act.build.c:    room_temp = ch->in_room;
act.build.c:  } else zn = get_zon_num(world[ch->in_room].number);
act.build.c:      world[ch->in_room].number / 100);
act.build.c:    zn = get_zon_num(world[ch->in_room].number);
act.build.c:    zn = get_zon_num(world[ch->in_room].number);
act.build.c:  zn = get_zon_num(world[ch->in_room].number);
act.build.c:    if(ch->player.parser == room_edit_parser) {	/*1.0*/
act.build.c:      ch->player.parser = NULL;
act.build.c:      free(ch->player.parse_data);
act.build.c:  zn = get_zon_num(world[ch->in_room].number);
act.build.c:  CREATE(ch->player.parse_data, struct menu_data, 1);
act.build.c:  data = (struct menu_data *)ch->player.parse_data;
act.build.c:  ch->player.parser = room_edit_parser;
act.build.c:	    ch->desc->backstr = str_dup(desc->description);
act.build.c:	    send_to_char(ch->desc->backstr, ch);
act.build.c:	  ch->desc->str = &(desc->description);
act.build.c:	  ch->desc->max_str = 2048;
act.build.c:      ch->desc->backstr = str_dup(mob->player.description);
act.build.c:      send_to_char(ch->desc->backstr, ch);
act.build.c:    ch->desc->str = &(mob->player.description);
act.build.c:    ch->desc->max_str = 2048;
act.build.c:  if(get_zon_num(world[ch->in_room].number) != ROOM_BUF(ch))  {
act.build.c:    world[ch->in_room].name = str_dup(val_arg);
act.build.c:    if(world[ch->in_room].description) {
act.build.c:      ch->desc->backstr = str_dup(world[ch->in_room].description);
act.build.c:      send_to_char(ch->desc->backstr, ch);
act.build.c:      free(world[ch->in_room].description);
act.build.c:    CREATE(world[ch->in_room].description, char, 2048);
act.build.c:    ch->desc->str = &(world[ch->in_room].description);
act.build.c:    ch->desc->max_str = 2048;
act.build.c:	  if(!world[ch->in_room].dir_option[direct])
act.build.c:	    create_dir(ch->in_room, direct);
act.build.c:	  world[ch->in_room].dir_option[direct]->key = atoi(arg3);
act.build.c:	  if(!world[ch->in_room].dir_option[direct])
act.build.c:	    create_dir(ch->in_room, direct);
act.build.c:	  if(world[ch->in_room].dir_option[direct]->general_description != NULL) {
act.build.c:	    ch->desc->backstr = str_dup(world[ch->in_room].dir_option[direct]->general_description);
act.build.c:	    send_to_char(ch->desc->backstr, ch);
act.build.c:	    free(world[ch->in_room].dir_option[direct]->general_description);
act.build.c:	  CREATE(world[ch->in_room].dir_option[direct]->general_description,
act.build.c:	  ch->desc->str = &(world[ch->in_room].dir_option[direct]->general_description);
act.build.c:	  ch->desc->max_str = 1024;
act.build.c:	  if(!world[ch->in_room].dir_option[direct])
act.build.c:	    create_dir(ch->in_room, direct);
act.build.c:	  world[ch->in_room].dir_option[direct]->exit_info = 0;
act.build.c:	  if(!world[ch->in_room].dir_option[direct])
act.build.c:	    create_dir(ch->in_room, direct);
act.build.c:	  world[ch->in_room].dir_option[direct]->exit_info = EX_ISDOOR;
act.build.c:	  if(!world[ch->in_room].dir_option[direct])
act.build.c:	    create_dir(ch->in_room, direct);
act.build.c:	  world[ch->in_room].dir_option[direct]->exit_info = EX_ISDOOR
act.build.c:	    if(world[ch->in_room].dir_option[direct] 
act.build.c:	      || !*world[ch->in_room].dir_option[direct]->keyword)
act.build.c:	    free(world[ch->in_room].dir_option[direct]->keyword);
act.build.c:	  if(!world[ch->in_room].dir_option[direct])
act.build.c:	    create_dir(ch->in_room, direct);
act.build.c:	  if(world[ch->in_room].dir_option[direct]->keyword != NULL)
act.build.c:	    free(world[ch->in_room].dir_option[direct]->keyword); /*rev.01*/
act.build.c:	  world[ch->in_room].dir_option[direct]->keyword = str_dup(arg3);
act.build.c:	  if(world[ch->in_room].dir_option[direct])
act.build.c:	    free_dir(ch->in_room, direct);
act.build.c:	    if(!world[ch->in_room].dir_option[direct])
act.build.c:	      create_dir(ch->in_room, direct);
act.build.c:	    world[ch->in_room].dir_option[direct]->to_room =
act.build.c:		ch->in_room;
act.build.c:		world[ch->in_room].dir_option[direct]->exit_info;
act.build.c:	    if(!world[ch->in_room].dir_option[direct])
act.build.c:	      create_dir(ch->in_room, direct);
act.build.c:	    world[ch->in_room].dir_option[direct]->to_room = r_num;
act.build.c:	      world[r_num].dir_option[revdir]->to_room = ch->in_room;
act.build.c:		world[ch->in_room].dir_option[direct]->exit_info;
act.build.c:	    if(world[ch->in_room].dir_option[direct] == NULL) {
act.build.c:	    r_num = world[ch->in_room].dir_option[direct]->to_room;
act.build.c:	    world[ch->in_room].dir_option[direct]->to_room = NOWHERE;
act.build.c:	  if(!world[ch->in_room].dir_option[direct])
act.build.c:	    create_dir(ch->in_room, direct);
act.build.c:	  world[ch->in_room].dir_option[direct]->exit_info = EX_ISDOOR
act.build.c:	  if(!world[ch->in_room].dir_option[direct])
act.build.c:	    create_dir(ch->in_room, direct);
act.build.c:	  world[ch->in_room].dir_option[direct]->exit_info = EX_ISDOOR
act.build.c: 		(int *)&(world[ch->in_room].dir_option[direct]->exit_info), 0))
act.build.c:      desc->next = world[ch->in_room].ex_description;
act.build.c:      world[ch->in_room].ex_description = desc;
act.build.c:      for(desc = world[ch->in_room].ex_description; desc; desc=desc->next) {
act.build.c:	    if(world[ch->in_room].ex_description->next)
act.build.c:	      world[ch->in_room].ex_description = world[ch->in_room].ex_description->next;
act.build.c:	    else world[ch->in_room].ex_description = NULL;
act.build.c:      for(desc = world[ch->in_room].ex_description; desc; desc=desc->next) {
act.build.c:	    ch->desc->backstr = str_dup(desc->description);
act.build.c:	    send_to_char(ch->desc->backstr, ch);
act.build.c:	  ch->desc->str = &(desc->description);
act.build.c:	  ch->desc->max_str = 2048;
act.build.c:      for(desc = world[ch->in_room].ex_description; desc; desc=desc->next) {
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_DARK);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_DEATH);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOMOB);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_INDOORS);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_PEACEFUL);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_SOUNDPROOF);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOTRACK);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOMAGIC);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_TUNNEL);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_PRIVATE);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_GODROOM);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_IMPL);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOASTRAL);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_CRIMEOK);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_SIMP);
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_INSIDE;
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_CITY;
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_FIELD;
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_FOREST;
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_HILLS;
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_MOUNTAIN;
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_WATER_SWIM;
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_WATER_NOSWIM;
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_UNDERWATER;
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_FLYING;
act.build.c:    GET_ROOM_SECTOR(ch->in_room) = SECT_DESERT;
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NORECALL);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_ENH_HEAL);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_CLANONLY);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOFIGHT);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOCAST);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOPOTION);
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_DELETED);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_BLIND);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_INVISIBLE);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_WATERWALK);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_SANCTUARY);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_GROUP);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_DETECT_INVIS);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_INFRAVISION);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_PROTECT_EVIL);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_PROTECT_GOOD);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_BLUR);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_WATERBREATH);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_SNEAK);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_FLYING);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_LIT);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_HASTE);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_SLOW);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_BERSERK);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_NOPOISON);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER(ch->in_room), AFF_NOWEB);
act.build.c:	  TOGGLE_BIT(GET_NEUTRALIZER2(ch->in_room), AFF2_STONESKIN);
act.build.c:          world[ch->in_room].damage.dam = temp;
act.build.c:	  world[ch->in_room].damage.mesg = str_dup(arg2);
act.build.c:            world[ch->in_room].damage.interval = 0;
act.build.c:            world[ch->in_room].damage.interval = 1;
act.build.c:            world[ch->in_room].damage.interval = 2;
act.build.c:    TOGGLE_BIT(ROOM_FLAGS(ch->in_room), ROOM_NOSUMMON);
act.build.c:   		&(world[ch->in_room].room_flags), 0)	/*1.0*/
act.build.c:   		&(world[ch->in_room].sector_type))) {	/*1.0*/
act.build.c:  if(!help && !ch->player.parser) send_to_char(OK, ch); /*menumod*/
act.build.c:  if(get_zon_num(world[ch->in_room].number) != ZONE_BUF(ch)) {
act.build.c:       zone_table[rzone].cmd[i].arg1 == ch->in_room &&
act.build.c:  zcmd->arg1 = ch->in_room;
act.build.c:      zone_table[rzone].cmd[i].arg3 == ch->in_room) &&
act.build.c:      zone_table[rzone].cmd[i].arg3 == ch->in_room) &&
act.build.c:      zone_table[rzone].cmd[i].arg1 == ch->in_room); i++);
act.build.c:  if(get_zon_num(world[ch->in_room].number) != ZONE_BUF(ch)) {
act.build.c:  if(get_zon_num(world[ch->in_room].number) != ZONE_BUF(ch)) {
act.build.c:  if(get_zon_num(world[ch->in_room].number) != ZONE_BUF(ch)) {
act.build.c:    zcmd->arg3 = ch->in_room;
act.build.c:    zcmd->arg3 = ch->in_room;
act.build.c:	zone_table[rzone].cmd[i].arg3 == ch->in_room) &&
act.build.c:	zone_table[rzone].cmd[i].arg3 == ch->in_room) &&
act.build.c:      zone_table[rzone].cmd[i].arg1 == ch->in_room); i++);
act.build.c:  if(get_zon_num(world[ch->in_room].number) != ZONE_BUF(ch)) {
act.build.c:    if(get_zon_num(world[ch->in_room].number) != ROOM_BUF(ch)) {
act.build.c:    if(rnum == ch->in_room) {
act.build.c:    copy_room(ch->in_room, rnum);
act.build.c:  zone = get_zon_num(world[ch->in_room].number);
act.build.c:  page_string(ch->desc, buf, 1);
act.build.c:      if(!str_cmp(ch->player.name, bldr->name))
act.build.c:  room = world[ch->in_room].number;
act.build.c:  page_string(ch->desc, buf, 1);
act.comm.c:    if (ch->ignore) {
act.comm.c:      for (ignoring = ch->ignore; ignoring; ignoring = ignoring->next)
act.comm.c:    for (ignoring = ch->ignore; ignoring; ignoring = ignoring->next) {
act.comm.c:         if (ignoring == ch->ignore)
act.comm.c:           ch->ignore = NULL;
act.comm.c:  ignoring->next = ch->ignore;
act.comm.c:  if (ch->ignore) 
act.comm.c:    ch->ignore->prev = ignoring;
act.comm.c:  ch->ignore = ignoring;
act.comm.c:  if (!ch->ignore) 
act.comm.c:  for (ignoring = ch->ignore; ignoring; ignoring = ignoring->next)
act.comm.c:  if (!ch->desc)
act.comm.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) {
act.comm.c:          (d != ch->desc || (!PRF_FLAGGED(d->character, PRF_NOREPEAT)))) 
act.comm.c:      (d != ch->desc || (!PRF_FLAGGED(d->character, PRF_NOREPEAT)))) 
act.comm.c:    if (ch->master)
act.comm.c:      k = ch->master;
act.comm.c:  else if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF) && (ch->in_room != vict->in_room))
act.comm.c:    ROOM_SOUNDPROOF) && (ch->in_room != vict->in_room)))
act.comm.c:      tch = tch->next;
act.comm.c:     if (PRF_FLAGGED(tch, PRF_NOTELL) || ROOM_FLAGGED(tch->in_room, 
act.comm.c:         ROOM_SOUNDPROOF) || ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF))
act.comm.c:  if (!ch->desc)
act.comm.c:    if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) {
act.comm.c:    if (!(pen = get_obj_in_list_vis(ch, penname, ch->carrying))) {
act.comm.c:    if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) {
act.comm.c:    ch->desc->backstr = NULL;
act.comm.c:      ch->desc->backstr = str_dup(paper->action_description);
act.comm.c:    ch->desc->str = &paper->action_description;
act.comm.c:    ch->desc->max_str = MAX_NOTE_LENGTH;
act.comm.c:      if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) {
act.comm.c:  if (!ch->desc)
act.comm.c:  if (PLR_FLAGGED(ch, PLR_NOSHOUT) || ch->in_room == r_frozen_start_room) {
act.comm.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF) && subcmd != SCMD_HOLLER) {
act.comm.c:    if (!i->connected && (i != ch->desc) && i->character &&
act.comm.c:	  ((world[ch->in_room].zone != world[i->character->in_room].zone) ||
act.comm.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) {
act.comm.c:      if (!i->connected && i != ch->desc &&
act.comm.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) {
act.comm.c:         (d != ch->desc || (!PRF_FLAGGED(d->character, PRF_NOREPEAT)))) 
act.comm.c:  if (!ch->desc) return;
act.comm.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_SOUNDPROOF)) {
act.comm.c:          (d != ch->desc || (!PRF_FLAGGED(d->character, PRF_NOREPEAT)))) 
act.comm.c: if (!ch->desc)
act.comm.c:  if (!(paper = get_obj_in_list_vis(ch, papername, ch->carrying))) {
act.informative.c:	page_string(ch->desc, buf, 1);
act.informative.c:    if (ch->player_specials->targobj == object) {
act.informative.c:  page_string(ch->desc, buf, 1);
act.informative.c:      else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch) &&
act.informative.c:  if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) {
act.informative.c:    sprintbit((long) ROOM_FLAGS(ch->in_room), room_bits, buf);
act.informative.c:    sprintf(buf2, "[%5d] %s %s&+c [ %s] - %s", world[ch->in_room].number,
act.informative.c:            IS_LIGHT(ch->in_room) ? "&+Y(L)&+c" : "&+m(D)&+c",
act.informative.c:	    world[ch->in_room].name, buf, sector_types[world[ch->in_room].sector_type]);
act.informative.c:    send_to_char(world[ch->in_room].name, ch);
act.informative.c:      ROOM_FLAGGED(ch->in_room, ROOM_DEATH))
act.informative.c:    send_to_char(world[ch->in_room].description, ch);
act.informative.c:  list_obj_to_char(world[ch->in_room].contents, ch, 0, FALSE);
act.informative.c:  list_char_to_char(world[ch->in_room].people, ch);
act.informative.c:  if ((desc = find_exdesc(arg, world[ch->in_room].ex_description)) != NULL) {
act.informative.c:    page_string(ch->desc, desc, 0);
act.informative.c:  for (obj = ch->carrying; obj && !found; obj = obj->next_content) {
act.informative.c:  for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content)
act.informative.c:  if (!ch->desc)
act.informative.c:  else if (IS_DARK(ch->in_room) && !CAN_SEE_IN_DARK(ch)) {
act.informative.c:    list_char_to_char(world[ch->in_room].people, ch);	/* glowing red eyes */
act.informative.c:  list_obj_to_char(ch->carrying, ch, 1, TRUE);
act.informative.c:  if (!ch->desc)
act.informative.c:    page_string(ch->desc, help, 0);
act.informative.c:      page_string(ch->desc, help_table[mid].entry, 0);
act.informative.c:    playing_time = real_time_passed((time(0) - ch->player.time.logon) +
act.informative.c:                                  ch->player.time.played, 0);
act.informative.c:    sprintf(buf, "%sYou are riding %s.\r\n", buf, PERS(ch->riding, ch));
act.informative.c:            PERS(ch->ridden_by, ch));
act.informative.c:  if (!ch->ignore) 
act.informative.c:    for (ignoring = ch->ignore; ignoring; ignoring = ignoring->next) {
act.informative.c:    if (localwho && world[ch->in_room].zone != world[tch->in_room].zone)
act.informative.c:    if (who_room && (tch->in_room != ch->in_room))
act.informative.c:      if (tch->char_specials.timer >= tch->player.idleafk && 
act.informative.c:  page_string(ch->desc, wholist, 1);
act.informative.c:  page_string(ch->desc, pager, 1);
act.informative.c:    page_string(ch->desc, credits, 0);
act.informative.c:    page_string(ch->desc, claneq, 0);
act.informative.c:    page_string(ch->desc, info, 0);
act.informative.c:    page_string(ch->desc, wizlist, 0);
act.informative.c:    page_string(ch->desc, immlist, 0);
act.informative.c:    page_string(ch->desc, handbook, 0);
act.informative.c:    page_string(ch->desc, policies, 0);
act.informative.c:    page_string(ch->desc, motd, 0);
act.informative.c:    page_string(ch->desc, imotd, 0);
act.informative.c:    page_string(ch->desc, circlemud_license, 0);
act.informative.c:	    (world[ch->in_room].zone == world[i->in_room].zone)) {
act.informative.c:      if (world[i->in_room].zone == world[ch->in_room].zone && CAN_SEE(ch, i) &&
act.informative.c:  page_string(ch->desc, buf, 1);
act.informative.c:  page_string(ch->desc, buf, 1);
act.informative.c:    if (!(room1 = world[ch->in_room].dir_option[door]->to_room))
act.informative.c:    if (!ch->player.email)
act.informative.c:    free(ch->player.email);
act.informative.c:    ch->player.email = NULL;
act.informative.c:  if(ch->player.email)
act.informative.c:    free(ch->player.email);
act.informative.c:  ch->player.email = str_dup(argument);
act.informative.c:    if (!ch->player.homepage)
act.informative.c:    free(ch->player.homepage);
act.informative.c:    ch->player.homepage = NULL;
act.informative.c:  if(ch->player.homepage)
act.informative.c:    free(ch->player.homepage);
act.informative.c:  ch->player.homepage = str_dup(argument);
act.informative.c:  if (ch->affected) {
act.informative.c:    for (aff = ch->affected; aff; aff = aff->next) {
act.informative.c:  page_string(ch->desc, buf, 1);
act.movement.c:#define CHR	(ch->riding ? ch->riding : ch)
act.movement.c:#define CHRB    (ch->ridden_by ? ch->ridden_by : ch)
act.movement.c:#define MOUNTED (ch->riding || ch->ridden_by)
act.movement.c:       ch->riding, TO_CHAR);
act.movement.c:       ch, 0, ch->riding, TO_VICT);
act.movement.c:       FALSE, ch, 0, ch->riding, TO_NOTVICT);
act.movement.c:   perform_dismount(ch, ch->riding);
act.movement.c:  if (IS_AFFECTED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) {
act.movement.c:  if ((world[ch->in_room].sector_type == SECT_WATER_NOSWIM) ||
act.movement.c:  if ((world[ch->in_room].sector_type == SECT_FLYING) ||
act.movement.c:  if (world[ch->in_room].sector_type == SECT_UNDERWATER) {
act.movement.c:    need_movement = (movement_loss[world[ch->in_room].sector_type] +
act.movement.c:  		     movement_loss[world[world[ch->in_room].dir_option[dir]->to_room].sector_type]) >> 1;
act.movement.c:  if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_ATRIUM)) {
act.movement.c:   send_to_char(buf, ch->riding ? ch->riding : ch->ridden_by); }
act.movement.c:    for (d = world[ch->in_room].people; d; d = d->next_in_room)
act.movement.c:  was_in = ch->in_room;
act.movement.c:/*  if (ch->riding) char_from_room(ch->riding); */
act.movement.c:/*  if (ch->riding)  char_to_room(ch->riding, 
act.movement.c:    for (d = world[ch->in_room].people; d; d = d->next_in_room)
act.movement.c:    for (d = world[ch->in_room].people; d; d = d->next_in_room)
act.movement.c:  if (ch->riding) look_at_room(CHR, 0);
act.movement.c:  if (ch->ridden_by) look_at_room(CHRB, 0);
act.movement.c:  if (world[ch->in_room].damage.dam) {
act.movement.c:      if (world[ch->in_room].damage.mesg)
act.movement.c:        send_to_char(world[ch->in_room].damage.mesg, ch);
act.movement.c:      damage(ch, ch, world[ch->in_room].damage.dam, TYPE_DEATHTRAP);
act.movement.c:  if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) {
act.movement.c:    if (!ch->followers)
act.movement.c:    was_in = ch->in_room;
act.movement.c:    for (k = ch->followers; k; k = next) {
act.movement.c:  for (o = ch->carrying; o; o = o->next_content)
act.movement.c:      if (back->to_room != ch->in_room)
act.movement.c:    OPEN_DOOR(ch->in_room, obj, door);
act.movement.c:    LOCK_DOOR(ch->in_room, obj, door);
act.movement.c:    LOCK_DOOR(ch->in_room, obj, door);
act.movement.c:  if (!(pick = ch->equipment[WEAR_HOLD])) {
act.movement.c:  } else if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_INDOORS))
act.movement.c:  if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_INDOORS))
act.movement.c:  if (ch->master == leader) {
act.movement.c:   act("No, your familiar only wants to serve you!", TRUE, ch->master, 0, 0,
act.movement.c:  if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master)) {
act.movement.c:    act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR);
act.movement.c:      if (!ch->master) {
act.movement.c:      if (ch->master)
act.movement.c:          TRUE, ch, 0, ch->ridden_by, TO_NOTVICT);
act.movement.c:          ch, 0, ch->ridden_by, TO_VICT);
act.movement.c:          ch->ridden_by, TO_CHAR);
act.movement.c:      GET_POS(ch)=POS_STANDING;GET_POS(ch->ridden_by)=POS_STANDING;
act.movement.c:      ch->ridden_by->riding = NULL; ch->ridden_by = NULL; 
act.movement.c:          TRUE, ch, 0, ch->ridden_by, TO_CHAR);
act.movement.c:  src_room = ch->in_room;
act.movement.c:  if (IS_SET(ROOM_FLAGS(ch->in_room), ROOM_DEATH) && GET_LEVEL(ch) < LVL_IMMORT) {
act.movement.c:  if (ch->followers)
act.movement.c:   for (k = ch->followers; k; k = k->next)
act.movement.c:  char_to_room(vict, ch->in_room);
act.movement.c: if (ch->riding) {
act.movement.c: if (ch->ridden_by) {
act.movement.c:          GET_NAME(mount), world[ch->in_room].name, world[ch->in_room].number);
act.movement.c: ch->riding = mount;
act.movement.c: if (mount->ridden_by != ch || ch->riding != mount) 
act.movement.c:     ch->riding = NULL; ch->ridden_by = NULL;
act.movement.c: if (!(mount = ch->riding)) {
act.obj.c:	if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.c:	for (obj = ch->carrying; obj; obj = next_obj) {
act.obj.c:    if (!(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) {
act.obj.c:    for (obj = world[ch->in_room].contents; obj; obj = next_obj) {
act.obj.c:      for (cont = ch->carrying; cont; cont = cont->next_content)
act.obj.c:      for (cont = world[ch->in_room].contents; cont; cont = cont->next_content)
act.obj.c:	obj_to_room(obj, ch->in_room);
act.obj.c:    obj_to_room(obj, ch->in_room);
act.obj.c:      if (!ch->carrying)
act.obj.c:	for (obj = ch->carrying; obj; obj = next_obj) {
act.obj.c:      if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.c:      if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.c:      if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.c:      if (!ch->carrying)
act.obj.c:	for (obj = ch->carrying; obj; obj = next_obj) {
act.obj.c:  if (!(temp = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.c:    if (!(temp = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) {
act.obj.c:  if (!(food = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.c:    if (!(from_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.c:    if (!(to_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.c:    if (!(from_obj = get_obj_in_list_vis(ch, arg2, world[ch->in_room].contents))) {
act.obj.c:    if (!(to_obj = get_obj_in_list_vis(ch, arg2, ch->carrying))) {
act.obj.c:    for (obj = ch->carrying; obj; obj = next_obj) {
act.obj.c:    if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.c:    if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) {
act.obj.c:  else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.c:  else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.obj.c:       (world[ch->in_room].sector_type == SECT_UNDERWATER) ) {
act.obj.c:       (world[ch->in_room].sector_type == SECT_FLYING) ) {
act.obj.c:    if (!(obj = get_object_in_equip_vis(ch, arg, ch->equipment, &i))) {
act.obj.c:  for (obj = ch->carrying; obj; obj = obj->next_content) 
act.obj.c:  if (!*arg && ch->player_specials->targobj) {
act.obj.c:    ch->player_specials->targobj = 0;
act.obj.c:  ch->player_specials->targobj = obj;
act.offensive.c:    for (opponent = world[ch->in_room].people;
act.offensive.c:             !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK))	/* prevent accidental pkill */
act.offensive.c:  } else if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == vict))
act.offensive.c:  else if (MOB_FLAGGED(ch, MOB_FAMILIAR) && (ch->master == vict))
act.offensive.c:  else if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT)) 
act.offensive.c:    if (!pk_allowed && !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK)) {
act.offensive.c:      if (IS_AFFECTED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(vict))
act.offensive.c:      !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK)) {
act.offensive.c:  if ((ch->equipment[WEAR_HOLD]) &&
act.offensive.c:      (GET_OBJ_TYPE(ch->equipment[WEAR_HOLD]) == ITEM_WEAPON) &&
act.offensive.c:      (GET_OBJ_VAL(ch->equipment[WEAR_HOLD], 3) == TYPE_PIERCE - TYPE_HIT))
act.offensive.c:      !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK)) {
act.offensive.c:  if (is_abbrev(name, "familiar") && ch->followers) {
act.offensive.c:    for (k = ch->followers; k; k = k->next)
act.offensive.c:      org_room = ch->in_room;
act.offensive.c:      for (k = ch->followers; k; k = k->next) {
act.offensive.c:  if (ch->player.roundsout)
act.offensive.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT)) {
act.offensive.c:      !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK)) {
act.offensive.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT)) {
act.offensive.c:  for(tch = world[ch->in_room].people; tch; tch = next_tch) {
act.offensive.c:    next_tch = tch->next_in_room;
act.offensive.c:    if (!IS_NPC(ch) && !IS_NPC(tch) && !ROOM_FLAGGED(ch->in_room,
act.offensive.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT)) {
act.offensive.c:      !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK)) {
act.offensive.c:  for (tmp_ch = world[ch->in_room].people; tmp_ch &&
act.offensive.c:       (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room);
act.offensive.c:        !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK)) {
act.offensive.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT)) {
act.offensive.c:      !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK)) {
act.offensive.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT)) {
act.offensive.c:  if(ch->equipment[WEAR_HEAD]) {
act.offensive.c:    helmet = ch->equipment[WEAR_HEAD];
act.offensive.c:      !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK)) {
act.offensive.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT)) {
act.offensive.c:  if (!ch->equipment[WEAR_WIELD]) {
act.offensive.c:     weapon = ch->equipment[WEAR_WIELD];
act.offensive.c: if ( !IS_IMMORTAL(ch) && IS_LIGHT(ch->in_room) &&
act.offensive.c: if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT)) {
act.offensive.c: if (!pk_allowed && !IS_NPC(vict) && !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK)) {
act.offensive.c:      !ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK)) {
act.offensive.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT)) {
act.offensive.c:  if (ch->char_specials.daytimer && !IS_IMMORTAL(ch)) {
act.offensive.c:    ch->char_specials.daytimer = 5;
act.offensive.c:  old_room = ch->in_room;
act.offensive.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT) || 
act.offensive.c:	if (vict->in_room == ch->in_room)
act.other.c:  if (ch->player_specials->taggedby == GET_IDNUM(vict)) {
act.other.c:    ch->player_specials->taggedby = NOBODY;
act.other.c:  if (IS_NPC(ch) || !ch->desc)
act.other.c:      GET_LOADROOM(ch) = world[ch->in_room].number;
act.other.c:      if (d == ch->desc)
act.other.c:   save_room = ch->in_room;
act.other.c:    ch->quitting = TRUE;
act.other.c:  if (IS_NPC(ch) || !ch->desc)
act.other.c:    GET_LOADROOM(ch) = world[ch->in_room].number;
act.other.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_HOUSE_CRASH))
act.other.c:    House_crashsave(world[ch->in_room].number);
act.other.c:    k = (ch->master ? ch->master : ch);
act.other.c:  if (ch->master) {
act.other.c:    for (found = 0, f = ch->followers; f; f = f->next)
act.other.c:    if (ch->master || !(IS_AFFECTED(ch, AFF_GROUP))) {
act.other.c:    for (f = ch->followers; f; f = next_fol) {
act.other.c:  if (tch->master != ch) {
act.other.c:  k = (ch->master ? ch->master : ch);
act.other.c:    k = (ch->master ? ch->master : ch);
act.other.c:    if (IS_AFFECTED(k, AFF_GROUP) && (k->in_room == ch->in_room))
act.other.c:	  (f->follower->in_room == ch->in_room))
act.other.c:    if (IS_AFFECTED(k, AFF_GROUP) && (k->in_room == ch->in_room)
act.other.c:	  (f->follower->in_room == ch->in_room) &&
act.other.c:      if (!(mag_item = get_obj_in_list_vis(ch, arg, ch->carrying))) {
act.other.c:	  world[ch->in_room].number, argument);
act.other.c:      world[ch->in_room].light--;
act.other.c:      world[ch->in_room].light++;
act.other.c: if (ROOM_FLAGGED(ch->in_room, ROOM_NORECALL)) {
act.other.c:  if (ch->char_specials.daytimer && !IS_IMMORTAL(ch)) {
act.other.c:  ch->char_specials.daytimer = 12;
act.other.c:  if (!ch->in_room) {
act.other.c:  sprintf(buf, "%s statue", ch->player.name);
act.other.c:  sprintf(buf, "%s statue", ch->player.name);
act.other.c:  if (ch->player.description) {
act.other.c:    stringlength = (sizeof(char) * strlen(ch->player.description));
act.other.c:    strcpy(message, ch->player.description);
act.other.c:  while (ch->affected)
act.other.c:    affect_remove(ch, ch->affected);
act.other.c:  while (ch->carrying) {
act.other.c:    obj = ch->carrying;
act.other.c:  obj_to_room(statue, ch->in_room);
act.other.c:            ch->player.pagesize, ch->player.idleafk);
act.other.c:    sprintf(buf, "%sEmail: &+c%s&+w\r\n", buf, ch->player.email ? 
act.other.c:            ch->player.email : "none");
act.other.c:    sprintf(buf, "%sHomepage: &+c%s&+w\r\n", buf, ch->player.homepage ? 
act.other.c:            ch->player.homepage : "none");
act.other.c:      ch->player.pagesize = num;
act.other.c:      sprintf(buf, "Page length changed to %d\r\n", ch->player.pagesize);
act.other.c:      free(ch->player.email);
act.other.c:      ch->player.email = NULL;
act.other.c:    if(ch->player.email)
act.other.c:      free(ch->player.email);
act.other.c:    ch->player.email = str_dup(str);
act.other.c:    sprintf(buf, "Changing your email address to: %s\r\n", ch->player.email);
act.other.c:      free(ch->player.homepage);
act.other.c:      ch->player.homepage = NULL;
act.other.c:    if(ch->player.homepage)
act.other.c:      free(ch->player.homepage);
act.other.c:    ch->player.homepage = str_dup(str);
act.other.c:    sprintf(buf, "Changing your homepage address to: %s\r\n", ch->player.homepage);
act.other.c:      ch->player.idleafk = num;
act.other.c:      sprintf(buf, "Idle timeout value now: %d\r\n", ch->player.idleafk);
act.other.c:  switch (world[ch->in_room].sector_type) {
act.other.c:      if (GET_ROOM_SECTOR(ch->in_room) == SECT_MOUNTAIN)
act.wizard.c:  original_loc = ch->in_room;
act.wizard.c:  if (ch->in_room == location) {
act.wizard.c:      room = ch->in_room;
act.wizard.c:   if (ch->in_room == victim->in_room) {
act.wizard.c:              GET_NAME(victim), world[ch->in_room].name, world[ch->in_room].number);
act.wizard.c:	char_to_room(victim, ch->in_room);
act.wizard.c:  struct room_data *rm = &world[ch->in_room];
act.wizard.c:	  rm->zone, CCGRN(ch, C_NRM), rm->number, CCNRM(ch, C_NRM), ch->in_room, buf2);
act.wizard.c:    sprintf(buf, "Page size: [%d], Idle AFK [%d]\r\n", ch->player.pagesize, 
act.wizard.c:            ch->player.idleafk);
act.wizard.c:    if ((object = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp)))
act.wizard.c:    else if ((object = get_obj_in_list_vis(ch, buf1, ch->carrying)))
act.wizard.c:    else if ((object = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents)))
act.wizard.c:  if (!ch->desc->snooping)
act.wizard.c:      GET_NAME(ch->desc->snooping->character));
act.wizard.c:    ch->desc->snooping->snoop_by = NULL;
act.wizard.c:    ch->desc->snooping = NULL;
act.wizard.c:  if (!ch->desc)
act.wizard.c:  else if (victim->desc->snooping == ch->desc)
act.wizard.c:    if (ch->desc->snooping)
act.wizard.c:      ch->desc->snooping->snoop_by = NULL;
act.wizard.c:    ch->desc->snooping = victim->desc;
act.wizard.c:    victim->desc->snoop_by = ch->desc;
act.wizard.c:  if (ch->desc->original)
act.wizard.c:    ch->desc->character = victim;
act.wizard.c:    ch->desc->original = ch;
act.wizard.c:    victim->desc = ch->desc;
act.wizard.c:    ch->desc = NULL;
act.wizard.c:  if (ch->desc && ch->desc->original) {
act.wizard.c:    if (ch->desc->original->desc)
act.wizard.c:      close_socket(ch->desc->original->desc);
act.wizard.c:    ch->desc->character = ch->desc->original;
act.wizard.c:    ch->desc->original = NULL;
act.wizard.c:    ch->desc->character->desc = ch->desc;
act.wizard.c:    ch->desc = NULL;
act.wizard.c:    char_to_room(mob, ch->in_room);
act.wizard.c:    obj_to_room(obj, ch->in_room);
act.wizard.c:    send_to_room("The world seems a little cleaner.\r\n", ch->in_room);
act.wizard.c:    for (vict = world[ch->in_room].people; vict; vict = next_v) {
act.wizard.c:    for (obj = world[ch->in_room].contents; obj; obj = next_o) {
act.wizard.c:    } else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) {
act.wizard.c:  if (!(room = ch->in_room)) {
act.wizard.c:    nmlog("SYSERR: no ch->in_room for restore room.");
act.wizard.c:    strcpy(restore_name, ch->player.name);
act.wizard.c:  for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
act.wizard.c:     if (ch->desc == d) continue;
act.wizard.c:    sprintf(buf, "(GC) %s forced room %d to %s", GET_NAME(ch), world[ch->in_room].number, to_force);
act.wizard.c:    for (vict = world[ch->in_room].people; vict; vict = next_force) {
act.wizard.c:	(d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) {
act.wizard.c:    i = world[ch->in_room].zone;
act.wizard.c:      print_zone_to_buf(buf, world[ch->in_room].zone);
act.wizard.c:    page_string(ch->desc, buf, 1);
act.wizard.c:    page_string(ch->desc, buf, 1); 
act.wizard.c:    page_string(ch->desc, buf, 1);
act.wizard.c:    page_string(ch->desc, buf, 1);
act.wizard.c:    page_string(ch->desc, buf, 1);
act.wizard.c:    page_string(ch->desc, buf, 1);
act.wizard.c:    page_string(ch->desc, buf, 1);
act.wizard.c:       (d != ch->desc || !(PRF_FLAGGED(d->character, PRF_NOREPEAT)))) {
act.wizard.c:	page_string(ch->desc, buf, 1);
act.wizard.c:  page_string(ch->desc, buf, 1);
act.wizard.c:    page_string(ch->desc, buf, 1);
act.wizard.c:  obj_to_room(obj, ch->in_room);
act.wizard.c:  if (!ch->player_specials->targobj) {
act.wizard.c:/*    free(ch->player_specials->targobj->short_description); */
act.wizard.c:    ch->player_specials->targobj->short_description = str_dup(buf);
act.wizard.c:    ch->player_specials->targobj->restring = TRUE;
act.wizard.c:/*    free(ch->player_specials->targobj->description); */
act.wizard.c:    ch->player_specials->targobj->description = str_dup(buf);
act.wizard.c:    ch->player_specials->targobj->restring = TRUE;
act.wizard.c:/*    free(ch->player_specials->targobj->name); */
act.wizard.c:    ch->player_specials->targobj->name = str_dup(buf);
act.wizard.c:    ch->player_specials->targobj->restring = TRUE;
Binary file act.wizard.o matches
boards.c:  for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
boards.c:  if (!ch->desc)
boards.c:            world[ch->in_room].number);
boards.c:  ch->desc->str = &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]);
boards.c:  ch->desc->max_str = MAX_MESSAGE_LENGTH;
boards.c:  ch->desc->mail_to = board_type + BOARD_MAGIC;
boards.c:  if (!ch->desc)
boards.c:  page_string(ch->desc, buf, 1);
boards.c:  page_string(ch->desc, buffer, 1);
castle.c:  for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room)
castle.c:      if (!strncmp(pszName, ch->player.short_descr, iLen))
castle.c:  for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room)
castle.c:  for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room)
castle.c:  for (ch = world[chAtChar->in_room].people; ch; ch = ch->next_in_room)
castle.c:  if (cmd != ++iProhibited_direction || (ch->player.short_descr &&
castle.c:		       !strncmp(ch->player.short_descr, "King Welmar", 11)))
castle.c:  if ((ch->in_room == real_room(iIn_room)) && (cmd == iProhibited_direction)) {
castle.c:  if (ch->points.mana < 10)
castle.c:  ch->points.mana -= 10;
castle.c:    if (time_info.hours == 8 && ch->in_room == R_ROOM(Z_KINGS_C, 51)) {
castle.c:    } else if (time_info.hours == 21 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) {
castle.c:    } else if (time_info.hours == 12 && ch->in_room == R_ROOM(Z_KINGS_C, 17)) {
castle.c:    if (!ch->master)
castle.c:    if (!ch->master)
castle.c:  for (i = world[ch->in_room].contents; i; i = i->next_content)
castle.c:  for (i = world[ch->in_room].contents; i; i = next) {
class.c:      ch->real_abils.dex += 1;
class.c:      ch->real_abils.con -= 1;
class.c:      ch->real_abils.con += 4;
class.c:      ch->real_abils.cha -= 2;
class.c:      ch->real_abils.dex += 2;
class.c:      ch->real_abils.str -= 4;
class.c:      ch->real_abils.str_add = 0;
class.c:      ch->real_abils.str += 2;
class.c:      ch->real_abils.dex -= 2;
class.c:      ch->real_abils.str_add = 20;
class.c:      if(ch->real_abils.str > 18)
class.c:	ch->real_abils.str_add = 0;
class.c:      ch->real_abils.str -= 2;
class.c:      ch->real_abils.dex += 2;
class.c:      ch->real_abils.str_add = 0;
class.c:      ch->real_abils.str += 1;
class.c:      ch->real_abils.dex += 1;
class.c:      ch->real_abils.cha += 1;
class.c:      ch->real_abils.dex -= 1;
class.c:      ch->real_abils.wis += 1;
class.c:      ch->real_abils.intel += 1;
class.c:      if(ch->real_abils.cha > 4)
class.c:        ch->real_abils.cha -= 2;
class.c:      else ch->real_abils.dex -=1;
class.c:      ch->real_abils.con -= 1;
class.c:          ch->real_abils.str += 2;
class.c:	  if(ch->real_abils.str == 18 && number(1, 4) == 4)
class.c:	    ch->real_abils.str_add = number(0, 100);
class.c:          if(ch->real_abils.str > 18) {
class.c:	    ch->real_abils.str = 19;
class.c:	    ch->real_abils.str_add = 0;
class.c:	    ch->real_abils.con += 1;
class.c:          ch->real_abils.dex += 2;
class.c:          if(ch->real_abils.dex > 18) {
class.c:	    ch->real_abils.dex = 19;
class.c:	    ch->real_abils.intel += 1;
class.c:          ch->real_abils.intel += 2;
class.c:          if(ch->real_abils.intel > 18) {
class.c:	    ch->real_abils.intel = 19;
class.c:	    ch->real_abils.wis += 1;
class.c:          ch->real_abils.wis += 2;
class.c:          if(ch->real_abils.wis > 18) {
class.c:	    ch->real_abils.wis = 19;
class.c:	    ch->real_abils.dex += 1;
class.c:      ch->real_abils.str += 2;
class.c:      ch->real_abils.cha -= 2;
class.c:      ch->real_abils.dex += 1;
class.c:      ch->real_abils.intel -= 1;
class.c:      if(ch->real_abils.str > 18) ch->real_abils.str_add = 0;
class.c:      if(ch->real_abils.str == 18)
class.c:        ch->real_abils.str_add = number(0, 100);
class.c:      ch->real_abils.str += 1;
class.c:      ch->real_abils.dex += 1;
class.c:      ch->real_abils.wis -= 1;
class.c:      ch->real_abils.intel -= 1;
class.c:orig_real    = ch->real_abils;
class.c:orig_aff     = ch->aff_abils;
class.c:affs.str     = GET_STR(ch) - ch->real_abils.str;
class.c:affs.dex     = GET_DEX(ch) - ch->real_abils.dex;
class.c:affs.con     = GET_CON(ch) - ch->real_abils.con;
class.c:affs.intel   = GET_INT(ch) - ch->real_abils.intel;
class.c:affs.wis     = GET_WIS(ch) - ch->real_abils.wis;
class.c:affs.cha     = GET_CHA(ch) - ch->real_abils.cha;
class.c:affs.str_add = GET_ADD(ch) - ch->real_abils.str_add;
class.c:    intermediate = ch->real_abils.intel;
class.c:    ch->real_abils.intel = ch->real_abils.str;
class.c:    ch->real_abils.str = ch->real_abils.wis;
class.c:    ch->real_abils.wis = ch->real_abils.dex;
class.c:    ch->real_abils.dex = ch->real_abils.con;
class.c:    ch->real_abils.con = intermediate;
class.c:    ch->real_abils.str_add = 0;
class.c:    intermediate = ch->real_abils.wis;
class.c:    ch->real_abils.wis = ch->real_abils.str;
class.c:    ch->real_abils.str = ch->real_abils.con;
class.c:    ch->real_abils.con = ch->real_abils.intel;
class.c:    ch->real_abils.intel = ch->real_abils.dex;
class.c:    ch->real_abils.dex = intermediate;
class.c:    ch->real_abils.str_add = 0;
class.c:    intermediate = ch->real_abils.dex;
class.c:    ch->real_abils.dex = ch->real_abils.str;
class.c:    ch->real_abils.str = intermediate;
class.c:    intermediate = ch->real_abils.intel;
class.c:    ch->real_abils.intel = ch->real_abils.wis;
class.c:    ch->real_abils.wis = intermediate;
class.c:    ch->real_abils.str_add = 0;
class.c:    intermediate = ch->real_abils.dex;
class.c:    ch->real_abils.dex = ch->real_abils.str;
class.c:    ch->real_abils.str = ch->real_abils.wis;
class.c:    ch->real_abils.wis = intermediate;
class.c:    intermediate = ch->real_abils.intel;
class.c:    ch->real_abils.intel = ch->real_abils.con;
class.c:/*    ch->real_abils.cha = ch->real_abils.con; */
class.c:    ch->real_abils.con = intermediate;
class.c:    if (ch->real_abils.str != 18)
class.c:      ch->real_abils.str_add = 0;
class.c:    intermediate = ch->real_abils.dex;
class.c:    ch->real_abils.dex = ch->real_abils.str;
class.c:    ch->real_abils.str = intermediate;
class.c:    intermediate = ch->real_abils.wis;
class.c:    ch->real_abils.wis = ch->real_abils.con;
class.c:    ch->real_abils.con = ch->real_abils.intel;
class.c:    ch->real_abils.intel = intermediate;
class.c:    if (ch->real_abils.str != 18)
class.c:      ch->real_abils.str_add = 0;
class.c:    intermediate = ch->real_abils.dex;
class.c:    ch->real_abils.dex = ch->real_abils.str;
class.c:    ch->real_abils.str = ch->real_abils.con;
class.c:    ch->real_abils.con = ch->real_abils.intel;
class.c:    ch->real_abils.intel = ch->real_abils.wis;
class.c:    ch->real_abils.wis = intermediate;
class.c:    if (ch->real_abils.str != 18)
class.c:      ch->real_abils.str_add = 0;
class.c:    ch->real_abils.dex = 20;
class.c:    ch->real_abils.str = 18;
class.c:    ch->real_abils.str_add = 100;
class.c:    ch->real_abils.intel = 20;
class.c:    ch->real_abils.con = 20;
class.c:    ch->real_abils.cha = 20;
class.c:    ch->real_abils.wis = 20;
class.c:GET_DEX(ch) = ch->real_abils.dex     + affs.dex;
class.c:GET_CON(ch) = ch->real_abils.con     + affs.con;
class.c:GET_INT(ch) = ch->real_abils.intel   + affs.intel;
class.c:GET_WIS(ch) = ch->real_abils.wis     + affs.wis;
class.c:GET_CHA(ch) = ch->real_abils.cha     + affs.cha;
class.c:GET_STR(ch) = ch->real_abils.str;
class.c:GET_ADD(ch) = ch->real_abils.str_add;
class.c:  ch->real_abils.str_add = 0;
class.c:    ch->real_abils.str = table[0];
class.c:    ch->real_abils.dex = table[1];
class.c:    ch->real_abils.con = table[2];
class.c:    ch->real_abils.wis = table[3];
class.c:    ch->real_abils.intel = table[4];
class.c:    ch->real_abils.cha = table[5];
class.c:    if (ch->real_abils.str == 18)
class.c:      ch->real_abils.str_add = number(0, 100);
class.c:    ch->real_abils.intel = table[0];
class.c:    ch->real_abils.wis = table[1];
class.c:    ch->real_abils.dex = table[2];
class.c:    ch->real_abils.str = table[3];
class.c:    ch->real_abils.con = table[4];
class.c:    ch->real_abils.cha = table[5];
class.c:    ch->real_abils.wis = table[0];
class.c:    ch->real_abils.intel = table[1];
class.c:    ch->real_abils.str = table[2];
class.c:    ch->real_abils.dex = table[3];
class.c:    ch->real_abils.con = table[4];
class.c:    ch->real_abils.cha = table[5];
class.c:    ch->real_abils.dex = table[0];
class.c:    ch->real_abils.str = table[1];
class.c:    ch->real_abils.con = table[2];
class.c:    ch->real_abils.intel = table[3];
class.c:    ch->real_abils.wis = table[4];
class.c:    ch->real_abils.cha = table[5];
class.c:    ch->real_abils.str = table[0];
class.c:    ch->real_abils.dex = table[1];
class.c:    ch->real_abils.con = table[2];
class.c:    ch->real_abils.wis = table[3];
class.c:    ch->real_abils.intel = table[4];
class.c:    ch->real_abils.cha = table[5];
class.c:    if (ch->real_abils.str == 18)
class.c:      ch->real_abils.str_add = number(0, 100);
class.c:    ch->real_abils.dex = table[0];
class.c:    ch->real_abils.wis = table[1];
class.c:    ch->real_abils.intel = table[2];
class.c:    ch->real_abils.str = table[3];
class.c:    ch->real_abils.cha = table[4];
class.c:    ch->real_abils.con = table[5];
class.c:    if (ch->real_abils.str == 18)
class.c:      ch->real_abils.str_add = number(0, 100);
class.c:    ch->real_abils.str = table[0];
class.c:    ch->real_abils.dex = table[1];
class.c:    ch->real_abils.con = table[2];
class.c:    ch->real_abils.wis = table[3];
class.c:    ch->real_abils.intel = table[4];
class.c:    ch->real_abils.cha = table[5];
class.c:    if (ch->real_abils.str == 18)
class.c:      ch->real_abils.str_add = number(0, 100);
class.c:    ch->real_abils.dex = table[0];
class.c:    ch->real_abils.str = table[1];
class.c:    ch->real_abils.wis = table[2];
class.c:    ch->real_abils.intel = table[3];
class.c:    ch->real_abils.con = table[4];
class.c:    ch->real_abils.cha = table[5];
class.c:    if (ch->real_abils.str == 18)
class.c:      ch->real_abils.str_add = number(0, 100);
class.c:    ch->real_abils.dex = table[0];
class.c:    ch->real_abils.wis = table[1];
class.c:    ch->real_abils.str = table[2];
class.c:    ch->real_abils.intel = table[3];
class.c:    ch->real_abils.con = table[4];
class.c:    ch->real_abils.cha = table[5];
class.c:    if (ch->real_abils.str == 18)
class.c:      ch->real_abils.str_add = number(0, 100);
class.c:    ch->real_abils.dex = 20;
class.c:    ch->real_abils.str = 18;
class.c:    ch->real_abils.str_add = 100;
class.c:    ch->real_abils.intel = 20;
class.c:    ch->real_abils.con = 20;
class.c:    ch->real_abils.cha = 20;
class.c:    ch->real_abils.wis = 20;
class.c:  ch->aff_abils = ch->real_abils;
class.c:  ch->points.max_hit = 10;
class.c:  ch->points.max_mana = 100;
class.c:  ch->points.max_move = 100;
class.c:    ch->player.time.played = 0;
class.c:    ch->player.time.logon = time(0);
class.c:  ch->points.max_hit += MAX(1, add_hp);
class.c:  ch->points.max_mana += add_mana;
class.c:  ch->points.max_move += MAX(1, add_move);
class.c:  ch->points.max_hit += MAX(1, add_hp);
class.c:  ch->points.max_mana += add_mana;
class.c:  ch->points.max_move += MAX(1, add_move);
class.c:  if (ch->player_specials->advance) {
class.c:    if (ch->player_specials->advance == GET_LEVEL(ch)) {
class.c:  stat[0] = ch->real_abils.str;
class.c:  stat[1] = ch->real_abils.dex;
class.c:  stat[2] = ch->real_abils.con;
class.c:  stat[3] = ch->real_abils.intel;
class.c:  stat[4] = ch->real_abils.wis;
class.c:  stat[5] = ch->real_abils.cha;
class.c:  stat[6] = ch->real_abils.str_add;
class.c:  ch->real_abils.str = stat[0];
class.c:  ch->real_abils.str_add = stat[6];
class.c:  ch->real_abils.dex = stat[1];
class.c:  ch->real_abils.con = stat[2];
class.c:  ch->real_abils.intel = stat[3];
class.c:  ch->real_abils.wis = stat[4];
class.c:  ch->real_abils.cha = stat[5];
comm.c:  if (ch->desc && messg)
comm.c:    SEND_TO_Q(messg, ch->desc);
comm.c:  if (ch && ch->in_room != NOWHERE)
comm.c:    to = world[ch->in_room].people;
db.c:  page_string(ch->desc, buf, 1);
db.c:  page_string(ch->desc, buf, 1);
db.c:  page_string(ch->desc, buf, 1);
db.c:  ch->next = character_list;
db.c:    ch->ignore = ignore;
db.c:  if (ch->desc)
db.c:    strncpy(player.host, ch->desc->host, HOST_LENGTH);
db.c:    if (ch->player_specials->saved.host)
db.c:      strncpy(player.host, ch->player_specials->saved.host, HOST_LENGTH);
db.c:    if(ch->ignore)
db.c:      for (ignoring = ch->ignore; ignoring; ignoring = ignoring->next)
db.c:  if (ch->player_specials == NULL)
db.c:    CREATE(ch->player_specials, struct player_special_data, 1);
db.c:  ch->player.short_descr = NULL;
db.c:  ch->player.long_descr = NULL;
db.c:  ch->player.title = str_dup(st->title);
db.c:  ch->player.description = str_dup(st->description);
db.c:  ch->player.hometown = st->hometown;
db.c:  ch->player.time.birth = st->birth;
db.c:  ch->player.time.played = st->played;
db.c:  ch->player.time.logon = time(0);
db.c:  ch->player.weight = st->weight;
db.c:  ch->player.height = st->height;
db.c:  ch->player.email = st->email;
db.c:  ch->player.homepage = st->homepage;
db.c:  ch->player.pagesize = st->pagesize;
db.c:  ch->player.idleafk = st->idleafk;
db.c:  ch->real_abils = st->abilities;
db.c:  ch->aff_abils = st->abilities;
db.c:  ch->points = st->points;
db.c:  ch->char_specials.saved = st->char_specials_saved;
db.c:  ch->player_specials->saved = st->player_specials_saved;
db.c:  if (ch->points.max_mana < 100)
db.c:    ch->points.max_mana = 100;
db.c:  ch->player.obj_buffer = NULL;      /*oeditmod*/
db.c:  ch->player.mob_buf = NULL;         /*meditmod*/
db.c:  ch->player.zone_edit = NOWHERE;    /*reditmod*/
db.c:  ch->player.default_zmob = NOBODY;  /*zeditmod*/
db.c:  ch->player.zone_flags = 0;         /*zeditmod*/
db.c:  ch->player.default_mob = -1;       /* .06 */
db.c:  ch->player.default_obj = -1;       /* .06 */
db.c:  ch->player.default_room = -1;      /* .06 */
db.c:  ch->player.room_edit = NOWHERE;    /*newolc*/
db.c:  ch->quitting = FALSE;
db.c:/*  ch->char_specials.carry_weight = 0;
db.c:  ch->char_specials.carry_items = 0;*/
db.c:    ch->points.armor = (100 - (GET_LEVEL(ch) * 2));
db.c:    ch->points.armor = 100;
db.c:  ch->points.hitroll = 0;
db.c:  ch->points.damroll = 0;
db.c:  if (ch->player.name == NULL)
db.c:    CREATE(ch->player.name, char, strlen(st->name) + 1);
db.c:  strcpy(ch->player.name, st->name);
db.c:  strcpy(ch->player.passwd, st->pwd);
db.c:  ch->riding = NULL; ch->ridden_by = NULL;
db.c:  for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) {
db.c:  while (ch->affected)
db.c:    affect_remove(ch, ch->affected);
db.c:  ch->aff_abils = ch->real_abils;
db.c:  st->birth = ch->player.time.birth;
db.c:  st->played = ch->player.time.played;
db.c:  st->played += (long) (time(0) - ch->player.time.logon);
db.c:  ch->player.time.played = st->played;
db.c:  ch->player.time.logon = time(0);
db.c:  st->hometown = ch->player.hometown;
db.c:  st->abilities = ch->real_abils;
db.c:  st->points = ch->points;
db.c:  st->char_specials_saved = ch->char_specials.saved;
db.c:  st->player_specials_saved = ch->player_specials->saved;
db.c:  st->email = ch->player.email;
db.c:  st->homepage = ch->player.homepage;
db.c:  st->pagesize = ch->player.pagesize;
db.c:  st->idleafk = ch->player.idleafk;
db.c:  if (ch->player.description)
db.c:    strcpy(st->description, ch->player.description);
db.c:  if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) {
db.c:    if (ch->player.email)
db.c:      free(ch->player.email);
db.c:    if (ch->player.homepage)
db.c:      free(ch->player.homepage);
db.c:    free(ch->player_specials);
db.c:    if (ch->player.title)
db.c:      free(ch->player.title);
db.c:    if (ch->player.short_descr)
db.c:      free(ch->player.short_descr);
db.c:    if (ch->player.long_descr)
db.c:      free(ch->player.long_descr);
db.c:    if (ch->player.description)
db.c:      free(ch->player.description);
db.c:    if (ch->player.name && ch->player.name != mob_proto[i].player.name)
db.c:      free(ch->player.name);
db.c:    if (ch->player.title && ch->player.title != mob_proto[i].player.title)
db.c:      free(ch->player.title);
db.c:    if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr)
db.c:      free(ch->player.short_descr);
db.c:    if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr)
db.c:      free(ch->player.long_descr);
db.c:    if (ch->player.description && ch->player.description != mob_proto[i].player.description)
db.c:      free(ch->player.description);
db.c:  while (ch->affected)
db.c:    affect_remove(ch, ch->affected);
db.c:  ch->followers = NULL;
db.c:  ch->master = NULL;
db.c:  ch->in_room = NOWHERE;
db.c:  ch->carrying = NULL;
db.c:  ch->next = NULL;
db.c:  ch->next_fighting = NULL;
db.c:  ch->next_in_room = NULL;
db.c:  ch->char_specials.position = POS_STANDING;
db.c:  ch->mob_specials.default_pos = POS_STANDING;
db.c:  ch->char_specials.carry_weight = 0;
db.c:  ch->char_specials.carry_items = 0;
db.c:  ch->in_room = NOWHERE;
db.c:  ch->mob_specials.default_pos = POS_STANDING;
db.c:  if (ch->points.max_mana < 100)
db.c:    ch->points.max_mana = 100;
db.c:  if (ch->player_specials == NULL)
db.c:    CREATE(ch->player_specials, struct player_special_data, 1);
db.c:    ch->points.max_hit = 500;
db.c:    ch->points.max_mana = 100;
db.c:    ch->points.max_move = 82;
db.c:  ch->player.short_descr = NULL;
db.c:  ch->player.long_descr = NULL;
db.c:  ch->player.description = NULL;
db.c:  ch->player.zone_edit = NOWHERE;   /*reditmod*/
db.c:  ch->player.room_edit = NOWHERE;
db.c:  ch->player.hometown = 1;
db.c:  ch->player.pagesize = 24;
db.c:  ch->player.idleafk = 10;
db.c:  ch->player.time.birth = time(0);
db.c:  ch->player.time.played = 0;
db.c:  ch->player.time.logon = time(0);
db.c:  if (ch->player.sex == SEX_MALE) {
db.c:       ch->player.weight = number(120, 180);
db.c:       ch->player.height = number(160, 200);
db.c:       ch->player.weight = number(90, 120);
db.c:       ch->player.height = number(55, 65);
db.c:       ch->player.weight = number(135, 170);
db.c:       ch->player.height = number(43, 53);
db.c:       ch->player.weight = number(57, 72);
db.c:       ch->player.height = number(32, 48);
db.c:       ch->player.weight = number(80, 140);
db.c:       ch->player.height = number(160, 120);
db.c:       ch->player.weight = number(70, 100);
db.c:       ch->player.height = number(50, 60);
db.c:       ch->player.weight = number(110, 145);
db.c:       ch->player.height = number(41, 51);
db.c:       ch->player.weight = number(53, 68);
db.c:       ch->player.height = number(30, 46);
db.c:  ch->points.max_mana = 100;
db.c:  ch->points.mana = GET_MAX_MANA(ch);
db.c:  ch->points.hit = GET_MAX_HIT(ch);
db.c:  ch->points.max_move = 82;
db.c:  ch->points.move = GET_MAX_MOVE(ch);
db.c:  ch->points.armor = 100;
db.c:  ch->char_specials.saved.affected_by = 0;
fight.c:  ch->next_fighting = combat_list;
fight.c:  ch->fight_round = 0;
fight.c:    next_combat_list = ch->next_fighting;
fight.c:  ch->next_fighting = NULL;
fight.c:  if (ch->char_specials.blinkon)
fight.c:    ch->char_specials.blinkon = FALSE;
fight.c:    for (af = ch->affected; af; af = next) {
fight.c:  if (ch->riding) GET_POS(ch) = POS_RIDING;
fight.c:  else if (ch->ridden_by) GET_POS(ch) = POS_RIDDEN;
fight.c:    act("$s job done, $n fades away.", TRUE, ch, 0, ch->master, TO_ROOM);
fight.c:/*  if (MOB_FLAGGED(ch, MOB_HUNTER) && ch->mob_specials.target) 
fight.c:    hunt_victim(ch->mob_specials.target); */
fight.c:  corpse->contains = ch->carrying;
fight.c:    if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) {
fight.c:  ch->carrying = NULL;
fight.c:  obj_to_room(corpse, ch->in_room);
fight.c:  was_in = ch->in_room;
fight.c:      ch->in_room = world[was_in].dir_option[door]->to_room;
fight.c:      ch->in_room = was_in;
fight.c:  while (ch->affected)
fight.c:    affect_remove(ch, ch->affected);
fight.c:  if (!(k = ch->master))
fight.c:  if (IS_AFFECTED(k, AFF_GROUP) && (k->in_room == ch->in_room)) {
fight.c:	f->follower->in_room == ch->in_room && !IS_NPC(f->follower) ) {
fight.c:  if (IS_AFFECTED(k, AFF_GROUP) && k->in_room == ch->in_room)
fight.c:       f->follower->in_room == ch->in_room && !IS_NPC(f->follower) )
fight.c:  ch->player_specials->saved.pkill_points++;
fight.c:  if (ch != victim && ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) {
fight.c:	  (victim->master->in_room == ch->in_room)) {
fight.c:      if (IS_AFFECTED(ch, AFF_GROUP) && (ch->master || ch->followers))
fight.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_NOFIGHT)) {
fight.c:  if (ch->in_room != victim->in_room) {
fight.c:    if (IS_NPC(ch) && (ch->mob_specials.attack_type != 0))
fight.c:      w_type = ch->mob_specials.attack_type + TYPE_HIT;
fight.c:	dam += dice(ch->mob_specials.damnodice, ch->mob_specials.damsizedice);
fight.c:    next_combat_list = ch->next_fighting;
fight.c:    if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room)
fight.c:   ch->fight_round++;
fight.c:   if (!(ch->fight_round % 2) && !IS_AFFECTED(ch, AFF_HASTE))
fight.c:   if (ch->char_specials.blinkon) {
fight.c:     ch->char_specials.blinkon = 0;
fight.c:       ch->char_specials.blinkon = 1;
fight.c:   if (((ch->fight_round % 4) == 3) && IS_AFFECTED(ch, AFF_SLOW))
fight.c:    if (ch->player.roundsout) { /* if ch is out of comission, don't attack! */
fight.c:      ch->player.roundsout--;   /* GtG 3/8/97 */
fight.c:      for (percent = 1; percent < ch->mob_specials.num_attacks && 
fight.c:  for (i = world[ch->in_room].people; i; i = next_i) {
fight.c:        tmp = ch->next_in_room;
fight.c:      if (IS_AFFECTED(ch, AFF_GROUP) && (ch->master || ch->followers))
graph.c:  dir = find_first_step(ch->in_room, vict->in_room);
graph.c:  dir = find_first_step(ch->in_room, HUNTING(ch)->in_room);
graph.c:    if (ch->in_room == HUNTING(ch)->in_room)
handler.c:    ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR);
handler.c:  for (af = ch->affected; af; af = af->next)
handler.c:  ch->aff_abils = ch->real_abils;
handler.c:  for (af = ch->affected; af; af = af->next)
handler.c:  GET_DEX(ch) = MAX(MAX(0, MIN(GET_DEX(ch), i)), ch->real_abils.dex);
handler.c:  GET_INT(ch) = MAX(MAX(0, MIN(GET_INT(ch), i)), ch->real_abils.intel);
handler.c:  GET_WIS(ch) = MAX(MAX(0, MIN(GET_WIS(ch), i)), ch->real_abils.wis);
handler.c:  GET_CON(ch) = MAX(MAX(0, MIN(GET_CON(ch), i)), ch->real_abils.con);
handler.c:      if(ch->real_abils.str > 18) {
handler.c:	GET_STR(ch) = ch->real_abils.str;
handler.c:  affected_alloc->next = ch->affected;
handler.c:  ch->affected = affected_alloc;
handler.c:  assert(ch->affected);
handler.c:   world[ch->in_room].light--;
handler.c:  REMOVE_FROM_LIST(af, ch->affected, next);
handler.c:  for (hjp = ch->affected; hjp; hjp = hjp->next)
handler.c:  for (hjp = ch->affected; hjp; hjp = hjp->next)
handler.c:  for (hjp = ch->affected; !found && hjp; hjp = hjp->next) {
handler.c:  if (ch == NULL || ch->in_room == NOWHERE) {
handler.c:            ch ? ch->player.name : "(null)", 
handler.c:            ch->in_room == NOWHERE ? -1 : ch->in_room);
handler.c:    world[ch->in_room].light--;
handler.c:	world[ch->in_room].light--;
handler.c:  REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room);
handler.c:  ch->in_room = NOWHERE;
handler.c:  ch->next_in_room = NULL;
handler.c:  if (ch->riding && (ch->riding)->in_room!=NOWHERE) 
handler.c:   char_from_room(ch->riding);  
handler.c:  if (ch->ridden_by && (ch->ridden_by)->in_room!=NOWHERE)
handler.c:   char_from_room(ch->ridden_by); 
handler.c:            ch ? ch->player.name : "Null Name", room);
handler.c:    ch->next_in_room = world[room].people;
handler.c:    ch->in_room = room;
handler.c:  if (ch->riding && (ch->riding)->in_room==NOWHERE) 
handler.c:    char_to_room(ch->riding, room); 
handler.c:  if (ch->ridden_by && (ch->ridden_by)->in_room==NOWHERE) 
handler.c:    char_to_room(ch->ridden_by, room);
handler.c:    object->next_content = ch->carrying;
handler.c:    ch->carrying = object;
handler.c:    for(tobj = ch->carrying; tobj; last = tobj, tobj = tobj->next_content) {
handler.c:	else ch->carrying = object;
handler.c:      object->next_content = ch->carrying;
handler.c:      ch->carrying = object;
handler.c:      || (obj->obj_flags.min_level > GET_LEVEL(ch))) && ch->in_room > 0 &&
handler.c:      /*if (ch->in_room != NOWHERE) {*/
handler.c:  if (ch->in_room != NOWHERE) {
handler.c:	world[ch->in_room].light++;
handler.c:  if (ch->in_room != NOWHERE) {
handler.c:	world[ch->in_room].light--;
handler.c:  if (world[ch->in_room].light < 0)
handler.c:    world[ch->in_room].light = 0;
handler.c:	  world[ch->in_room].light--;
handler.c:  if (ch->carrying)
handler.c:    update_object(ch->carrying, 1); */
handler.c:  if (!IS_NPC(ch) && !ch->desc) {
handler.c:  if (ch->in_room == NOWHERE) {
handler.c:  if (ch->riding) {
handler.c:   ch->riding->ridden_by = NULL;
handler.c:   GET_POS(ch->riding) = POS_STANDING;
handler.c:   ch->riding = NULL; }
handler.c:  if (ch->ridden_by) {
handler.c:   ch->ridden_by->riding = NULL;
handler.c:   GET_POS(ch->ridden_by) = POS_STANDING;
handler.c:   ch->ridden_by = NULL; } 
handler.c:  if (ch->followers || ch->master)
handler.c:  if (ch->desc) {
handler.c:    if (ch->desc->snooping) {
handler.c:      ch->desc->snooping->snoop_by = NULL;
handler.c:      ch->desc->snooping = NULL;
handler.c:    if (ch->desc->snoop_by) {
handler.c:		ch->desc->snoop_by);
handler.c:      ch->desc->snoop_by->snooping = NULL;
handler.c:      ch->desc->snoop_by = NULL;
handler.c:  if(!ch->quitting) { /* if quitting, we need to keep this stuff for now */
handler.c:    while (ch->carrying) {
handler.c:      obj = ch->carrying;
handler.c:      obj_to_room(obj, ch->in_room);
handler.c:        obj_to_room(unequip_char(ch, i), ch->in_room);
handler.c:  if (ch->desc && ch->desc->original)
handler.c:  if (ch->desc) {
handler.c:    STATE(ch->desc) = CON_MENU;
handler.c:    SEND_TO_Q(MENU, ch->desc);
handler.c:    if (!IS_NPC(i) && (!inroom || i->in_room == ch->in_room) &&
handler.c:    if (IS_NPC(i) && (!inroom || i->in_room == ch->in_room) &&
handler.c:  for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room)
handler.c:  if ((i = get_obj_in_list_vis(ch, name, ch->carrying)))
handler.c:  if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)))
handler.c:    if ((*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying))) {
handler.c:    if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) {
Binary file handler.o matches
house.c:  page_string(ch->desc, buf, 0);
house.c:  if (!IS_SET(ROOM_FLAGS(ch->in_room), ROOM_HOUSE))
house.c:  else if ((i = find_house(world[ch->in_room].number)) < 0)
interpreter.c:  if (IS_AFFECTED(ch, AFF_CHARM) && !ch->master)
interpreter.c:  if (ch->char_specials.blinkon)
interpreter.c:      if (((ch->desc && ch->desc->original) ? GET_LEVEL(ch->desc->original) : 
interpreter.c:  if (GET_ROOM_SPEC(ch->in_room) != NULL)
interpreter.c:    if (GET_ROOM_SPEC(ch->in_room) (ch, world + ch->in_room, cmd, arg))
interpreter.c:  for (i = ch->carrying; i; i = i->next_content)
interpreter.c:  for (k = world[ch->in_room].people; k; k = k->next_in_room)
interpreter.c:  for (i = world[ch->in_room].contents; i; i = i->next_content)
interpreter.c:    next_ch = ch->next;
interpreter.c:    if (ch->desc)
interpreter.c:    if (ch->in_room != NOWHERE)
limits.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_ENH_HEAL))
limits.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_ENH_HEAL))
limits.c:      ch->player_specials->advance = tlvl;
limits.c:      if (!i->connected && (i != ch->desc) && i->character &&
limits.c:      ch->player_specials->advance = tlvl;
limits.c:  ch->char_specials.timer++;
limits.c:  if (ch->char_specials.timer > 8)
limits.c:   if (GET_LEVEL(ch) <=LVL_IMMORT && ch->in_room != r_frozen_start_room) {
limits.c:    if (GET_WAS_IN(ch) == NOWHERE && ch->in_room != NOWHERE) {
limits.c:      GET_WAS_IN(ch) = ch->in_room;
limits.c:      if (ch->in_room)
limits.c:    } else if (ch->char_specials.timer > 25) {
limits.c:      if (ch->in_room != NOWHERE)
limits.c:      if (ch->desc)
limits.c:	close_socket(ch->desc);
limits.c:      ch->desc = NULL;
limits.c:      ch->quitting = TRUE;
magic.c:  for (tobj = ch->carrying; tobj; tobj = tobj->next_content) {
magic.c:   world[ch->in_room].light++;
magic.c:  if (ch->master != NULL)
magic.c:    k = ch->master;
magic.c:    if (tch->in_room != ch->in_room)
magic.c:  for (tch = world[ch->in_room].people; tch; tch = tch_next) {
magic.c:    tch_next = tch->next_in_room;
magic.c:  for (tch = world[ch->in_room].people; tch; tch = next_tch) {
magic.c:    next_tch = tch->next_in_room;
magic.c:    char_to_room(mob, ch->in_room);
mail.c:  if (!ch->desc || IS_NPC(ch))
mail.c:  if(ch->desc->original) {
mail.c:      GET_NAME(ch->desc->original), cmd_info[cmd].command,
mail.c:  ch->desc->mail_to = recipient;
mail.c:  ch->desc->str = (char **) malloc(sizeof(char *));
mail.c:  *(ch->desc->str) = NULL;
mail.c:  ch->desc->max_str = MAX_MAIL_SIZE;
mail.c:  STATE(ch->desc) = CON_MAIL_SUBJ;
mail.c:  if(!ch->mail) {
mail.c:  for(letter = ch->mail; letter; letter = letter->next_content) {
mail.c:  if(!ch->mail) {
mail.c:  for(obj = ch->mail; obj; ) {
mail.c:	ch->mail = obj->next_content;
mail.c:	obj = ch->mail;
mail.c:    for(obj = ch->carrying; obj; ) {
mail.c:	obj = ch->carrying;
mail.c:  } else if(*num && !(obj = get_obj_in_list_vis(ch, num, ch->carrying))) {
mail.c:      obj->next_content = ch->mail;
mail.c:      ch->mail = obj;
mail.c:      if(!ch->mail) {
mail.c:      for(obj = ch->mail; obj; ) {
mail.c:	    ch->mail = obj->next_content;
mail.c:	    obj = ch->mail;
mail.c:  if(!ch->mail)
mail.c:  for(letter = ch->mail; letter; ) {
mail.c:  sprintf(filename, "%s/%s", MAIL_PREFIX, ch->player.name);
mail.c:  ch->mail = Crash_load(NULL, fl);
mail.c:  if((ch->desc && ch->desc->original) || !*ch->player.name)
mail.c:  sprintf(filename, "%s/%s", MAIL_PREFIX, ch->player.name);
mail.c:  if (!ch->mail) { /* GPN */
mail.c:  Crash_save(ch, ch->mail, 0, fl);
mail.c:  for(ml = ch->mail; ml; ml = ml->next_content, count++)
menu.c:  struct room_data *room = world + ch->in_room;
menu.c:  struct menu_data *mdata = (struct menu_data*)ch->player.parse_data;
menu.c:	 	ch->in_room)
menu.c:    if(!ch->player.parse_me) {
menu.c:      desc = (struct extra_descr_data *)ch->player.parse_me;
menu.c:    i = (int)ch->player.parse_me;
menu.c:  struct menu_data *mdata = (struct menu_data*)ch->player.parse_data;
menu.c:  struct room_data *room = world + ch->in_room;
menu.c:      save_char(ch, ch->in_room);*/
menu.c:	  ch->player.parse_me = (void *)(choice - DMN);
menu.c:	  ch->player.parse_me = (void *)(choice - DMN);
menu.c:      ch->player.parser = NULL;
menu.c:      ch->player.parse_data = NULL;
menu.c:      ch->player.room_edit = -1;
menu.c:      ch->player.parser = NULL;
menu.c:      ch->player.parse_data = NULL;
menu.c:      ch->player.room_edit = -1;
menu.c:      if(!ch->player.parse_me)
menu.c:	ch->player.parse_me = NULL;
menu.c:    else if(!ch->player.parse_me) {
menu.c:	  ch->player.parse_me = find_edesc_by_key(room->ex_description, arg2);
menu.c:	ch->player.parse_me = find_edesc_by_num(room->ex_description, choice);
menu.c:	    desc = (struct extra_descr_data *)ch->player.parse_me;
menu.c:	  desc = (struct extra_descr_data *)ch->player.parse_me;
menu.c:      ch->player.parse_me = find_edesc_by_key(room->ex_description, arg2);
menu.c:      desc = (struct extra_descr_data *)ch->player.parse_me;
menu.c:      desc = (struct extra_descr_data *)ch->player.parse_me;
menu.c:      desc = (struct extra_descr_data *)ch->player.parse_me;
menu.c:      ch->player.parse_me = NULL;
menu.c:      ch->player.parse_me = NULL;
menu.c:	  dir = (int)ch->player.parse_me;
menu.c:	dir = (int)ch->player.parse_me;
menu.c:	  sprintf(buf, "exit %s %s", dir_abbrev[(int)ch->player.parse_me], arg2);
menu.c:	  sprintf(buf, "exit %s keyword %s", dir_abbrev[(int)ch->player.parse_me],
menu.c:	    sprintf(buf, "exit %s key %d", dir_abbrev[(int)ch->player.parse_me],
menu.c:      ch->player.parse_me = NULL;
menu.c:      ch->player.parse_me = NULL;
menu.c:      sprintf(buf, "exit %s connect 1 %d", dir_abbrev[(int)ch->player.parse_me],
menu.c:      if(room->dir_option[(int)ch->player.parse_me])	/* success */
menu.c:	ch->player.parse_me = NULL;
menu.c:      ch->player.parse_me = NULL;
menu.c:      sprintf(buf, "exit %s connect 2 %d", dir_abbrev[(int)ch->player.parse_me],
menu.c:      if(room->dir_option[(int)ch->player.parse_me])	/* success */
menu.c:	ch->player.parse_me = NULL;
menu.c:      room->dir_option[(int)ch->player.parse_me]->to_room = dir;
menu.c:      sprintf(buf, "exit %s descrip", dir_abbrev[(int)ch->player.parse_me]);
menu.c:      sprintf(buf, "exit %s %s", dir_abbrev[(int)ch->player.parse_me], inp);
menu.c:      sprintf(buf, "exit %s keyword %s", dir_abbrev[(int)ch->player.parse_me],
menu.c:      sprintf(buf, "exit %s key %d", dir_abbrev[(int)ch->player.parse_me],
menu.c:      sprintf(buf, "exit %s delete", dir_abbrev[(int)ch->player.parse_me]);
menu.c:      ch->player.parse_me = NULL;
mobact.c:    next_ch = ch->next;
mobact.c:      if (world[ch->in_room].contents && !number(0, 10)) {
mobact.c:	for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
mobact.c:	 (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) {
mobact.c:      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
mobact.c:      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
mobact.c:      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room)
mobact.c:   perform_tell(ch, ch->master, "So, what are we doing again?");
mobact.c:   perform_tell(ch, ch->master, 
objsave.c:  page_string(ch->desc, buf, TRUE);
objsave.c:    }/* else if(ch->quitting) {
objsave.c:      if(ch->quitting)
objsave.c:  if (!Crash_save(ch, ch->carrying, 0, fp)) {
objsave.c:  Crash_restore_weight(ch->carrying);
objsave.c:  Crash_extract_norents(ch->carrying);
objsave.c:  Crash_calculate_rent(ch->carrying, &cost);
objsave.c:  while ((cost > GET_GOLD(ch) + GET_BANK_GOLD(ch)) && ch->carrying) {
objsave.c:    Crash_extract_expensive(ch->carrying);
objsave.c:    Crash_calculate_rent(ch->carrying, &cost);
objsave.c:  if (!ch->carrying) {
objsave.c:  if (!Crash_save(ch, ch->carrying, fp)) {
objsave.c:  Crash_extract_objs(ch->carrying);
objsave.c:  Crash_extract_norents(ch->carrying);
objsave.c:    if (ch->equipment[j])
objsave.c:     Crash_save(ch, ch->equipment[j], fp);
objsave.c:  if (!Crash_save(ch, ch->carrying, fp)) {
objsave.c:    if (ch->equipment[j])
objsave.c:     Crash_extract_objs(ch->equipment[j]);
objsave.c:  Crash_extract_objs(ch->carrying);
objsave.c:  Crash_extract_norents(ch->carrying);
objsave.c:  if (!Crash_save(ch, ch->carrying, fp)) {
objsave.c:  Crash_extract_objs(ch->carrying);
objsave.c:  norent = Crash_report_unrentables(ch, receptionist, ch->carrying);
objsave.c:  Crash_report_rent(ch, receptionist, ch->carrying, &totalcost, &numitems, display, factor);
objsave.c:  if (!ch->desc || IS_NPC(ch))
objsave.c:  sprintf(filename, "%s/%c/%s", RENT_PREFIX, *ch->player.name, 
objsave.c:    ch->player.name);
objsave.c:  if((ch->desc && ch->desc->original) || !*ch->player.name)
objsave.c:  sprintf(filename, "%s/%c/%s", RENT_PREFIX, *ch->player.name,
objsave.c:    ch->player.name);
olc.c:      rnum = ch->in_room;
olc.c:      vnum = world[ch->in_room].number;
olc.c:    olc_ch->desc->str = string;
olc.c:    olc_ch->desc->max_str = maxlen;
progcmd.c:            ch->player.name, command, x, buf); 
progcmd.c:                      if (ch->master && AFF_FLAGGED(ch, AFF_GROUP))
progcmd.c:                        vict = ch->master;
progcmd.c:                            ch->in_room &&
progcmd.c:                      for (vict = world[ch->in_room].people; vict; vict = victim) {
progcmd.c:                      if (ch->master && AFF_FLAGGED(ch, AFF_GROUP) && 
progcmd.c:                          ch->master->in_room == ch->in_room)
progcmd.c:                        vict = ch->master;
progcmd.c:                      w = ch->in_room;
progcmd.c:                      for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
progcmd.c:                      if (ch->master && AFF_FLAGGED(ch, AFF_GROUP) && 
progcmd.c:                          ch->master->in_room == ch->in_room)
progcmd.c:                        vict = ch->master;
progcmd.c:                      w = ch->in_room;
progcmd.c:                 char_to_room(item, ch->in_room);
progcmd.c:                 obj_to_room(item, ch->in_room);
shop.c:  sprintf(tempstr, times_message(ch->carrying, 0, bought));
shop.c:  if (!(obj = get_obj_in_list_vis(ch, name, ch->carrying))) {
shop.c:  page_string(ch->desc, buf, 1);
shop.c:  if (!ok_shop_room(shop_nr, world[ch->in_room].number))
shop.c:  page_string(ch->desc, buf, 1);
shop.c:	if (ok_shop_room(shop_nr, world[ch->in_room].number))
spec_procs.c:  page_string(ch->desc, buf2, 1);
spec_procs.c:  for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) {
spec_procs.c:  for (k = world[ch->in_room].contents; k; k = world[ch->in_room].contents) {
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) &&
spec_procs.c:  if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) &&
spec_procs.c:  if (FIGHTING(ch) && (FIGHTING(ch)->in_room == ch->in_room) &&
spec_procs.c:  for (cons = world[ch->in_room].people; cons; cons = cons->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:	world[ch->in_room].number == guild_info[i][1] &&
spec_procs.c:  for (i = world[ch->in_room].contents; i; i = i->next_content) {
spec_procs.c:	obj_to_room(temp, ch->in_room);
spec_procs.c:  for (i = world[ch->in_room].contents; i; i = i->next_content) {
spec_procs.c:  for (i = world[ch->in_room].contents; i; i = i->next_content) {
spec_procs.c:  for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.c:  for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.c:  for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:    switch (mob_index[ch->nr].virtualrm) {
spec_procs.c:    switch (mob_index[ch->nr].virtualrm) {
spec_procs.c:    switch (mob_index[ch->nr].virtualrm) {
spec_procs.c:  pet_room = ch->in_room + 1;
spec_procs.c:    char_to_room(pet, ch->in_room);
spec_procs.c:    case 1: if (ch->real_abils.str < 18) { ch->real_abils.str++;
spec_procs.c:            else if (ch->real_abils.str_add < 100) { ch->real_abils.str_add += 10;
spec_procs.c:    case 2: if (ch->real_abils.intel < 18) { ch->real_abils.intel++;
spec_procs.c:    case 3: if (ch->real_abils.cha < 18) { ch->real_abils.cha++;
spec_procs.c:    case 4: if (ch->real_abils.wis < 18) { ch->real_abils.wis++;
spec_procs.c:    case 5: if (ch->real_abils.dex < 18) { ch->real_abils.dex++;
spec_procs.c:    case 6: if (ch->real_abils.con < 18) { ch->real_abils.con++;
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
spec_procs.c:  switch (mob_index[ch->nr].virtualrm) {
spec_procs.c:  switch (mob_index[ch->nr].virtualrm) {
spec_procs.c:    if (FIGHTING (ch) && (FIGHTING (ch)->in_room == ch->in_room) &&
spec_procs.c:    if (FIGHTING (ch) && (FIGHTING (ch)->in_room == ch->in_room) &&
spec_procs.c:    if (FIGHTING (ch) && (FIGHTING (ch)->in_room == ch->in_room) &&
spec_procs.c:  if (!(obj2 = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) {
spec_procs.c:    for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.c:      if (ch->char_specials.daytimer >= 8) {
spec_procs.c:        ch->char_specials.daytimer = 0;
spec_procs.c:      ch->char_specials.daytimer++;
spec_procs.c:    ch->char_specials.daytimer = 0;
spec_procs.c:    for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
spec_procs.c:      for (obj = ch->carrying; obj; obj = obj->next)
spec_procs.c:    if (ch->player.roundsout) {
spec_procs.c:      ch->player.roundsout = 0;
spec_procs.c:      char_to_room(tch, ch->in_room);
spec_procs.c:      char_to_room(tch, ch->in_room);
spec_procs.c:      for (tch = world[ch->in_room].people; tch; tch = next_tch) {
spec_procs.c:        next_tch = tch->next_in_room;
spec_procs.c:          obj_to_room(unequip_char(vict, i), ch->in_room);
spec_procs.c:        free(tch->player.long_descr);
spec_procs.c:        tch->player.long_descr = str_dup("A very large Flubber");
spec_procs.c:        free(tch->player.description);
spec_procs.c:        tch->player.description = str_dup("This Flubber is one of the largest you have ever seen");
spec_procs.c:        free(tch->player.short_descr);
spec_procs.c:        tch->player.short_descr = str_dup("massive Flubber");
spec_procs.c:        char_to_room(tch, ch->in_room);
spec_procs.c:  if (cmd || !AWAKE(ch) || FIGHTING(ch) || !ch->in_room)
spec_procs.c:  for (vict = world[ch->in_room].people; vict ; vict = tch) {
spec_procs.c:  for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) {
spec_procs.c:      if (tch->player.roundsout) {
spec_procs.c:        tch->player.roundsout = 0;
spell_parser.c:  if (tch != NULL && tch->in_room == ch->in_room) {
spell_parser.c:	     ((tobj->in_room == ch->in_room) || (tobj->carried_by == ch)))
spell_parser.c:  for (i = world[ch->in_room].people; i; i = i->next_in_room) {
spell_parser.c:  if (tch != NULL && tch != ch && tch->in_room == ch->in_room) {
spell_parser.c: if (ROOM_FLAGGED(ch->in_room, ROOM_NOPOTION) &&
spell_parser.c:      for (tch = world[ch->in_room].people; tch; tch = next_tch) {
spell_parser.c:	next_tch = tch->next_in_room;
spell_parser.c:  if (IS_AFFECTED(ch, AFF_CHARM) && (ch->master == tch)) {
spell_parser.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_NOCAST) && GET_LEVEL(ch) < LVL_IMMORT) {
spell_parser.c:      (IS_LIGHT(ch->in_room) && weather_info.sunlight != SUN_SET &&
spell_parser.c:      if ((tobj = get_obj_in_list_vis(ch, t, ch->carrying)))
spell_parser.c:      if ((tobj = get_obj_in_list_vis(ch, t, world[ch->in_room].contents)))
spell_parser.c:  if(ch && ch->equipment)
spell_parser.c:    if((pobj = ch->equipment[j]))
spells.c:  if (ROOM_FLAGGED(ch->in_room, ROOM_CRIMEOK) || 
spells.c:            GET_NAME(ch), GET_NAME(victim), world[ch->in_room].name, 
spells.c:            world[ch->in_room].number);
spells.c:	      GET_NAME(ch), world[ch->in_room].name,
spells.c:	      (ch->player.sex == SEX_MALE) ? "He" : "She");
spells.c:	      GET_NAME(ch), GET_NAME(victim), world[ch->in_room].name);
spells.c:  room = ch->in_room;
spells.c:  for (k = ch->followers; k; k = k->next)
spells.c:  if (!(mob_num = ch->player_specials->saved.familiar) || 
spells.c:  ch->riding = NULL;
spells.c:  ch->ridden_by = NULL;
spells.c:  char_to_room(pet, ch->in_room);
spells.c:  if (ch->equipment[WEAR_WIELD]) {
spells.c:  for (k = ch->followers; k; k = k->next) 
spells.c:  char_to_room(mob, ch->in_room);
spells.c:  char_to_room(mob, ch->in_room);
spells.c: send_to_room(buf, ch->in_room);
spells.c:   send_to_room(buf, ch->in_room);
spells.c:   send_to_room(buf, ch->in_room);
spells.c:  if (ch->char_specials.daytimer && !IS_IMMORTAL(ch)) {
spells.c:  ch->char_specials.daytimer = 10;
spells.c:  if (ch->equipment[WEAR_WIELD]) {
spells.c:  if (ch->followers)
spells.c:    for (k = ch->followers; k; k = k->next)
spells.c:    char_to_room(cupra, ch->in_room);
spells.c:    char_to_room(milk, ch->in_room);
spells.c:    char_to_room(helmet, ch->in_room);
spells.c:    char_to_room(beach, ch->in_room);
spells.c:  obj_to_room(portal, ch->in_room);
structs.h:   (CON_PLAYING) and ch->player.parser isn't NULL, the special parser is
structs.h:   the ch->player.parse_me pointer.  As long as you don't try to use the
utils.c:	  world[ch->in_room].number, world[ch->in_room].name);
utils.c:  player_age = mud_time_passed(time(0), ch->player.time.birth);
utils.c:  assert(ch->master);
utils.c:    act("You realize that $N is a jerk!", FALSE, ch, 0, ch->master, TO_CHAR);
utils.c:    act("$n realizes that $N is a jerk!", FALSE, ch, 0, ch->master, TO_NOTVICT);
utils.c:    act("$n hates your guts!", FALSE, ch, 0, ch->master, TO_VICT);
utils.c:    act("You stop following $N.", FALSE, ch, 0, ch->master, TO_CHAR);
utils.c:    act("$n stops following $N.", TRUE, ch, 0, ch->master, TO_NOTVICT);
utils.c:    act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT);
utils.c:  if (ch->master->followers->follower == ch) {	/* Head of follower-list? */
utils.c:    k = ch->master->followers;
utils.c:    ch->master->followers = k->next;
utils.c:    for (k = ch->master->followers; k->next->follower != ch; k = k->next);
utils.c:  ch->master = NULL;
utils.c:  if (ch->master)
utils.c:  for (k = ch->followers; k; k = j) {
utils.c:  assert(!ch->master);
utils.c:  ch->master = leader;
utils.c:  for (ch = room->people; ch != NULL; ch = ch->next_in_room)
utils.h:   (ch->desc && ch->desc->original ? GET_LEVEL(ch->desc->original) : \
utils.h:#define GET_MOB_SPEC(ch) (IS_MOB(ch) ? (mob_index[(ch->nr)].func) : NULL)
Binary file utils.o matches
