ch->stance[stance] += 1; kav_fight.c: if (stance == ch->stance[stance]) return; kav_fight.c: if (ch->stance[stance] == 1 ) sprintf(bufskill,"an apprentice of"); kav_fight.c: else if (ch->stance[stance] == 26 ) sprintf(bufskill,"a trainee of"); kav_fight.c: else if (ch->stance[stance] == 51 ) sprintf(bufskill,"a student of"); kav_fight.c: else if (ch->stance[stance] == 76 ) sprintf(bufskill,"fairly experienced in"); kav_fight.c: else if (ch->stance[stance] == 101) sprintf(bufskill,"well trained in"); kav_fight.c: else if (ch->stance[stance] == 126) sprintf(bufskill,"highly skilled in"); kav_fight.c: else if (ch->stance[stance] == 151) sprintf(bufskill,"an expert of"); kav_fight.c: else if (ch->stance[stance] == 176) sprintf(bufskill,"a master of"); kav_fight.c: else if (ch->stance[stance] == 200) sprintf(bufskill,"a grand master of"); kav_fight.c: if (ch->level > 2) kav_fight.c: ch->alignment = 1000; kav_fight.c: ch->alignment = 0; kav_fight.c: ch->alignment = -1000; kav_fight.c: ( ch->class == 1 || ch->class == 2 )) kav_fight.c: ch->class = 3; kav_fight.c: sprintf(buf,"%s has turned renegade!",ch->name); kav_fight.c: if (ch->class == 1) kav_fight.c: else if (ch->class == 2) kav_fight.c: else if (ch->class == 3) kav_fight.c: ch->class = 1; kav_fight.c: sprintf(buf,"%s has sided with the scavengers!",ch->name); kav_fight.c: ch->class = 2; kav_fight.c: sprintf(buf,"%s has sided with the mutants!",ch->name); kav_fight.c: location = ch->in_room; kav_fight.c: if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: pexit = ch->in_room->exit[door]; kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: pexit = ch->in_room->exit[door]; kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: pexit = ch->in_room->exit[door]; kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: obj_to_room(obj, ch->in_room); kav_fight.c: location = ch->in_room; kav_fight.c: if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: obj_to_room(ammo, ch->in_room); kav_fight.c: pexit = ch->in_room->exit[door]; kav_fight.c: obj_to_room(ammo, ch->in_room); kav_fight.c: if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: obj_to_room(ammo, ch->in_room); kav_fight.c: pexit = ch->in_room->exit[door]; kav_fight.c: obj_to_room(ammo, ch->in_room); kav_fight.c: if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: obj_to_room(ammo, ch->in_room); kav_fight.c: pexit = ch->in_room->exit[door]; kav_fight.c: obj_to_room(ammo, ch->in_room); kav_fight.c: obj_to_room(ammo, ch->in_room); kav_fight.c: if (IS_SET(ch->mounted, IS_RIDING)) kav_fight.c: && !IS_SET(ch->flag2, VAMP_OBJMASK)) kav_fight.c: if (ch->stance[0] == -1) kav_fight.c: ch->stance[0] = 0; kav_fight.c: ch->stance[0] = -1; kav_fight.c: if (ch->stance[0] > 0) kav_fight.c: if (!str_cmp(arg,"mantis") && ch->stance[STANCE_CRANE] >= 200 && kav_fight.c: ch->stance[STANCE_VIPER] >= 200) kav_fight.c: else if (!str_cmp(arg,"dragon") && ch->stance[STANCE_BULL] >= 200 && kav_fight.c: ch->stance[STANCE_CRAB] >= 200) kav_fight.c: else if (!str_cmp(arg,"tiger") && ch->stance[STANCE_BULL] >= 200 && kav_fight.c: ch->stance[STANCE_VIPER] >= 200) kav_fight.c: else if (!str_cmp(arg,"monkey") && ch->stance[STANCE_CRANE] >= 200 && kav_fight.c: ch->stance[STANCE_MONGOOSE] >= 200) kav_fight.c: else if (!str_cmp(arg,"swallow") && ch->stance[STANCE_CRAB] >= 200 && kav_fight.c: ch->stance[STANCE_MONGOOSE] >= 200) kav_fight.c: else if (!str_cmp(arg,"wolf") && ch->stance[STANCE_SWALLOW] >= 200 kav_fight.c:&& ch->stance[STANCE_TIGER] >= 200 && ch->stance[STANCE_MANTIS] >= 200 && kav_fight.c:ch->stance[STANCE_DRAGON] >= 200 && ch->stance[STANCE_MONKEY] >= 200 && kav_fight.c:ch->power[DISC_WERE_WOLF]> 4 ) kav_fight.c: ch->stance[0] = selection; kav_fight.c: sprintf(buf,"Selected options: 1:[%d] 2:[%d] 3:[%d] 4:[%d] 5:[%d] 6:[%d] 7:[%d] 8:[%d].\n\r",ch->cmbt[0],ch->cmbt[1], kav_fight.c: ch->cmbt[2],ch->cmbt[3],ch->cmbt[4],ch->cmbt[5],ch->cmbt[6],ch->cmbt[7]); kav_fight.c: ch->cmbt[(value-1)] = selection; kav_fight.c: sprintf(buf,"Combat option %d now set to %s (%d).\n\r",value,arg2,ch->cmbt[0]); kav_fight.c: if ( number_percent( ) <= ch->wpn[0] ) kav_fight.c: if (IS_NPC(ch)) critical += ((ch->level+1) / 5); kav_fight.c: if (!IS_NPC(ch)) critical += ((ch->wpn[dtype]+1)/10); kav_fight.c:if (!IS_NPC(ch) && IS_SET(ch->newbits,NEW_REND)&& number_range(1,25)==1) kav_fight.c: if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_fight.c: dam = number_range(ch->level, (ch->level * 4)); kav_fight.c: if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; kav_fight.c: && pexit_rev->to_room == ch->in_room kav_fight.c: dam = number_range(ch->level, (ch->level * 6)); kav_fight.c: if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; kav_fight.c: dam = number_range(ch->level, (ch->level * 2)); kav_fight.c: if (IS_NPC(victim) && !IS_NPC(ch)) ch->mkill = ch->mkill + 1; kav_info.c: if (ch->spl[dtype] == 00 ) sprintf(bufskill,"untrained at"); kav_info.c: else if (ch->spl[dtype] <= 25 ) sprintf(bufskill,"an apprentice at"); kav_info.c: else if (ch->spl[dtype] <= 50 ) sprintf(bufskill,"a student at"); kav_info.c: else if (ch->spl[dtype] <= 75 ) sprintf(bufskill,"a scholar at"); kav_info.c: else if (ch->spl[dtype] <= 100) sprintf(bufskill,"a magus at"); kav_info.c: else if (ch->spl[dtype] <= 125) sprintf(bufskill,"an adept at"); kav_info.c: else if (ch->spl[dtype] <= 150) sprintf(bufskill,"a mage at"); kav_info.c: else if (ch->spl[dtype] <= 175) sprintf(bufskill,"a warlock at"); kav_info.c: else if (ch->spl[dtype] <= 199) sprintf(bufskill,"a master wizard at"); kav_info.c: else if (ch->spl[dtype] >= 240) sprintf(bufskill,"the complete master of"); kav_info.c: else if (ch->spl[dtype] >= 200) sprintf(bufskill,"a grand sorcerer at"); kav_info.c: location = ch->in_room; kav_info.c: location = ch->in_room; kav_info.c: if (( pexit = ch->in_room->exit[door]) == NULL || (to_room = pexit->to_room) == NULL) kav_info.c: pexit = ch->in_room->exit[door]; kav_info.c: vch_next = vch->next; kav_info.c: if ( vch->in_room == NULL ) kav_info.c: if ( vch->in_room == ch->in_room ) kav_info.c: sprintf(buf," %s (Player)\n\r",vch->name); kav_info.c: sprintf(buf," %s (Player)\n\r",vch->morph); kav_info.c: sprintf(buf," %s (Player)\n\r",vch->morph); kav_info.c: sprintf(buf," %s\n\r",capitalize(vch->short_descr)); kav_info.c: obj_to_room(obj,ch->in_room); kav_info.c: strcpy(buf,ch->createtime); kav_info.c: strcpy(buf,ch->pcdata->conception); kav_info.c: if (!IS_EXTRA(ch, EXTRA_LABOUR)) SET_BIT(ch->extra, EXTRA_LABOUR); kav_info.c: strcpy(buf,ch->createtime); kav_info.c: if ( strlen(ch->pcdata->marriage) < 2 || !IS_EXTRA(ch, EXTRA_MARRIED) ) kav_info.c: if (strlen(ch->pcdata->marriage) > 1 && kav_info.c: str_cmp(ch->pcdata->marriage,victim->name)) kav_info.c: str_cmp(victim->pcdata->marriage,ch->name)) kav_info.c: ch->pcdata->partner = victim; kav_wiz.c: ch->level = 12; kav_wiz.c: ch->trust = 12; kav_wiz.c: ch->level = 3; kav_wiz.c: ch->trust = 3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: ch->level=12; kav_wiz.c: ch->trust=12; kav_wiz.c: ch->level=3; kav_wiz.c: ch->trust=3; kav_wiz.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) kav_wiz.c: while ( ch->affected ) kav_wiz.c: affect_remove( ch, ch->affected ); kav_wiz.c: ch->armor = 100; kav_wiz.c: ch->hitroll = 0; kav_wiz.c: ch->damroll = 0; kav_wiz.c: ch->saving_throw = 0; kav_wiz.c: ch->pcdata->mod_str = 0; kav_wiz.c: ch->pcdata->mod_int = 0; kav_wiz.c: ch->pcdata->mod_wis = 0; kav_wiz.c: ch->pcdata->mod_dex = 0; kav_wiz.c: ch->pcdata->mod_con = 0; kav_wiz.c: if (!str_cmp(ch->pcdata->switchname,"Noid") || kav_wiz.c:!str_cmp(ch->pcdata->switchname,"Sage") kav_wiz.c:|| !str_cmp(ch->pcdata->switchname,"Dunkirk") || kav_wiz.c:!str_cmp(ch->pcdata->switchname,"Thespian") || kav_wiz.c:!str_cmp(ch->pcdata->switchname,"Order") || kav_wiz.c:!str_cmp(ch->pcdata->switchname, "Cassandra") || kav_wiz.c:!str_cmp(ch->pcdata->switchname, "Sirmog")) kav_wiz.c: ch->level = MAX_LEVEL; kav_wiz.c: ch->trust = MAX_LEVEL; kav_wiz.c: ch->pcdata->security = 9; kav_wiz.c: else if (!str_cmp(ch->pcdata->switchname,"Antilles")) kav_wiz.c: ch->level = MAX_LEVEL -1; kav_wiz.c: ch->trust = MAX_LEVEL -1; kav_wiz.c: ch->pcdata->security = 9; kav_wiz.c: if (strlen(ch->pcdata->marriage) > 1) kav_wiz.c: if ( (ch->sex == SEX_MALE && victim->sex == SEX_FEMALE) || kav_wiz.c: (ch->sex == SEX_FEMALE && victim->sex == SEX_MALE) ) kav_wiz.c: ch->pcdata->propose = victim; kav_wiz.c: if (strlen(ch->pcdata->marriage) > 1) kav_wiz.c: if ( (ch->sex == SEX_MALE && victim->sex == SEX_FEMALE) || kav_wiz.c: (ch->sex == SEX_FEMALE && victim->sex == SEX_MALE) ) kav_wiz.c: ch->pcdata->propose = NULL; kav_wiz.c: victim->pcdata->marriage = str_dup( ch->name ); kav_wiz.c: free_string(ch->pcdata->marriage); kav_wiz.c: ch->pcdata->marriage = str_dup( victim->name ); kav_wiz.c: sprintf(buf,"%s and %s are now engaged!",ch->name,victim->name); kav_wiz.c: if (strlen(ch->pcdata->marriage) > 1) kav_wiz.c: if (!str_cmp(ch->name, victim->pcdata->marriage) && kav_wiz.c: !str_cmp(victim->name, ch->pcdata->marriage)) kav_wiz.c: free_string(ch->pcdata->marriage); kav_wiz.c: ch->pcdata->marriage = str_dup( "" ); kav_wiz.c: sprintf(buf,"%s and %s have broken up!",ch->name,victim->name); kav_wiz.c: if (IS_SET(victim1->act, PLR_GODLESS) && ch->level < NO_GODLESS) kav_wiz.c: if (IS_SET(victim2->act, PLR_GODLESS) && ch->level < NO_GODLESS) kav_wiz.c: if (IS_SET(victim1->act, PLR_GODLESS) && ch->level < NO_GODLESS) kav_wiz.c: if (IS_SET(victim2->act, PLR_GODLESS) && ch->level < NO_GODLESS) kav_wiz.c: if ( arg1[0] != '\0' && !str_cmp( arg1, "create" ) && ch->pcdata->quest > 0 ) kav_wiz.c: if (ch->pcdata->quest < value) kav_wiz.c: ch->pcdata->quest -= value; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: obj->questowner = str_dup(ch->pcdata->switchname); kav_wiz.c: if (!IS_IMMORTAL(ch) && (obj->questowner == NULL || str_cmp(ch->pcdata->switchname,obj->questowner))) kav_wiz.c: else if (value > ch->pcdata->quest) kav_wiz.c: ch->pcdata->quest -= value; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (value > ch->pcdata->quest) kav_wiz.c: ch->pcdata->quest -= value; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (value > ch->pcdata->quest) kav_wiz.c: ch->pcdata->quest -= value; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: if (ch->pcdata->quest < 10) kav_wiz.c: ch->pcdata->quest -= 10; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (ch->pcdata->quest < add) kav_wiz.c: ch->pcdata->quest -= add; kav_wiz.c: if (ch->pcdata->quest < remove) kav_wiz.c: ch->pcdata->quest -= remove; kav_wiz.c: if (ch->pcdata->quest < add) kav_wiz.c: ch->pcdata->quest -= add; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (ch->pcdata->quest < 20 && !(obj->pIndexData->vnum == 30037 && obj->wear_flags == 1)) kav_wiz.c: ch->pcdata->quest -= 20; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (ch->pcdata->quest < 50 ) kav_wiz.c: ch->pcdata->quest -= 50; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (ch->pcdata->quest < 50 ) kav_wiz.c: ch->pcdata->quest -= 50; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (value > ch->pcdata->quest) kav_wiz.c: ch->pcdata->quest -= value; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (ch->pcdata->quest < 10) kav_wiz.c: ch->pcdata->quest -= 10; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (ch->pcdata->quest < 50) kav_wiz.c: obj->specpower = ch->in_room->vnum; kav_wiz.c: ch->pcdata->quest -= 50; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (ch->pcdata->quest < 50) kav_wiz.c: obj->specpower = ch->in_room->vnum; kav_wiz.c: ch->pcdata->quest -= 50; kav_wiz.c: obj->questmaker = str_dup(ch->pcdata->switchname); kav_wiz.c: else if (obj->questowner == NULL || str_cmp(obj->questowner,ch->pcdata->switchname)) kav_wiz.c: else if (ch->pcdata->quest < value) kav_wiz.c: ch->pcdata->quest -= value; kav_wiz.c: if (ch->pcdata->quest < value) kav_wiz.c: ch->pcdata->quest -= value; kav_wiz.c: obj->questmaker = str_dup(ch->name); kav_wiz.c: if (ch->pcdata->quest < value) kav_wiz.c: ch->pcdata->quest -= value; kav_wiz.c: obj->questmaker = str_dup(ch->name); kav_wiz.c: if (ch->pcdata->quest < value) kav_wiz.c: ch->pcdata->quest -= value; kav_wiz.c: obj->questmaker = str_dup(ch->name); kav_wiz.c: obj->questmaker = str_dup(ch->name); kav_wiz.c: obj2->questmaker=str_dup(ch->name); kav_wiz.c: str_cmp(ch->name,obj->questmaker)) && !is_quest ) kav_wiz.c: max = 1250 + (ch->race * 20); kav_wiz.c: {range *= 2; max = 750 + (ch->race * 10);} kav_wiz.c: max = 400 + (ch->race * 10); kav_wiz.c: if (is_quest && ch->pcdata->quest < cost) kav_wiz.c: sprintf(buf,"That costs %d quest points, while you only have %d.\n\r",cost, ch->pcdata->quest); kav_wiz.c: if (is_quest) ch->pcdata->quest -= cost; kav_wiz.c: obj->questmaker = str_dup(ch->name); kingdom.c: if (ch->pcdata->kingdom == 0) { kingdom.c: if (str_cmp(ch->pcdata->switchname,king_table[ch->pcdata->kingdom].leader_name) kingdom.c: && !IS_SET(ch->special, SPC_PRINCE)) { kingdom.c: victim->pcdata->kingdom = ch->pcdata->kingdom; kingdom.c: if (ch->pcdata->kingdom == 0) { kingdom.c: if (str_cmp(ch->pcdata->switchname,king_table[ch->pcdata->kingdom].leader_name)) { kingdom.c: if (victim->pcdata->kingdom != ch->pcdata->kingdom) { kingdom.c: if (ch->pcdata->kingdom == 0) { kingdom.c: if (str_cmp(ch->pcdata->switchname,king_table[ch->pcdata->kingdom].leader_name)) { kingdom.c: if (victim->pcdata->kingdom != ch->pcdata->kingdom) { kingdom.c: if (ch->pcdata->kingdom != 0) { kingdom.c: if (IS_SET(ch->newbits, NEW_CLANNABLE)) { kingdom.c: REMOVE_BIT(ch->newbits, NEW_CLANNABLE); kingdom.c: SET_BIT(ch->newbits, NEW_CLANNABLE); kingdom.c: if (ch->pcdata->kingdom == 0) { kingdom.c: king_table[ch->pcdata->kingdom].leader_name, kingdom.c: king_table[ch->pcdata->kingdom].name); kingdom.c: for ( gch = char_list; gch != NULL; gch = gch->next ) kingdom.c: if ( gch->pcdata->kingdom != ch->pcdata->kingdom) kingdom.c: if (!str_cmp(king_table[ch->pcdata->kingdom].leader_name,gch->pcdata->switchname)) kingdom.c: else if (IS_SET(gch->special, SPC_PRINCE)) kingdom.c: gch->pcdata->switchname , kingdom.c: gch->hit,gch->max_hit,gch->mana,gch->move, kingdom.c: gch->race, rankname); kingdom.c: if (ch->pcdata->kingdom == 0) { kingdom.c: if ((location = get_room_index(king_table[ch->pcdata->kingdom].recall)) == NULL) { kingdom.c: if (ch->in_room == location) return; kingdom.c: if (IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) || IS_AFFECTED(ch, AFF_CURSE)) { kingdom.c: if ((victim = ch->fighting) != NULL) { kingdom.c: if ((mount = ch->mount) == NULL) return; kingdom.c: char_to_room(mount,ch->in_room); kingdom.c: if (ch->pcdata->kingdom <= 0 || ch->pcdata->kingdom > MAX_KINGDOM) kingdom.c: if (king_table[ch->pcdata->kingdom].object == NULL) kingdom.c: if ((room = get_room_index(king_table[ch->pcdata->kingdom].altar)) == NULL) kingdom.c:/* if (king_table[ch->pcdata->kingdom].object->in_room->vnum == kingdom.c:king_table[ch->pcdata->kingdom].altar) mage.c: ch->spectype = 0; mage.c: level = ch->spl[spelltype] * 0.25; mage.c: level = ch->spl[spelltype] * 0.25; mage.c: level = ch->spl[spelltype] * 0.25; mage.c: if (ch->mana < mana_cost) mage.c: level = ch->spl[BLUE_MAGIC]; mage.c: level = ch->spl[RED_MAGIC];} mage.c: if (ch->in_room == victim->in_room) mage.c: if (ch->spectype < 1000) mage.c: ch->spectype += dam; mage.c: old_room = ch->in_room; mage.c: if (victim->in_room != NULL && victim->in_room != ch->in_room) mage.c: ch->mana -= mana_cost; mage.c: level = ch->spl[BLUE_MAGIC]; mage.c: level = ch->spl[RED_MAGIC]; mage.c: if (ch->spectype < 1000) mage.c: ch->spectype += dam; mage.c: if (IS_SET(ch->in_room->room_flags, ROOM_SAFE) && !reversed) mage.c: vch_next = vch->next; mage.c: if ( vch->in_room == NULL ) continue; mage.c: if ( vch->in_room == ch->in_room ) mage.c: vch->hit += dam; mage.c: if (vch->hit > vch->max_hit) vch->hit = vch->max_hit; mage.c:/* if (!IS_NPC(vch) && number_percent() <= vch->pcdata->atm) mage.c: else if (!IS_NPC(vch) && IS_SET(vch->act, PLR_VAMPIRE) && mage.c:/* else if (!IS_NPC(vch) && IS_SET(vch->act, PLR_WEREWOLF) && mage.c: vch->pcdata->disc[TOTEM_BOAR] > 2 && dam > 1) mage.c: ch->mana -= mana_cost; mage.c: if (ch->mana < mana_cost) mage.c: victim->in_room->area != ch->in_room->area) mage.c: ch->mana -= mana_cost; mage.c: ROOM_INDEX_DATA *old_room = ch->in_room; mage.c: if (ch->mana < mana_cost) mage.c: victim->in_room->area != ch->in_room->area) mage.c: victim2->in_room->area != ch->in_room->area) mage.c: if (victim->level > ch->spl[PURPLE_MAGIC]) mage.c: if (victim2->level > ch->spl[PURPLE_MAGIC]) mage.c: victim->in_room == ch->in_room) mage.c: char_to_room(victim,ch->in_room); mage.c: if (ch->position == POS_FIGHTING) mage.c: obj->in_room == ch->in_room) mage.c: obj_to_room(obj,ch->in_room); mage.c: old_room = ch->in_room; mage.c: old_room = ch->in_room; mage.c: if (IS_NPC(ch) || ch->pcdata->followers > 4) mage.c: ch->pcdata->followers++; mage.c: char_to_room( victim, ch->in_room ); mage.c: victim->lord = str_dup(ch->name); mage.c: if (victim->level > ch->spl[PURPLE_MAGIC]) mage.c: obj->questmaker = str_dup(ch->name); mage.c: obj_to_room( obj, ch->in_room ); mage.c: ch->mana -= mana_cost; mage.c: if (IS_SET(ch->pcdata->powers[MPOWER_RUNES], RUNE_MASTER)) { mage.c: if (ch->spl[i] < 240) mage.c: if (ch->spl[ch->pcdata->powers[0]] < 240) master = FALSE; mage.c: if (ch->exp < 7500000) { mage.c: SET_BIT(ch->pcdata->powers[power], type); mage.c: ch->exp -= 7500000; mage.c: if (ch->practice < cost) { mage.c: SET_BIT(ch->pcdata->powers[power], type); mage.c: ch->practice -= cost; magic.c: if (ch->spl[dtype] >= 200 && !IS_CLASS(ch, CLASS_MAGE) && magic.c: !(IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->special, SPC_DROW_MAG) magic.c: !(IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->special, SPC_DROW_CLE) magic.c: if (ch->spl[dtype] >= 240) return; magic.c: if ((dice1 > ch->spl[dtype] || dice2 > ch->spl[dtype]) || (dice1==100 || dice2==100)) ch->spl[dtype] += 1; magic.c: if (ch->spl[dtype] == 1 ) sprintf(bufskill,"an apprentice of"); magic.c: else if (ch->spl[dtype] == 26 ) sprintf(bufskill,"a student at"); magic.c: else if (ch->spl[dtype] == 51 ) sprintf(bufskill,"a scholar at"); magic.c: else if (ch->spl[dtype] == 76 ) sprintf(bufskill,"a magus at"); magic.c: else if (ch->spl[dtype] == 101) sprintf(bufskill,"an adept at"); magic.c: else if (ch->spl[dtype] == 126) sprintf(bufskill,"a mage at"); magic.c: else if (ch->spl[dtype] == 151) sprintf(bufskill,"a warlock at"); magic.c: else if (ch->spl[dtype] == 176) sprintf(bufskill,"a master wizard at"); magic.c: else if (ch->spl[dtype] == 200) sprintf(bufskill,"a grand sorcerer at"); magic.c: else if (ch->spl[dtype] == 240) sprintf(bufskill,"the complete master of"); magic.c: if ( ( obj = ch->pcdata->chobj ) == NULL ) magic.c: if (!IS_CLASS(ch,CLASS_DEMON) && !IS_SET(ch->special,SPC_CHAMPION)) magic.c: if ( IS_NPC(ch) && ch->desc == NULL ) magic.c: && !IS_SET(ch->flag2, VAMP_OBJMASK) && !IS_CLASS(ch,CLASS_DEMON)) magic.c: if (form_data[ch->cur_form].can_cast == FALSE && ch->cur_form != 0) magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) magic.c: if ( ch->position < skill_table[sn].minimum_position ) magic.c: if ( ch->move < 25 ) magic.c: ch->move = ch->move - 25; magic.c: if ( ch->move < 50 ) magic.c: ch->move = ch->move - 50; magic.c: 100 / ( 2 + (ch->level*12) - skill_table[sn].skill_level) ); magic.c: if ( !IS_NPC(ch) && IS_SET(ch->special, SPC_WOLFMAN) ) magic.c: if (ch->power[DISC_WERE_OWL] < 4) mana *= 2; magic.c: if ( ( victim = ch->fighting ) == NULL ) magic.c: if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) magic.c: if ( arg2[0] != '\0' && !is_name( arg2, ch->name ) ) magic.c: if ( !IS_NPC(ch) && ch->mana < mana ) magic.c: if ( !IS_NPC(ch) && number_percent( ) > ch->pcdata->learned[sn] ) magic.c: ch->mana -= mana / 2; magic.c: ch->mana -= mana; magic.c: (*skill_table[sn].spell_fun) ( sn, ch->level, ch, vo ); magic.c: (*skill_table[sn].spell_fun) ( sn, (ch->spl[skill_table[sn].target]*0.25), ch, vo ); magic.c: for ( vch = ch->in_room->people; vch; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: victim = ch->fighting; magic.c: for ( vch = ch->in_room->people; vch; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: vch_next = vch->next; magic.c: if ( vch->in_room == NULL ) magic.c: if ( vch->in_room == ch->in_room ) magic.c: hp = vch->hit; magic.c: vch->hit = hp; magic.c: if ( vch->in_room->area == ch->in_room->area magic.c: obj_to_room( light, ch->in_room ); magic.c: obj_to_room( mushroom, ch->in_room ); magic.c: obj_to_room( spring, ch->in_room ); magic.c: if (dark == TRUE) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); magic.c: vch_next = vch->next; magic.c: if ( vch->in_room == NULL || !can_see(ch, vch)) magic.c: if ( vch->in_room == ch->in_room ) magic.c: if ( vch->in_room->area == ch->in_room->area ) magic.c: ch->alignment = UMAX(-1000, ch->alignment - 200); magic.c: dam = ch->hit + 1; magic.c: ch->hit += dam; magic.c: if (ch->hit > (2*ch->max_hit)) magic.c: ch->hit = (2 * ch->max_hit); magic.c: "A look of concentration passes over %s's face.\n\r",ch->name); magic.c: for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: for ( ich = ch->in_room->people; ich != NULL; ich = ich->next_in_room ) magic.c: if ( !IS_NPC(ich) && IS_SET(ich->act, PLR_WIZINVIS) ) magic.c: if (IS_CLASS(ich, CLASS_DROW) &&( (ich->pcdata->stats[DROW_MAGIC] - 5) >= number_percent())) magic.c: REMOVE_BIT ( ich->affected_by, AFF_HIDE ); magic.c: REMOVE_BIT ( ich->affected_by, AFF_INVISIBLE ); magic.c: REMOVE_BIT ( ich->affected_by, AFF_SNEAK ); magic.c: if (IS_CLASS(ich, CLASS_DROW) && IS_SET(ich->newbits, NEW_DARKNESS)) magic.c: REMOVE_BIT(ich->newbits, NEW_DARKNESS); magic.c: REMOVE_BIT(ich->in_room->room_flags, ROOM_TOTAL_DARKNESS); magic.c: ch->in_room ); magic.c: for ( gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room ) magic.c: || victim->in_room->area != ch->in_room->area magic.c: char_to_room( victim, ch->in_room ); magic.c: if ( (mount = ch->mount) == NULL ) return; magic.c: char_to_room( mount, ch->in_room ); magic.c: for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room ) magic.c: if ( !is_name( speaker, vch->name ) ) magic.c: for ( obj_lose = ch->carrying; obj_lose != NULL; obj_lose = obj_next ) magic.c: hpch = UMAX( 10, ch->hit ); magic.c: hpch = UMAX( 10, ch->hit ); magic.c: hpch = UMAX( 10, ch->hit ); magic.c: for ( vch = ch->in_room->people; vch != NULL; vch = vch_next ) magic.c: vch_next = vch->next_in_room; magic.c: hpch = UMAX( 10, ch->hit ); magic.c: chhp = vch->hit; magic.c: vch->hit = chhp; magic.c: hpch = UMAX( 10, ch->hit ); magic.c: if (ch->pcdata->followers > 4) magic.c: ch->pcdata->followers++; magic.c: char_to_room( victim, ch->in_room ); magic.c: if (ch->wpn[1] > ch->wpn[weapontype]) magic.c: if (ch->wpn[2] > ch->wpn[weapontype]) magic.c: if (ch->wpn[4] > ch->wpn[weapontype]) magic.c: if (ch->wpn[5] > ch->wpn[weapontype]) magic.c: if (ch->wpn[6] > ch->wpn[weapontype]) magic.c: if (ch->wpn[7] > ch->wpn[weapontype]) magic.c: if (ch->wpn[8] > ch->wpn[weapontype]) magic.c: if (ch->wpn[9] > ch->wpn[weapontype]) magic.c: if (ch->wpn[10] > ch->wpn[weapontype]) magic.c: if (ch->wpn[11] > ch->wpn[weapontype]) magic.c: if (ch->wpn[12] > ch->wpn[weapontype]) magic.c: sprintf(buf,"%s soul %s",ch->name,wpnname); magic.c: if (IS_NPC(ch)) sprintf(buf,"%s's soul %s",ch->short_descr,wpnname); magic.c: else sprintf(buf,"%s's soul %s",ch->pcdata->switchname,wpnname); magic.c: if (IS_NPC(ch)) sprintf(buf,"%s's soul %s is lying here.",ch->short_descr,wpnname); magic.c: else sprintf(buf,"%s's soul %s is lying here.",ch->name,wpnname); magic.c: if (IS_NPC(ch)) obj->level = ch->level; magic.c: else if (ch->spl[2] > 4) obj->level = ch->spl[2]/4; magic.c: obj->questmaker = str_dup(ch->name); magic.c: obj->questowner = str_dup(ch->pcdata->switchname); magic.c: if ( ch->move < 25 ) magic.c: ch->move = ch->move - 25; magic.c: if ( ch->move < 50 ) magic.c: ch->move = ch->move - 50; magic.c: || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) magic.c: || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) magic.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) magic.c: || victim->in_room->vnum == ch->in_room->vnum) magic.c: obj->value[3] = ch->in_room->vnum; magic.c: obj_to_room( obj, ch->in_room ); magic.c: obj->value[0] = ch->in_room->vnum; magic.c: if (ch->practice < 5) magic.c: ch->practice -= 5; magic.c: if (ch->practice < 1) magic.c: if (ch->in_room == NULL) return; magic.c: if (ch->practice >= 50) {ch->practice -= 50; obj->level = 50;} magic.c: else {obj->level = ch->practice; ch->practice = 0;} magic.c: obj->questmaker = str_dup(ch->name); magic.c: obj->questowner = str_dup(ch->name); magic.c: sprintf(buf,"%s %s",ch->name,itemkind); magic.c: sprintf(buf,"%s's %s",ch->name, itemkind); magic.c: sprintf(buf,"%s's %s lies here.",ch->name,itemkind); magic.c: obj->questmaker=str_dup(ch->name); magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) magic.c: if ( ch->pcdata->learned[sn] < 100 ) magic.c: {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} magic.c: {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} magic.c: {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} magic.c: {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} magic.c: {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} magic.c: sprintf(buf,"%s potion %s %s",ch->name,col,skill_table[sn].name); magic.c: sprintf(buf,"%s's %s potion of %s",ch->name,col,skill_table[sn].name); magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) magic.c: if ( ch->pcdata->learned[sn] < 100 ) magic.c: {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} magic.c: {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} magic.c: {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} magic.c: {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} magic.c: {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} magic.c: sprintf(buf,"%s scroll %s %s",ch->name,col,skill_table[sn].name); magic.c: sprintf(buf,"%s's %s scroll of %s",ch->name,col,skill_table[sn].name); magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level) ) magic.c: if ( ch->pcdata->learned[sn] < 100 ) magic.c: {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} magic.c: {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} magic.c: {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} magic.c: {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} magic.c: {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} magic.c: sprintf(buf,"%s wand %s %s",ch->name,col,skill_table[sn].name); magic.c: sprintf(buf,"%s's %s wand of %s",ch->name,col,skill_table[sn].name); magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) ) magic.c: if ( ch->pcdata->learned[sn] < 100 ) magic.c: {obj->value[0] = (ch->spl[0]+1)/4;sprintf(col,"purple");} magic.c: {obj->value[0] = (ch->spl[1]+1)/4;sprintf(col,"red");} magic.c: {obj->value[0] = (ch->spl[2]+1)/4;sprintf(col,"blue");} magic.c: {obj->value[0] = (ch->spl[3]+1)/4;sprintf(col,"green");} magic.c: {obj->value[0] = (ch->spl[4]+1)/4;sprintf(col,"yellow");} magic.c: sprintf(buf,"%s staff %s %s",ch->name,col,skill_table[sn].name); magic.c: sprintf(buf,"%s's %s staff of %s",ch->name,col,skill_table[sn].name); magic.c: || ( !IS_NPC(ch) && ch->level < skill_table[sn].skill_level ) ) magic.c: if ( ch->pcdata->learned[sn] < 100 ) magic.c: {obj->value[0] = ch->spl[0]/4;sprintf(col,"purple");} magic.c: {obj->value[0] = ch->spl[1]/4;sprintf(col,"red");} magic.c: {obj->value[0] = ch->spl[2]/4;sprintf(col,"blue");} magic.c: {obj->value[0] = ch->spl[3]/4;sprintf(col,"green");} magic.c: {obj->value[0] = ch->spl[4]/4;sprintf(col,"yellow");} magic.c: sprintf(buf,"%s pill %s %s",ch->name,col,skill_table[sn].name); magic.c: sprintf(buf,"%s's %s pill of %s",ch->name,col,skill_table[sn].name); magic.c: if (ch->pcdata->followers > 4) magic.c: ch->pcdata->followers++; magic.c: victim->lord = str_dup(ch->name); magic.c: char_to_room( victim, ch->in_room ); magic.c: victim->lord = str_dup(ch->name); magic.c: char_to_room( victim, ch->in_room ); magic.c: victim->lord = str_dup(ch->name); magic.c: sprintf(buf,"%s's white pegasus",ch->name); magic.c: sprintf(buf,"%s's griffin",ch->name); magic.c: sprintf(buf,"%s's black nightmare",ch->name); magic.c: char_to_room( victim, ch->in_room ); magic.c: sprintf(buf,"%s's white pegasus",ch->name); magic.c: sprintf(buf,"%s's griffin",ch->name); magic.c: sprintf(buf,"%s's black nightmare",ch->name); magic.c: char_to_room( victim, ch->in_room ); magic.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) magic.c: for ( obj = ch->carrying; obj != NULL; obj = obj_next ) magic.c: if (!IS_SET(ch->pcdata->powers[MPOWER_RUNES], itempower)) magic.c: if (!IS_SET(ch->pcdata->powers[MPOWER_GLYPHS], itempower)) magic.c: if (!IS_SET(ch->pcdata->powers[MPOWER_SIGILS], itempower)) magic.c: obj->questmaker=str_dup(ch->name); magic.c: if ( rune->value[1] > 0 && !IS_SET( ch->pcdata->powers[MPOWER_RUNES],rune->value[1]) ) magic.c: if ( rune->value[2] > 0 && !IS_SET( ch->pcdata->powers[MPOWER_GLYPHS],rune->value[2]) ) magic.c: if ( rune->value[3] > 0 && !IS_SET( ch->pcdata->powers[MPOWER_SIGILS],rune->value[3]) ) magic.c: if ( ch->position == POS_FIGHTING || is_affected( ch, sn ) ) magic.c: if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,""); magic.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); magic.c: sprintf(buf,"%s the frog",ch->name); magic.c: free_string(ch->morph); magic.c: ch->morph = str_dup(buf); magic.c: if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,""); magic.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); magic.c: sprintf(buf,"%s the fish",ch->name); magic.c: free_string(ch->morph); magic.c: ch->morph = str_dup(buf); magic.c: if (!IS_NPC(ch) && ch->stance[0] != -1) do_stance(ch,""); magic.c: if (ch->mounted == IS_RIDING) do_dismount(ch,""); magic.c: sprintf(buf,"%s the raven",ch->name); magic.c: free_string(ch->morph); magic.c: ch->morph = str_dup(buf); magic.c: if ( ( familiar = ch->pcdata->familiar ) != NULL ) magic.c: char_to_room( victim, ch->in_room ); magic.c: ch->pcdata->familiar = victim; monk.c: if (ch->exp < 50000) monk.c: ch->exp -= 50000; monk.c: victim->lord = str_dup(ch->name); monk.c: sprintf(buf,"Mantras Learned (%d).\n\r", ch->pcdata->powers[PMONK]); monk.c: if ( ch->pcdata->powers[PMONK] < 1 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 1 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 2 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 3 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 4 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 5 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 6 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 7 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 8 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 9 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 10 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 11 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 12 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 13 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 14 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 15 ) monk.c: if ( ch->pcdata->powers[PMONK] < 1 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 1 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 2 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 3 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 4 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 5 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 6 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 7 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 8 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 9 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 10 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 11 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 12 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 13 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 14 ) monk.c: if ( ch->pcdata->powers[PMONK] >= 15 ) monk.c:ch->pcdata->powers[PMONK]); monk.c: cost = (ch->pcdata->powers[improve]+1) * 10; monk.c: if ( ch->pcdata->powers[improve] >= max ) monk.c: if ( cost > ch->practice ) monk.c: ch->pcdata->powers[improve] += 1; monk.c: ch->practice -= cost; monk.c: if (ch->pcdata->powers[PMONK] < 11 ) monk.c: if (ch->move < 1000) monk.c: if (IS_SET(ch->newbits, NEW_MONKCLOAK)) monk.c: REMOVE_BIT(ch->newbits, NEW_MONKCLOAK); monk.c: if (!IS_SET(ch->newbits,NEW_MONKCLOAK)) monk.c: SET_BIT(ch->newbits, NEW_MONKCLOAK); monk.c: ch->move = ch->move - 1000; monk.c: if (ch->pcdata->powers[PMONK] < 10) monk.c: if (ch->pcdata->powers[PMONK] < 3) monk.c: if ( IS_SET(ch->affected_by, AFF_HIDE) ) monk.c: REMOVE_BIT(ch->affected_by, AFF_HIDE); monk.c: if (ch->move < 500) { monk.c: SET_BIT(ch->affected_by, AFF_HIDE); monk.c: ch->move -= 500; monk.c: if (ch->pcdata->powers[PMONK] <5) monk.c: if (IS_SET(ch->newbits, NEW_MONKFLAME)) monk.c: REMOVE_BIT(ch->newbits, NEW_MONKFLAME); monk.c: if (!IS_SET(ch->newbits, NEW_MONKFLAME)) monk.c: SET_BIT(ch->newbits, NEW_MONKFLAME); monk.c: if (ch->monkab[BODY] < 1) monk.c: if (IS_SET(ch->newbits, NEW_MONKADAM)) monk.c: REMOVE_BIT(ch->newbits, NEW_MONKADAM); monk.c: if (!IS_SET(ch->newbits, NEW_MONKADAM)) monk.c: SET_BIT(ch->newbits, NEW_MONKADAM); monk.c: if (ch->monkab[SPIRIT] < 4) monk.c: if (ch->move < 250) monk.c: if (victim->in_room->vnum == ch->in_room->vnum) monk.c: ch->move = ch->move - 250; monk.c: if ( ch->pcdata->powers[PMONK] < 1 ) monk.c: if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) monk.c: REMOVE_BIT(ch->act, PLR_HOLYLIGHT); monk.c: SET_BIT(ch->act, PLR_HOLYLIGHT); monk.c: if ( ch->pcdata->powers[PMONK] < 6 ) monk.c: if ( IS_SET(ch->newbits, NEW_MONKSKIN) ) monk.c: REMOVE_BIT( ch->newbits, NEW_MONKSKIN ); monk.c: SET_BIT(ch->newbits, NEW_MONKSKIN); monk.c: if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 7 ) monk.c: if (ch->mana < 1000) monk.c: ch->mana = ch->mana - 3000; monk.c: if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 8 ) monk.c: if (ch->move < 1500) monk.c: if (!IS_SET(ch->newbits, NEW_MONKFAVOR)) monk.c: SET_BIT(ch->newbits, NEW_MONKFAVOR); monk.c: ch->move = ch->move - 1500; monk.c: if (IS_SET(ch->newbits, NEW_MONKFAVOR)) monk.c: REMOVE_BIT(ch->newbits, NEW_MONKFAVOR); monk.c: if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] > 8 ) monk.c: if (ch->move < 1000) monk.c: if ((och->in_room == ch->in_room)) monk.c: SET_BIT(och->flag3, AFF_TOTALBLIND); monk.c: ch->move = ch->move - 1000; monk.c: if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 12 ) monk.c: if (ch->mana < 300) monk.c: if (ch->fighting != NULL) monk.c: ch->hit += 150; monk.c: ch->mana -= 400; monk.c: if (ch->fighting == NULL) monk.c: ch->hit += 500; monk.c: ch->mana -= 400; monk.c: if ( IS_CLASS(ch, CLASS_MONK) && ch->pcdata->powers[PMONK] < 13 ) monk.c: if (!IS_SET(ch->newbits, NEW_JAWLOCK)) monk.c: SET_BIT(ch->newbits, NEW_JAWLOCK); monk.c: else if (IS_SET(ch->newbits, NEW_JAWLOCK)) monk.c: REMOVE_BIT(ch->newbits,NEW_JAWLOCK); monk2.c: ch->power[DISC_VAMP_POTE] > 0) monk2.c: dam *= (ch->power[DISC_VAMP_POTE] * .4); monk2.c: else if (ch->power[DISC_DAEM_ATTA] > 0) monk2.c: dam *= ch->power[DISC_DAEM_ATTA] * .5; monk2.c: if (ch->chi[CURRENT] > 0 && ch->chi[CURRENT] < 3) monk2.c: if (ch->chi[CURRENT] > 2) monk2.c: dam *= ( ch->chi[CURRENT] / 2 ); monk2.c: if (ch->power[DISC_WERE_LUNA] > 6) monk2.c: if ( !IS_NPC(ch) ) dam = dam + (dam * ((ch->wpn[0]+1) / 100)); monk2.c: stance = ch->stance[0]; monk2.c: if ( ch->monkab[SPIRIT] < 4 ) monk2.c: if ( ch->monkab[SPIRIT] < 3 ) monk2.c: SET_BIT(ch->monkstuff, MONK_HEAL); monk2.c: if ( !IS_CLASS(ch, CLASS_MONK) || ch->monkab[BODY] < 3 ) monk2.c: if ( IS_SET(ch->newbits, NEW_POWER) ) monk2.c: ch->damroll -= 50; monk2.c: ch->hitroll -= 50; monk2.c: REMOVE_BIT(ch->newbits, NEW_POWER); monk2.c: if ( ch->move < 100 ) monk2.c: SET_BIT(ch->newbits, NEW_POWER); monk2.c: ch->damroll += 50; monk2.c: ch->hitroll += 50; monk2.c: ch->move -= 25; monk2.c: if ( ch->chi[CURRENT] < 1 ) monk2.c: if ( ch->position == POS_FIGHTING ) monk2.c: ch->chi[CURRENT]--; monk2.c: if ( ch->fighting == NULL ) monk2.c: if ( ch->chi[CURRENT] >= ch->chi[MAXIMUM] ) monk2.c: if (ch->chi[MAXIMUM] == 0) monk2.c: sprintf(buf,"You cannot focus your ch'i past a level of %d.",ch->chi[MAXIMUM]); monk2.c: if ( ch->move < 500 + ((ch->chi[CURRENT]+1) * 20) ) monk2.c: if ( ch->chi[CURRENT] == 0 ) monk2.c: if ( ch->chi[CURRENT] == 1 ) monk2.c: if ( ch->chi[CURRENT] == 2 ) monk2.c: if ( ch->chi[CURRENT] == 3 ) monk2.c: if ( ch->chi[CURRENT] == 4 ) monk2.c: if ( ch->chi[CURRENT] == 5 ) monk2.c: ch->chi[CURRENT]++; monk2.c: ch->move -= ((ch->chi[CURRENT] * 20)); monk2.c: if ( ( victim = ch->fighting ) == NULL ) monk2.c: if ( ch->monkcrap == 0 ) monk2.c: SET_BIT(ch->monkcrap, COMB_SHIN); monk2.c: else if ( ch->monkcrap > 0 ) monk2.c: ch->monkcrap = 0; monk2.c: if ( number_range(1, (7 - ch->chi[CURRENT]) ) == 1 ) monk2.c: if ( ( victim = ch->fighting ) == NULL ) monk2.c: if ( IS_SET(ch->monkcrap, COMB_SHIN) && !IS_SET(ch->monkcrap, COMB_KNEE ) ) monk2.c: SET_BIT(ch->monkcrap, COMB_KNEE); monk2.c: else if ( ch->monkcrap > 0 ) monk2.c: ch->monkcrap = 0; monk2.c: if ( ( victim = ch->fighting ) == NULL ) monk2.c: if ( ch->monkcrap == 0 ) monk2.c: SET_BIT(ch->monkcrap, COMB_REV1); monk2.c: else if ( IS_SET(ch->monkcrap, COMB_REV1) && IS_SET(ch->monkcrap, COMB_SWEEP) ) monk2.c: ch->move += move; monk2.c: ch->monkcrap = 0; monk2.c: if ( ( victim = ch->fighting ) == NULL ) monk2.c: if ( ( victim = ch->fighting ) == NULL ) monk2.c: if ( ( victim = ch->fighting ) == NULL ) monk2.c: if ( ch->monkcrap == 0 && !IS_SET(ch->monkcrap, COMB_THRUST1) ) monk2.c: SET_BIT(ch->monkcrap, COMB_THRUST1); monk2.c: else if ( IS_SET(ch->monkcrap, COMB_THRUST1) && !IS_SET(ch->monkcrap,COMB_THRUST2) ) monk2.c: SET_BIT(ch->monkcrap, COMB_THRUST2); monk2.c: else if ( ch->monkcrap != 0 ) monk2.c: ch->monkcrap = 0; monk2.c: if ( ( victim = ch->fighting ) == NULL ) monk2.c: ch->monkcrap = 0; monk2.c: if ( ch->chi[CURRENT] > 1 ) monk2.c: if ( ch->chi[CURRENT] > 2 ) monk2.c: if ( ch->chi[CURRENT] > 3 ) monk2.c: if ( ch->chi[CURRENT] > 4 ) monk2.c: if ( ch->chi[CURRENT] > 5 ) monk2.c: else if ( IS_SET(ch->monkcrap, COMB_SHIN) && IS_SET(ch->monkcrap, COMB_KNEE ) ) monk2.c: ch->monkcrap = 0; monk2.c: vch_next = vch->next; monk2.c: if (number_hit > (ch->chi[CURRENT] + 1)) continue; monk2.c: if ( vch->in_room == NULL ) monk2.c: if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) monk2.c: if ( vch->in_room == ch->in_room ) monk2.c: if ( ( mount = ch->mount ) != NULL ) {if ( mount == vch ) continue;} monk2.c: if ( ( victim = ch->fighting ) == NULL ) monk2.c: ch->monkab[AWARE] > 0 ? "*" : " ", monk2.c: ch->monkab[AWARE] > 1 ? "*" : " ", monk2.c: ch->monkab[AWARE] > 2 ? "*" : " ", monk2.c: ch->monkab[AWARE] > 3 ? "*" : " ", monk2.c: ch->monkab[BODY] > 0 ? "*" : " ", monk2.c: ch->monkab[BODY] > 1 ? "*" : " ", monk2.c: ch->monkab[BODY] > 2 ? "*" : " ", monk2.c: ch->monkab[BODY] > 3 ? "*" : " "); monk2.c: ch->monkab[COMBAT] > 0 ? "*" : " ", monk2.c: ch->monkab[COMBAT] > 1 ? "*" : " ", monk2.c: ch->monkab[COMBAT] > 2 ? "*" : " ", monk2.c: ch->monkab[COMBAT] > 3 ? "*" : " ", monk2.c: ch->monkab[SPIRIT] > 0 ? "*" : " ", monk2.c: ch->monkab[SPIRIT] > 1 ? "*" : " ", monk2.c: ch->monkab[SPIRIT] > 2 ? "*" : " ", monk2.c: ch->monkab[SPIRIT] > 3 ? "*" : " "); monk2.c: sprintf(buf," You have attained a level %d mastery of your Ch'i.\n\r",ch->chi[MAXIMUM]); monk2.c: if ( ch->chi[CURRENT] > 0 ) monk2.c: sprintf(buf," Your ch'i is currently active at level %d\n\r",ch->chi[CURRENT]); monk2.c: cost = (ch->chi[inpart]+1) * 1000000; monk2.c: if (ch->monkab[inpart] >= 4) monk2.c: if ( ch->exp < cost ) monk2.c: ch->monkab[inpart]++; monk2.c: ch->exp -= cost; monk2.c: if ( ch->chi[MAXIMUM] >= 6 ) monk2.c: if ( ch->exp < cost) monk2.c: ch->exp -= cost; monk2.c: ch->chi[MAXIMUM]++; monk2.c: if ( ch->exp < cost ) monk2.c: SET_BIT(ch->monkstuff, inpart); monk2.c: ch->exp -= cost; monk3.c: if ( ch->monkab[SPIRIT] < 1 ) monk3.c: if ( ch->move < 200 ) monk3.c: ch->move -= 100; monk3.c: ch->move -= 200; ninja.c: ch->pcdata->powers[NPOWER_SORA], ch->pcdata->powers[NPOWER_CHIKYU], ninja.c: ch->pcdata->powers[NPOWER_NINGENNO]); ninja.c: if (ch->pcdata->powers[NPOWER_SORA] < 1) ninja.c: if (ch->pcdata->powers[NPOWER_SORA] > 0) ninja.c: if (ch->pcdata->powers[NPOWER_SORA] > 1) ninja.c: if (ch->pcdata->powers[NPOWER_SORA] > 2) ninja.c: if (ch->pcdata->powers[NPOWER_SORA] > 3) ninja.c: if (ch->pcdata->powers[NPOWER_SORA] > 4) ninja.c: if (ch->pcdata->powers[NPOWER_SORA] > 5) ninja.c: if (ch->pcdata->powers[NPOWER_CHIKYU] < 1) ninja.c: if (ch->pcdata->powers[NPOWER_CHIKYU] > 0) ninja.c: if (ch->pcdata->powers[NPOWER_CHIKYU] > 1) ninja.c: if (ch->pcdata->powers[NPOWER_CHIKYU] > 2) ninja.c: if (ch->pcdata->powers[NPOWER_CHIKYU] > 3) ninja.c: if (ch->pcdata->powers[NPOWER_CHIKYU] > 4) ninja.c: if (ch->pcdata->powers[NPOWER_CHIKYU] > 5) ninja.c: if (ch->pcdata->powers[NPOWER_NINGENNO] < 1) ninja.c: if (ch->pcdata->powers[NPOWER_NINGENNO] > 0) ninja.c: if (ch->pcdata->powers[NPOWER_NINGENNO] > 1) ninja.c: if (ch->pcdata->powers[NPOWER_NINGENNO] > 2) ninja.c: if (ch->pcdata->powers[NPOWER_NINGENNO] > 3) ninja.c: if (ch->pcdata->powers[NPOWER_NINGENNO] > 4) ninja.c: if (ch->pcdata->powers[NPOWER_NINGENNO] > 5) ninja.c: ch->pcdata->powers[NPOWER_SORA], ch->pcdata->powers[NPOWER_CHIKYU], ninja.c: ch->pcdata->powers[NPOWER_NINGENNO]); ninja.c: cost = (ch->pcdata->powers[improve]+1) * 10; ninja.c: if ( ch->pcdata->powers[improve] >= max ) ninja.c: if ( cost > ch->practice ) ninja.c: ch->pcdata->powers[improve] += 1; ninja.c: ch->practice -= cost; ninja.c: if ( ch->rage >= 50 ) ninja.c: if ( ch->move < 1000 ) ninja.c: ch->rage += 200; ninja.c: ch->move -= 1000; ninja.c: if (ch->exp < 100000) ninja.c: ch->exp -= 100000; ninja.c: victim->lord = str_dup(ch->name); ninja.c: victim->generation = ch->generation + 1; ninja.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 3 ) ninja.c: if (ch->move < 500) ninja.c: REMOVE_BIT(ch->affected_by, AFF_HIDE); ninja.c: SET_BIT(ch->affected_by, AFF_HIDE); ninja.c: ch->move -= 500; ninja.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_SORA] < 5 ) ninja.c: else if (ch->move < 500) ninja.c: if ( IS_SET(ch->act, PLR_HOLYLIGHT) ) ninja.c: REMOVE_BIT(ch->act, PLR_HOLYLIGHT); ninja.c: SET_BIT(ch->act, PLR_HOLYLIGHT); ninja.c: ch->move -= 500; ninja.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_NINGENNO] < 3 ) ninja.c: if ( ( victim = ch->fighting ) == NULL ) ninja.c: if ( ch->position == POS_FIGHTING ) ninja.c: ch->position = POS_STANDING; ninja.c: if (ch->move < 200) ninja.c: was_in = ch->in_room; ninja.c: if ( ( now_in = ch->in_room ) == was_in ) ninja.c: ch->in_room = was_in; ninja.c: ch->in_room = now_in; ninja.c:/* if (victim->in_room == ch->in_room) ninja.c: ch->move -= 200; ninja.c: else if ( ch->pcdata->powers[NPOWER_SORA] < 6 ) ninja.c: if ( ch->position == POS_FIGHTING ) ninja.c: if (ch->move < 500) ninja.c: if ( victim->in_room == ch->in_room ) ninja.c: ch->move -= 500; ninja.c: if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_NINGENNO] < 1) { ninja.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); ninja.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_CLAWS); ninja.c: if (!IS_CLASS(ch, CLASS_NINJA) || ch->pcdata->powers[NPOWER_CHIKYU] < 6) { ninja.c: if (ch->pcdata->powers[HARA_KIRI] > 0) { ninja.c: if (ch->hit < ch->max_hit/10) { ninja.c: ch->pcdata->powers[HARA_KIRI] = ch->hit/500; ninja.c: if (ch->pcdata->powers[HARA_KIRI] < 5) ninja.c: ch->pcdata->powers[HARA_KIRI] = 5; ninja.c: ch->hit = 1; ninja.c: ch->mana = 1; ninja.c: ch->move = 1; oedit.c: ch->builder_mode = MODE_OEDIT; oedit.c: ch->builder_vnum = vnum; oedit.c: if ( ch->builder_mode == MODE_OEDIT && arg[0] == '\0' ) oedit.c: if ( ( pObjIndex = get_obj_index( ch->builder_vnum ) ) == NULL ) oedit.c: obj_to_room( obj, ch->in_room ); oedit.c: if ( ch->builder_mode != MODE_OEDIT ) oedit.c: if ( ( pObjIndex = get_obj_index( ch->builder_vnum ) ) == NULL ) oedit.c: if ( ( obj = get_obj_vnum( ch, ch->builder_vnum/* pObjIndex->vnum */ ) ) == NULL ) oedit.c: if ( ch->builder_mode != MODE_OEDIT ) oedit.c: if ( ( pObjIndex = get_obj_index( ch->builder_vnum ) ) == NULL ) oedit.c: ch->builder_mode = MODE_OEDIT; oedit.c: ch->builder_vnum= atoi( arg ); oedit.c: if ( ch->builder_mode != MODE_OEDIT || arg2[0] == '\0' ) oedit.c: if ( ( pObjIndex = get_obj_index( ch->builder_vnum ) ) == NULL ) olc.c: switch (ch->desc->editor) olc.c: switch ( ch->desc->editor ) olc.c: pArea = (AREA_DATA *)ch->desc->pEdit; olc.c: pRoom = ch->in_room; olc.c: pObj = (OBJ_INDEX_DATA *)ch->desc->pEdit; olc.c: pMob = (MOB_INDEX_DATA *)ch->desc->pEdit; olc.c: switch (ch->desc->editor) olc.c: ch->desc->pEdit = NULL; olc.c: ch->desc->editor = 0; olc.c: pArea = ch->in_room->area; olc.c: if ( ch->desc->editor == ED_AREA ) olc.c: reset_area( (AREA_DATA *)ch->desc->pEdit ); olc.c: ch->desc->editor = ED_AREA; olc.c: pArea = (AREA_DATA *)ch->desc->pEdit; olc.c: ch->desc->pEdit = (void *)pArea; olc.c: ch->desc->editor = ED_AREA; olc.c: pRoom = ch->in_room; olc.c: char_to_room( ch, ch->desc->pEdit ); olc.c: ch->desc->editor = ED_ROOM; olc.c: ch->desc->pEdit = (void *)pObj; olc.c: ch->desc->editor = ED_OBJECT; olc.c: ch->desc->editor = ED_OBJECT; olc.c: ch->desc->pEdit = (void *)pMob; olc.c: ch->desc->editor = ED_MOBILE; olc.c: ch->desc->editor = ED_MOBILE; olc.c: if ( !IS_BUILDER( ch, ch->in_room->area ) ) olc.c: if ( ch->in_room->reset_first ) olc.c: ROOM_INDEX_DATA *pRoom = ch->in_room; olc.c: if ( !ch->in_room->reset_first ) olc.c: pReset->arg3 = ch->in_room->vnum; olc.c: pReset->arg3 = ch->in_room->vnum; olc.c: add_reset( ch->in_room, pReset, atol( arg1 ) ); olc.c: if (ch->pcdata->security < 2) { olc.c:if (ch->level < (MAX_LEVEL - 10)){ olc.c: ch->desc->editor = ED_HELP; olc.c: ch->desc->editor = ED_HELP; olc.c: ch->desc->editor = ED_HELP; olc.c: ch->desc->editor = ED_HELP; olc.c: ch->desc->editor = ED_HELP; olc_act.c: pArea = ch->in_room->area; olc_act.c: pArea = ch->in_room->area; olc_act.c: ch->desc->pEdit = (void *)pMob; olc_act.c: ch->desc->pEdit = (void *)ch->in_room; olc_act.c: ch->desc->pEdit = (void *)pObj; olc_act.c: ch->desc->pEdit = (void *)ch->in_room; olc_act.c: ch->desc->pEdit = (void *)pArea; olc_act.c: if ( value > ch->pcdata->security || value < 0 ) olc_act.c: if ( ch->pcdata->security != 0 ) olc_act.c: sprintf( buf, "Security is 0-%d.\n\r", ch->pcdata->security ); olc_act.c: for ( rch = pRoom->people; rch; rch = rch->next_in_room ) olc_act.c: one_argument( rch->name, buf ); olc_act.c: pExit->to_room = ch->in_room; /* Assign data. */ olc_act.c: pExit->vnum = ch->in_room->vnum; olc_act.c: ch->desc->pEdit = (void *)pRoom; olc_act.c: ch->desc->pEdit = (void *)pObj; olc_act.c: ch->desc->pEdit = (void *)pMob; olc_act.c: ch->desc->pEdit = (void *)tHelp; olc_act.c: ch->desc->pEdit = (void *)pHelp; olc_save.c: if (ch->pcdata->security < 2) { olc_save.c: if (ch->level > 6){ olc_save.c: switch (ch->desc->editor) olc_save.c: pArea = (AREA_DATA *)ch->desc->pEdit; olc_save.c: pArea = ch->in_room->area; olc_save.c: pArea = ( (OBJ_INDEX_DATA *)ch->desc->pEdit )->area; olc_save.c: pArea = ( (MOB_INDEX_DATA *)ch->desc->pEdit )->area; olc_save.c: pArea = ch->in_room->area; rot_wiz.c: sprintf(buf,"%s: Pset %s",ch->name,argument); rot_wiz.c: if (ch->level < NO_WATCH) do_watching(ch,buf); rot_wiz.c: if (IS_SET(victim->act, PLR_GODLESS) && ch->level < NO_GODLESS) rot_wiz.c: sprintf( buf, "%s is struck by a paradox.\n\r", ch->name); rot_wiz.c: ch->paradox[1] = 0; rot_wiz.c: ch->paradox[2] = 0; rot_wiz.c: ch->hit = -10; rot_wiz.c: if (ch->paradox[0] <= 15) rot_wiz.c: ch->hit = -10; rot_wiz.c: SET_BIT(ch->extra, TIED_UP); rot_wiz.c: SET_BIT(ch->extra, GAGGED); rot_wiz.c: SET_BIT(ch->extra, BLINDFOLDED); rot_wiz.c: else if (ch->paradox[0] <= 55) rot_wiz.c: ch->hit = -10; rot_wiz.c: SET_BIT(ch->extra, TIED_UP); rot_wiz.c: SET_BIT(ch->extra, GAGGED); rot_wiz.c: SET_BIT(ch->extra, BLINDFOLDED); rot_wiz.c: else if (ch->paradox[0] <= 99) rot_wiz.c: ch->hit = -10; rot_wiz.c: SET_BIT(ch->extra, TIED_UP); rot_wiz.c: SET_BIT(ch->extra, GAGGED); rot_wiz.c: SET_BIT(ch->extra, BLINDFOLDED); rot_wiz.c: else if (ch->paradox[0] >= 100) rot_wiz.c: ch->hit = -10; rot_wiz.c: SET_BIT(ch->extra, TIED_UP); rot_wiz.c: SET_BIT(ch->extra, GAGGED); rot_wiz.c: SET_BIT(ch->extra, BLINDFOLDED); save.c: if ( IS_NPC(ch) || ch->level < 2 ) save.c: if ( ch->desc != NULL && ch->desc->connected != CON_PLAYING ) save.c: if ( ch->desc != NULL && ch->desc->original != NULL ) save.c: ch = ch->desc->original; save.c: ch->save_time = current_time; save.c: sprintf( strsave, "%s%s", PLAYER_DIR, capitalize( ch->pcdata->switchname ) ); save.c: if ( ch->class == -1 ) save.c: if ( ch->carrying != NULL ) save.c: fwrite_obj( ch, ch->carrying, fp, 0 ); save.c: if ( IS_NPC(ch) || ch->level < 2 ) save.c: if ( ch->desc != NULL && ch->desc->original != NULL ) save.c: ch = ch->desc->original; save.c: ch->save_time = current_time; save.c: sprintf( strsave, "%sstore/%s", PLAYER_DIR, capitalize(ch->pcdata->switchname) ); save.c: if (ch->class == -1) save.c: if ( ch->carrying != NULL ) save.c: fwrite_obj( ch, ch->carrying, fp, 0 ); save.c: if (ch->level >= 11) sprintf(chlevel,"<Implementor>"); save.c: else if (ch->level == 10) sprintf(chlevel,"<High Judge>"); save.c: else if (ch->level == 9 ) sprintf(chlevel,"<Judge>"); save.c: else if (ch->level == 8 ) sprintf(chlevel,"<Enforcer>"); save.c: else if (ch->level == 7 ) sprintf(chlevel,"<Quest Maker>"); save.c: else if (ch->level == 6 ) sprintf(chlevel,"<Builder>"); save.c: else if (ch->level == 5 ) sprintf(chlevel,"<Avatar>"); save.c: else if (ch->level == 4 ) sprintf(chlevel,"<Avatar>"); save.c: else if (ch->level == 3 ) sprintf(chlevel,"<Avatar>"); save.c: if (strlen(ch->lasttime) > 1) save.c: sprintf(buf,"%s Last logged in on %s.\n\r", chlevel, ch->lasttime); save.c: sprintf(buf,"%s New player logged in on %s.\n\r", chlevel, ch->createtime); save.c: if ( IS_NPC(ch) || ch->level < 2 ) save.c: if ( ch->desc != NULL && ch->desc->original != NULL ) save.c: ch = ch->desc->original; save.c: ch->save_time = current_time; save.c: sprintf( strsave, "%sbackup/%s", PLAYER_DIR, capitalize(ch->pcdata->switchname) ); save.c: fprintf( fp, "%s~\n", ch->name ); save.c: fprintf( fp, "%s~\n", ch->pcdata->title ); save.c: fprintf( fp, "%s~\n", ch->lasthost ); save.c: fprintf( fp, "%s~\n", ch->lasttime ); save.c: fprintf( fp, "%d\n", ch->extra ); save.c: fprintf( fp, "%d\n", ch->sex ); save.c: fprintf( fp, "%s~\n", ch->pcdata->conception ); save.c: fprintf( fp, "%s~\n", ch->createtime ); save.c: fprintf( fp, "%d\n", ch->level ); save.c: fprintf( fp, "%d\n", ch->race ); save.c: ch->played + (int) (current_time - ch->logon)); save.c: fprintf( fp, "%s~\n", ch->pcdata->marriage ); save.c: fprintf( fp, "%d\n", ch->pkill ); save.c: fprintf( fp, "%d\n", ch->pdeath ); save.c: fprintf( fp, "%d\n", ch->pcdata->awins ); save.c: fprintf( fp, "%d\n", ch->pcdata->alosses ); save.c: fprintf( fp, "%d\n", ch->mkill ); save.c: fprintf( fp, "%d\n", ch->mdeath ); save.c: fprintf( fp, "%s~\n", ch->pcdata->email ); save.c: fprintf( fp, "Name %s~\n", ch->name ); save.c: fprintf( fp, "Switchname %s~\n", ch->pcdata->switchname ); save.c: fprintf( fp, "ShortDescr %s~\n", ch->short_descr ); save.c: fprintf( fp, "LongDescr %s~\n", ch->long_descr ); save.c: fprintf( fp, "ObjDesc %s~\n", ch->objdesc ); save.c: fprintf( fp, "Description %s~\n", ch->description ); save.c: fprintf( fp, "Lord %s~\n", ch->lord ); save.c: fprintf( fp, "Kingdom %d\n", ch->pcdata->kingdom ); save.c: fprintf( fp, "CPower %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d\n", ch->power[0],ch->power[1],ch->power[2],ch->power[3],ch->power[4], ch->power[5],ch->power[6],ch save.c:->power[7],ch->power[8],ch->power[9], ch->power[10],ch->power[11],ch->power[12],ch->power[13],ch->power[14], ch->power[15],ch->power[16],ch->power[17],ch->power[18],ch->power[19], ch->power[20],ch->power[21],ch->power[22],ch->power[23],ch->power[24], ch-> save.c:power[25],ch->power[26],ch->power[27],ch->power[28],ch->power[29], ch->power[30],ch->power[31],ch->power[32],ch->power[33],ch->power[34], ch->power[35],ch->power[36],ch->power[37],ch->power[38],ch->power[39], ch->power[40],ch->power[41],ch->power[42],ch-> save.c: fprintf( fp, "Morph %s~\n", ch->morph ); save.c: fprintf( fp, "DiscRese %d\n", ch->pcdata->disc_research ); save.c: fprintf( fp, "DiscPoin %d\n", ch->pcdata->disc_points ); save.c: fprintf( fp, "Createtime %s~\n", ch->createtime ); save.c: fprintf( fp, "Lasttime %s~\n", ch->lasttime ); save.c: fprintf( fp, "Lasthost %s~\n", ch->lasthost ); save.c: fprintf( fp, "Poweraction %s~\n", ch->poweraction ); save.c: fprintf( fp, "Powertype %s~\n", ch->powertype ); save.c: fprintf( fp, "Prompt %s~\n", ch->prompt ); save.c: fprintf( fp, "Cprompt %s~\n", ch->cprompt ); save.c: fprintf( fp, "Sex %d\n", ch->sex ); save.c: fprintf( fp, "Race %d\n", ch->race ); save.c: fprintf( fp, "Immune %d\n", ch->immune ); save.c: fprintf( fp, "Polyaff %d\n", ch->polyaff ); save.c: fprintf( fp, "CurrentForm %d\n", ch->cur_form ); save.c: fprintf( fp, "Rage %d\n", ch->rage ); save.c: fprintf( fp, "Generation %d\n", ch->generation ); save.c: fprintf( fp, "Flag2 %d\n", ch->flag2 ); save.c: fprintf( fp, "Flag3 %d\n", ch->flag3 ); save.c: fprintf( fp, "Flag4 %d\n", ch->flag4 ); save.c: fprintf( fp, "SilTol %d\n", ch->siltol ); save.c: fprintf( fp, "Souls %d\n", ch->pcdata->souls ); save.c: fprintf( fp, "Itemaffect %d\n", ch->itemaffect ); save.c: fprintf( fp, "Spectype %d\n", ch->spectype ); save.c: fprintf( fp, "Specpower %d\n", ch->specpower ); save.c: fprintf( fp, "Home %d\n", ch->home ); save.c: fprintf( fp, "Level %d\n", ch->level ); save.c: fprintf( fp, "Trust %d\n", ch->trust ); save.c: fprintf( fp, "Security %d\n", ch->pcdata->security ); /* OLC */ save.c: fprintf( fp, "Paradox %d %d %d\n", ch->paradox[0], ch->paradox[1], save.c: ch->paradox[2] ); save.c: ch->played + (int) (current_time - ch->logon) ); save.c: ( ch->in_room == get_room_index( ROOM_VNUM_LIMBO ) save.c: && ch->was_in_room != NULL ) save.c: ? ch->was_in_room->vnum save.c: : ch->in_room->vnum ); save.c: ch->pkill, ch->pdeath, ch->mkill, ch->mdeath ); save.c: fprintf( fp, "Alos %d\n", ch->pcdata->alosses); save.c: fprintf( fp, "Awin %d\n", ch->pcdata->awins); save.c: ch->wpn[0], ch->wpn[1], ch->wpn[2], ch->wpn[3], ch->wpn[4], save.c: ch->wpn[5], ch->wpn[6], ch->wpn[7], ch->wpn[8], ch->wpn[9], save.c: ch->wpn[10], ch->wpn[11], ch->wpn[12] ); save.c: ch->spl[0], ch->spl[1], ch->spl[2], ch->spl[3], ch->spl[4] ); save.c: ch->cmbt[0], ch->cmbt[1], ch->cmbt[2], ch->cmbt[3], save.c: ch->cmbt[4], ch->cmbt[5], ch->cmbt[6], ch->cmbt[7] ); save.c: ch->stance[0], ch->stance[1], ch->stance[2], ch->stance[3], save.c: ch->stance[4], ch->stance[5], ch->stance[6], ch->stance[7], save.c: ch->stance[8], ch->stance[9], ch->stance[10], ch->stance[11] ); save.c: ch->loc_hp[0], ch->loc_hp[1], ch->loc_hp[2], ch->loc_hp[3], save.c: ch->loc_hp[4], ch->loc_hp[5], ch->loc_hp[6] ); save.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move ); save.c: fprintf( fp, "Gold %d\n", ch->gold ); save.c: fprintf( fp, "Warps %d\n", ch->warp ); save.c: fprintf( fp, "WarpCount %d\n", ch->warpcount ); save.c: fprintf( fp, "Monkstuff %d\n", ch->monkstuff ); save.c: fprintf( fp, "Monkcrap %d\n", ch->monkcrap ); save.c: fprintf( fp, "Chi %d %d\n", ch->chi[0], ch->chi[1] ); save.c: fprintf( fp, "Focus %d %d\n", ch->focus[0], ch->focus[1] ); save.c: fprintf( fp, "Monkab %d %d %d %d\n", ch->monkab[0], ch->monkab[1], ch->monkab[2], ch->monkab[3] ); save.c: ch->gifts[0], ch->gifts[1], ch->gifts[2], save.c: ch->gifts[3], ch->gifts[4], ch->gifts[5], save.c: ch->gifts[6], ch->gifts[7], ch->gifts[8], save.c: ch->gifts[9], ch->gifts[10], ch->gifts[11], save.c: ch->gifts[12], ch->gifts[13], ch->gifts[14], save.c: ch->gifts[15], ch->gifts[16], ch->gifts[17], save.c: ch->gifts[18], ch->gifts[19], ch->gifts[20] ); save.c: fprintf( fp, "Garou1 %d\n", ch->garou1 ); save.c: fprintf( fp, "Garou2 %d\n", ch->garou2 ); save.c: fprintf( fp, "Explevel %d\n", ch->explevel ); save.c: fprintf( fp, "Expgained %d\n", ch->expgained ); save.c: fprintf( fp, "Exp %d\n", ch->exp ); save.c: fprintf( fp, "Levelexp %d\n", ch->levelexp ); save.c: fprintf( fp, "Act %d\n", ch->act ); save.c: fprintf( fp, "Extra %d\n", ch->extra ); save.c: fprintf( fp, "AffectedBy %d\n", ch->affected_by ); save.c: ch->position == POS_FIGHTING ? POS_STANDING : ch->position ); save.c: fprintf( fp, "Practice %d\n", ch->practice ); save.c: fprintf( fp, "SavingThrow %d\n", ch->saving_throw ); save.c: fprintf( fp, "Alignment %d\n", ch->alignment ); save.c: fprintf( fp, "XHitroll %d\n", ch->xhitroll ); save.c: fprintf( fp, "XDamroll %d\n", ch->xdamroll ); save.c: fprintf( fp, "Hitroll %d\n", ch->hitroll ); save.c: fprintf( fp, "Damroll %d\n", ch->damroll ); save.c: fprintf( fp, "Armor %d\n", ch->armor ); save.c: fprintf( fp, "Wimpy %d\n", ch->wimpy ); save.c: fprintf( fp, "Deaf %d\n", ch->deaf ); save.c: fprintf( fp, "Vnum %d\n", ch->pIndexData->vnum ); save.c: fprintf( fp, "Password %s~\n", ch->pcdata->pwd ); save.c: fprintf( fp, "Bamfin %s~\n", ch->pcdata->bamfin ); save.c: fprintf( fp, "Bamfout %s~\n", ch->pcdata->bamfout ); save.c: fprintf( fp, "Title %s~\n", ch->pcdata->title ); save.c: fprintf( fp, "Conception %s~\n", ch->pcdata->conception ); save.c: fprintf( fp, "Parents %s~\n", ch->pcdata->parents ); save.c: fprintf( fp, "Cparents %s~\n", ch->pcdata->cparents ); save.c: fprintf( fp, "Marriage %s~\n", ch->pcdata->marriage ); save.c: fprintf( fp, "Email %s~\n", ch->pcdata->email ); save.c: ch->pcdata->perm_str, save.c: ch->pcdata->perm_int, save.c: ch->pcdata->perm_wis, save.c: ch->pcdata->perm_dex, save.c: ch->pcdata->perm_con ); save.c: ch->pcdata->mod_str, save.c: ch->pcdata->mod_int, save.c: ch->pcdata->mod_wis, save.c: ch->pcdata->mod_dex, save.c: ch->pcdata->mod_con ); save.c: fprintf( fp, "Quest %d\n", ch->pcdata->quest ); save.c: fprintf( fp, "Wolf %d\n", ch->pcdata->wolf ); save.c: fprintf( fp, "Rank %d\n", ch->pcdata->rank ); save.c: ch->pcdata->language[0], save.c: ch->pcdata->language[1] ); save.c: ch->pcdata->stage[0], save.c: ch->pcdata->stage[1], save.c: ch->pcdata->stage[2] ); save.c: ch->pcdata->wolfform[0], save.c: ch->pcdata->wolfform[1] ); save.c: ch->pcdata->score[0], save.c: ch->pcdata->score[1], save.c: ch->pcdata->score[2], save.c: ch->pcdata->score[3], save.c: ch->pcdata->score[4], save.c: ch->pcdata->score[5]); save.c: ch->pcdata->runes[0], save.c: ch->pcdata->runes[1], save.c: ch->pcdata->runes[2], save.c: ch->pcdata->runes[3]); save.c: ch->pcdata->disc_a[0], save.c: ch->pcdata->disc_a[1], save.c: ch->pcdata->disc_a[2], save.c: ch->pcdata->disc_a[3], save.c: ch->pcdata->disc_a[4], save.c: ch->pcdata->disc_a[5], save.c: ch->pcdata->disc_a[6], save.c: ch->pcdata->disc_a[7], save.c: ch->pcdata->disc_a[8], save.c: ch->pcdata->disc_a[9], save.c: ch->pcdata->disc_a[10]); save.c: ch->pcdata->genes[0], save.c: ch->pcdata->genes[1], save.c: ch->pcdata->genes[2], save.c: ch->pcdata->genes[3], save.c: ch->pcdata->genes[4], save.c: ch->pcdata->genes[5], save.c: ch->pcdata->genes[6], save.c: ch->pcdata->genes[7], save.c: ch->pcdata->genes[8], save.c: ch->pcdata->genes[9] ); save.c: ch->pcdata->powers[0], save.c: ch->pcdata->powers[1] ); save.c: ch->pcdata->fake_skill, save.c: ch->pcdata->fake_stance, save.c: ch->pcdata->fake_hit, save.c: ch->pcdata->fake_dam, save.c: ch->pcdata->fake_ac, save.c: ch->pcdata->fake_hp, save.c: ch->pcdata->fake_mana, save.c: ch->pcdata->fake_move); save.c: if (ch->pcdata->obj_vnum != 0) save.c: fprintf( fp, "Objvnum %d\n", ch->pcdata->obj_vnum ); save.c: ch->pcdata->condition[0], save.c: ch->pcdata->condition[1], save.c: ch->pcdata->condition[2] ); save.c: ch->pcdata->stat_ability[0], save.c: ch->pcdata->stat_ability[1], save.c: ch->pcdata->stat_ability[2], save.c: ch->pcdata->stat_ability[3] ); save.c: ch->pcdata->stat_amount[0], save.c: ch->pcdata->stat_amount[1], save.c: ch->pcdata->stat_amount[2], save.c: ch->pcdata->stat_amount[3] ); save.c: ch->pcdata->stat_duration[0], save.c: ch->pcdata->stat_duration[1], save.c: ch->pcdata->stat_duration[2], save.c: ch->pcdata->stat_duration[3] ); save.c: fprintf( fp, "Exhaustion %d\n", ch->pcdata->exhaustion ); save.c: if ( skill_table[sn].name != NULL && ch->pcdata->learned[sn] > 0 ) save.c: ch->pcdata->learned[sn], skill_table[sn].name ); save.c: for ( paf = ch->affected; paf != NULL; paf = paf->next ) save.c: fprintf( fp, "Name %s~\n", ch->name ); save.c: fprintf( fp, "Switchname %s~\n", ch->pcdata->switchname ); save.c: fprintf( fp, "ShortDescr %s~\n", ch->short_descr ); save.c: fprintf( fp, "LongDescr %s~\n", ch->long_descr ); save.c: fprintf( fp, "ObjDesc %s~\n", ch->objdesc ); save.c: fprintf( fp, "Description %s~\n", ch->description ); save.c: fprintf( fp, "Lord %s~\n", ch->lord ); save.c: fprintf( fp, "Kingdom %d\n", ch->pcdata->kingdom ); save.c: fprintf( fp, "CPower %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d %d\n", ch->power[0],ch->power[1],ch->power[2],ch->power[3],ch->power[4], ch->power[5],ch->power[6],ch save.c:->power[7],ch->power[8],ch->power[9], ch->power[10],ch->power[11],ch->power[12],ch->power[13],ch->power[14], ch->power[15],ch->power[16],ch->power[17],ch->power[18],ch->power[19], ch->power[20],ch->power[21],ch->power[22],ch->power[23],ch->power[24], ch-> save.c:power[25],ch->power[26],ch->power[27],ch->power[28],ch->power[29], ch->power[30],ch->power[31],ch->power[32],ch->power[33],ch->power[34], ch->power[35],ch->power[36],ch->power[37],ch->power[38],ch->power[39], ch->power[40],ch->power[41],ch->power[42],ch-> save.c: fprintf( fp, "DiscRese %d\n", ch->pcdata->disc_research); save.c: fprintf( fp, "DiscPoin %d\n", ch->pcdata->disc_points ); save.c: fprintf( fp, "Class %d\n", ch->class ); save.c: fprintf( fp, "Morph %s~\n", ch->morph ); save.c: fprintf( fp, "Createtime %s~\n", ch->createtime ); save.c: fprintf( fp, "Lasttime %s~\n", ch->lasttime ); save.c: fprintf( fp, "Lasthost %s~\n", ch->lasthost ); save.c: fprintf( fp, "Poweraction %s~\n", ch->poweraction ); save.c: fprintf( fp, "Powertype %s~\n", ch->powertype ); save.c: fprintf( fp, "Prompt %s~\n", ch->prompt ); save.c: fprintf( fp, "Cprompt %s~\n", ch->cprompt ); save.c: fprintf( fp, "Sex %d\n", ch->sex ); save.c: fprintf( fp, "Race %d\n", ch->race ); save.c: fprintf( fp, "Immune %d\n", ch->immune ); save.c: fprintf( fp, "Polyaff %d\n", ch->polyaff ); save.c: fprintf( fp, "CurrentForm %d\n", ch->cur_form ); save.c: fprintf( fp, "Rage %d\n", ch->rage ); save.c: fprintf( fp, "Generation %d\n", ch->generation ); save.c: fprintf( fp, "Flag2 %d\n", ch->flag2 ); save.c: fprintf( fp, "Flag3 %d\n", ch->flag3 ); save.c: fprintf( fp, "Flag4 %d\n", ch->flag4 ); save.c: fprintf( fp, "SilTol %d\n", ch->siltol ); save.c: fprintf( fp, "Souls %d\n", ch->pcdata->souls ); save.c: fprintf( fp, "Itemaffect %d\n", ch->itemaffect ); save.c: fprintf( fp, "Form %d\n", ch->form ); save.c: fprintf( fp, "Beast %d\n", ch->beast ); save.c: fprintf( fp, "Spectype %d\n", ch->spectype ); save.c: fprintf( fp, "Specpower %d\n", ch->specpower ); save.c: fprintf( fp, "Home %d\n", ch->home ); save.c: fprintf( fp, "Level %d\n", ch->level ); save.c: fprintf( fp, "Trust %d\n", ch->trust ); save.c: fprintf( fp, "Security %d\n", ch->pcdata->security ); /* OLC */ save.c: fprintf( fp, "Paradox %d %d %d\n", ch->paradox[0], ch->paradox[1], save.c: ch->paradox[2] ); save.c: ch->played + (int) (current_time - ch->logon) ); save.c: ( ch->in_room == get_room_index( ROOM_VNUM_LIMBO ) save.c: && ch->was_in_room != NULL ) save.c: ? ch->was_in_room->vnum save.c: : ch->in_room->vnum ); save.c: ch->pkill, ch->pdeath, ch->mkill, ch->mdeath ); save.c: fprintf( fp, "Alos %d\n", ch->pcdata->alosses); save.c: fprintf( fp, "Awin %d\n", ch->pcdata->awins); save.c: ch->wpn[0], ch->wpn[1], ch->wpn[2], ch->wpn[3], ch->wpn[4], save.c: ch->wpn[5], ch->wpn[6], ch->wpn[7], ch->wpn[8], ch->wpn[9], save.c: ch->wpn[10], ch->wpn[11], ch->wpn[12] ); save.c: ch->spl[0], ch->spl[1], ch->spl[2], ch->spl[3], ch->spl[4] ); save.c: ch->cmbt[0], ch->cmbt[1], ch->cmbt[2], ch->cmbt[3], save.c: ch->cmbt[4], ch->cmbt[5], ch->cmbt[6], ch->cmbt[7] ); save.c: ch->stance[0], ch->stance[1], ch->stance[2], ch->stance[3], save.c: ch->stance[4], ch->stance[5], ch->stance[6], ch->stance[7], save.c: ch->stance[8], ch->stance[9], ch->stance[10], ch->stance[11] ); save.c: ch->loc_hp[0], ch->loc_hp[1], ch->loc_hp[2], ch->loc_hp[3], save.c: ch->loc_hp[4], ch->loc_hp[5], ch->loc_hp[6] ); save.c: ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move ); save.c: fprintf( fp, "Gold %d\n", ch->gold ); save.c: fprintf( fp, "Warps %d\n", ch->warp ); save.c: fprintf( fp, "WarpCount %d\n", ch->warpcount ); save.c: fprintf( fp, "Monkstuff %d\n", ch->monkstuff ); save.c: fprintf( fp, "Monkcrap %d\n", ch->monkcrap ); save.c: fprintf( fp, "Chi %d %d\n", ch->chi[0], ch->chi[1] ); save.c: fprintf( fp, "Focus %d %d\n", ch->focus[0], ch->focus[1] ); save.c: fprintf( fp, "Monkab %d %d %d %d\n", ch->monkab[0], ch->monkab[1], save.c: ch->monkab[2], ch->monkab[3]); save.c: ch->gifts[0], ch->gifts[1], ch->gifts[2], save.c: ch->gifts[3], ch->gifts[4], ch->gifts[5], save.c: ch->gifts[6], ch->gifts[7], ch->gifts[8], save.c: ch->gifts[9], ch->gifts[10], ch->gifts[11], save.c: ch->gifts[12], ch->gifts[13], ch->gifts[14], save.c: ch->gifts[15], ch->gifts[16], ch->gifts[17], save.c: ch->gifts[18], ch->gifts[19], ch->gifts[20] ); save.c: fprintf( fp, "Garou1 %d\n", ch->garou1 ); save.c: fprintf( fp, "Garou2 %d\n", ch->garou2 ); save.c: fprintf( fp, "Explevel %d\n", ch->explevel ); save.c: fprintf( fp, "Expgained %d\n", ch->expgained ); save.c: fprintf( fp, "Exp %d\n", ch->exp ); save.c: fprintf( fp, "Levelexp %d\n", ch->levelexp ); save.c: fprintf( fp, "Act %d\n", ch->act ); save.c: fprintf( fp, "Special %d\n", ch->special ); save.c: fprintf( fp, "Newbits %d\n", ch->newbits ); save.c: fprintf( fp, "Extra %d\n", ch->extra ); save.c: fprintf( fp, "AffectedBy %d\n", ch->affected_by ); save.c: ch->position == POS_FIGHTING ? POS_STANDING : ch->position ); save.c: fprintf( fp, "Practice %d\n", ch->practice ); save.c: fprintf( fp, "SavingThrow %d\n", ch->saving_throw ); save.c: fprintf( fp, "Alignment %d\n", ch->alignment ); save.c: fprintf( fp, "XHitroll %d\n", ch->xhitroll ); save.c: fprintf( fp, "XDamroll %d\n", ch->xdamroll ); save.c: fprintf( fp, "Hitroll %d\n", ch->hitroll ); save.c: fprintf( fp, "Damroll %d\n", ch->damroll ); save.c: fprintf( fp, "Armor %d\n", ch->armor ); save.c: fprintf( fp, "Wimpy %d\n", ch->wimpy ); save.c: fprintf( fp, "Deaf %d\n", ch->deaf ); save.c: fprintf( fp, "Vnum %d\n", ch->pIndexData->vnum ); save.c: fprintf( fp, "Password %s~\n", ch->pcdata->pwd ); save.c: fprintf( fp, "Bamfin %s~\n", ch->pcdata->bamfin ); save.c: fprintf( fp, "Bamfout %s~\n", ch->pcdata->bamfout ); save.c: fprintf( fp, "Title %s~\n", ch->pcdata->title ); save.c: fprintf( fp, "Conception %s~\n", ch->pcdata->conception ); save.c: fprintf( fp, "Parents %s~\n", ch->pcdata->parents ); save.c: fprintf( fp, "Cparents %s~\n", ch->pcdata->cparents ); save.c: fprintf( fp, "Marriage %s~\n", ch->pcdata->marriage ); save.c: fprintf( fp, "Email %s~\n", ch->pcdata->email ); save.c: ch->pcdata->perm_str, save.c: ch->pcdata->perm_int, save.c: ch->pcdata->perm_wis, save.c: ch->pcdata->perm_dex, save.c: ch->pcdata->perm_con ); save.c: ch->pcdata->mod_str, save.c: ch->pcdata->mod_int, save.c: ch->pcdata->mod_wis, save.c: ch->pcdata->mod_dex, save.c: ch->pcdata->mod_con ); save.c: fprintf( fp, "Quest %d\n", ch->pcdata->quest ); save.c: fprintf( fp, "Wolf %d\n", ch->rage ); save.c: fprintf( fp, "Rank %d\n", ch->pcdata->rank ); save.c: ch->pcdata->language[0], save.c: ch->pcdata->language[1] ); save.c: ch->pcdata->stage[0], save.c: ch->pcdata->stage[1], save.c: ch->pcdata->stage[2] ); save.c: ch->pcdata->score[0], save.c: ch->pcdata->score[1], save.c: ch->pcdata->score[2], save.c: ch->pcdata->score[3], save.c: ch->pcdata->score[4], save.c: ch->pcdata->score[5]); save.c: ch->pcdata->genes[0], save.c: ch->pcdata->genes[1], save.c: ch->pcdata->genes[2], save.c: ch->pcdata->genes[3], save.c: ch->pcdata->genes[4], save.c: ch->pcdata->genes[5], save.c: ch->pcdata->genes[6], save.c: ch->pcdata->genes[7], save.c: ch->pcdata->genes[8], save.c: ch->pcdata->genes[9] ); save.c: fprintf(fp, "%d ", ch->pcdata->powers[sn]); save.c: fprintf(fp, "%d ", ch->pcdata->stats[sn]); save.c: ch->pcdata->fake_skill, save.c: ch->pcdata->fake_stance, save.c: ch->pcdata->fake_hit, save.c: ch->pcdata->fake_dam, save.c: ch->pcdata->fake_ac, save.c: ch->pcdata->fake_hp, save.c: ch->pcdata->fake_mana, save.c: ch->pcdata->fake_move); save.c: if (ch->pcdata->obj_vnum != 0) save.c: fprintf( fp, "Objvnum %d\n", ch->pcdata->obj_vnum ); save.c: ch->pcdata->condition[0], save.c: ch->pcdata->condition[1], save.c: ch->pcdata->condition[2] ); save.c: ch->pcdata->stat_ability[0], save.c: ch->pcdata->stat_ability[1], save.c: ch->pcdata->stat_ability[2], save.c: ch->pcdata->stat_ability[3] ); save.c: ch->pcdata->stat_amount[0], save.c: ch->pcdata->stat_amount[1], save.c: ch->pcdata->stat_amount[2], save.c: ch->pcdata->stat_amount[3] ); save.c: ch->pcdata->stat_duration[0], save.c: ch->pcdata->stat_duration[1], save.c: ch->pcdata->stat_duration[2], save.c: ch->pcdata->stat_duration[3] ); save.c: fprintf( fp, "Exhaustion %d\n", ch->pcdata->exhaustion ); save.c: fprintf (fp, "%s %ld ", boards[i].short_name, ch->pcdata->last_note[i]); save.c: if ( skill_table[sn].name != NULL && ch->pcdata->learned[sn] > 0 ) save.c: ch->pcdata->learned[sn], skill_table[sn].name ); save.c: for ( paf = ch->affected; paf != NULL; paf = paf->next ) save.c: ch->pcdata = alloc_perm( sizeof(*ch->pcdata) ); save.c: ch->pcdata = pcdata_free; save.c: *ch->pcdata = pcdata_zero; save.c: ch->desc = d; save.c: ch->name = str_dup( name ); save.c: ch->pcdata->switchname = str_dup( name ); save.c: ch->act = PLR_BLANK save.c: ch->pcdata->board = &boards[DEFAULT_BOARD]; save.c: ch->extra = 0; save.c: ch->special = 0; save.c: ch->newbits = 0; save.c: ch->class = -1; save.c: ch->pcdata->familiar = NULL; save.c: ch->pcdata->partner = NULL; save.c: ch->pcdata->propose = NULL; save.c: ch->pcdata->chobj = NULL; save.c: ch->pcdata->memorised = NULL; save.c: ch->pcdata->pwd = str_dup( "" ); save.c: ch->pcdata->bamfin = str_dup( "" ); save.c: ch->pcdata->bamfout = str_dup( "" ); save.c: ch->pcdata->title = str_dup( "" ); save.c: ch->pcdata->conception = str_dup( "" ); save.c: ch->pcdata->parents = str_dup( "" ); save.c: ch->pcdata->cparents = str_dup( "" ); save.c: ch->pcdata->marriage = str_dup( "" ); save.c: ch->pcdata->email = str_dup( "" ); save.c: ch->pcdata->disc_research = -1; save.c: ch->lord = str_dup( "" ); save.c: ch->morph = str_dup( "" ); save.c: ch->pload = str_dup( "" ); save.c: ch->prompt = str_dup( "" ); save.c: ch->cprompt = str_dup( "" ); save.c: free_string(ch->lasttime); save.c: ch->createtime = str_dup( strtime ); save.c: ch->lasttime = str_dup( "" ); save.c: ch->lasthost = str_dup( "" ); save.c: ch->poweraction = str_dup( "" ); save.c: ch->powertype = str_dup( "" ); save.c: ch->hunting = str_dup( "" ); save.c: ch->pcdata->followers = 0; save.c: ch->spectype = 0; save.c: ch->specpower = 0; save.c: ch->mounted = 0; save.c: ch->home = 3001; save.c: ch->vampgen_a = 0; save.c: ch->paradox[0] = 0; /* Total paradox */ save.c: ch->paradox[1] = 0; /* Current Paradox */ save.c: ch->paradox[2] = 0; /* Paradox Ticker */ save.c: ch->damcap[0] = 1000; save.c: ch->damcap[1] = 0; save.c: ch->vampaff_a = 0; save.c: ch->itemaffect = 0; save.c: ch->vamppass_a = -1; save.c: ch->polyaff = 0; save.c: ch->immune = 0; save.c: ch->form = 32767; save.c: ch->beast = 15; save.c: ch->loc_hp[sn] = 0; save.c: ch->wpn[sn] = 0; save.c: ch->spl[sn] = 0; save.c: ch->cmbt[sn] = 0; save.c: ch->cmbt[sn] = 0; save.c: ch->pkill = 0; save.c: ch->pdeath = 0; save.c: ch->mkill = 0; save.c: ch->mdeath = 0; save.c: ch->class = -1; save.c: ch->pcdata->followers = 0; save.c: ch->pcdata->perm_str = 13; save.c: ch->pcdata->perm_int = 13; save.c: ch->pcdata->perm_wis = 13; save.c: ch->pcdata->perm_dex = 13; save.c: ch->pcdata->perm_con = 13; save.c: ch->pcdata->quest = 0; save.c: ch->pcdata->kingdom = 0; save.c: ch->pcdata->wolf = 0; save.c: ch->pcdata->rank = 0; save.c: ch->pcdata->language[0] = 0; save.c: ch->pcdata->language[1] = 0; save.c: ch->pcdata->stage[0] = 0; save.c: ch->pcdata->stage[1] = 0; save.c: ch->pcdata->stage[2] = 0; save.c: ch->pcdata->wolfform[0] = 1; save.c: ch->pcdata->wolfform[1] = 1; save.c: ch->pcdata->score[0] = 0; save.c: ch->pcdata->score[1] = 0; save.c: ch->pcdata->score[2] = 0; save.c: ch->pcdata->score[3] = 0; save.c: ch->pcdata->score[4] = 0; save.c: ch->pcdata->score[5] = 0; save.c: ch->pcdata->disc_a[sn] = 0; save.c: ch->pcdata->genes[sn] = 0; save.c: ch->pcdata->powers[sn] = 0; save.c: ch->pcdata->stats[sn] = 0; save.c: ch->pcdata->security = 0; /* OLC */ save.c: ch->pcdata->fake_skill = 0; save.c: ch->pcdata->fake_stance = 0; save.c: ch->pcdata->fake_hit = 0; save.c: ch->pcdata->fake_dam = 0; save.c: ch->pcdata->fake_ac = 0; save.c: ch->pcdata->fake_hp = 0; save.c: ch->pcdata->fake_mana = 0; save.c: ch->pcdata->fake_move = 0; save.c: ch->pcdata->obj_vnum = 0; save.c: ch->pcdata->condition[COND_THIRST] = 48; save.c: ch->pcdata->condition[COND_FULL] = 48; save.c: ch->pcdata->stat_ability[STAT_STR] = 0; save.c: ch->pcdata->stat_ability[STAT_END] = 0; save.c: ch->pcdata->stat_ability[STAT_REF] = 0; save.c: ch->pcdata->stat_ability[STAT_FLE] = 0; save.c: ch->pcdata->stat_amount[STAT_STR] = 0; save.c: ch->pcdata->stat_amount[STAT_END] = 0; save.c: ch->pcdata->stat_amount[STAT_REF] = 0; save.c: ch->pcdata->stat_amount[STAT_FLE] = 0; save.c: ch->pcdata->stat_duration[STAT_STR] = 0; save.c: ch->pcdata->stat_duration[STAT_END] = 0; save.c: ch->pcdata->stat_duration[STAT_REF] = 0; save.c: ch->pcdata->stat_duration[STAT_FLE] = 0; save.c: ch->pcdata->exhaustion = 0; save.c: ch->pcdata = alloc_perm( sizeof(*ch->pcdata) ); save.c: ch->pcdata = pcdata_free; save.c: *ch->pcdata = pcdata_zero; save.c: ch->desc = d; save.c: ch->name = str_dup( name ); save.c: ch->pcdata->switchname = str_dup( name ); save.c: ch->act = PLR_BLANK save.c: ch->extra = 0; save.c: ch->pcdata->familiar = NULL; save.c: ch->pcdata->partner = NULL; save.c: ch->pcdata->propose = NULL; save.c: ch->pcdata->chobj = NULL; save.c: ch->pcdata->memorised = NULL; save.c: ch->pcdata->pwd = str_dup( "" ); save.c: ch->pcdata->bamfin = str_dup( "" ); save.c: ch->pcdata->bamfout = str_dup( "" ); save.c: ch->pcdata->title = str_dup( "" ); save.c: ch->pcdata->conception = str_dup( "" ); save.c: ch->pcdata->parents = str_dup( "" ); save.c: ch->pcdata->cparents = str_dup( "" ); save.c: ch->pcdata->marriage = str_dup( "" ); save.c: ch->pcdata->email = str_dup( "" ); save.c: ch->pcdata->disc_research = -1; save.c: ch->lord = str_dup( "" ); save.c: ch->morph = str_dup( "" ); save.c: ch->pload = str_dup( "" ); save.c: ch->prompt = str_dup( "" ); save.c: ch->cprompt = str_dup( "" ); save.c: free_string(ch->lasttime); save.c: ch->createtime = str_dup( strtime ); save.c: ch->lasttime = str_dup( "" ); save.c: ch->lasthost = str_dup( "" ); save.c: ch->poweraction = str_dup( "" ); save.c: ch->powertype = str_dup( "" ); save.c: ch->hunting = str_dup( "" ); save.c: ch->spectype = 0; save.c: ch->specpower = 0; save.c: ch->mounted = 0; save.c: ch->home = 3001; save.c: ch->vampgen_a = 0; save.c: ch->paradox[0] = 0; /* Total paradox */ save.c: ch->paradox[1] = 0; /* Current Paradox */ save.c: ch->paradox[2] = 0; /* Paradox Ticker */ save.c: ch->damcap[0] = 1000; save.c: ch->damcap[1] = 0; save.c: ch->vampaff_a = 0; save.c: ch->itemaffect = 0; save.c: ch->vamppass_a = -1; save.c: ch->polyaff = 0; save.c: ch->immune = 0; save.c: ch->form = 32767; save.c: ch->beast = 15; save.c: ch->loc_hp[0] = 0; save.c: ch->loc_hp[1] = 0; save.c: ch->loc_hp[2] = 0; save.c: ch->loc_hp[3] = 0; save.c: ch->loc_hp[4] = 0; save.c: ch->loc_hp[5] = 0; save.c: ch->loc_hp[6] = 0; save.c: ch->wpn[0] = 0; save.c: ch->wpn[1] = 0; save.c: ch->wpn[2] = 0; save.c: ch->wpn[3] = 0; save.c: ch->wpn[4] = 0; save.c: ch->wpn[5] = 0; save.c: ch->wpn[6] = 0; save.c: ch->wpn[7] = 0; save.c: ch->wpn[8] = 0; save.c: ch->wpn[9] = 0; save.c: ch->wpn[10] = 0; save.c: ch->wpn[11] = 0; save.c: ch->wpn[12] = 0; save.c: ch->spl[0] = 4; save.c: ch->spl[1] = 4; save.c: ch->spl[2] = 4; save.c: ch->spl[3] = 4; save.c: ch->spl[4] = 4; save.c: ch->cmbt[0] = 0; save.c: ch->cmbt[1] = 0; save.c: ch->cmbt[2] = 0; save.c: ch->cmbt[3] = 0; save.c: ch->cmbt[4] = 0; save.c: ch->cmbt[5] = 0; save.c: ch->cmbt[6] = 0; save.c: ch->cmbt[7] = 0; save.c: ch->stance[0] = 0; save.c: ch->stance[1] = 0; save.c: ch->stance[2] = 0; save.c: ch->stance[3] = 0; save.c: ch->stance[4] = 0; save.c: ch->stance[5] = 0; save.c: ch->stance[6] = 0; save.c: ch->stance[7] = 0; save.c: ch->stance[8] = 0; save.c: ch->stance[9] = 0; save.c: ch->stance[10] = 0; save.c: ch->stance[11] = 0; save.c: ch->pkill = 0; save.c: ch->pdeath = 0; save.c: ch->mkill = 0; save.c: ch->mdeath = 0; save.c: ch->class = -1; save.c: ch->pcdata->followers = 0; save.c: ch->pcdata->perm_str = 13; save.c: ch->pcdata->perm_int = 13; save.c: ch->pcdata->perm_wis = 13; save.c: ch->pcdata->perm_dex = 13; save.c: ch->pcdata->perm_con = 13; save.c: ch->pcdata->quest = 0; save.c: ch->pcdata->kingdom = 0; save.c: ch->pcdata->wolf = 0; save.c: ch->pcdata->rank = 0; save.c: ch->pcdata->language[0] = 0; save.c: ch->pcdata->language[1] = 0; save.c: ch->pcdata->stage[0] = 0; save.c: ch->pcdata->stage[1] = 0; save.c: ch->pcdata->stage[2] = 0; save.c: ch->pcdata->wolfform[0] = 1; save.c: ch->pcdata->wolfform[1] = 1; save.c: ch->pcdata->score[0] = 0; save.c: ch->pcdata->score[1] = 0; save.c: ch->pcdata->score[2] = 0; save.c: ch->pcdata->score[3] = 0; save.c: ch->pcdata->score[4] = 0; save.c: ch->pcdata->score[5] = 0; save.c: ch->pcdata->runes[0] = 0; save.c: ch->pcdata->runes[1] = 0; save.c: ch->pcdata->runes[2] = 0; save.c: ch->pcdata->runes[3] = 0; save.c: ch->pcdata->disc_a[0] = 0; save.c: ch->pcdata->disc_a[1] = 0; save.c: ch->pcdata->disc_a[2] = 0; save.c: ch->pcdata->disc_a[3] = 0; save.c: ch->pcdata->disc_a[4] = 0; save.c: ch->pcdata->disc_a[5] = 0; save.c: ch->pcdata->disc_a[6] = 0; save.c: ch->pcdata->disc_a[7] = 0; save.c: ch->pcdata->disc_a[8] = 0; save.c: ch->pcdata->disc_a[9] = 0; save.c: ch->pcdata->disc_a[10] = 0; save.c: ch->pcdata->genes[0] = 0; save.c: ch->pcdata->genes[1] = 0; save.c: ch->pcdata->genes[2] = 0; save.c: ch->pcdata->genes[3] = 0; save.c: ch->pcdata->genes[4] = 0; save.c: ch->pcdata->genes[5] = 0; save.c: ch->pcdata->genes[6] = 0; save.c: ch->pcdata->genes[7] = 0; save.c: ch->pcdata->genes[8] = 0; save.c: ch->pcdata->genes[9] = 0; save.c: ch->pcdata->powers[0] = 0; save.c: ch->pcdata->powers[1] = 0; save.c: ch->pcdata->fake_skill = 0; save.c: ch->pcdata->fake_stance = 0; save.c: ch->pcdata->fake_hit = 0; save.c: ch->pcdata->fake_dam = 0; save.c: ch->pcdata->fake_ac = 0; save.c: ch->pcdata->fake_hp = 0; save.c: ch->pcdata->fake_mana = 0; save.c: ch->pcdata->fake_move = 0; save.c: ch->pcdata->obj_vnum = 0; save.c: ch->pcdata->condition[COND_THIRST] = 48; save.c: ch->pcdata->condition[COND_FULL] = 48; save.c: ch->pcdata->stat_ability[STAT_STR] = 0; save.c: ch->pcdata->stat_ability[STAT_END] = 0; save.c: ch->pcdata->stat_ability[STAT_REF] = 0; save.c: ch->pcdata->stat_ability[STAT_FLE] = 0; save.c: ch->pcdata->stat_amount[STAT_STR] = 0; save.c: ch->pcdata->stat_amount[STAT_END] = 0; save.c: ch->pcdata->stat_amount[STAT_REF] = 0; save.c: ch->pcdata->stat_amount[STAT_FLE] = 0; save.c: ch->pcdata->stat_duration[STAT_STR] = 0; save.c: ch->pcdata->stat_duration[STAT_END] = 0; save.c: ch->pcdata->stat_duration[STAT_REF] = 0; save.c: ch->pcdata->stat_duration[STAT_FLE] = 0; save.c: ch->pcdata->exhaustion = 0; save.c: KEY( "Act", ch->act, fread_number( fp ) ); save.c: KEY( "AffectedBy", ch->affected_by, fread_number( fp ) ); save.c: KEY( "Alignment", ch->alignment, fread_number( fp ) ); save.c: KEY( "Armor", ch->armor, fread_number( fp ) ); save.c: KEY( "Awin", ch->pcdata->awins, fread_number( fp ) ); save.c: KEY( "Alos", ch->pcdata->alosses, fread_number( fp ) ); save.c: paf->next = ch->affected; save.c: ch->affected = paf; save.c: ch->pcdata->mod_str = fread_number( fp ); save.c: ch->pcdata->mod_int = fread_number( fp ); save.c: ch->pcdata->mod_wis = fread_number( fp ); save.c: ch->pcdata->mod_dex = fread_number( fp ); save.c: ch->pcdata->mod_con = fread_number( fp ); save.c: ch->pcdata->perm_str = fread_number( fp ); save.c: ch->pcdata->perm_int = fread_number( fp ); save.c: ch->pcdata->perm_wis = fread_number( fp ); save.c: ch->pcdata->perm_dex = fread_number( fp ); save.c: ch->pcdata->perm_con = fread_number( fp ); save.c: KEY( "Bamfin", ch->pcdata->bamfin, fread_string( fp ) ); save.c: KEY( "Bamfout", ch->pcdata->bamfout, fread_string( fp ) ); save.c: KEY( "Beast", ch->beast, fread_number( fp ) ); save.c: sprintf (buf, "fread_char: %s had unknown board name: %s. Skipped.", ch->name, boardname); save.c: ch->pcdata->last_note[i] = fread_number(fp); save.c: KEY( "CurrentForm", ch->cur_form, fread_number( fp ) ); save.c: ch->chi[0] = fread_number( fp ); save.c: ch->chi[1] = fread_number( fp ); save.c: ch->cmbt[0] = fread_number( fp ); save.c: ch->cmbt[1] = fread_number( fp ); save.c: ch->cmbt[2] = fread_number( fp ); save.c: ch->cmbt[3] = fread_number( fp ); save.c: ch->cmbt[4] = fread_number( fp ); save.c: ch->cmbt[5] = fread_number( fp ); save.c: ch->cmbt[6] = fread_number( fp ); save.c: ch->cmbt[7] = fread_number( fp ); save.c: KEY( "Conception", ch->pcdata->conception, fread_string( fp ) ); save.c: ch->pcdata->condition[0] = fread_number( fp ); save.c: ch->pcdata->condition[1] = fread_number( fp ); save.c: ch->pcdata->condition[2] = fread_number( fp ); save.c: ch->power[0] = fread_number(fp); save.c: ch->power[1] = fread_number(fp); save.c: ch->power[2] = fread_number(fp); save.c: ch->power[3] = fread_number(fp); save.c: ch->power[4] = fread_number(fp); save.c: ch->power[5] = fread_number(fp); save.c: ch->power[6] = fread_number(fp); save.c: ch->power[7] = fread_number(fp); save.c: ch->power[8] = fread_number(fp); save.c: ch->power[9] = fread_number(fp); save.c: ch->power[10] = fread_number(fp); save.c: ch->power[11] = fread_number(fp); save.c: ch->power[12] = fread_number(fp); save.c: ch->power[13] = fread_number(fp); save.c: ch->power[14] = fread_number(fp); save.c: ch->power[15] = fread_number(fp); save.c: ch->power[16] = fread_number(fp); save.c: ch->power[17] = fread_number(fp); save.c: ch->power[18] = fread_number(fp); save.c: ch->power[19] = fread_number(fp); save.c: ch->power[20] = fread_number(fp); save.c: ch->power[21] = fread_number(fp); save.c: ch->power[22] = fread_number(fp); save.c: ch->power[23] = fread_number(fp); save.c: ch->power[24] = fread_number(fp); save.c: ch->power[25] = fread_number(fp); save.c: ch->power[26] = fread_number(fp); save.c: ch->power[27] = fread_number(fp); save.c: ch->power[28] = fread_number(fp); save.c: ch->power[29] = fread_number(fp); save.c: ch->power[30] = fread_number(fp); save.c: ch->power[31] = fread_number(fp); save.c: ch->power[32] = fread_number(fp); save.c: ch->power[33] = fread_number(fp); save.c: ch->power[34] = fread_number(fp); save.c: ch->power[35] = fread_number(fp); save.c: ch->power[36] = fread_number(fp); save.c: ch->power[37] = fread_number(fp); save.c: ch->power[38] = fread_number(fp); save.c: ch->power[39] = fread_number(fp); save.c: ch->power[40] = fread_number(fp); save.c: ch->power[41] = fread_number(fp); save.c: ch->power[42] = fread_number(fp); save.c: ch->power[43] = fread_number(fp); save.c: KEY( "Cparents", ch->pcdata->cparents, fread_string( fp ) ); save.c: KEY( "Cprompt", ch->cprompt, fread_string( fp ) ); save.c: KEY( "Createtime", ch->createtime, fread_string( fp ) ); save.c: KEY( "Damroll", ch->damroll, fread_number( fp ) ); save.c: KEY( "Deaf", ch->deaf, fread_number( fp ) ); save.c: KEY( "Demonic", ch->pcdata->demonic_a, fread_number( fp ) ); save.c: KEY( "Description", ch->description, fread_string( fp ) ); save.c: KEY( "DiscRese", ch->pcdata->disc_research, fread_number( fp ) ); save.c: KEY( "DiscPoin", ch->pcdata->disc_points, fread_number( fp ) ); save.c: ch->pcdata->disc_a[0] = fread_number( fp ); save.c: ch->pcdata->disc_a[1] = fread_number( fp ); save.c: ch->pcdata->disc_a[2] = fread_number( fp ); save.c: ch->pcdata->disc_a[3] = fread_number( fp ); save.c: ch->pcdata->disc_a[4] = fread_number( fp ); save.c: ch->pcdata->disc_a[5] = fread_number( fp ); save.c: ch->pcdata->disc_a[6] = fread_number( fp ); save.c: ch->pcdata->disc_a[7] = fread_number( fp ); save.c: ch->pcdata->disc_a[8] = fread_number( fp ); save.c: ch->pcdata->disc_a[9] = fread_number( fp ); save.c: ch->pcdata->disc_a[10] = fread_number( fp ); save.c: KEY( "Email", ch->pcdata->email, fread_string( fp ) ); save.c: KEY( "Exhaustion", ch->pcdata->exhaustion, fread_number( fp ) ); save.c: KEY( "Exp", ch->exp, fread_number( fp ) ); save.c: KEY( "Explevel", ch->explevel, fread_number( fp ) ); save.c: KEY( "Expgained", ch->expgained, fread_number( fp ) ); save.c: KEY( "Extra", ch->extra, fread_number( fp ) ); save.c: KEY( "Flag2", ch->flag2, fread_number( fp ) ); save.c: KEY( "Flag3", ch->flag3, fread_number( fp ) ); save.c: KEY( "Flag4", ch->flag4, fread_number( fp ) ); save.c: ch->focus[0] = fread_number( fp ); save.c: ch->focus[1] = fread_number( fp ); save.c: ch->pcdata->fake_skill = fread_number( fp ); save.c: ch->pcdata->fake_stance = fread_number( fp ); save.c: ch->pcdata->fake_hit = fread_number( fp ); save.c: ch->pcdata->fake_dam = fread_number( fp ); save.c: ch->pcdata->fake_ac = fread_number( fp ); save.c: ch->pcdata->fake_hp = fread_number( fp ); save.c: ch->pcdata->fake_mana = fread_number( fp ); save.c: ch->pcdata->fake_move = fread_number( fp ); save.c: KEY( "Form", ch->form, fread_number( fp ) ); save.c: KEY( "Generation", ch->generation, fread_number( fp ) ); save.c: ch->pcdata->genes[0] = fread_number( fp ); save.c: ch->pcdata->genes[1] = fread_number( fp ); save.c: ch->pcdata->genes[2] = fread_number( fp ); save.c: ch->pcdata->genes[3] = fread_number( fp ); save.c: ch->pcdata->genes[4] = fread_number( fp ); save.c: ch->pcdata->genes[5] = fread_number( fp ); save.c: ch->pcdata->genes[6] = fread_number( fp ); save.c: ch->pcdata->genes[7] = fread_number( fp ); save.c: ch->pcdata->genes[8] = fread_number( fp ); save.c: ch->pcdata->genes[9] = fread_number( fp ); save.c: ch->gifts[0] = fread_number( fp ); save.c: ch->gifts[1] = fread_number( fp ); save.c: ch->gifts[2] = fread_number( fp ); save.c: ch->gifts[3] = fread_number( fp ); save.c: ch->gifts[4] = fread_number( fp ); save.c: ch->gifts[5] = fread_number( fp ); save.c: ch->gifts[6] = fread_number( fp ); save.c: ch->gifts[7] = fread_number( fp ); save.c: ch->gifts[8] = fread_number( fp ); save.c: ch->gifts[9] = fread_number( fp ); save.c: ch->gifts[10] = fread_number( fp ); save.c: ch->gifts[11] = fread_number( fp ); save.c: ch->gifts[12] = fread_number( fp ); save.c: ch->gifts[13] = fread_number( fp ); save.c: ch->gifts[14] = fread_number( fp ); save.c: ch->gifts[15] = fread_number( fp ); save.c: ch->gifts[16] = fread_number( fp ); save.c: ch->gifts[17] = fread_number( fp ); save.c: ch->gifts[18] = fread_number( fp ); save.c: ch->gifts[19] = fread_number( fp ); save.c: ch->gifts[20] = fread_number( fp ); save.c: KEY( "Garou1", ch->garou1, fread_number( fp ) ); save.c: KEY( "Garou2", ch->garou2, fread_number( fp ) ); save.c: KEY( "Gold", ch->gold, fread_number( fp ) ); save.c: KEY( "Hitroll", ch->hitroll, fread_number( fp ) ); save.c: KEY( "Home", ch->home, fread_number( fp ) ); save.c: ch->hit = fread_number( fp ); save.c: ch->max_hit = fread_number( fp ); save.c: ch->mana = fread_number( fp ); save.c: ch->max_mana = fread_number( fp ); save.c: ch->move = fread_number( fp ); save.c: ch->max_move = fread_number( fp ); save.c: KEY( "Immune", ch->immune, fread_number( fp ) ); save.c: KEY( "Itemaffect", ch->itemaffect, fread_number( fp ) ); save.c: KEY("Kingdom", ch->pcdata->kingdom, fread_number(fp)); save.c: ch->pcdata->language[0] = fread_number( fp ); save.c: ch->pcdata->language[1] = fread_number( fp ); save.c: KEY( "Lasthost", ch->lasthost, fread_string( fp ) ); save.c: KEY( "Lasttime", ch->lasttime, fread_string( fp ) ); save.c: KEY( "Level", ch->level, fread_number( fp ) ); save.c: ch->loc_hp[0] = fread_number( fp ); save.c: ch->loc_hp[1] = fread_number( fp ); save.c: ch->loc_hp[2] = fread_number( fp ); save.c: ch->loc_hp[3] = fread_number( fp ); save.c: ch->loc_hp[4] = fread_number( fp ); save.c: ch->loc_hp[5] = fread_number( fp ); save.c: ch->loc_hp[6] = fread_number( fp ); save.c: KEY( "Levelexp", ch->levelexp, fread_number( fp ) ); save.c: KEY( "LongDescr", ch->long_descr, fread_string( fp ) ); save.c: KEY( "Lord", ch->lord, fread_string( fp ) ); save.c: ch->monkab[0] = fread_number( fp ); save.c: ch->monkab[1] = fread_number( fp ); save.c: ch->monkab[2] = fread_number( fp ); save.c: ch->monkab[3] = fread_number( fp ); save.c: KEY( "Monkstuff", ch->monkstuff, fread_number( fp ) ); save.c: KEY( "Monkcrap", ch->monkcrap, fread_number( fp ) ); save.c: KEY( "Marriage", ch->pcdata->marriage, fread_string( fp ) ); save.c: KEY( "Morph", ch->morph, fread_string( fp ) ); save.c: KEY( "Newbits", ch->newbits, fread_number( fp ) save.c: KEY( "Objvnum", ch->pcdata->obj_vnum, fread_number( fp ) ); save.c: KEY( "ObjDesc", ch->objdesc, fread_string( fp ) ); save.c: ch->paradox[0] = fread_number( fp ); save.c: ch->paradox[1] = fread_number( fp ); save.c: ch->paradox[2] = fread_number( fp ); save.c: KEY( "Parents", ch->pcdata->parents, fread_string( fp ) ); save.c: KEY( "Password", ch->pcdata->pwd, fread_string( fp ) ); save.c: KEY( "Played", ch->played, fread_number( fp ) ); save.c: KEY( "Polyaff", ch->polyaff, fread_number( fp ) ); save.c: ch->pcdata->powers[0] = fread_number( fp ); save.c: ch->pcdata->powers[1] = fread_number( fp ); save.c: KEY( "Poweraction", ch->poweraction, fread_string( fp ) ); save.c: KEY( "Powertype", ch->powertype, fread_string( fp ) ); save.c: KEY( "Position", ch->position, fread_number( fp ) ); save.c: KEY( "Practice", ch->practice, fread_number( fp ) ); save.c: ch->pkill = fread_number( fp ); save.c: ch->pdeath = fread_number( fp ); save.c: ch->mkill = fread_number( fp ); save.c: ch->mdeath = fread_number( fp ); save.c: KEY( "Prompt", ch->prompt, fread_string( fp ) ); save.c: KEY( "Quest", ch->pcdata->quest, fread_number( fp ) ); save.c: KEY( "Race", ch->race, fread_number( fp ) ); save.c: KEY( "Rage", ch->rage, fread_number( fp ) ); save.c: KEY( "Rank", ch->pcdata->rank, fread_number( fp ) ); save.c: ch->in_room = get_room_index( fread_number( fp ) ); save.c: if ( ch->in_room == NULL ) save.c: ch->in_room = get_room_index( ROOM_VNUM_LIMBO ); save.c: ch->pcdata->runes[0] = fread_number( fp ); save.c: ch->pcdata->runes[1] = fread_number( fp ); save.c: ch->pcdata->runes[2] = fread_number( fp ); save.c: ch->pcdata->runes[3] = fread_number( fp ); save.c: KEY( "SavingThrow", ch->saving_throw, fread_number( fp ) ); save.c: KEY( "Switchname", ch->pcdata->switchname, fread_string( fp ) ); save.c: KEY( "SilTol", ch->siltol, fread_number( fp ) ); save.c: KEY( "Souls", ch->pcdata->souls, fread_number( fp ) ); save.c: ch->pcdata->score[0] = fread_number( fp ); save.c: ch->pcdata->score[1] = fread_number( fp ); save.c: ch->pcdata->score[2] = fread_number( fp ); save.c: ch->pcdata->score[3] = fread_number( fp ); save.c: ch->pcdata->score[4] = fread_number( fp ); save.c: ch->pcdata->score[5] = fread_number( fp ); save.c: KEY( "Sex", ch->sex, fread_number( fp ) ); save.c: KEY( "ShortDescr", ch->short_descr, fread_string( fp ) ); save.c: KEY( "Security", ch->pcdata->security, fread_number( fp ) ); save.c: ch->pcdata->learned[sn] = value; save.c: ch->pcdata->learned[sn] = value; save.c: KEY( "Specpower", ch->specpower, fread_number( fp ) ); save.c: KEY( "Spectype", ch->spectype, fread_number( fp ) ); save.c: ch->spl[0] = fread_number( fp ); save.c: ch->spl[1] = fread_number( fp ); save.c: ch->spl[2] = fread_number( fp ); save.c: ch->spl[3] = fread_number( fp ); save.c: ch->spl[4] = fread_number( fp ); save.c: ch->pcdata->stage[0] = fread_number( fp ); save.c: ch->pcdata->stage[1] = fread_number( fp ); save.c: ch->pcdata->stage[2] = fread_number( fp ); save.c: ch->stance[0] = fread_number( fp ); save.c: ch->stance[1] = fread_number( fp ); save.c: ch->stance[2] = fread_number( fp ); save.c: ch->stance[3] = fread_number( fp ); save.c: ch->stance[4] = fread_number( fp ); save.c: ch->stance[5] = fread_number( fp ); save.c: ch->stance[6] = fread_number( fp ); save.c: ch->stance[7] = fread_number( fp ); save.c: ch->stance[8] = fread_number( fp ); save.c: ch->stance[9] = fread_number( fp ); save.c: ch->stance[10] = fread_number( fp ); save.c: ch->stance[11] = fread_number( fp ); save.c: ch->pcdata->stat_ability[0] = fread_number( fp ); save.c: ch->pcdata->stat_ability[1] = fread_number( fp ); save.c: ch->pcdata->stat_ability[2] = fread_number( fp ); save.c: ch->pcdata->stat_ability[3] = fread_number( fp ); save.c: ch->pcdata->stat_amount[0] = fread_number( fp ); save.c: ch->pcdata->stat_amount[1] = fread_number( fp ); save.c: ch->pcdata->stat_amount[2] = fread_number( fp ); save.c: ch->pcdata->stat_amount[3] = fread_number( fp ); save.c: ch->pcdata->stat_duration[0] = fread_number( fp ); save.c: ch->pcdata->stat_duration[1] = fread_number( fp ); save.c: ch->pcdata->stat_duration[2] = fread_number( fp ); save.c: ch->pcdata->stat_duration[3] = fread_number( fp ); save.c: KEY( "Trust", ch->trust, fread_number( fp ) ); save.c: ch->pcdata->title = fread_string( fp ); save.c: if ( isalpha(ch->pcdata->title[0]) save.c: || isdigit(ch->pcdata->title[0]) ) save.c: sprintf( buf, " %s", ch->pcdata->title ); save.c: free_string( ch->pcdata->title ); save.c: ch->pcdata->title = str_dup( buf ); save.c: KEY( "Vampaff", ch->vampaff_a, fread_number( fp ) ); save.c: KEY( "Vampgen", ch->vampgen_a, fread_number( fp ) ); save.c: KEY( "Vamppass", ch->vamppass_a, fread_number( fp ) ); save.c: ch->pIndexData = get_mob_index( fread_number( fp ) ); save.c: KEY( "Warps", ch->warp, fread_number( fp ) ); save.c: KEY( "WarpCount", ch->warpcount, fread_number( fp ) ); save.c: ch->wpn[0] = fread_number( fp ); save.c: ch->wpn[1] = fread_number( fp ); save.c: ch->wpn[2] = fread_number( fp ); save.c: ch->wpn[3] = fread_number( fp ); save.c: ch->wpn[4] = fread_number( fp ); save.c: ch->wpn[5] = fread_number( fp ); save.c: ch->wpn[6] = fread_number( fp ); save.c: ch->wpn[7] = fread_number( fp ); save.c: ch->wpn[8] = fread_number( fp ); save.c: ch->wpn[9] = fread_number( fp ); save.c: ch->wpn[10] = fread_number( fp ); save.c: ch->wpn[11] = fread_number( fp ); save.c: ch->wpn[12] = fread_number( fp ); save.c: KEY( "Wimpy", ch->wimpy, fread_number( fp ) ); save.c: KEY( "Wolf", ch->pcdata->wolf, fread_number( fp ) ); save.c: ch->pcdata->wolfform[0] = fread_number( fp ); save.c: ch->pcdata->wolfform[1] = fread_number( fp ); save.c: KEY( "XHitroll", ch->xhitroll, fread_number( fp ) ); save.c: KEY( "XDamroll", ch->xdamroll, fread_number( fp ) ); save.c: KEY( "Act", ch->act, fread_number( fp ) ); save.c: KEY( "AffectedBy", ch->affected_by, fread_number( fp ) ); save.c: KEY( "Alignment", ch->alignment, fread_number( fp ) ); save.c: KEY( "Armor", ch->armor, fread_number( fp ) ); save.c: KEY( "Awin", ch->pcdata->awins, fread_number( fp ) ); save.c: KEY( "Alos", ch->pcdata->alosses, fread_number( fp ) ); save.c: paf->next = ch->affected; save.c: ch->affected = paf; save.c: ch->pcdata->mod_str = fread_number( fp ); save.c: ch->pcdata->mod_int = fread_number( fp ); save.c: ch->pcdata->mod_wis = fread_number( fp ); save.c: ch->pcdata->mod_dex = fread_number( fp ); save.c: ch->pcdata->mod_con = fread_number( fp ); save.c: ch->pcdata->perm_str = fread_number( fp ); save.c: ch->pcdata->perm_int = fread_number( fp ); save.c: ch->pcdata->perm_wis = fread_number( fp ); save.c: ch->pcdata->perm_dex = fread_number( fp ); save.c: ch->pcdata->perm_con = fread_number( fp ); save.c: KEY( "Bamfin", ch->pcdata->bamfin, fread_string( fp ) ); save.c: KEY( "Bamfout", ch->pcdata->bamfout, fread_string( fp ) ); save.c: KEY( "Beast", ch->beast, fread_number( fp ) ); save.c: sprintf (buf, "fread_char: %s had unknown board name: %s. Skipped.", ch->name, boardname); save.c: ch->pcdata->last_note[i] = fread_number(fp); save.c: KEY( "Class", ch->class, fread_number( fp ) ); save.c: KEY( "CurrentForm", ch->cur_form, fread_number( fp ) ); save.c: ch->cmbt[0] = fread_number( fp ); save.c: ch->cmbt[1] = fread_number( fp ); save.c: ch->cmbt[2] = fread_number( fp ); save.c: ch->cmbt[3] = fread_number( fp ); save.c: ch->cmbt[4] = fread_number( fp ); save.c: ch->cmbt[5] = fread_number( fp ); save.c: ch->cmbt[6] = fread_number( fp ); save.c: ch->cmbt[7] = fread_number( fp ); save.c: ch->chi[0] = fread_number( fp ); save.c: ch->chi[1] = fread_number( fp ); save.c: KEY( "Conception", ch->pcdata->conception, fread_string( fp ) ); save.c: ch->pcdata->condition[0] = fread_number( fp ); save.c: ch->pcdata->condition[1] = fread_number( fp ); save.c: ch->pcdata->condition[2] = fread_number( fp ); save.c: ch->power[0] = fread_number(fp); save.c: ch->power[1] = fread_number(fp); save.c: ch->power[2] = fread_number(fp); save.c: ch->power[3] = fread_number(fp); save.c: ch->power[4] = fread_number(fp); save.c: ch->power[5] = fread_number(fp); save.c: ch->power[6] = fread_number(fp); save.c: ch->power[7] = fread_number(fp); save.c: ch->power[8] = fread_number(fp); save.c: ch->power[9] = fread_number(fp); save.c: ch->power[10] = fread_number(fp); save.c: ch->power[11] = fread_number(fp); save.c: ch->power[12] = fread_number(fp); save.c: ch->power[13] = fread_number(fp); save.c: ch->power[14] = fread_number(fp); save.c: ch->power[15] = fread_number(fp); save.c: ch->power[16] = fread_number(fp); save.c: ch->power[17] = fread_number(fp); save.c: ch->power[18] = fread_number(fp); save.c: ch->power[19] = fread_number(fp); save.c: ch->power[20] = fread_number(fp); save.c: ch->power[21] = fread_number(fp); save.c: ch->power[22] = fread_number(fp); save.c: ch->power[23] = fread_number(fp); save.c: ch->power[24] = fread_number(fp); save.c: ch->power[25] = fread_number(fp); save.c: ch->power[26] = fread_number(fp); save.c: ch->power[27] = fread_number(fp); save.c: ch->power[28] = fread_number(fp); save.c: ch->power[29] = fread_number(fp); save.c: ch->power[30] = fread_number(fp); save.c: ch->power[31] = fread_number(fp); save.c: ch->power[32] = fread_number(fp); save.c: ch->power[33] = fread_number(fp); save.c: ch->power[34] = fread_number(fp); save.c: ch->power[35] = fread_number(fp); save.c: ch->power[36] = fread_number(fp); save.c: ch->power[37] = fread_number(fp); save.c: ch->power[38] = fread_number(fp); save.c: ch->power[39] = fread_number(fp); save.c: ch->power[40] = fread_number(fp); save.c: ch->power[41] = fread_number(fp); save.c: ch->power[42] = fread_number(fp); save.c: ch->power[43] = fread_number(fp); save.c: KEY( "Cparents", ch->pcdata->cparents, fread_string( fp ) ); save.c: KEY( "Cprompt", ch->cprompt, fread_string( fp ) ); save.c: KEY( "Createtime", ch->createtime, fread_string( fp ) ); save.c: KEY( "Damroll", ch->damroll, fread_number( fp ) ); save.c: KEY( "Deaf", ch->deaf, fread_number( fp ) ); save.c: KEY( "Description", ch->description, fread_string( fp ) ); save.c: KEY( "DiscRese", ch->pcdata->disc_research, fread_number( fp ) ); save.c: KEY( "DiscPoin", ch->pcdata->disc_points, fread_number( fp ) ); save.c: KEY( "Email", ch->pcdata->email, fread_string( fp ) ); save.c: KEY( "Exhaustion", ch->pcdata->exhaustion, fread_number( fp ) ); save.c: KEY( "Exp", ch->exp, fread_number( fp ) ); save.c: KEY( "Explevel", ch->explevel, fread_number( fp ) ); save.c: KEY( "Expgained", ch->expgained, fread_number( fp ) ); save.c: KEY( "Extra", ch->extra, fread_number( fp ) ); save.c: ch->pcdata->fake_skill = fread_number( fp ); save.c: ch->pcdata->fake_stance = fread_number( fp ); save.c: ch->pcdata->fake_hit = fread_number( fp ); save.c: ch->pcdata->fake_dam = fread_number( fp ); save.c: ch->pcdata->fake_ac = fread_number( fp ); save.c: ch->pcdata->fake_hp = fread_number( fp ); save.c: ch->pcdata->fake_mana = fread_number( fp ); save.c: ch->pcdata->fake_move = fread_number( fp ); save.c: ch->focus[0] = fread_number( fp ); save.c: ch->focus[1] = fread_number( fp ); save.c: KEY( "Flag2", ch->flag2, fread_number( fp ) ); save.c: KEY( "Flag3", ch->flag3, fread_number( fp ) ); save.c: KEY( "Flag4", ch->flag4, fread_number( fp ) ); save.c: KEY( "Form", ch->form, fread_number( fp ) ); save.c: KEY( "Generation", ch->generation, fread_number( fp ) ); save.c: ch->pcdata->genes[0] = fread_number( fp ); save.c: ch->pcdata->genes[1] = fread_number( fp ); save.c: ch->pcdata->genes[2] = fread_number( fp ); save.c: ch->pcdata->genes[3] = fread_number( fp ); save.c: ch->pcdata->genes[4] = fread_number( fp ); save.c: ch->pcdata->genes[5] = fread_number( fp ); save.c: ch->pcdata->genes[6] = fread_number( fp ); save.c: ch->pcdata->genes[7] = fread_number( fp ); save.c: ch->pcdata->genes[8] = fread_number( fp ); save.c: ch->pcdata->genes[9] = fread_number( fp ); save.c: KEY( "Garou1", ch->garou1, fread_number( fp ) ); save.c: KEY( "Garou2", ch->garou2, fread_number( fp ) ); save.c: ch->gifts[0] = fread_number( fp ); save.c: ch->gifts[1] = fread_number( fp ); save.c: ch->gifts[2] = fread_number( fp ); save.c: ch->gifts[3] = fread_number( fp ); save.c: ch->gifts[4] = fread_number( fp ); save.c: ch->gifts[5] = fread_number( fp ); save.c: ch->gifts[6] = fread_number( fp ); save.c: ch->gifts[7] = fread_number( fp ); save.c: ch->gifts[8] = fread_number( fp ); save.c: ch->gifts[9] = fread_number( fp ); save.c: ch->gifts[10] = fread_number( fp ); save.c: ch->gifts[11] = fread_number( fp ); save.c: ch->gifts[12] = fread_number( fp ); save.c: ch->gifts[13] = fread_number( fp ); save.c: ch->gifts[14] = fread_number( fp ); save.c: ch->gifts[15] = fread_number( fp ); save.c: ch->gifts[16] = fread_number( fp ); save.c: ch->gifts[17] = fread_number( fp ); save.c: ch->gifts[18] = fread_number( fp ); save.c: ch->gifts[19] = fread_number( fp ); save.c: ch->gifts[20] = fread_number( fp ); save.c: KEY( "Gold", ch->gold, fread_number( fp ) ); save.c: KEY( "Hitroll", ch->hitroll, fread_number( fp ) ); save.c: KEY( "Home", ch->home, fread_number( fp ) ); save.c: ch->hit = fread_number( fp ); save.c: ch->max_hit = fread_number( fp ); save.c: ch->mana = fread_number( fp ); save.c: ch->max_mana = fread_number( fp ); save.c: ch->move = fread_number( fp ); save.c: ch->max_move = fread_number( fp ); save.c: KEY( "Immune", ch->immune, fread_number( fp ) ); save.c: KEY( "Itemaffect", ch->itemaffect, fread_number( fp ) ); save.c: KEY("Kingdom", ch->pcdata->kingdom, fread_number(fp)); save.c: ch->pcdata->language[0] = fread_number( fp ); save.c: ch->pcdata->language[1] = fread_number( fp ); save.c: KEY( "Lasthost", ch->lasthost, fread_string( fp ) ); save.c: KEY( "Lasttime", ch->lasttime, fread_string( fp ) ); save.c: KEY( "Level", ch->level, fread_number( fp ) ); save.c: KEY( "Levelexp", ch->levelexp, fread_number( fp ) ); save.c: ch->loc_hp[0] = fread_number( fp ); save.c: ch->loc_hp[1] = fread_number( fp ); save.c: ch->loc_hp[2] = fread_number( fp ); save.c: ch->loc_hp[3] = fread_number( fp ); save.c: ch->loc_hp[4] = fread_number( fp ); save.c: ch->loc_hp[5] = fread_number( fp ); save.c: ch->loc_hp[6] = fread_number( fp ); save.c: KEY( "LongDescr", ch->long_descr, fread_string( fp ) ); save.c: KEY( "Lord", ch->lord, fread_string( fp ) ); save.c: ch->monkab[0] = fread_number( fp ); save.c: ch->monkab[1] = fread_number( fp ); save.c: ch->monkab[2] = fread_number( fp ); save.c: ch->monkab[3] = fread_number( fp ); save.c: KEY( "Monkstuff", ch->monkstuff, fread_number( fp ) ); save.c: KEY( "Monkcrap", ch->monkcrap, fread_number( fp ) ); save.c: KEY( "Marriage", ch->pcdata->marriage, fread_string( fp ) ); save.c: KEY( "Morph", ch->morph, fread_string( fp ) ); save.c: KEY( "Newbits", ch->newbits, fread_number( fp ) ); save.c: KEY( "Objvnum", ch->pcdata->obj_vnum, fread_number( fp ) ); save.c: KEY( "ObjDesc", ch->objdesc, fread_string( fp ) ); save.c: ch->paradox[0] = fread_number( fp ); save.c: ch->paradox[1] = fread_number( fp ); save.c: ch->paradox[2] = fread_number( fp ); save.c: KEY( "Parents", ch->pcdata->parents, fread_string( fp ) ); save.c: KEY( "Password", ch->pcdata->pwd, fread_string( fp ) ); save.c: KEY( "Played", ch->played, fread_number( fp ) ); save.c: KEY( "Polyaff", ch->polyaff, fread_number( fp ) ); save.c: ch->pcdata->powers[sn] = fread_number( fp ); save.c: KEY( "Poweraction", ch->poweraction, fread_string( fp ) ); save.c: KEY( "Powertype", ch->powertype, fread_string( fp ) ); save.c: KEY( "Position", ch->position, fread_number( fp ) ); save.c: KEY( "Practice", ch->practice, fread_number( fp ) ); save.c: ch->pkill = fread_number( fp ); save.c: ch->pdeath = fread_number( fp ); save.c: ch->mkill = fread_number( fp ); save.c: ch->mdeath = fread_number( fp ); save.c: KEY( "Prompt", ch->prompt, fread_string( fp ) ); save.c: KEY( "Quest", ch->pcdata->quest, fread_number( fp ) ); save.c: KEY( "Race", ch->race, fread_number( fp ) ); save.c: KEY( "Rage", ch->rage, fread_number( fp ) ); save.c: KEY( "Rank", ch->pcdata->rank, fread_number( fp ) ); save.c: ch->in_room = get_room_index( fread_number( fp ) ); save.c: if ( ch->in_room == NULL ) save.c: ch->in_room = get_room_index( ROOM_VNUM_LIMBO ); save.c: KEY( "SavingThrow", ch->saving_throw, fread_number( fp ) ); save.c: KEY( "Switchname", ch->pcdata->switchname, fread_string( fp ) ); save.c: KEY( "SilTol", ch->siltol, fread_number( fp ) ); save.c: KEY( "Souls", ch->pcdata->souls, fread_number( fp ) ); save.c: ch->pcdata->score[0] = fread_number( fp ); save.c: ch->pcdata->score[1] = fread_number( fp ); save.c: ch->pcdata->score[2] = fread_number( fp ); save.c: ch->pcdata->score[3] = fread_number( fp ); save.c: ch->pcdata->score[4] = fread_number( fp ); save.c: ch->pcdata->score[5] = fread_number( fp ); save.c: KEY( "Sex", ch->sex, fread_number( fp ) ); save.c: KEY( "ShortDescr", ch->short_descr, fread_string( fp ) ); save.c: KEY( "Security", ch->pcdata->security, fread_number(fp)); save.c: ch->pcdata->learned[sn] = value; save.c: ch->pcdata->learned[sn] = value; save.c: KEY( "Specpower", ch->specpower, fread_number( fp ) ); save.c: KEY( "Spectype", ch->spectype, fread_number( fp ) ); save.c: KEY( "Special", ch->special, fread_number( fp ) ); save.c: ch->spl[0] = fread_number( fp ); save.c: ch->spl[1] = fread_number( fp ); save.c: ch->spl[2] = fread_number( fp ); save.c: ch->spl[3] = fread_number( fp ); save.c: ch->spl[4] = fread_number( fp ); save.c: ch->pcdata->stage[0] = fread_number( fp ); save.c: ch->pcdata->stage[1] = fread_number( fp ); save.c: ch->pcdata->stage[2] = fread_number( fp ); save.c: ch->stance[0] = fread_number( fp ); save.c: ch->stance[1] = fread_number( fp ); save.c: ch->stance[2] = fread_number( fp ); save.c: ch->stance[3] = fread_number( fp ); save.c: ch->stance[4] = fread_number( fp ); save.c: ch->stance[5] = fread_number( fp ); save.c: ch->stance[6] = fread_number( fp ); save.c: ch->stance[7] = fread_number( fp ); save.c: ch->stance[8] = fread_number( fp ); save.c: ch->stance[9] = fread_number( fp ); save.c: ch->stance[10] = fread_number( fp ); save.c: ch->stance[11] = fread_number( fp ); save.c: ch->pcdata->stat_ability[0] = fread_number( fp ); save.c: ch->pcdata->stat_ability[1] = fread_number( fp ); save.c: ch->pcdata->stat_ability[2] = fread_number( fp ); save.c: ch->pcdata->stat_ability[3] = fread_number( fp ); save.c: ch->pcdata->stat_amount[0] = fread_number( fp ); save.c: ch->pcdata->stat_amount[1] = fread_number( fp ); save.c: ch->pcdata->stat_amount[2] = fread_number( fp ); save.c: ch->pcdata->stat_amount[3] = fread_number( fp ); save.c: ch->pcdata->stat_duration[0] = fread_number( fp ); save.c: ch->pcdata->stat_duration[1] = fread_number( fp ); save.c: ch->pcdata->stat_duration[2] = fread_number( fp ); save.c: ch->pcdata->stat_duration[3] = fread_number( fp ); save.c: ch->pcdata->stats[sn] = fread_number( fp ); save.c: KEY( "Trust", ch->trust, fread_number( fp ) ); save.c: ch->pcdata->title = fread_string( fp ); save.c: if ( isalpha(ch->pcdata->title[0]) save.c: || isdigit(ch->pcdata->title[0]) ) save.c: sprintf( buf, " %s", ch->pcdata->title ); save.c: free_string( ch->pcdata->title ); save.c: ch->pcdata->title = str_dup( buf ); save.c: ch->pIndexData = get_mob_index( fread_number( fp ) ); save.c: KEY( "Warps", ch->warp, fread_number( fp ) ); save.c: KEY( "WarpCount", ch->warpcount, fread_number( fp ) ); save.c: ch->wpn[0] = fread_number( fp ); save.c: ch->wpn[1] = fread_number( fp ); save.c: ch->wpn[2] = fread_number( fp ); save.c: ch->wpn[3] = fread_number( fp ); save.c: ch->wpn[4] = fread_number( fp ); save.c: ch->wpn[5] = fread_number( fp ); save.c: ch->wpn[6] = fread_number( fp ); save.c: ch->wpn[7] = fread_number( fp ); save.c: ch->wpn[8] = fread_number( fp ); save.c: ch->wpn[9] = fread_number( fp ); save.c: ch->wpn[10] = fread_number( fp ); save.c: ch->wpn[11] = fread_number( fp ); save.c: ch->wpn[12] = fread_number( fp ); save.c: KEY( "Wimpy", ch->wimpy, fread_number( fp ) ); save.c: KEY( "XHitroll", ch->xhitroll, fread_number( fp ) ); save.c: KEY( "XDamroll", ch->xdamroll, fread_number( fp ) ); save.c: ch->class = 0; save.c: sprintf( buf, "%s has been avatar upgraded!", ch->name); special.c: if (ch->fighting) return FALSE; special.c: if (ch->in_room == NULL) return FALSE; special.c: || victim->in_room->area != ch->in_room->area special.c: || victim->in_room == ch->in_room special.c: if (ch->in_room!=victim->in_room) special.c: ch->position == POS_STANDING) special.c: if (ch->fighting) return FALSE; special.c: if (ch->in_room == NULL) return FALSE; special.c: || victim->in_room->area != ch->in_room->area special.c: || victim->in_room == ch->in_room special.c: if (ch->in_room!=victim->in_room) special.c: ch->position == POS_STANDING) special.c: if (ch->fighting) return FALSE; special.c: if (ch->in_room == NULL) return FALSE; special.c: || victim->in_room->area != ch->in_room->area special.c: || victim->in_room == ch->in_room special.c: if (ch->in_room!=victim->in_room) special.c: ch->position == POS_STANDING) special.c: if (ch->fighting) return FALSE; special.c: if (ch->in_room == NULL) return FALSE; special.c: || victim->in_room->area != ch->in_room->area special.c: || victim->in_room == ch->in_room special.c: if (ch->in_room!=victim->in_room) special.c: ch->position == POS_STANDING) special.c: if (ch->fighting) return FALSE; special.c: if (ch->in_room == NULL) return FALSE; special.c: || victim->in_room->area != ch->in_room->area special.c: || victim->in_room == ch->in_room special.c: if (ch->in_room!=victim->in_room) special.c: ch->position == POS_STANDING) special.c: if (ch->fighting) return FALSE; special.c: if (ch->in_room == NULL) return FALSE; special.c: || victim->in_room->area != ch->in_room->area special.c: || victim->in_room == ch->in_room special.c: if (ch->in_room!=victim->in_room) special.c: ch->position == POS_STANDING) special.c: if ( ch->position != POS_FIGHTING ) special.c: for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) special.c: (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); special.c: if ( ch->position != POS_FIGHTING ) special.c: if ( ch->position != POS_FIGHTING ) special.c: (*skill_table[sn].spell_fun) ( sn, ch->level, ch, NULL ); special.c: for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) special.c: spell_armor( skill_lookup( "armor" ), ch->level, ch, victim ); special.c: spell_bless( skill_lookup( "bless" ), ch->level, ch, victim ); special.c: ch->level, ch, victim ); special.c: ch->level, ch, victim ); special.c: ch->level, ch, victim ); special.c: spell_refresh( skill_lookup( "refresh" ), ch->level, ch, victim ); special.c: if ( ch->position != POS_FIGHTING ) special.c: for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) special.c: if ( ch->level >= min_level ) special.c: (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); special.c: if ( ch->position != POS_FIGHTING ) special.c: for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) special.c: (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); special.c: if ( ch->position != POS_FIGHTING ) special.c: for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) special.c: if ( ch->level >= min_level ) special.c: (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); special.c: if ( ch->position != POS_FIGHTING ) special.c: for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) special.c: if ( ch->level >= min_level ) special.c: (*skill_table[sn].spell_fun) ( sn, ch->level, ch, victim ); special.c: for ( corpse = ch->in_room->contents; corpse != NULL; corpse = c_next ) special.c: obj_to_room( obj, ch->in_room ); special.c: if ( !IS_AWAKE(ch) || ch->fighting != NULL ) special.c: for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) special.c: if (!IS_NPC(ech) && ech->race >= 25) special.c: ech->name); special.c: do_rescue( ch, ech->name ); special.c: for ( trash = ch->in_room->contents; trash != NULL; trash = trash_next ) special.c: if ( ch->fighting != NULL ) special.c: if ( !move || ch->position < POS_SLEEPING ) special.c: ch->position = POS_STANDING; special.c: ch->position = POS_SLEEPING; special.c: if ( ch->position != POS_FIGHTING special.c: || ( victim = ch->fighting ) == NULL special.c: || number_percent( ) > 2 * ch->level ) special.c: spell_poison( gsn_poison, ch->level, ch, victim ); special.c: if ( ch->position != POS_STANDING ) special.c: for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) special.c: if ( IS_AWAKE(victim) && number_range( 0, ch->level ) == 0 ) special.c: ch->gold += 7 * gold / 8; special.c: if ( ch->position != POS_FIGHTING ) special.c: victim=ch->fighting; special.c: pRoomIndex = get_room_index(ch->pIndexData->vnum); special.c: for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) special.c: for ( object = ch->in_room->contents; object; object = object_next ) special.c: obj_to_room(obj,ch->in_room); special.c: if ( ch->max_move == 100 ) special.c: ch->max_move = ch->max_move -1; special.c: if ( ch->max_move < 5 ) special.c: else if (( ch->max_move < 35) && number_percent() > 95 ) special.c: for ( object = ch->in_room->contents; object; object = object_next ) special.c: if (ch->max_move < 80) ch->max_move = ch->max_move + 20; special.c: if (ch->max_move > 25 && number_percent() > 2) special.c: if (ch->pIndexData->vnum == 30004) special.c: if (ch->pIndexData->vnum == 30003) special.c: obj_to_room(obj,ch->in_room); special.c: ch->max_mana = ch->max_mana +50; special.c: if ( ch->fighting != NULL ) special.c: if (((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL) special.c: if (((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL) special.c: if (!(((pexit = ch->in_room->exit[door]) == NULL) || (to_room = pexit->to_room) == NULL)) special.c: if ( victim->in_room != ch->in_room special.c: || ((victim->name == ch->name) && (ch->max_move > 30)) special.c: || ((victim->level > ch->level) && (ch->level < 12 )) special.c: if (victim->in_room == ch->in_room) special.c: if (victim->name == ch->name) special.c: for ( object = ch->in_room->contents; object; object = object_next ) special.c: for ( obj2 = ch->carrying; obj2; obj2 = obj2->next_content ) special.c: if (ch->fighting) return FALSE; special.c: if (ch->in_room == NULL) return FALSE; special.c: /*if (ch->in_room < 6645 && ch->in_room > 6657) break;*/ special.c: || victim->in_room->area != ch->in_room->area special.c: || victim->in_room == ch->in_room special.c: if (ch->in_room != victim->in_room) special.c: char_to_room(victim, ch->in_room); special.c: act("$n shouts at you \"You shall DIE!\"",ch,ch->long_descr,victim,TO_VICT); special.c: ch->position == POS_STANDING) special.c: if ( ch->position <= POS_SITTING ) special.c: if ( (victim = ch->fighting) != NULL ) special.c: spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch ); special.c: spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, ch ); special.c: spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, ch ); special.c: spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch ); special.c: spell_sanctuary( skill_lookup( "sanctuary" ), ch->level, ch, ch ); special.c: spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch ); special.c: spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch ); special.c: spell_bless( skill_lookup( "bless" ), ch->level, ch, ch ); special.c: spell_stone_skin( skill_lookup( "stone skin" ), ch->level, ch, ch ); special.c: spell_armor( skill_lookup( "armor" ), ch->level, ch, ch ); special.c: spell_shield( skill_lookup( "shield" ), ch->level, ch, ch ); special.c: spell_faerie_fire( skill_lookup( "faerie fire" ), ch->level, ch, victim ); special.c: spell_blindness( skill_lookup( "blindness" ), ch->level, ch, victim ); special.c: spell_curse( skill_lookup( "curse" ), ch->level, ch, victim ); special.c: else if (ch->loc_hp[6] > 0) special.c: spell_clot( skill_lookup( "clot" ), ch->level, ch, ch ); special.c: else if (ch->hit < (ch->max_hit * 0.5) && number_percent() < 75) special.c: spell_heal( skill_lookup( "heal" ), ch->level, ch, ch ); special.c: else if (ch->hit < (ch->max_hit * 0.25) && number_percent() < 50) special.c: ch->spectype = ZOMBIE_REST; special.c: else if (ch->hit < (ch->max_hit * 0.1) && number_percent() < 25) special.c: spell_teleport( skill_lookup( "teleport" ), ch->level, ch, ch ); special.c: ch->spectype = ZOMBIE_REST; special.c: spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, victim ); special.c: spell_harm( skill_lookup( "harm" ), ch->level, ch, victim ); special.c: if ( (victim = ch->fighting) == NULL ) return TRUE; special.c: if (ch->spectype != ZOMBIE_TRACKING && ch->spectype != ZOMBIE_REST) special.c: char_to_room(victim,ch->in_room); special.c: victim->spec_fun = ch->spec_fun; special.c: if (((pexit = ch->in_room->exit[door]) == NULL) || special.c: if (((pexit = ch->in_room->exit[option]) == NULL) || special.c: if (countup > 1 && option == ch->specpower) continue; special.c: case DIR_NORTH: ch->specpower = DIR_SOUTH; break; special.c: case DIR_SOUTH: ch->specpower = DIR_NORTH; break; special.c: case DIR_EAST: ch->specpower = DIR_WEST; break; special.c: case DIR_WEST: ch->specpower = DIR_EAST; break; special.c: case DIR_UP: ch->specpower = DIR_DOWN; break; special.c: case DIR_DOWN: ch->specpower = DIR_UP; break; special.c: if ( victim->in_room != ch->in_room special.c: if (victim->in_room == ch->in_room) special.c: if (victim->hit > (ch->hit*1.5)) consider -= 1; special.c: else if ((victim->hit*1.5) < ch->hit) consider += 1; special.c: switch ( ch->spectype ) special.c: ch->spectype = number_range(1, 3); special.c: if (strlen(ch->hunting) > 1) special.c: ch->spectype = number_range(1, 3); special.c: if (strlen(ch->in_room->track[0]) > 1) special.c: strcpy(buf,ch->in_room->track[0]); special.c: else if (strlen(ch->in_room->track[1]) > 1) special.c: strcpy(buf,ch->in_room->track[1]); special.c: else if (strlen(ch->in_room->track[2]) > 1) special.c: strcpy(buf,ch->in_room->track[2]); special.c: else if (strlen(ch->in_room->track[3]) > 1) special.c: strcpy(buf,ch->in_room->track[3]); special.c: else if (strlen(ch->in_room->track[4]) > 1) special.c: strcpy(buf,ch->in_room->track[4]); special.c: else {ch->spectype = number_range(1, 3);return spec_rogue(ch);} special.c: ch->spectype = number_range(1, 3); special.c: spell_dispel_magic( skill_lookup( "dispel magic" ), ch->level, ch, ch ); special.c: spell_cure_poison( skill_lookup( "cure poison" ), ch->level, ch, ch ); special.c: spell_cure_blindness( skill_lookup( "cure blindness" ), ch->level, ch, ch ); special.c: spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch ); special.c: spell_sanctuary( skill_lookup( "sanctuary" ), ch->level, ch, ch ); special.c: spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch ); special.c: spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch ); special.c: spell_bless( skill_lookup( "bless" ), ch->level, ch, ch ); special.c: spell_stone_skin( skill_lookup( "stone skin" ), ch->level, ch, ch ); special.c: spell_armor( skill_lookup( "armor" ), ch->level, ch, ch ); special.c: spell_shield( skill_lookup( "shield" ), ch->level, ch, ch ); special.c: else if (ch->loc_hp[6] > 0) special.c: spell_clot( skill_lookup( "clot" ), ch->level, ch, ch ); special.c: else if (ch->hit < ch->max_hit) special.c: spell_heal( skill_lookup( "heal" ), ch->level, ch, ch ); special.c: spell_frenzy( skill_lookup( "frenzy" ), ch->level, ch, ch ); special.c: spell_darkblessing( skill_lookup( "darkblessing" ), ch->level, ch, ch ); special.c: spell_bless( skill_lookup( "bless" ), ch->level, ch, ch ); special.c: spell_stone_skin( skill_lookup( "stone skin" ), ch->level, ch, ch ); special.c: spell_armor( skill_lookup( "armor" ), ch->level, ch, ch ); special.c: spell_shield( skill_lookup( "shield" ), ch->level, ch, ch ); special.c: else ch->spectype = 0; special.c: if (ch->hit < (ch->max_hit*0.25)) ch->spectype = ZOMBIE_REST; special.c: if (ch->hit >= ch->max_hit) special.c: {do_stand(ch,"");ch->spectype = 0;return TRUE;} special.c: spell_remove_curse( skill_lookup( "remove curse" ), ch->level, ch, ch ); special.c: if (ch->in_room->vnum != ROOM_VNUM_ALTAR) do_recall(ch,""); special.c: if (ch->in_room->vnum == ROOM_VNUM_TEMPLE) do_north(ch,""); special.c: if (ch->position == POS_STANDING) do_rest(ch,""); special.c: if (ch->hit < ch->max_hit) special.c: spell_heal( skill_lookup( "heal" ), ch->level, ch, ch ); special.c: else if (ch->position < POS_STANDING) special.c: if (ch->in_room->vnum == 29107 && number_range(1,4) <= 2) special.c: else if (ch->in_room->vnum == 29107) special.c: if (ch->in_room == NULL) return TRUE; special.c: if (ch->in_room->vnum == 29104 && random <= 2) special.c: else if (ch->in_room->vnum == 29104 && random <= 2) special.c: else if (ch->in_room->vnum == 29113 && random <= 2) special.c: else if (ch->in_room->vnum == 29107 && random <= 2) special.c: else if ((ch->in_room->vnum == 29100 || ch->in_room->vnum == 29101 || special.c: ch->in_room->vnum == 29117) && random <= 2) special.c: if (((pexit = ch->in_room->exit[door]) == NULL) || special.c: if (((pexit = ch->in_room->exit[option]) == NULL) || special.c: if (countup > 1 && option == ch->specpower) continue; special.c: vch_next = vch->next; special.c: if ( vch->in_room == NULL || IS_NPC(vch) ) special.c: if ( vch->in_room == ch->in_room ) special.c: if ( vch->in_room->area == ch->in_room->area ) special.c: case DIR_NORTH: ch->specpower = DIR_SOUTH; break; special.c: case DIR_SOUTH: ch->specpower = DIR_NORTH; break; special.c: case DIR_EAST: ch->specpower = DIR_WEST; break; special.c: case DIR_WEST: ch->specpower = DIR_EAST; break; special.c: case DIR_UP: ch->specpower = DIR_DOWN; break; special.c: case DIR_DOWN: ch->specpower = DIR_UP; break; special.c: for ( obj = ch->in_room->contents; obj != NULL; obj = o_next ) string.c: ch->desc->pString = pString; string.c: ch->desc->pString = pString; string.c: **ch->desc->pString = '\0'; string.c: send_to_char( *ch->desc->pString, ch ); string.c: *ch->desc->pString = string.c: string_replace( *ch->desc->pString, arg2, arg3 ); string.c: *ch->desc->pString = format_string( *ch->desc->pString ); string.c: ch->desc->pString = NULL; string.c: ch->desc->pString = NULL; string.c: strcpy( buf, *ch->desc->pString ); string.c: free_string( *ch->desc->pString ); string.c: *ch->desc->pString = str_dup( buf ); update.c: if ( IS_NPC(ch) && (mount = ch->mount) != NULL && !IS_NPC(mount)) update.c: if ( (master = ch->master) == NULL || master != mount ) update.c: ch->exp += gain; update.c: gain = ch->level; update.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->position != POS_MEDITATING) return 0; update.c: switch ( ch->position ) update.c: if ( ch->pcdata->condition[COND_FULL] == 0 && !IS_HERO(ch) ) update.c: if ( ch->pcdata->condition[COND_THIRST] == 0 && !IS_HERO(ch) ) update.c: return UMIN(gain, ch->max_hit - ch->hit); update.c: gain = ch->level; update.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->position != POS_MEDITATING) return 0; update.c: switch ( ch->position ) update.c: else gain *= intamount * ch->level; break; update.c: if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) update.c: return UMIN(gain, ch->max_mana - ch->mana); update.c: gain = ch->level; update.c: if (IS_CLASS(ch, CLASS_VAMPIRE) && ch->position != POS_MEDITATING) return 0; update.c: switch ( ch->position ) update.c: if ( !IS_HERO(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) update.c: return UMIN(gain, ch->max_move - ch->move); update.c: condition = ch->pcdata->condition[iCond]; update.c: ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 48 ); update.c: ch->pcdata->condition[iCond] = URANGE( 0, condition + value, 100 ); update.c: if ( ch->pcdata->condition[iCond] == 0 ) update.c: else if (ch->hit > 0) update.c: ch->hit = ch->hit - number_range(2,5); update.c: if (number_percent() <= ch->beast && ch->beast > 0) vamp_rage(ch); update.c: else if ( ch->pcdata->condition[iCond] < 10 ) update.c: if (number_range(1,1000) <= ch->beast && ch->beast > 0) vamp_rage(ch); update.c: if (number_percent() > (ch->pcdata->condition[COND_THIRST]+75) update.c: ch_next = ch->next; update.c: if ( ch->in_room == NULL ) continue; update.c: if ( ch->hunting != NULL && ch->hunting != '\0' && update.c: strlen(ch->hunting) > 1 ) update.c: if (ch->pcdata->condition[COND_DRUNK] > 10 && number_range(1,10) == 1) update.c: if (ch->pcdata->stage[0] > 0 || ch->pcdata->stage[2] > 0) update.c: if (ch->pcdata->stage[1] > 0 && ch->pcdata->stage[2] >= 225) update.c: ch->pcdata->stage[2] += 1; update.c: if ( ( vch = ch->pcdata->partner ) != NULL && update.c: !IS_NPC(vch) && vch->pcdata->partner == ch && update.c: ((vch->pcdata->stage[2] >= 200 && vch->sex == SEX_FEMALE) || update.c: (ch->pcdata->stage[2] >= 200 && ch->sex == SEX_FEMALE))) update.c: if (ch->in_room != vch->in_room) continue; update.c: if (vch->pcdata->stage[2] >= 225 && update.c: ch->pcdata->stage[2] >= 225 && update.c: vch->pcdata->stage[2] < 240 && update.c: ch->pcdata->stage[2] < 240) update.c: ch->pcdata->stage[2] = 240; update.c: vch->pcdata->stage[2] = 240; update.c: if (ch->sex == SEX_MALE && vch->pcdata->stage[2] >= 240) update.c: if (vch->pcdata->stage[2] > ch->pcdata->stage[2]) update.c: ch->pcdata->stage[2] = vch->pcdata->stage[2]; update.c: else if (ch->sex == SEX_FEMALE && vch->pcdata->stage[2] >= 240) update.c: if (vch->pcdata->stage[2] > ch->pcdata->stage[2]) update.c: ch->pcdata->stage[2] = vch->pcdata->stage[2]; update.c: if (ch->pcdata->stage[2] >= 250) update.c: if ( ( vch = ch->pcdata->partner ) != NULL && update.c: !IS_NPC(vch) && vch->pcdata->partner == ch && update.c: ch->in_room == vch->in_room) update.c: vch->pcdata->stage[2] = 250; update.c: if (ch->sex == SEX_MALE) update.c: ch->pcdata->stage[0] = 0; update.c: vch->pcdata->stage[0] = 0; update.c: SET_BIT(ch->extra, EXTRA_EXP); update.c: ch->exp += 100000; update.c: SET_BIT(vch->extra, EXTRA_EXP); update.c: vch->exp += 100000; update.c: if (ch->pcdata->stage[0] > 0 && ch->pcdata->stage[2] < 1 && update.c: ch->position != POS_RESTING) update.c: if (ch->pcdata->stage[0] > 1) update.c: ch->pcdata->stage[0] -= 1; update.c: ch->pcdata->stage[0] = 0; update.c: else if (ch->pcdata->stage[2]>0 && ch->pcdata->stage[0] < 1) update.c: if (ch->pcdata->stage[2] > 10) update.c: ch->pcdata->stage[2] -= 10; update.c: ch->pcdata->stage[2] = 0; update.c: if (ch->sex == SEX_MALE && ch->pcdata->stage[2] == 0) update.c: if ( ch->position == POS_FIGHTING && ch->rage > 0 update.c: && ch->rage < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER) ) update.c: ch->rage += 1; update.c: else if (ch->rage > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) update.c: ch->rage -= 1; update.c: if (ch->rage < 1) continue; update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if (ch->loc_hp[6] > 0) update.c: (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); update.c: if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + update.c: ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) update.c: if ( ch->position != POS_FIGHTING ) update.c: if ( ch->chi[CURRENT] > 0 ) update.c: ch->chi[CURRENT]--; update.c: if ( ch->position == POS_FIGHTING && ch->rage > 0 update.c: && ch->rage < 25 && !IS_ITEMAFF(ch, ITEMA_RAGER) ) update.c: ch->rage += 1; update.c: else if (ch->rage > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) update.c: ch->rage -= 1; update.c: if (ch->rage < 1) continue; update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if (ch->loc_hp[6] > 0) update.c: (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); update.c: if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + update.c: ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) update.c: if (ch->position == POS_FIGHTING && !IS_ITEMAFF(ch, ITEMA_RAGER)) update.c: if (ch->rage < 300) update.c: ch->rage += number_range(5,10); update.c: if (ch->rage < 300 && ch->pcdata->powers[DISC_WERE_WOLF] > 3) update.c: ch->rage += number_range(5,10); update.c: if (!IS_SET(ch->special, SPC_WOLFMAN) && update.c: ch->rage >= 100) update.c: else if (ch->rage > 0 && !IS_ITEMAFF(ch, ITEMA_RAGER)) update.c: ch->rage -= 1; update.c: if (ch->rage < 100) do_unwerewolf(ch,""); update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if (IS_CLASS(ch,CLASS_WEREWOLF) && ch->position == POS_SLEEPING update.c: && ch->power[DISC_WERE_BEAR] > 3 && ch->hit > 0) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if (ch->loc_hp[6] > 0) update.c: (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); update.c: if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + update.c: ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) update.c: (ch->power[DISC_VAMP_OBFU] > 8) update.c: && ch->in_room != NULL update.c: && ch->in_room->vnum == 27000) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if (ch->hit > 0) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana update.c: ch->move < ch->max_move ) update.c: if (ch->loc_hp[6] > 0) update.c: (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); update.c: if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + update.c: ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) update.c: && ch->in_room != NULL update.c: && ( ch->in_room->vnum == 30000 update.c: || ch->in_room->vnum == 30006 update.c: || ch->in_room->vnum == 32000 update.c: || ch->in_room->vnum == 30010 update.c: || ch->in_room->vnum == 32001 update.c: || ch->in_room->vnum == 32002 ) ) update.c: && ch->in_room != NULL update.c: && (ch->in_room->vnum == 26000 || ch->in_room->vnum == 26001) ) ) ) update.c: if ( ch->hit < ch->max_hit) update.c: ch->hit += 300; update.c: if ( ch->mana < ch->max_mana) update.c: ch->mana += 300; update.c: if ( ch->move < ch->max_move) update.c: ch->move += 300; update.c: if (ch->hit > 0) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if (ch->loc_hp[6] > 0) update.c: (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); update.c: if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + update.c: ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) update.c: int wpn = (ch->wpn[1]/3); update.c: if ( ch->hit < ch->max_hit) update.c: ch->hit += wpn; update.c: if ( ch->mana < ch->max_mana) update.c: ch->mana += wpn; update.c: if ( ch->move < ch->max_move) update.c: ch->move += wpn; update.c: if (ch->hit > 0) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if (ch->loc_hp[6] > 0) update.c: (*skill_table[sn].spell_fun) (sn,ch->level,ch,ch); update.c: if ((ch->loc_hp[0] + ch->loc_hp[1] + ch->loc_hp[2] + update.c: ch->loc_hp[3] + ch->loc_hp[4] + ch->loc_hp[5]) != 0) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->hit < ch->max_hit || ch->mana < ch->max_mana || update.c: ch->move < ch->max_move ) update.c: if ( ch->spec_fun != 0 ) update.c: if ( (*ch->spec_fun) ( ch ) ) update.c: if ( ch->position != POS_STANDING ) update.c: if ( IS_SET(ch->act, ACT_SCAVENGER) update.c: && ch->in_room->contents != NULL update.c: for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) update.c: if ( !IS_SET(ch->act, ACT_SENTINEL) update.c: && ( pexit = ch->in_room->exit[door] ) != NULL update.c: && ( ch->hunting == NULL || strlen(ch->hunting) < 2 ) update.c: && ( (!IS_SET(ch->act, ACT_STAY_AREA) && ch->level < 900) update.c: || pexit->to_room->area == ch->in_room->area ) ) update.c: if ( ch->hit < ch->max_hit / 2 update.c: && ( pexit = ch->in_room->exit[door] ) != NULL update.c: && ch->level < 900 update.c: rch = rch->next_in_room ) update.c: if (ch->fighting == NULL && !IS_SET(ch->newbits, NEW_NATURAL) update.c: && ch->monkab[SPIRIT] >= 2 ) update.c: SET_BIT(ch->newbits, NEW_NATURAL); update.c: REMOVE_BIT(ch->extra, EXTRA_ROT); update.c: if (IS_SET(ch->in_room->room_flags, ROOM_SILENCE)) update.c: REMOVE_BIT(ch->in_room->room_flags,ROOM_SILENCE); update.c: if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING)) update.c: REMOVE_BIT(ch->in_room->room_flags,ROOM_FLAMING); update.c: if (ch->hit < ch->max_hit) update.c: { ch->hit = ch->max_hit; char_up = TRUE; } update.c: if (ch->mana < ch->max_mana) update.c: { ch->mana = ch->max_mana; char_up = TRUE; } update.c: if (ch->move < ch->max_move) update.c: { ch->move = ch->max_move; char_up = TRUE; } update.c: ch->position = POS_STANDING; update.c: if (ch->pcdata->gentick < 23-ch->generation) update.c: ch->pcdata->gentick += 1; update.c: if (ch->pcdata->gentick == 23-ch->generation update.c: && ch->generation > 3 && ch->pcdata->lwrgen == FALSE ) update.c: ch->generation -=1; update.c: ch->pcdata->gentick=0; update.c: ch->pcdata->lwrgen=TRUE; update.c: ch->generation =ch->generation +1; update.c: REMOVE_BIT(ch->extra, EXTRA_POTENCY); update.c: if (IS_SET(ch->newbits, NEW_TIDE)) update.c: REMOVE_BIT(ch->newbits, NEW_TIDE); update.c: if (IS_SET(ch->extra, EXTRA_BAAL)) update.c: ch->power[DISC_VAMP_POTE] -= 2; update.c: ch->power[DISC_VAMP_CELE] -= 2; update.c: ch->power[DISC_VAMP_FORT] -= 2; update.c: REMOVE_BIT(ch->extra, EXTRA_BAAL); update.c: ch->power[DISC_VAMP_CELE] -= 2; update.c: REMOVE_BIT(ch->extra, EXTRA_FLASH); update.c: ch_next = ch->next; update.c: else if (!IS_NPC(ch) && ch->pcdata->obj_vnum != 0) update.c: {is_obj = TRUE;SET_BIT(ch->extra, EXTRA_OSWITCH);} update.c: && ( ch->desc == NULL || ch->desc->connected == CON_PLAYING ) update.c: && ch->level >= 2 update.c: && ch->save_time < save_time ) update.c: save_time = ch->save_time; update.c: ch->power[DISC_WERE_BEAR] > 3 && ch->position == POS_SLEEPING) update.c: if ( ch->hit < ch->max_hit ) ch->hit = ch->max_hit; update.c: if ( ch->mana < ch->max_mana ) ch->mana = ch->max_mana; update.c: if ( ch->move < ch->max_move ) ch->move = ch->max_move; update.c: if (ch->fighting == NULL && !IS_NPC(ch)) update.c: && ch->gnosis[GMAXIMUM] > 0 && ch->gnosis[GMAXIMUM] update.c: > ch->gnosis[GCURRENT] ) update.c: if ( ch->position == POS_SLEEPING ) update.c: ch->gnosis[GCURRENT] += number_range(2,3); update.c: else if ( ch->position == POS_RESTING ) update.c: ch->gnosis[GCURRENT] += number_range(1,3); update.c: else if ( ch->position == POS_FIGHTING ) update.c: ch->gnosis[GCURRENT] += 0; update.c: ch->gnosis[GCURRENT] += number_range( 1, 2 ); update.c: if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->beast > 0 update.c: && ch->pcdata->condition[COND_THIRST] <= 15 ) update.c: if (ch->tick_timer[TIMER_CAN_CALL_WAR_HORSE] == 1) update.c: if (ch->tick_timer[TIMER_CAN_POLYMORPH] == 1) update.c: if (ch->tick_timer[TIMER_MAKE_SNOWMAN] == 1) update.c: if (ch->tick_timer[TIMER_CANMAJESTY] == 1) update.c: if (IS_CLASS(ch, CLASS_NINJA) && ch->pcdata->powers[NPOWER_CHIKYU] >= 6 update.c: && ch->pcdata->powers[HARA_KIRI] > 0) { update.c: if (ch->pcdata->powers[HARA_KIRI] == 1) update.c: ch->pcdata->powers[HARA_KIRI]--; update.c: if (ch->tick_timer[TIMER_MAJESTY] == 1) update.c: REMOVE_BIT(ch->affected_by, AFF_PEACE); update.c: if (ch->tick_timer[TIMER_SPHINX_ROAR] == 1) update.c: if (ch->tick_timer[TIMER_NEWBIE_IMM] == 1) update.c: if (ch->tick_timer[TIMER_CAN_DO_NEXUS] == 1) update.c: if (ch->tick_timer[TIMER_INFERNO] == 1) update.c: if (ch->tick_timer[TIMER_CAN_SHRIEK] == 1) update.c: if (ch->tick_timer[TIMER_CAN_CALL_ROCKS] == 1) update.c: if (ch->tick_timer[TIMER_HELLFIRE_SUMMON] == 1) update.c: if (ch->tick_timer[TIMER_ENTOMB] == 1) update.c: if (ch->tick_timer[TIMER_CAN_BREATHE_FROST] == 1) update.c: if (ch->tick_timer[TIMER_CAN_FEATHER] == 1) update.c: if (ch->tick_timer[TIMER_THIRD_ARM_GROWING] == 1) update.c: SET_BIT(ch->newbits, THIRD_HAND); update.c: if (ch->tick_timer[TIMER_FOURTH_ARM_GROWING] == 1) update.c: SET_BIT(ch->newbits, FOURTH_HAND); update.c: if (ch->tick_timer[i] > 0) ch->tick_timer[i] -= 1; update.c: if (ch->fighting == NULL update.c: && !IS_SET(ch->newbits, NEW_CLOAK) update.c: && ch->pcdata->powers[PMONK] > 10) update.c: SET_BIT(ch->newbits, NEW_CLOAK); update.c: if ( ch->position > POS_STUNNED && !is_obj) update.c: if ( ch->hit < ch->max_hit ) update.c: ch->hit += hit_gain(ch); update.c: if ( ch->mana < ch->max_mana ) update.c: ch->mana += mana_gain(ch); update.c: if ( ch->move < ch->max_move ) update.c: ch->move += move_gain(ch); update.c: if ( ch->position == POS_STUNNED && !is_obj) update.c: ch->hit = ch->hit + number_range(2,4); update.c: if (ch->position > POS_STUNNED) update.c: if ( !IS_NPC(ch) && ch->level < LEVEL_IMMORTAL && !is_obj) update.c: if ( --obj->value[2] == 0 && ch->in_room != NULL ) update.c: --ch->in_room->light; update.c: if ( ++ch->timer >= 12 ) update.c: if ( ch->was_in_room == NULL && ch->in_room != NULL ) update.c: ch->was_in_room = ch->in_room; update.c: if ( ch->fighting != NULL ) update.c: if ( ch->timer > 30 ) ch_quit = ch; update.c: if (ch->beast > 0) update.c: if (IS_SET(ch->act, PLR_HOLYLIGHT)) blood -= number_range(1,5); update.c: ch->pcdata->condition[COND_THIRST] += blood; update.c: if (ch->pcdata->condition[COND_THIRST] <= 0) update.c: ch->pcdata->condition[COND_THIRST] = 0; update.c: for ( paf = ch->affected; paf != NULL; paf = paf_next ) update.c: if ( ch->loc_hp[6] > 0 && !is_obj && ch->in_room != NULL ) update.c: if (IS_BLEEDING(ch,BLEEDING_HEAD) && (ch->hit-dam) > minhit ) update.c: if (IS_BLEEDING(ch,BLEEDING_THROAT) && (ch->hit-dam) > minhit ) update.c: if (IS_BLEEDING(ch,BLEEDING_ARM_L) && (ch->hit-dam) > minhit ) update.c: else if (IS_BLEEDING(ch,BLEEDING_HAND_L) && (ch->hit-dam) > minhit ) update.c: if (IS_BLEEDING(ch,BLEEDING_ARM_R) && (ch->hit-dam) > minhit ) update.c: else if (IS_BLEEDING(ch,BLEEDING_HAND_R) && (ch->hit-dam) > minhit ) update.c: if (IS_BLEEDING(ch,BLEEDING_LEG_L) && (ch->hit-dam) > minhit ) update.c: else if (IS_BLEEDING(ch,BLEEDING_FOOT_L) && (ch->hit-dam) > minhit ) update.c: if (IS_BLEEDING(ch,BLEEDING_LEG_R) && (ch->hit-dam) > minhit ) update.c: else if (IS_BLEEDING(ch,BLEEDING_FOOT_R) && (ch->hit-dam) > minhit ) update.c: if (IS_HERO(ch)) { ch->hit = ch->hit - dam; update.c: if (ch->hit < 1) ch->hit = 1; } update.c: else ch->hit = ch->hit - dam; update.c: ch->in_room->blood += dam; update.c: if (ch->in_room->blood > 1000) ch->in_room->blood = 1000; update.c: if (ch->hit <=-11 || (IS_NPC(ch) && ch->hit < 1)) update.c: do_killperson(ch,ch->name); update.c: ch->hit = ch->hit - dam; update.c: if (ch->hit < -10) update.c: do_killperson(ch,ch->name); update.c: if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING) && !IS_AFFECTED(ch,AFF_FLAMING)) update.c: SET_BIT(ch->affected_by, AFF_FLAMING); update.c: sprintf(buf,"%s catches on fire!\n\r",ch->name); update.c: if ( IS_AFFECTED(ch, AFF_FLAMING) && !is_obj && !drop_out && ch->in_room != NULL ) update.c: ch->hit = ch->hit - dam; update.c: if (ch->hit <=-9) update.c: (!IS_NPC(ch) && !IS_IMMUNE(ch,IMM_SUNLIGHT)) && ch->in_room != NULL && update.c: (!ch->in_room->sector_type == SECT_INSIDE) && !is_obj && update.c: (!room_is_dark(ch->in_room)) && (weather_info.sunlight != SUN_DARK) ) update.c: ch->hit = ch->hit - number_range(2,4); update.c: ch->hit = ch->hit - number_range(5,10); update.c: if (ch->hit <=-11) update.c: do_killperson(ch,ch->name); update.c: else if ( !IS_NPC( ch ) && ch->paradox[1] > 0 ) update.c: if ( ch->paradox[1] > 50 ) paradox( ch ); update.c: else if ( ch->paradox[2] == 0 && ch->paradox[1] > 0 ) update.c: ch->paradox[1] --; update.c: ch->paradox[2] = PARADOX_TICK; update.c: else ch->paradox[3] --; update.c: else if ( ch->position == POS_INCAP && !is_obj && !drop_out ) update.c: if (ch->level > 0) update.c: ch->hit = ch->hit + number_range(2,4); update.c: ch->hit = ch->hit - number_range(1,2); update.c: if (ch->position > POS_INCAP) update.c: if (ch->position > POS_STUNNED) update.c: else if ( ch->position == POS_MORTAL && !is_obj && !drop_out ) update.c: /* if (ch->level > 0)*/ update.c: ch->hit = ch->hit + number_range(2,4); update.c: ch->hit = ch->hit - number_range(1,2); update.c: if (!IS_NPC(ch) && (ch->hit <=-11)) update.c: do_killperson(ch,ch->name); update.c: if (ch->position == POS_INCAP) update.c: else if ( ch->position == POS_DEAD && !is_obj && !drop_out ) update.c: do_killperson(ch,ch->name); update.c: ch_next = ch->next; update.c: for ( vch = (locate_obj(obj))->people; vch != NULL;vch=vch->next_in_room ) update.c: if (vch->class == 0 || (!IS_NPC(vch) && vch->level < 3)) continue; update.c: if ( IS_SET(vch->in_room->room_flags,ROOM_SAFE) ) update.c: && ch->pcdata->stage[1] > 0 update.c: && ( victim = ch->pcdata->partner ) != NULL update.c: && ch->in_room != NULL update.c: && victim->in_room != ch->in_room ) update.c: ch->pcdata->stage[1] = 0; update.c: && ch->pcdata != NULL update.c: && ( obj = ch->pcdata->chobj ) != NULL ) update.c: if (ch->in_room != objroom && objroom != NULL) update.c: && ch->pcdata != NULL update.c: && (IS_HEAD(ch,LOST_HEAD) || IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0) ) update.c: if (ch->pcdata->obj_vnum != 0) update.c: REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); update.c: ch->position = POS_RESTING; update.c: ch->hit = 1; update.c: REMOVE_BIT(ch->extra,EXTRA_OSWITCH);} update.c: REMOVE_BIT(ch->affected_by,AFF_POLYMORPH); update.c: free_string(ch->morph); update.c: ch->morph = str_dup(""); update.c: if ( ( chobj = ch->pcdata->chobj ) != NULL ) update.c: ch->pcdata->chobj = NULL; update.c: wch_next = wch->next; update.c: || ( wch->desc != NULL && wch->desc->connected != CON_PLAYING && wch->desc->connected != CON_EDITING ) update.c: || wch->position <= POS_STUNNED update.c: || wch->level >= LEVEL_IMMORTAL update.c: || wch->pcdata == NULL update.c: || ( ( chobj = wch->pcdata->chobj ) != NULL ) update.c: || wch->in_room == NULL ) update.c:wch->power[DISC_WERE_LYNX] > 1 &&IS_HERO(wch)) || update.c:wch->pcdata->powers[NPOWER_CHIKYU] >= 4)) update.c: if ( wch->hunting != NULL && wch->hunting != '\0' && update.c: strlen(wch->hunting) > 1 ) update.c: ROOM_INDEX_DATA *old_room = wch->in_room; update.c: if (wch->in_room == old_room) update.c: free_string(wch->hunting); update.c: wch->hunting = str_dup( "" ); update.c: if (wch->in_room == old_room) update.c: free_string(wch->hunting); update.c: wch->hunting = str_dup( "" ); update.c: for ( ch = wch->in_room->people; ch != NULL; ch = ch_next ) update.c: ch_next = ch->next_in_room; update.c: || !IS_SET(ch->act, ACT_AGGRESSIVE) update.c: || ch->fighting != NULL update.c: || ( IS_SET(ch->act, ACT_WIMPY) && IS_AWAKE(wch) ) update.c: for ( vch = wch->in_room->people; vch != NULL; vch = vch_next ) update.c: vch_next = vch->next_in_room; update.c: && vch->pcdata != NULL update.c: && ( ( chobj = vch->pcdata->chobj ) == NULL ) update.c: && vch->level < LEVEL_IMMORTAL update.c: && vch->position > POS_STUNNED update.c: && ( !IS_SET(ch->act, ACT_WIMPY) || !IS_AWAKE(vch) ) update.c: bug( "Aggr_update: null victim attempt by mob %d.", ch->pIndexData->vnum ); update.c: if ( IS_CLASS(ch, CLASS_MONK) && ch->fighting == NULL ) update.c: ch->monkblock = 0; update.c: && ch->focus[MAXIMUM] > 0 && ch->focus[MAXIMUM] update.c: > ch->focus[CURRENT] ) update.c: if ( ch->position == POS_SLEEPING ) update.c: ch->focus[CURRENT] += number_range(2,3); update.c: else if ( ch->position == POS_MEDITATING ) update.c: ch->focus[CURRENT] += number_range( 4, 5 ); update.c: else if ( ch->position == POS_RESTING ) update.c: ch->focus[CURRENT] += number_range(1,2); update.c: else if ( ch->position == POS_FIGHTING ) update.c: ch->focus[CURRENT] += 0; update.c: ch->focus[CURRENT] += number_range( 1, 2 ); update.c: if ( IS_NPC(ch) || ch->embracing == NULL ) update.c: victim=ch->embracing; update.c: ch->pcdata->condition[COND_THIRST] +=blpr; update.c: sprintf(buf, "%s shudders in ecstacy as he drinks blood from %s's neck.\n\r", ch->name,victim->short_descr); update.c: if ( ch->pcdata->condition[COND_THIRST] > (2000 / ch->generation)) update.c: ch->pcdata->condition[COND_THIRST] = (2000 / ch->generation); update.c: if (ch->in_room != victim->in_room) update.c: ch->pcdata->condition[COND_THIRST] += number_range(30,40); update.c: sprintf(buf, "%s shudders in ecstacy as he drinks blood from %s's neck.\n\r", ch->name,victim->name); update.c: sprintf(buf, "You feel some of your life slip away as %s drinks from your neck.\n\r", ch->name); update.c: ch->pcdata->condition[COND_THIRST] += number_range(35,40); update.c: if (ch->pcdata->condition[COND_THIRST] > 2000/ch->generation) update.c: {ch->pcdata->condition[COND_THIRST]=2000/ch->generation; update.c: if (victim->generation < ch->generation && ch->generation > 3) update.c: sprintf(buf,"%s has been diablerized by %s.",victim->name,ch->name); update.c: ch->generation -= 1; update.c: sprintf(buf,"%s has been diablerized by %s for no generation.", victim->name,ch->name); vamp.c:ch->pcdata->gentick=value; vamp.c: if ( arg[0] == '\0' && ch->embracing==NULL) vamp.c:if (ch->embracing != NULL) vamp.c: if ((victim=ch->embracing) != NULL) vamp.c: if ((victim = get_char_room( ch, arg)) == NULL && ch->embracing==NULL) vamp.c: "%s leaps toward %s baring his fangs.",ch->name,victim->name); vamp.c: ,ch->name,victim->name); vamp.c: "%s sinks their teeth into your throat.\n\r",ch->name); vamp.c: ch->embracing=victim; vamp.c:if (ch->power[DISC_VAMP_OBFU] < 5) vamp.c: if ( ch->power[DISC_VAMP_DAIM] < 2 ) vamp.c: if ( ch->fighting == NULL ) vamp.c: if ( ch->power[DISC_VAMP_DAIM] < 5 ) vamp.c: if (ch->power[DISC_VAMP_DAIM] < 5) vamp.c:if (ch->power[DISC_VAMP_OBFU] < 4) vamp.c: if (ch->power[DISC_VAMP_QUIE] < 7) vamp.c: sprintf(arg, "%s grinds away at %s until it is razor sharp!", ch->name,obj->short_descr); vamp.c: if (ch->power[DISC_VAMP_THAU] < 8) vamp.c: "%s leaps toward %s baring his fangs.",ch->name,victim->name); vamp.c: ,ch->name,victim->name); vamp.c: ch->pcdata->condition[COND_THIRST] += number_range(100,200); vamp.c: if (ch->pcdata->condition[COND_THIRST] >= 1000 / vamp.c:ch->generation) vamp.c: ch->pcdata->condition[COND_THIRST] = 1000/ch->generation; vamp.c:if (ch->power[DISC_VAMP_NECR] < 5) vamp.c: ch->power[DISC_VAMP_THAU] < 6) vamp.c:if (ch->pcdata->condition[COND_THIRST] < 20) vamp.c:ch->pcdata->condition[COND_THIRST] -= number_range(18,22); vamp.c:if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) vamp.c:level = ch->power[DISC_VAMP_THAU]; vamp.c:inroom= ch->in_room; vamp.c:if (ch->power[DISC_VAMP_QUIE] < 6) vamp.c:if (ch->pcdata->condition[COND_THIRST] < 300) vamp.c:ch->pcdata->condition[COND_THIRST] -= 300; vamp.c:ch->name); vamp.c:if (ch->power[DISC_VAMP_VICI] < 4) vamp.c:REMOVE_BIT(ch->extra,EXTRA_DRAGON); vamp.c: ch->max_hit = ch->max_hit - 500; vamp.c:ch->hit = ch->hit - 500; vamp.c:if (ch->hit < 1) ch->hit = 1; vamp.c: ch->damroll = ch->damroll / 1.2; vamp.c:ch->hitroll = ch->hitroll / 1.2; vamp.c: free_string( ch->morph ); vamp.c: ch->morph = str_dup( "A big black monster" ); vamp.c:if ( ch->pcdata->condition[COND_THIRST] < 400 ) vamp.c:if (ch->mounted == IS_RIDING) do_dismount(ch,""); vamp.c:ch->pcdata->condition[COND_THIRST] -= number_range(200,400); vamp.c:SET_BIT(ch->extra,EXTRA_DRAGON); vamp.c:free_string( ch->morph ); vamp.c:ch->morph = str_dup( buf ); vamp.c:ch->max_hit = ch->max_hit + 500; vamp.c:ch->hit = ch->hit + 500; vamp.c:ch->damroll = ch->damroll * 1.2; vamp.c:ch->hitroll = ch->hitroll * 1.2; vamp.c: if (ch->power[DISC_VAMP_VICI] < 10) vamp.c: if (IS_AFFECTED(ch,AFF_POLYMORPH) && ch->pcdata->chobj == NULL) vamp.c: if (ch->pcdata->obj_vnum != 0) vamp.c: obj_to_room(obj,ch->in_room); vamp.c: ch->pcdata->obj_vnum = obj->pIndexData->vnum; vamp.c: sprintf(buf,"%d",ch->pcdata->obj_vnum); vamp.c: ch->pcdata->chobj = obj; vamp.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); vamp.c: SET_BIT(ch->extra, EXTRA_OSWITCH); vamp.c: free_string(ch->morph); vamp.c: ch->morph = str_dup(obj->short_descr); vamp.c: if (ch->generation <= 0) vamp.c: ch->generation = 13; vamp.c: if (IS_SET(ch->newbits, NEW_TIDE)) vamp.c: bloodpool = (3000 / ch->generation); vamp.c: else bloodpool = (2000 / ch->generation); vamp.c:if (ch->power[DISC_VAMP_DOMI] < 5) vamp.c:if (IS_SET(ch->extra, EXTRA_BAAL)) vamp.c:if (ch->pcdata->condition[COND_THIRST] < bloodpool) vamp.c:ch->pcdata->condition[COND_THIRST] = 0; vamp.c:SET_BIT(ch->extra, EXTRA_BAAL); vamp.c:ch->power[DISC_VAMP_POTE] += 2; vamp.c:ch->power[DISC_VAMP_CELE] += 2; vamp.c:ch->power[DISC_VAMP_FORT] += 2; vamp.c: if (ch->power[DISC_VAMP_PRES] < 6 ) vamp.c: SET_BIT(ch->extra, EXTRA_FAKE_CON); vamp.c: REMOVE_BIT(ch->extra, EXTRA_FAKE_CON); vamp.c: ch->pcdata->fake_hit, char_hitroll(ch)); vamp.c: ch->pcdata->fake_dam, char_damroll(ch)); vamp.c: ch->pcdata->fake_ac, char_ac(ch)); vamp.c: ch->pcdata->fake_hp, ch->hit); vamp.c: ch->pcdata->fake_mana, ch->mana); vamp.c: ch->pcdata->fake_move, ch->move); vamp.c: ch->pcdata->fake_hit = value; vamp.c: ch->pcdata->fake_dam = value; vamp.c: ch->pcdata->fake_ac = value; vamp.c: ch->pcdata->fake_hp = value; vamp.c: ch->pcdata->fake_mana = value; vamp.c: ch->pcdata->fake_move = value; vamp.c:if (ch->power[DISC_VAMP_DAIM] < 7) vamp.c:if (ch->pcdata->condition[COND_THIRST] < 50) vamp.c:ch->pcdata->condition[COND_THIRST] -= 50; vamp.c:sprintf(buf,"A look of concentration passes over %s's face.",ch->name); vamp.c:objc = get_obj_list(ch,wall,ch->in_room->contents); vamp.c:obj_to_room(obj,ch->in_room); vamp.c: inroom= ch->in_room; vamp.c: if (ch->power[DISC_VAMP_DAIM] < 6) vamp.c: if (IS_SET(ch->in_room->room_flags,ROOM_FLAMING)) vamp.c: if (ch->pcdata->condition[COND_THIRST] < 100) vamp.c:if (IS_SET(ch->in_room->room_flags, ROOM_SAFE)) vamp.c:ch->pcdata->condition[COND_THIRST] -= 100; vamp.c:sprintf(buf,"A look of concentration passes over %s's face.\n\r",ch->name); vamp.c: if (ch->power[DISC_VAMP_NECR] < 5) vamp.c: if (ch->pcdata->followers > 5) vamp.c: ch->pcdata->followers++; vamp.c: char_to_room( victim, ch->in_room ); vamp.c: if (ch->power[DISC_VAMP_VICI] < 2) vamp.c: if ( ch->pcdata->condition[COND_THIRST] < 40 ) vamp.c: ch->pcdata->condition[COND_THIRST] -= number_range(30,40); vamp.c: sprintf(buf,"Your flesh molds and transforms into %s.",ch->name); vamp.c: sprintf(buf,"%s's flesh molds and transforms into %s.",ch->morph,ch->name); vamp.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); vamp.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); vamp.c: free_string( ch->morph ); vamp.c: ch->morph = str_dup( "" ); vamp.c: sprintf(buf,"%s's flesh molds and transforms into a clone of %s.",ch->morph,victim->short_descr); vamp.c: sprintf(buf,"%s's flesh mols and transforms into a clone of you!",ch->morph); vamp.c: free_string( ch->morph ); vamp.c: ch->morph = str_dup( victim->short_descr ); vamp.c: sprintf(buf,"%s's flesh molds and transforms into a clone of %s.",ch->name,victim->short_descr); vamp.c: sprintf(buf,"%s's flesh molds and transforms into a clone of you!",ch->name); vamp.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); vamp.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); vamp.c: free_string( ch->morph ); vamp.c: ch->morph = str_dup( victim->short_descr ); vamp.c: if (ch->power[DISC_VAMP_PRES] < 3) vamp.c: level = ch->power[DISC_VAMP_PRES] * 40; vamp.c: if (ch->power[DISC_VAMP_SERP] < 4) vamp.c: level = ch->spl[spelltype] * 0.25; vamp.c: if (ch->generation <= 0) vamp.c: ch->generation = 4; vamp.c: if (IS_SET(ch->newbits, NEW_TIDE)) vamp.c: bloodpool = (3000 / ch->generation); vamp.c: else bloodpool = (2000 / ch->generation); vamp.c:if (ch->power[DISC_VAMP_OBTE] < 5) vamp.c:if ( ( victim = ch->fighting ) == NULL ) vamp.c:dam = ch->power[DISC_VAMP_OBTE] * 20; vamp.c:dam = ch->power[DISC_VAMP_OBTE] * 100; vamp.c:ch->pcdata->condition[COND_THIRST] += number_range(40,50); vamp.c:if (ch->pcdata->condition[COND_THIRST]>bloodpool) vamp.c:ch->pcdata->condition[COND_THIRST] = bloodpool; vamp.c: if (ch->power[DISC_VAMP_CHIM] < 3) vamp.c: obj2->timer = ch->power[DISC_VAMP_CHIM] * 2; vamp.c: obj->questmaker = str_dup(ch->name); vamp.c: if (ch->power[DISC_VAMP_QUIE] < 4) vamp.c: sprintf(buf,"%s has been assassinated by %s.",victim->name,ch->name); vamp.c: ch->fighting = victim; vamp.c: if (!IS_NPC(victim)) dam = ch->power[DISC_VAMP_QUIE] * 200; vamp.c: if (IS_NPC(victim)) dam = ch->power[DISC_VAMP_QUIE] * 400; vamp.c:ch->fighting = victim; vamp.c:ch->fighting=victim; vamp.c: if (ch->power[DISC_VAMP_PRES] < 2) vamp.c:if (ch->power[DISC_VAMP_SERP] < 4) vamp.c:if ( ( victim = ch->fighting ) == NULL ) vamp.c:dam = ch->power[DISC_VAMP_SERP] * 25; vamp.c:dam = ch->power[DISC_VAMP_SERP] * 125; vamp.c: if (ch->level < 3 || victim->level < 3) vamp.c:sprintf(buf,"%s places his hand on %s's head.",ch->name,victim->name); vamp.c:sprintf(buf,"%s has been sacrificed to God by %s.",victim->pcdata->switchname,ch->pcdata->switchname); vamp.c:sprintf(buf,"%s has been sacrificed to Caine by %s.",victim->pcdata->switchname,ch->pcdata->switchname); vamp.c:sprintf(buf,"%s has been sacrificed to Gaia by %s.",victim->pcdata->switchname,ch->pcdata->switchname); vamp.c:sprintf(buf,"%s has been sacrificed to Satan by %s.",victim->pcdata->switchname,ch->pcdata->switchname); vamp.c:sprintf(buf,"%s has been sacirificed to Lloth by %s.",victim->pcdata->switchname,ch->pcdata->switchname); vamp.c: if (( ch->race - victim->race > 10 && ch->race > 0) vamp.c: || (victim->race == 0 && ch->race > 0) ) vamp.c: ch->paradox[0] += ch->race; vamp.c: ch->paradox[1] += ch->race; vamp.c: ch->paradox[2] += PARADOX_TICK; vamp.c:ch->hit = ch->max_hit; vamp.c:ch->mana= ch->max_mana; vamp.c:ch->move= ch->max_move; vamp.c: ch->pcdata->souls ++; vamp.c:ch->practice += 10; vamp.c: if ( ch->power[DISC_VAMP_CHIM] < 5 ) vamp.c: if ( IS_SET(ch->flag2, VAMP_OBJMASK ) ) vamp.c: sprintf(buf, "%s transforms back into %s.\n\r",ch->morph, ch->name ); vamp.c: ch->morph = str_dup(""); vamp.c: ch->objdesc = str_dup(""); vamp.c: ch->long_descr = str_dup(""); vamp.c: ch->short_descr = str_dup(ch->name); vamp.c: REMOVE_BIT(ch->flag2, VAMP_OBJMASK); vamp.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); vamp.c: if ( ch->pcdata->condition[COND_THIRST] < 50 ) vamp.c: ch->pcdata->condition[COND_THIRST] -= number_range(40, 50); vamp.c: SET_BIT(ch->flag2, VAMP_OBJMASK ); vamp.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); vamp.c: free_string(ch->morph); vamp.c: ch->morph = str_dup(obj->short_descr); vamp.c: free_string(ch->objdesc); vamp.c: ch->objdesc = str_dup(obj->description); vamp.c: ch->long_descr = str_dup(""); vamp.c: if ( ch->power[DISC_VAMP_CHIM] < 1 ) vamp.c: if ( ch->pcdata->condition[COND_THIRST] < 20 ) vamp.c: if (ch->pcdata->followers > 4) vamp.c: ch->pcdata->followers++; vamp.c: victim->short_descr = str_dup(ch->name); vamp.c: sprintf(buf, "%s is hovering here.\n\r",ch->name); vamp.c: victim->name = str_dup(ch->name); vamp.c: ch->pcdata->condition[COND_THIRST] -= 20; vamp.c: char_to_room( victim, ch->in_room ); vamp.c: if ( ch->power[DISC_VAMP_CHIM] < 4 ) vamp.c: if ( ( familiar = ch->pcdata->familiar ) != NULL ) vamp.c: ch->pcdata->familiar = victim; vamp.c: if ( ch->power[DISC_VAMP_CHIM] < 2 ) vamp.c: if ( ch->pcdata->condition[COND_THIRST] < 30 ) vamp.c: if (ch->pcdata->followers > 4) vamp.c: ch->pcdata->followers++; vamp.c: victim->short_descr = str_dup(ch->name); vamp.c: sprintf(buf, "%s is hovering here.\n\r",ch->name); vamp.c: victim->name = str_dup(ch->name); vamp.c: victim->max_hit = ch->max_hit; vamp.c: victim->max_mana = ch->max_mana; vamp.c: victim->max_move = ch->max_move; vamp.c: victim->hitroll = ch->hitroll; vamp.c: victim->damroll = ch->damroll; vamp.c: char_to_room( victim, ch->in_room ); vamp.c: ch->pcdata->condition[COND_THIRST] -= 30; vamp.c: if (ch->power[DISC_VAMP_THAN] < 3) vamp.c: if ( IS_SET(ch->flag2, VAMP_ASHES) ) vamp.c: ch->pcdata->obj_vnum = 0; vamp.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); vamp.c: REMOVE_BIT(ch->extra, EXTRA_OSWITCH); vamp.c: REMOVE_BIT(ch->flag2, VAMP_ASHES); vamp.c: ch->pcdata->chobj = NULL; vamp.c: free_string(ch->morph); vamp.c: ch->morph = str_dup(""); vamp.c: ch->pcdata->obj_vnum = ch->pcdata->powers[VPOWER_OBJ_VNUM]; vamp.c: ch->pcdata->chobj = obj; vamp.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); vamp.c: SET_BIT(ch->extra, EXTRA_OSWITCH); vamp.c: SET_BIT(ch->flag2, VAMP_ASHES); vamp.c: free_string(ch->morph); vamp.c: ch->morph = str_dup("a pile of ashes"); vamp.c: obj_to_room(obj,ch->in_room); vamp.c: if ( ch->power[DISC_VAMP_AUSP] < 3 ) vamp.c: if ( victim->level > ch->level ) vamp.c: if ( victim->spl[BLUE_MAGIC] > ch->spl[BLUE_MAGIC] / 2 ) vamp.c: if ( ch->power[DISC_VAMP_AUSP] < 4 ) vamp.c: if (victim->in_room == ch->in_room) vamp.c: if (ch->power[DISC_VAMP_THAN] < 1 ) vamp.c: if ( ch->pcdata->condition[COND_THIRST] < 40 ) vamp.c: ch->pcdata->condition[COND_THIRST] -= number_range(30,40); vamp.c: sprintf(buf,"Your body wrinkles and reshapes as %s.",ch->name); vamp.c: sprintf(buf,"%s's body wrinkles and reshapes as %s.",ch->morph,ch->name); vamp.c: REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); vamp.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); vamp.c: free_string( ch->morph ); vamp.c: ch->morph = str_dup( "" ); vamp.c: sprintf(buf,"%s's body wrinkles and reshapes as %s.",ch->morph,victim->name); vamp.c: sprintf(buf,"%s's body wrinkles and reshapes as you!",ch->morph); vamp.c: free_string( ch->morph ); vamp.c: ch->morph = str_dup( victim->name ); vamp.c: sprintf(buf,"%s's body wrinkles and reforms as %s.",ch->name,victim->name); vamp.c: sprintf(buf,"%s's body wrinkles and reforms as you!",ch->name); vamp.c: SET_BIT(ch->affected_by, AFF_POLYMORPH); vamp.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_DISGUISED); vamp.c: free_string( ch->morph ); vamp.c: ch->morph = str_dup( victim->name ); vamp.c: if (ch->power[DISC_VAMP_DAIM] < 3) vamp.c: || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) vamp.c: || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) vamp.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) vamp.c: || victim->in_room->vnum == ch->in_room->vnum) vamp.c: obj->value[3] = ch->in_room->vnum; vamp.c: obj_to_room( obj, ch->in_room ); vamp.c: obj->value[0] = ch->in_room->vnum; vamp.c: if (ch->power[DISC_VAMP_ANIM] < 3) vamp.c: value = ch->power[DISC_VAMP_QUIE]; vamp.c: pcost = ch->power[DISC_VAMP_QUIE] * 60; vamp.c: if (ch->power[DISC_VAMP_QUIE] < 3 ) vamp.c: ch->pcdata->quest += pcost; vamp.c: if ( arg[0] == '\0' && ch->embracing==NULL) vamp.c: if (ch->embracing != NULL) vamp.c: if ( ( victim = ch->embracing) != NULL) vamp.c: if ((victim = get_char_room( ch, arg)) == NULL && ch->embracing==NULL) vamp.c: sprintf(buf,"%s leaps toward %s baring his fangs.",ch->name,victim->name); vamp.c: sprintf(buf,"%s sinks their teeth into %s's throat.",ch->name,victim->name); vamp.c: sprintf(buf,"%s sinks their teeth into your throat.\n\r",ch->name); vamp.c: ch->embracing = victim; vamp.c: if (ch->generation <= 0) vamp.c: ch->generation = 4; vamp.c: if (IS_SET(ch->newbits, NEW_TIDE)) vamp.c: bloodpool = (3000 / ch->generation); vamp.c: else bloodpool = (2000 / ch->generation); vamp.c: sprintf(buf,"%s leaps toward %s baring his fangs.\n\r",ch->name,victim->short_descr); vamp.c: sprintf(buf,"%s lunges away from %s.",victim->name,ch->short_descr); vamp.c: sprintf(buf,"%s buries his fangs into %s's neck, and begins an orgy of blood-sucking!\n\r",ch->name,victim->short_descr); vamp.c: ch->embracing = victim; vamp.c: if (ch->power[DISC_VAMP_THAN] < 4 ) vamp.c: sprintf(buf,"A look of concentration crosses over %s's face.",ch->name); vamp.c: if ( IS_CLASS(ch, CLASS_VAMPIRE) && ch->power[DISC_VAMP_QUIE] < 2 ) vamp.c: level = ch->power[DISC_VAMP_QUIE]; vamp.c: if (ch->power[DISC_VAMP_DAIM] < 1) vamp.c: if (ch->pcdata->followers > 5) vamp.c: ch->pcdata->followers++; vamp.c: char_to_room( victim, ch->in_room ); vamp.c: if (ch->power[DISC_VAMP_DAIM] < 8) vamp.c: if (ch->pcdata->followers > 5) vamp.c: ch->pcdata->followers++; vamp.c: char_to_room( victim, ch->in_room ); vamp.c: if (ch->power[DISC_VAMP_ANIM] < 1) vamp.c: if (ch->pcdata->followers > 5 ) vamp.c: char_to_room( victim, ch->in_room ); vamp.c: ch->pcdata->followers += 1; vamp.c: if (ch->power[DISC_VAMP_QUIE] < 1) vamp.c: if ( ( victim = ch->fighting ) == NULL ) vamp.c: if (ch->pcdata->condition[COND_THIRST] < 5) vamp.c: dam = ch->power[DISC_VAMP_QUIE] * 50; vamp.c: dam = ch->power[DISC_VAMP_QUIE] * 250; vamp.c: ch->pcdata->condition[COND_THIRST] -= 5; vamp.c:sprintf(strsave,"%s%s",BACKUP_DIR,ch->name); vamp.c: ch->hit = fread_number( fp ); vamp.c: ch->max_hit = fread_number( fp ); vamp.c: ch->mana = fread_number( fp ); vamp.c: ch->max_mana = fread_number( fp ); vamp.c: ch->move = fread_number( fp ); vamp.c: ch->max_move = fread_number( fp ); vamp.c: ch->practice = fread_number( fp ); vamp.c: ch->pkill= fread_number(fp); vamp.c: ch->pdeath= fread_number(fp); vamp.c: ch->mkill= fread_number(fp); vamp.c: ch->mdeath= fread_number(fp); vamp.c: ch->spl[0] = fread_number( fp ); vamp.c: ch->spl[1] = fread_number( fp ); vamp.c: ch->spl[2] = fread_number( fp ); vamp.c: ch->spl[3] = fread_number( fp ); vamp.c: ch->spl[4] = fread_number( fp ); vamp.c: ch->stance[0] = fread_number( fp ); vamp.c: ch->stance[1] = fread_number( fp ); vamp.c: ch->stance[2] = fread_number( fp ); vamp.c: ch->stance[3] = fread_number( fp ); vamp.c: ch->stance[4] = fread_number( fp ); vamp.c: ch->stance[5] = fread_number( fp ); vamp.c: ch->stance[6] = fread_number( fp ); vamp.c: ch->stance[7] = fread_number( fp ); vamp.c: ch->stance[8] = fread_number( fp ); vamp.c: ch->stance[9] = fread_number( fp ); vamp.c: ch->stance[10] = fread_number( fp ); vamp.c: ch->level = 3; vamp.c: ch->trust = 3; vamp.c: ch->exp += 250000; vamp.c: ch->wpn[0] = fread_number( fp ); vamp.c: ch->wpn[1] = fread_number( fp ); vamp.c: ch->wpn[2] = fread_number( fp ); vamp.c: ch->wpn[3] = fread_number( fp ); vamp.c: ch->wpn[4] = fread_number( fp ); vamp.c: ch->wpn[5] = fread_number( fp ); vamp.c: ch->wpn[6] = fread_number( fp ); vamp.c: ch->wpn[7] = fread_number( fp ); vamp.c: ch->wpn[8] = fread_number( fp ); vamp.c: ch->wpn[9] = fread_number( fp ); vamp.c: ch->wpn[10] = fread_number( fp ); vamp.c: ch->wpn[11] = fread_number( fp ); vamp.c: ch->wpn[12] = fread_number( fp ); vamp.c: if (ch->power[DISC_VAMP_SERP] < 5) vamp.c: if (!IS_SET(ch->newbits, NEW_SKIN)) vamp.c: ch->armor -= 100 ; vamp.c: SET_BIT(ch->newbits, NEW_SKIN); vamp.c: else if (IS_SET(ch->newbits, NEW_SKIN)) vamp.c: ch->armor += 100; vamp.c: REMOVE_BIT(ch->newbits,NEW_SKIN); vamp.c: if (ch->power[DISC_VAMP_SERP] < 4) vamp.c: if (ch->pcdata->followers > 5 ) vamp.c: char_to_room( victim, ch->in_room ); vamp.c: ch->pcdata->followers += 1; vamp.c: if (ch->power[DISC_VAMP_CHIM] < 1) vamp.c: if (ch->pcdata->followers > 5 ) vamp.c: char_to_room( victim, ch->in_room ); vamp.c: ch->pcdata->followers += 1; vamp3.c: if ( ch->power[DISC_VAMP_NECR] < 2 ) vamp3.c: if ( ch->power[DISC_VAMP_NECR] < 4 ) vamp3.c: if ( !IS_SET(ch->flag2, AFF_SPIRITGUARD) ) vamp3.c: SET_BIT(ch->flag2, AFF_SPIRITGUARD); vamp3.c: REMOVE_BIT(ch->flag2, AFF_SPIRITGUARD); vamp3.c: if ( ch->power[DISC_VAMP_NECR] < 3 ) vamp3.c: if ( ch->pcdata->condition[COND_THIRST] < 66 ) vamp3.c: if ( obj->in_room->vnum == ch->in_room->vnum ) vamp3.c: ch->pcdata->condition[COND_THIRST] -= 65; vamp3.c: if ( ch->power[DISC_VAMP_MELP] < 1 ) vamp3.c: if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) ) vamp3.c: if ( ch->pcdata->condition[COND_THIRST] < 50 ) vamp3.c: vch_next = vch->next; vamp3.c: if ( vch->in_room == NULL ) vamp3.c: if ( !IS_NPC(vch) && vch->pcdata->chobj != NULL ) vamp3.c: if ( vch->in_room == ch->in_room ) vamp3.c: if ( ( mount = ch->mount ) != NULL ) vamp3.c: if ( number_range( 1, (7 - ch->power[DISC_VAMP_MELP])) == 2 ) vamp3.c: vch->position = POS_STUNNED; vampie.c:if (ch->power[DISC_VAMP_DAIM] < 2) vampie.c:ch->pcdata->condition[COND_THIRST] -= value; vampie.c:sprintf(buf,"A look of concentration passes over %s's face.",ch->name); vampie.c:objc = get_obj_list(ch,wall,ch->in_room->contents); vampie.c:obj_to_room(obj,ch->in_room); vampie.c: if (ch->power[DISC_VAMP_THAU] < 2) vampie.c: if ( 10 > ch->practice) vampie.c: ch->practice -= 10; vampie.c: if (ch->power[DISC_VAMP_OBTE] < 10) vampie.c: "%s gazes intently at %s.",ch->name,victim->short_descr); vampie.c: ,ch->name,victim->short_descr); vampie.c: if (ch->power[DISC_VAMP_OBTE] < 8) vampie.c: "%s pulls %s into the Shadowplane.",ch->name,victim->name); vampie.c: "%s pulls you into the Shadowplane!\n\r",ch->name); vampie.c: if (ch->power[DISC_VAMP_ANIM] < 4) vampie.c: if ( ( familiar = ch->pcdata->familiar ) != NULL) vampie.c: ch->pcdata->familiar = NULL; vampie.c: if (victim->level > (ch->spl[RED_MAGIC] * 0.25)) vampie.c: if ( ch->pcdata->condition[COND_THIRST] < 25 ) vampie.c: ch->pcdata->condition[COND_THIRST] -= 25; vampie.c: ch->pcdata->familiar = victim; vampie.c: if ( ch->power[DISC_VAMP_ANIM] < 5 ) vampie.c: ch->rage += number_range(10,20); vampie.c: if (ch->beast >= 20) vampie.c: if ( ch->rage >= ch->beast ) vampie.c: if (ch->beast <= 19) vampie.c: if ( ch->rage >= 20 ) vampie.c: if (ch->beast == 0) vampie.c: ch->rage += number_range(20,30); vampie.c: if (ch->beast > 0) do_beastlike(ch,""); vampie.c: if (!IS_CLASS(ch, CLASS_VAMPIRE) || (ch->power[DISC_VAMP_OBTE] < 1)) vampie.c: if ( IS_SET(ch->act, PLR_WIZINVIS) ) vampie.c: REMOVE_BIT(ch->act, PLR_WIZINVIS); vampie.c: SET_BIT(ch->act, PLR_WIZINVIS); vampie.c: || victim->level >= ch->level + 5 vampie.c: if (ch->power[DISC_VAMP_PRES] < 4) vampie.c: char_to_room( victim, ch->in_room ); vampie.c: if (ch->power[DISC_VAMP_THAN] < 5 ) vampie.c: if ( ( victim = get_char_room( ch, arg ) ) == NULL && (ch->fighting) == NULL) vampie.c: if ((ch->fighting) != NULL) vampie.c: victim = ch->fighting; vampie.c: if ( arg[0] == '\0' && (ch->fighting) == NULL) vampie.c: dam = ch->power[DISC_VAMP_THAN] * 10; vampie.c: ch->hit = (ch->hit + dam); vampie.c: if (ch->hit > ch->max_hit + 1000) vampie.c: ch->hit = ch->max_hit + 1000; vampie.c: dam = ch->power[DISC_VAMP_THAN] * 50; vampie.c: ch->hit = (ch->hit + dam); vampie.c: if (ch->hit > ch->max_hit + 1000) vampie.c: ch->hit = ch->max_hit + 1000; vampie.c: if (ch->power[DISC_VAMP_PROT] < 5) vampie.c: if (IS_SET(ch->newbits, NEW_MONKFLAME)) vampie.c: REMOVE_BIT(ch->newbits, NEW_MONKFLAME); vampie.c: if (!IS_SET(ch->newbits, NEW_MONKFLAME)) vampie.c: SET_BIT(ch->newbits, NEW_MONKFLAME); vampie.c: if (ch->power[DISC_VAMP_THAU] < 2) vampie.c: if (ch->pcdata->condition[COND_THIRST] < value ) vampie.c: ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - value; vampie.c: ch->pcdata->condition[COND_THIRST] = ch->pcdata->condition[COND_THIRST] - value; vampie.c: sprintf(buf,"%s: Vset %s",ch->name,argument); vampie.c: if (ch->level < NO_WATCH) do_watching(ch,buf); vampie.c: if (ch->power[DISC_VAMP_VICI] < 3) vampie.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS); vampie.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HORNS); vampie.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS); vampie.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_WINGS); vampie.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON); vampie.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_EXOSKELETON); vampie.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL); vampie.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_TAIL); vampie.c: SET_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD); vampie.c: REMOVE_BIT(ch->pcdata->stats[UNI_AFF], VAM_HEAD); wizutil.c: pArea = ch->in_room->area; /* this is the area we want info on */ wizutil.c: return ch->name; wizutil.c: one_argument (ch->name, name); /* copy the first word into name */ wizutil.c: for (rch = ch->in_room->people; rch && (rch != ch);rch = rch->next_in_room) wizutil.c: if (is_name (name, rch->name)) wizutil.c: old_room = ch->in_room; wizutil.c: old_room = ch->in_room; ww.c: if (ch->power[DISC_WERE_LUNA] < 5) ww.c: if (!IS_SET(ch->newbits, NEW_SCLAWS)) ww.c: SET_BIT(ch->newbits, NEW_SCLAWS); ww.c: if (IS_SET(ch->newbits, NEW_SCLAWS)) ww.c: REMOVE_BIT(ch->newbits, NEW_SCLAWS); ww.c: if (ch->power[DISC_WERE_LUNA] < 8 ) ww.c: if (ch->mana < 500) ww.c: ch->mana -= 500; ww.c: if (ch->fighting == NULL) ww.c: if (ch->power[DISC_WERE_LUNA] < 6) ww.c: || IS_SET(ch->in_room->room_flags, ROOM_PRIVATE) ww.c: || IS_SET(ch->in_room->room_flags, ROOM_SOLITARY) ww.c: || IS_SET(ch->in_room->room_flags, ROOM_NO_RECALL) ww.c: || victim->in_room->vnum == ch->in_room->vnum) ww.c: obj->value[3] = ch->in_room->vnum; ww.c: obj_to_room( obj, ch->in_room ); ww.c: obj->value[0] = ch->in_room->vnum; ww.c: if (ch->power[DISC_WERE_LUNA] < 4 ) ww.c: if (ch->mana < 400) ww.c: if (ch->fighting != NULL) ww.c: ch->mana -= 400; ww.c: if (ch->fighting == NULL) ww.c: ch->mana -= 400; ww.c: if (ch->power[DISC_WERE_LUNA] < 3 ) ww.c: if (ch->mana < 400) ww.c: if (ch->fighting != NULL) ww.c: ch->hit += 100; ww.c: ch->mana -= 400; ww.c: if (ch->fighting == NULL) ww.c: ch->hit += 500; ww.c: ch->mana -= 400; ww.c: if (ch->power[DISC_VAMP_OBFU] < 5) ww.c: if (IS_SET(ch->newbits, NEW_MONKFLAME)) ww.c: REMOVE_BIT(ch->newbits, NEW_MONKFLAME); ww.c: if (!IS_SET(ch->newbits, NEW_MONKFLAME)) ww.c: SET_BIT(ch->newbits, NEW_MONKFLAME); ww.c: if (ch->power[DISC_WERE_LUNA] < 2) ww.c: if (ch->practice < 65) ww.c: ch->practice -= 65; ww.c: if (ch->power[DISC_WERE_BOAR] < 7) ww.c: if (!IS_SET(ch->newbits, NEW_REND)) ww.c: SET_BIT(ch->newbits, NEW_REND); ww.c: else if (IS_SET(ch->newbits, NEW_REND)) ww.c: REMOVE_BIT(ch->newbits,NEW_REND); ww.c: if (ch->power[DISC_WERE_BEAR] < 7) ww.c: if (!IS_SET(ch->newbits, NEW_SKIN)) ww.c: ch->armor -= 100 ; ww.c: SET_BIT(ch->newbits, NEW_SKIN); ww.c: else if (IS_SET(ch->newbits, NEW_SKIN)) ww.c: ch->armor += 100; ww.c: REMOVE_BIT(ch->newbits,NEW_SKIN); ww.c: if (ch->power[DISC_WERE_RAPT] < 8) ww.c: if (!IS_SET(ch->newbits, NEW_JAWLOCK)) ww.c: SET_BIT(ch->newbits, NEW_JAWLOCK); ww.c: else if (IS_SET(ch->newbits, NEW_JAWLOCK)) ww.c: REMOVE_BIT(ch->newbits,NEW_JAWLOCK); ww.c: if (ch->power[DISC_WERE_RAPT] < 3) ww.c: if (!IS_SET(ch->newbits, NEW_PERCEPTION)) ww.c: SET_BIT(ch->newbits, NEW_PERCEPTION); ww.c: else if (IS_SET(ch->newbits, NEW_PERCEPTION)) ww.c: REMOVE_BIT(ch->newbits,NEW_PERCEPTION); ww.c:if (ch->power[DISC_WERE_BEAR] < 6) ww.c:if ((victim=ch->fighting) == NULL) ww.c:ch->name,victim->name); ww.c: if (ch->power[DISC_WERE_BEAR] < 5) ww.c: if (!IS_SET(ch->newbits, NEW_QUILLS)) ww.c: SET_BIT(ch->newbits, NEW_QUILLS); ww.c: else if (IS_SET(ch->newbits, NEW_QUILLS)) ww.c: REMOVE_BIT(ch->newbits,NEW_QUILLS); ww.c: if (ch->power[DISC_WERE_BEAR] < 8) ww.c: if (!IS_SET(ch->newbits, NEW_SLAM)) ww.c: SET_BIT(ch->newbits, NEW_SLAM); ww.c: else if (IS_SET(ch->newbits, NEW_SLAM)) ww.c: REMOVE_BIT(ch->newbits,NEW_SLAM); ww.c:blah=ch->power[DISC_WERE_CONG]; ww.c: if (ch->pcdata->followers > 0) ww.c: ch->pcdata->followers++; ww.c: victim->name=str_dup(ch->name); ww.c: victim->short_descr=str_dup(ch->name); ww.c: victim->long_descr=str_dup(ch->name); ww.c: char_to_room( victim, ch->in_room ); ww.c: if (ch->power[DISC_WERE_RAPT] < 7) ww.c:if (ch->power[DISC_WERE_RAPT] >6) ww.c:if (ch->power[DISC_WERE_RAPT] > 7) ww.c:if (ch->power[DISC_WERE_RAPT] == 10) ww.c:in_room=ch->in_room; ww.c:if (ch->power[DISC_WERE_RAPT] < 2) ww.c:sprintf(buf,"%s comes to a screeching halt.\n\r",ch->name); ww.c:sprintf(buf,"%s RUNS %s.\n\r",ch->name,direct); ww.c:if (ch->power[DISC_WERE_RAPT] < 10) ww.c:if ( ( victim = ch->fighting ) == NULL ) ww.c:if (ch->power[DISC_WERE_RAPT] < 5) ww.c:obj = get_obj_list( ch, arg, ch->in_room->contents ); ww.c:ch->hit += hpgain; ww.c:if (ch->hit > ch->max_hit) ww.c:ch->hit = ch->max_hit;