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;